CGameHandler.cpp 181 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/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/VCMIDirs.h"
  23. #include "../lib/ScopeGuard.h"
  24. #include "../lib/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "CVCMIServer.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/CThreadHelper.h"
  29. #include "../lib/GameConstants.h"
  30. #include "../lib/registerTypes/RegisterTypes.h"
  31. /*
  32. * CGameHandler.cpp, part of VCMI engine
  33. *
  34. * Authors: listed in file AUTHORS in main folder
  35. *
  36. * License: GNU General Public License v2.0 or later
  37. * Full text of license available in license.txt file, in main folder
  38. *
  39. */
  40. #ifndef _MSC_VER
  41. #include <boost/thread/xtime.hpp>
  42. #endif
  43. extern bool end2;
  44. #ifdef min
  45. #undef min
  46. #endif
  47. #ifdef max
  48. #undef max
  49. #endif
  50. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  51. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  52. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. #define NEW_ROUND BattleNextRound bnr;\
  55. bnr.round = gs->curB->round + 1;\
  56. sendAndApply(&bnr);
  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;
  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->errorStream() << "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. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  127. {
  128. boost::unique_lock<boost::mutex> l(mx);
  129. if(players.find(player) != players.end())
  130. {
  131. return players.at(player);
  132. }
  133. else
  134. {
  135. throw std::runtime_error("No such player!");
  136. }
  137. }
  138. void PlayerStatuses::addPlayer(PlayerColor player)
  139. {
  140. boost::unique_lock<boost::mutex> l(mx);
  141. players[player];
  142. }
  143. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  144. {
  145. boost::unique_lock<boost::mutex> l(mx);
  146. if(players.find(player) != players.end())
  147. {
  148. return players[player].*flag;
  149. }
  150. else
  151. {
  152. throw std::runtime_error("No such player!");
  153. }
  154. }
  155. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  156. {
  157. boost::unique_lock<boost::mutex> l(mx);
  158. if(players.find(player) != players.end())
  159. {
  160. players[player].*flag = val;
  161. }
  162. else
  163. {
  164. throw std::runtime_error("No such player!");
  165. }
  166. cv.notify_all();
  167. }
  168. template <typename T>
  169. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  170. {
  171. fun(args[which]);
  172. }
  173. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  174. {
  175. changeSecSkill(hero, skill, 1, 0);
  176. expGiven(hero);
  177. }
  178. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  179. {
  180. // required exp for at least 1 lvl-up hasn't been reached
  181. if(!hero->gainsLevel())
  182. {
  183. return;
  184. }
  185. // give primary skill
  186. logGlobal->traceStream() << hero->name << " got level "<< hero->level;
  187. auto primarySkill = hero->nextPrimarySkill();
  188. SetPrimSkill sps;
  189. sps.id = hero->id;
  190. sps.which = primarySkill;
  191. sps.abs = false;
  192. sps.val = 1;
  193. sendAndApply(&sps);
  194. HeroLevelUp hlu;
  195. hlu.hero = hero;
  196. hlu.primskill = primarySkill;
  197. hlu.skills = hero->getLevelUpProposedSecondarySkills();
  198. if(hlu.skills.size() == 0)
  199. {
  200. sendAndApply(&hlu);
  201. levelUpHero(hero);
  202. }
  203. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  204. {
  205. sendAndApply(&hlu);
  206. levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand));
  207. }
  208. else if(hlu.skills.size() > 1)
  209. {
  210. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  211. hlu.queryID = levelUpQuery->queryID;
  212. queries.addQuery(levelUpQuery);
  213. sendAndApply(&hlu);
  214. //level up will be called on query reply
  215. }
  216. }
  217. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  218. {
  219. SetCommanderProperty scp;
  220. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  221. if (hero)
  222. scp.heroid = hero->id;
  223. else
  224. {
  225. complain ("Commander is not led by hero!");
  226. return;
  227. }
  228. scp.accumulatedBonus.subtype = 0;
  229. scp.accumulatedBonus.additionalInfo = 0;
  230. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  231. scp.accumulatedBonus.turnsRemain = 0;
  232. scp.accumulatedBonus.source = Bonus::COMMANDER;
  233. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  234. if (skill <= ECommander::SPELL_POWER)
  235. {
  236. scp.which = SetCommanderProperty::BONUS;
  237. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  238. {
  239. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  240. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  241. };
  242. switch (skill)
  243. {
  244. case ECommander::ATTACK:
  245. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  246. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  247. break;
  248. case ECommander::DEFENSE:
  249. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  250. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  251. break;
  252. case ECommander::HEALTH:
  253. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  254. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  255. break;
  256. case ECommander::DAMAGE:
  257. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  258. scp.accumulatedBonus.subtype = 0;
  259. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  260. break;
  261. case ECommander::SPEED:
  262. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  263. break;
  264. case ECommander::SPELL_POWER:
  265. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  266. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  267. sendAndApply (&scp); //additional pack
  268. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  269. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  270. sendAndApply (&scp); //additional pack
  271. scp.accumulatedBonus.type = Bonus::CASTS;
  272. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  273. sendAndApply (&scp); //additional pack
  274. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  275. break;
  276. }
  277. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  278. sendAndApply (&scp);
  279. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  280. scp.additionalInfo = skill;
  281. scp.amount = c->secondarySkills.at(skill) + 1;
  282. sendAndApply (&scp);
  283. }
  284. else if (skill >= 100)
  285. {
  286. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  287. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  288. scp.additionalInfo = skill; //unnormalized
  289. sendAndApply (&scp);
  290. }
  291. expGiven(hero);
  292. }
  293. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  294. {
  295. if (!c->gainsLevel())
  296. {
  297. return;
  298. }
  299. CommanderLevelUp clu;
  300. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  301. if (hero)
  302. clu.hero = hero;
  303. else
  304. {
  305. complain ("Commander is not led by hero!");
  306. return;
  307. }
  308. //picking sec. skills for choice
  309. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  310. {
  311. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  312. clu.skills.push_back(i);
  313. }
  314. int i = 100;
  315. for (auto specialSkill : VLC->creh->skillRequirements)
  316. {
  317. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  318. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  319. && !vstd::contains (c->specialSKills, i))
  320. clu.skills.push_back (i);
  321. ++i;
  322. }
  323. int skillAmount = clu.skills.size();
  324. if(!skillAmount)
  325. {
  326. sendAndApply(&clu);
  327. levelUpCommander(c);
  328. }
  329. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  330. {
  331. sendAndApply(&clu);
  332. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator()));
  333. }
  334. else if(skillAmount > 1) //apply and ask for secondary skill
  335. {
  336. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  337. clu.queryID = commanderLevelUp->queryID;
  338. queries.addQuery(commanderLevelUp);
  339. sendAndApply(&clu);
  340. }
  341. }
  342. void CGameHandler::expGiven(const CGHeroInstance *hero)
  343. {
  344. if(hero->gainsLevel())
  345. levelUpHero(hero);
  346. else if(hero->commander && hero->commander->gainsLevel())
  347. levelUpCommander(hero->commander);
  348. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  349. // levelUpCommander(hero->commander);
  350. // else
  351. // levelUpHero(hero);
  352. }
  353. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  354. {
  355. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  356. {
  357. if (gs->map->levelLimit != 0)
  358. {
  359. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  360. TExpType resultingExp = abs ? val : hero->exp + val;
  361. if (resultingExp > expLimit)
  362. {
  363. // set given experience to max possible, but don't decrease if hero already over top
  364. abs = true;
  365. val = std::max(expLimit, hero->exp);
  366. InfoWindow iw;
  367. iw.player = hero->tempOwner;
  368. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  369. iw.text.addReplacement(hero->name);
  370. sendAndApply(&iw);
  371. }
  372. }
  373. }
  374. SetPrimSkill sps;
  375. sps.id = hero->id;
  376. sps.which = which;
  377. sps.abs = abs;
  378. sps.val = val;
  379. sendAndApply(&sps);
  380. //only for exp - hero may level up
  381. if (which == PrimarySkill::EXPERIENCE)
  382. {
  383. if(hero->commander && hero->commander->alive)
  384. {
  385. //FIXME: trim experience according to map limit?
  386. SetCommanderProperty scp;
  387. scp.heroid = hero->id;
  388. scp.which = SetCommanderProperty::EXPERIENCE;
  389. scp.amount = val;
  390. sendAndApply (&scp);
  391. CBonusSystemNode::treeHasChanged();
  392. }
  393. expGiven(hero);
  394. }
  395. }
  396. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  397. {
  398. SetSecSkill sss;
  399. sss.id = hero->id;
  400. sss.which = which;
  401. sss.val = val;
  402. sss.abs = abs;
  403. sendAndApply(&sss);
  404. if(which == SecondarySkill::WISDOM)
  405. {
  406. if(hero && hero->visitedTown)
  407. giveSpells(hero->visitedTown, hero);
  408. }
  409. }
  410. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  411. {
  412. LOG_TRACE(logGlobal);
  413. //Fill BattleResult structure with exp info
  414. giveExp(*battleResult.data);
  415. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  416. {
  417. if (hero1)
  418. battleResult.data->exp[1] += 500;
  419. if (hero2)
  420. battleResult.data->exp[0] += 500;
  421. }
  422. if (hero1)
  423. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  424. if (hero2)
  425. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  426. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  427. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  428. const BattleResult::EResult result = battleResult.get()->result;
  429. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  430. {
  431. for(auto &q : queries.allQueries())
  432. {
  433. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  434. if(bq->bi == gs->curB)
  435. return bq;
  436. }
  437. return std::shared_ptr<CBattleQuery>();
  438. };
  439. auto battleQuery = findBattleQuery();
  440. if(!battleQuery)
  441. {
  442. logGlobal->errorStream() << "Cannot find battle query!";
  443. if(gs->initialOpts->mode == StartInfo::DUEL)
  444. {
  445. battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  446. }
  447. }
  448. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  449. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  450. battleQuery->result = *battleResult.data;
  451. //Check how many battle queries were created (number of players blocked by battle)
  452. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  453. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  454. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  455. if(finishingBattle->duel)
  456. {
  457. duelFinished();
  458. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  459. return;
  460. }
  461. ChangeSpells cs; //for Eagle Eye
  462. if(finishingBattle->winnerHero)
  463. {
  464. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  465. {
  466. int maxLevel = eagleEyeLevel + 1;
  467. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  468. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  469. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && gs->getRandomGenerator().nextInt(99) < eagleEyeChance)
  470. cs.spells.insert(sp->id);
  471. }
  472. }
  473. std::vector<const CArtifactInstance *> arts; //display them in window
  474. if(result == BattleResult::NORMAL && finishingBattle->winnerHero)
  475. {
  476. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  477. {
  478. arts.push_back(art);
  479. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  480. sendAndApply(ma);
  481. };
  482. if(finishingBattle->loserHero)
  483. {
  484. //TODO: wrap it into a function, somehow (boost::variant -_-)
  485. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  486. for (auto artSlot : artifactsWorn)
  487. {
  488. MoveArtifact ma;
  489. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  490. const CArtifactInstance * art = ma.src.getArt();
  491. if(art && !art->artType->isBig() &&
  492. art->artType->id != ArtifactID::SPELLBOOK)
  493. // don't move war machines or locked arts (spellbook)
  494. {
  495. sendMoveArtifact(art, &ma);
  496. }
  497. }
  498. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  499. {
  500. //we assume that no big artifacts can be found
  501. MoveArtifact ma;
  502. ma.src = ArtifactLocation(finishingBattle->loserHero,
  503. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  504. const CArtifactInstance * art = ma.src.getArt();
  505. if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
  506. {
  507. sendMoveArtifact(art, &ma);
  508. }
  509. }
  510. if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  511. {
  512. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  513. for(auto artSlot : artifactsWorn)
  514. {
  515. MoveArtifact ma;
  516. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  517. const CArtifactInstance * art = ma.src.getArt();
  518. if (art && !art->artType->isBig())
  519. {
  520. sendMoveArtifact(art, &ma);
  521. }
  522. }
  523. }
  524. }
  525. for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  526. {
  527. auto artifactsWorn = armySlot.second->artifactsWorn;
  528. for (auto artSlot : artifactsWorn)
  529. {
  530. MoveArtifact ma;
  531. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  532. const CArtifactInstance * art = ma.src.getArt();
  533. if (art && !art->artType->isBig())
  534. {
  535. sendMoveArtifact(art, &ma);
  536. }
  537. }
  538. }
  539. }
  540. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  541. if(arts.size()) //display loot
  542. {
  543. InfoWindow iw;
  544. iw.player = finishingBattle->winnerHero->tempOwner;
  545. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  546. for(auto art : arts) //TODO; separate function to display loot for various ojects?
  547. {
  548. iw.components.push_back(Component(
  549. Component::ARTIFACT, art->artType->id,
  550. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  551. if(iw.components.size() >= 14)
  552. {
  553. sendAndApply(&iw);
  554. iw.components.clear();
  555. }
  556. }
  557. if(iw.components.size())
  558. {
  559. sendAndApply(&iw);
  560. }
  561. }
  562. //Eagle Eye secondary skill handling
  563. if(!cs.spells.empty())
  564. {
  565. cs.learn = 1;
  566. cs.hid = finishingBattle->winnerHero->id;
  567. InfoWindow iw;
  568. iw.player = finishingBattle->winnerHero->tempOwner;
  569. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  570. iw.text.addReplacement(finishingBattle->winnerHero->name);
  571. std::ostringstream names;
  572. for(int i = 0; i < cs.spells.size(); i++)
  573. {
  574. names << "%s";
  575. if(i < cs.spells.size() - 2)
  576. names << ", ";
  577. else if(i < cs.spells.size() - 1)
  578. names << "%s";
  579. }
  580. names << ".";
  581. iw.text.addReplacement(names.str());
  582. auto it = cs.spells.begin();
  583. for(int i = 0; i < cs.spells.size(); i++, it++)
  584. {
  585. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  586. if(i == cs.spells.size() - 2) //we just added pre-last name
  587. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  588. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  589. }
  590. sendAndApply(&iw);
  591. sendAndApply(&cs);
  592. }
  593. cab1.takeFromArmy(this);
  594. cab2.takeFromArmy(this); //take casualties after battle is deleted
  595. //if one hero has lost we will erase him
  596. if(battleResult.data->winner!=0 && hero1)
  597. {
  598. RemoveObject ro(hero1->id);
  599. sendAndApply(&ro);
  600. }
  601. if(battleResult.data->winner!=1 && hero2)
  602. {
  603. RemoveObject ro(hero2->id);
  604. sendAndApply(&ro);
  605. }
  606. //give exp
  607. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  608. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  609. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  610. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  611. queries.popIfTop(battleQuery);
  612. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  613. }
  614. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  615. {
  616. LOG_TRACE(logGlobal);
  617. finishingBattle->remainingBattleQueriesCount--;
  618. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  619. if(finishingBattle->remainingBattleQueriesCount > 0)
  620. //Battle results will be handled when all battle queries are closed
  621. return;
  622. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  623. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  624. // Still, it looks like a hole.
  625. // Necromancy if applicable.
  626. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  627. // Give raised units to winner and show dialog, if any were raised,
  628. // units will be given after casualties are taken
  629. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  630. if (necroSlot != SlotID())
  631. {
  632. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  633. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  634. }
  635. BattleResultsApplied resultsApplied;
  636. resultsApplied.player1 = finishingBattle->victor;
  637. resultsApplied.player2 = finishingBattle->loser;
  638. sendAndApply(&resultsApplied);
  639. setBattle(nullptr);
  640. if(visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  641. {
  642. logGlobal->traceStream() << "post-victory visit";
  643. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  644. }
  645. visitObjectAfterVictory = false;
  646. //handle victory/loss of engaged players
  647. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  648. checkVictoryLossConditions(playerColors);
  649. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  650. {
  651. SetAvailableHeroes sah;
  652. sah.player = finishingBattle->loser;
  653. sah.hid[0] = finishingBattle->loserHero->subID;
  654. if(result.result == BattleResult::ESCAPE) //retreat
  655. {
  656. sah.army[0].clear();
  657. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  658. }
  659. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  660. sah.hid[1] = another->subID;
  661. else
  662. sah.hid[1] = -1;
  663. sendAndApply(&sah);
  664. }
  665. if(result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  666. {
  667. RemoveObject ro(finishingBattle->winnerHero->id);
  668. sendAndApply(&ro);
  669. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  670. {
  671. SetAvailableHeroes sah;
  672. sah.player = finishingBattle->victor;
  673. sah.hid[0] = finishingBattle->winnerHero->subID;
  674. sah.army[0].clear();
  675. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  676. if(const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  677. sah.hid[1] = another->subID;
  678. else
  679. sah.hid[1] = -1;
  680. sendAndApply(&sah);
  681. }
  682. }
  683. }
  684. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  685. {
  686. bat.bsa.clear();
  687. bat.stackAttacking = att->ID;
  688. const int attackerLuck = att->LuckVal();
  689. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  690. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  691. {
  692. if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck)
  693. {
  694. bat.flags |= BattleAttack::LUCKY;
  695. }
  696. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  697. {
  698. if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck))
  699. {
  700. bat.flags |= BattleAttack::UNLUCKY;
  701. }
  702. }
  703. }
  704. if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  705. {
  706. bat.flags |= BattleAttack::DEATH_BLOW;
  707. }
  708. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  709. {
  710. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  711. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  712. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  713. if(chance > gs->getRandomGenerator().nextInt(99))
  714. {
  715. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  716. }
  717. }
  718. // only primary target
  719. applyBattleEffects(bat, att, def, distance, false);
  720. if (!bat.shot()) //multiple-hex attack - only in meele
  721. {
  722. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  723. for(const CStack * stack : attackedCreatures)
  724. {
  725. if (stack != def) //do not hit same stack twice
  726. {
  727. applyBattleEffects(bat, att, stack, distance, true);
  728. }
  729. }
  730. }
  731. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  732. if (bonus && (bat.shot())) //TODO: make it work in melee?
  733. {
  734. //this is need for displaying hit animation
  735. bat.flags |= BattleAttack::SPELL_LIKE;
  736. bat.spellID = SpellID(bonus->subtype);
  737. //TODO: should spell override creature`s projectile?
