CGameHandler.cpp 196 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/CStack.h"
  18. #include "../lib/BattleInfo.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/rmg/CMapGenOptions.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/ScopeGuard.h"
  26. #include "../lib/CSoundBase.h"
  27. #include "CGameHandler.h"
  28. #include "CVCMIServer.h"
  29. #include "../lib/CCreatureSet.h"
  30. #include "../lib/CThreadHelper.h"
  31. #include "../lib/GameConstants.h"
  32. #include "../lib/registerTypes/RegisterTypes.h"
  33. #include "../lib/serializer/CTypeList.h"
  34. #include "../lib/serializer/Connection.h"
  35. /*
  36. * CGameHandler.cpp, part of VCMI engine
  37. *
  38. * Authors: listed in file AUTHORS in main folder
  39. *
  40. * License: GNU General Public License v2.0 or later
  41. * Full text of license available in license.txt file, in main folder
  42. *
  43. */
  44. #ifndef _MSC_VER
  45. #include <boost/thread/xtime.hpp>
  46. #endif
  47. extern bool end2;
  48. #ifdef min
  49. #undef min
  50. #endif
  51. #ifdef max
  52. #undef max
  53. #endif
  54. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  55. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  56. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  57. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  58. class ServerSpellCastEnvironment: public SpellCastEnvironment
  59. {
  60. public:
  61. ServerSpellCastEnvironment(CGameHandler * gh);
  62. ~ServerSpellCastEnvironment(){};
  63. void sendAndApply(CPackForClient * info) const override;
  64. CRandomGenerator & getRandomGenerator() const override;
  65. void complain(const std::string & problem) const override;
  66. const CMap * getMap() const override;
  67. const CGameInfoCallback * getCb() const override;
  68. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  69. private:
  70. mutable CGameHandler * gh;
  71. };
  72. CondSh<bool> battleMadeAction(false);
  73. CondSh<BattleResult *> battleResult(nullptr);
  74. template <typename T> class CApplyOnGH;
  75. class CBaseForGHApply
  76. {
  77. public:
  78. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  79. virtual ~CBaseForGHApply(){}
  80. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  81. {
  82. return new CApplyOnGH<U>;
  83. }
  84. };
  85. template <typename T> class CApplyOnGH : public CBaseForGHApply
  86. {
  87. public:
  88. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  89. {
  90. T *ptr = static_cast<T*>(pack);
  91. ptr->c = c;
  92. ptr->player = player;
  93. return ptr->applyGh(gh);
  94. }
  95. };
  96. template <>
  97. class CApplyOnGH<CPack> : public CBaseForGHApply
  98. {
  99. public:
  100. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  101. {
  102. logGlobal->error("Cannot apply on GH plain CPack!");
  103. assert(0);
  104. return false;
  105. }
  106. };
  107. static CApplier<CBaseForGHApply> *applier = nullptr;
  108. CMP_stack cmpst ;
  109. static inline double distance(int3 a, int3 b)
  110. {
  111. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  112. }
  113. static void giveExp(BattleResult &r)
  114. {
  115. if (r.winner > 1)
  116. {
  117. // draw
  118. return;
  119. }
  120. r.exp[0] = 0;
  121. r.exp[1] = 0;
  122. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  123. {
  124. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  125. }
  126. }
  127. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, bool targetIsAttacker, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  128. {
  129. int x = targetPosition.getX();
  130. int y = targetPosition.getY();
  131. 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...
  132. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  133. else
  134. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  135. //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
  136. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  137. {
  138. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  139. {
  140. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  141. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  142. }
  143. else
  144. { //add back-side guardians for two-hex target, side guardians for one-hex
  145. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  146. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  147. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  148. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  149. else if (targetIsTwoHex)//front-side guardians for two-hex target
  150. {
  151. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  152. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  153. if (x > 3) //back guard for two-hex
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  155. }
  156. }
  157. }
  158. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  159. {
  160. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  161. {
  162. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  163. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  164. }
  165. else
  166. {
  167. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  168. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  169. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  170. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  171. else if (targetIsTwoHex)
  172. {
  173. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  174. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  175. if (x < GameConstants::BFIELD_WIDTH - 4)
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  177. }
  178. }
  179. }
  180. else if (!targetIsAttacker && y % 2 == 0)
  181. {
  182. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  183. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  184. }
  185. else if (targetIsAttacker && y % 2 == 1)
  186. {
  187. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  188. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  189. }
  190. }
  191. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  192. {
  193. boost::unique_lock<boost::mutex> l(mx);
  194. if (players.find(player) != players.end())
  195. {
  196. return players.at(player);
  197. }
  198. else
  199. {
  200. throw std::runtime_error("No such player!");
  201. }
  202. }
  203. void PlayerStatuses::addPlayer(PlayerColor player)
  204. {
  205. boost::unique_lock<boost::mutex> l(mx);
  206. players[player];
  207. }
  208. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  209. {
  210. boost::unique_lock<boost::mutex> l(mx);
  211. if (players.find(player) != players.end())
  212. {
  213. return players[player].*flag;
  214. }
  215. else
  216. {
  217. throw std::runtime_error("No such player!");
  218. }
  219. }
  220. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  221. {
  222. boost::unique_lock<boost::mutex> l(mx);
  223. if (players.find(player) != players.end())
  224. {
  225. players[player].*flag = val;
  226. }
  227. else
  228. {
  229. throw std::runtime_error("No such player!");
  230. }
  231. cv.notify_all();
  232. }
  233. template <typename T>
  234. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  235. {
  236. fun(args[which]);
  237. }
  238. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  239. {
  240. changeSecSkill(hero, skill, 1, 0);
  241. expGiven(hero);
  242. }
  243. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  244. {
  245. // required exp for at least 1 lvl-up hasn't been reached
  246. if (!hero->gainsLevel())
  247. {
  248. return;
  249. }
  250. // give primary skill
  251. logGlobal->trace("%s got level %d", hero->name, hero->level);
  252. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  253. SetPrimSkill sps;
  254. sps.id = hero->id;
  255. sps.which = primarySkill;
  256. sps.abs = false;
  257. sps.val = 1;
  258. sendAndApply(&sps);
  259. PrepareHeroLevelUp pre;
  260. pre.hero = hero;
  261. sendAndApply(&pre);
  262. HeroLevelUp hlu;
  263. hlu.hero = hero;
  264. hlu.primskill = primarySkill;
  265. hlu.skills = pre.skills;
  266. if (hlu.skills.size() == 0)
  267. {
  268. sendAndApply(&hlu);
  269. levelUpHero(hero);
  270. }
  271. else if (hlu.skills.size() == 1)
  272. {
  273. sendAndApply(&hlu);
  274. levelUpHero(hero, pre.skills.front());
  275. }
  276. else if (hlu.skills.size() > 1)
  277. {
  278. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  279. hlu.queryID = levelUpQuery->queryID;
  280. queries.addQuery(levelUpQuery);
  281. sendAndApply(&hlu);
  282. //level up will be called on query reply
  283. }
  284. }
  285. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  286. {
  287. SetCommanderProperty scp;
  288. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  289. if (hero)
  290. scp.heroid = hero->id;
  291. else
  292. {
  293. complain ("Commander is not led by hero!");
  294. return;
  295. }
  296. scp.accumulatedBonus.subtype = 0;
  297. scp.accumulatedBonus.additionalInfo = 0;
  298. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  299. scp.accumulatedBonus.turnsRemain = 0;
  300. scp.accumulatedBonus.source = Bonus::COMMANDER;
  301. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  302. if (skill <= ECommander::SPELL_POWER)
  303. {
  304. scp.which = SetCommanderProperty::BONUS;
  305. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  306. {
  307. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  308. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  309. };
  310. switch (skill)
  311. {
  312. case ECommander::ATTACK:
  313. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  314. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  315. break;
  316. case ECommander::DEFENSE:
  317. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  318. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  319. break;
  320. case ECommander::HEALTH:
  321. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  322. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  323. break;
  324. case ECommander::DAMAGE:
  325. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  326. scp.accumulatedBonus.subtype = 0;
  327. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  328. break;
  329. case ECommander::SPEED:
  330. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  331. break;
  332. case ECommander::SPELL_POWER:
  333. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  334. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  335. sendAndApply (&scp); //additional pack
  336. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  337. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  338. sendAndApply (&scp); //additional pack
  339. scp.accumulatedBonus.type = Bonus::CASTS;
  340. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  341. sendAndApply (&scp); //additional pack
  342. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  343. break;
  344. }
  345. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  346. sendAndApply (&scp);
  347. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  348. scp.additionalInfo = skill;
  349. scp.amount = c->secondarySkills.at(skill) + 1;
  350. sendAndApply (&scp);
  351. }
  352. else if (skill >= 100)
  353. {
  354. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  355. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  356. scp.additionalInfo = skill; //unnormalized
  357. sendAndApply (&scp);
  358. }
  359. expGiven(hero);
  360. }
  361. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  362. {
  363. if (!c->gainsLevel())
  364. {
  365. return;
  366. }
  367. CommanderLevelUp clu;
  368. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  369. if (hero)
  370. clu.hero = hero;
  371. else
  372. {
  373. complain ("Commander is not led by hero!");
  374. return;
  375. }
  376. //picking sec. skills for choice
  377. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  378. {
  379. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  380. clu.skills.push_back(i);
  381. }
  382. int i = 100;
  383. for (auto specialSkill : VLC->creh->skillRequirements)
  384. {
  385. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  386. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  387. && !vstd::contains (c->specialSKills, i))
  388. clu.skills.push_back (i);
  389. ++i;
  390. }
  391. int skillAmount = clu.skills.size();
  392. if (!skillAmount)
  393. {
  394. sendAndApply(&clu);
  395. levelUpCommander(c);
  396. }
  397. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  398. {
  399. sendAndApply(&clu);
  400. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  401. }
  402. else if (skillAmount > 1) //apply and ask for secondary skill
  403. {
  404. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  405. clu.queryID = commanderLevelUp->queryID;
  406. queries.addQuery(commanderLevelUp);
  407. sendAndApply(&clu);
  408. }
  409. }
  410. void CGameHandler::expGiven(const CGHeroInstance *hero)
  411. {
  412. if (hero->gainsLevel())
  413. levelUpHero(hero);
  414. else if (hero->commander && hero->commander->gainsLevel())
  415. levelUpCommander(hero->commander);
  416. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  417. // levelUpCommander(hero->commander);
  418. // else
  419. // levelUpHero(hero);
  420. }
  421. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  422. {
  423. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  424. {
  425. if (gs->map->levelLimit != 0)
  426. {
  427. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  428. TExpType resultingExp = abs ? val : hero->exp + val;
  429. if (resultingExp > expLimit)
  430. {
  431. // set given experience to max possible, but don't decrease if hero already over top
  432. abs = true;
  433. val = std::max(expLimit, hero->exp);
  434. InfoWindow iw;
  435. iw.player = hero->tempOwner;
  436. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  437. iw.text.addReplacement(hero->name);
  438. sendAndApply(&iw);
  439. }
  440. }
  441. }
  442. SetPrimSkill sps;
  443. sps.id = hero->id;
  444. sps.which = which;
  445. sps.abs = abs;
  446. sps.val = val;
  447. sendAndApply(&sps);
  448. //only for exp - hero may level up
  449. if (which == PrimarySkill::EXPERIENCE)
  450. {
  451. if (hero->commander && hero->commander->alive)
  452. {
  453. //FIXME: trim experience according to map limit?
  454. SetCommanderProperty scp;
  455. scp.heroid = hero->id;
  456. scp.which = SetCommanderProperty::EXPERIENCE;
  457. scp.amount = val;
  458. sendAndApply (&scp);
  459. CBonusSystemNode::treeHasChanged();
  460. }
  461. expGiven(hero);
  462. }
  463. }
  464. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/)
  465. {
  466. if(!hero)
  467. {
  468. logGlobal->error("changeSecSkill provided no hero");
  469. return;
  470. }
  471. SetSecSkill sss;
  472. sss.id = hero->id;
  473. sss.which = which;
  474. sss.val = val;
  475. sss.abs = abs;
  476. sendAndApply(&sss);
  477. if (which == SecondarySkill::WISDOM)
  478. {
  479. if (hero->visitedTown)
  480. giveSpells(hero->visitedTown, hero);
  481. }
  482. }
  483. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  484. {
  485. LOG_TRACE(logGlobal);
  486. //Fill BattleResult structure with exp info
  487. giveExp(*battleResult.data);
  488. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  489. {
  490. if (hero1)
  491. battleResult.data->exp[1] += 500;
  492. if (hero2)
  493. battleResult.data->exp[0] += 500;
  494. }
  495. if (hero1)
  496. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  497. if (hero2)
  498. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  499. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  500. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  501. const BattleResult::EResult result = battleResult.get()->result;
  502. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  503. {
  504. for (auto &q : queries.allQueries())
  505. {
  506. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  507. if (bq->bi == gs->curB)
  508. return bq;
  509. }
  510. return std::shared_ptr<CBattleQuery>();
  511. };
  512. auto battleQuery = findBattleQuery();
  513. if (!battleQuery)
  514. {
  515. logGlobal->error("Cannot find battle query!");
  516. if (gs->initialOpts->mode == StartInfo::DUEL)
  517. {
  518. battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  519. }
  520. }
  521. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  522. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  523. battleQuery->result = *battleResult.data;
  524. //Check how many battle queries were created (number of players blocked by battle)
  525. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  526. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  527. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  528. if (finishingBattle->duel)
  529. {
  530. duelFinished();
  531. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  532. return;
  533. }
  534. ChangeSpells cs; //for Eagle Eye
  535. if (finishingBattle->winnerHero)
  536. {
  537. if (int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  538. {
  539. int maxLevel = eagleEyeLevel + 1;
  540. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  541. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  542. if (sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  543. cs.spells.insert(sp->id);
  544. }
  545. }
  546. std::vector<const CArtifactInstance *> arts; //display them in window
  547. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  548. {
  549. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  550. {
  551. arts.push_back(art);
  552. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  553. sendAndApply(ma);
  554. };
  555. if (finishingBattle->loserHero)
  556. {
  557. //TODO: wrap it into a function, somehow (boost::variant -_-)
  558. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  559. for (auto artSlot : artifactsWorn)
  560. {
  561. MoveArtifact ma;
  562. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  563. const CArtifactInstance * art = ma.src.getArt();
  564. if (art && !art->artType->isBig() &&
  565. art->artType->id != ArtifactID::SPELLBOOK)
  566. // don't move war machines or locked arts (spellbook)
  567. {
  568. sendMoveArtifact(art, &ma);
  569. }
  570. }
  571. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  572. {
  573. //we assume that no big artifacts can be found
  574. MoveArtifact ma;
  575. ma.src = ArtifactLocation(finishingBattle->loserHero,
  576. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  577. const CArtifactInstance * art = ma.src.getArt();
  578. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  579. {
  580. sendMoveArtifact(art, &ma);
  581. }
  582. }
  583. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  584. {
  585. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  586. for (auto artSlot : artifactsWorn)
  587. {
  588. MoveArtifact ma;
  589. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  590. const CArtifactInstance * art = ma.src.getArt();
  591. if (art && !art->artType->isBig())
  592. {
  593. sendMoveArtifact(art, &ma);
  594. }
  595. }
  596. }
  597. }
  598. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  599. {
  600. auto artifactsWorn = armySlot.second->artifactsWorn;
  601. for (auto artSlot : artifactsWorn)
  602. {
  603. MoveArtifact ma;
  604. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  605. const CArtifactInstance * art = ma.src.getArt();
  606. if (art && !art->artType->isBig())
  607. {
  608. sendMoveArtifact(art, &ma);
  609. }
  610. }
  611. }
  612. }
  613. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  614. if (arts.size()) //display loot
  615. {
  616. InfoWindow iw;
  617. iw.player = finishingBattle->winnerHero->tempOwner;
  618. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  619. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  620. {
  621. iw.components.push_back(Component(
  622. Component::ARTIFACT, art->artType->id,
  623. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  624. if (iw.components.size() >= 14)
  625. {
  626. sendAndApply(&iw);
  627. iw.components.clear();
  628. }
  629. }
  630. if (iw.components.size())
  631. {
  632. sendAndApply(&iw);
  633. }
  634. }
  635. //Eagle Eye secondary skill handling
  636. if (!cs.spells.empty())
  637. {
  638. cs.learn = 1;
  639. cs.hid = finishingBattle->winnerHero->id;
  640. InfoWindow iw;
  641. iw.player = finishingBattle->winnerHero->tempOwner;
  642. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  643. iw.text.addReplacement(finishingBattle->winnerHero->name);
  644. std::ostringstream names;
  645. for (int i = 0; i < cs.spells.size(); i++)
  646. {
  647. names << "%s";
  648. if (i < cs.spells.size() - 2)
  649. names << ", ";
  650. else if (i < cs.spells.size() - 1)
  651. names << "%s";
  652. }
  653. names << ".";
  654. iw.text.addReplacement(names.str());
  655. auto it = cs.spells.begin();
  656. for (int i = 0; i < cs.spells.size(); i++, it++)
  657. {
  658. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  659. if (i == cs.spells.size() - 2) //we just added pre-last name
  660. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  661. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  662. }
  663. sendAndApply(&iw);
  664. sendAndApply(&cs);
  665. }
  666. cab1.updateArmy(this);
  667. cab2.updateArmy(this); //take casualties after battle is deleted
  668. //if one hero has lost we will erase him
  669. if (battleResult.data->winner!=0 && hero1)
  670. {
  671. RemoveObject ro(hero1->id);
  672. sendAndApply(&ro);
  673. }
  674. if (battleResult.data->winner!=1 && hero2)
  675. {
  676. auto town = hero2->visitedTown;
  677. RemoveObject ro(hero2->id);
  678. sendAndApply(&ro);
  679. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  680. town->battleFinished(hero1, *battleResult.get());
  681. }
  682. //give exp
  683. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  684. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  685. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  686. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  687. queries.popIfTop(battleQuery);
  688. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  689. }
  690. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  691. {
  692. LOG_TRACE(logGlobal);
  693. finishingBattle->remainingBattleQueriesCount--;
  694. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  695. if (finishingBattle->remainingBattleQueriesCount > 0)
  696. //Battle results will be handled when all battle queries are closed
  697. return;
  698. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  699. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  700. // Still, it looks like a hole.
  701. // Necromancy if applicable.
  702. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  703. // Give raised units to winner and show dialog, if any were raised,
  704. // units will be given after casualties are taken
  705. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  706. if (necroSlot != SlotID())
  707. {
  708. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  709. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  710. }
  711. BattleResultsApplied resultsApplied;
  712. resultsApplied.player1 = finishingBattle->victor;
  713. resultsApplied.player2 = finishingBattle->loser;
  714. sendAndApply(&resultsApplied);
  715. setBattle(nullptr);
  716. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  717. {
  718. logGlobal->trace("post-victory visit");
  719. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  720. }
  721. visitObjectAfterVictory = false;
  722. //handle victory/loss of engaged players
  723. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  724. checkVictoryLossConditions(playerColors);
  725. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  726. {
  727. SetAvailableHeroes sah;
  728. sah.player = finishingBattle->loser;
  729. sah.hid[0] = finishingBattle->loserHero->subID;
  730. if (result.result == BattleResult::ESCAPE) //retreat
  731. {
  732. sah.army[0].clear();
  733. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  734. }
  735. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  736. sah.hid[1] = another->subID;
  737. else
  738. sah.hid[1] = -1;
  739. sendAndApply(&sah);
  740. }
  741. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  742. {
  743. RemoveObject ro(finishingBattle->winnerHero->id);
  744. sendAndApply(&ro);
  745. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  746. {
  747. SetAvailableHeroes sah;
  748. sah.player = finishingBattle->victor;
  749. sah.hid[0] = finishingBattle->winnerHero->subID;
  750. sah.army[0].clear();
  751. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  752. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  753. sah.hid[1] = another->subID;
  754. else
  755. sah.hid[1] = -1;
  756. sendAndApply(&sah);
  757. }
  758. }
  759. }
  760. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  761. {
  762. bat.bsa.clear();
  763. bat.stackAttacking = att->ID;
  764. const int attackerLuck = att->LuckVal();
  765. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  766. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  767. {
  768. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  769. {
  770. bat.flags |= BattleAttack::LUCKY;
  771. }
  772. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  773. {
  774. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  775. {
  776. bat.flags |= BattleAttack::UNLUCKY;
  777. }
  778. }
  779. }
  780. if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  781. {
  782. bat.flags |= BattleAttack::DEATH_BLOW;
  783. }
  784. if (att->getCreature()->idNumber == CreatureID::BALLISTA)
  785. {
  786. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  787. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  788. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  789. if (chance > getRandomGenerator().nextInt(99))
  790. {
  791. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  792. }
  793. }
  794. // only primary target
  795. applyBattleEffects(bat, att, def, distance, false);
  796. if (!bat.shot()) //multiple-hex attack - only in meele
  797. {
  798. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  799. for (const CStack * stack : attackedCreatures)
  800. {
  801. if (stack != def) //do not hit same stack twice
  802. {
  803. applyBattleEffects(bat, att, stack, distance, true);
  804. }
  805. }
  806. }
  807. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  808. if (bonus && (bat.shot())) //TODO: make it work in melee?
