CGameHandler.cpp 187 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/BattleState.h"
  18. #include "../lib/CondSh.h"
  19. #include "../lib/NetPacks.h"
  20. #include "../lib/VCMI_Lib.h"
  21. #include "../lib/mapping/CMap.h"
  22. #include "../lib/rmg/CMapGenOptions.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../lib/ScopeGuard.h"
  25. #include "../lib/CSoundBase.h"
  26. #include "CGameHandler.h"
  27. #include "CVCMIServer.h"
  28. #include "../lib/CCreatureSet.h"
  29. #include "../lib/CThreadHelper.h"
  30. #include "../lib/GameConstants.h"
  31. #include "../lib/registerTypes/RegisterTypes.h"
  32. #include "../lib/serializer/CTypeList.h"
  33. #include "../lib/serializer/Connection.h"
  34. /*
  35. * CGameHandler.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. #ifndef _MSC_VER
  44. #include <boost/thread/xtime.hpp>
  45. #endif
  46. extern bool end2;
  47. #ifdef min
  48. #undef min
  49. #endif
  50. #ifdef max
  51. #undef max
  52. #endif
  53. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  54. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  55. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  56. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  57. class ServerSpellCastEnvironment: public SpellCastEnvironment
  58. {
  59. public:
  60. ServerSpellCastEnvironment(CGameHandler * gh);
  61. ~ServerSpellCastEnvironment(){};
  62. void sendAndApply(CPackForClient * info) const override;
  63. CRandomGenerator & getRandomGenerator() const override;
  64. void complain(const std::string & problem) const override;
  65. const CMap * getMap() const override;
  66. const CGameInfoCallback * getCb() const override;
  67. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  68. private:
  69. mutable CGameHandler * gh;
  70. };
  71. CondSh<bool> battleMadeAction;
  72. CondSh<BattleResult *> battleResult(nullptr);
  73. template <typename T> class CApplyOnGH;
  74. class CBaseForGHApply
  75. {
  76. public:
  77. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  78. virtual ~CBaseForGHApply(){}
  79. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  80. {
  81. return new CApplyOnGH<U>;
  82. }
  83. };
  84. template <typename T> class CApplyOnGH : public CBaseForGHApply
  85. {
  86. public:
  87. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  88. {
  89. T *ptr = static_cast<T*>(pack);
  90. ptr->c = c;
  91. ptr->player = player;
  92. return ptr->applyGh(gh);
  93. }
  94. };
  95. template <>
  96. class CApplyOnGH<CPack> : public CBaseForGHApply
  97. {
  98. public:
  99. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  100. {
  101. logGlobal->error("Cannot apply on GH plain CPack!");
  102. assert(0);
  103. return false;
  104. }
  105. };
  106. static CApplier<CBaseForGHApply> *applier = nullptr;
  107. CMP_stack cmpst ;
  108. static inline double distance(int3 a, int3 b)
  109. {
  110. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  111. }
  112. static void giveExp(BattleResult &r)
  113. {
  114. if (r.winner > 1)
  115. {
  116. // draw
  117. return;
  118. }
  119. r.exp[0] = 0;
  120. r.exp[1] = 0;
  121. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  122. {
  123. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  124. }
  125. }
  126. 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->trace("%s got level %d", hero->name, hero->level);
  187. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  188. SetPrimSkill sps;
  189. sps.id = hero->id;
  190. sps.which = primarySkill;
  191. sps.abs = false;
  192. sps.val = 1;
  193. sendAndApply(&sps);
  194. PrepareHeroLevelUp pre;
  195. pre.hero = hero;
  196. sendAndApply(&pre);
  197. HeroLevelUp hlu;
  198. hlu.hero = hero;
  199. hlu.primskill = primarySkill;
  200. hlu.skills = pre.skills;
  201. if (hlu.skills.size() == 0)
  202. {
  203. sendAndApply(&hlu);
  204. levelUpHero(hero);
  205. }
  206. else if (hlu.skills.size() == 1)
  207. {
  208. sendAndApply(&hlu);
  209. levelUpHero(hero, pre.skills.front());
  210. }
  211. else if (hlu.skills.size() > 1)
  212. {
  213. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  214. hlu.queryID = levelUpQuery->queryID;
  215. queries.addQuery(levelUpQuery);
  216. sendAndApply(&hlu);
  217. //level up will be called on query reply
  218. }
  219. }
  220. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  221. {
  222. SetCommanderProperty scp;
  223. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  224. if (hero)
  225. scp.heroid = hero->id;
  226. else
  227. {
  228. complain ("Commander is not led by hero!");
  229. return;
  230. }
  231. scp.accumulatedBonus.subtype = 0;
  232. scp.accumulatedBonus.additionalInfo = 0;
  233. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  234. scp.accumulatedBonus.turnsRemain = 0;
  235. scp.accumulatedBonus.source = Bonus::COMMANDER;
  236. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  237. if (skill <= ECommander::SPELL_POWER)
  238. {
  239. scp.which = SetCommanderProperty::BONUS;