  738. std::set<const CStack*> attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att->owner, bonus->val, targetHex, att);
  739. //TODO: get exact attacked hex for defender
  740. for(const CStack * stack : attackedCreatures)
  741. {
  742. if (stack != def) //do not hit same stack twice
  743. {
  744. applyBattleEffects(bat, att, stack, distance, true);
  745. }
  746. }
  747. //now add effect info for all attacked stacks
  748. for(BattleStackAttacked & bsa : bat.bsa)
  749. {
  750. if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  751. {
  752. //this is need for displaying affect animation
  753. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  754. bsa.spellID = SpellID(bonus->subtype);
  755. }
  756. }
  757. }
  758. }
  759. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  760. {
  761. BattleStackAttacked bsa;
  762. if (secondary)
  763. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  764. bsa.attackerID = att->ID;
  765. bsa.stackAttacked = def->ID;
  766. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
  767. bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), gs->getRandomGenerator());
  768. def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties
  769. //life drain handling
  770. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  771. {
  772. StacksHealedOrResurrected shi;
  773. shi.lifeDrain = true;
  774. shi.tentHealing = false;
  775. shi.drainedFrom = def->ID;
  776. StacksHealedOrResurrected::HealInfo hi;
  777. hi.stackID = att->ID;
  778. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  779. hi.lowLevelResurrection = false;
  780. shi.healedStacks.push_back(hi);
  781. if (hi.healedHP > 0)
  782. {
  783. bsa.healedStacks.push_back(shi);
  784. }
  785. }
  786. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  787. //fire shield handling
  788. if(!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY))
  789. {
  790. BattleStackAttacked bsa2;
  791. bsa2.stackAttacked = att->ID; //invert
  792. bsa2.attackerID = def->ID;
  793. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  794. bsa2.effect = 11;
  795. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  796. att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
  797. bat.bsa.push_back(bsa2);
  798. }
  799. }
  800. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  801. {
  802. setThreadName("CGameHandler::handleConnection");
  803. try
  804. {
  805. while(1)//server should never shut connection first //was: while(!end2)
  806. {
  807. CPack *pack = nullptr;
  808. PlayerColor player = PlayerColor::NEUTRAL;
  809. si32 requestID = -999;
  810. int packType = 0;
  811. {
  812. boost::unique_lock<boost::mutex> lock(*c.rmx);
  813. c >> player >> requestID >> pack; //get the package
  814. if(!pack)
  815. {
  816. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  817. }
  818. packType = typeList.getTypeID(pack); //get the id of type
  819. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  820. % requestID % player.getNum() % packType % typeid(*pack).name();
  821. }
  822. //prepare struct informing that action was applied
  823. auto sendPackageResponse = [&](bool succesfullyApplied)
  824. {
  825. PackageApplied applied;
  826. applied.player = player;
  827. applied.result = succesfullyApplied;
  828. applied.packType = packType;
  829. applied.requestID = requestID;
  830. boost::unique_lock<boost::mutex> lock(*c.wmx);
  831. c << &applied;
  832. };
  833. CBaseForGHApply *apply = applier->apps[packType]; //and appropriate applier object
  834. if(isBlockedByQueries(pack, player))
  835. {
  836. sendPackageResponse(false);
  837. }
  838. else if(apply)
  839. {
  840. const bool result = apply->applyOnGH(this,&c,pack, player);
  841. if(!result)
  842. {
  843. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  844. % typeid(*pack).name()).str());
  845. }
  846. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  847. sendPackageResponse(true);
  848. }
  849. else
  850. {
  851. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  852. sendPackageResponse(false);
  853. }
  854. vstd::clear_pointer(pack);
  855. }
  856. }
  857. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  858. {
  859. assert(!c.connected); //make sure that connection has been marked as broken
  860. logGlobal->errorStream() << e.what();
  861. end2 = true;
  862. }
  863. catch(...)
  864. {
  865. end2 = true;
  866. handleException();
  867. throw;
  868. }
  869. logGlobal->errorStream() << "Ended handling connection";
  870. }
  871. int CGameHandler::moveStack(int stack, BattleHex dest)
  872. {
  873. int ret = 0;
  874. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  875. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  876. assert(curStack);
  877. assert(dest < GameConstants::BFIELD_SIZE);
  878. if (gs->curB->tacticDistance)
  879. {
  880. assert(gs->curB->isInTacticRange(dest));
  881. }
  882. auto start = curStack->position;
  883. if(start == dest)
  884. return 0;
  885. //initing necessary tables
  886. auto accessibility = getAccesibility(curStack);
  887. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  888. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  889. {
  890. if(curStack->attackerOwned)
  891. {
  892. if(accessibility.accessible(dest+1, curStack))
  893. dest += BattleHex::RIGHT;
  894. }
  895. else
  896. {
  897. if(accessibility.accessible(dest-1, curStack))
  898. dest += BattleHex::LEFT;
  899. }
  900. }
  901. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  902. {
  903. complain("Given destination is not accessible!");
  904. return 0;
  905. }
  906. bool canUseDrawbridge = false;
  907. auto dbState = gs->curB->si.drawbridgeState;
  908. if(battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  909. dbState != EDrawbridgeState::LOWERED_BORKED &&
  910. dbState != EDrawbridgeState::RAISED_BLOCKED)
  911. {
  912. canUseDrawbridge = true;
  913. }
  914. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  915. ret = path.second;
  916. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  917. if(curStack->hasBonusOfType(Bonus::FLYING))
  918. {
  919. if(path.second <= creSpeed && path.first.size() > 0)
  920. {
  921. if(canUseDrawbridge && dbState != EDrawbridgeState::LOWERED && (
  922. (gs->curB->town->subID == ETownType::FORTRESS && dest == BattleHex(94)) ||
  923. dest == BattleHex(95) ||
  924. dest == BattleHex(96)))
  925. {
  926. BattleDrawbridgeStateChanged db;
  927. db.state = EDrawbridgeState::LOWERED;
  928. sendAndApply(&db);
  929. }
  930. //inform clients about move
  931. BattleStackMoved sm;
  932. sm.stack = curStack->ID;
  933. std::vector<BattleHex> tiles;
  934. tiles.push_back(path.first[0]);
  935. sm.tilesToMove = tiles;
  936. sm.distance = path.second;
  937. sm.teleporting = false;
  938. sendAndApply(&sm);
  939. }
  940. }
  941. else //for non-flying creatures
  942. {
  943. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  944. std::vector<BattleHex> tiles;
  945. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  946. int v = path.first.size()-1;
  947. path.first.push_back(start);
  948. // check if gate need to be open or closed at some point
  949. BattleHex openGateAtHex, gateMayCloseAtHex;
  950. if(canUseDrawbridge)
  951. {
  952. for(int i = path.first.size()-1; i >= 0; i--)
  953. {
  954. auto hex = path.first[i];
  955. if(!openGateAtHex.isValid() && dbState != EDrawbridgeState::LOWERED)
  956. {
  957. if(gs->curB->town->subID == ETownType::FORTRESS && hex == BattleHex(94))
  958. {
  959. openGateAtHex = path.first[i+1];
  960. }
  961. if(hex == BattleHex(94) && i-1 >= 0 && path.first[i-1] == BattleHex(95))
  962. {
  963. openGateAtHex = path.first[i+1];
  964. }
  965. else if(hex == BattleHex(95) || hex == BattleHex(96))
  966. {
  967. openGateAtHex = path.first[i+1];
  968. }
  969. //gate may be opened and then closed during stack movement, but not other way around
  970. if(openGateAtHex.isValid())
  971. dbState = EDrawbridgeState::LOWERED;
  972. }
  973. if(!gateMayCloseAtHex.isValid() && dbState != EDrawbridgeState::RAISED)
  974. {
  975. if(hex == BattleHex(96) && i-1 >= 0 && path.first[i-1] != BattleHex(95))
  976. {
  977. gateMayCloseAtHex = path.first[i-1];
  978. }
  979. if(gs->curB->town->subID == ETownType::FORTRESS)
  980. {
  981. if(hex == BattleHex(94) && i-1 >= 0 && path.first[i-1] != BattleHex(95))
  982. {
  983. gateMayCloseAtHex = path.first[i-1];
  984. }
  985. else if(hex == BattleHex(95) && i-1 >= 0 &&
  986. path.first[i-1] != BattleHex(96) &&
  987. path.first[i-1] != BattleHex(94))
  988. {
  989. gateMayCloseAtHex = path.first[i-1];
  990. }
  991. }
  992. else if(hex == BattleHex(95) && i-1 >= 0 && path.first[i-1] != BattleHex(96))
  993. {
  994. gateMayCloseAtHex = path.first[i-1];
  995. }
  996. }
  997. }
  998. }
  999. bool stackIsMoving = true;
  1000. while(stackIsMoving)
  1001. {
  1002. if(v<tilesToMove)
  1003. {
  1004. logGlobal->error("Movement terminated abnormally");
  1005. break;
  1006. }
  1007. bool gateStateChanging = false;
  1008. //special handling for opening gate on from starting hex
  1009. if(openGateAtHex.isValid() && openGateAtHex == start)
  1010. gateStateChanging = true;
  1011. else
  1012. {
  1013. for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1014. {
  1015. BattleHex hex = path.first[v];
  1016. tiles.push_back(hex);
  1017. if((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1018. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1019. {
  1020. gateStateChanging = true;
  1021. }
  1022. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1023. if((obstacle = battleGetObstacleOnPos(hex, false)))
  1024. obstacleHit = true;
  1025. if(curStack->doubleWide())
  1026. {
  1027. BattleHex otherHex = curStack->occupiedHex(hex);
  1028. //two hex creature hit obstacle by backside
  1029. if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1030. obstacleHit = true;
  1031. }
  1032. }
  1033. }
  1034. if(tiles.size() > 0)
  1035. {
  1036. //commit movement
  1037. BattleStackMoved sm;
  1038. sm.stack = curStack->ID;
  1039. sm.distance = path.second;
  1040. sm.teleporting = false;
  1041. sm.tilesToMove = tiles;
  1042. sendAndApply(&sm);
  1043. tiles.clear();
  1044. }
  1045. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1046. if(curStack->position != dest)
  1047. {
  1048. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1049. {
  1050. if(obs)
  1051. {
  1052. handleDamageFromObstacle(*obs, curStack);
  1053. //if stack die in explosion or interrupted by obstacle, abort movement
  1054. if(obs->stopsMovement() || !curStack->alive())
  1055. stackIsMoving = false;
  1056. obs.reset();
  1057. }
  1058. };
  1059. processObstacle(obstacle);
  1060. if(curStack->alive())
  1061. processObstacle(obstacle2);
  1062. if(gateStateChanging)
  1063. {
  1064. if(curStack->position == openGateAtHex)
  1065. {
  1066. openGateAtHex = BattleHex();
  1067. //only open gate if stack is still alive
  1068. if(curStack->alive())
  1069. {
  1070. BattleDrawbridgeStateChanged db;
  1071. db.state = EDrawbridgeState::LOWERED;
  1072. sendAndApply(&db);
  1073. }
  1074. }
  1075. else if(curStack->position == gateMayCloseAtHex)
  1076. {
  1077. openGateAtHex = BattleHex();
  1078. updateDrawbridgeState();
  1079. }
  1080. }
  1081. }
  1082. else
  1083. //movement finished normally: we reached destination
  1084. stackIsMoving = false;
  1085. }
  1086. }
  1087. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1088. if(curStack->alive())
  1089. {
  1090. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1091. {
  1092. handleDamageFromObstacle(*theLastObstacle, curStack);
  1093. }
  1094. }
  1095. if(curStack->alive() && curStack->doubleWide())
  1096. {
  1097. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1098. if(otherHex.isValid())
  1099. if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1100. {
  1101. //two hex creature hit obstacle by backside
  1102. handleDamageFromObstacle(*theLastObstacle, curStack);
  1103. }
  1104. }
  1105. return ret;
  1106. }
  1107. CGameHandler::CGameHandler(void)
  1108. {
  1109. QID = 1;
  1110. //gs = nullptr;
  1111. IObjectInterface::cb = this;
  1112. applier = new CApplier<CBaseForGHApply>;
  1113. registerTypesServerPacks(*applier);
  1114. visitObjectAfterVictory = false;
  1115. queries.gh = this;
  1116. spellEnv = new ServerSpellCastEnvironment(this);
  1117. }
  1118. CGameHandler::~CGameHandler(void)
  1119. {
  1120. delete spellEnv;
  1121. delete applier;
  1122. applier = nullptr;
  1123. delete gs;
  1124. }
  1125. void CGameHandler::init(StartInfo *si)
  1126. {
  1127. if(si->seedToBeUsed == 0)
  1128. {
  1129. si->seedToBeUsed = std::time(nullptr);
  1130. }
  1131. gs = new CGameState();
  1132. logGlobal->infoStream() << "Gamestate created!";
  1133. gs->init(si);
  1134. logGlobal->infoStream() << "Gamestate initialized!";
  1135. // reset seed, so that clients can't predict any following random values
  1136. gs->getRandomGenerator().resetSeed();
  1137. for(auto & elem : gs->players)
  1138. {
  1139. states.addPlayer(elem.first);
  1140. }
  1141. }
  1142. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1143. {
  1144. return a.earlierThan(b);
  1145. }
  1146. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1147. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1148. const PlayerState *p = gs->getPlayer(town->tempOwner);
  1149. if(!p)
  1150. {
  1151. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  1152. return;
  1153. }
  1154. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1155. {
  1156. SetAvailableCreatures ssi;
  1157. ssi.tid = town->id;
  1158. ssi.creatures = town->creatures;
  1159. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1160. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1161. if (dwellings.empty())//no dwellings - just remove
  1162. {
  1163. sendAndApply(&ssi);
  1164. return;
  1165. }
  1166. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator());
  1167. // for multi-creature dwellings like Golem Factory
  1168. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
  1169. if(clear)
  1170. {
  1171. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1172. }
  1173. else
  1174. {
  1175. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1176. }
  1177. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1178. sendAndApply(&ssi);
  1179. }
  1180. }
  1181. void CGameHandler::newTurn()
  1182. {
  1183. logGlobal->traceStream() << "Turn " << gs->day+1;
  1184. NewTurn n;
  1185. n.specialWeek = NewTurn::NO_ACTION;
  1186. n.creatureid = CreatureID::NONE;
  1187. n.day = gs->day + 1;
  1188. bool firstTurn = !getDate(Date::DAY);
  1189. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1190. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1191. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1192. if (firstTurn)
  1193. {
  1194. for (auto obj : gs->map->objects)
  1195. {
  1196. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1197. {
  1198. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1199. }
  1200. }
  1201. }
  1202. if (newWeek && !firstTurn)
  1203. {
  1204. n.specialWeek = NewTurn::NORMAL;
  1205. bool deityOfFireBuilt = false;
  1206. for(const CGTownInstance *t : gs->map->towns)
  1207. {
  1208. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1209. {
  1210. deityOfFireBuilt = true;
  1211. break;
  1212. }
  1213. }
  1214. if(deityOfFireBuilt)
  1215. {
  1216. n.specialWeek = NewTurn::DEITYOFFIRE;
  1217. n.creatureid = CreatureID::IMP;
  1218. }
  1219. else
  1220. {
  1221. int monthType = gs->getRandomGenerator().nextInt(99);
  1222. if(newMonth) //new month
  1223. {
  1224. if (monthType < 40) //double growth
  1225. {
  1226. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1227. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1228. {
  1229. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1230. n.creatureid = newMonster.second;
  1231. }
  1232. else if(VLC->creh->doubledCreatures.size())
  1233. {
  1234. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1235. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
  1236. }
  1237. else
  1238. {
  1239. complain("Cannot find creature that can be spawned!");
  1240. n.specialWeek = NewTurn::NORMAL;
  1241. }
  1242. }
  1243. else if (monthType < 50)
  1244. n.specialWeek = NewTurn::PLAGUE;
  1245. }
  1246. else //it's a week, but not full month
  1247. {
  1248. if (monthType < 25)
  1249. {
  1250. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1251. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1252. //TODO do not pick neutrals
  1253. n.creatureid = newMonster.second;
  1254. }
  1255. }
  1256. }
  1257. }
  1258. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1259. for (auto & elem : gs->players)
  1260. {
  1261. if(elem.first == PlayerColor::NEUTRAL)
  1262. continue;
  1263. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1264. assert(0); //illegal player number!