  809. {
  810. //this is need for displaying hit animation
  811. bat.flags |= BattleAttack::SPELL_LIKE;
  812. bat.spellID = SpellID(bonus->subtype);
  813. //TODO: should spell override creature`s projectile?
  814. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  815. //TODO: get exact attacked hex for defender
  816. for (const CStack * stack : attackedCreatures)
  817. {
  818. if (stack != def) //do not hit same stack twice
  819. {
  820. applyBattleEffects(bat, att, stack, distance, true);
  821. }
  822. }
  823. //now add effect info for all attacked stacks
  824. for (BattleStackAttacked & bsa : bat.bsa)
  825. {
  826. if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  827. {
  828. //this is need for displaying affect animation
  829. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  830. bsa.spellID = SpellID(bonus->subtype);
  831. }
  832. }
  833. }
  834. }
  835. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  836. {
  837. BattleStackAttacked bsa;
  838. if (secondary)
  839. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  840. bsa.attackerID = att->ID;
  841. bsa.stackAttacked = def->ID;
  842. bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  843. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  844. //life drain handling
  845. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  846. {
  847. StacksHealedOrResurrected shi;
  848. shi.lifeDrain = true;
  849. shi.tentHealing = false;
  850. shi.cure = false;
  851. shi.drainedFrom = def->ID;
  852. StacksHealedOrResurrected::HealInfo hi;
  853. hi.stackID = att->ID;
  854. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  855. hi.lowLevelResurrection = false;
  856. shi.healedStacks.push_back(hi);
  857. if (hi.healedHP > 0)
  858. {
  859. bsa.healedStacks.push_back(shi);
  860. }
  861. }
  862. //soul steal handling
  863. if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  864. {
  865. StacksHealedOrResurrected shi;
  866. shi.lifeDrain = true;
  867. shi.tentHealing = false;
  868. shi.cure = false;
  869. shi.canOverheal = true;
  870. shi.drainedFrom = def->ID;
  871. for (int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
  872. {
  873. if (att->hasBonusOfType(Bonus::SOUL_STEAL, i))
  874. {
  875. StacksHealedOrResurrected::HealInfo hi;
  876. hi.stackID = att->ID;
  877. hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
  878. hi.lowLevelResurrection = (bool)i;
  879. shi.healedStacks.push_back(hi);
  880. }
  881. }
  882. if (std::any_of(shi.healedStacks.begin(), shi.healedStacks.end(), [](StacksHealedOrResurrected::HealInfo healInfo) { return healInfo.healedHP > 0; }))
  883. {
  884. bsa.healedStacks.push_back(shi);
  885. }
  886. }
  887. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  888. //fire shield handling
  889. if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
  890. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  891. {
  892. // TODO: Fire shield damage should be calculated separately after BattleAttack applied.
  893. // Currently it looks like attacking stack damage itself with defenders fire shield.
  894. // So no separate message on spell damage in log and experience calculation is likely wrong too.
  895. BattleStackAttacked bsa2;
  896. bsa2.stackAttacked = att->ID; //invert
  897. bsa2.attackerID = def->ID;
  898. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  899. bsa2.effect = 11;
  900. bsa2.damageAmount = (std::min(def->totalHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  901. att->prepareAttacked(bsa2, getRandomGenerator());
  902. bat.bsa.push_back(bsa2);
  903. }
  904. }
  905. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  906. {
  907. setThreadName("CGameHandler::handleConnection");
  908. auto handleDisconnection = [&](const std::exception & e)
  909. {
  910. assert(!c.connected); //make sure that connection has been marked as broken
  911. logGlobal->error(e.what());
  912. conns -= &c;
  913. for(auto playerConn : connections)
  914. {
  915. if(playerConn.second == &c)
  916. {
  917. PlayerCheated pc;
  918. pc.player = playerConn.first;
  919. pc.losingCheatCode = true;
  920. sendAndApply(&pc);
  921. checkVictoryLossConditionsForPlayer(playerConn.first);
  922. }
  923. }
  924. };
  925. try
  926. {
  927. while(1)//server should never shut connection first //was: while(!end2)
  928. {
  929. CPack *pack = nullptr;
  930. PlayerColor player = PlayerColor::NEUTRAL;
  931. si32 requestID = -999;
  932. int packType = 0;
  933. {
  934. boost::unique_lock<boost::mutex> lock(*c.rmx);
  935. if(!c.connected)
  936. throw clientDisconnectedException();
  937. c >> player >> requestID >> pack; //get the package
  938. if (!pack)
  939. {
  940. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  941. }
  942. else
  943. {
  944. packType = typeList.getTypeID(pack); //get the id of type
  945. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  946. requestID, player, player.getStr(), packType, typeid(*pack).name());
  947. }
  948. }
  949. //prepare struct informing that action was applied
  950. auto sendPackageResponse = [&](bool succesfullyApplied)
  951. {
  952. //dont reply to disconnected client
  953. //TODO: this must be implemented as option of CPackForServer
  954. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  955. return;
  956. PackageApplied applied;
  957. applied.player = player;
  958. applied.result = succesfullyApplied;
  959. applied.packType = packType;
  960. applied.requestID = requestID;
  961. boost::unique_lock<boost::mutex> lock(*c.wmx);
  962. c << &applied;
  963. };
  964. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  965. if(isBlockedByQueries(pack, player))
  966. {
  967. sendPackageResponse(false);
  968. }
  969. else if (apply)
  970. {
  971. const bool result = apply->applyOnGH(this, &c, pack, player);
  972. if (result)
  973. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  974. else
  975. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  976. % typeid(*pack).name()).str());
  977. sendPackageResponse(true);
  978. }
  979. else
  980. {
  981. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  982. sendPackageResponse(false);
  983. }
  984. vstd::clear_pointer(pack);
  985. }
  986. }
  987. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  988. {
  989. handleDisconnection(e);
  990. }
  991. catch(clientDisconnectedException & e)
  992. {
  993. handleDisconnection(e);
  994. }
  995. catch(...)
  996. {
  997. end2 = true;
  998. handleException();
  999. throw;
  1000. }
  1001. logGlobal->error("Ended handling connection");
  1002. }
  1003. int CGameHandler::moveStack(int stack, BattleHex dest)
  1004. {
  1005. int ret = 0;
  1006. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1007. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1008. assert(curStack);
  1009. assert(dest < GameConstants::BFIELD_SIZE);
  1010. if (gs->curB->tacticDistance)
  1011. {
  1012. assert(gs->curB->isInTacticRange(dest));
  1013. }
  1014. auto start = curStack->position;
  1015. if (start == dest)
  1016. return 0;
  1017. //initing necessary tables
  1018. auto accessibility = getAccesibility(curStack);
  1019. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1020. if (!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1021. {
  1022. if (curStack->attackerOwned)
  1023. {
  1024. if (accessibility.accessible(dest+1, curStack))
  1025. dest += BattleHex::RIGHT;
  1026. }
  1027. else
  1028. {
  1029. if (accessibility.accessible(dest-1, curStack))
  1030. dest += BattleHex::LEFT;
  1031. }
  1032. }
  1033. if ((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1034. {
  1035. complain("Given destination is not accessible!");
  1036. return 0;
  1037. }
  1038. bool canUseGate = false;
  1039. auto dbState = gs->curB->si.gateState;
  1040. if (battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  1041. dbState != EGateState::DESTROYED &&
  1042. dbState != EGateState::BLOCKED)
  1043. {
  1044. canUseGate = true;
  1045. }
  1046. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1047. ret = path.second;
  1048. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  1049. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1050. {
  1051. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1052. return true;
  1053. if (hex == ESiegeHex::GATE_OUTER)
  1054. return true;
  1055. if (hex == ESiegeHex::GATE_INNER)
  1056. return true;
  1057. return false;
  1058. };
  1059. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1060. {
  1061. if (isGateDrawbridgeHex(hex))
  1062. return true;
  1063. if (curStack->doubleWide())
  1064. {
  1065. BattleHex otherHex = curStack->occupiedHex(hex);
  1066. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1067. return true;
  1068. }
  1069. return false;
  1070. };
  1071. if (curStack->hasBonusOfType(Bonus::FLYING))
  1072. {
  1073. if (path.second <= creSpeed && path.first.size() > 0)
  1074. {
  1075. if (canUseGate && dbState != EGateState::OPENED &&
  1076. occupyGateDrawbridgeHex(dest))
  1077. {
  1078. BattleUpdateGateState db;
  1079. db.state = EGateState::OPENED;
  1080. sendAndApply(&db);
  1081. }
  1082. //inform clients about move
  1083. BattleStackMoved sm;
  1084. sm.stack = curStack->ID;
  1085. std::vector<BattleHex> tiles;
  1086. tiles.push_back(path.first[0]);
  1087. sm.tilesToMove = tiles;
  1088. sm.distance = path.second;
  1089. sm.teleporting = false;
  1090. sendAndApply(&sm);
  1091. }
  1092. }
  1093. else //for non-flying creatures
  1094. {
  1095. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  1096. std::vector<BattleHex> tiles;
  1097. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1098. int v = path.first.size()-1;
  1099. path.first.push_back(start);
  1100. // check if gate need to be open or closed at some point
  1101. BattleHex openGateAtHex, gateMayCloseAtHex;
  1102. if (canUseGate)
  1103. {
  1104. for (int i = path.first.size()-1; i >= 0; i--)
  1105. {
  1106. auto needOpenGates = [&](BattleHex hex) -> bool
  1107. {
  1108. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1109. return true;
  1110. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1111. return true;
  1112. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1113. return true;
  1114. return false;
  1115. };
  1116. auto hex = path.first[i];
  1117. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1118. {
  1119. if (needOpenGates(hex))
  1120. openGateAtHex = path.first[i+1];
  1121. //TODO we need find batter way to handle double-wide stacks
  1122. //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.
  1123. if (curStack->doubleWide())
  1124. {
  1125. BattleHex otherHex = curStack->occupiedHex(hex);
  1126. if (otherHex.isValid() && needOpenGates(otherHex))
  1127. openGateAtHex = path.first[i+2];
  1128. }
  1129. //gate may be opened and then closed during stack movement, but not other way around
  1130. if (openGateAtHex.isValid())
  1131. dbState = EGateState::OPENED;
  1132. }
  1133. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1134. {
  1135. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1136. {
  1137. gateMayCloseAtHex = path.first[i-1];
  1138. }
  1139. if (gs->curB->town->subID == ETownType::FORTRESS)
  1140. {
  1141. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1142. {
  1143. gateMayCloseAtHex = path.first[i-1];
  1144. }
  1145. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1146. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1147. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1148. {
  1149. gateMayCloseAtHex = path.first[i-1];
  1150. }
  1151. }
  1152. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1153. {
  1154. gateMayCloseAtHex = path.first[i-1];
  1155. }
  1156. }
  1157. }
  1158. }
  1159. bool stackIsMoving = true;
  1160. while(stackIsMoving)
  1161. {
  1162. if (v<tilesToMove)
  1163. {
  1164. logGlobal->error("Movement terminated abnormally");
  1165. break;
  1166. }
  1167. bool gateStateChanging = false;
  1168. //special handling for opening gate on from starting hex
  1169. if (openGateAtHex.isValid() && openGateAtHex == start)
  1170. gateStateChanging = true;
  1171. else
  1172. {
  1173. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1174. {
  1175. BattleHex hex = path.first[v];
  1176. tiles.push_back(hex);
  1177. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1178. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1179. {
  1180. gateStateChanging = true;
  1181. }
  1182. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1183. if ((obstacle = battleGetObstacleOnPos(hex, false)))
  1184. obstacleHit = true;
  1185. if (curStack->doubleWide())
  1186. {
  1187. BattleHex otherHex = curStack->occupiedHex(hex);
  1188. //two hex creature hit obstacle by backside
  1189. if (otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1190. obstacleHit = true;
  1191. }
  1192. }
  1193. }
  1194. if (tiles.size() > 0)
  1195. {
  1196. //commit movement
  1197. BattleStackMoved sm;
  1198. sm.stack = curStack->ID;
  1199. sm.distance = path.second;
  1200. sm.teleporting = false;
  1201. sm.tilesToMove = tiles;
  1202. sendAndApply(&sm);
  1203. tiles.clear();
  1204. }
  1205. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1206. if (curStack->position != dest)
  1207. {
  1208. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1209. {
  1210. if (obs)
  1211. {
  1212. handleDamageFromObstacle(*obs, curStack);
  1213. //if stack die in explosion or interrupted by obstacle, abort movement
  1214. if (obs->stopsMovement() || !curStack->alive())
  1215. stackIsMoving = false;
  1216. obs.reset();
  1217. }
  1218. };
  1219. processObstacle(obstacle);
  1220. if (curStack->alive())
  1221. processObstacle(obstacle2);
  1222. if (gateStateChanging)
  1223. {
  1224. if (curStack->position == openGateAtHex)
  1225. {
  1226. openGateAtHex = BattleHex();
  1227. //only open gate if stack is still alive
  1228. if (curStack->alive())
  1229. {
  1230. BattleUpdateGateState db;
  1231. db.state = EGateState::OPENED;
  1232. sendAndApply(&db);
  1233. }
  1234. }
  1235. else if (curStack->position == gateMayCloseAtHex)
  1236. {
  1237. gateMayCloseAtHex = BattleHex();
  1238. updateGateState();
  1239. }
  1240. }
  1241. }
  1242. else
  1243. //movement finished normally: we reached destination
  1244. stackIsMoving = false;
  1245. }
  1246. }
  1247. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1248. if (curStack->alive())
  1249. {
  1250. if (auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1251. {
  1252. handleDamageFromObstacle(*theLastObstacle, curStack);
  1253. }
  1254. }
  1255. if (curStack->alive() && curStack->doubleWide())
  1256. {
  1257. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1258. if (otherHex.isValid())
  1259. if (auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1260. {
  1261. //two hex creature hit obstacle by backside
  1262. handleDamageFromObstacle(*theLastObstacle, curStack);
  1263. }
  1264. }
  1265. return ret;
  1266. }
  1267. CGameHandler::CGameHandler(void)
  1268. {
  1269. QID = 1;
  1270. //gs = nullptr;
  1271. IObjectInterface::cb = this;
  1272. applier = new CApplier<CBaseForGHApply>;
  1273. registerTypesServerPacks(*applier);
  1274. visitObjectAfterVictory = false;
  1275. queries.gh = this;
  1276. spellEnv = new ServerSpellCastEnvironment(this);
  1277. }
  1278. CGameHandler::~CGameHandler(void)
  1279. {
  1280. delete spellEnv;
  1281. delete applier;
  1282. applier = nullptr;
  1283. delete gs;
  1284. }
  1285. void CGameHandler::init(StartInfo *si)
  1286. {
  1287. if (si->seedToBeUsed == 0)
  1288. {
  1289. si->seedToBeUsed = std::time(nullptr);
  1290. }
  1291. gs = new CGameState();
  1292. logGlobal->info("Gamestate created!");
  1293. gs->init(si);
  1294. logGlobal->info("Gamestate initialized!");
  1295. // reset seed, so that clients can't predict any following random values
  1296. getRandomGenerator().resetSeed();
  1297. for (auto & elem : gs->players)
  1298. {
  1299. states.addPlayer(elem.first);
  1300. }
  1301. }
  1302. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1303. {
  1304. return a.earlierThan(b);
  1305. }
  1306. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1307. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1308. const PlayerState * p = getPlayer(town->tempOwner);
  1309. if (!p)
  1310. {
  1311. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1312. return;
  1313. }
  1314. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1315. {
  1316. SetAvailableCreatures ssi;
  1317. ssi.tid = town->id;
  1318. ssi.creatures = town->creatures;
  1319. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1320. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1321. if (dwellings.empty())//no dwellings - just remove
  1322. {
  1323. sendAndApply(&ssi);
  1324. return;
  1325. }
  1326. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1327. // for multi-creature dwellings like Golem Factory
  1328. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1329. if (clear)
  1330. {
  1331. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1332. }
  1333. else
  1334. {
  1335. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1336. }
  1337. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1338. sendAndApply(&ssi);
  1339. }
  1340. }
  1341. void CGameHandler::newTurn()
  1342. {
  1343. logGlobal->trace("Turn %d", gs->day+1);
  1344. NewTurn n;
  1345. n.specialWeek = NewTurn::NO_ACTION;
  1346. n.creatureid = CreatureID::NONE;
  1347. n.day = gs->day + 1;
  1348. bool firstTurn = !getDate(Date::DAY);
  1349. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1350. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1351. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1352. if (firstTurn)
  1353. {
  1354. for (auto obj : gs->map->objects)
  1355. {
  1356. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1357. {
  1358. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1359. }
  1360. }
  1361. }
  1362. if (newWeek && !firstTurn)
  1363. {
  1364. n.specialWeek = NewTurn::NORMAL;
  1365. bool deityOfFireBuilt = false;
  1366. for (const CGTownInstance *t : gs->map->towns)
  1367. {
  1368. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1369. {
  1370. deityOfFireBuilt = true;
  1371. break;
  1372. }
  1373. }
  1374. if (deityOfFireBuilt)
  1375. {
  1376. n.specialWeek = NewTurn::DEITYOFFIRE;
  1377. n.creatureid = CreatureID::IMP;
  1378. }
  1379. else
  1380. {
  1381. int monthType = getRandomGenerator().nextInt(99);
  1382. if (newMonth) //new month
  1383. {
  1384. if (monthType < 40) //double growth
  1385. {
  1386. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1387. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1388. {
  1389. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1390. n.creatureid = newMonster.second;
  1391. }
  1392. else if (VLC->creh->doubledCreatures.size())
  1393. {
  1394. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1395. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1396. }
  1397. else
  1398. {
  1399. complain("Cannot find creature that can be spawned!");
  1400. n.specialWeek = NewTurn::NORMAL;
  1401. }
  1402. }
  1403. else if (monthType < 50)
  1404. n.specialWeek = NewTurn::PLAGUE;
  1405. }
  1406. else //it's a week, but not full month
  1407. {
  1408. if (monthType < 25)
  1409. {
  1410. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1411. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1412. //TODO do not pick neutrals
  1413. n.creatureid = newMonster.second;
  1414. }
  1415. }
  1416. }
  1417. }
  1418. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1419. for (auto& hp : pool)
  1420. {
  1421. auto hero = hp.second;
  1422. if (hero->isInitialized() && hero->stacks.size())
  1423. {
  1424. // reset retreated or surrendered heroes
  1425. auto maxmove = hero->maxMovePoints(true);
  1426. // if movement is greater than maxmove, we should decrease it
  1427. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1428. {
  1429. NewTurn::Hero hth;
  1430. hth.id = hero->id;
  1431. hth.move = maxmove;
  1432. hth.mana = hero->getManaNewTurn();
  1433. n.heroes.insert(hth);
  1434. }
  1435. }
  1436. }
  1437. for (auto & elem : gs->players)
  1438. {
  1439. if (elem.first == PlayerColor::NEUTRAL)
  1440. continue;
  1441. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1442. assert(0); //illegal player number!