  240. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  241. {
  242. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  243. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  244. };
  245. switch (skill)
  246. {
  247. case ECommander::ATTACK:
  248. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  249. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  250. break;
  251. case ECommander::DEFENSE:
  252. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  253. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  254. break;
  255. case ECommander::HEALTH:
  256. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  257. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  258. break;
  259. case ECommander::DAMAGE:
  260. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  261. scp.accumulatedBonus.subtype = 0;
  262. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  263. break;
  264. case ECommander::SPEED:
  265. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  266. break;
  267. case ECommander::SPELL_POWER:
  268. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  269. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  270. sendAndApply (&scp); //additional pack
  271. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  272. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  273. sendAndApply (&scp); //additional pack
  274. scp.accumulatedBonus.type = Bonus::CASTS;
  275. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  276. sendAndApply (&scp); //additional pack
  277. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  278. break;
  279. }
  280. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  281. sendAndApply (&scp);
  282. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  283. scp.additionalInfo = skill;
  284. scp.amount = c->secondarySkills.at(skill) + 1;
  285. sendAndApply (&scp);
  286. }
  287. else if (skill >= 100)
  288. {
  289. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  290. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  291. scp.additionalInfo = skill; //unnormalized
  292. sendAndApply (&scp);
  293. }
  294. expGiven(hero);
  295. }
  296. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  297. {
  298. if (!c->gainsLevel())
  299. {
  300. return;
  301. }
  302. CommanderLevelUp clu;
  303. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  304. if (hero)
  305. clu.hero = hero;
  306. else
  307. {
  308. complain ("Commander is not led by hero!");
  309. return;
  310. }
  311. //picking sec. skills for choice
  312. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  313. {
  314. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  315. clu.skills.push_back(i);
  316. }
  317. int i = 100;
  318. for (auto specialSkill : VLC->creh->skillRequirements)
  319. {
  320. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  321. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  322. && !vstd::contains (c->specialSKills, i))
  323. clu.skills.push_back (i);
  324. ++i;
  325. }
  326. int skillAmount = clu.skills.size();
  327. if (!skillAmount)
  328. {
  329. sendAndApply(&clu);
  330. levelUpCommander(c);
  331. }
  332. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  333. {
  334. sendAndApply(&clu);
  335. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  336. }
  337. else if (skillAmount > 1) //apply and ask for secondary skill
  338. {
  339. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  340. clu.queryID = commanderLevelUp->queryID;
  341. queries.addQuery(commanderLevelUp);
  342. sendAndApply(&clu);
  343. }
  344. }
  345. void CGameHandler::expGiven(const CGHeroInstance *hero)
  346. {
  347. if (hero->gainsLevel())
  348. levelUpHero(hero);
  349. else if (hero->commander && hero->commander->gainsLevel())
  350. levelUpCommander(hero->commander);
  351. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  352. // levelUpCommander(hero->commander);
  353. // else
  354. // levelUpHero(hero);
  355. }
  356. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  357. {
  358. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  359. {
  360. if (gs->map->levelLimit != 0)
  361. {
  362. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  363. TExpType resultingExp = abs ? val : hero->exp + val;
  364. if (resultingExp > expLimit)
  365. {
  366. // set given experience to max possible, but don't decrease if hero already over top
  367. abs = true;
  368. val = std::max(expLimit, hero->exp);
  369. InfoWindow iw;
  370. iw.player = hero->tempOwner;
  371. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  372. iw.text.addReplacement(hero->name);
  373. sendAndApply(&iw);
  374. }
  375. }
  376. }
  377. SetPrimSkill sps;
  378. sps.id = hero->id;
  379. sps.which = which;
  380. sps.abs = abs;
  381. sps.val = val;
  382. sendAndApply(&sps);
  383. //only for exp - hero may level up
  384. if (which == PrimarySkill::EXPERIENCE)
  385. {
  386. if (hero->commander && hero->commander->alive)
  387. {
  388. //FIXME: trim experience according to map limit?