  1265. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1266. hadGold.insert(playerGold);
  1267. if(newWeek) //new heroes in tavern
  1268. {
  1269. SetAvailableHeroes sah;
  1270. sah.player = elem.first;
  1271. //pick heroes and their armies
  1272. CHeroClass *banned = nullptr;
  1273. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1274. {
  1275. //first hero - native if possible, second hero -> any other class
  1276. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
  1277. {
  1278. sah.hid[j] = h->subID;
  1279. h->initArmy(&sah.army[j]);
  1280. banned = h->type->heroClass;
  1281. }
  1282. else
  1283. sah.hid[j] = -1;
  1284. }
  1285. sendAndApply(&sah);
  1286. }
  1287. n.res[elem.first] = elem.second.resources;
  1288. for(CGHeroInstance *h : (elem).second.heroes)
  1289. {
  1290. if(h->visitedTown)
  1291. giveSpells(h->visitedTown, h);
  1292. NewTurn::Hero hth;
  1293. hth.id = h->id;
  1294. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1295. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, new TurnInfo(h, 1));
  1296. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1297. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1298. else
  1299. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1300. n.heroes.insert(hth);
  1301. if(!firstTurn) //not first day
  1302. {
  1303. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1304. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1305. {
  1306. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1307. }
  1308. }
  1309. }
  1310. }
  1311. for(CGTownInstance *t : gs->map->towns)
  1312. {
  1313. PlayerColor player = t->tempOwner;
  1314. handleTownEvents(t, n);
  1315. if(newWeek) //first day of week
  1316. {
  1317. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1318. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1319. if(!firstTurn)
  1320. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1321. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1322. if (!vstd::contains(n.cres, t->id))
  1323. {
  1324. n.cres[t->id].tid = t->id;
  1325. n.cres[t->id].creatures = t->creatures;
  1326. }
  1327. auto & sac = n.cres.at(t->id);
  1328. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1329. {
  1330. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1331. {
  1332. ui32 &availableCount = sac.creatures.at(k).first;
  1333. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1334. if (n.specialWeek == NewTurn::PLAGUE)
  1335. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1336. else
  1337. {
  1338. if(firstTurn) //first day of game: use only basic growths
  1339. availableCount = cre->growth;
  1340. else
  1341. availableCount += t->creatureGrowth(k);
  1342. //Deity of fire week - upgrade both imps and upgrades
  1343. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1344. availableCount += 15;
  1345. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1346. {
  1347. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1348. availableCount *= 2;
  1349. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1350. availableCount += 5;
  1351. }
  1352. }
  1353. }
  1354. }
  1355. }
  1356. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1357. {
  1358. n.res[player] = n.res[player] + t->dailyIncome();
  1359. }
  1360. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1361. {
  1362. // Skyship, probably easier to handle same as Veil of darkness
  1363. //do it every new day after veils apply
  1364. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1365. {
  1366. FoWChange fw;
  1367. fw.mode = 1;
  1368. fw.player = player;
  1369. // find all hidden tiles
  1370. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1371. for (size_t i=0; i<fow.size(); i++)
  1372. for (size_t j=0; j<fow.at(i).size(); j++)
  1373. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1374. if (!fow.at(i).at(j).at(k))
  1375. fw.tiles.insert(int3(i,j,k));
  1376. sendAndApply (&fw);
  1377. }
  1378. }
  1379. if (t->hasBonusOfType (Bonus::DARKNESS))
  1380. {
  1381. for (auto & player : gameState()->players)
  1382. {
  1383. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1384. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1385. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1386. }
  1387. }
  1388. }
  1389. if(newMonth)
  1390. {
  1391. SetAvailableArtifacts saa;
  1392. saa.id = -1;
  1393. pickAllowedArtsSet(saa.arts);
  1394. sendAndApply(&saa);
  1395. }
  1396. sendAndApply(&n);
  1397. if(newWeek)
  1398. {
  1399. //spawn wandering monsters
  1400. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1401. {
  1402. spawnWanderingMonsters(n.creatureid);
  1403. }
  1404. //new week info popup
  1405. if(!firstTurn)
  1406. {
  1407. InfoWindow iw;
  1408. switch (n.specialWeek)
  1409. {
  1410. case NewTurn::DOUBLE_GROWTH:
  1411. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1412. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1413. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1414. break;
  1415. case NewTurn::PLAGUE:
  1416. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1417. break;
  1418. case NewTurn::BONUS_GROWTH:
  1419. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1420. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1421. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1422. break;
  1423. case NewTurn::DEITYOFFIRE:
  1424. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1425. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1426. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1427. iw.text.addReplacement2(15); //%+d 15
  1428. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1429. iw.text.addReplacement2(15); //%+d 15
  1430. break;
  1431. default:
  1432. if (newMonth)
  1433. {
  1434. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1435. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
  1436. }
  1437. else
  1438. {
  1439. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1440. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
  1441. }
  1442. }
  1443. for (auto & elem : gs->players)
  1444. {
  1445. iw.player = elem.first;
  1446. sendAndApply(&iw);
  1447. }
  1448. }
  1449. }
  1450. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1451. handleTimeEvents();
  1452. //call objects
  1453. for(auto & elem : gs->map->objects)
  1454. {
  1455. if(elem)
  1456. elem->newTurn();
  1457. }
  1458. //count days without town for all players, regardless of their turn order
  1459. for (auto &p : gs->players)
  1460. {
  1461. PlayerState & playerState = p.second;
  1462. if (playerState.status == EPlayerStatus::INGAME)
  1463. {
  1464. if (playerState.towns.empty())
  1465. {
  1466. if (playerState.daysWithoutCastle)
  1467. ++(*playerState.daysWithoutCastle);
  1468. else playerState.daysWithoutCastle = 0;
  1469. }
  1470. else
  1471. {
  1472. playerState.daysWithoutCastle = boost::none;
  1473. }
  1474. }
  1475. }
  1476. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1477. }
  1478. void CGameHandler::run(bool resume)
  1479. {
  1480. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1481. using namespace boost::posix_time;
  1482. for(CConnection *cc : conns)
  1483. {
  1484. if(!resume)
  1485. {
  1486. (*cc) << gs->initialOpts; // gs->scenarioOps
  1487. }
  1488. std::set<PlayerColor> players;
  1489. (*cc) >> players; //how many players will be handled at that client
  1490. std::stringstream sbuffer;
  1491. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1492. for(PlayerColor color : players)
  1493. {
  1494. sbuffer << color << " ";
  1495. {
  1496. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1497. connections[color] = cc;
  1498. }
  1499. }
  1500. logGlobal->infoStream() << sbuffer.str();
  1501. cc->addStdVecItems(gs);
  1502. cc->enableStackSendingByID();
  1503. cc->disableSmartPointerSerialization();
  1504. }
  1505. for(auto & elem : conns)
  1506. {
  1507. std::set<PlayerColor> pom;
  1508. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1509. if(j->second == elem)
  1510. pom.insert(j->first);
  1511. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1512. }
  1513. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1514. {
  1515. runBattle();
  1516. end2 = true;
  1517. while(conns.size() && (*conns.begin())->isOpen())
  1518. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1519. return;
  1520. }
  1521. auto playerTurnOrder = generatePlayerTurnOrder();
  1522. while(!end2)
  1523. {
  1524. if(!resume) newTurn();
  1525. std::list<PlayerColor>::iterator it;
  1526. if(resume)
  1527. {
  1528. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1529. }
  1530. else
  1531. {
  1532. it = playerTurnOrder.begin();
  1533. }
  1534. resume = false;
  1535. for (; it != playerTurnOrder.end(); it++)
  1536. {
  1537. auto playerColor = *it;
  1538. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1539. if (playerState->status == EPlayerStatus::INGAME)
  1540. {
  1541. //if player runs out of time, he shouldn't get the turn (especially AI)
  1542. checkVictoryLossConditionsForAll();
  1543. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1544. { //player lost at the beginning of his turn
  1545. continue;
  1546. }
  1547. else //give normal turn
  1548. {
  1549. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1550. YourTurn yt;
  1551. yt.player = playerColor;
  1552. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1553. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1554. applyAndSend(&yt);
  1555. //wait till turn is done
  1556. boost::unique_lock<boost::mutex> lock(states.mx);
  1557. while (states.players.at(playerColor).makingTurn && !end2)
  1558. {
  1559. static time_duration p = milliseconds(100);
  1560. states.cv.timed_wait(lock, p);
  1561. }
  1562. }
  1563. }
  1564. }
  1565. //additional check that game is not finished
  1566. bool activePlayer = false;
  1567. for(auto player : playerTurnOrder)
  1568. {
  1569. if(gs->players[player].status == EPlayerStatus::INGAME)
  1570. activePlayer = true;
  1571. }
  1572. if(!activePlayer)
  1573. end2 = true;
  1574. }
  1575. while(conns.size() && (*conns.begin())->isOpen())
  1576. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1577. }
  1578. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1579. {
  1580. // Generate player turn order
  1581. std::list<PlayerColor> playerTurnOrder;
  1582. for(const auto & player : gs->players) // add human players first
  1583. {
  1584. if(player.second.human)
  1585. playerTurnOrder.push_back(player.first);
  1586. }
  1587. for(const auto & player : gs->players) // then add non-human players
  1588. {
  1589. if(!player.second.human)
  1590. playerTurnOrder.push_back(player.first);
  1591. }
  1592. return playerTurnOrder;
  1593. }
  1594. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1595. {
  1596. battleResult.set(nullptr);
  1597. //send info about battles
  1598. BattleStart bs;
  1599. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1600. sendAndApply(&bs);
  1601. }
  1602. void CGameHandler::checkBattleStateChanges()
  1603. {
  1604. //check if drawbridge state need to be changes
  1605. if(battleGetSiegeLevel() > 0)
  1606. updateDrawbridgeState();
  1607. //check if battle ended
  1608. if(auto result = battleIsFinished())
  1609. {
  1610. setBattleResult(BattleResult::NORMAL, *result);
  1611. }
  1612. }
  1613. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1614. {
  1615. if(!h->hasSpellbook())
  1616. return; //hero hasn't spellbook
  1617. ChangeSpells cs;
  1618. cs.hid = h->id;
  1619. cs.learn = true;
  1620. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1621. {
  1622. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1623. {
  1624. std::vector<SpellID> spells;
  1625. getAllowedSpells(spells, i);
  1626. for (auto & spell : spells)
  1627. cs.spells.insert(spell);
  1628. }
  1629. else
  1630. {
  1631. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
  1632. {
  1633. if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
  1634. cs.spells.insert(t->spells.at(i).at(j));
  1635. }
  1636. }
  1637. }
  1638. if(!cs.spells.empty())
  1639. sendAndApply(&cs);
  1640. }
  1641. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1642. {
  1643. SetObjectProperty sop(objid,2,bv);
  1644. sendAndApply(&sop);
  1645. }
  1646. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1647. {
  1648. if(!obj || !getObj(obj->id))
  1649. {
  1650. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1651. return false;
  1652. }
  1653. RemoveObject ro;
  1654. ro.id = obj->id;
  1655. sendAndApply(&ro);
  1656. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1657. return true;
  1658. }
  1659. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1660. {
  1661. SetObjectProperty sop(objid,3,val);
  1662. sendAndApply(&sop);
  1663. }
  1664. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
  1665. {
  1666. const CGHeroInstance *h = getHero(hid);
  1667. if(!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
  1668. )
  1669. {
  1670. logGlobal->errorStream() << "Illegal call to move hero!";
  1671. return false;
  1672. }
  1673. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1674. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1675. if(!gs->map->isInTheMap(hmpos))
  1676. {
  1677. logGlobal->errorStream() << "Destination tile is outside the map!";
  1678. return false;
  1679. }
  1680. const TerrainTile t = *gs->getTile(hmpos);
  1681. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1682. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1683. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1684. //result structure for start - movement failed, no move points used
  1685. TryMoveHero tmh;
  1686. tmh.id = hid;
  1687. tmh.start = h->pos;
  1688. tmh.end = dst;
  1689. tmh.result = TryMoveHero::FAILED;
  1690. tmh.movePoints = h->movement;
  1691. //check if destination tile is available
  1692. auto ti = new TurnInfo(h);
  1693. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1694. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1695. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti);
  1696. //it's a rock or blocked and not visitable tile
  1697. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1698. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1699. && complain("Cannot move hero, destination tile is blocked!"))
  1700. || ((!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)
  1701. && complain("Cannot move hero, destination tile is on water!"))
  1702. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1703. && complain("Cannot disembark hero, tile is blocked!"))
  1704. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1705. && complain("Tiles are not neighboring!"))
  1706. || ( (h->inTownGarrison)
  1707. && complain("Can not move garrisoned hero!"))
  1708. || ((h->movement < cost && dst != h->pos && !teleporting)
  1709. && complain("Hero doesn't have any movement points left!"))
  1710. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1711. && complain("Hero cannot transit over this tile!"))
  1712. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1713. && complain("Cannot move hero during the battle"))*/)
  1714. {
  1715. //send info about movement failure
  1716. sendAndApply(&tmh);
  1717. return false;
  1718. }
  1719. //several generic blocks of code
  1720. // should be called if hero changes tile but before applying TryMoveHero package
  1721. auto leaveTile = [&]()
  1722. {
  1723. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1724. {
  1725. obj->onHeroLeave(h);
  1726. }
  1727. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1728. };
  1729. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1730. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1731. {
  1732. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1733. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1734. queries.addQuery(moveQuery);
  1735. if(leavingTile == LEAVING_TILE)
  1736. leaveTile();
  1737. tmh.result = result;
  1738. sendAndApply(&tmh);
  1739. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1740. { // Hero should be always able to visit any object he staying on even if there guards around
  1741. visitObjectOnTile(t, h);
  1742. }
  1743. else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1744. {
  1745. tmh.attackedFrom = guardPos;
  1746. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1747. objectVisited(guardTile.visitableObjects.back(), h);
  1748. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1749. }
  1750. else if(visitDest == VISIT_DEST)
  1751. {
  1752. visitObjectOnTile(t, h);
  1753. }
  1754. queries.popIfTop(moveQuery);
  1755. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1756. return result != TryMoveHero::FAILED;
  1757. };
  1758. //interaction with blocking object (like resources)
  1759. auto blockingVisit = [&]() -> bool
  1760. {
  1761. for(CGObjectInstance *obj : t.visitableObjects)
  1762. {
  1763. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1764. {
  1765. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1766. //this-> is needed for MVS2010 to recognize scope (?)
  1767. }
  1768. }
  1769. return false;
  1770. };
  1771. if(!transit && embarking)
  1772. {
  1773. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  1774. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1775. // In H3 embark ignore guards
  1776. }
  1777. if(disembarking)
  1778. {
  1779. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  1780. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1781. }
  1782. if(teleporting)
  1783. {
  1784. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1785. return true;
  1786. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1787. // visit town for town portal \ castle gates
  1788. // do not use generic visitObjectOnTile to avoid double-teleporting
  1789. // if this moveHero call was triggered by teleporter
  1790. if (!t.visitableObjects.empty())
  1791. {
  1792. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1793. town->onHeroVisit(h);
  1794. }
  1795. return true;
  1796. }
  1797. //still here? it is standard movement!
  1798. {
  1799. tmh.movePoints = h->movement >= cost
  1800. ? h->movement - cost
  1801. : 0;
  1802. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1803. EVisitDest visitDest = VISIT_DEST;
  1804. if(transit)
  1805. {
  1806. if(CGTeleport::isTeleport(t.topVisitableObj()))
  1807. visitDest = DONT_VISIT_DEST;
  1808. if(canFly)
  1809. {
  1810. lookForGuards = IGNORE_GUARDS;
  1811. visitDest = DONT_VISIT_DEST;
  1812. }
  1813. }
  1814. else if(blockingVisit())
  1815. return true;
  1816. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1817. return true;
  1818. }
  1819. }
  1820. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1821. {
  1822. const CGHeroInstance *h = getHero(hid);
  1823. const CGTownInstance *t = getTown(dstid);
  1824. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1825. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1826. const CGTownInstance *from = h->visitedTown;
  1827. if(((h->getOwner() != t->getOwner())
  1828. && complain("Cannot teleport hero to another player"))
  1829. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1830. && complain("Hero must be in town with Castle gate for teleporting"))
  1831. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1832. && complain("Cannot teleport hero to town without Castle gate in it")))
  1833. return false;
  1834. int3 pos = t->visitablePos();
  1835. pos += h->getVisitableOffset();
  1836. moveHero(hid,pos,1);
  1837. return true;
  1838. }
  1839. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1840. {
  1841. PlayerColor oldOwner = getOwner(obj->id);
  1842. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1843. sendAndApply(&sop);
  1844. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1845. checkVictoryLossConditions(playerColors);
  1846. if(dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1847. {
  1848. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1849. {
  1850. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1851. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1852. setPortalDwelling(town, true, false);
  1853. gs->getPlayer(owner)->daysWithoutCastle = boost::none; // reset counter
  1854. }
  1855. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1856. {
  1857. if (gs->getPlayer(oldOwner)->towns.empty())//previous player lost last last town
  1858. {
  1859. InfoWindow iw;
  1860. iw.player = oldOwner;
  1861. 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.
  1862. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1863. sendAndApply(&iw);
  1864. }
  1865. }
  1866. }
  1867. const PlayerState * p = gs->getPlayer(owner);
  1868. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1869. {
  1870. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1871. {
  1872. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1873. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1874. }
  1875. }
  1876. }
  1877. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1878. {
  1879. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  1880. queries.addQuery(dialogQuery);
  1881. iw->queryID = dialogQuery->queryID;
  1882. sendToAllClients(iw);
  1883. }
  1884. void CGameHandler::showTeleportDialog( TeleportDialog *iw )
  1885. {
  1886. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  1887. queries.addQuery(dialogQuery);
  1888. iw->queryID = dialogQuery->queryID;
  1889. sendToAllClients(iw);
  1890. }
  1891. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1892. {
  1893. if(!val) return; //don't waste time on empty call
  1894. SetResource sr;
  1895. sr.player = player;
  1896. sr.resid = which;
  1897. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1898. sendAndApply(&sr);
  1899. }
  1900. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1901. {
  1902. for(TResources::nziterator i(resources); i.valid(); i++)
  1903. giveResource(player, i->resType, i->resVal);
  1904. }
  1905. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1906. {
  1907. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1908. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1909. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1910. //first we move creatures to give to make them army of object-source
  1911. for (auto & elem : creatures.Slots())
  1912. {
  1913. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1914. }
  1915. tryJoiningArmy(obj, h, remove, true);
  1916. }
  1917. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1918. {
  1919. std::vector<CStackBasicDescriptor> cres = creatures;
  1920. if (cres.size() <= 0)
  1921. return;
  1922. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1923. for(CStackBasicDescriptor &sbd : cres)
  1924. {
  1925. TQuantity collected = 0;
  1926. while(collected < sbd.count)
  1927. {
  1928. bool foundSth = false;
  1929. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1930. {
  1931. if(i->second->type == sbd.type)
  1932. {
  1933. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1934. changeStackCount(StackLocation(obj, i->first), -take, false);
  1935. collected += take;
  1936. foundSth = true;
  1937. break;
  1938. }
  1939. }
  1940. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1941. {
  1942. complain("Unexpected failure during taking creatures!");
  1943. return;
  1944. }
  1945. }
  1946. }
  1947. }
  1948. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1949. {
  1950. sendToAllClients(comp);
  1951. }
  1952. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1953. {
  1954. HeroVisitCastle vc;
  1955. vc.hid = hero->id;
  1956. vc.tid = obj->id;
  1957. vc.flags |= 1;
  1958. sendAndApply(&vc);
  1959. vistiCastleObjects (obj, hero);
  1960. giveSpells (obj, hero);
  1961. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1962. }
  1963. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1964. {
  1965. std::vector<CGTownBuilding*>::const_iterator i;
  1966. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1967. (*i)->onHeroVisit (h);
  1968. }
  1969. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1970. {
  1971. HeroVisitCastle vc;
  1972. vc.hid = hero->id;
  1973. vc.tid = obj->id;
  1974. sendAndApply(&vc);
  1975. }
  1976. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1977. {
  1978. EraseArtifact ea;
  1979. ea.al = al;
  1980. sendAndApply(&ea);
  1981. }
  1982. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1983. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1984. const CGTownInstance *town) //use hero=nullptr for no hero
  1985. {
  1986. engageIntoBattle(army1->tempOwner);
  1987. engageIntoBattle(army2->tempOwner);
  1988. static const CArmedInstance *armies[2];
  1989. armies[0] = army1;
  1990. armies[1] = army2;
  1991. static const CGHeroInstance*heroes[2];
  1992. heroes[0] = hero1;
  1993. heroes[1] = hero2;
  1994. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1995. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  1996. queries.addQuery(battleQuery);
  1997. boost::thread(&CGameHandler::runBattle, this);
  1998. }
  1999. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  2000. {
  2001. startBattlePrimary(army1, army2, tile,
  2002. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2003. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2004. creatureBank);
  2005. }
  2006. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2007. {