  1443. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1444. hadGold.insert(playerGold);
  1445. if (newWeek) //new heroes in tavern
  1446. {
  1447. SetAvailableHeroes sah;
  1448. sah.player = elem.first;
  1449. //pick heroes and their armies
  1450. CHeroClass *banned = nullptr;
  1451. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1452. {
  1453. //first hero - native if possible, second hero -> any other class
  1454. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1455. {
  1456. sah.hid[j] = h->subID;
  1457. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1458. banned = h->type->heroClass;
  1459. }
  1460. else
  1461. {
  1462. sah.hid[j] = -1;
  1463. }
  1464. }
  1465. sendAndApply(&sah);
  1466. }
  1467. n.res[elem.first] = elem.second.resources;
  1468. for (CGHeroInstance *h : (elem).second.heroes)
  1469. {
  1470. if (h->visitedTown)
  1471. giveSpells(h->visitedTown, h);
  1472. NewTurn::Hero hth;
  1473. hth.id = h->id;
  1474. auto ti = make_unique<TurnInfo>(h, 1);
  1475. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1476. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1477. hth.mana = h->getManaNewTurn();
  1478. n.heroes.insert(hth);
  1479. if (!firstTurn) //not first day
  1480. {
  1481. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1482. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1483. {
  1484. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1485. }
  1486. }
  1487. }
  1488. }
  1489. for (CGTownInstance *t : gs->map->towns)
  1490. {
  1491. PlayerColor player = t->tempOwner;
  1492. handleTownEvents(t, n);
  1493. if (newWeek) //first day of week
  1494. {
  1495. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1496. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1497. if (!firstTurn)
  1498. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1499. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1500. if (!vstd::contains(n.cres, t->id))
  1501. {
  1502. n.cres[t->id].tid = t->id;
  1503. n.cres[t->id].creatures = t->creatures;
  1504. }
  1505. auto & sac = n.cres.at(t->id);
  1506. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1507. {
  1508. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1509. {
  1510. ui32 &availableCount = sac.creatures.at(k).first;
  1511. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1512. if (n.specialWeek == NewTurn::PLAGUE)
  1513. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1514. else
  1515. {
  1516. if (firstTurn) //first day of game: use only basic growths
  1517. availableCount = cre->growth;
  1518. else
  1519. availableCount += t->creatureGrowth(k);
  1520. //Deity of fire week - upgrade both imps and upgrades
  1521. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1522. availableCount += 15;
  1523. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1524. {
  1525. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1526. availableCount *= 2;
  1527. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1528. availableCount += 5;
  1529. }
  1530. }
  1531. }
  1532. }
  1533. }
  1534. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1535. {
  1536. n.res[player] = n.res[player] + t->dailyIncome();
  1537. }
  1538. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1539. {
  1540. // Skyship, probably easier to handle same as Veil of darkness
  1541. //do it every new day after veils apply
  1542. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1543. {
  1544. FoWChange fw;
  1545. fw.mode = 1;
  1546. fw.player = player;
  1547. // find all hidden tiles
  1548. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1549. for (size_t i=0; i<fow.size(); i++)
  1550. for (size_t j=0; j<fow.at(i).size(); j++)
  1551. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1552. if (!fow.at(i).at(j).at(k))
  1553. fw.tiles.insert(int3(i,j,k));
  1554. sendAndApply (&fw);
  1555. }
  1556. }
  1557. if (t->hasBonusOfType (Bonus::DARKNESS))
  1558. {
  1559. for (auto & player : gs->players)
  1560. {
  1561. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1562. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1563. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1564. }
  1565. }
  1566. }
  1567. if (newMonth)
  1568. {
  1569. SetAvailableArtifacts saa;
  1570. saa.id = -1;
  1571. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1572. sendAndApply(&saa);
  1573. }
  1574. sendAndApply(&n);
  1575. if (newWeek)
  1576. {
  1577. //spawn wandering monsters
  1578. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1579. {
  1580. spawnWanderingMonsters(n.creatureid);
  1581. }
  1582. //new week info popup
  1583. if (!firstTurn)
  1584. {
  1585. InfoWindow iw;
  1586. switch (n.specialWeek)
  1587. {
  1588. case NewTurn::DOUBLE_GROWTH:
  1589. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1590. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1591. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1592. break;
  1593. case NewTurn::PLAGUE:
  1594. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1595. break;
  1596. case NewTurn::BONUS_GROWTH:
  1597. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1598. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1599. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1600. break;
  1601. case NewTurn::DEITYOFFIRE:
  1602. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1603. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1604. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1605. iw.text.addReplacement2(15); //%+d 15
  1606. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1607. iw.text.addReplacement2(15); //%+d 15
  1608. break;
  1609. default:
  1610. if (newMonth)
  1611. {
  1612. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1613. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1614. }
  1615. else
  1616. {
  1617. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1618. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1619. }
  1620. }
  1621. for (auto & elem : gs->players)
  1622. {
  1623. iw.player = elem.first;
  1624. sendAndApply(&iw);
  1625. }
  1626. }
  1627. }
  1628. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1629. handleTimeEvents();
  1630. //call objects
  1631. for (auto & elem : gs->map->objects)
  1632. {
  1633. if (elem)
  1634. elem->newTurn(getRandomGenerator());
  1635. }
  1636. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1637. }
  1638. void CGameHandler::run(bool resume)
  1639. {
  1640. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1641. using namespace boost::posix_time;
  1642. for (CConnection *cc : conns)
  1643. {
  1644. if (!resume)
  1645. {
  1646. (*cc) << gs->initialOpts; // gs->scenarioOps
  1647. }
  1648. std::set<PlayerColor> players;
  1649. (*cc) >> players; //how many players will be handled at that client
  1650. std::stringstream sbuffer;
  1651. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1652. for (PlayerColor color : players)
  1653. {
  1654. sbuffer << color << " ";
  1655. {
  1656. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1657. if(!color.isSpectator()) // there can be more than one spectator
  1658. connections[color] = cc;
  1659. }
  1660. }
  1661. logGlobal->info(sbuffer.str());
  1662. cc->addStdVecItems(gs);
  1663. cc->enableStackSendingByID();
  1664. cc->disableSmartPointerSerialization();
  1665. }
  1666. for (auto & elem : conns)
  1667. {
  1668. std::set<PlayerColor> pom;
  1669. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1670. if (j->second == elem)
  1671. pom.insert(j->first);
  1672. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1673. }
  1674. if (gs->scenarioOps->mode == StartInfo::DUEL)
  1675. {
  1676. runBattle();
  1677. end2 = true;
  1678. while(conns.size() && (*conns.begin())->isOpen())
  1679. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1680. return;
  1681. }
  1682. auto playerTurnOrder = generatePlayerTurnOrder();
  1683. while(!end2)
  1684. {
  1685. if (!resume) newTurn();
  1686. std::list<PlayerColor>::iterator it;
  1687. if (resume)
  1688. {
  1689. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1690. }
  1691. else
  1692. {
  1693. it = playerTurnOrder.begin();
  1694. }
  1695. resume = false;
  1696. for (; it != playerTurnOrder.end(); it++)
  1697. {
  1698. auto playerColor = *it;
  1699. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1700. if (playerState->status == EPlayerStatus::INGAME)
  1701. {
  1702. //if player runs out of time, he shouldn't get the turn (especially AI)
  1703. checkVictoryLossConditionsForAll();
  1704. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1705. { //player lost at the beginning of his turn
  1706. continue;
  1707. }
  1708. else //give normal turn
  1709. {
  1710. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1711. YourTurn yt;
  1712. yt.player = playerColor;
  1713. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1714. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1715. applyAndSend(&yt);
  1716. //wait till turn is done
  1717. boost::unique_lock<boost::mutex> lock(states.mx);
  1718. while (states.players.at(playerColor).makingTurn && !end2)
  1719. {
  1720. static time_duration p = milliseconds(100);
  1721. states.cv.timed_wait(lock, p);
  1722. }
  1723. }
  1724. }
  1725. }
  1726. //additional check that game is not finished
  1727. bool activePlayer = false;
  1728. for (auto player : playerTurnOrder)
  1729. {
  1730. if (gs->players[player].status == EPlayerStatus::INGAME)
  1731. activePlayer = true;
  1732. }
  1733. if (!activePlayer)
  1734. end2 = true;
  1735. }
  1736. while(conns.size() && (*conns.begin())->isOpen())
  1737. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1738. }
  1739. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1740. {
  1741. // Generate player turn order
  1742. std::list<PlayerColor> playerTurnOrder;
  1743. for (const auto & player : gs->players) // add human players first
  1744. {
  1745. if (player.second.human)
  1746. playerTurnOrder.push_back(player.first);
  1747. }
  1748. for (const auto & player : gs->players) // then add non-human players
  1749. {
  1750. if (!player.second.human)
  1751. playerTurnOrder.push_back(player.first);
  1752. }
  1753. return playerTurnOrder;
  1754. }
  1755. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1756. {
  1757. battleResult.set(nullptr);
  1758. const auto t = getTile(tile);
  1759. ETerrainType terrain = t->terType;
  1760. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1761. terrain = ETerrainType::SAND;
  1762. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1763. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1764. terType = BFieldType::SHIP_TO_SHIP;
  1765. //send info about battles
  1766. BattleStart bs;
  1767. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1768. sendAndApply(&bs);
  1769. }
  1770. void CGameHandler::checkBattleStateChanges()
  1771. {
  1772. //check if drawbridge state need to be changes
  1773. if (battleGetSiegeLevel() > 0)
  1774. updateGateState();
  1775. //check if battle ended
  1776. if (auto result = battleIsFinished())
  1777. {
  1778. setBattleResult(BattleResult::NORMAL, *result);
  1779. }
  1780. }
  1781. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1782. {
  1783. if (!h->hasSpellbook())
  1784. return; //hero hasn't spellbook
  1785. ChangeSpells cs;
  1786. cs.hid = h->id;
  1787. cs.learn = true;
  1788. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1789. {
  1790. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1791. for (int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1792. {
  1793. std::vector<SpellID> spells;
  1794. getAllowedSpells(spells, i+1);
  1795. for (auto & spell : spells)
  1796. cs.spells.insert(spell);
  1797. }
  1798. }
  1799. else
  1800. {
  1801. for (int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1802. {
  1803. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1804. {
  1805. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1806. cs.spells.insert(t->spells.at(i).at(j));
  1807. }
  1808. }
  1809. }
  1810. if (!cs.spells.empty())
  1811. sendAndApply(&cs);
  1812. }
  1813. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1814. {
  1815. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1816. sendAndApply(&sop);
  1817. }
  1818. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1819. {
  1820. if (!obj || !getObj(obj->id))
  1821. {
  1822. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1823. return false;
  1824. }
  1825. RemoveObject ro;
  1826. ro.id = obj->id;
  1827. sendAndApply(&ro);
  1828. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1829. return true;
  1830. }
  1831. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1832. {
  1833. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1834. sendAndApply(&sop);
  1835. }
  1836. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/)
  1837. {
  1838. const CGHeroInstance *h = getHero(hid);
  1839. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1840. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1841. {
  1842. logGlobal->error("Illegal call to move hero!");
  1843. return false;
  1844. }
  1845. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
  1846. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1847. if (!gs->map->isInTheMap(hmpos))
  1848. {
  1849. logGlobal->error("Destination tile is outside the map!");
  1850. return false;
  1851. }
  1852. const TerrainTile t = *getTile(hmpos);
  1853. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1854. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1855. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1856. //result structure for start - movement failed, no move points used
  1857. TryMoveHero tmh;
  1858. tmh.id = hid;
  1859. tmh.start = h->pos;
  1860. tmh.end = dst;
  1861. tmh.result = TryMoveHero::FAILED;
  1862. tmh.movePoints = h->movement;
  1863. //check if destination tile is available
  1864. auto ti = make_unique<TurnInfo>(h);
  1865. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1866. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1867. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1868. //it's a rock or blocked and not visitable tile
  1869. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1870. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1871. && complain("Cannot move hero, destination tile is blocked!"))
  1872. || ((!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)
  1873. && complain("Cannot move hero, destination tile is on water!"))
  1874. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1875. && complain("Cannot disembark hero, tile is blocked!"))
  1876. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1877. && complain("Tiles are not neighboring!"))
  1878. || ((h->inTownGarrison)
  1879. && complain("Can not move garrisoned hero!"))
  1880. || ((h->movement < cost && dst != h->pos && !teleporting)
  1881. && complain("Hero doesn't have any movement points left!"))
  1882. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1883. && complain("Hero cannot transit over this tile!"))
  1884. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1885. && complain("Cannot move hero during the battle"))*/)
  1886. {
  1887. //send info about movement failure
  1888. sendAndApply(&tmh);
  1889. return false;
  1890. }
  1891. //several generic blocks of code
  1892. // should be called if hero changes tile but before applying TryMoveHero package
  1893. auto leaveTile = [&]()
  1894. {
  1895. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1896. {
  1897. obj->onHeroLeave(h);
  1898. }
  1899. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1900. };
  1901. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1902. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1903. {
  1904. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1905. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1906. queries.addQuery(moveQuery);
  1907. if (leavingTile == LEAVING_TILE)
  1908. leaveTile();
  1909. tmh.result = result;
  1910. sendAndApply(&tmh);
  1911. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1912. { // Hero should be always able to visit any object he staying on even if there guards around
  1913. visitObjectOnTile(t, h);
  1914. }
  1915. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1916. {
  1917. tmh.attackedFrom = guardPos;
  1918. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1919. objectVisited(guardTile.visitableObjects.back(), h);
  1920. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1921. }
  1922. else if (visitDest == VISIT_DEST)
  1923. {
  1924. visitObjectOnTile(t, h);
  1925. }
  1926. queries.popIfTop(moveQuery);
  1927. logGlobal->trace("Hero %s ends movement", h->name);
  1928. return result != TryMoveHero::FAILED;
  1929. };
  1930. //interaction with blocking object (like resources)
  1931. auto blockingVisit = [&]() -> bool
  1932. {
  1933. for (CGObjectInstance *obj : t.visitableObjects)
  1934. {
  1935. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1936. {
  1937. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1938. //this-> is needed for MVS2010 to recognize scope (?)
  1939. }
  1940. }
  1941. return false;
  1942. };
  1943. if (!transit && embarking)
  1944. {
  1945. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1946. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1947. // In H3 embark ignore guards
  1948. }
  1949. if (disembarking)
  1950. {
  1951. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1952. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1953. }
  1954. if (teleporting)
  1955. {
  1956. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1957. return true;
  1958. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1959. // visit town for town portal \ castle gates
  1960. // do not use generic visitObjectOnTile to avoid double-teleporting
  1961. // if this moveHero call was triggered by teleporter
  1962. if (!t.visitableObjects.empty())
  1963. {
  1964. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1965. town->onHeroVisit(h);
  1966. }
  1967. return true;
  1968. }
  1969. //still here? it is standard movement!
  1970. {
  1971. tmh.movePoints = h->movement >= cost
  1972. ? h->movement - cost
  1973. : 0;
  1974. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1975. EVisitDest visitDest = VISIT_DEST;
  1976. if (transit)
  1977. {
  1978. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1979. visitDest = DONT_VISIT_DEST;
  1980. if (canFly)
  1981. {
  1982. lookForGuards = IGNORE_GUARDS;
  1983. visitDest = DONT_VISIT_DEST;
  1984. }
  1985. }
  1986. else if (blockingVisit())
  1987. return true;
  1988. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1989. return true;
  1990. }
  1991. }
  1992. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1993. {
  1994. const CGHeroInstance *h = getHero(hid);
  1995. const CGTownInstance *t = getTown(dstid);
  1996. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1997. COMPLAIN_RET("Invalid call to teleportHero!");
  1998. const CGTownInstance *from = h->visitedTown;
  1999. if (((h->getOwner() != t->getOwner())
  2000. && complain("Cannot teleport hero to another player"))
  2001. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  2002. && complain("Hero must be in town with Castle gate for teleporting"))
  2003. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  2004. && complain("Cannot teleport hero to town without Castle gate in it")))
  2005. return false;
  2006. int3 pos = t->visitablePos();
  2007. pos += h->getVisitableOffset();
  2008. moveHero(hid,pos,1);
  2009. return true;
  2010. }
  2011. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  2012. {
  2013. PlayerColor oldOwner = getOwner(obj->id);
  2014. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2015. sendAndApply(&sop);
  2016. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2017. checkVictoryLossConditions(playerColors);
  2018. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2019. if (town) //town captured
  2020. {
  2021. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2022. {
  2023. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2024. setPortalDwelling(town, true, false);
  2025. }
  2026. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2027. {
  2028. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2029. {
  2030. InfoWindow iw;
  2031. iw.player = oldOwner;
  2032. 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.