  389. SetCommanderProperty scp;
  390. scp.heroid = hero->id;
  391. scp.which = SetCommanderProperty::EXPERIENCE;
  392. scp.amount = val;
  393. sendAndApply (&scp);
  394. CBonusSystemNode::treeHasChanged();
  395. }
  396. expGiven(hero);
  397. }
  398. }
  399. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/)
  400. {
  401. if(!hero)
  402. {
  403. logGlobal->error("changeSecSkill provided no hero");
  404. return;
  405. }
  406. SetSecSkill sss;
  407. sss.id = hero->id;
  408. sss.which = which;
  409. sss.val = val;
  410. sss.abs = abs;
  411. sendAndApply(&sss);
  412. if (which == SecondarySkill::WISDOM)
  413. {
  414. if (hero->visitedTown)
  415. giveSpells(hero->visitedTown, hero);
  416. }
  417. }
  418. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  419. {
  420. LOG_TRACE(logGlobal);
  421. //Fill BattleResult structure with exp info
  422. giveExp(*battleResult.data);
  423. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  424. {
  425. if (hero1)
  426. battleResult.data->exp[1] += 500;
  427. if (hero2)
  428. battleResult.data->exp[0] += 500;
  429. }
  430. if (hero1)
  431. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  432. if (hero2)
  433. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  434. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  435. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  436. const BattleResult::EResult result = battleResult.get()->result;
  437. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  438. {
  439. for (auto &q : queries.allQueries())
  440. {
  441. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  442. if (bq->bi == gs->curB)
  443. return bq;
  444. }
  445. return std::shared_ptr<CBattleQuery>();
  446. };
  447. auto battleQuery = findBattleQuery();
  448. if (!battleQuery)
  449. {
  450. logGlobal->error("Cannot find battle query!");
  451. if (gs->initialOpts->mode == StartInfo::DUEL)
  452. {
  453. battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  454. }
  455. }
  456. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  457. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  458. battleQuery->result = *battleResult.data;
  459. //Check how many battle queries were created (number of players blocked by battle)
  460. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  461. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  462. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  463. if (finishingBattle->duel)
  464. {
  465. duelFinished();
  466. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  467. return;
  468. }
  469. ChangeSpells cs; //for Eagle Eye
  470. if (finishingBattle->winnerHero)
  471. {
  472. if (int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  473. {
  474. int maxLevel = eagleEyeLevel + 1;
  475. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  476. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  477. if (sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  478. cs.spells.insert(sp->id);
  479. }
  480. }
  481. std::vector<const CArtifactInstance *> arts; //display them in window
  482. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  483. {
  484. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  485. {
  486. arts.push_back(art);
  487. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  488. sendAndApply(ma);
  489. };
  490. if (finishingBattle->loserHero)
  491. {
  492. //TODO: wrap it into a function, somehow (boost::variant -_-)
  493. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  494. for (auto artSlot : artifactsWorn)
  495. {
  496. MoveArtifact ma;
  497. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  498. const CArtifactInstance * art = ma.src.getArt();
  499. if (art && !art->artType->isBig() &&
  500. art->artType->id != ArtifactID::SPELLBOOK)
  501. // don't move war machines or locked arts (spellbook)
  502. {
  503. sendMoveArtifact(art, &ma);
  504. }
  505. }
  506. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  507. {
  508. //we assume that no big artifacts can be found
  509. MoveArtifact ma;
  510. ma.src = ArtifactLocation(finishingBattle->loserHero,
  511. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  512. const CArtifactInstance * art = ma.src.getArt();
  513. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  514. {
  515. sendMoveArtifact(art, &ma);
  516. }
  517. }
  518. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  519. {
  520. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  521. for (auto artSlot : artifactsWorn)
  522. {
  523. MoveArtifact ma;
  524. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  525. const CArtifactInstance * art = ma.src.getArt();
  526. if (art && !art->artType->isBig())
  527. {
  528. sendMoveArtifact(art, &ma);
  529. }
  530. }
  531. }
  532. }
  533. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  534. {
  535. auto artifactsWorn = armySlot.second->artifactsWorn;
  536. for (auto artSlot : artifactsWorn)
  537. {
  538. MoveArtifact ma;
  539. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  540. const CArtifactInstance * art = ma.src.getArt();
  541. if (art && !art->artType->isBig())
  542. {
  543. sendMoveArtifact(art, &ma);
  544. }
  545. }
  546. }
  547. }
  548. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  549. if (arts.size()) //display loot
  550. {
  551. InfoWindow iw;
  552. iw.player = finishingBattle->winnerHero->tempOwner;
  553. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  554. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  555. {
  556. iw.components.push_back(Component(
  557. Component::ARTIFACT, art->artType->id,
  558. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  559. if (iw.components.size() >= 14)
  560. {
  561. sendAndApply(&iw);
  562. iw.components.clear();
  563. }
  564. }
  565. if (iw.components.size())
  566. {
  567. sendAndApply(&iw);
  568. }
  569. }
  570. //Eagle Eye secondary skill handling
  571. if (!cs.spells.empty())
  572. {
  573. cs.learn = 1;
  574. cs.hid = finishingBattle->winnerHero->id;
  575. InfoWindow iw;
  576. iw.player = finishingBattle->winnerHero->tempOwner;
  577. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  578. iw.text.addReplacement(finishingBattle->winnerHero->name);
  579. std::ostringstream names;
  580. for (int i = 0; i < cs.spells.size(); i++)
  581. {
  582. names << "%s";
  583. if (i < cs.spells.size() - 2)
  584. names << ", ";
  585. else if (i < cs.spells.size() - 1)
  586. names << "%s";
  587. }
  588. names << ".";
  589. iw.text.addReplacement(names.str());
  590. auto it = cs.spells.begin();
  591. for (int i = 0; i < cs.spells.size(); i++, it++)
  592. {
  593. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  594. if (i == cs.spells.size() - 2) //we just added pre-last name
  595. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  596. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  597. }
  598. sendAndApply(&iw);
  599. sendAndApply(&cs);
  600. }
  601. cab1.updateArmy(this);
  602. cab2.updateArmy(this); //take casualties after battle is deleted
  603. //if one hero has lost we will erase him
  604. if (battleResult.data->winner!=0 && hero1)
  605. {
  606. RemoveObject ro(hero1->id);
  607. sendAndApply(&ro);
  608. }
  609. if (battleResult.data->winner!=1 && hero2)
  610. {
  611. auto town = hero2->visitedTown;
  612. RemoveObject ro(hero2->id);
  613. sendAndApply(&ro);
  614. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  615. town->battleFinished(hero1, *battleResult.get());
  616. }
  617. //give exp
  618. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  619. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  620. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  621. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  622. queries.popIfTop(battleQuery);
  623. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  624. }
  625. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  626. {
  627. LOG_TRACE(logGlobal);
  628. finishingBattle->remainingBattleQueriesCount--;
  629. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  630. if (finishingBattle->remainingBattleQueriesCount > 0)
  631. //Battle results will be handled when all battle queries are closed
  632. return;
  633. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  634. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  635. // Still, it looks like a hole.