  2008. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2009. }
  2010. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  2011. {
  2012. ChangeSpells cs;
  2013. cs.hid = hero->id;
  2014. cs.spells = spells;
  2015. cs.learn = give;
  2016. sendAndApply(&cs);
  2017. }
  2018. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  2019. {
  2020. SystemMessage sm;
  2021. sm.text = message;
  2022. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2023. c << &sm;
  2024. }
  2025. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  2026. {
  2027. sendAndApply(bonus);
  2028. }
  2029. void CGameHandler::setMovePoints( SetMovePoints * smp )
  2030. {
  2031. sendAndApply(smp);
  2032. }
  2033. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  2034. {
  2035. SetMana sm;
  2036. sm.hid = hid;
  2037. sm.val = val;
  2038. sm.absolute = true;
  2039. sendAndApply(&sm);
  2040. }
  2041. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  2042. {
  2043. GiveHero gh;
  2044. gh.id = id;
  2045. gh.player = player;
  2046. sendAndApply(&gh);
  2047. }
  2048. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  2049. {
  2050. ChangeObjPos cop;
  2051. cop.objid = objid;
  2052. cop.nPos = newPos;
  2053. cop.flags = flags;
  2054. sendAndApply(&cop);
  2055. }
  2056. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2057. {
  2058. const CGHeroInstance * h1 = getHero(fromHero);
  2059. const CGHeroInstance * h2 = getHero(toHero);
  2060. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  2061. {
  2062. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2063. std::swap(fromHero, toHero);
  2064. }
  2065. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2066. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  2067. return;//no scholar skill or no spellbook
  2068. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2069. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2070. ChangeSpells cs1;
  2071. cs1.learn = true;
  2072. cs1.hid = toHero;//giving spells to first hero
  2073. for(auto it : h1->spells)
  2074. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2075. cs1.spells.insert(it);//spell to learn
  2076. ChangeSpells cs2;
  2077. cs2.learn = true;
  2078. cs2.hid = fromHero;
  2079. for(auto it : h2->spells)
  2080. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2081. cs2.spells.insert(it);
  2082. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2083. {
  2084. InfoWindow iw;
  2085. iw.player = h1->tempOwner;
  2086. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2087. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2088. iw.text.addReplacement(h1->name);
  2089. if (!cs2.spells.empty())//if found new spell - apply
  2090. {
  2091. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2092. int size = cs2.spells.size();
  2093. for(auto it : cs2.spells)
  2094. {
  2095. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2096. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2097. switch (size--)
  2098. {
  2099. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2100. case 1: break;
  2101. default: iw.text << ", ";
  2102. }
  2103. }
  2104. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2105. iw.text.addReplacement(h2->name);
  2106. sendAndApply(&cs2);
  2107. }
  2108. if (!cs1.spells.empty() && !cs2.spells.empty() )
  2109. {
  2110. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2111. }
  2112. if (!cs1.spells.empty())
  2113. {
  2114. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2115. int size = cs1.spells.size();
  2116. for(auto it : cs1.spells)
  2117. {
  2118. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2119. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2120. switch (size--)
  2121. {
  2122. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2123. case 1: break;
  2124. default: iw.text << ", ";
  2125. } }
  2126. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2127. iw.text.addReplacement(h2->name);
  2128. sendAndApply(&cs1);
  2129. }
  2130. sendAndApply(&iw);
  2131. }
  2132. }
  2133. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2134. {
  2135. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2136. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2137. {
  2138. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2139. ExchangeDialog hex;
  2140. hex.queryID = exchange->queryID;
  2141. hex.heroes[0] = getHero(hero1);
  2142. hex.heroes[1] = getHero(hero2);
  2143. sendAndApply(&hex);
  2144. useScholarSkill(hero1,hero2);
  2145. queries.addQuery(exchange);
  2146. }
  2147. }
  2148. void CGameHandler::sendToAllClients( CPackForClient * info )
  2149. {
  2150. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  2151. for(auto & elem : conns)
  2152. {
  2153. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2154. *elem << info;
  2155. }
  2156. }
  2157. void CGameHandler::sendAndApply(CPackForClient * info)
  2158. {
  2159. sendToAllClients(info);
  2160. gs->apply(info);
  2161. }
  2162. void CGameHandler::applyAndSend(CPackForClient * info)
  2163. {
  2164. gs->apply(info);
  2165. sendToAllClients(info);
  2166. }
  2167. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2168. {
  2169. sendAndApply(static_cast<CPackForClient*>(info));
  2170. checkVictoryLossConditionsForAll();
  2171. }
  2172. void CGameHandler::sendAndApply( SetResource * info )
  2173. {
  2174. sendAndApply(static_cast<CPackForClient*>(info));
  2175. checkVictoryLossConditionsForPlayer(info->player);
  2176. }
  2177. void CGameHandler::sendAndApply( SetResources * info )
  2178. {
  2179. sendAndApply(static_cast<CPackForClient*>(info));
  2180. checkVictoryLossConditionsForPlayer(info->player);
  2181. }
  2182. void CGameHandler::sendAndApply( NewStructures * info )
  2183. {
  2184. sendAndApply(static_cast<CPackForClient*>(info));
  2185. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2186. }
  2187. void CGameHandler::save(const std::string & filename )
  2188. {
  2189. logGlobal->infoStream() << "Saving to " << filename;
  2190. CFileInfo info(filename);
  2191. //CResourceHandler::get("local")->createResource(info.getStem() + ".vlgm1");
  2192. CResourceHandler::get("local")->createResource(info.getStem() + ".vsgm1");
  2193. {
  2194. logGlobal->infoStream() << "Ordering clients to serialize...";
  2195. SaveGame sg(info.getStem() + ".vcgm1");
  2196. sendToAllClients(&sg);
  2197. }
  2198. try
  2199. {
  2200. // {
  2201. // logGlobal->infoStream() << "Serializing game info...";
  2202. // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  2203. // // char hlp[8] = "VCMISVG";
  2204. // // save << hlp;
  2205. // saveCommonState(save);
  2206. // }
  2207. {
  2208. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  2209. saveCommonState(save);
  2210. logGlobal->infoStream() << "Saving server state";
  2211. save << *this;
  2212. }
  2213. logGlobal->infoStream() << "Game has been successfully saved!";
  2214. }
  2215. catch(std::exception &e)
  2216. {
  2217. logGlobal->errorStream() << "Failed to save game: " << e.what();
  2218. }
  2219. }
  2220. void CGameHandler::close()
  2221. {
  2222. logGlobal->infoStream() << "We have been requested to close.";
  2223. if(gs->initialOpts->mode == StartInfo::DUEL)
  2224. {
  2225. exit(0);
  2226. }
  2227. //for(CConnection *cc : conns)
  2228. // if(cc && cc->socket && cc->socket->is_open())
  2229. // cc->socket->close();
  2230. //exit(0);
  2231. }
  2232. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  2233. {
  2234. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  2235. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  2236. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2237. StackLocation sl1(s1, p1), sl2(s2, p2);
  2238. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2239. {
  2240. complain("Invalid slot accessed!");
  2241. return false;
  2242. }
  2243. if(!isAllowedExchange(id1,id2))
  2244. {
  2245. complain("Cannot exchange stacks between these two objects!\n");
  2246. return false;
  2247. }
  2248. if(what==1) //swap
  2249. {
  2250. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2251. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2252. {
  2253. complain("Can't take troops from another player!");
  2254. return false;
  2255. }
  2256. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2257. {
  2258. complain("Cannot swap stacks - slots are the same!");
  2259. return false;
  2260. }
  2261. swapStacks(sl1, sl2);
  2262. }
  2263. else if(what==2)//merge
  2264. {
  2265. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2266. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2267. return false;
  2268. moveStack(sl1, sl2);
  2269. }
  2270. else if(what==3) //split
  2271. {
  2272. const int countToMove = val - s2->getStackCount(p2);
  2273. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2274. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2275. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2276. {
  2277. complain("Can't move troops of another player!");
  2278. return false;
  2279. }
  2280. //general conditions checking
  2281. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2282. || (val<1 && complain("no creatures to split")) )
  2283. {
  2284. return false;
  2285. }
  2286. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2287. {
  2288. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2289. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2290. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2291. )
  2292. {
  2293. return false;
  2294. }
  2295. moveStack(sl1, sl2, countToMove);
  2296. //S2.slots[p2]->count = val;
  2297. //S1.slots[p1]->count = total - val;
  2298. }
  2299. else //split one stack to the two
  2300. {
  2301. if(s1->getStackCount(p1) < val)//not enough creatures
  2302. {
  2303. complain("Cannot split that stack, not enough creatures!");
  2304. return false;
  2305. }
  2306. moveStack(sl1, sl2, val);
  2307. }
  2308. }
  2309. return true;
  2310. }
  2311. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2312. {
  2313. std::set<PlayerColor> all;
  2314. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2315. if(i->second == c)
  2316. all.insert(i->first);
  2317. switch(all.size())
  2318. {
  2319. case 0:
  2320. return PlayerColor::NEUTRAL;
  2321. case 1:
  2322. return *all.begin();
  2323. default:
  2324. {
  2325. //if we have more than one player at this connection, try to pick active one
  2326. if(vstd::contains(all, gs->currentPlayer))
  2327. return gs->currentPlayer;
  2328. else
  2329. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2330. }
  2331. }
  2332. }
  2333. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2334. {
  2335. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2336. if(!vstd::contains(s1->stacks,pos))
  2337. {
  2338. complain("Illegal call to disbandCreature - no such stack in army!");
  2339. return false;
  2340. }
  2341. eraseStack(StackLocation(s1, pos));
  2342. return true;
  2343. }
  2344. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2345. {
  2346. const CGTownInstance * t = getTown(tid);
  2347. if(!t)
  2348. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2349. if(!t->town->buildings.count(requestedID))
  2350. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2351. if (t->hasBuilt(requestedID))
  2352. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2353. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2354. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2355. std::vector<const CBuilding*> remainingAutoBuildings;
  2356. std::set<BuildingID> buildingsThatWillBe;
  2357. //Check validity of request
  2358. if(!force)
  2359. {
  2360. switch (requestedBuilding->mode)
  2361. {
  2362. case CBuilding::BUILD_NORMAL :
  2363. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2364. COMPLAIN_RET("Cannot build that building!");
  2365. break;
  2366. case CBuilding::BUILD_AUTO :
  2367. case CBuilding::BUILD_SPECIAL:
  2368. COMPLAIN_RET("This building can not be constructed normally!");
  2369. case CBuilding::BUILD_GRAIL :
  2370. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2371. {
  2372. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2373. COMPLAIN_RET("Cannot build this without grail!")
  2374. else
  2375. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2376. }
  2377. break;
  2378. }
  2379. }
  2380. //Performs stuff that has to be done after new building is built
  2381. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2382. {
  2383. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2384. {
  2385. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2386. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2387. if (upgradeNumber >= t->town->creatures.at(level).size())
  2388. {
  2389. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2390. "no creature found (upgrade number %d, level %d!")
  2391. % buildingID % upgradeNumber % level));
  2392. return;
  2393. }
  2394. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2395. SetAvailableCreatures ssi;
  2396. ssi.tid = t->id;
  2397. ssi.creatures = t->creatures;
  2398. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2399. ssi.creatures[level].first = crea->growth;
  2400. ssi.creatures[level].second.push_back(crea->idNumber);
  2401. sendAndApply(&ssi);
  2402. }
  2403. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2404. {
  2405. setPortalDwelling(t);
  2406. }
  2407. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2408. {
  2409. if(t->visitingHero)
  2410. giveSpells(t,t->visitingHero);
  2411. if(t->garrisonHero)
  2412. giveSpells(t,t->garrisonHero);
  2413. }
  2414. };
  2415. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2416. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2417. {
  2418. return buildingsThatWillBe.count(buildID);
  2419. };
  2420. //Init the vectors
  2421. for(auto & build : t->town->buildings)
  2422. {
  2423. if(t->hasBuilt(build.first))
  2424. buildingsThatWillBe.insert(build.first);
  2425. else
  2426. {
  2427. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2428. remainingAutoBuildings.push_back(build.second);
  2429. }
  2430. }
  2431. //Prepare structure (list of building ids will be filled later)
  2432. NewStructures ns;
  2433. ns.tid = tid;
  2434. ns.builded = force ? t->builded : (t->builded+1);
  2435. std::queue<const CBuilding*> buildingsToAdd;
  2436. buildingsToAdd.push(requestedBuilding);
  2437. while(!buildingsToAdd.empty())
  2438. {
  2439. auto b = buildingsToAdd.front();
  2440. buildingsToAdd.pop();
  2441. ns.bid.insert(b->bid);
  2442. buildingsThatWillBe.insert(b->bid);
  2443. remainingAutoBuildings -= b;
  2444. for(auto autoBuilding : remainingAutoBuildings)
  2445. {
  2446. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2447. buildingsToAdd.push(autoBuilding);
  2448. }
  2449. }
  2450. //Other post-built events
  2451. for(auto builtID : ns.bid)
  2452. processBuiltStructure(builtID);
  2453. //Take cost
  2454. if (!force)
  2455. {
  2456. SetResources sr;
  2457. sr.player = t->tempOwner;
  2458. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2459. sendAndApply(&sr);
  2460. }
  2461. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2462. sendAndApply(&ns);
  2463. // now when everything is built - reveal tiles for lookout tower
  2464. FoWChange fw;
  2465. fw.player = t->tempOwner;
  2466. fw.mode = 1;
  2467. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, 1);
  2468. sendAndApply(&fw);
  2469. if(t->visitingHero)
  2470. vistiCastleObjects (t, t->visitingHero);
  2471. if(t->garrisonHero)
  2472. vistiCastleObjects (t, t->garrisonHero);
  2473. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2474. return true;
  2475. }
  2476. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2477. {
  2478. ///incomplete, simply erases target building
  2479. const CGTownInstance * t = getTown(tid);
  2480. if (!vstd::contains(t->builtBuildings, bid))
  2481. return false;
  2482. RazeStructures rs;
  2483. rs.tid = tid;
  2484. rs.bid.insert(bid);
  2485. rs.destroyed = t->destroyed + 1;
  2486. sendAndApply(&rs);
  2487. //TODO: Remove dwellers
  2488. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2489. // {
  2490. // RemoveBonus rb(RemoveBonus::TOWN);
  2491. // rb.whoID = t->id;
  2492. // rb.source = Bonus::TOWN_STRUCTURE;
  2493. // rb.id = 17;
  2494. // sendAndApply(&rb);
  2495. // }
  2496. return true;
  2497. }
  2498. void CGameHandler::sendMessageToAll( const std::string &message )
  2499. {
  2500. SystemMessage sm;
  2501. sm.text = message;
  2502. sendToAllClients(&sm);
  2503. }
  2504. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
  2505. {
  2506. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2507. const CArmedInstance *dst = nullptr;
  2508. const CCreature *c = VLC->creh->creatures.at(crid);
  2509. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2510. //TODO: test for owning
  2511. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2512. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2513. assert(dw && dst);
  2514. //verify
  2515. bool found = false;
  2516. int level = 0;
  2517. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2518. {
  2519. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2520. continue;
  2521. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2522. int i = 0;
  2523. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2524. if(cur.second.at(i) == crid)
  2525. break;
  2526. if(i < cur.second.size())
  2527. {
  2528. found = true;
  2529. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2530. break;
  2531. }
  2532. }
  2533. SlotID slot = dst->getSlotFor(crid);
  2534. if( (!found && complain("Cannot recruit: no such creatures!"))
  2535. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2536. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2537. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2538. {
  2539. return false;
  2540. }
  2541. //recruit
  2542. SetResources sr;
  2543. sr.player = dst->tempOwner;
  2544. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2545. SetAvailableCreatures sac;
  2546. sac.tid = objid;
  2547. sac.creatures = dw->creatures;
  2548. sac.creatures[level].first -= cram;
  2549. sendAndApply(&sr);
  2550. sendAndApply(&sac);
  2551. if(warMachine)
  2552. {
  2553. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2554. if(!h)
  2555. COMPLAIN_RET("Only hero can buy war machines");
  2556. switch(crid)
  2557. {
  2558. case CreatureID::BALLISTA:
  2559. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2560. break;
  2561. case CreatureID::FIRST_AID_TENT:
  2562. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2563. break;
  2564. case CreatureID::AMMO_CART:
  2565. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2566. break;
  2567. default:
  2568. complain("This war machine cannot be recruited!");
  2569. return false;
  2570. }
  2571. }
  2572. else
  2573. {
  2574. addToSlot(StackLocation(dst, slot), c, cram);
  2575. }
  2576. return true;
  2577. }
  2578. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2579. {
  2580. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2581. if (!obj->hasStackAtSlot(pos))
  2582. {
  2583. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2584. }
  2585. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2586. PlayerColor player = obj->tempOwner;
  2587. const PlayerState *p = getPlayer(player);
  2588. int crQuantity = obj->stacks.at(pos)->count;
  2589. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2590. //check if upgrade is possible
  2591. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2592. {
  2593. return false;
  2594. }
  2595. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2596. //check if player has enough resources
  2597. if(!p->resources.canAfford(totalCost))
  2598. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2599. //take resources
  2600. SetResources sr;
  2601. sr.player = player;
  2602. sr.res = p->resources - totalCost;
  2603. sendAndApply(&sr);
  2604. //upgrade creature
  2605. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2606. return true;
  2607. }
  2608. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2609. {
  2610. if(!sl.army->hasStackAtSlot(sl.slot))
  2611. COMPLAIN_RET("Cannot find a stack to change type");
  2612. SetStackType sst;
  2613. sst.sl = sl;
  2614. sst.type = c;
  2615. sendAndApply(&sst);
  2616. return true;
  2617. }
  2618. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2619. {
  2620. assert(src->canBeMergedWith(*dst, allowMerging));
  2621. while(src->stacksCount())//while there are unmoved creatures
  2622. {
  2623. auto i = src->Slots().begin(); //iterator to stack to move
  2624. StackLocation sl(src, i->first); //location of stack to move
  2625. SlotID pos = dst->getSlotFor(i->second->type);
  2626. if(!pos.validSlot())
  2627. {
  2628. //try to merge two other stacks to make place
  2629. std::pair<SlotID, SlotID> toMerge;
  2630. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2631. {
  2632. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2633. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2634. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2635. }
  2636. else
  2637. {
  2638. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2639. return;
  2640. }
  2641. }
  2642. else
  2643. {
  2644. moveStack(sl, StackLocation(dst, pos));
  2645. }
  2646. }
  2647. }
  2648. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2649. {
  2650. CGTownInstance *town = gs->getTown(tid);
  2651. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2652. {
  2653. if(!town->visitingHero->canBeMergedWith(*town))
  2654. {
  2655. complain("Cannot make garrison swap, not enough free slots!");
  2656. return false;
  2657. }
  2658. moveArmy(town, town->visitingHero, true);
  2659. SetHeroesInTown intown;
  2660. intown.tid = tid;
  2661. intown.visiting = ObjectInstanceID();
  2662. intown.garrison = town->visitingHero->id;
  2663. sendAndApply(&intown);
  2664. return true;
  2665. }
  2666. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2667. {
  2668. //check if moving hero out of town will break 8 wandering heroes limit
  2669. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2670. {
  2671. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2672. return false;
  2673. }
  2674. SetHeroesInTown intown;
  2675. intown.tid = tid;
  2676. intown.garrison = ObjectInstanceID();
  2677. intown.visiting = town->garrisonHero->id;
  2678. sendAndApply(&intown);
  2679. return true;
  2680. }
  2681. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2682. {
  2683. SetHeroesInTown intown;
  2684. intown.tid = tid;
  2685. intown.garrison = town->visitingHero->id;
  2686. intown.visiting = town->garrisonHero->id;
  2687. sendAndApply(&intown);
  2688. return true;
  2689. }
  2690. else
  2691. {
  2692. complain("Cannot swap garrison hero!");
  2693. return false;
  2694. }
  2695. }
  2696. // With the amount of changes done to the function, it's more like transferArtifacts.
  2697. // 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.
  2698. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2699. {
  2700. ArtifactLocation src = al1, dst = al2;
  2701. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2702. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2703. // Make sure exchange is even possible between the two heroes.
  2704. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2705. COMPLAIN_RET("That heroes cannot make any exchange!");
  2706. const CArtifactInstance *srcArtifact = src.getArt();
  2707. const CArtifactInstance *destArtifact = dst.getArt();
  2708. if (srcArtifact == nullptr)
  2709. COMPLAIN_RET("No artifact to move!");
  2710. if (destArtifact && srcPlayer != dstPlayer)
  2711. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2712. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2713. // Moving to the backpack is always allowed.
  2714. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2715. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2716. COMPLAIN_RET("Cannot move artifact!");
  2717. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2718. COMPLAIN_RET("Cannot move artifact locks.");
  2719. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2720. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2721. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2722. COMPLAIN_RET("Cannot move catapult!");
  2723. if(dst.slot >= GameConstants::BACKPACK_START)
  2724. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2725. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2726. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2727. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2728. {
  2729. //old artifact must be removed first
  2730. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2731. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2732. }
  2733. MoveArtifact ma;
  2734. ma.src = src;
  2735. ma.dst = dst;
  2736. sendAndApply(&ma);
  2737. return true;
  2738. }
  2739. /**
  2740. * Assembles or disassembles a combination artifact.
  2741. * @param heroID ID of hero holding the artifact(s).
  2742. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2743. * @param assemble True for assembly operation, false for disassembly.
  2744. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2745. * artifact to assemble to. Otherwise it's not used.