  2033. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2034. sendAndApply(&iw);
  2035. }
  2036. }
  2037. }
  2038. const PlayerState * p = getPlayer(owner);
  2039. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2040. {
  2041. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2042. {
  2043. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2044. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2045. }
  2046. }
  2047. }
  2048. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2049. {
  2050. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  2051. queries.addQuery(dialogQuery);
  2052. iw->queryID = dialogQuery->queryID;
  2053. sendToAllClients(iw);
  2054. }
  2055. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2056. {
  2057. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  2058. queries.addQuery(dialogQuery);
  2059. iw->queryID = dialogQuery->queryID;
  2060. sendToAllClients(iw);
  2061. }
  2062. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2063. {
  2064. if (!val) return; //don't waste time on empty call
  2065. TResources resources;
  2066. resources.at(which) = val;
  2067. giveResources(player, resources);
  2068. }
  2069. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2070. {
  2071. SetResources sr;
  2072. sr.abs = false;
  2073. sr.player = player;
  2074. sr.res = resources;
  2075. sendAndApply(&sr);
  2076. }
  2077. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2078. {
  2079. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2080. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2081. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2082. //first we move creatures to give to make them army of object-source
  2083. for (auto & elem : creatures.Slots())
  2084. {
  2085. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2086. }
  2087. tryJoiningArmy(obj, h, remove, true);
  2088. }
  2089. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2090. {
  2091. std::vector<CStackBasicDescriptor> cres = creatures;
  2092. if (cres.size() <= 0)
  2093. return;
  2094. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2095. for (CStackBasicDescriptor &sbd : cres)
  2096. {
  2097. TQuantity collected = 0;
  2098. while(collected < sbd.count)
  2099. {
  2100. bool foundSth = false;
  2101. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2102. {
  2103. if (i->second->type == sbd.type)
  2104. {
  2105. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2106. changeStackCount(StackLocation(obj, i->first), -take, false);
  2107. collected += take;
  2108. foundSth = true;
  2109. break;
  2110. }
  2111. }
  2112. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2113. {
  2114. complain("Unexpected failure during taking creatures!");
  2115. return;
  2116. }
  2117. }
  2118. }
  2119. }
  2120. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2121. {
  2122. sendToAllClients(comp);
  2123. }
  2124. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2125. {
  2126. HeroVisitCastle vc;
  2127. vc.hid = hero->id;
  2128. vc.tid = obj->id;
  2129. vc.flags |= 1;
  2130. sendAndApply(&vc);
  2131. vistiCastleObjects (obj, hero);
  2132. giveSpells (obj, hero);
  2133. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2134. }
  2135. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2136. {
  2137. std::vector<CGTownBuilding*>::const_iterator i;
  2138. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2139. (*i)->onHeroVisit (h);
  2140. }
  2141. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2142. {
  2143. HeroVisitCastle vc;
  2144. vc.hid = hero->id;
  2145. vc.tid = obj->id;
  2146. sendAndApply(&vc);
  2147. }
  2148. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2149. {
  2150. EraseArtifact ea;
  2151. ea.al = al;
  2152. sendAndApply(&ea);
  2153. }
  2154. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2155. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2156. const CGTownInstance *town) //use hero=nullptr for no hero
  2157. {
  2158. engageIntoBattle(army1->tempOwner);
  2159. engageIntoBattle(army2->tempOwner);
  2160. static const CArmedInstance *armies[2];
  2161. armies[0] = army1;
  2162. armies[1] = army2;
  2163. static const CGHeroInstance*heroes[2];
  2164. heroes[0] = hero1;
  2165. heroes[1] = hero2;
  2166. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2167. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2168. queries.addQuery(battleQuery);
  2169. boost::thread(&CGameHandler::runBattle, this);
  2170. }
  2171. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2172. {
  2173. startBattlePrimary(army1, army2, tile,
  2174. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2175. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2176. creatureBank);
  2177. }
  2178. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2179. {
  2180. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2181. }
  2182. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2183. {
  2184. ChangeSpells cs;
  2185. cs.hid = hero->id;
  2186. cs.spells = spells;
  2187. cs.learn = give;
  2188. sendAndApply(&cs);
  2189. }
  2190. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2191. {
  2192. SystemMessage sm;
  2193. sm.text = message;
  2194. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2195. c << &sm;
  2196. }
  2197. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2198. {
  2199. sendAndApply(bonus);
  2200. }
  2201. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2202. {
  2203. sendAndApply(smp);
  2204. }
  2205. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2206. {
  2207. SetMana sm;
  2208. sm.hid = hid;
  2209. sm.val = val;
  2210. sm.absolute = true;
  2211. sendAndApply(&sm);
  2212. }
  2213. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2214. {
  2215. GiveHero gh;
  2216. gh.id = id;
  2217. gh.player = player;
  2218. sendAndApply(&gh);
  2219. }
  2220. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2221. {
  2222. ChangeObjPos cop;
  2223. cop.objid = objid;
  2224. cop.nPos = newPos;
  2225. cop.flags = flags;
  2226. sendAndApply(&cop);
  2227. }
  2228. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2229. {
  2230. const CGHeroInstance * h1 = getHero(fromHero);
  2231. const CGHeroInstance * h2 = getHero(toHero);
  2232. if (h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR))
  2233. {
  2234. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2235. std::swap(fromHero, toHero);
  2236. }
  2237. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2238. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2239. return;//no scholar skill or no spellbook
  2240. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2241. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2242. ChangeSpells cs1;
  2243. cs1.learn = true;
  2244. cs1.hid = toHero;//giving spells to first hero
  2245. for (auto it : h1->spells)
  2246. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2247. cs1.spells.insert(it);//spell to learn
  2248. ChangeSpells cs2;
  2249. cs2.learn = true;
  2250. cs2.hid = fromHero;
  2251. for (auto it : h2->spells)
  2252. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2253. cs2.spells.insert(it);
  2254. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2255. {
  2256. InfoWindow iw;
  2257. iw.player = h1->tempOwner;
  2258. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2259. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2260. iw.text.addReplacement(h1->name);
  2261. if (!cs2.spells.empty())//if found new spell - apply
  2262. {
  2263. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2264. int size = cs2.spells.size();
  2265. for (auto it : cs2.spells)
  2266. {
  2267. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2268. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2269. switch (size--)
  2270. {
  2271. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2272. case 1: break;
  2273. default: iw.text << ", ";
  2274. }
  2275. }
  2276. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2277. iw.text.addReplacement(h2->name);
  2278. sendAndApply(&cs2);
  2279. }
  2280. if (!cs1.spells.empty() && !cs2.spells.empty())
  2281. {
  2282. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2283. }
  2284. if (!cs1.spells.empty())
  2285. {
  2286. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2287. int size = cs1.spells.size();
  2288. for (auto it : cs1.spells)
  2289. {
  2290. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2291. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2292. switch (size--)
  2293. {
  2294. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2295. case 1: break;
  2296. default: iw.text << ", ";
  2297. } }
  2298. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2299. iw.text.addReplacement(h2->name);
  2300. sendAndApply(&cs1);
  2301. }
  2302. sendAndApply(&iw);
  2303. }
  2304. }
  2305. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2306. {
  2307. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2308. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2309. {
  2310. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2311. ExchangeDialog hex;
  2312. hex.queryID = exchange->queryID;
  2313. hex.heroes[0] = getHero(hero1);
  2314. hex.heroes[1] = getHero(hero2);
  2315. sendAndApply(&hex);
  2316. useScholarSkill(hero1,hero2);
  2317. queries.addQuery(exchange);
  2318. }
  2319. }
  2320. void CGameHandler::sendToAllClients(CPackForClient * info)
  2321. {
  2322. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2323. for (auto & elem : conns)
  2324. {
  2325. if(!elem->isOpen())
  2326. continue;
  2327. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2328. *elem << info;
  2329. }
  2330. }
  2331. void CGameHandler::sendAndApply(CPackForClient * info)
  2332. {
  2333. sendToAllClients(info);
  2334. gs->apply(info);
  2335. }
  2336. void CGameHandler::applyAndSend(CPackForClient * info)
  2337. {
  2338. gs->apply(info);
  2339. sendToAllClients(info);
  2340. }
  2341. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2342. {
  2343. sendAndApply(static_cast<CPackForClient*>(info));
  2344. checkVictoryLossConditionsForAll();
  2345. }
  2346. void CGameHandler::sendAndApply(SetResources * info)
  2347. {
  2348. sendAndApply(static_cast<CPackForClient*>(info));
  2349. checkVictoryLossConditionsForPlayer(info->player);
  2350. }
  2351. void CGameHandler::sendAndApply(NewStructures * info)
  2352. {
  2353. sendAndApply(static_cast<CPackForClient*>(info));
  2354. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2355. }
  2356. void CGameHandler::save(const std::string & filename)
  2357. {
  2358. logGlobal->info("Saving to %s", filename);
  2359. const auto stem = FileInfo::GetPathStem(filename);
  2360. const auto savefname = stem.to_string() + ".vsgm1";
  2361. CResourceHandler::get("local")->createResource(savefname);
  2362. {
  2363. logGlobal->info("Ordering clients to serialize...");
  2364. SaveGame sg(savefname);
  2365. sendToAllClients(&sg);
  2366. }
  2367. try
  2368. {
  2369. {
  2370. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2371. saveCommonState(save);
  2372. logGlobal->info("Saving server state");
  2373. save << *this;
  2374. }
  2375. logGlobal->info("Game has been successfully saved!");
  2376. }
  2377. catch(std::exception &e)
  2378. {
  2379. logGlobal->error("Failed to save game: %s", e.what());
  2380. }
  2381. }
  2382. void CGameHandler::close()
  2383. {
  2384. logGlobal->info("We have been requested to close.");
  2385. if (gs->initialOpts->mode == StartInfo::DUEL)
  2386. {
  2387. exit(0);
  2388. }
  2389. end2 = true;
  2390. for (auto & elem : conns)
  2391. {
  2392. if(!elem->isOpen())
  2393. continue;
  2394. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2395. elem->close();
  2396. elem->connected = false;
  2397. }
  2398. exit(0);
  2399. }
  2400. void CGameHandler::playerLeftGame(int cid)
  2401. {
  2402. for (auto & elem : conns)
  2403. {
  2404. if(elem->isOpen() && elem->connectionID == cid)
  2405. {
  2406. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2407. elem->close();
  2408. elem->connected = false;
  2409. break;
  2410. }
  2411. }
  2412. }
  2413. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2414. {
  2415. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2416. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2417. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2418. StackLocation sl1(s1, p1), sl2(s2, p2);
  2419. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2420. {
  2421. complain("Invalid slot accessed!");
  2422. return false;
  2423. }
  2424. if (!isAllowedExchange(id1,id2))
  2425. {
  2426. complain("Cannot exchange stacks between these two objects!\n");
  2427. return false;
  2428. }
  2429. // We can always put stacks into locked garrison, but not take them out of it
  2430. auto notRemovable = [&](const CArmedInstance * army)
  2431. {
  2432. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2433. {
  2434. auto g = dynamic_cast<const CGGarrison *>(army);
  2435. if (g && !g->removableUnits)
  2436. {
  2437. complain("Stacks in this garrison are not removable!\n");
  2438. return true;
  2439. }
  2440. }
  2441. return false;
  2442. };
  2443. if (what==1) //swap
  2444. {
  2445. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2446. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2447. {
  2448. complain("Can't take troops from another player!");
  2449. return false;
  2450. }
  2451. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2452. {
  2453. complain("Cannot swap stacks - slots are the same!");
  2454. return false;
  2455. }
  2456. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2457. {
  2458. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2459. return false;
  2460. }
  2461. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2462. return false;
  2463. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2464. return false;
  2465. swapStacks(sl1, sl2);
  2466. }
  2467. else if (what==2)//merge
  2468. {
  2469. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2470. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2471. return false;
  2472. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2473. {
  2474. complain("Cannot merge empty stack!");
  2475. return false;
  2476. }
  2477. else if (notRemovable(sl1.army))
  2478. return false;
  2479. moveStack(sl1, sl2);
  2480. }
  2481. else if (what==3) //split
  2482. {
  2483. const int countToMove = val - s2->getStackCount(p2);
  2484. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2485. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2486. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2487. {
  2488. complain("Can't move troops of another player!");
  2489. return false;
  2490. }
  2491. //general conditions checking
  2492. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2493. || (val<1 && complain("no creatures to split")) )
  2494. {
  2495. return false;
  2496. }
  2497. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2498. {
  2499. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2500. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2501. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2502. )
  2503. {
  2504. return false;
  2505. }
  2506. if (notRemovable(sl1.army))
  2507. {
  2508. if (s1->getStackCount(p1) > countLeftOnSrc)
  2509. return false;
  2510. }
  2511. else if (notRemovable(sl2.army))
  2512. {
  2513. if (s2->getStackCount(p1) < countLeftOnSrc)
  2514. return false;
  2515. }
  2516. moveStack(sl1, sl2, countToMove);
  2517. //S2.slots[p2]->count = val;
  2518. //S1.slots[p1]->count = total - val;
  2519. }
  2520. else //split one stack to the two
  2521. {
  2522. if (s1->getStackCount(p1) < val)//not enough creatures
  2523. {
  2524. complain("Cannot split that stack, not enough creatures!");
  2525. return false;
  2526. }
  2527. if (notRemovable(sl1.army))
  2528. return false;
  2529. moveStack(sl1, sl2, val);
  2530. }
  2531. }
  2532. return true;
  2533. }
  2534. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2535. {
  2536. std::set<PlayerColor> all;
  2537. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2538. if (i->second == c)
  2539. all.insert(i->first);
  2540. switch(all.size())
  2541. {
  2542. case 0:
  2543. return PlayerColor::NEUTRAL;
  2544. case 1:
  2545. return *all.begin();
  2546. default:
  2547. {
  2548. //if we have more than one player at this connection, try to pick active one
  2549. if (vstd::contains(all, gs->currentPlayer))
  2550. return gs->currentPlayer;
  2551. else
  2552. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2553. }
  2554. }
  2555. }
  2556. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2557. {
  2558. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2559. if (!vstd::contains(s1->stacks,pos))
  2560. {
  2561. complain("Illegal call to disbandCreature - no such stack in army!");
  2562. return false;
  2563. }
  2564. eraseStack(StackLocation(s1, pos));
  2565. return true;
  2566. }
  2567. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/)
  2568. {
  2569. const CGTownInstance * t = getTown(tid);
  2570. if (!t)
  2571. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2572. if (!t->town->buildings.count(requestedID))
  2573. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2574. if (t->hasBuilt(requestedID))
  2575. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2576. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2577. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2578. std::vector<const CBuilding*> remainingAutoBuildings;
  2579. std::set<BuildingID> buildingsThatWillBe;
  2580. //Check validity of request
  2581. if (!force)
  2582. {
  2583. switch (requestedBuilding->mode)
  2584. {
  2585. case CBuilding::BUILD_NORMAL :
  2586. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2587. COMPLAIN_RET("Cannot build that building!");
  2588. break;
  2589. case CBuilding::BUILD_AUTO :
  2590. case CBuilding::BUILD_SPECIAL:
  2591. COMPLAIN_RET("This building can not be constructed normally!");
  2592. case CBuilding::BUILD_GRAIL :
  2593. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2594. {
  2595. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2596. COMPLAIN_RET("Cannot build this without grail!")
  2597. else
  2598. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2599. }
  2600. break;
  2601. }
  2602. }
  2603. //Performs stuff that has to be done before new building is built
  2604. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2605. {
  2606. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2607. {
  2608. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2609. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2610. if (upgradeNumber >= t->town->creatures.at(level).size())
  2611. {
  2612. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2613. "no creature found (upgrade number %d, level %d!")
  2614. % buildingID % upgradeNumber % level));
  2615. return;
  2616. }
  2617. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2618. SetAvailableCreatures ssi;
  2619. ssi.tid = t->id;
  2620. ssi.creatures = t->creatures;
  2621. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2622. ssi.creatures[level].first = crea->growth;
  2623. ssi.creatures[level].second.push_back(crea->idNumber);
  2624. sendAndApply(&ssi);
  2625. }
  2626. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2627. {
  2628. setPortalDwelling(t);
  2629. }
  2630. };
  2631. //Performs stuff that has to be done after new building is built
  2632. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2633. {
  2634. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2635. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2636. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2637. {
  2638. if (t->visitingHero)
  2639. giveSpells(t,t->visitingHero);
  2640. if (t->garrisonHero)
  2641. giveSpells(t,t->garrisonHero);
  2642. }
  2643. };
  2644. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2645. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2646. {
  2647. return buildingsThatWillBe.count(buildID);
  2648. };
  2649. //Init the vectors
  2650. for (auto & build : t->town->buildings)
  2651. {
  2652. if (t->hasBuilt(build.first))
  2653. buildingsThatWillBe.insert(build.first);
  2654. else
  2655. {
  2656. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2657. remainingAutoBuildings.push_back(build.second);
  2658. }
  2659. }
  2660. //Prepare structure (list of building ids will be filled later)
  2661. NewStructures ns;
  2662. ns.tid = tid;
  2663. ns.builded = force ? t->builded : (t->builded+1);
  2664. std::queue<const CBuilding*> buildingsToAdd;
  2665. buildingsToAdd.push(requestedBuilding);
  2666. while(!buildingsToAdd.empty())
  2667. {
  2668. auto b = buildingsToAdd.front();
  2669. buildingsToAdd.pop();
  2670. ns.bid.insert(b->bid);
  2671. buildingsThatWillBe.insert(b->bid);
  2672. remainingAutoBuildings -= b;
  2673. for (auto autoBuilding : remainingAutoBuildings)
  2674. {
  2675. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2676. buildingsToAdd.push(autoBuilding);
  2677. }
  2678. }
  2679. // 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.
  2680. for (auto builtID : ns.bid)
  2681. processBeforeBuiltStructure(builtID);
  2682. //Take cost
  2683. if (!force)
  2684. {
  2685. giveResources(t->tempOwner, -requestedBuilding->resources);
  2686. }
  2687. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2688. sendAndApply(&ns);
  2689. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2690. for (auto builtID : ns.bid)
  2691. processAfterBuiltStructure(builtID);
  2692. // now when everything is built - reveal tiles for lookout tower
  2693. FoWChange fw;
  2694. fw.player = t->tempOwner;
  2695. fw.mode = 1;
  2696. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2697. sendAndApply(&fw);
  2698. if (t->visitingHero)
  2699. vistiCastleObjects (t, t->visitingHero);
  2700. if (t->garrisonHero)
  2701. vistiCastleObjects (t, t->garrisonHero);
  2702. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2703. return true;
  2704. }
  2705. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2706. {
  2707. ///incomplete, simply erases target building
  2708. const CGTownInstance * t = getTown(tid);
  2709. if (!vstd::contains(t->builtBuildings, bid))
  2710. return false;
  2711. RazeStructures rs;
  2712. rs.tid = tid;
  2713. rs.bid.insert(bid);
  2714. rs.destroyed = t->destroyed + 1;
  2715. sendAndApply(&rs);
  2716. //TODO: Remove dwellers
  2717. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2718. // {
  2719. // RemoveBonus rb(RemoveBonus::TOWN);
  2720. // rb.whoID = t->id;
  2721. // rb.source = Bonus::TOWN_STRUCTURE;
  2722. // rb.id = 17;
  2723. // sendAndApply(&rb);
  2724. // }
  2725. return true;
  2726. }
  2727. void CGameHandler::sendMessageToAll(const std::string &message)
  2728. {
  2729. SystemMessage sm;
  2730. sm.text = message;
  2731. sendToAllClients(&sm);
  2732. }
  2733. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2734. {
  2735. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2736. const CArmedInstance *dst = nullptr;
  2737. const CCreature *c = VLC->creh->creatures.at(crid);
  2738. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2739. //TODO: test for owning
  2740. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2741. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2742. assert(dw && dst);
  2743. //verify
  2744. bool found = false;
  2745. int level = 0;
  2746. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2747. {
  2748. if ((fromLvl != -1) && (level !=fromLvl))
  2749. continue;
  2750. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2751. int i = 0;
  2752. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2753. if (cur.second.at(i) == crid)
  2754. break;
  2755. if (i < cur.second.size())
  2756. {
  2757. found = true;
  2758. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2759. break;
  2760. }
  2761. }
  2762. SlotID slot = dst->getSlotFor(crid);
  2763. if ((!found && complain("Cannot recruit: no such creatures!"))
  2764. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2765. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2766. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2767. {
  2768. return false;
  2769. }
  2770. //recruit
  2771. giveResources(dst->tempOwner, -(c->cost * cram));
  2772. SetAvailableCreatures sac;
  2773. sac.tid = objid;
  2774. sac.creatures = dw->creatures;
  2775. sac.creatures[level].first -= cram;
  2776. sendAndApply(&sac);
  2777. if (warMachine)
  2778. {
  2779. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2780. if (!h)
  2781. COMPLAIN_RET("Only hero can buy war machines");
  2782. switch(crid)
  2783. {
  2784. case CreatureID::BALLISTA:
  2785. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2786. break;
  2787. case CreatureID::FIRST_AID_TENT:
  2788. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2789. break;
  2790. case CreatureID::AMMO_CART:
  2791. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2792. break;
  2793. default:
  2794. complain("This war machine cannot be recruited!");
  2795. return false;
  2796. }
  2797. }
  2798. else
  2799. {
  2800. addToSlot(StackLocation(dst, slot), c, cram);
  2801. }
  2802. return true;
  2803. }
  2804. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2805. {
  2806. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2807. if (!obj->hasStackAtSlot(pos))
  2808. {
  2809. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2810. }
  2811. UpgradeInfo ui;
  2812. getUpgradeInfo(obj, pos, ui);
  2813. PlayerColor player = obj->tempOwner;
  2814. const PlayerState *p = getPlayer(player);
  2815. int crQuantity = obj->stacks.at(pos)->count;
  2816. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2817. //check if upgrade is possible
  2818. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2819. {
  2820. return false;
  2821. }
  2822. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2823. //check if player has enough resources
  2824. if (!p->resources.canAfford(totalCost))
  2825. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2826. //take resources
  2827. giveResources(player, -totalCost);
  2828. //upgrade creature
  2829. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2830. return true;
  2831. }
  2832. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2833. {
  2834. if (!sl.army->hasStackAtSlot(sl.slot))
  2835. COMPLAIN_RET("Cannot find a stack to change type");
  2836. SetStackType sst;
  2837. sst.sl = sl;
  2838. sst.type = c;
  2839. sendAndApply(&sst);
  2840. return true;
  2841. }
  2842. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2843. {
  2844. assert(src->canBeMergedWith(*dst, allowMerging));
  2845. while(src->stacksCount())//while there are unmoved creatures
  2846. {
  2847. auto i = src->Slots().begin(); //iterator to stack to move
  2848. StackLocation sl(src, i->first); //location of stack to move
  2849. SlotID pos = dst->getSlotFor(i->second->type);
  2850. if (!pos.validSlot())
  2851. {
  2852. //try to merge two other stacks to make place
  2853. std::pair<SlotID, SlotID> toMerge;
  2854. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2855. {
  2856. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2857. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2858. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2859. }
  2860. else
  2861. {
  2862. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2863. return;
  2864. }
  2865. }
  2866. else
  2867. {
  2868. moveStack(sl, StackLocation(dst, pos));
  2869. }
  2870. }
  2871. }
  2872. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2873. {
  2874. const CGTownInstance * town = getTown(tid);
  2875. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2876. {
  2877. if (!town->visitingHero->canBeMergedWith(*town))
  2878. {
  2879. complain("Cannot make garrison swap, not enough free slots!");
  2880. return false;
  2881. }
  2882. moveArmy(town, town->visitingHero, true);
  2883. SetHeroesInTown intown;
  2884. intown.tid = tid;
  2885. intown.visiting = ObjectInstanceID();
  2886. intown.garrison = town->visitingHero->id;
  2887. sendAndApply(&intown);
  2888. return true;
  2889. }
  2890. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2891. {
  2892. //check if moving hero out of town will break 8 wandering heroes limit
  2893. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2894. {
  2895. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2896. return false;
  2897. }
  2898. SetHeroesInTown intown;
  2899. intown.tid = tid;
  2900. intown.garrison = ObjectInstanceID();
  2901. intown.visiting = town->garrisonHero->id;
  2902. sendAndApply(&intown);
  2903. return true;
  2904. }
  2905. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2906. {
  2907. SetHeroesInTown intown;
  2908. intown.tid = tid;
  2909. intown.garrison = town->visitingHero->id;
  2910. intown.visiting = town->garrisonHero->id;
  2911. sendAndApply(&intown);
  2912. return true;
  2913. }
  2914. else
  2915. {
  2916. complain("Cannot swap garrison hero!");
  2917. return false;
  2918. }
  2919. }
  2920. // With the amount of changes done to the function, it's more like transferArtifacts.
  2921. // 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.
  2922. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2923. {
  2924. ArtifactLocation src = al1, dst = al2;
  2925. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2926. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2927. // Make sure exchange is even possible between the two heroes.
  2928. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2929. COMPLAIN_RET("That heroes cannot make any exchange!");
  2930. const CArtifactInstance *srcArtifact = src.getArt();
  2931. const CArtifactInstance *destArtifact = dst.getArt();
  2932. if (srcArtifact == nullptr)
  2933. COMPLAIN_RET("No artifact to move!");
  2934. if (destArtifact && srcPlayer != dstPlayer)
  2935. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2936. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2937. // Moving to the backpack is always allowed.