  636. // Necromancy if applicable.
  637. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  638. // Give raised units to winner and show dialog, if any were raised,
  639. // units will be given after casualties are taken
  640. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  641. if (necroSlot != SlotID())
  642. {
  643. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  644. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  645. }
  646. BattleResultsApplied resultsApplied;
  647. resultsApplied.player1 = finishingBattle->victor;
  648. resultsApplied.player2 = finishingBattle->loser;
  649. sendAndApply(&resultsApplied);
  650. setBattle(nullptr);
  651. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  652. {
  653. logGlobal->trace("post-victory visit");
  654. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  655. }
  656. visitObjectAfterVictory = false;
  657. //handle victory/loss of engaged players
  658. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  659. checkVictoryLossConditions(playerColors);
  660. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  661. {
  662. SetAvailableHeroes sah;
  663. sah.player = finishingBattle->loser;
  664. sah.hid[0] = finishingBattle->loserHero->subID;
  665. if (result.result == BattleResult::ESCAPE) //retreat
  666. {
  667. sah.army[0].clear();
  668. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  669. }
  670. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  671. sah.hid[1] = another->subID;
  672. else
  673. sah.hid[1] = -1;
  674. sendAndApply(&sah);
  675. }
  676. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  677. {
  678. RemoveObject ro(finishingBattle->winnerHero->id);
  679. sendAndApply(&ro);
  680. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  681. {
  682. SetAvailableHeroes sah;
  683. sah.player = finishingBattle->victor;
  684. sah.hid[0] = finishingBattle->winnerHero->subID;
  685. sah.army[0].clear();
  686. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  687. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  688. sah.hid[1] = another->subID;
  689. else
  690. sah.hid[1] = -1;
  691. sendAndApply(&sah);
  692. }
  693. }
  694. }
  695. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  696. {
  697. bat.bsa.clear();
  698. bat.stackAttacking = att->ID;
  699. const int attackerLuck = att->LuckVal();
  700. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  701. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  702. {
  703. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  704. {
  705. bat.flags |= BattleAttack::LUCKY;
  706. }
  707. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  708. {
  709. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  710. {
  711. bat.flags |= BattleAttack::UNLUCKY;
  712. }
  713. }
  714. }
  715. if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  716. {
  717. bat.flags |= BattleAttack::DEATH_BLOW;
  718. }
  719. if (att->getCreature()->idNumber == CreatureID::BALLISTA)
  720. {
  721. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  722. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  723. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  724. if (chance > getRandomGenerator().nextInt(99))
  725. {
  726. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  727. }
  728. }
  729. // only primary target
  730. applyBattleEffects(bat, att, def, distance, false);
  731. if (!bat.shot()) //multiple-hex attack - only in meele
  732. {
  733. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  734. for (const CStack * stack : attackedCreatures)
  735. {
  736. if (stack != def) //do not hit same stack twice
  737. {
  738. applyBattleEffects(bat, att, stack, distance, true);
  739. }
  740. }
  741. }
  742. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  743. if (bonus && (bat.shot())) //TODO: make it work in melee?
  744. {
  745. //this is need for displaying hit animation
  746. bat.flags |= BattleAttack::SPELL_LIKE;
  747. bat.spellID = SpellID(bonus->subtype);
  748. //TODO: should spell override creature`s projectile?