  2746. */
  2747. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2748. {
  2749. CGHeroInstance *hero = gs->getHero(heroID);
  2750. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2751. if(!destArtifact)
  2752. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2753. if(assemble)
  2754. {
  2755. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2756. if(!combinedArt->constituents)
  2757. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2758. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2759. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2760. AssembledArtifact aa;
  2761. aa.al = ArtifactLocation(hero, artifactSlot);
  2762. aa.builtArt = combinedArt;
  2763. sendAndApply(&aa);
  2764. }
  2765. else
  2766. {
  2767. if(!destArtifact->artType->constituents)
  2768. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2769. DisassembledArtifact da;
  2770. da.al = ArtifactLocation(hero, artifactSlot);
  2771. sendAndApply(&da);
  2772. }
  2773. return true;
  2774. }
  2775. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2776. {
  2777. CGHeroInstance *hero = gs->getHero(hid);
  2778. CGTownInstance *town = hero->visitedTown;
  2779. if(aid==ArtifactID::SPELLBOOK)
  2780. {
  2781. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2782. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2783. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2784. )
  2785. return false;
  2786. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2787. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2788. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2789. giveSpells(town,hero);
  2790. return true;
  2791. }
  2792. else if(aid < 7 && aid > 3) //war machine
  2793. {
  2794. int price = VLC->arth->artifacts[aid]->price;
  2795. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2796. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2797. {
  2798. return false;
  2799. }
  2800. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2801. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2802. {
  2803. giveResource(hero->getOwner(),Res::GOLD,-price);
  2804. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2805. return true;
  2806. }
  2807. else
  2808. COMPLAIN_RET("This machine is unavailable here!");
  2809. }
  2810. return false;
  2811. }
  2812. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2813. {
  2814. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2815. COMPLAIN_RET("That artifact is unavailable!");
  2816. int b1, b2;
  2817. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2818. if(getResource(h->tempOwner, rid) < b1)
  2819. COMPLAIN_RET("You can't afford to buy this artifact!");
  2820. SetResource sr;
  2821. sr.player = h->tempOwner;
  2822. sr.resid = rid;
  2823. sr.val = getResource(h->tempOwner, rid) - b1;
  2824. sendAndApply(&sr);
  2825. SetAvailableArtifacts saa;
  2826. if(m->o->ID == Obj::TOWN)
  2827. {
  2828. saa.id = -1;
  2829. saa.arts = CGTownInstance::merchantArtifacts;
  2830. }
  2831. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2832. {
  2833. saa.id = bm->id.getNum();
  2834. saa.arts = bm->artifacts;
  2835. }
  2836. else
  2837. COMPLAIN_RET("Wrong marktet...");
  2838. bool found = false;
  2839. for(const CArtifact *&art : saa.arts)
  2840. {
  2841. if(art && art->id == aid)
  2842. {
  2843. art = nullptr;
  2844. found = true;
  2845. break;
  2846. }
  2847. }
  2848. if(!found)
  2849. COMPLAIN_RET("Cannot find selected artifact on the list");
  2850. sendAndApply(&saa);
  2851. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2852. return true;
  2853. }
  2854. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2855. {
  2856. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2857. if(!art)
  2858. COMPLAIN_RET("There is no artifact to sell!");
  2859. if(!art->artType->isTradable())
  2860. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2861. int resVal = 0, dump = 1;
  2862. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2863. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2864. giveResource(h->tempOwner, rid, resVal);
  2865. return true;
  2866. }
  2867. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2868. //{
  2869. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2870. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2871. // {
  2872. // }
  2873. //}
  2874. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2875. {
  2876. if (!h)
  2877. COMPLAIN_RET("You need hero to buy a skill!");
  2878. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2879. COMPLAIN_RET("Hero already know this skill");
  2880. if (!h->canLearnSkill())
  2881. COMPLAIN_RET("Hero can't learn any more skills");
  2882. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2883. COMPLAIN_RET("The hero can't learn this skill!");
  2884. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2885. COMPLAIN_RET("That skill is unavailable!");
  2886. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2887. COMPLAIN_RET("You can't afford to buy this skill");
  2888. SetResource sr;
  2889. sr.player = h->tempOwner;
  2890. sr.resid = Res::GOLD;
  2891. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2892. sendAndApply(&sr);
  2893. changeSecSkill(h, skill, 1, true);
  2894. return true;
  2895. }
  2896. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2897. {
  2898. int r1 = gs->getPlayer(player)->resources.at(id1),
  2899. r2 = gs->getPlayer(player)->resources.at(id2);
  2900. vstd::amin(val, r1); //can't trade more resources than have
  2901. int b1, b2; //base quantities for trade
  2902. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2903. int units = val / b1; //how many base quantities we trade
  2904. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2905. {
  2906. //TODO: complain?
  2907. assert(0);
  2908. }
  2909. SetResource sr;
  2910. sr.player = player;
  2911. sr.resid = static_cast<Res::ERes>(id1);
  2912. sr.val = r1 - b1 * units;
  2913. sendAndApply(&sr);
  2914. sr.resid = static_cast<Res::ERes>(id2);
  2915. sr.val = r2 + b2 * units;
  2916. sendAndApply(&sr);
  2917. return true;
  2918. }
  2919. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2920. {
  2921. if(!vstd::contains(hero->Slots(), slot))
  2922. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2923. const CStackInstance &s = hero->getStack(slot);
  2924. if( s.count < count //can't sell more creatures than have
  2925. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2926. {
  2927. COMPLAIN_RET("Not enough creatures in army!");
  2928. }
  2929. int b1, b2; //base quantities for trade
  2930. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2931. int units = count / b1; //how many base quantities we trade
  2932. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2933. {
  2934. //TODO: complain?
  2935. assert(0);
  2936. }
  2937. changeStackCount(StackLocation(hero, slot), -count);
  2938. SetResource sr;
  2939. sr.player = hero->tempOwner;
  2940. sr.resid = resourceID;
  2941. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2942. sendAndApply(&sr);
  2943. return true;
  2944. }
  2945. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2946. {
  2947. const CArmedInstance *army = nullptr;
  2948. if (hero)
  2949. army = hero;
  2950. else
  2951. army = dynamic_cast<const CGTownInstance *>(market->o);
  2952. if (!army)
  2953. COMPLAIN_RET("Incorrect call to transform in undead!");
  2954. if(!army->hasStackAtSlot(slot))
  2955. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2956. const CStackInstance &s = army->getStack(slot);
  2957. //resulting creature - bone dragons or skeletons
  2958. CreatureID resCreature = CreatureID::SKELETON;
  2959. if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
  2960. || (s.getCreatureID() == CreatureID::HYDRA)
  2961. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2962. resCreature = CreatureID::BONE_DRAGON;
  2963. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2964. return true;
  2965. }
  2966. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2967. {
  2968. const PlayerState *p2 = gs->getPlayer(r2, false);
  2969. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2970. {
  2971. complain("Dest player must be in game!");
  2972. return false;
  2973. }
  2974. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  2975. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  2976. val = std::min(si32(val),curRes1);
  2977. SetResource sr;
  2978. sr.player = player;
  2979. sr.resid = r1;
  2980. sr.val = curRes1 - val;
  2981. sendAndApply(&sr);
  2982. sr.player = r2;
  2983. sr.val = curRes2 + val;
  2984. sendAndApply(&sr);
  2985. return true;
  2986. }
  2987. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2988. {
  2989. gs->getHero(hid)-> formation = formation;
  2990. return true;
  2991. }
  2992. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2993. {
  2994. const PlayerState *p = gs->getPlayer(player);
  2995. const CGTownInstance *t = gs->getTown(obj->id);
  2996. //common preconditions
  2997. // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2998. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2999. if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3000. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3001. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
  3002. {
  3003. return false;
  3004. }
  3005. if(t) //tavern in town
  3006. {
  3007. if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3008. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3009. {
  3010. return false;
  3011. }
  3012. }
  3013. else if(obj->ID == Obj::TAVERN)
  3014. {
  3015. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3016. {
  3017. return false;
  3018. }
  3019. }
  3020. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3021. if (!nh)
  3022. {
  3023. complain ("Hero is not available for hiring!");
  3024. return false;
  3025. }
  3026. HeroRecruited hr;
  3027. hr.tid = obj->id;
  3028. hr.hid = nh->subID;
  3029. hr.player = player;
  3030. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3031. sendAndApply(&hr);
  3032. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3033. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3034. const CGHeroInstance *newHero = nullptr;
  3035. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3036. {
  3037. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
  3038. }
  3039. SetAvailableHeroes sah;
  3040. sah.player = player;
  3041. if(newHero)
  3042. {
  3043. sah.hid[hid] = newHero->subID;
  3044. sah.army[hid].clear();
  3045. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3046. }
  3047. else
  3048. {
  3049. sah.hid[hid] = -1;
  3050. }
  3051. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3052. sendAndApply(&sah);
  3053. SetResource sr;
  3054. sr.player = player;
  3055. sr.resid = Res::GOLD;
  3056. sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
  3057. sendAndApply(&sr);
  3058. if(t)
  3059. {
  3060. vistiCastleObjects (t, nh);
  3061. giveSpells (t,nh);
  3062. }
  3063. return true;
  3064. }
  3065. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3066. {
  3067. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3068. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  3069. auto topQuery = queries.topQuery(player);
  3070. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3071. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3072. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3073. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3074. dialogQuery->answer = answer;
  3075. queries.popQuery(topQuery);
  3076. return true;
  3077. }
  3078. static EndAction end_action;
  3079. void CGameHandler::updateDrawbridgeState()
  3080. {
  3081. BattleDrawbridgeStateChanged db;
  3082. db.state = gs->curB->si.drawbridgeState;
  3083. if(gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3084. {
  3085. db.state = EDrawbridgeState::LOWERED_BORKED;
  3086. }
  3087. else if(db.state == EDrawbridgeState::LOWERED)
  3088. {
  3089. if(!gs->curB->battleGetStackByPos(BattleHex(95), false) &&
  3090. !gs->curB->battleGetStackByPos(BattleHex(96), false))
  3091. {
  3092. if(gs->curB->town->subID == ETownType::FORTRESS)
  3093. {
  3094. if(!gs->curB->battleGetStackByPos(BattleHex(94), false))
  3095. db.state = EDrawbridgeState::RAISED;
  3096. }
  3097. else if(gs->curB->battleGetStackByPos(BattleHex(94)))
  3098. db.state = EDrawbridgeState::RAISED_BLOCKED;
  3099. else
  3100. db.state = EDrawbridgeState::RAISED;
  3101. }
  3102. }
  3103. else if(gs->curB->battleGetStackByPos(BattleHex(94), false))
  3104. db.state = EDrawbridgeState::RAISED_BLOCKED;
  3105. else
  3106. db.state = EDrawbridgeState::RAISED;
  3107. if(db.state != gs->curB->si.drawbridgeState)
  3108. sendAndApply(&db);
  3109. }
  3110. bool CGameHandler::makeBattleAction( BattleAction &ba )
  3111. {
  3112. bool ok = true;
  3113. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3114. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3115. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3116. : nullptr;
  3117. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3118. logGlobal->traceStream() << boost::format(
  3119. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  3120. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  3121. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  3122. switch(ba.actionType)
  3123. {
  3124. case Battle::WALK: //walk
  3125. case Battle::DEFEND: //defend
  3126. case Battle::WAIT: //wait
  3127. case Battle::WALK_AND_ATTACK: //walk or attack
  3128. case Battle::SHOOT: //shoot
  3129. case Battle::CATAPULT: //catapult
  3130. case Battle::STACK_HEAL: //healing with First Aid Tent
  3131. case Battle::DAEMON_SUMMONING:
  3132. case Battle::MONSTER_SPELL:
  3133. if(!stack)
  3134. {
  3135. complain("No such stack!");
  3136. return false;
  3137. }
  3138. if(!stack->alive())
  3139. {
  3140. complain("This stack is dead: " + stack->nodeName());
  3141. return false;
  3142. }
  3143. if(battleTacticDist())
  3144. {
  3145. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  3146. {
  3147. complain("This is not a stack of side that has tactics!");
  3148. return false;
  3149. }
  3150. }
  3151. else if(!isAboutActiveStack)
  3152. {
  3153. complain("Action has to be about active stack!");
  3154. return false;
  3155. }
  3156. }
  3157. switch(ba.actionType)
  3158. {
  3159. case Battle::END_TACTIC_PHASE: //wait
  3160. case Battle::BAD_MORALE:
  3161. case Battle::NO_ACTION:
  3162. {
  3163. StartAction start_action(ba);
  3164. sendAndApply(&start_action);
  3165. sendAndApply(&end_action);
  3166. break;
  3167. }
  3168. case Battle::WALK:
  3169. {
  3170. StartAction start_action(ba);
  3171. sendAndApply(&start_action); //start movement
  3172. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3173. if(!walkedTiles)
  3174. complain("Stack failed movement!");
  3175. sendAndApply(&end_action);
  3176. break;
  3177. }
  3178. case Battle::DEFEND:
  3179. {
  3180. //defensive stance //TODO: remove this bonus when stack becomes active
  3181. SetStackEffect sse;
  3182. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  3183. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3184. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3185. sse.stacks.push_back(ba.stackNumber);
  3186. sendAndApply(&sse);
  3187. //don't break - we share code with next case
  3188. }
  3189. case Battle::WAIT:
  3190. {
  3191. StartAction start_action(ba);
  3192. sendAndApply(&start_action);
  3193. sendAndApply(&end_action);
  3194. break;
  3195. }
  3196. case Battle::RETREAT: //retreat/flee
  3197. {
  3198. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3199. complain("Cannot retreat!");
  3200. else
  3201. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3202. break;
  3203. }
  3204. case Battle::SURRENDER:
  3205. {
  3206. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3207. int cost = gs->curB->battleGetSurrenderCost(player);
  3208. if(cost < 0)
  3209. complain("Cannot surrender!");
  3210. else if(getResource(player, Res::GOLD) < cost)
  3211. complain("Not enough gold to surrender!");
  3212. else
  3213. {
  3214. giveResource(player, Res::GOLD, -cost);
  3215. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3216. }
  3217. break;
  3218. }
  3219. case Battle::WALK_AND_ATTACK: //walk or attack
  3220. {
  3221. StartAction start_action(ba);
  3222. sendAndApply(&start_action); //start movement and attack
  3223. if(!stack || !destinationStack)
  3224. {
  3225. sendAndApply(&end_action);
  3226. break;
  3227. }
  3228. BattleHex startingPos = stack->position;
  3229. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3230. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  3231. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3232. && !(stack->doubleWide()
  3233. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  3234. ) //nor occupy specified hex
  3235. )
  3236. {
  3237. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  3238. logGlobal->warnStream() << problem;
  3239. complain(problem);
  3240. ok = false;
  3241. sendAndApply(&end_action);
  3242. break;
  3243. }
  3244. if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3245. {
  3246. destinationStack = nullptr;
  3247. }
  3248. if(!destinationStack)
  3249. {
  3250. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3251. ok = false;
  3252. sendAndApply(&end_action);
  3253. break;
  3254. }
  3255. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  3256. {
  3257. complain("Attack cannot be performed!");
  3258. sendAndApply(&end_action);
  3259. ok = false;
  3260. break;
  3261. }
  3262. //attack
  3263. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3264. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3265. for (int i = 0; i < totalAttacks; ++i)
  3266. {
  3267. if (stack &&
  3268. stack->alive() && //move can cause death, eg. by walking into the moat
  3269. destinationStack->alive())
  3270. {
  3271. BattleAttack bat;
  3272. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3273. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3274. handleAttackBeforeCasting(bat); //only before first attack
  3275. sendAndApply(&bat);
  3276. handleAfterAttackCasting(bat);
  3277. }
  3278. //counterattack
  3279. if (destinationStack
  3280. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3281. && destinationStack->ableToRetaliate()
  3282. && stack->alive()) //attacker may have died (fire shield)
  3283. {
  3284. BattleAttack bat;
  3285. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3286. bat.flags |= BattleAttack::COUNTER;
  3287. sendAndApply(&bat);
  3288. handleAfterAttackCasting(bat);
  3289. }
  3290. }
  3291. //return
  3292. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3293. {
  3294. moveStack(ba.stackNumber, startingPos);
  3295. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3296. }
  3297. sendAndApply(&end_action);
  3298. break;
  3299. }
  3300. case Battle::SHOOT:
  3301. {
  3302. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3303. {
  3304. complain("Cannot shoot!");
  3305. break;
  3306. }
  3307. StartAction start_action(ba);
  3308. sendAndApply(&start_action); //start shooting
  3309. {
  3310. BattleAttack bat;
  3311. bat.flags |= BattleAttack::SHOT;
  3312. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3313. handleAttackBeforeCasting(bat);
  3314. sendAndApply(&bat);
  3315. handleAfterAttackCasting(bat);
  3316. }
  3317. //second shot for ballista, only if hero has advanced artillery
  3318. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3319. if( destinationStack->alive()
  3320. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3321. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3322. )
  3323. {
  3324. BattleAttack bat2;
  3325. bat2.flags |= BattleAttack::SHOT;
  3326. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3327. sendAndApply(&bat2);
  3328. }
  3329. //allow more than one additional attack
  3330. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3331. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3332. for (int i = 0; i < additionalAttacks; ++i)
  3333. {
  3334. if(
  3335. stack->alive()
  3336. && destinationStack->alive()
  3337. && stack->shots
  3338. )
  3339. {
  3340. BattleAttack bat;
  3341. bat.flags |= BattleAttack::SHOT;
  3342. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3343. sendAndApply(&bat);
  3344. handleAfterAttackCasting(bat);
  3345. }
  3346. }
  3347. sendAndApply(&end_action);
  3348. break;
  3349. }
  3350. case Battle::CATAPULT:
  3351. {
  3352. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3353. {
  3354. switch(part)
  3355. {
  3356. case EWallPart::GATE:
  3357. return sbi.gate;
  3358. case EWallPart::KEEP:
  3359. return sbi.keep;
  3360. case EWallPart::BOTTOM_TOWER:
  3361. case EWallPart::UPPER_TOWER:
  3362. return sbi.tower;
  3363. case EWallPart::BOTTOM_WALL:
  3364. case EWallPart::BELOW_GATE:
  3365. case EWallPart::OVER_GATE:
  3366. case EWallPart::UPPER_WALL:
  3367. return sbi.wall;
  3368. default:
  3369. return 0;
  3370. }
  3371. };
  3372. StartAction start_action(ba);
  3373. sendAndApply(&start_action);
  3374. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3375. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3376. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3377. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3378. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3379. {
  3380. complain("catapult tried to attack non-catapultable hex!");
  3381. break;
  3382. }
  3383. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3384. auto &currentHP = gs->curB->si.wallState;
  3385. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3386. {
  3387. complain("catapult tried to attack already destroyed wall part!");
  3388. break;
  3389. }
  3390. for(int g=0; g<sbi.shots; ++g)
  3391. {
  3392. bool hitSuccessfull = false;
  3393. auto attackedPart = wallPart;
  3394. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3395. {
  3396. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3397. currentHP.at(attackedPart) != EWallState::NONE &&
  3398. gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3399. {
  3400. hitSuccessfull = true;
  3401. }
  3402. else // select new target
  3403. {
  3404. std::vector<EWallPart::EWallPart> allowedTargets;
  3405. for (size_t i=0; i< currentHP.size(); i++)
  3406. {
  3407. if (currentHP.at(i) != EWallState::DESTROYED &&
  3408. currentHP.at(i) != EWallState::NONE)
  3409. allowedTargets.push_back(EWallPart::EWallPart(i));
  3410. }
  3411. if (allowedTargets.empty())
  3412. break;
  3413. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
  3414. }
  3415. }
  3416. while (!hitSuccessfull);
  3417. if (!hitSuccessfull) // break triggered - no target to shoot at
  3418. break;
  3419. CatapultAttack ca; //package for clients
  3420. CatapultAttack::AttackInfo attack;
  3421. attack.attackedPart = attackedPart;
  3422. attack.destinationTile = ba.destinationTile;
  3423. attack.damageDealt = 0;
  3424. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3425. int dmgRand = gs->getRandomGenerator().nextInt(99);
  3426. //accumulating dmgChance
  3427. dmgChance[1] += dmgChance[0];
  3428. dmgChance[2] += dmgChance[1];
  3429. //calculating dealt damage
  3430. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3431. {
  3432. if(dmgRand <= dmgChance[damage])
  3433. {
  3434. attack.damageDealt = damage;
  3435. break;
  3436. }
  3437. }
  3438. // attacked tile may have changed - update destination
  3439. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3440. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3441. << " dealing " << (int)attack.damageDealt << " damage";
  3442. //removing creatures in turrets / keep if one is destroyed
  3443. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3444. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3445. {
  3446. int posRemove = -1;
  3447. switch(attackedPart)
  3448. {
  3449. case EWallPart::KEEP:
  3450. posRemove = -2;
  3451. break;
  3452. case EWallPart::BOTTOM_TOWER:
  3453. posRemove = -3;
  3454. break;
  3455. case EWallPart::UPPER_TOWER:
  3456. posRemove = -4;
  3457. break;
  3458. }
  3459. BattleStacksRemoved bsr;
  3460. for(auto & elem : gs->curB->stacks)
  3461. {
  3462. if(elem->position == posRemove)
  3463. {
  3464. bsr.stackIDs.insert( elem->ID );
  3465. break;
  3466. }
  3467. }
  3468. sendAndApply(&bsr);
  3469. }
  3470. ca.attacker = ba.stackNumber;
  3471. ca.attackedParts.push_back(attack);
  3472. sendAndApply(&ca);
  3473. }
  3474. //finish by scope guard
  3475. break;
  3476. }
  3477. case Battle::STACK_HEAL: //healing with First Aid Tent
  3478. {
  3479. StartAction start_action(ba);
  3480. sendAndApply(&start_action);
  3481. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3482. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3483. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3484. ui32 healed = 0;
  3485. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3486. {
  3487. complain("There is either no healer, no destination, or healer cannot heal :P");
  3488. }
  3489. else
  3490. {
  3491. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3492. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3493. }
  3494. if(healed == 0)
  3495. {
  3496. //nothing to heal.. should we complain?