  2938. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2939. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2940. COMPLAIN_RET("Cannot move artifact!");
  2941. auto srcSlot = src.getSlot();
  2942. auto dstSlot = dst.getSlot();
  2943. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2944. COMPLAIN_RET("Cannot move artifact locks.");
  2945. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2946. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2947. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2948. COMPLAIN_RET("Cannot move catapult!");
  2949. if (dst.slot >= GameConstants::BACKPACK_START)
  2950. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2951. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2952. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2953. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2954. {
  2955. //old artifact must be removed first
  2956. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2957. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2958. }
  2959. MoveArtifact ma;
  2960. ma.src = src;
  2961. ma.dst = dst;
  2962. sendAndApply(&ma);
  2963. return true;
  2964. }
  2965. /**
  2966. * Assembles or disassembles a combination artifact.
  2967. * @param heroID ID of hero holding the artifact(s).
  2968. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2969. * @param assemble True for assembly operation, false for disassembly.
  2970. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2971. * artifact to assemble to. Otherwise it's not used.
  2972. */
  2973. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2974. {
  2975. const CGHeroInstance * hero = getHero(heroID);
  2976. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2977. if (!destArtifact)
  2978. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2979. if (assemble)
  2980. {
  2981. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2982. if (!combinedArt->constituents)
  2983. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2984. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2985. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2986. AssembledArtifact aa;
  2987. aa.al = ArtifactLocation(hero, artifactSlot);
  2988. aa.builtArt = combinedArt;
  2989. sendAndApply(&aa);
  2990. }
  2991. else
  2992. {
  2993. if (!destArtifact->artType->constituents)
  2994. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2995. DisassembledArtifact da;
  2996. da.al = ArtifactLocation(hero, artifactSlot);
  2997. sendAndApply(&da);
  2998. }
  2999. return true;
  3000. }
  3001. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3002. {
  3003. const CGHeroInstance * hero = getHero(hid);
  3004. const CGTownInstance * town = hero->visitedTown;
  3005. if (aid==ArtifactID::SPELLBOOK)
  3006. {
  3007. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3008. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3009. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3010. )
  3011. return false;
  3012. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3013. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3014. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3015. giveSpells(town,hero);
  3016. return true;
  3017. }
  3018. else if (aid < 7 && aid > 3) //war machine
  3019. {
  3020. int price = VLC->arth->artifacts[aid]->price;
  3021. if ((hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  3022. || (getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  3023. {
  3024. return false;
  3025. }
  3026. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3027. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  3028. {
  3029. giveResource(hero->getOwner(),Res::GOLD,-price);
  3030. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  3031. return true;
  3032. }
  3033. else
  3034. COMPLAIN_RET("This machine is unavailable here!");
  3035. }
  3036. return false;
  3037. }
  3038. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3039. {
  3040. if(!h)
  3041. COMPLAIN_RET("Only hero can buy artifacts!");
  3042. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3043. COMPLAIN_RET("That artifact is unavailable!");
  3044. int b1, b2;
  3045. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3046. if (getResource(h->tempOwner, rid) < b1)
  3047. COMPLAIN_RET("You can't afford to buy this artifact!");
  3048. giveResource(h->tempOwner, rid, -b1);
  3049. SetAvailableArtifacts saa;
  3050. if (m->o->ID == Obj::TOWN)
  3051. {
  3052. saa.id = -1;
  3053. saa.arts = CGTownInstance::merchantArtifacts;
  3054. }
  3055. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3056. {
  3057. saa.id = bm->id.getNum();
  3058. saa.arts = bm->artifacts;
  3059. }
  3060. else
  3061. COMPLAIN_RET("Wrong marktet...");
  3062. bool found = false;
  3063. for (const CArtifact *&art : saa.arts)
  3064. {
  3065. if (art && art->id == aid)
  3066. {
  3067. art = nullptr;
  3068. found = true;
  3069. break;
  3070. }
  3071. }
  3072. if (!found)
  3073. COMPLAIN_RET("Cannot find selected artifact on the list");
  3074. sendAndApply(&saa);
  3075. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3076. return true;
  3077. }
  3078. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3079. {
  3080. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3081. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3082. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3083. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3084. int resVal = 0, dump = 1;
  3085. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3086. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3087. giveResource(h->tempOwner, rid, resVal);
  3088. return true;
  3089. }
  3090. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3091. {
  3092. if (!h)
  3093. COMPLAIN_RET("You need hero to buy a skill!");
  3094. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3095. COMPLAIN_RET("Hero already know this skill");
  3096. if (!h->canLearnSkill())
  3097. COMPLAIN_RET("Hero can't learn any more skills");
  3098. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3099. COMPLAIN_RET("The hero can't learn this skill!");
  3100. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3101. COMPLAIN_RET("That skill is unavailable!");
  3102. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3103. COMPLAIN_RET("You can't afford to buy this skill");
  3104. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3105. changeSecSkill(h, skill, 1, true);
  3106. return true;
  3107. }
  3108. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3109. {
  3110. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3111. vstd::amin(val, r1); //can't trade more resources than have
  3112. int b1, b2; //base quantities for trade
  3113. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3114. int units = val / b1; //how many base quantities we trade
  3115. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3116. {
  3117. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3118. }
  3119. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3120. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3121. return true;
  3122. }
  3123. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3124. {
  3125. if(!hero)
  3126. COMPLAIN_RET("Only hero can sell creatures!");
  3127. if (!vstd::contains(hero->Slots(), slot))
  3128. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3129. const CStackInstance &s = hero->getStack(slot);
  3130. if (s.count < count //can't sell more creatures than have
  3131. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3132. {
  3133. COMPLAIN_RET("Not enough creatures in army!");
  3134. }
  3135. int b1, b2; //base quantities for trade
  3136. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3137. int units = count / b1; //how many base quantities we trade
  3138. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3139. {
  3140. //TODO: complain?
  3141. assert(0);
  3142. }
  3143. changeStackCount(StackLocation(hero, slot), -count);
  3144. giveResource(hero->tempOwner, resourceID, b2 * units);
  3145. return true;
  3146. }
  3147. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3148. {
  3149. const CArmedInstance *army = nullptr;
  3150. if (hero)
  3151. army = hero;
  3152. else
  3153. army = dynamic_cast<const CGTownInstance *>(market->o);
  3154. if (!army)
  3155. COMPLAIN_RET("Incorrect call to transform in undead!");
  3156. if (!army->hasStackAtSlot(slot))
  3157. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3158. const CStackInstance &s = army->getStack(slot);
  3159. //resulting creature - bone dragons or skeletons
  3160. CreatureID resCreature = CreatureID::SKELETON;
  3161. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3162. || (s.getCreatureID() == CreatureID::HYDRA)
  3163. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3164. resCreature = CreatureID::BONE_DRAGON;
  3165. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3166. return true;
  3167. }
  3168. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3169. {
  3170. const PlayerState *p2 = getPlayer(r2, false);
  3171. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3172. {
  3173. complain("Dest player must be in game!");
  3174. return false;
  3175. }
  3176. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3177. vstd::amin(val, curRes1);
  3178. giveResource(player, r1, -val);
  3179. giveResource(r2, r1, val);
  3180. return true;
  3181. }
  3182. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3183. {
  3184. const CGHeroInstance *h = getHero(hid);
  3185. if (!h)
  3186. {
  3187. logGlobal->error("Hero doesn't exist!");
  3188. return false;
  3189. }
  3190. ChangeFormation cf;
  3191. cf.hid = hid;
  3192. cf.formation = formation;
  3193. sendAndApply(&cf);
  3194. return true;
  3195. }
  3196. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3197. {
  3198. const PlayerState * p = getPlayer(player);
  3199. const CGTownInstance * t = getTown(obj->id);
  3200. //common preconditions
  3201. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3202. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3203. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3204. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3205. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3206. {
  3207. return false;
  3208. }
  3209. if (t) //tavern in town
  3210. {
  3211. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3212. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3213. {
  3214. return false;
  3215. }
  3216. }
  3217. else if (obj->ID == Obj::TAVERN)
  3218. {
  3219. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3220. {
  3221. return false;
  3222. }
  3223. }
  3224. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3225. if (!nh)
  3226. {
  3227. complain ("Hero is not available for hiring!");
  3228. return false;
  3229. }
  3230. HeroRecruited hr;
  3231. hr.tid = obj->id;
  3232. hr.hid = nh->subID;
  3233. hr.player = player;
  3234. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3235. sendAndApply(&hr);
  3236. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3237. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3238. const CGHeroInstance *newHero = nullptr;
  3239. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3240. {
  3241. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3242. }
  3243. SetAvailableHeroes sah;
  3244. sah.player = player;
  3245. if (newHero)
  3246. {
  3247. sah.hid[hid] = newHero->subID;
  3248. sah.army[hid].clear();
  3249. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3250. }
  3251. else
  3252. {
  3253. sah.hid[hid] = -1;
  3254. }
  3255. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3256. sendAndApply(&sah);
  3257. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3258. if (t)
  3259. {
  3260. vistiCastleObjects (t, nh);
  3261. giveSpells (t,nh);
  3262. }
  3263. return true;
  3264. }
  3265. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3266. {
  3267. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3268. logGlobal->trace("Player %s attempts answering query %d with answer %d", player, qid, answer);
  3269. auto topQuery = queries.topQuery(player);
  3270. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3271. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3272. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3273. if (auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3274. dialogQuery->answer = answer;
  3275. queries.popQuery(topQuery);
  3276. return true;
  3277. }
  3278. static EndAction end_action;
  3279. void CGameHandler::updateGateState()
  3280. {
  3281. BattleUpdateGateState db;
  3282. db.state = gs->curB->si.gateState;
  3283. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3284. {
  3285. db.state = EGateState::DESTROYED;
  3286. }
  3287. else if (db.state == EGateState::OPENED)
  3288. {
  3289. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3290. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3291. {
  3292. if (gs->curB->town->subID == ETownType::FORTRESS)
  3293. {
  3294. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3295. db.state = EGateState::CLOSED;
  3296. }
  3297. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3298. db.state = EGateState::BLOCKED;
  3299. else
  3300. db.state = EGateState::CLOSED;
  3301. }
  3302. }
  3303. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3304. db.state = EGateState::BLOCKED;
  3305. else
  3306. db.state = EGateState::CLOSED;
  3307. if (db.state != gs->curB->si.gateState)
  3308. sendAndApply(&db);
  3309. }
  3310. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3311. {
  3312. bool ok = true;
  3313. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3314. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3315. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3316. : nullptr;
  3317. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3318. logGlobal->trace(
  3319. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3320. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3321. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3322. switch(ba.actionType)
  3323. {
  3324. case Battle::WALK: //walk
  3325. case Battle::DEFEND: //defend
  3326. case Battle::WAIT: //wait
  3327. case Battle::WALK_AND_ATTACK: //walk or attack
  3328. case Battle::SHOOT: //shoot
  3329. case Battle::CATAPULT: //catapult
  3330. case Battle::STACK_HEAL: //healing with First Aid Tent
  3331. case Battle::DAEMON_SUMMONING:
  3332. case Battle::MONSTER_SPELL:
  3333. if (!stack)
  3334. {
  3335. complain("No such stack!");
  3336. return false;
  3337. }
  3338. if (!stack->alive())
  3339. {
  3340. complain("This stack is dead: " + stack->nodeName());
  3341. return false;
  3342. }
  3343. if (battleTacticDist())
  3344. {
  3345. if (stack && !stack->attackerOwned != battleGetTacticsSide())
  3346. {
  3347. complain("This is not a stack of side that has tactics!");
  3348. return false;
  3349. }
  3350. }
  3351. else if (!isAboutActiveStack)
  3352. {
  3353. complain("Action has to be about active stack!");
  3354. return false;
  3355. }
  3356. }
  3357. auto wrapAction = [this](BattleAction &ba)
  3358. {
  3359. StartAction startAction(ba);
  3360. sendAndApply(&startAction);
  3361. return vstd::makeScopeGuard([&]
  3362. {
  3363. sendAndApply(&end_action);
  3364. });
  3365. };
  3366. switch(ba.actionType)
  3367. {
  3368. case Battle::END_TACTIC_PHASE: //wait
  3369. case Battle::BAD_MORALE:
  3370. case Battle::NO_ACTION:
  3371. {
  3372. auto wrapper = wrapAction(ba);
  3373. break;
  3374. }
  3375. case Battle::WALK:
  3376. {
  3377. auto wrapper = wrapAction(ba);
  3378. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3379. if (!walkedTiles)
  3380. complain("Stack failed movement!");
  3381. break;
  3382. }
  3383. case Battle::DEFEND:
  3384. {
  3385. //defensive stance //TODO: remove this bonus when stack becomes active
  3386. SetStackEffect sse;
  3387. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL));
  3388. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3389. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3390. sse.stacks.push_back(ba.stackNumber);
  3391. sendAndApply(&sse);
  3392. //don't break - we share code with next case
  3393. }
  3394. case Battle::WAIT:
  3395. {
  3396. auto wrapper = wrapAction(ba);
  3397. break;
  3398. }
  3399. case Battle::RETREAT: //retreat/flee
  3400. {
  3401. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3402. complain("Cannot retreat!");
  3403. else
  3404. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3405. break;
  3406. }
  3407. case Battle::SURRENDER:
  3408. {
  3409. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3410. int cost = gs->curB->battleGetSurrenderCost(player);
  3411. if (cost < 0)
  3412. complain("Cannot surrender!");
  3413. else if (getResource(player, Res::GOLD) < cost)
  3414. complain("Not enough gold to surrender!");
  3415. else
  3416. {
  3417. giveResource(player, Res::GOLD, -cost);
  3418. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3419. }
  3420. break;
  3421. }
  3422. case Battle::WALK_AND_ATTACK: //walk or attack
  3423. {
  3424. auto wrapper = wrapAction(ba);
  3425. if (!stack || !destinationStack)
  3426. {
  3427. break;
  3428. }
  3429. BattleHex startingPos = stack->position;
  3430. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3431. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3432. if (stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3433. && !(stack->doubleWide()
  3434. && (stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1))
  3435. ) //nor occupy specified hex
  3436. )
  3437. {
  3438. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3439. ok = false;
  3440. break;
  3441. }
  3442. if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3443. {
  3444. destinationStack = nullptr;
  3445. }
  3446. if (!destinationStack)
  3447. {
  3448. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3449. ok = false;
  3450. break;
  3451. }
  3452. if (!CStack::isMeleeAttackPossible(stack, destinationStack))
  3453. {
  3454. complain("Attack cannot be performed!");
  3455. ok = false;
  3456. break;
  3457. }
  3458. //attack
  3459. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3460. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3461. for (int i = 0; i < totalAttacks; ++i)
  3462. {
  3463. if (stack &&
  3464. stack->alive() && //move can cause death, eg. by walking into the moat
  3465. destinationStack->alive())
  3466. {
  3467. BattleAttack bat;
  3468. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3469. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3470. handleAttackBeforeCasting(&bat); //only before first attack
  3471. sendAndApply(&bat);
  3472. handleAfterAttackCasting(bat);
  3473. }
  3474. //counterattack
  3475. if (i == 0 && destinationStack
  3476. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3477. && destinationStack->ableToRetaliate()
  3478. && stack->alive()) //attacker may have died (fire shield)
  3479. {
  3480. BattleAttack bat;
  3481. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3482. bat.flags |= BattleAttack::COUNTER;
  3483. sendAndApply(&bat);
  3484. handleAfterAttackCasting(bat);
  3485. }
  3486. }
  3487. //return
  3488. if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3489. {
  3490. moveStack(ba.stackNumber, startingPos);
  3491. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3492. }
  3493. break;
  3494. }
  3495. case Battle::SHOOT:
  3496. {
  3497. if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
  3498. {
  3499. complain("Cannot shoot!");
  3500. break;
  3501. }
  3502. if (!destinationStack)
  3503. {
  3504. complain("No target to shoot!");
  3505. break;
  3506. }
  3507. auto wrapper = wrapAction(ba);
  3508. {
  3509. BattleAttack bat;
  3510. bat.flags |= BattleAttack::SHOT;
  3511. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3512. handleAttackBeforeCasting(&bat);
  3513. sendAndApply(&bat);
  3514. handleAfterAttackCasting(bat);
  3515. }
  3516. //ranged counterattack
  3517. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3518. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3519. && destinationStack->ableToRetaliate()
  3520. && stack->alive()) //attacker may have died (fire shield)
  3521. {
  3522. BattleAttack bat;
  3523. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3524. bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;
  3525. sendAndApply(&bat);
  3526. handleAfterAttackCasting(bat);
  3527. }
  3528. //second shot for ballista, only if hero has advanced artillery
  3529. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3530. if (destinationStack->alive()
  3531. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3532. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3533. )
  3534. {
  3535. BattleAttack bat2;
  3536. bat2.flags |= BattleAttack::SHOT;
  3537. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3538. sendAndApply(&bat2);
  3539. }
  3540. //allow more than one additional attack
  3541. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3542. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3543. for (int i = 0; i < additionalAttacks; ++i)
  3544. {
  3545. if (
  3546. stack->alive()
  3547. && destinationStack->alive()
  3548. && stack->shots
  3549. )
  3550. {
  3551. BattleAttack bat;
  3552. bat.flags |= BattleAttack::SHOT;
  3553. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3554. sendAndApply(&bat);
  3555. handleAfterAttackCasting(bat);
  3556. }
  3557. }
  3558. break;
  3559. }
  3560. case Battle::CATAPULT:
  3561. {
  3562. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3563. {
  3564. switch(part)
  3565. {
  3566. case EWallPart::GATE:
  3567. return sbi.gate;
  3568. case EWallPart::KEEP:
  3569. return sbi.keep;
  3570. case EWallPart::BOTTOM_TOWER:
  3571. case EWallPart::UPPER_TOWER:
  3572. return sbi.tower;
  3573. case EWallPart::BOTTOM_WALL:
  3574. case EWallPart::BELOW_GATE:
  3575. case EWallPart::OVER_GATE:
  3576. case EWallPart::UPPER_WALL:
  3577. return sbi.wall;
  3578. default:
  3579. return 0;
  3580. }
  3581. };
  3582. auto wrapper = wrapAction(ba);
  3583. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3584. CHeroHandler::SBallisticsLevelInfo sbi;
  3585. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3586. sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3587. else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
  3588. {
  3589. sbi = VLC->heroh->ballistics.at(1);
  3590. sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  3591. }
  3592. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3593. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3594. {
  3595. complain("catapult tried to attack non-catapultable hex!");
  3596. break;
  3597. }
  3598. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3599. auto &currentHP = gs->curB->si.wallState;
  3600. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3601. {
  3602. complain("catapult tried to attack already destroyed wall part!");
  3603. break;
  3604. }
  3605. for (int g=0; g<sbi.shots; ++g)
  3606. {
  3607. bool hitSuccessfull = false;
  3608. auto attackedPart = wallPart;
  3609. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3610. {
  3611. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3612. currentHP.at(attackedPart) != EWallState::NONE &&
  3613. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3614. {
  3615. hitSuccessfull = true;
  3616. }
  3617. else // select new target
  3618. {
  3619. std::vector<EWallPart::EWallPart> allowedTargets;
  3620. for (size_t i=0; i< currentHP.size(); i++)
  3621. {
  3622. if (currentHP.at(i) != EWallState::DESTROYED &&
  3623. currentHP.at(i) != EWallState::NONE)
  3624. allowedTargets.push_back(EWallPart::EWallPart(i));
  3625. }
  3626. if (allowedTargets.empty())
  3627. break;
  3628. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3629. }
  3630. }
  3631. while (!hitSuccessfull);
  3632. if (!hitSuccessfull) // break triggered - no target to shoot at
  3633. break;
  3634. CatapultAttack ca; //package for clients
  3635. CatapultAttack::AttackInfo attack;
  3636. attack.attackedPart = attackedPart;
  3637. attack.destinationTile = ba.destinationTile;
  3638. attack.damageDealt = 0;
  3639. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3640. int dmgRand = getRandomGenerator().nextInt(99);
  3641. //accumulating dmgChance
  3642. dmgChance[1] += dmgChance[0];
  3643. dmgChance[2] += dmgChance[1];
  3644. //calculating dealt damage
  3645. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3646. {
  3647. if (dmgRand <= dmgChance[damage])
  3648. {
  3649. attack.damageDealt = damage;
  3650. break;
  3651. }
  3652. }
  3653. // attacked tile may have changed - update destination
  3654. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3655. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3656. //removing creatures in turrets / keep if one is destroyed
  3657. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3658. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3659. {
  3660. int posRemove = -1;
  3661. switch(attackedPart)
  3662. {
  3663. case EWallPart::KEEP:
  3664. posRemove = -2;
  3665. break;
  3666. case EWallPart::BOTTOM_TOWER:
  3667. posRemove = -3;
  3668. break;
  3669. case EWallPart::UPPER_TOWER:
  3670. posRemove = -4;
  3671. break;
  3672. }
  3673. BattleStacksRemoved bsr;
  3674. for (auto & elem : gs->curB->stacks)
  3675. {
  3676. if (elem->position == posRemove)
  3677. {
  3678. bsr.stackIDs.insert(elem->ID);
  3679. break;
  3680. }
  3681. }
  3682. sendAndApply(&bsr);
  3683. }
  3684. ca.attacker = ba.stackNumber;
  3685. ca.attackedParts.push_back(attack);
  3686. sendAndApply(&ca);
  3687. }
  3688. //finish by scope guard
  3689. break;
  3690. }
  3691. case Battle::STACK_HEAL: //healing with First Aid Tent
  3692. {
  3693. auto wrapper = wrapAction(ba);
  3694. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3695. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3696. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3697. ui32 healed = 0;
  3698. if (healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3699. {
  3700. complain("There is either no healer, no destination, or healer cannot heal :P");
  3701. }
  3702. else
  3703. {
  3704. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3705. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3706. }
  3707. if (healed == 0)
  3708. {
  3709. //nothing to heal.. should we complain?