  749. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  750. //TODO: get exact attacked hex for defender
  751. for (const CStack * stack : attackedCreatures)
  752. {
  753. if (stack != def) //do not hit same stack twice
  754. {
  755. applyBattleEffects(bat, att, stack, distance, true);
  756. }
  757. }
  758. //now add effect info for all attacked stacks
  759. for (BattleStackAttacked & bsa : bat.bsa)
  760. {
  761. if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  762. {
  763. //this is need for displaying affect animation
  764. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  765. bsa.spellID = SpellID(bonus->subtype);
  766. }
  767. }
  768. }
  769. }
  770. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  771. {
  772. BattleStackAttacked bsa;
  773. if (secondary)
  774. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  775. bsa.attackerID = att->ID;
  776. bsa.stackAttacked = def->ID;
  777. bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  778. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  779. //life drain handling
  780. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  781. {
  782. StacksHealedOrResurrected shi;
  783. shi.lifeDrain = true;
  784. shi.tentHealing = false;
  785. shi.cure = false;
  786. shi.drainedFrom = def->ID;
  787. StacksHealedOrResurrected::HealInfo hi;
  788. hi.stackID = att->ID;
  789. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  790. hi.lowLevelResurrection = false;
  791. shi.healedStacks.push_back(hi);
  792. if (hi.healedHP > 0)
  793. {
  794. bsa.healedStacks.push_back(shi);
  795. }
  796. }
  797. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  798. //fire shield handling
  799. if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
  800. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  801. {
  802. // TODO: Fire shield damage should be calculated separately after BattleAttack applied.
  803. // Currently it looks like attacking stack damage itself with defenders fire shield.
  804. // So no separate message on spell damage in log and experience calculation is likely wrong too.
  805. BattleStackAttacked bsa2;
  806. bsa2.stackAttacked = att->ID; //invert
  807. bsa2.attackerID = def->ID;
  808. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  809. bsa2.effect = 11;
  810. bsa2.damageAmount = (std::min(def->totalHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  811. att->prepareAttacked(bsa2, getRandomGenerator());
  812. bat.bsa.push_back(bsa2);
  813. }
  814. }
  815. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  816. {
  817. setThreadName("CGameHandler::handleConnection");
  818. try
  819. {
  820. while(1)//server should never shut connection first //was: while(!end2)
  821. {
  822. CPack *pack = nullptr;
  823. PlayerColor player = PlayerColor::NEUTRAL;
  824. si32 requestID = -999;
  825. int packType = 0;
  826. {
  827. boost::unique_lock<boost::mutex> lock(*c.rmx);
  828. c >> player >> requestID >> pack; //get the package
  829. if (!pack)
  830. {
  831. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  832. }
  833. packType = typeList.getTypeID(pack); //get the id of type
  834. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  835. requestID, player, player.getStr(), packType, typeid(*pack).name());
  836. }
  837. //prepare struct informing that action was applied
  838. auto sendPackageResponse = [&](bool succesfullyApplied)
  839. {
  840. PackageApplied applied;
  841. applied.player = player;
  842. applied.result = succesfullyApplied;
  843. applied.packType = packType;
  844. applied.requestID = requestID;
  845. boost::unique_lock<boost::mutex> lock(*c.wmx);
  846. c << &applied;
  847. };
  848. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  849. if(isBlockedByQueries(pack, player))
  850. {
  851. sendPackageResponse(false);
  852. }
  853. else if (apply)
  854. {
  855. const bool result = apply->applyOnGH(this, &c, pack, player);
  856. if (result)
  857. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  858. else
  859. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  860. % typeid(*pack).name()).str());
  861. sendPackageResponse(true);
  862. }
  863. else
  864. {
  865. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  866. sendPackageResponse(false);
  867. }
  868. vstd::clear_pointer(pack);
  869. }
  870. }
  871. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  872. {
  873. assert(!c.connected); //make sure that connection has been marked as broken
  874. logGlobal->error(e.what());
  875. end2 = true;
  876. }
  877. catch(...)
  878. {
  879. end2 = true;
  880. handleException();
  881. throw;
  882. }
  883. logGlobal->error("Ended handling connection");
  884. }
  885. int CGameHandler::moveStack(int stack, BattleHex dest)
  886. {
  887. int ret = 0;
  888. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  889. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  890. assert(curStack);
  891. assert(dest < GameConstants::BFIELD_SIZE);
  892. if (gs->curB->tacticDistance)
  893. {
  894. assert(gs->curB->isInTacticRange(dest));
  895. }
  896. auto start = curStack->position;
  897. if (start == dest)
  898. return 0;
  899. //initing necessary tables
  900. auto accessibility = getAccesibility(curStack);
  901. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  902. if (!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  903. {
  904. if (curStack->attackerOwned)
  905. {
  906. if (accessibility.accessible(dest+1, curStack))
  907. dest += BattleHex::RIGHT;
  908. }
  909. else
  910. {