  3497. }
  3498. else
  3499. {
  3500. StacksHealedOrResurrected shr;
  3501. shr.lifeDrain = false;
  3502. shr.tentHealing = true;
  3503. shr.drainedFrom = ba.stackNumber;
  3504. StacksHealedOrResurrected::HealInfo hi;
  3505. hi.healedHP = healed;
  3506. hi.lowLevelResurrection = false;
  3507. hi.stackID = destStack->ID;
  3508. shr.healedStacks.push_back(hi);
  3509. sendAndApply(&shr);
  3510. }
  3511. sendAndApply(&end_action);
  3512. break;
  3513. }
  3514. case Battle::DAEMON_SUMMONING:
  3515. //TODO: From Strategija:
  3516. //Summon Demon is a level 2 spell.
  3517. {
  3518. StartAction start_action(ba);
  3519. sendAndApply(&start_action);
  3520. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3521. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3522. BattleStackAdded bsa;
  3523. bsa.attacker = summoner->attackerOwned;
  3524. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3525. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3526. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3527. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3528. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3529. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3530. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3531. bsa.summoned = false;
  3532. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3533. {
  3534. BattleStacksRemoved bsr; //remove body
  3535. bsr.stackIDs.insert(destStack->ID);
  3536. sendAndApply(&bsr);
  3537. sendAndApply(&bsa);
  3538. BattleSetStackProperty ssp;
  3539. ssp.stackID = ba.stackNumber;
  3540. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3541. ssp.val = -1;
  3542. ssp.absolute = false;
  3543. sendAndApply(&ssp);
  3544. }
  3545. sendAndApply(&end_action);
  3546. break;
  3547. }
  3548. case Battle::MONSTER_SPELL:
  3549. {
  3550. StartAction start_action(ba);
  3551. sendAndApply(&start_action);
  3552. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3553. SpellID spellID = SpellID(ba.additionalInfo);
  3554. BattleHex destination(ba.destinationTile);
  3555. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3556. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3557. //TODO special bonus for genies ability
  3558. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3559. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3560. if(spellID < 0)
  3561. complain("That stack can't cast spells!");
  3562. else
  3563. {
  3564. const CSpell * spell = SpellID(spellID).toSpell();
  3565. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3566. parameters.spellLvl = 0;
  3567. if (spellcaster)
  3568. vstd::amax(parameters.spellLvl, spellcaster->val);
  3569. if (randSpellcaster)
  3570. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3571. vstd::amin (parameters.spellLvl, 3);
  3572. parameters.effectLevel = parameters.spellLvl;
  3573. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3574. parameters.aimToHex(destination);//todo: allow multiple destinations
  3575. parameters.selectedStack = nullptr;
  3576. spell->battleCast(spellEnv, parameters);
  3577. }
  3578. sendAndApply(&end_action);
  3579. break;
  3580. }
  3581. }
  3582. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3583. battleMadeAction.setn(true);
  3584. return ok;
  3585. }
  3586. void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
  3587. {
  3588. bool cheated=true;
  3589. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3590. sendAndApply(&temp_message);
  3591. if(message == "vcmiistari") //give all spells and 999 mana
  3592. {
  3593. SetMana sm;
  3594. GiveBonus giveBonus(GiveBonus::HERO);
  3595. CGHeroInstance *h = gs->getHero(currObj);
  3596. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3597. sm.hid = h->id;
  3598. giveBonus.id = h->id.getNum();
  3599. //give all spells with bonus (to allow banned spells)
  3600. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  3601. //start with level 0 to skip abilities
  3602. for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  3603. {
  3604. giveBonus.bonus.subtype = level;
  3605. sendAndApply(&giveBonus);
  3606. }
  3607. //give mana
  3608. sm.val = 999;
  3609. sm.absolute = true;
  3610. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3611. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); //give spellbook
  3612. sendAndApply(&sm);
  3613. }
  3614. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3615. {
  3616. CGHeroInstance *hero = gs->getHero(currObj);
  3617. CGTownInstance *town;
  3618. if (hero)
  3619. town = hero->visitedTown;
  3620. else
  3621. town = gs->getTown(currObj);
  3622. if (town)
  3623. {
  3624. for (auto & build : town->town->buildings)
  3625. {
  3626. if (!town->hasBuilt(build.first)
  3627. && !build.second->Name().empty()
  3628. && build.first != BuildingID::SHIP)
  3629. {
  3630. buildStructure(town->id, build.first, true);
  3631. }
  3632. }
  3633. }
  3634. }
  3635. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3636. {
  3637. CGHeroInstance *hero = gs->getHero(currObj);
  3638. const CCreature *archangel = VLC->creh->creatures.at(13);
  3639. if(!hero) return;
  3640. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3641. if(!hero->hasStackAtSlot(SlotID(i)))
  3642. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3643. }
  3644. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3645. {
  3646. CGHeroInstance *hero = gs->getHero(currObj);
  3647. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3648. if(!hero) return;
  3649. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3650. if(!hero->hasStackAtSlot(SlotID(i)))
  3651. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3652. }
  3653. else if(message == "vcmiglaurung") //gives 5000 crystal dragons into each slot
  3654. {
  3655. CGHeroInstance *hero = gs->getHero(currObj);
  3656. const CCreature *crystalDragon = VLC->creh->creatures.at(133);
  3657. if(!hero) return;
  3658. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3659. if(!hero->hasStackAtSlot(SlotID(i)))
  3660. insertNewStack(StackLocation(hero, SlotID(i)), crystalDragon, 5000);
  3661. }
  3662. else if(message == "vcminoldor") //all war machines
  3663. {
  3664. CGHeroInstance *hero = gs->getHero(currObj);
  3665. if(!hero) return;
  3666. if(!hero->getArt(ArtifactPosition::MACH1))
  3667. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  3668. if(!hero->getArt(ArtifactPosition::MACH2))
  3669. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  3670. if(!hero->getArt(ArtifactPosition::MACH3))
  3671. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  3672. }
  3673. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3674. {
  3675. CGHeroInstance *hero = gs->getHero(currObj);
  3676. if(!hero) return;
  3677. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3678. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3679. }
  3680. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3681. {
  3682. CGHeroInstance *hero = gs->getHero(currObj);
  3683. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3684. }
  3685. else if(message == "vcminahar") //1000000 movement points
  3686. {
  3687. CGHeroInstance *hero = gs->getHero(currObj);
  3688. if(!hero) return;
  3689. SetMovePoints smp;
  3690. smp.hid = hero->id;
  3691. smp.val = 1000000;
  3692. sendAndApply(&smp);
  3693. }
  3694. else if(message == "vcmiformenos") //give resources
  3695. {
  3696. SetResources sr;
  3697. sr.player = player;
  3698. sr.res = gs->getPlayer(player)->resources;
  3699. for(int i=0;i<Res::GOLD;i++)
  3700. sr.res[i] += 100;
  3701. sr.res[Res::GOLD] += 100000; //100k
  3702. sendAndApply(&sr);
  3703. }
  3704. else if(message == "vcmieagles") //reveal FoW
  3705. {
  3706. FoWChange fc;
  3707. fc.mode = 1;
  3708. fc.player = player;
  3709. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3710. int lastUnc = 0;
  3711. for(int i=0;i<gs->map->width;i++)
  3712. for(int j=0;j<gs->map->height;j++)
  3713. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3714. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3715. hlp_tab[lastUnc++] = int3(i,j,k);
  3716. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3717. delete [] hlp_tab;
  3718. sendAndApply(&fc);
  3719. }
  3720. else if(message == "vcmisilmaril") //player wins
  3721. {
  3722. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3723. }
  3724. else if(message == "vcmimelkor") //player looses
  3725. {
  3726. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3727. }
  3728. else
  3729. cheated = false;
  3730. if(cheated)
  3731. {
  3732. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3733. sendAndApply(&temp_message);
  3734. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3735. }
  3736. }
  3737. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3738. {
  3739. switch(ba.actionType)
  3740. {
  3741. case Battle::HERO_SPELL:
  3742. {
  3743. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3744. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3745. if(!h)
  3746. {
  3747. logGlobal->warnStream() << "Wrong caster!";
  3748. return false;
  3749. }
  3750. if(ba.additionalInfo >= VLC->spellh->objects.size())
  3751. {
  3752. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3753. return false;
  3754. }
  3755. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3756. BattleSpellCastParameters parameters(gs->curB, h, s);
  3757. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3758. parameters.mode = ECastingMode::HERO_CASTING;
  3759. parameters.selectedStack = gs->curB->battleGetStackByID(ba.selectedStack, false);
  3760. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3761. if(escp != ESpellCastProblem::OK)
  3762. {
  3763. logGlobal->warnStream() << "Spell cannot be cast!";
  3764. logGlobal->warnStream() << "Problem : " << escp;
  3765. return false;
  3766. }
  3767. StartAction start_action(ba);
  3768. sendAndApply(&start_action); //start spell casting
  3769. s->battleCast(spellEnv, parameters);
  3770. sendAndApply(&end_action);
  3771. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
  3772. {
  3773. battleMadeAction.setn(true);
  3774. }
  3775. checkBattleStateChanges();
  3776. if(battleResult.get())
  3777. {
  3778. battleMadeAction.setn(true);
  3779. //battle will be ended by startBattle function
  3780. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3781. }
  3782. return true;
  3783. }
  3784. }
  3785. return false;
  3786. }
  3787. void CGameHandler::stackTurnTrigger(const CStack * st)
  3788. {
  3789. BattleTriggerEffect bte;
  3790. bte.stackID = st->ID;
  3791. bte.effect = -1;
  3792. bte.val = 0;
  3793. bte.additionalInfo = 0;
  3794. if (st->alive())
  3795. {
  3796. //unbind
  3797. if (st->getEffect (SpellID::BIND))
  3798. {
  3799. bool unbind = true;
  3800. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3801. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3802. for(Bonus * b : bl)
  3803. {
  3804. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3805. if (stack)
  3806. {
  3807. if (vstd::contains(stacks, stack)) //binding stack is still present
  3808. {
  3809. unbind = false;
  3810. }
  3811. }
  3812. }
  3813. if (unbind)
  3814. {
  3815. BattleSetStackProperty ssp;
  3816. ssp.which = BattleSetStackProperty::UNBIND;
  3817. ssp.stackID = st->ID;
  3818. sendAndApply(&ssp);
  3819. }
  3820. }
  3821. //regeneration
  3822. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3823. {
  3824. bte.effect = Bonus::HP_REGENERATION;
  3825. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3826. }
  3827. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3828. {
  3829. bte.effect = Bonus::HP_REGENERATION;
  3830. bte.val = st->MaxHealth() - st->firstHPleft;
  3831. }
  3832. if (bte.val) //anything to heal
  3833. sendAndApply(&bte);
  3834. if(st->hasBonusOfType(Bonus::POISON))
  3835. {
  3836. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3837. if (b) //TODO: what if not?...
  3838. {
  3839. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3840. if (bte.val < b->val) //(negative) poison effect increases - update it
  3841. {
  3842. bte.effect = Bonus::POISON;
  3843. sendAndApply(&bte);
  3844. }
  3845. }
  3846. }
  3847. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3848. {
  3849. const PlayerColor opponent = gs->curB->theOtherPlayer(st->owner);
  3850. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3851. if (opponentHero)
  3852. {
  3853. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3854. vstd::amin(manaDrained, opponentHero->mana);
  3855. if (manaDrained)
  3856. {
  3857. bte.effect = Bonus::MANA_DRAIN;
  3858. bte.val = manaDrained;
  3859. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3860. sendAndApply(&bte);
  3861. }
  3862. }
  3863. }
  3864. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3865. {
  3866. bool fearsomeCreature = false;
  3867. for(CStack * stack : gs->curB->stacks)
  3868. {
  3869. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3870. {
  3871. fearsomeCreature = true;
  3872. break;
  3873. }
  3874. }
  3875. if (fearsomeCreature)
  3876. {
  3877. if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3878. {
  3879. bte.effect = Bonus::FEAR;
  3880. sendAndApply(&bte);
  3881. }
  3882. }
  3883. }
  3884. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3885. int side = gs->curB->whatSide(st->owner);
  3886. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3887. {
  3888. bool cast = false;
  3889. while (!bl.empty() && !cast)
  3890. {
  3891. auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
  3892. auto spellID = SpellID(bonus->subtype);
  3893. const CSpell * spell = SpellID(spellID).toSpell();
  3894. bl.remove_if([&bonus](Bonus * b){return b==bonus;});
  3895. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  3896. {
  3897. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3898. parameters.spellLvl = bonus->val;
  3899. parameters.effectLevel = bonus->val;//todo: recheck
  3900. parameters.aimToHex(BattleHex::INVALID);
  3901. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3902. parameters.selectedStack = nullptr;
  3903. spell->battleCast(spellEnv, parameters);
  3904. //todo: move to mechanics
  3905. BattleSetStackProperty ssp;
  3906. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3907. ssp.absolute = false;
  3908. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3909. ssp.stackID = st->ID;
  3910. sendAndApply(&ssp);
  3911. cast = true;
  3912. }
  3913. };
  3914. }
  3915. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3916. for (auto b : bl)
  3917. {
  3918. SetStackEffect sse;
  3919. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3920. if (val > 3)
  3921. {
  3922. for (auto s : gs->curB->battleGetAllStacks())
  3923. {
  3924. if (st->owner == s->owner && s->isValidTarget()) //all allied
  3925. sse.stacks.push_back (s->ID);
  3926. }
  3927. }
  3928. else
  3929. sse.stacks.push_back (st->ID);
  3930. Bonus pseudoBonus;
  3931. pseudoBonus.sid = b->subtype;
  3932. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3933. pseudoBonus.turnsRemain = 50;
  3934. st->stackEffectToFeature (sse.effect, pseudoBonus);
  3935. if (sse.effect.size())
  3936. sendAndApply (&sse);
  3937. }
  3938. }
  3939. }
  3940. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  3941. {
  3942. //we want to determine following vars depending on obstacle type
  3943. int damage = -1;
  3944. int effect = -1;
  3945. bool oneTimeObstacle = false;
  3946. //helper info
  3947. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  3948. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  3949. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  3950. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  3951. {
  3952. damage = battleGetMoatDmg();
  3953. }
  3954. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  3955. {
  3956. //You don't get hit by a Mine you can see.