  3710. }
  3711. else
  3712. {
  3713. StacksHealedOrResurrected shr;
  3714. shr.lifeDrain = false;
  3715. shr.tentHealing = true;
  3716. shr.cure = false;
  3717. shr.drainedFrom = ba.stackNumber;
  3718. StacksHealedOrResurrected::HealInfo hi;
  3719. hi.healedHP = healed;
  3720. hi.lowLevelResurrection = false;
  3721. hi.stackID = destStack->ID;
  3722. shr.healedStacks.push_back(hi);
  3723. sendAndApply(&shr);
  3724. }
  3725. break;
  3726. }
  3727. case Battle::DAEMON_SUMMONING:
  3728. //TODO: From Strategija:
  3729. //Summon Demon is a level 2 spell.
  3730. {
  3731. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3732. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3733. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3734. BattleStackAdded bsa;
  3735. bsa.attacker = summoner->attackerOwned;
  3736. bsa.creID = summonedType;
  3737. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3738. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3739. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3740. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3741. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3742. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3743. bsa.summoned = false;
  3744. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3745. {
  3746. auto wrapper = wrapAction(ba);
  3747. BattleStacksRemoved bsr; //remove body
  3748. bsr.stackIDs.insert(destStack->ID);
  3749. sendAndApply(&bsr);
  3750. sendAndApply(&bsa);
  3751. BattleSetStackProperty ssp;
  3752. ssp.stackID = ba.stackNumber;
  3753. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3754. ssp.val = -1;
  3755. ssp.absolute = false;
  3756. sendAndApply(&ssp);
  3757. }
  3758. break;
  3759. }
  3760. case Battle::MONSTER_SPELL:
  3761. {
  3762. auto wrapper = wrapAction(ba);
  3763. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3764. SpellID spellID = SpellID(ba.additionalInfo);
  3765. BattleHex destination(ba.destinationTile);
  3766. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3767. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3768. //TODO special bonus for genies ability
  3769. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3770. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3771. if (spellID < 0)
  3772. complain("That stack can't cast spells!");
  3773. else
  3774. {
  3775. const CSpell * spell = SpellID(spellID).toSpell();
  3776. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3777. parameters.spellLvl = 0;
  3778. if (spellcaster)
  3779. vstd::amax(parameters.spellLvl, spellcaster->val);
  3780. if (randSpellcaster)
  3781. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3782. vstd::amin(parameters.spellLvl, 3);
  3783. parameters.effectLevel = parameters.spellLvl;
  3784. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3785. parameters.aimToHex(destination);//todo: allow multiple destinations
  3786. parameters.cast(spellEnv);
  3787. }
  3788. break;
  3789. }
  3790. }
  3791. if (ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3792. battleMadeAction.setn(true);
  3793. return ok;
  3794. }
  3795. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3796. {
  3797. bool cheated = true;
  3798. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3799. sendAndApply(&temp_message);
  3800. std::vector<std::string> cheat;
  3801. boost::split(cheat, message, boost::is_any_of(" "));
  3802. int obj = 0;
  3803. if (cheat.size() == 2)
  3804. {
  3805. obj = std::atoi(cheat[1].c_str());
  3806. if (obj)
  3807. currObj = ObjectInstanceID(obj);
  3808. }
  3809. const CGHeroInstance * hero = getHero(currObj);
  3810. const CGTownInstance * town = getTown(currObj);
  3811. if (!town && hero)
  3812. town = hero->visitedTown;
  3813. if (cheat.size() == 1 || obj)
  3814. handleCheatCode(cheat[0], player, hero, town, cheated);
  3815. else
  3816. {
  3817. for (const auto & i : gs->players)
  3818. {
  3819. if (i.first == PlayerColor::NEUTRAL)
  3820. continue;
  3821. if (cheat[1] == "ai")
  3822. {
  3823. if (i.second.human)
  3824. continue;
  3825. }
  3826. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3827. continue;
  3828. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3829. {
  3830. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3831. }
  3832. else if (cheat[0] == "vcmiarmenelos")
  3833. {
  3834. for (const auto & t : i.second.towns)
  3835. {
  3836. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3837. }
  3838. }
  3839. else
  3840. {
  3841. for (const auto & h : i.second.heroes)
  3842. {
  3843. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3844. }
  3845. }
  3846. }
  3847. }
  3848. if (cheated)
  3849. {
  3850. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3851. sendAndApply(&temp_message);
  3852. if(!player.isSpectator())
  3853. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3854. }
  3855. }
  3856. bool CGameHandler::makeCustomAction(BattleAction &ba)
  3857. {
  3858. switch(ba.actionType)
  3859. {
  3860. case Battle::HERO_SPELL:
  3861. {
  3862. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3863. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3864. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3865. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3866. if (!s)
  3867. {
  3868. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3869. return false;
  3870. }
  3871. BattleSpellCastParameters parameters(gs->curB, h, s);
  3872. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3873. parameters.mode = ECastingMode::HERO_CASTING;
  3874. if (ba.selectedStack >= 0)
  3875. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3876. ESpellCastProblem::ESpellCastProblem escp = s->canBeCast(gs->curB, ECastingMode::HERO_CASTING, h);//todo: should we check aimed cast?
  3877. if (escp != ESpellCastProblem::OK)
  3878. {
  3879. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3880. return false;
  3881. }
  3882. StartAction start_action(ba);
  3883. sendAndApply(&start_action); //start spell casting
  3884. parameters.cast(spellEnv);
  3885. sendAndApply(&end_action);
  3886. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3887. {
  3888. battleMadeAction.setn(true);
  3889. }
  3890. checkBattleStateChanges();
  3891. if (battleResult.get())
  3892. {
  3893. battleMadeAction.setn(true);
  3894. //battle will be ended by startBattle function
  3895. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3896. }
  3897. return true;
  3898. }
  3899. }
  3900. return false;
  3901. }
  3902. void CGameHandler::stackAppearTrigger(const CStack *st)
  3903. {
  3904. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3905. for (auto b : bl)
  3906. {
  3907. SetStackEffect sse;
  3908. int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3909. if (val > 3)
  3910. {
  3911. for (auto s : gs->curB->battleGetAllStacks())
  3912. {
  3913. if (battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3914. sse.stacks.push_back (s->ID);
  3915. }
  3916. }
  3917. else
  3918. sse.stacks.push_back (st->ID);
  3919. Bonus pseudoBonus;
  3920. pseudoBonus.sid = b->subtype;
  3921. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3922. pseudoBonus.turnsRemain = 50;
  3923. st->stackEffectToFeature(sse.effect, pseudoBonus);
  3924. if (sse.effect.size())
  3925. sendAndApply(&sse);
  3926. }
  3927. }
  3928. void CGameHandler::stackTurnTrigger(const CStack *st)
  3929. {
  3930. BattleTriggerEffect bte;
  3931. bte.stackID = st->ID;
  3932. bte.effect = -1;
  3933. bte.val = 0;
  3934. bte.additionalInfo = 0;
  3935. if (st->alive())
  3936. {
  3937. stackAppearTrigger(st);
  3938. //unbind
  3939. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  3940. {
  3941. bool unbind = true;
  3942. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3943. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3944. for (auto b : bl)
  3945. {
  3946. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3947. if (stack)
  3948. {
  3949. if (vstd::contains(stacks, stack)) //binding stack is still present
  3950. {
  3951. unbind = false;
  3952. }
  3953. }
  3954. }
  3955. if (unbind)
  3956. {
  3957. BattleSetStackProperty ssp;
  3958. ssp.which = BattleSetStackProperty::UNBIND;
  3959. ssp.stackID = st->ID;
  3960. sendAndApply(&ssp);
  3961. }
  3962. }
  3963. //regeneration
  3964. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  3965. {
  3966. bte.effect = Bonus::HP_REGENERATION;
  3967. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3968. }
  3969. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3970. {
  3971. bte.effect = Bonus::HP_REGENERATION;
  3972. bte.val = st->MaxHealth() - st->firstHPleft;
  3973. }
  3974. if (bte.val) //anything to heal
  3975. sendAndApply(&bte);
  3976. if (st->hasBonusOfType(Bonus::POISON))
  3977. {
  3978. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3979. if (b) //TODO: what if not?...
  3980. {
  3981. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3982. if (bte.val < b->val) //(negative) poison effect increases - update it
  3983. {
  3984. bte.effect = Bonus::POISON;
  3985. sendAndApply(&bte);
  3986. }
  3987. }
  3988. }
  3989. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3990. {
  3991. const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
  3992. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3993. if (opponentHero)
  3994. {
  3995. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3996. vstd::amin(manaDrained, opponentHero->mana);
  3997. if (manaDrained)
  3998. {
  3999. bte.effect = Bonus::MANA_DRAIN;
  4000. bte.val = manaDrained;
  4001. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4002. sendAndApply(&bte);
  4003. }
  4004. }
  4005. }
  4006. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4007. {
  4008. bool fearsomeCreature = false;
  4009. for (CStack * stack : gs->curB->stacks)
  4010. {
  4011. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4012. {
  4013. fearsomeCreature = true;
  4014. break;
  4015. }
  4016. }
  4017. if (fearsomeCreature)
  4018. {
  4019. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4020. {
  4021. bte.effect = Bonus::FEAR;
  4022. sendAndApply(&bte);
  4023. }
  4024. }
  4025. }
  4026. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4027. int side = gs->curB->whatSide(st->owner);
  4028. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  4029. {
  4030. bool cast = false;
  4031. while (!bl.empty() && !cast)
  4032. {
  4033. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4034. auto spellID = SpellID(bonus->subtype);
  4035. const CSpell * spell = SpellID(spellID).toSpell();
  4036. bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
  4037. BattleSpellCastParameters parameters(gs->curB, st, spell);
  4038. parameters.spellLvl = bonus->val;
  4039. parameters.effectLevel = bonus->val;//todo: recheck
  4040. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  4041. cast = parameters.castIfPossible(spellEnv);
  4042. if(cast)
  4043. {
  4044. //todo: move to mechanics
  4045. BattleSetStackProperty ssp;
  4046. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4047. ssp.absolute = false;
  4048. ssp.val = bonus->additionalInfo; //increase cooldown counter
  4049. ssp.stackID = st->ID;
  4050. sendAndApply(&ssp);
  4051. }
  4052. }
  4053. }
  4054. }
  4055. }
  4056. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4057. {
  4058. //we want to determine following vars depending on obstacle type
  4059. int damage = -1;
  4060. int effect = -1;
  4061. bool oneTimeObstacle = false;
  4062. //helper info
  4063. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4064. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4065. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4066. if (obstacle.obstacleType == CObstacleInstance::MOAT)
  4067. {
  4068. damage = battleGetMoatDmg();
  4069. }
  4070. else if (obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4071. {
  4072. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4073. //You don't get hit by a Mine you can see.
  4074. if (gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4075. return;
  4076. oneTimeObstacle = true;
  4077. effect = 82; //makes
  4078. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4079. if (sp->isImmuneByStack(hero, curStack))
  4080. return;
  4081. damage = sp->calculateDamage(hero, curStack,
  4082. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4083. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4084. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4085. }
  4086. else if (obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4087. {
  4088. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4089. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4090. if (sp->isImmuneByStack(hero, curStack))
  4091. return;
  4092. damage = sp->calculateDamage(hero, curStack,
  4093. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4094. }
  4095. else
  4096. {
  4097. //no other obstacle does damage to stack
  4098. return;
  4099. }
  4100. BattleStackAttacked bsa;
  4101. if (effect >= 0)
  4102. {
  4103. bsa.flags |= BattleStackAttacked::EFFECT;
  4104. bsa.effect = effect; //makes POOF
  4105. }
  4106. bsa.damageAmount = damage;
  4107. bsa.stackAttacked = curStack->ID;
  4108. bsa.attackerID = -1;
  4109. curStack->prepareAttacked(bsa, getRandomGenerator());
  4110. StacksInjured si;
  4111. si.stacks.push_back(bsa);
  4112. sendAndApply(&si);
  4113. if (oneTimeObstacle)
  4114. removeObstacle(obstacle);
  4115. }
  4116. void CGameHandler::handleTimeEvents()
  4117. {
  4118. gs->map->events.sort(evntCmp);
  4119. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4120. {
  4121. CMapEvent ev = gs->map->events.front();
  4122. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4123. {
  4124. auto color = PlayerColor(player);
  4125. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4126. if (pinfo //player exists
  4127. && (ev.players & 1<<player) //event is enabled to this player
  4128. && ((ev.computerAffected && !pinfo->human)
  4129. || (ev.humanAffected && pinfo->human)
  4130. )
  4131. )
  4132. {
  4133. //give resources
  4134. giveResources(color, ev.resources);
  4135. //prepare dialog
  4136. InfoWindow iw;
  4137. iw.player = color;
  4138. iw.text << ev.message;
  4139. for (int i=0; i<ev.resources.size(); i++)
  4140. {
  4141. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4142. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4143. }
  4144. sendAndApply(&iw); //show dialog
  4145. }
  4146. } //PLAYERS LOOP
  4147. if (ev.nextOccurence)
  4148. {
  4149. gs->map->events.pop_front();
  4150. ev.firstOccurence += ev.nextOccurence;
  4151. auto it = gs->map->events.begin();
  4152. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4153. it++;
  4154. gs->map->events.insert(it, ev);
  4155. }
  4156. else
  4157. {
  4158. gs->map->events.pop_front();
  4159. }
  4160. }
  4161. //TODO send only if changed
  4162. UpdateMapEvents ume;
  4163. ume.events = gs->map->events;
  4164. sendAndApply(&ume);
  4165. }
  4166. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4167. {
  4168. town->events.sort(evntCmp);
  4169. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4170. {
  4171. PlayerColor player = town->tempOwner;
  4172. CCastleEvent ev = town->events.front();
  4173. const PlayerState * pinfo = getPlayer(player, false);
  4174. if (pinfo //player exists
  4175. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4176. && ((ev.computerAffected && !pinfo->human)
  4177. || (ev.humanAffected && pinfo->human)))
  4178. {
  4179. // dialog
  4180. InfoWindow iw;
  4181. iw.player = player;
  4182. iw.text << ev.message;
  4183. if (ev.resources.nonZero())
  4184. {
  4185. TResources was = n.res[player];
  4186. n.res[player] += ev.resources;
  4187. n.res[player].amax(0);
  4188. for (int i=0; i<ev.resources.size(); i++)
  4189. 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
  4190. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4191. }
  4192. for (auto & i : ev.buildings)
  4193. {
  4194. if (!town->hasBuilt(i))
  4195. {
  4196. buildStructure(town->id, i, true);
  4197. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4198. }
  4199. }
  4200. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4201. {
  4202. n.cres[town->id].tid = town->id;
  4203. n.cres[town->id].creatures = town->creatures;
  4204. }
  4205. auto & sac = n.cres[town->id];
  4206. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4207. {
  4208. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4209. {
  4210. sac.creatures[i].first += ev.creatures.at(i);
  4211. iw.components.push_back(Component(Component::CREATURE,
  4212. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4213. }
  4214. }
  4215. sendAndApply(&iw); //show dialog
  4216. }
  4217. if (ev.nextOccurence)
  4218. {
  4219. town->events.pop_front();
  4220. ev.firstOccurence += ev.nextOccurence;
  4221. auto it = town->events.begin();
  4222. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4223. it++;
  4224. town->events.insert(it, ev);
  4225. }
  4226. else
  4227. {
  4228. town->events.pop_front();
  4229. }
  4230. }
  4231. //TODO send only if changed
  4232. UpdateCastleEvents uce;
  4233. uce.town = town->id;
  4234. uce.events = town->events;
  4235. sendAndApply(&uce);
  4236. }
  4237. bool CGameHandler::complain(const std::string &problem)
  4238. {
  4239. sendMessageToAll("Server encountered a problem: " + problem);
  4240. logGlobal->error(problem);
  4241. return true;
  4242. }
  4243. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4244. {
  4245. //PlayerColor player = getOwner(hid);
  4246. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4247. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4248. assert(lowerArmy);
  4249. assert(upperArmy);
  4250. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4251. queries.addQuery(garrisonQuery);
  4252. GarrisonDialog gd;
  4253. gd.hid = hid;
  4254. gd.objid = upobj;
  4255. gd.removableUnits = removableUnits;
  4256. gd.queryID = garrisonQuery->queryID;
  4257. sendAndApply(&gd);
  4258. }
  4259. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4260. {
  4261. OpenWindow ow;
  4262. ow.window = OpenWindow::THIEVES_GUILD;
  4263. ow.id1 = player.getNum();
  4264. ow.id2 = requestingObjId.getNum();
  4265. sendAndApply(&ow);
  4266. }
  4267. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4268. {
  4269. if (id1 == id2)
  4270. return true;
  4271. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4272. if (!o1 || !o2)
  4273. return true; //arranging stacks within an object should be always allowed
  4274. if (o1 && o2)
  4275. {
  4276. if (o1->ID == Obj::TOWN)
  4277. {
  4278. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4279. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4280. return true;
  4281. }
  4282. if (o2->ID == Obj::TOWN)
  4283. {
  4284. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4285. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4286. return true;
  4287. }
  4288. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4289. {
  4290. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4291. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4292. // two heroes in same town (garrisoned and visiting)
  4293. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4294. return true;
  4295. }
  4296. //Ongoing garrison exchange
  4297. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4298. {
  4299. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4300. return true;
  4301. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4302. return true;
  4303. }
  4304. }
  4305. return false;
  4306. }
  4307. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4308. {
  4309. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4310. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4311. queries.addQuery(visitQuery); //TODO real visit pos
  4312. HeroVisit hv;
  4313. hv.obj = obj;
  4314. hv.hero = h;
  4315. hv.player = h->tempOwner;
  4316. hv.starting = true;
  4317. sendAndApply(&hv);
  4318. obj->onHeroVisit(h);
  4319. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4320. }
  4321. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4322. {
  4323. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4324. HeroVisit hv;
  4325. hv.player = query.players.front();
  4326. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4327. hv.hero = query.visitingHero;
  4328. assert(hv.hero);
  4329. hv.starting = false;
  4330. sendAndApply(&hv);
  4331. }
  4332. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4333. {
  4334. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4335. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4336. {
  4337. complain("Cannot build boat in this shipyard!");
  4338. return false;
  4339. }
  4340. else if (obj->o->ID == Obj::TOWN
  4341. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4342. {
  4343. complain("Cannot build boat in the town - no shipyard!");
