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