  911. if (accessibility.accessible(dest-1, curStack))
  912. dest += BattleHex::LEFT;
  913. }
  914. }
  915. if ((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  916. {
  917. complain("Given destination is not accessible!");
  918. return 0;
  919. }
  920. bool canUseGate = false;
  921. auto dbState = gs->curB->si.gateState;
  922. if (battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  923. dbState != EGateState::DESTROYED &&
  924. dbState != EGateState::BLOCKED)
  925. {
  926. canUseGate = true;
  927. }
  928. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  929. ret = path.second;
  930. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  931. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  932. {
  933. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  934. return true;
  935. if (hex == ESiegeHex::GATE_OUTER)
  936. return true;
  937. if (hex == ESiegeHex::GATE_INNER)
  938. return true;
  939. return false;
  940. };
  941. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  942. {
  943. if (isGateDrawbridgeHex(hex))
  944. return true;
  945. if (curStack->doubleWide())
  946. {
  947. BattleHex otherHex = curStack->occupiedHex(hex);
  948. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  949. return true;
  950. }
  951. return false;
  952. };
  953. if (curStack->hasBonusOfType(Bonus::FLYING))
  954. {
  955. if (path.second <= creSpeed && path.first.size() > 0)
  956. {
  957. if (canUseGate && dbState != EGateState::OPENED &&
  958. occupyGateDrawbridgeHex(dest))
  959. {
  960. BattleUpdateGateState db;
  961. db.state = EGateState::OPENED;
  962. sendAndApply(&db);
  963. }
  964. //inform clients about move
  965. BattleStackMoved sm;
  966. sm.stack = curStack->ID;
  967. std::vector<BattleHex> tiles;
  968. tiles.push_back(path.first[0]);
  969. sm.tilesToMove = tiles;
  970. sm.distance = path.second;
  971. sm.teleporting = false;
  972. sendAndApply(&sm);
  973. }
  974. }
  975. else //for non-flying creatures
  976. {
  977. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  978. std::vector<BattleHex> tiles;
  979. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  980. int v = path.first.size()-1;
  981. path.first.push_back(start);
  982. // check if gate need to be open or closed at some point
  983. BattleHex openGateAtHex, gateMayCloseAtHex;
  984. if (canUseGate)
  985. {
  986. for (int i = path.first.size()-1; i >= 0; i--)
  987. {
  988. auto needOpenGates = [&](BattleHex hex) -> bool
  989. {
  990. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  991. return true;
  992. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  993. return true;
  994. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  995. return true;
  996. return false;
  997. };
  998. auto hex = path.first[i];
  999. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1000. {
  1001. if (needOpenGates(hex))
  1002. openGateAtHex = path.first[i+1];
  1003. //TODO we need find batter way to handle double-wide stacks
  1004. //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
  1005. if (curStack->doubleWide())
  1006. {
  1007. BattleHex otherHex = curStack->occupiedHex(hex);
  1008. if (otherHex.isValid() && needOpenGates(otherHex))
  1009. openGateAtHex = path.first[i+2];
  1010. }
  1011. //gate may be opened and then closed during stack movement, but not other way around
  1012. if (openGateAtHex.isValid())
  1013. dbState = EGateState::OPENED;
  1014. }
  1015. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1016. {
  1017. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1018. {
  1019. gateMayCloseAtHex = path.first[i-1];
  1020. }
  1021. if (gs->curB->town->subID == ETownType::FORTRESS)
  1022. {
  1023. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1024. {
  1025. gateMayCloseAtHex = path.first[i-1];
  1026. }
  1027. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1028. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1029. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1030. {
  1031. gateMayCloseAtHex = path.first[i-1];
  1032. }
  1033. }
  1034. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1035. {
  1036. gateMayCloseAtHex = path.first[i-1];
  1037. }
  1038. }
  1039. }
  1040. }
  1041. bool stackIsMoving = true;
  1042. while(stackIsMoving)
  1043. {
  1044. if (v<tilesToMove)
  1045. {
  1046. logGlobal->error("Movement terminated abnormally");
  1047. break;
  1048. }
  1049. bool gateStateChanging = false;
  1050. //special handling for opening gate on from starting hex
  1051. if (openGateAtHex.isValid() && openGateAtHex == start)
  1052. gateStateChanging = true;
  1053. else
  1054. {
  1055. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1056. {
  1057. BattleHex hex = path.first[v];
  1058. tiles.push_back(hex);
  1059. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1060. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1061. {
  1062. gateStateChanging = true;
  1063. }
  1064. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1065. if ((obstacle = battleGetObstacleOnPos(hex, false)))
  1066. obstacleHit = true;
  1067. if (curStack->doubleWide())
  1068. {
  1069. BattleHex otherHex = curStack->occupiedHex(hex);
  1070. //two hex creature hit obstacle by backside
  1071. if (otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1072. obstacleHit = true;
  1073. }
  1074. }
  1075. }
  1076. if (tiles.size() > 0)
  1077. {
  1078. //commit movement
  1079. BattleStackMoved sm;
  1080. sm.stack = curStack->ID;
  1081. sm.distance = path.second;
  1082. sm.teleporting = false;
  1083. sm.tilesToMove = tiles;