  4344. return false;
  4345. }
  4346. const PlayerColor playerID = obj->o->tempOwner;
  4347. TResources boatCost;
  4348. obj->getBoatCost(boatCost);
  4349. TResources aviable = getPlayer(playerID)->resources;
  4350. if (!aviable.canAfford(boatCost))
  4351. {
  4352. complain("Not enough resources to build a boat!");
  4353. return false;
  4354. }
  4355. int3 tile = obj->bestLocation();
  4356. if (!gs->map->isInTheMap(tile))
  4357. {
  4358. complain("Cannot find appropriate tile for a boat!");
  4359. return false;
  4360. }
  4361. //take boat cost
  4362. giveResources(playerID, -boatCost);
  4363. //create boat
  4364. NewObject no;
  4365. no.ID = Obj::BOAT;
  4366. no.subID = obj->getBoatType();
  4367. no.pos = tile + int3(1,0,0);
  4368. sendAndApply(&no);
  4369. return true;
  4370. }
  4371. void CGameHandler::engageIntoBattle(PlayerColor player)
  4372. {
  4373. //notify interfaces
  4374. PlayerBlocked pb;
  4375. pb.player = player;
  4376. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4377. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4378. sendAndApply(&pb);
  4379. }
  4380. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4381. {
  4382. for (auto playerColor : playerColors)
  4383. {
  4384. if (getPlayer(playerColor, false))
  4385. checkVictoryLossConditionsForPlayer(playerColor);
  4386. }
  4387. }
  4388. void CGameHandler::checkVictoryLossConditionsForAll()
  4389. {
  4390. std::set<PlayerColor> playerColors;
  4391. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4392. {
  4393. playerColors.insert(PlayerColor(i));
  4394. }
  4395. checkVictoryLossConditions(playerColors);
  4396. }
  4397. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4398. {
  4399. const PlayerState * p = getPlayer(player);
  4400. if (p->status != EPlayerStatus::INGAME) return;
  4401. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4402. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4403. {
  4404. InfoWindow iw;
  4405. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4406. sendAndApply(&iw);
  4407. PlayerEndsGame peg;
  4408. peg.player = player;
  4409. peg.victoryLossCheckResult = victoryLossCheckResult;
  4410. sendAndApply(&peg);
  4411. if (victoryLossCheckResult.victory())
  4412. {
  4413. //one player won -> all enemies lost
  4414. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4415. {
  4416. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4417. {
  4418. peg.player = i->first;
  4419. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4420. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4421. InfoWindow iw;
  4422. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4423. iw.player = i->first;
  4424. sendAndApply(&iw);
  4425. sendAndApply(&peg);
  4426. }
  4427. }
  4428. if (p->human)
  4429. {
  4430. end2 = true;
  4431. if (gs->scenarioOps->campState)
  4432. {
  4433. std::vector<CGHeroInstance *> crossoverHeroes;
  4434. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4435. {
  4436. if (hero->tempOwner == player)
  4437. {
  4438. // keep all heroes from the winning player
  4439. crossoverHeroes.push_back(hero);
  4440. }
  4441. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4442. {
  4443. // keep hero whether lost or won (like Xeron in AB campaign)
  4444. crossoverHeroes.push_back(hero);
  4445. }
  4446. }
  4447. // keep lost heroes which are in heroes pool
  4448. for (auto & heroPair : gs->hpool.heroesPool)
  4449. {
  4450. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4451. {
  4452. crossoverHeroes.push_back(heroPair.second.get());
  4453. }
  4454. }
  4455. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4456. //Request clients to change connection mode
  4457. PrepareForAdvancingCampaign pfac;
  4458. sendAndApply(&pfac);
  4459. //Change connection mode
  4460. if (getPlayer(player)->human && getStartInfo()->campState)
  4461. {
  4462. for (auto connection : conns)
  4463. connection->prepareForSendingHeroes();
  4464. }
  4465. UpdateCampaignState ucs;
  4466. ucs.camp = gs->scenarioOps->campState;
  4467. sendAndApply(&ucs);
  4468. }
  4469. }
  4470. }
  4471. else
  4472. {
  4473. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4474. auto hlp = p->heroes;
  4475. for (auto h : hlp) //eliminate heroes
  4476. {
  4477. if (h.get())
  4478. removeObject(h);
  4479. }
  4480. //player lost -> all his objects become unflagged (neutral)
  4481. for (auto obj : gs->map->objects) //unflag objs
  4482. {
  4483. if (obj.get() && obj->tempOwner == player)
  4484. setOwner(obj, PlayerColor::NEUTRAL);
  4485. }
  4486. //eliminating one player may cause victory of another:
  4487. std::set<PlayerColor> playerColors;
  4488. //do not copy player state (CBonusSystemNode) by value
  4489. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4490. {
  4491. if (p.first != player)
  4492. playerColors.insert(p.first);
  4493. }
  4494. //notify all players
  4495. for (auto pc : playerColors)
  4496. {
  4497. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4498. {
  4499. InfoWindow iw;
  4500. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4501. iw.player = pc;
  4502. sendAndApply(&iw);
  4503. }
  4504. }
  4505. checkVictoryLossConditions(playerColors);
  4506. }
  4507. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4508. // If we are called before the actual game start, there might be no current player
  4509. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4510. {
  4511. // If player making turn has lost his turn must be over as well
  4512. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4513. }
  4514. }
  4515. }
  4516. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4517. {
  4518. out.player = player;
  4519. out.text.clear();
  4520. out.text << victoryLossCheckResult.messageToSelf;
  4521. // hackish, insert one player-specific string, if applicable
  4522. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4523. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4524. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4525. }
  4526. bool CGameHandler::dig(const CGHeroInstance *h)
  4527. {
  4528. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4529. {
  4530. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4531. {
  4532. complain("Cannot dig - there is already a hole under the hero!");
  4533. return false;
  4534. }
  4535. }
  4536. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4537. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4538. //create a hole
  4539. NewObject no;
  4540. no.ID = Obj::HOLE;
  4541. no.pos = h->getPosition();
  4542. no.subID = 0;
  4543. sendAndApply(&no);
  4544. //take MPs
  4545. SetMovePoints smp;
  4546. smp.hid = h->id;
  4547. smp.val = 0;
  4548. sendAndApply(&smp);
  4549. InfoWindow iw;
  4550. iw.player = h->tempOwner;
  4551. if (gs->map->grailPos == h->getPosition())
  4552. {
  4553. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4554. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4555. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4556. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4557. sendAndApply(&iw);
  4558. iw.soundID = soundBase::invalid;
  4559. iw.text.clear();
  4560. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4561. sendAndApply(&iw);
  4562. }
  4563. else
  4564. {
  4565. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4566. iw.soundID = soundBase::Dig;
  4567. sendAndApply(&iw);
  4568. }
  4569. return true;
  4570. }
  4571. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4572. {
  4573. if (attacker->hasBonusOfType(attackMode))
  4574. {
  4575. std::set<SpellID> spellsToCast;
  4576. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4577. for (const std::shared_ptr<Bonus> sf : *spells)
  4578. {
  4579. spellsToCast.insert(SpellID(sf->subtype));
  4580. }
  4581. for (SpellID spellID : spellsToCast)
  4582. {
  4583. const CStack * oneOfAttacked = nullptr;
  4584. for (auto & elem : bat.bsa)
  4585. {
  4586. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4587. {
  4588. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4589. break;
  4590. }
  4591. }
  4592. bool castMe = false;
  4593. if (oneOfAttacked == nullptr)
  4594. {
  4595. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4596. return;
  4597. }
  4598. int spellLevel = 0;
  4599. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4600. for (const std::shared_ptr<Bonus> sf : *spellsByType)
  4601. {
  4602. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4603. int meleeRanged = sf->additionalInfo / 1000;
  4604. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4605. castMe = true;
  4606. }
  4607. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4608. vstd::amin(chance, 100);
  4609. const CSpell * spell = SpellID(spellID).toSpell();
  4610. if(spell->canBeCastAt(gs->curB, attacker, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4611. continue;
  4612. //check if spell should be cast (probability handling)
  4613. if (getRandomGenerator().nextInt(99) >= chance)
  4614. continue;
  4615. //casting
  4616. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4617. {
  4618. logGlobal->debug("battle spell cast");
  4619. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4620. parameters.spellLvl = spellLevel;
  4621. parameters.effectLevel = spellLevel;
  4622. parameters.aimToStack(oneOfAttacked);
  4623. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4624. parameters.cast(spellEnv);
  4625. }
  4626. }
  4627. }
  4628. }
  4629. void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
  4630. {
  4631. const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
  4632. attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4633. // filter possibly dead stacks
  4634. bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
  4635. [this](const BattleStackAttacked &bsa)
  4636. {
  4637. return battleGetStackByID(bsa.stackAttacked) == nullptr;
  4638. }),
  4639. bat->bsa.end());
  4640. }
  4641. void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
  4642. {
  4643. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4644. if (!attacker || bat.bsa.empty()) // can be already dead
  4645. return;
  4646. const CStack *defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
  4647. auto cast = [=](SpellID spellID, int power)
  4648. {
  4649. const CSpell * spell = SpellID(spellID).toSpell();
  4650. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4651. parameters.spellLvl = 0;
  4652. parameters.effectLevel = 0;
  4653. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4654. parameters.effectPower = power;
  4655. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4656. parameters.cast(spellEnv);
  4657. };
  4658. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4659. if (bat.bsa.at(0).newAmount <= 0)
  4660. {
  4661. //don't try death stare or acid breath on dead stack (crash!)
  4662. return;
  4663. }
  4664. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4665. {
  4666. // mechanics of Death Stare as in H3:
  4667. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4668. //original formula x = min(x, (gorgons_count + 9)/10);
  4669. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4670. vstd::amin(chanceToKill, 1); //cap at 100%
  4671. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4672. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4673. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4674. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4675. vstd::amin(staredCreatures, maxToKill);
  4676. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4677. if (staredCreatures)
  4678. {
  4679. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4680. cast(SpellID::DEATH_STARE, staredCreatures);
  4681. }
  4682. }
  4683. int acidDamage = 0;
  4684. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4685. for (const std::shared_ptr<Bonus> b : *acidBreath)
  4686. {
  4687. if (b->additionalInfo > getRandomGenerator().nextInt(99))
  4688. acidDamage += b->val;
  4689. }
  4690. if (acidDamage)
  4691. {
  4692. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4693. }
  4694. if (attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4695. {
  4696. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4697. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4698. if (getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4699. return;
  4700. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4701. if (defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4702. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4703. return;
  4704. BattleStackAdded resurrectInfo;
  4705. resurrectInfo.pos = defender->position;
  4706. if (bonusAdditionalInfo != -1)
  4707. resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
  4708. else
  4709. resurrectInfo.creID = attacker->getCreature()->idNumber;
  4710. if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4711. {
  4712. resurrectInfo.amount = std::max((defender->count * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
  4713. }
  4714. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4715. resurrectInfo.amount = defender->count;
  4716. else
  4717. return; //wrong subtype
  4718. BattleStacksRemoved victimInfo;
  4719. victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
  4720. sendAndApply(&victimInfo);
  4721. sendAndApply(&resurrectInfo);
  4722. }
  4723. }
  4724. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4725. {
  4726. const CSpell *s = spellID.toSpell();
  4727. AdventureSpellCastParameters p;
  4728. p.caster = h;
  4729. p.pos = pos;
  4730. return s->adventureCast(spellEnv, p);
  4731. }
  4732. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4733. {
  4734. if (!t.visitableObjects.empty())
  4735. {
  4736. //to prevent self-visiting heroes on space press
  4737. if (t.visitableObjects.back() != h)
  4738. objectVisited(t.visitableObjects.back(), h);
  4739. else if (t.visitableObjects.size() > 1)
  4740. objectVisited(*(t.visitableObjects.end()-2),h);
  4741. }
  4742. }
  4743. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4744. {
  4745. if (!hero)
  4746. COMPLAIN_RET("You need hero to sacrifice creature!");
  4747. int oldCount = hero->getStackCount(slot);
  4748. if (oldCount < count)
  4749. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4750. else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4751. COMPLAIN_RET("Cannot sacrifice last creature!");
  4752. int crid = hero->getStack(slot).type->idNumber;
  4753. changeStackCount(StackLocation(hero, slot), -count);
  4754. int dump, exp;
  4755. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4756. exp *= count;
  4757. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4758. return true;
  4759. }
  4760. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4761. {
  4762. if (!hero)
  4763. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4764. ArtifactLocation al(hero, slot);
  4765. const CArtifactInstance *a = al.getArt();
  4766. COMPLAIN_RET_FALSE_IF(!a,"Cannot find artifact to sacrifice!");
  4767. int dmp, expToGive;
  4768. const CArtifactInstance * art = hero->getArt(slot);
  4769. COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");
  4770. si32 typId = art->artType->id;
  4771. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4772. removeArtifact(al);
  4773. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4774. return true;
  4775. }
  4776. void CGameHandler::makeStackDoNothing(const CStack * next)
  4777. {
  4778. BattleAction doNothing;
  4779. doNothing.actionType = Battle::NO_ACTION;
  4780. doNothing.additionalInfo = 0;
  4781. doNothing.destinationTile = -1;
  4782. doNothing.side = !next->attackerOwned;
  4783. doNothing.stackNumber = next->ID;
  4784. makeAutomaticAction(next, doNothing);
  4785. }
  4786. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4787. {
  4788. if (sl.army->hasStackAtSlot(sl.slot))
  4789. COMPLAIN_RET("Slot is already taken!");
  4790. if (!sl.slot.validSlot())
  4791. COMPLAIN_RET("Cannot insert stack to that slot!");
  4792. InsertNewStack ins;
  4793. ins.sl = sl;
  4794. ins.stack = CStackBasicDescriptor(c, count);
  4795. sendAndApply(&ins);
  4796. return true;
  4797. }
  4798. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4799. {
  4800. if (!sl.army->hasStackAtSlot(sl.slot))
  4801. COMPLAIN_RET("Cannot find a stack to erase");
  4802. if (sl.army->stacksCount() == 1 //from the last stack
  4803. && sl.army->needsLastStack() //that must be left
  4804. && !forceRemoval) //ignore above conditions if we are forcing removal
  4805. {
  4806. COMPLAIN_RET("Cannot erase the last stack!");
  4807. }
  4808. EraseStack es;
  4809. es.sl = sl;
  4810. sendAndApply(&es);
  4811. return true;
  4812. }
  4813. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4814. {
  4815. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4816. if ((absoluteValue && count < 0)
  4817. || (!absoluteValue && -count > currentCount))
  4818. {
  4819. COMPLAIN_RET("Cannot take more stacks than present!");
  4820. }
  4821. if ((currentCount == -count && !absoluteValue)
  4822. || (!count && absoluteValue))
  4823. {
  4824. eraseStack(sl);
  4825. }
  4826. else
  4827. {
  4828. ChangeStackCount csc;
  4829. csc.sl = sl;
  4830. csc.count = count;
  4831. csc.absoluteValue = absoluteValue;
  4832. sendAndApply(&csc);
  4833. }
  4834. return true;
  4835. }
  4836. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4837. {
  4838. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4839. if (!slotC) //slot is empty
  4840. insertNewStack(sl, c, count);
  4841. else if (c == slotC)
  4842. changeStackCount(sl, count);
  4843. else
  4844. {
  4845. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4846. }
  4847. return true;
  4848. }
  4849. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4850. {
  4851. if (removeObjWhenFinished)
  4852. removeAfterVisit(src);
  4853. if (!src->canBeMergedWith(*dst, allowMerging))
  4854. {
  4855. if (allowMerging) //do that, add all matching creatures.
  4856. {
  4857. bool cont = true;
  4858. while (cont)
  4859. {
  4860. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4861. {
  4862. SlotID pos = dst->getSlotFor(i->second->type);
  4863. if (pos.validSlot())
  4864. {
  4865. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4866. cont = true;
  4867. break; //or iterator crashes
  4868. }
  4869. cont = false;
  4870. }
  4871. }
  4872. }
  4873. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4874. }
  4875. else //merge
  4876. {
  4877. moveArmy(src, dst, allowMerging);
  4878. }
  4879. }
  4880. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4881. {
  4882. if (!src.army->hasStackAtSlot(src.slot))
  4883. COMPLAIN_RET("No stack to move!");
  4884. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4885. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4886. if (!dst.slot.validSlot())
  4887. COMPLAIN_RET("Cannot move stack to that slot!");
  4888. if (count == -1)
  4889. {
  4890. count = src.army->getStackCount(src.slot);
  4891. }
  4892. if (src.army != dst.army //moving away
  4893. && count == src.army->getStackCount(src.slot) //all creatures
  4894. && src.army->stacksCount() == 1 //from the last stack
  4895. && src.army->needsLastStack()) //that must be left
  4896. {
  4897. COMPLAIN_RET("Cannot move away the last creature!");
  4898. }
  4899. RebalanceStacks rs;
  4900. rs.src = src;
  4901. rs.dst = dst;
  4902. rs.count = count;
  4903. sendAndApply(&rs);
  4904. return true;
  4905. }
  4906. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4907. {
  4908. if (!sl1.army->hasStackAtSlot(sl1.slot))
  4909. return moveStack(sl2, sl1);
  4910. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  4911. return moveStack(sl1, sl2);
  4912. else
  4913. {
  4914. SwapStacks ss;
  4915. ss.sl1 = sl1;
  4916. ss.sl2 = sl2;
  4917. sendAndApply(&ss);
  4918. return true;
  4919. }
  4920. }
  4921. void CGameHandler::runBattle()
  4922. {
  4923. setBattle(gs->curB);
  4924. assert(gs->curB);
  4925. //TODO: pre-tactic stuff, call scripts etc.
  4926. //tactic round
  4927. {
  4928. while (gs->curB->tacticDistance && !battleResult.get())
  4929. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4930. }
  4931. //initial stacks appearance triggers, e.g. built-in bonus spells
  4932. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  4933. for (CStack * stack : initialStacks)
  4934. {
  4935. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  4936. {
  4937. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  4938. auto accessibility = getAccesibility();
  4939. CreatureID creatureData = CreatureID(summonInfo->subtype);
  4940. std::vector<BattleHex> targetHexes;
  4941. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  4942. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  4943. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  4944. For one-hex targets there are four guardians - front, back and one per side (up + down).