  3957. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  3958. return;
  3959. oneTimeObstacle = true;
  3960. effect = 82; //makes
  3961. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  3962. if(sp->isImmuneByStack(hero, curStack))
  3963. return;
  3964. damage = sp->calculateDamage(hero, curStack,
  3965. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3966. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  3967. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  3968. }
  3969. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  3970. {
  3971. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  3972. if(sp->isImmuneByStack(hero, curStack))
  3973. return;
  3974. damage = sp->calculateDamage(hero, curStack,
  3975. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3976. }
  3977. else
  3978. {
  3979. //no other obstacle does damage to stack
  3980. return;
  3981. }
  3982. BattleStackAttacked bsa;
  3983. if(effect >= 0)
  3984. {
  3985. bsa.flags |= BattleStackAttacked::EFFECT;
  3986. bsa.effect = effect; //makes POOF
  3987. }
  3988. bsa.damageAmount = damage;
  3989. bsa.stackAttacked = curStack->ID;
  3990. bsa.attackerID = -1;
  3991. curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
  3992. StacksInjured si;
  3993. si.stacks.push_back(bsa);
  3994. sendAndApply(&si);
  3995. if(oneTimeObstacle)
  3996. removeObstacle(obstacle);
  3997. }
  3998. void CGameHandler::handleTimeEvents()
  3999. {
  4000. gs->map->events.sort(evntCmp);
  4001. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4002. {
  4003. CMapEvent ev = gs->map->events.front();
  4004. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4005. {
  4006. auto color = PlayerColor(player);
  4007. PlayerState *pinfo = gs->getPlayer(color, false); //do not output error if player does not exist
  4008. if( pinfo //player exists
  4009. && (ev.players & 1<<player) //event is enabled to this player
  4010. && ((ev.computerAffected && !pinfo->human)
  4011. || (ev.humanAffected && pinfo->human)
  4012. )
  4013. )
  4014. {
  4015. //give resources
  4016. SetResources sr;
  4017. sr.player = color;
  4018. sr.res = pinfo->resources + ev.resources;
  4019. //prepare dialog
  4020. InfoWindow iw;
  4021. iw.player = color;
  4022. iw.text << ev.message;
  4023. for (int i=0; i<ev.resources.size(); i++)
  4024. {
  4025. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4026. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4027. }
  4028. if (iw.components.size())
  4029. {
  4030. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4031. sendAndApply(&sr); //update player resources if changed
  4032. }
  4033. sendAndApply(&iw); //show dialog
  4034. }
  4035. } //PLAYERS LOOP
  4036. if(ev.nextOccurence)
  4037. {
  4038. gs->map->events.pop_front();
  4039. ev.firstOccurence += ev.nextOccurence;
  4040. auto it = gs->map->events.begin();
  4041. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4042. it++;
  4043. gs->map->events.insert(it, ev);
  4044. }
  4045. else
  4046. {
  4047. gs->map->events.pop_front();
  4048. }
  4049. }
  4050. //TODO send only if changed
  4051. UpdateMapEvents ume;
  4052. ume.events = gs->map->events;
  4053. sendAndApply(&ume);
  4054. }
  4055. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4056. {
  4057. town->events.sort(evntCmp);
  4058. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4059. {
  4060. PlayerColor player = town->tempOwner;
  4061. CCastleEvent ev = town->events.front();
  4062. PlayerState *pinfo = gs->getPlayer(player, false);
  4063. if( pinfo //player exists
  4064. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4065. && ((ev.computerAffected && !pinfo->human)
  4066. || (ev.humanAffected && pinfo->human) ) )
  4067. {
  4068. // dialog
  4069. InfoWindow iw;
  4070. iw.player = player;
  4071. iw.text << ev.message;
  4072. if(ev.resources.nonZero())
  4073. {
  4074. TResources was = n.res[player];
  4075. n.res[player] += ev.resources;
  4076. n.res[player].amax(0);
  4077. for (int i=0; i<ev.resources.size(); i++)
  4078. 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
  4079. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4080. }
  4081. for(auto & i : ev.buildings)
  4082. {
  4083. if(!town->hasBuilt(i))
  4084. {
  4085. buildStructure(town->id, i, true);
  4086. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4087. }
  4088. }
  4089. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4090. {
  4091. n.cres[town->id].tid = town->id;
  4092. n.cres[town->id].creatures = town->creatures;
  4093. }
  4094. auto & sac = n.cres[town->id];
  4095. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4096. {
  4097. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4098. {
  4099. sac.creatures[i].first += ev.creatures.at(i);
  4100. iw.components.push_back(Component(Component::CREATURE,
  4101. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4102. }
  4103. }
  4104. sendAndApply(&iw); //show dialog
  4105. }
  4106. if(ev.nextOccurence)
  4107. {
  4108. town->events.pop_front();
  4109. ev.firstOccurence += ev.nextOccurence;
  4110. auto it = town->events.begin();
  4111. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4112. it++;
  4113. town->events.insert(it, ev);
  4114. }
  4115. else
  4116. {
  4117. town->events.pop_front();
  4118. }
  4119. }
  4120. //TODO send only if changed
  4121. UpdateCastleEvents uce;
  4122. uce.town = town->id;
  4123. uce.events = town->events;
  4124. sendAndApply(&uce);
  4125. }
  4126. bool CGameHandler::complain( const std::string &problem )
  4127. {
  4128. sendMessageToAll("Server encountered a problem: " + problem);
  4129. logGlobal->errorStream() << problem;
  4130. return true;
  4131. }
  4132. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4133. {
  4134. //PlayerColor player = getOwner(hid);
  4135. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4136. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4137. assert(lowerArmy);
  4138. assert(upperArmy);
  4139. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4140. queries.addQuery(garrisonQuery);
  4141. GarrisonDialog gd;
  4142. gd.hid = hid;
  4143. gd.objid = upobj;
  4144. gd.removableUnits = removableUnits;
  4145. gd.queryID = garrisonQuery->queryID;
  4146. sendAndApply(&gd);
  4147. }
  4148. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4149. {
  4150. OpenWindow ow;
  4151. ow.window = OpenWindow::THIEVES_GUILD;
  4152. ow.id1 = player.getNum();
  4153. ow.id2 = requestingObjId.getNum();
  4154. sendAndApply(&ow);
  4155. }
  4156. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4157. {
  4158. if(id1 == id2)
  4159. return true;
  4160. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4161. if(!o1 || !o2)
  4162. return true; //arranging stacks within an object should be always allowed
  4163. if (o1 && o2)
  4164. {
  4165. if(o1->ID == Obj::TOWN)
  4166. {
  4167. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4168. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4169. return true;
  4170. }
  4171. if(o2->ID == Obj::TOWN)
  4172. {
  4173. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4174. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4175. return true;
  4176. }
  4177. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4178. {
  4179. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4180. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4181. // two heroes in same town (garrisoned and visiting)
  4182. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4183. return true;
  4184. }
  4185. //Ongoing garrison exchange
  4186. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4187. {
  4188. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4189. return true;
  4190. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4191. return true;
  4192. }
  4193. }
  4194. return false;
  4195. }
  4196. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4197. {
  4198. logGlobal->debugStream() << h->nodeName() << " visits " << obj->getObjectName() << "(" << obj->ID << ":" << obj->subID << ")";
  4199. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4200. queries.addQuery(visitQuery); //TODO real visit pos
  4201. HeroVisit hv;
  4202. hv.obj = obj;
  4203. hv.hero = h;
  4204. hv.player = h->tempOwner;
  4205. hv.starting = true;
  4206. sendAndApply(&hv);
  4207. obj->onHeroVisit(h);
  4208. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4209. }
  4210. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4211. {
  4212. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4213. HeroVisit hv;
  4214. hv.player = query.players.front();
  4215. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4216. hv.hero = query.visitingHero;
  4217. assert(hv.hero);
  4218. hv.starting = false;
  4219. sendAndApply(&hv);
  4220. }
  4221. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4222. {
  4223. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4224. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4225. {
  4226. complain("Cannot build boat in this shipyard!");
  4227. return false;
  4228. }
  4229. else if(obj->o->ID == Obj::TOWN
  4230. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4231. {
  4232. complain("Cannot build boat in the town - no shipyard!");
  4233. return false;
  4234. }
  4235. const PlayerColor playerID = obj->o->tempOwner;
  4236. TResources boatCost;
  4237. obj->getBoatCost(boatCost);
  4238. TResources aviable = gs->getPlayer(playerID)->resources;
  4239. if (!aviable.canAfford(boatCost))
  4240. {
  4241. complain("Not enough resources to build a boat!");
  4242. return false;
  4243. }
  4244. int3 tile = obj->bestLocation();
  4245. if(!gs->map->isInTheMap(tile))
  4246. {
  4247. complain("Cannot find appropriate tile for a boat!");
  4248. return false;
  4249. }
  4250. //take boat cost
  4251. SetResources sr;
  4252. sr.player = playerID;
  4253. sr.res = (aviable - boatCost);
  4254. sendAndApply(&sr);
  4255. //create boat
  4256. NewObject no;
  4257. no.ID = Obj::BOAT;
  4258. no.subID = obj->getBoatType();
  4259. no.pos = tile + int3(1,0,0);
  4260. sendAndApply(&no);
  4261. return true;
  4262. }
  4263. void CGameHandler::engageIntoBattle( PlayerColor player )
  4264. {
  4265. //notify interfaces
  4266. PlayerBlocked pb;
  4267. pb.player = player;
  4268. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4269. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4270. sendAndApply(&pb);
  4271. }
  4272. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4273. {
  4274. for(auto playerColor : playerColors)
  4275. {
  4276. if(gs->getPlayer(playerColor, false))
  4277. checkVictoryLossConditionsForPlayer(playerColor);
  4278. }
  4279. }
  4280. void CGameHandler::checkVictoryLossConditionsForAll()
  4281. {
  4282. std::set<PlayerColor> playerColors;
  4283. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4284. {
  4285. playerColors.insert(PlayerColor(i));
  4286. }
  4287. checkVictoryLossConditions(playerColors);
  4288. }
  4289. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4290. {
  4291. const PlayerState *p = gs->getPlayer(player);
  4292. if(p->status != EPlayerStatus::INGAME) return;
  4293. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4294. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4295. {
  4296. InfoWindow iw;
  4297. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4298. sendAndApply(&iw);
  4299. PlayerEndsGame peg;
  4300. peg.player = player;
  4301. peg.victoryLossCheckResult = victoryLossCheckResult;
  4302. sendAndApply(&peg);
  4303. if(victoryLossCheckResult.victory())
  4304. {
  4305. //one player won -> all enemies lost
  4306. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4307. {
  4308. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4309. {
  4310. peg.player = i->first;
  4311. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4312. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4313. InfoWindow iw;
  4314. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4315. iw.player = i->first;
  4316. sendAndApply(&iw);
  4317. sendAndApply(&peg);
  4318. }
  4319. }
  4320. if(p->human)
  4321. {
  4322. end2 = true;
  4323. if(gs->scenarioOps->campState)
  4324. {
  4325. std::vector<CGHeroInstance *> crossoverHeroes;
  4326. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4327. {
  4328. if(hero->tempOwner == player)
  4329. {
  4330. // keep all heroes from the winning player
  4331. crossoverHeroes.push_back(hero);
  4332. }
  4333. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4334. {
  4335. // keep hero whether lost or won (like Xeron in AB campaign)
  4336. crossoverHeroes.push_back(hero);
  4337. }
  4338. }
  4339. // keep lost heroes which are in heroes pool
  4340. for(auto & heroPair : gs->hpool.heroesPool)
  4341. {
  4342. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4343. {
  4344. crossoverHeroes.push_back(heroPair.second.get());
  4345. }
  4346. }
  4347. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4348. //Request clients to change connection mode
  4349. PrepareForAdvancingCampaign pfac;
  4350. sendAndApply(&pfac);
  4351. //Change connection mode
  4352. if(getPlayer(player)->human && getStartInfo()->campState)
  4353. {
  4354. for(auto connection : conns)
  4355. connection->prepareForSendingHeroes();
  4356. }
  4357. UpdateCampaignState ucs;
  4358. ucs.camp = gs->scenarioOps->campState;
  4359. sendAndApply(&ucs);
  4360. }
  4361. }
  4362. }
  4363. else
  4364. {
  4365. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4366. auto hlp = p->heroes;
  4367. for(auto h : hlp) //eliminate heroes
  4368. {
  4369. if(h.get())
  4370. removeObject(h);
  4371. }
  4372. //player lost -> all his objects become unflagged (neutral)
  4373. for (auto obj : gs->map->objects) //unflag objs
  4374. {
  4375. if(obj.get() && obj->tempOwner == player)
  4376. setOwner(obj, PlayerColor::NEUTRAL);
  4377. }
  4378. //eliminating one player may cause victory of another:
  4379. std::set<PlayerColor> playerColors;
  4380. //do not copy player state (CBonusSystemNode) by value
  4381. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4382. {
  4383. if (p.first != player)
  4384. playerColors.insert(p.first);
  4385. }
  4386. //notify all players
  4387. for (auto pc : playerColors)
  4388. {
  4389. if (gs->getPlayer(pc)->status == EPlayerStatus::INGAME)
  4390. {
  4391. InfoWindow iw;
  4392. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4393. iw.player = pc;
  4394. sendAndApply(&iw);
  4395. }
  4396. }
  4397. checkVictoryLossConditions(playerColors);
  4398. }
  4399. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4400. // If we are called before the actual game start, there might be no current player
  4401. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4402. {
  4403. // If player making turn has lost his turn must be over as well
  4404. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4405. }
  4406. }
  4407. }
  4408. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4409. {
  4410. out.player = player;
  4411. out.text.clear();
  4412. out.text << victoryLossCheckResult.messageToSelf;
  4413. // hackish, insert one player-specific string, if applicable
  4414. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4415. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4416. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4417. }
  4418. bool CGameHandler::dig( const CGHeroInstance *h )
  4419. {
  4420. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4421. {
  4422. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4423. {
  4424. complain("Cannot dig - there is already a hole under the hero!");
  4425. return false;
  4426. }
  4427. }
  4428. if(h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4429. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4430. //create a hole
  4431. NewObject no;
  4432. no.ID = Obj::HOLE;
  4433. no.pos = h->getPosition();
  4434. no.subID = 0;
  4435. sendAndApply(&no);
  4436. //take MPs
  4437. SetMovePoints smp;
  4438. smp.hid = h->id;
  4439. smp.val = 0;
  4440. sendAndApply(&smp);
  4441. InfoWindow iw;
  4442. iw.player = h->tempOwner;
  4443. if(gs->map->grailPos == h->getPosition())
  4444. {
  4445. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4446. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4447. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4448. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4449. sendAndApply(&iw);
  4450. iw.soundID = soundBase::invalid;
  4451. iw.text.clear();
  4452. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4453. sendAndApply(&iw);
  4454. }
  4455. else
  4456. {
  4457. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4458. iw.soundID = soundBase::Dig;
  4459. sendAndApply(&iw);
  4460. }
  4461. return true;
  4462. }
  4463. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4464. {
  4465. if(attacker->hasBonusOfType(attackMode))
  4466. {
  4467. std::set<SpellID> spellsToCast;
  4468. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4469. for(const Bonus *sf : *spells)
  4470. {
  4471. spellsToCast.insert (SpellID(sf->subtype));
  4472. }
  4473. for(SpellID spellID : spellsToCast)
  4474. {
  4475. const CStack * oneOfAttacked = nullptr;
  4476. for (auto & elem : bat.bsa)
  4477. {
  4478. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4479. {
  4480. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4481. break;
  4482. }
  4483. }
  4484. bool castMe = false;
  4485. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4486. return;
  4487. int spellLevel = 0;
  4488. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4489. for(const Bonus *sf : *spellsByType)
  4490. {
  4491. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4492. int meleeRanged = sf->additionalInfo / 1000;
  4493. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4494. castMe = true;
  4495. }
  4496. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4497. vstd::amin (chance, 100);
  4498. const CSpell * spell = SpellID(spellID).toSpell();
  4499. if(gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4500. continue;
  4501. //check if spell should be cast (probability handling)
  4502. if(gs->getRandomGenerator().nextInt(99) >= chance)
  4503. continue;
  4504. //casting
  4505. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4506. {
  4507. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4508. parameters.spellLvl = spellLevel;
  4509. parameters.effectLevel = spellLevel;
  4510. parameters.aimToStack(oneOfAttacked);
  4511. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4512. parameters.selectedStack = nullptr;
  4513. spell->battleCast(spellEnv, parameters);
  4514. }
  4515. }
  4516. }
  4517. }
  4518. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4519. {
  4520. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4521. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4522. }
  4523. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4524. {
  4525. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4526. if (!attacker) //could be already dead
  4527. return;
  4528. auto cast = [=](SpellID spellID, int power)
  4529. {
  4530. const CSpell * spell = SpellID(spellID).toSpell();
  4531. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4532. parameters.spellLvl = 0;
  4533. parameters.effectLevel = 0;
  4534. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4535. parameters.effectPower = power;
  4536. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4537. parameters.selectedStack = nullptr;
  4538. spell->battleCast(this->spellEnv, parameters);
  4539. };
  4540. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4541. if(bat.bsa.at(0).newAmount <= 0)
  4542. {
  4543. //don't try death stare or acid breath on dead stack (crash!)
  4544. return;
  4545. }
  4546. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4547. {
  4548. // mechanics of Death Stare as in H3:
  4549. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4550. //original formula x = min(x, (gorgons_count + 9)/10);
  4551. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4552. vstd::amin(chanceToKill, 1); //cap at 100%
  4553. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4554. std::mt19937 rng(std::time(nullptr));
  4555. int staredCreatures = distribution(rng);
  4556. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4557. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4558. vstd::amin(staredCreatures, maxToKill);
  4559. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4560. if (staredCreatures)
  4561. {
  4562. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4563. cast(SpellID::DEATH_STARE, staredCreatures);
  4564. }
  4565. }
  4566. int acidDamage = 0;
  4567. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4568. for(const Bonus *b : *acidBreath)
  4569. {
  4570. if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
  4571. acidDamage += b->val;
  4572. }
  4573. if (acidDamage)
  4574. {
  4575. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4576. }
  4577. }
  4578. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4579. {
  4580. const CSpell *s = spellID.toSpell();
  4581. AdventureSpellCastParameters p;
  4582. p.caster = h;
  4583. p.pos = pos;
  4584. return s->adventureCast(spellEnv, p);
  4585. }
  4586. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4587. {
  4588. if (!t.visitableObjects.empty())
  4589. {
  4590. //to prevent self-visiting heroes on space press
  4591. if(t.visitableObjects.back() != h)
  4592. objectVisited(t.visitableObjects.back(), h);
  4593. else if(t.visitableObjects.size() > 1)
  4594. objectVisited(*(t.visitableObjects.end()-2),h);
  4595. }
  4596. }
  4597. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4598. {
  4599. int oldCount = hero->getStackCount(slot);
  4600. if(oldCount < count)
  4601. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4602. else if(oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4603. COMPLAIN_RET("Cannot sacrifice last creature!");
  4604. int crid = hero->getStack(slot).type->idNumber;
  4605. changeStackCount(StackLocation(hero, slot), -count);
  4606. int dump, exp;
  4607. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4608. exp *= count;
  4609. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4610. return true;
  4611. }
  4612. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4613. {
  4614. ArtifactLocation al(hero, slot);
  4615. const CArtifactInstance *a = al.getArt();
  4616. if(!a)
  4617. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4618. int dmp, expToGive;
  4619. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4620. removeArtifact(al);
  4621. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4622. return true;
  4623. }
  4624. void CGameHandler::makeStackDoNothing(const CStack * next)
  4625. {
  4626. BattleAction doNothing;
  4627. doNothing.actionType = Battle::NO_ACTION;
  4628. doNothing.additionalInfo = 0;
  4629. doNothing.destinationTile = -1;
  4630. doNothing.side = !next->attackerOwned;
  4631. doNothing.stackNumber = next->ID;
  4632. makeAutomaticAction(next, doNothing);
  4633. }
  4634. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4635. {
  4636. if(sl.army->hasStackAtSlot(sl.slot))
  4637. COMPLAIN_RET("Slot is already taken!");
  4638. if(!sl.slot.validSlot())
  4639. COMPLAIN_RET("Cannot insert stack to that slot!");
  4640. InsertNewStack ins;
  4641. ins.sl = sl;
  4642. ins.stack = CStackBasicDescriptor(c, count);
  4643. sendAndApply(&ins);
  4644. return true;
  4645. }
  4646. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4647. {
  4648. if(!sl.army->hasStackAtSlot(sl.slot))
  4649. COMPLAIN_RET("Cannot find a stack to erase");
  4650. if(sl.army->stacksCount() == 1 //from the last stack
  4651. && sl.army->needsLastStack() //that must be left
  4652. && !forceRemoval) //ignore above conditions if we are forcing removal
  4653. {
  4654. COMPLAIN_RET("Cannot erase the last stack!");
  4655. }
  4656. EraseStack es;
  4657. es.sl = sl;
  4658. sendAndApply(&es);
  4659. return true;
  4660. }
  4661. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4662. {
  4663. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4664. if((absoluteValue && count < 0)
  4665. || (!absoluteValue && -count > currentCount))
  4666. {
  4667. COMPLAIN_RET("Cannot take more stacks than present!");
  4668. }
  4669. if((currentCount == -count && !absoluteValue)
  4670. || (!count && absoluteValue))
  4671. {
  4672. eraseStack(sl);
  4673. }
  4674. else
  4675. {
  4676. ChangeStackCount csc;
  4677. csc.sl = sl;
  4678. csc.count = count;
  4679. csc.absoluteValue = absoluteValue;
  4680. sendAndApply(&csc);
  4681. }
  4682. return true;
  4683. }
  4684. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4685. {
  4686. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4687. if(!slotC) //slot is empty
  4688. insertNewStack(sl, c, count);
  4689. else if(c == slotC)
  4690. changeStackCount(sl, count);
  4691. else
  4692. {
  4693. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4694. }
  4695. return true;
  4696. }
  4697. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4698. {
  4699. if(removeObjWhenFinished)
  4700. removeAfterVisit(src);
  4701. if(!src->canBeMergedWith(*dst, allowMerging))
  4702. {
  4703. if (allowMerging) //do that, add all matching creatures.