  1084. sendAndApply(&sm);
  1085. tiles.clear();
  1086. }
  1087. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1088. if (curStack->position != dest)
  1089. {
  1090. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1091. {
  1092. if (obs)
  1093. {
  1094. handleDamageFromObstacle(*obs, curStack);
  1095. //if stack die in explosion or interrupted by obstacle, abort movement
  1096. if (obs->stopsMovement() || !curStack->alive())
  1097. stackIsMoving = false;
  1098. obs.reset();
  1099. }
  1100. };
  1101. processObstacle(obstacle);
  1102. if (curStack->alive())
  1103. processObstacle(obstacle2);
  1104. if (gateStateChanging)
  1105. {
  1106. if (curStack->position == openGateAtHex)
  1107. {
  1108. openGateAtHex = BattleHex();
  1109. //only open gate if stack is still alive
  1110. if (curStack->alive())
  1111. {
  1112. BattleUpdateGateState db;
  1113. db.state = EGateState::OPENED;
  1114. sendAndApply(&db);
  1115. }
  1116. }
  1117. else if (curStack->position == gateMayCloseAtHex)
  1118. {
  1119. gateMayCloseAtHex = BattleHex();
  1120. updateGateState();
  1121. }
  1122. }
  1123. }
  1124. else
  1125. //movement finished normally: we reached destination
  1126. stackIsMoving = false;
  1127. }
  1128. }
  1129. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1130. if (curStack->alive())
  1131. {
  1132. if (auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1133. {
  1134. handleDamageFromObstacle(*theLastObstacle, curStack);
  1135. }
  1136. }
  1137. if (curStack->alive() && curStack->doubleWide())
  1138. {
  1139. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1140. if (otherHex.isValid())
  1141. if (auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1142. {
  1143. //two hex creature hit obstacle by backside
  1144. handleDamageFromObstacle(*theLastObstacle, curStack);
  1145. }
  1146. }
  1147. return ret;
  1148. }
  1149. CGameHandler::CGameHandler(void)
  1150. {
  1151. QID = 1;
  1152. //gs = nullptr;
  1153. IObjectInterface::cb = this;
  1154. applier = new CApplier<CBaseForGHApply>;
  1155. registerTypesServerPacks(*applier);
  1156. visitObjectAfterVictory = false;
  1157. queries.gh = this;
  1158. spellEnv = new ServerSpellCastEnvironment(this);
  1159. }
  1160. CGameHandler::~CGameHandler(void)
  1161. {
  1162. delete spellEnv;
  1163. delete applier;
  1164. applier = nullptr;
  1165. delete gs;
  1166. }
  1167. void CGameHandler::init(StartInfo *si)
  1168. {
  1169. if (si->seedToBeUsed == 0)
  1170. {
  1171. si->seedToBeUsed = std::time(nullptr);
  1172. }
  1173. gs = new CGameState();
  1174. logGlobal->info("Gamestate created!");
  1175. gs->init(si);
  1176. logGlobal->info("Gamestate initialized!");
  1177. // reset seed, so that clients can't predict any following random values
  1178. getRandomGenerator().resetSeed();
  1179. for (auto & elem : gs->players)
  1180. {
  1181. states.addPlayer(elem.first);
  1182. }
  1183. }
  1184. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1185. {
  1186. return a.earlierThan(b);
  1187. }
  1188. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1189. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1190. const PlayerState * p = getPlayer(town->tempOwner);
  1191. if (!p)
  1192. {
  1193. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1194. return;
  1195. }
  1196. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1197. {
  1198. SetAvailableCreatures ssi;
  1199. ssi.tid = town->id;
  1200. ssi.creatures = town->creatures;
  1201. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1202. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1203. if (dwellings.empty())//no dwellings - just remove
  1204. {
  1205. sendAndApply(&ssi);
  1206. return;
  1207. }
  1208. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1209. // for multi-creature dwellings like Golem Factory
  1210. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1211. if (clear)
  1212. {
  1213. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1214. }
  1215. else
  1216. {
  1217. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1218. }
  1219. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1220. sendAndApply(&ssi);
  1221. }
  1222. }
  1223. void CGameHandler::newTurn()
  1224. {
  1225. logGlobal->trace("Turn %d", gs->day+1);
  1226. NewTurn n;
  1227. n.specialWeek = NewTurn::NO_ACTION;
  1228. n.creatureid = CreatureID::NONE;
  1229. n.day = gs->day + 1;
  1230. bool firstTurn = !getDate(Date::DAY);
  1231. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1232. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1233. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1234. if (firstTurn)
  1235. {
  1236. for (auto obj : gs->map->objects)
  1237. {
  1238. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1239. {
  1240. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1241. }
  1242. }
  1243. }
  1244. if (newWeek && !firstTurn)
  1245. {
  1246. n.specialWeek = NewTurn::NORMAL;
  1247. bool deityOfFireBuilt = false;
  1248. for (const CGTownInstance *t : gs->map->towns)
  1249. {
  1250. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1251. {
  1252. deityOfFireBuilt = true;
  1253. break;
  1254. }
  1255. }
  1256. if (deityOfFireBuilt)
  1257. {
  1258. n.specialWeek = NewTurn::DEITYOFFIRE;
  1259. n.creatureid = CreatureID::IMP;
  1260. }
  1261. else
  1262. {
  1263. int monthType = getRandomGenerator().nextInt(99);
  1264. if (newMonth) //new month
  1265. {
  1266. if (monthType < 40) //double growth
  1267. {
  1268. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1269. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1270. {