  4945. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  4946. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  4947. if (!guardianIsBig)
  4948. targetHexes = stack->getSurroundingHexes();
  4949. else
  4950. summonGuardiansHelper(targetHexes, stack->position, stack->attackerOwned, targetIsBig);
  4951. for (auto hex : targetHexes)
  4952. {
  4953. if (accessibility.accessible(hex, guardianIsBig, stack->attackerOwned)) //without this multiple creatures can occupy one hex
  4954. {
  4955. BattleStackAdded newStack;
  4956. newStack.amount = std::max(1, (int)(stack->count * 0.01 * summonInfo->val));
  4957. newStack.creID = creatureData.num;
  4958. newStack.attacker = stack->attackerOwned;
  4959. newStack.summoned = true;
  4960. newStack.pos = hex.hex;
  4961. sendAndApply(&newStack);
  4962. }
  4963. }
  4964. }
  4965. stackAppearTrigger(stack);
  4966. }
  4967. //spells opening battle
  4968. for (int i = 0; i < 2; ++i)
  4969. {
  4970. auto h = gs->curB->battleGetFightingHero(i);
  4971. if (h)
  4972. {
  4973. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4974. for (auto b : *bl)
  4975. {
  4976. const CSpell * spell = SpellID(b->subtype).toSpell();
  4977. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4978. parameters.spellLvl = 3;
  4979. parameters.effectLevel = 3;
  4980. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4981. parameters.enchantPower = b->val;
  4982. parameters.castIfPossible(spellEnv);
  4983. }
  4984. }
  4985. }
  4986. //main loop
  4987. while (!battleResult.get()) //till the end of the battle ;]
  4988. {
  4989. BattleNextRound bnr;
  4990. bnr.round = gs->curB->round + 1;
  4991. sendAndApply(&bnr);
  4992. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4993. for (auto &obstPtr : obstacles)
  4994. {
  4995. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4996. if (sco->turnsRemaining == 0)
  4997. removeObstacle(*obstPtr);
  4998. }
  4999. const BattleInfo & curB = *gs->curB;
  5000. //stack loop
  5001. const CStack *next;
  5002. while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5003. {
  5004. std::set <const CStack *> stacksToRemove;
  5005. for (auto stack : curB.stacks)
  5006. {
  5007. if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  5008. stacksToRemove.insert(stack);
  5009. }
  5010. for (auto stack : stacksToRemove)
  5011. {
  5012. BattleStacksRemoved bsr;
  5013. bsr.stackIDs.insert(stack->ID);
  5014. sendAndApply(&bsr);
  5015. }
  5016. //check for bad morale => freeze
  5017. int nextStackMorale = next->MoraleVal();
  5018. if (nextStackMorale < 0 &&
  5019. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5020. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5021. )
  5022. {
  5023. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5024. {
  5025. //unit loses its turn - empty freeze action
  5026. BattleAction ba;
  5027. ba.actionType = Battle::BAD_MORALE;
  5028. ba.additionalInfo = 1;
  5029. ba.side = !next->attackerOwned;
  5030. ba.stackNumber = next->ID;
  5031. makeAutomaticAction(next, ba);
  5032. continue;
  5033. }
  5034. }
  5035. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5036. {
  5037. logGlobal->debug("Handle Berserk effect");
  5038. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5039. if (attackInfo.first != nullptr)
  5040. {
  5041. BattleAction attack;
  5042. attack.actionType = Battle::WALK_AND_ATTACK;
  5043. attack.side = !next->attackerOwned;
  5044. attack.stackNumber = next->ID;
  5045. attack.additionalInfo = attackInfo.first->position;
  5046. attack.destinationTile = attackInfo.second;
  5047. makeAutomaticAction(next, attack);
  5048. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  5049. }
  5050. else
  5051. {
  5052. makeStackDoNothing(next);
  5053. logGlobal->debug("No target found");
  5054. }
  5055. continue;
  5056. }
  5057. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5058. if ((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5059. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5060. {
  5061. BattleAction attack;
  5062. attack.actionType = Battle::SHOOT;
  5063. attack.side = !next->attackerOwned;
  5064. attack.stackNumber = next->ID;
  5065. for (auto & elem : gs->curB->stacks)
  5066. {
  5067. if (elem->owner != next->owner && elem->isValidTarget())
  5068. {
  5069. attack.destinationTile = elem->position;
  5070. break;
  5071. }
  5072. }
  5073. makeAutomaticAction(next, attack);
  5074. continue;
  5075. }
  5076. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5077. {
  5078. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5079. if (attackableBattleHexes.empty())
  5080. {
  5081. makeStackDoNothing(next);
  5082. continue;
  5083. }
  5084. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  5085. {
  5086. BattleAction attack;
  5087. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  5088. getRandomGenerator());
  5089. attack.actionType = Battle::CATAPULT;
  5090. attack.additionalInfo = 0;
  5091. attack.side = !next->attackerOwned;
  5092. attack.stackNumber = next->ID;
  5093. makeAutomaticAction(next, attack);
  5094. continue;
  5095. }
  5096. }
  5097. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5098. {
  5099. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5100. {
  5101. return s->owner == next->owner && s->canBeHealed();
  5102. });
  5103. if (!possibleStacks.size())
  5104. {
  5105. makeStackDoNothing(next);
  5106. continue;
  5107. }
  5108. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5109. {
  5110. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5111. const CStack * toBeHealed = possibleStacks.front();
  5112. BattleAction heal;
  5113. heal.actionType = Battle::STACK_HEAL;
  5114. heal.additionalInfo = 0;
  5115. heal.destinationTile = toBeHealed->position;
  5116. heal.side = !next->attackerOwned;
  5117. heal.stackNumber = next->ID;
  5118. makeAutomaticAction(next, heal);
  5119. continue;
  5120. }
  5121. }
  5122. int numberOfAsks = 1;
  5123. bool breakOuter = false;
  5124. do
  5125. {//ask interface and wait for answer
  5126. if (!battleResult.get())
  5127. {
  5128. stackTurnTrigger(next); //various effects
  5129. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5130. {
  5131. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5132. }
  5133. else
  5134. {
  5135. logGlobal->trace("Activating %s", next->nodeName());
  5136. auto nextId = next->ID;
  5137. BattleSetActiveStack sas;
  5138. sas.stack = nextId;
  5139. sendAndApply(&sas);
  5140. auto actionWasMade = [&]() -> bool
  5141. {
  5142. if (battleMadeAction.data)//active stack has made its action
  5143. return true;
  5144. if (battleResult.get())// battle is finished
  5145. return true;
  5146. if (next == nullptr)//active stack was been removed
  5147. return true;
  5148. return !next->alive();//active stack is dead
  5149. };
  5150. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5151. battleMadeAction.data = false;
  5152. while (!actionWasMade())
  5153. {
  5154. battleMadeAction.cond.wait(lock);
  5155. if (battleGetStackByID(nextId, false) != next)
  5156. next = nullptr; //it may be removed, while we wait
  5157. }
  5158. }
  5159. }
  5160. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5161. {
  5162. breakOuter = true;
  5163. break;
  5164. }
  5165. //we're after action, all results applied
  5166. checkBattleStateChanges(); //check if this action ended the battle
  5167. if (next != nullptr)
  5168. {
  5169. //check for good morale
  5170. nextStackMorale = next->MoraleVal();
  5171. if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5172. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5173. && !next->waited()
  5174. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5175. && next->alive()
  5176. && nextStackMorale > 0
  5177. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5178. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5179. )
  5180. {
  5181. if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5182. {
  5183. BattleTriggerEffect bte;
  5184. bte.stackID = next->ID;
  5185. bte.effect = Bonus::MORALE;
  5186. bte.val = 1;
  5187. bte.additionalInfo = 0;
  5188. sendAndApply(&bte); //play animation
  5189. ++numberOfAsks; //move this stack once more
  5190. }
  5191. }
  5192. }
  5193. --numberOfAsks;
  5194. } while (numberOfAsks > 0);
  5195. if (breakOuter)
  5196. {
  5197. break;
  5198. }
  5199. }
  5200. }
  5201. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5202. }
  5203. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5204. {
  5205. BattleSetActiveStack bsa;
  5206. bsa.stack = stack->ID;
  5207. bsa.askPlayerInterface = false;
  5208. sendAndApply(&bsa);
  5209. bool ret = makeBattleAction(ba);
  5210. checkBattleStateChanges();
  5211. return ret;
  5212. }
  5213. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5214. {
  5215. assert(a->artType);
  5216. ArtifactLocation al;
  5217. al.artHolder = const_cast<CGHeroInstance*>(h);
  5218. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5219. if (pos < 0)
  5220. {
  5221. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5222. slot = a->firstAvailableSlot(h);
  5223. else
  5224. slot = a->firstBackpackSlot(h);
  5225. }
  5226. else
  5227. {
  5228. slot = pos;
  5229. }
  5230. al.slot = slot;
  5231. if (slot < 0 || !a->canBePutAt(al))
  5232. {
  5233. complain("Cannot put artifact in that slot!");
  5234. return;
  5235. }
  5236. putArtifact(al, a);
  5237. }
  5238. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5239. {
  5240. PutArtifact pa;
  5241. pa.art = a;
  5242. pa.al = al;
  5243. sendAndApply(&pa);
  5244. }
  5245. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5246. {
  5247. CArtifactInstance *a = nullptr;
  5248. if (!artType->constituents)
  5249. {
  5250. a = new CArtifactInstance();
  5251. }
  5252. else
  5253. {
  5254. a = new CCombinedArtifactInstance();
  5255. }
  5256. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5257. NewArtifact na;
  5258. na.art = a;
  5259. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5260. giveHeroArtifact(h, a, pos);
  5261. }
  5262. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5263. {
  5264. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5265. if (battleResult.data)
  5266. {
  5267. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5268. % battleResult.data->result % resultType).str());
  5269. return;
  5270. }
  5271. auto br = new BattleResult;
  5272. br->result = resultType;
  5273. br->winner = victoriusSide; //surrendering side loses
  5274. gs->curB->calculateCasualties(br->casualties);
  5275. battleResult.data = br;
  5276. }
  5277. void CGameHandler::commitPackage(CPackForClient *pack)
  5278. {
  5279. sendAndApply(pack);
  5280. }
  5281. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5282. {
  5283. std::vector<int3>::iterator tile;
  5284. std::vector<int3> tiles;
  5285. getFreeTiles(tiles);
  5286. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5287. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5288. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5289. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5290. for (int i = 0; i < amount; ++i)
  5291. {
  5292. tile = tiles.begin();
  5293. logGlobal->trace("\tSpawning monster at %s",(*tile)());
  5294. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5295. tiles.erase(tile); //not use it again
  5296. }
  5297. }
  5298. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5299. {
  5300. if (cheat == "vcmiistari")
  5301. {
  5302. if (!hero) return;
  5303. ///Give hero spellbook
  5304. if (!hero->hasSpellbook())
  5305. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5306. ///Give all spells with bonus (to allow banned spells)
  5307. GiveBonus giveBonus(GiveBonus::HERO);
  5308. giveBonus.id = hero->id.getNum();
  5309. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5310. //start with level 0 to skip abilities
  5311. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5312. {
  5313. giveBonus.bonus.subtype = level;
  5314. sendAndApply(&giveBonus);
  5315. }
  5316. ///Give mana
  5317. SetMana sm;
  5318. sm.hid = hero->id;
  5319. sm.val = 999;
  5320. sm.absolute = true;
  5321. sendAndApply(&sm);
  5322. }
  5323. else if (cheat == "vcmiarmenelos")
  5324. {
  5325. if (!town) return;
  5326. ///Build all buildings in selected town
  5327. for (auto & build : town->town->buildings)
  5328. {
  5329. if (!town->hasBuilt(build.first)
  5330. && !build.second->Name().empty()
  5331. && build.first != BuildingID::SHIP)
  5332. {
  5333. buildStructure(town->id, build.first, true);
  5334. }
  5335. }
  5336. }
  5337. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5338. {
  5339. if (!hero) return;
  5340. ///Gives N creatures into each slot
  5341. std::map<std::string, std::pair<int, int>> creatures;
  5342. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5343. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5344. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5345. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5346. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5347. if (!hero->hasStackAtSlot(SlotID(i)))
  5348. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5349. }
  5350. else if (cheat == "vcminoldor")
  5351. {
  5352. if (!hero) return;
  5353. ///Give all war machines to hero
  5354. if (!hero->getArt(ArtifactPosition::MACH1))
  5355. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5356. if (!hero->getArt(ArtifactPosition::MACH2))
  5357. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5358. if (!hero->getArt(ArtifactPosition::MACH3))
  5359. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5360. }
  5361. else if (cheat == "vcmiforgeofnoldorking")
  5362. {
  5363. if (!hero) return;
  5364. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5365. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5366. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5367. }
  5368. else if (cheat == "vcmiglorfindel")
  5369. {
  5370. if (!hero) return;
  5371. ///selected hero gains a new level
  5372. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5373. }
  5374. else if (cheat == "vcminahar")
  5375. {
  5376. if (!hero) return;
  5377. ///Give 1000000 movement points to hero
  5378. SetMovePoints smp;
  5379. smp.hid = hero->id;
  5380. smp.val = 1000000;
  5381. sendAndApply(&smp);
  5382. }
  5383. else if (cheat == "vcmiformenos")
  5384. {
  5385. ///Give resources to player
  5386. TResources resources;
  5387. resources[Res::GOLD] = 100000;
  5388. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5389. resources[i] = 100;
  5390. giveResources(player, resources);
  5391. }
  5392. else if (cheat == "vcmisilmaril")
  5393. {
  5394. ///Player wins
  5395. PlayerCheated pc;
  5396. pc.player = player;
  5397. pc.winningCheatCode = true;
  5398. sendAndApply(&pc);
  5399. }
  5400. else if (cheat == "vcmimelkor")
  5401. {
  5402. ///Player looses
  5403. PlayerCheated pc;
  5404. pc.player = player;
  5405. pc.losingCheatCode = true;
  5406. sendAndApply(&pc);
  5407. }
  5408. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5409. {
  5410. ///Reveal or conceal FoW
  5411. FoWChange fc;
  5412. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5413. fc.player = player;
  5414. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5415. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5416. int lastUnc = 0;
  5417. for (int i = 0; i < gs->map->width; i++)
  5418. for (int j = 0; j < gs->map->height; j++)
  5419. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5420. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5421. hlp_tab[lastUnc++] = int3(i, j, k);
  5422. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5423. delete [] hlp_tab;
  5424. sendAndApply(&fc);
  5425. }
  5426. else
  5427. cheated = false;
  5428. }
  5429. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5430. {
  5431. ObstaclesRemoved obsRem;
  5432. obsRem.obstacles.insert(obstacle.uniqueID);
  5433. sendAndApply(&obsRem);
  5434. }
  5435. void CGameHandler::synchronizeArtifactHandlerLists()
  5436. {
  5437. UpdateArtHandlerLists uahl;
  5438. uahl.treasures = VLC->arth->treasures;
  5439. uahl.minors = VLC->arth->minors;
  5440. uahl.majors = VLC->arth->majors;
  5441. uahl.relics = VLC->arth->relics;
  5442. sendAndApply(&uahl);
  5443. }
  5444. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5445. {
  5446. return vstd::contains(gs->map->objects, obj);
  5447. }
  5448. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5449. {
  5450. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5451. return false;
  5452. auto query = queries.topQuery(player);
  5453. if (query && query->blocksPack(pack))
  5454. {
  5455. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5456. return true;
  5457. }
  5458. return false;
  5459. }
  5460. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5461. {
  5462. //If the object is being visited, there must be a matching query
  5463. for (const auto &query : queries.allQueries())
  5464. {
  5465. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5466. {
  5467. if (someVistQuery->visitedObject == object)
  5468. {
  5469. someVistQuery->removeObjectAfterVisit = true;
  5470. return;
  5471. }
  5472. }
  5473. };
  5474. //If we haven't returned so far, there is no query and no visit, call was wrong
  5475. assert("This function needs to be called during the object visit!");
  5476. }
  5477. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5478. {
  5479. std::unordered_set<int3, ShashInt3> tiles;
  5480. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5481. if (hide)
  5482. {
  5483. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5484. auto p = getPlayer(player);
  5485. for (auto h : p->heroes)
  5486. {
  5487. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5488. }
  5489. for (auto t : p->towns)
  5490. {
  5491. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5492. }
  5493. for (auto tile : observedTiles)
  5494. vstd::erase_if_present (tiles, tile);
  5495. }
  5496. changeFogOfWar(tiles, player, hide);
  5497. }
  5498. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5499. {
  5500. FoWChange fow;
  5501. fow.tiles = tiles;
  5502. fow.player = player;
  5503. fow.mode = hide? 0 : 1;
  5504. sendAndApply(&fow);
  5505. }
  5506. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5507. {
  5508. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5509. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5510. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5511. return true;
  5512. }
  5513. void CGameHandler::duelFinished()
  5514. {
  5515. auto si = getStartInfo();
  5516. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5517. int casualtiesPoints = 0;
  5518. logGlobal->debug("Winner side %d\nWinner casualties:", (int)battleResult.data->winner);
  5519. for (auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5520. {
  5521. const CCreature *c = VLC->creh->creatures[elem.first];
  5522. logGlobal->debug("\t* %d of %s", elem.second, c->namePl);
  5523. casualtiesPoints += c->AIValue * elem.second;
  5524. }
  5525. logGlobal->debug("Total casualties points: %d", casualtiesPoints);
  5526. time_t timeNow;
  5527. time(&timeNow);
  5528. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5529. if (out)
  5530. {
  5531. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5532. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5533. % asctime(localtime(&timeNow));
  5534. }
  5535. else
  5536. {
  5537. logGlobal->error("Cannot open to write %s", cmdLineOptions["resultsFile"].as<std::string>());
  5538. }
  5539. CSaveFile resultFile("result.vdrst");
  5540. resultFile << *battleResult.data;
  5541. BattleResultsApplied resultsApplied;
  5542. resultsApplied.player1 = finishingBattle->victor;
  5543. resultsApplied.player2 = finishingBattle->loser;
  5544. sendAndApply(&resultsApplied);
  5545. return;
  5546. }
  5547. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5548. army(_army)
  5549. {
  5550. heroWithDeadCommander = ObjectInstanceID();
  5551. PlayerColor color = army->tempOwner;
  5552. if (color == PlayerColor::UNFLAGGABLE)
  5553. color = PlayerColor::NEUTRAL;
  5554. for (CStack *st : bat->stacks)
  5555. {
  5556. if (vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5557. continue;
  5558. if (st->owner != color) //remove only our stacks
  5559. continue;
  5560. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5561. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5562. st->count = std::max (0, st->count - st->resurrected);
  5563. if (st->slot == SlotID::ARROW_TOWERS_SLOT)
  5564. {
  5565. //do nothing
  5566. logGlobal->debug("Ignored arrow towers stack.");
  5567. }
  5568. else if (st->slot == SlotID::WAR_MACHINES_SLOT)
  5569. {
  5570. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5571. if (warMachine == ArtifactID::NONE)
  5572. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5573. //catapult artifact remain even if "creature" killed in siege
  5574. else if (warMachine != ArtifactID::CATAPULT && !st->count)
  5575. {
  5576. logGlobal->debug("War machine has been destroyed");
  5577. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5578. if (hero)
  5579. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5580. else
  5581. logGlobal->error("War machine in army without hero");
  5582. }
  5583. }
  5584. else if (st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5585. {
  5586. if (st->alive() && st->count > 0)
  5587. {
  5588. logGlobal->debug("Permanently summoned %d units.", st->count);
  5589. const CreatureID summonedType = st->type->idNumber;
  5590. summoned[summonedType] += st->count;
  5591. }
  5592. }
  5593. else if (st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5594. {
  5595. if (nullptr == st->base)
  5596. {
  5597. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5598. }
  5599. else
  5600. {
  5601. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5602. if (c)
  5603. {
  5604. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5605. if (h && h->commander == c && (st->count == 0 || !st->alive()))
  5606. {
  5607. logGlobal->debug("Commander is dead.");
  5608. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5609. }
  5610. }
  5611. else
  5612. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5613. }
  5614. }
  5615. else if (st->base && !army->slotEmpty(st->slot))
  5616. {
  5617. if (st->count == 0 || !st->alive())
  5618. {
  5619. logGlobal->debug("Stack has been destroyed.");
  5620. StackLocation sl(army, st->slot);
  5621. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5622. }
  5623. else if (st->count < army->getStackCount(st->slot))
  5624. {
  5625. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
  5626. StackLocation sl(army, st->slot);
  5627. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5628. }
  5629. else if (st->count > army->getStackCount(st->slot))
  5630. {
  5631. logGlobal->debug("Stack gained %d units.", st->count - army->getStackCount(st->slot));
  5632. StackLocation sl(army, st->slot);
  5633. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5634. }
  5635. }
  5636. else
  5637. {
  5638. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5639. }
  5640. }
  5641. }
  5642. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5643. {
  5644. for (TStackAndItsNewCount &ncount : newStackCounts)
  5645. {
  5646. if (ncount.second > 0)
  5647. gh->changeStackCount(ncount.first, ncount.second, true);
  5648. else
  5649. gh->eraseStack(ncount.first, true);
  5650. }
  5651. for (auto summoned_iter : summoned)
  5652. {
  5653. SlotID slot = army->getSlotFor(summoned_iter.first);
  5654. if (slot.validSlot())
  5655. {
  5656. StackLocation location(army, slot);
  5657. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5658. }
  5659. else
  5660. {
  5661. //even if it will be possible to summon anything permanently it should be checked for free slot
  5662. //necromancy is handled separately
  5663. gh->complain("No free slot to put summoned creature");
  5664. }
  5665. }
  5666. for (auto al : removedWarMachines)
  5667. {
  5668. gh->removeArtifact(al);
  5669. }
  5670. if (heroWithDeadCommander != ObjectInstanceID())
  5671. {
  5672. SetCommanderProperty scp;
  5673. scp.heroid = heroWithDeadCommander;
  5674. scp.which = SetCommanderProperty::ALIVE;
  5675. scp.amount = 0;
  5676. gh->sendAndApply(&scp);
  5677. }
  5678. }
  5679. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5680. {
  5681. assert(Query->result);
  5682. assert(Query->bi);
  5683. auto &result = *Query->result;
  5684. auto &info = *Query->bi;
  5685. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5686. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5687. victor = info.sides[result.winner].color;
  5688. loser = info.sides[!result.winner].color;
  5689. duel = Duel;
  5690. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5691. }
  5692. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5693. {
  5694. winnerHero = loserHero = nullptr;
  5695. duel = false;
  5696. remainingBattleQueriesCount = 0;
  5697. }
  5698. CRandomGenerator & CGameHandler::getRandomGenerator()
  5699. {
  5700. return CRandomGenerator::getDefault();
  5701. }
  5702. ///ServerSpellCastEnvironment
  5703. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5704. {
  5705. }
  5706. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5707. {
  5708. gh->sendAndApply(info);
  5709. }
  5710. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5711. {
  5712. return gh->getRandomGenerator();
  5713. }
  5714. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5715. {
  5716. gh->complain(problem);
  5717. }
  5718. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5719. {
  5720. return gh;
  5721. }
  5722. const CMap * ServerSpellCastEnvironment::getMap() const
  5723. {
  5724. return gh->gameState()->map;
  5725. }
  5726. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5727. {
  5728. return gh->moveHero(hid, dst, teleporting, false, asker);
  5729. }