  4704. {
  4705. bool cont = true;
  4706. while (cont)
  4707. {
  4708. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4709. {
  4710. SlotID pos = dst->getSlotFor(i->second->type);
  4711. if(pos.validSlot())
  4712. {
  4713. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4714. cont = true;
  4715. break; //or iterator crashes
  4716. }
  4717. cont = false;
  4718. }
  4719. }
  4720. }
  4721. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4722. }
  4723. else //merge
  4724. {
  4725. moveArmy(src, dst, allowMerging);
  4726. }
  4727. }
  4728. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4729. {
  4730. if(!src.army->hasStackAtSlot(src.slot))
  4731. COMPLAIN_RET("No stack to move!");
  4732. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4733. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4734. if(!dst.slot.validSlot())
  4735. COMPLAIN_RET("Cannot move stack to that slot!");
  4736. if(count == -1)
  4737. {
  4738. count = src.army->getStackCount(src.slot);
  4739. }
  4740. if(src.army != dst.army //moving away
  4741. && count == src.army->getStackCount(src.slot) //all creatures
  4742. && src.army->stacksCount() == 1 //from the last stack
  4743. && src.army->needsLastStack()) //that must be left
  4744. {
  4745. COMPLAIN_RET("Cannot move away the last creature!");
  4746. }
  4747. RebalanceStacks rs;
  4748. rs.src = src;
  4749. rs.dst = dst;
  4750. rs.count = count;
  4751. sendAndApply(&rs);
  4752. return true;
  4753. }
  4754. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4755. {
  4756. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4757. return moveStack(sl2, sl1);
  4758. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4759. return moveStack(sl1, sl2);
  4760. else
  4761. {
  4762. SwapStacks ss;
  4763. ss.sl1 = sl1;
  4764. ss.sl2 = sl2;
  4765. sendAndApply(&ss);
  4766. return true;
  4767. }
  4768. }
  4769. void CGameHandler::runBattle()
  4770. {
  4771. setBattle(gs->curB);
  4772. assert(gs->curB);
  4773. //TODO: pre-tactic stuff, call scripts etc.
  4774. //tactic round
  4775. {
  4776. while(gs->curB->tacticDistance && !battleResult.get())
  4777. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4778. }
  4779. //spells opening battle
  4780. for(int i = 0; i < 2; ++i)
  4781. {
  4782. auto h = gs->curB->battleGetFightingHero(i);
  4783. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4784. {
  4785. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4786. for (Bonus *b : *bl)
  4787. {
  4788. const CSpell * spell = SpellID(b->subtype).toSpell();
  4789. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4790. parameters.spellLvl = 3;
  4791. parameters.effectLevel = 3;
  4792. parameters.aimToHex(BattleHex::INVALID);
  4793. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4794. parameters.selectedStack = nullptr;
  4795. parameters.enchantPower = b->val;
  4796. spell->battleCast(spellEnv, parameters);
  4797. }
  4798. }
  4799. }
  4800. //main loop
  4801. while(!battleResult.get()) //till the end of the battle ;]
  4802. {
  4803. NEW_ROUND;
  4804. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4805. for(auto &obstPtr : obstacles)
  4806. {
  4807. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4808. if(sco->turnsRemaining == 0)
  4809. removeObstacle(*obstPtr);
  4810. }
  4811. const BattleInfo & curB = *gs->curB;
  4812. //remove clones after all mechanics and animations are handled!
  4813. std::set <const CStack*> stacksToRemove;
  4814. for (auto stack : curB.stacks)
  4815. {
  4816. if (stack->idDeadClone())
  4817. stacksToRemove.insert(stack);
  4818. }
  4819. for (auto stack : stacksToRemove)
  4820. {
  4821. BattleStacksRemoved bsr;
  4822. bsr.stackIDs.insert(stack->ID);
  4823. sendAndApply(&bsr);
  4824. }
  4825. //stack loop
  4826. const CStack *next;
  4827. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4828. {
  4829. //check for bad morale => freeze
  4830. int nextStackMorale = next->MoraleVal();
  4831. if( nextStackMorale < 0 &&
  4832. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4833. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4834. )
  4835. {
  4836. if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4837. {
  4838. //unit loses its turn - empty freeze action
  4839. BattleAction ba;
  4840. ba.actionType = Battle::BAD_MORALE;
  4841. ba.additionalInfo = 1;
  4842. ba.side = !next->attackerOwned;
  4843. ba.stackNumber = next->ID;
  4844. makeAutomaticAction(next, ba);
  4845. continue;
  4846. }
  4847. }
  4848. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4849. { //fixme: stack should not attack itself
  4850. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4851. if(attackInfo.first != nullptr)
  4852. {
  4853. BattleAction attack;
  4854. attack.actionType = Battle::WALK_AND_ATTACK;
  4855. attack.side = !next->attackerOwned;
  4856. attack.stackNumber = next->ID;
  4857. attack.additionalInfo = attackInfo.first->position;
  4858. attack.destinationTile = attackInfo.second;
  4859. makeAutomaticAction(next, attack);
  4860. }
  4861. else
  4862. {
  4863. makeStackDoNothing(next);
  4864. }
  4865. continue;
  4866. }
  4867. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4868. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  4869. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  4870. {
  4871. BattleAction attack;
  4872. attack.actionType = Battle::SHOOT;
  4873. attack.side = !next->attackerOwned;
  4874. attack.stackNumber = next->ID;
  4875. for(auto & elem : gs->curB->stacks)
  4876. {
  4877. if(elem->owner != next->owner && elem->isValidTarget())
  4878. {
  4879. attack.destinationTile = elem->position;
  4880. break;
  4881. }
  4882. }
  4883. makeAutomaticAction(next, attack);
  4884. continue;
  4885. }
  4886. if(next->getCreature()->idNumber == CreatureID::CATAPULT)
  4887. {
  4888. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  4889. if(attackableBattleHexes.empty())
  4890. {
  4891. makeStackDoNothing(next);
  4892. continue;
  4893. }
  4894. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  4895. {
  4896. BattleAction attack;
  4897. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  4898. gs->getRandomGenerator());
  4899. attack.actionType = Battle::CATAPULT;
  4900. attack.additionalInfo = 0;
  4901. attack.side = !next->attackerOwned;
  4902. attack.stackNumber = next->ID;
  4903. makeAutomaticAction(next, attack);
  4904. continue;
  4905. }
  4906. }
  4907. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  4908. {
  4909. TStacks possibleStacks = battleGetStacksIf([&](const CStack * s){
  4910. return s->owner == next->owner && s->canBeHealed();
  4911. });
  4912. if(!possibleStacks.size())
  4913. {
  4914. makeStackDoNothing(next);
  4915. continue;
  4916. }
  4917. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  4918. {
  4919. range::random_shuffle(possibleStacks);
  4920. const CStack * toBeHealed = possibleStacks.front();
  4921. BattleAction heal;
  4922. heal.actionType = Battle::STACK_HEAL;
  4923. heal.additionalInfo = 0;
  4924. heal.destinationTile = toBeHealed->position;
  4925. heal.side = !next->attackerOwned;
  4926. heal.stackNumber = next->ID;
  4927. makeAutomaticAction(next, heal);
  4928. continue;
  4929. }
  4930. }
  4931. int numberOfAsks = 1;
  4932. bool breakOuter = false;
  4933. do
  4934. {//ask interface and wait for answer
  4935. if(!battleResult.get())
  4936. {
  4937. stackTurnTrigger(next); //various effects
  4938. if (vstd::contains(next->state, EBattleStackState::FEAR))
  4939. {
  4940. makeStackDoNothing(next); //end immediately if stack was affected by fear
  4941. }
  4942. else
  4943. {
  4944. logGlobal->traceStream() << "Activating " << next->nodeName();
  4945. auto nextId = next->ID;
  4946. BattleSetActiveStack sas;
  4947. sas.stack = nextId;
  4948. sendAndApply(&sas);
  4949. auto actionWasMade = [&]() -> bool
  4950. {
  4951. if(battleMadeAction.data)//active stack has made its action
  4952. return true;
  4953. if(battleResult.get())// battle is finished
  4954. return true;
  4955. if(next == nullptr)//active stack was been removed
  4956. return true;
  4957. return !next->alive();//active stack is dead
  4958. };
  4959. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  4960. battleMadeAction.data = false;
  4961. while(!actionWasMade())
  4962. {
  4963. battleMadeAction.cond.wait(lock);
  4964. if(battleGetStackByID(nextId, false) != next)
  4965. next = nullptr; //it may be removed, while we wait
  4966. }
  4967. }
  4968. }
  4969. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  4970. {
  4971. breakOuter = true;
  4972. break;
  4973. }
  4974. //we're after action, all results applied
  4975. checkBattleStateChanges(); //check if this action ended the battle
  4976. if(next != nullptr)
  4977. {
  4978. //check for good morale
  4979. nextStackMorale = next->MoraleVal();
  4980. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  4981. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  4982. && !next->waited()
  4983. && !vstd::contains(next->state, EBattleStackState::FEAR)
  4984. && next->alive()
  4985. && nextStackMorale > 0
  4986. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4987. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  4988. )
  4989. {
  4990. if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  4991. {
  4992. BattleTriggerEffect bte;
  4993. bte.stackID = next->ID;
  4994. bte.effect = Bonus::MORALE;
  4995. bte.val = 1;
  4996. bte.additionalInfo = 0;
  4997. sendAndApply(&bte); //play animation
  4998. ++numberOfAsks; //move this stack once more
  4999. }
  5000. }
  5001. }
  5002. --numberOfAsks;
  5003. } while (numberOfAsks > 0);
  5004. if (breakOuter)
  5005. {
  5006. break;
  5007. }
  5008. }
  5009. }
  5010. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5011. }
  5012. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5013. {
  5014. BattleSetActiveStack bsa;
  5015. bsa.stack = stack->ID;
  5016. bsa.askPlayerInterface = false;
  5017. sendAndApply(&bsa);
  5018. bool ret = makeBattleAction(ba);
  5019. checkBattleStateChanges();
  5020. return ret;
  5021. }
  5022. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5023. {
  5024. assert(a->artType);
  5025. ArtifactLocation al;
  5026. al.artHolder = const_cast<CGHeroInstance*>(h);
  5027. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5028. if(pos < 0)
  5029. {
  5030. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5031. slot = a->firstAvailableSlot(h);
  5032. else
  5033. slot = a->firstBackpackSlot(h);
  5034. }
  5035. else
  5036. {
  5037. slot = pos;
  5038. }
  5039. al.slot = slot;
  5040. if(slot < 0 || !a->canBePutAt(al))
  5041. {
  5042. complain("Cannot put artifact in that slot!");
  5043. return;
  5044. }
  5045. putArtifact(al, a);
  5046. }
  5047. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5048. {
  5049. PutArtifact pa;
  5050. pa.art = a;
  5051. pa.al = al;
  5052. sendAndApply(&pa);
  5053. }
  5054. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5055. {
  5056. CArtifactInstance *a = nullptr;
  5057. if(!artType->constituents)
  5058. {
  5059. a = new CArtifactInstance();
  5060. }
  5061. else
  5062. {
  5063. a = new CCombinedArtifactInstance();
  5064. }
  5065. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5066. NewArtifact na;
  5067. na.art = a;
  5068. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5069. giveHeroArtifact(h, a, pos);
  5070. }
  5071. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5072. {
  5073. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5074. if(battleResult.data)
  5075. {
  5076. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5077. % battleResult.data->result % resultType).str());
  5078. return;
  5079. }
  5080. auto br = new BattleResult;
  5081. br->result = resultType;
  5082. br->winner = victoriusSide; //surrendering side loses
  5083. gs->curB->calculateCasualties(br->casualties);
  5084. battleResult.data = br;
  5085. }
  5086. void CGameHandler::commitPackage( CPackForClient *pack )
  5087. {
  5088. sendAndApply(pack);
  5089. }
  5090. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5091. {
  5092. std::vector<int3>::iterator tile;
  5093. std::vector<int3> tiles;
  5094. getFreeTiles(tiles);
  5095. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5096. std::random_shuffle(tiles.begin(), tiles.end());
  5097. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5098. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5099. for (int i = 0; i < amount; ++i)
  5100. {
  5101. tile = tiles.begin();
  5102. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5103. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5104. tiles.erase(tile); //not use it again
  5105. }
  5106. }
  5107. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5108. {
  5109. ObstaclesRemoved obsRem;
  5110. obsRem.obstacles.insert(obstacle.uniqueID);
  5111. sendAndApply(&obsRem);
  5112. }
  5113. void CGameHandler::synchronizeArtifactHandlerLists()
  5114. {
  5115. UpdateArtHandlerLists uahl;
  5116. uahl.treasures = VLC->arth->treasures;
  5117. uahl.minors = VLC->arth->minors;
  5118. uahl.majors = VLC->arth->majors;
  5119. uahl.relics = VLC->arth->relics;
  5120. sendAndApply(&uahl);
  5121. }
  5122. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5123. {
  5124. return vstd::contains(gs->map->objects, obj);
  5125. }
  5126. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5127. {
  5128. if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5129. return false;
  5130. auto query = queries.topQuery(player);
  5131. if(query && query->blocksPack(pack))
  5132. {
  5133. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5134. return true;
  5135. }
  5136. return false;
  5137. }
  5138. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5139. {
  5140. //If the object is being visited, there must be a matching query
  5141. for(const auto &query : queries.allQueries())
  5142. {
  5143. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5144. {
  5145. if(someVistQuery->visitedObject == object)
  5146. {
  5147. someVistQuery->removeObjectAfterVisit = true;
  5148. return;
  5149. }
  5150. }
  5151. };
  5152. //If we haven't returned so far, there is no query and no visit, call was wrong
  5153. assert("This function needs to be called during the object visit!");
  5154. }
  5155. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5156. {
  5157. std::unordered_set<int3, ShashInt3> tiles;
  5158. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5159. if (hide)
  5160. {
  5161. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5162. auto p = gs->getPlayer(player);
  5163. for (auto h : p->heroes)
  5164. {
  5165. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadious(), h->tempOwner, -1);
  5166. }
  5167. for (auto t : p->towns)
  5168. {
  5169. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, -1);
  5170. }
  5171. for (auto tile : observedTiles)
  5172. vstd::erase_if_present (tiles, tile);
  5173. }
  5174. changeFogOfWar(tiles, player, hide);
  5175. }
  5176. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5177. {
  5178. FoWChange fow;
  5179. fow.tiles = tiles;
  5180. fow.player = player;
  5181. fow.mode = hide? 0 : 1;
  5182. sendAndApply(&fow);
  5183. }
  5184. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5185. {
  5186. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5187. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5188. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5189. return true;
  5190. }
  5191. void CGameHandler::duelFinished()
  5192. {
  5193. auto si = getStartInfo();
  5194. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5195. int casualtiesPoints = 0;
  5196. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5197. % (int)battleResult.data->winner;
  5198. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5199. {
  5200. const CCreature *c = VLC->creh->creatures[elem.first];
  5201. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5202. casualtiesPoints += c->AIValue * elem.second;
  5203. }
  5204. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5205. time_t timeNow;
  5206. time(&timeNow);
  5207. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5208. if(out)
  5209. {
  5210. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5211. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5212. % asctime(localtime(&timeNow));
  5213. }
  5214. else
  5215. {
  5216. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5217. }
  5218. CSaveFile resultFile("result.vdrst");
  5219. resultFile << *battleResult.data;
  5220. BattleResultsApplied resultsApplied;
  5221. resultsApplied.player1 = finishingBattle->victor;
  5222. resultsApplied.player2 = finishingBattle->loser;
  5223. sendAndApply(&resultsApplied);
  5224. return;
  5225. }
  5226. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5227. {
  5228. heroWithDeadCommander = ObjectInstanceID();
  5229. PlayerColor color = army->tempOwner;
  5230. if(color == PlayerColor::UNFLAGGABLE)
  5231. color = PlayerColor::NEUTRAL;
  5232. for(CStack *st : bat->stacks)
  5233. {
  5234. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5235. continue;
  5236. if (st->owner != color) //remove only our stacks
  5237. continue;
  5238. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5239. st->count = std::max (0, st->count - st->resurrected);
  5240. if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts?
  5241. {
  5242. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5243. //catapult artifact remain even if "creature" killed in siege
  5244. if(warMachine != ArtifactID::NONE && warMachine != ArtifactID::CATAPULT)
  5245. {
  5246. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5247. if (hero)
  5248. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5249. }
  5250. }
  5251. if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5252. {
  5253. StackLocation sl(army, st->slot);
  5254. if(st->alive())
  5255. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5256. else
  5257. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5258. }
  5259. if (st->base && !st->count)
  5260. {
  5261. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5262. if (c) //switch commander status to dead
  5263. {
  5264. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5265. if (h && h->commander == c)
  5266. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5267. }
  5268. }
  5269. }
  5270. }
  5271. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5272. {
  5273. for(TStackAndItsNewCount &ncount : newStackCounts)
  5274. {
  5275. if(ncount.second > 0)
  5276. gh->changeStackCount(ncount.first, ncount.second, true);
  5277. else
  5278. gh->eraseStack(ncount.first, true);
  5279. }
  5280. for (auto al : removedWarMachines)
  5281. {
  5282. gh->removeArtifact(al);
  5283. }
  5284. if (heroWithDeadCommander != ObjectInstanceID())
  5285. {
  5286. SetCommanderProperty scp;
  5287. scp.heroid = heroWithDeadCommander;
  5288. scp.which = SetCommanderProperty::ALIVE;
  5289. scp.amount = 0;
  5290. gh->sendAndApply (&scp);
  5291. }
  5292. }
  5293. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5294. {
  5295. assert(Query->result);
  5296. assert(Query->bi);
  5297. auto &result = *Query->result;
  5298. auto &info = *Query->bi;
  5299. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5300. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5301. victor = info.sides[result.winner].color;
  5302. loser = info.sides[!result.winner].color;
  5303. duel = Duel;
  5304. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5305. }
  5306. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5307. {
  5308. winnerHero = loserHero = nullptr;
  5309. }
  5310. ///ServerSpellCastEnvironment
  5311. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5312. {
  5313. }
  5314. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5315. {
  5316. gh->sendAndApply(info);
  5317. }
  5318. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5319. {
  5320. return gh->gameState()->getRandomGenerator();
  5321. }
  5322. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5323. {
  5324. gh->complain(problem);
  5325. }
  5326. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5327. {
  5328. return gh;
  5329. }
  5330. const CMap * ServerSpellCastEnvironment::getMap() const
  5331. {
  5332. return gh->gameState()->map;
  5333. }
  5334. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5335. {
  5336. return gh->moveHero(hid, dst, teleporting, false, asker);
  5337. }