  1271. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1272. n.creatureid = newMonster.second;
  1273. }
  1274. else if (VLC->creh->doubledCreatures.size())
  1275. {
  1276. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1277. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1278. }
  1279. else
  1280. {
  1281. complain("Cannot find creature that can be spawned!");
  1282. n.specialWeek = NewTurn::NORMAL;
  1283. }
  1284. }
  1285. else if (monthType < 50)
  1286. n.specialWeek = NewTurn::PLAGUE;
  1287. }
  1288. else //it's a week, but not full month
  1289. {
  1290. if (monthType < 25)
  1291. {
  1292. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1293. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1294. //TODO do not pick neutrals
  1295. n.creatureid = newMonster.second;
  1296. }
  1297. }
  1298. }
  1299. }
  1300. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1301. for (auto& hp : pool)
  1302. {
  1303. auto hero = hp.second;
  1304. if (hero->isInitialized() && hero->stacks.size())
  1305. {
  1306. // reset retreated or surrendered heroes
  1307. auto maxmove = hero->maxMovePoints(true);
  1308. // if movement is greater than maxmove, we should decrease it
  1309. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1310. {
  1311. NewTurn::Hero hth;
  1312. hth.id = hero->id;
  1313. hth.move = maxmove;
  1314. hth.mana = hero->getManaNewTurn();
  1315. n.heroes.insert(hth);
  1316. }
  1317. }
  1318. }
  1319. for (auto & elem : gs->players)
  1320. {
  1321. if (elem.first == PlayerColor::NEUTRAL)
  1322. continue;
  1323. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1324. assert(0); //illegal player number!
  1325. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1326. hadGold.insert(playerGold);
  1327. if (newWeek) //new heroes in tavern
  1328. {
  1329. SetAvailableHeroes sah;
  1330. sah.player = elem.first;
  1331. //pick heroes and their armies
  1332. CHeroClass *banned = nullptr;
  1333. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1334. {
  1335. //first hero - native if possible, second hero -> any other class
  1336. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1337. {
  1338. sah.hid[j] = h->subID;
  1339. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1340. banned = h->type->heroClass;
  1341. }
  1342. else
  1343. {
  1344. sah.hid[j] = -1;
  1345. }
  1346. }
  1347. sendAndApply(&sah);
  1348. }
  1349. n.res[elem.first] = elem.second.resources;
  1350. for (CGHeroInstance *h : (elem).second.heroes)
  1351. {
  1352. if (h->visitedTown)
  1353. giveSpells(h->visitedTown, h);
  1354. NewTurn::Hero hth;
  1355. hth.id = h->id;
  1356. auto ti = make_unique<TurnInfo>(h, 1);
  1357. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1358. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1359. hth.mana = h->getManaNewTurn();
  1360. n.heroes.insert(hth);
  1361. if (!firstTurn) //not first day
  1362. {
  1363. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1364. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1365. {
  1366. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1367. }
  1368. }
  1369. }
  1370. }
  1371. for (CGTownInstance *t : gs->map->towns)
  1372. {
  1373. PlayerColor player = t->tempOwner;
  1374. handleTownEvents(t, n);
  1375. if (newWeek) //first day of week
  1376. {
  1377. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1378. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1379. if (!firstTurn)
  1380. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1381. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1382. if (!vstd::contains(n.cres, t->id))
  1383. {
  1384. n.cres[t->id].tid = t->id;
  1385. n.cres[t->id].creatures = t->creatures;
  1386. }
  1387. auto & sac = n.cres.at(t->id);
  1388. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1389. {
  1390. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1391. {
  1392. ui32 &availableCount = sac.creatures.at(k).first;
  1393. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1394. if (n.specialWeek == NewTurn::PLAGUE)
  1395. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1396. else
  1397. {
  1398. if (firstTurn) //first day of game: use only basic growths
  1399. availableCount = cre->growth;
  1400. else
  1401. availableCount += t->creatureGrowth(k);
  1402. //Deity of fire week - upgrade both imps and upgrades
  1403. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1404. availableCount += 15;
  1405. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1406. {
  1407. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1408. availableCount *= 2;
  1409. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1410. availableCount += 5;
  1411. }
  1412. }
  1413. }
  1414. }
  1415. }
  1416. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1417. {
  1418. n.res[player] = n.res[player] + t->dailyIncome();
  1419. }
  1420. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1421. {
  1422. // Skyship, probably easier to handle same as Veil of darkness
  1423. //do it every new day after veils apply
  1424. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1425. {
  1426. FoWChange fw;
  1427. fw.mode = 1;
  1428. fw.player = player;
  1429. // find all hidden tiles
  1430. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1431. for (size_t i=0; i<fow.size(); i++)
  1432. for (size_t j=0; j<fow.at(i).size(); j++)
  1433. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1434. if (!fow.at(i).at(j).at(k))
  1435. fw.tiles.insert(int3(i,j,k));
  1436. sendAndApply (&fw);
  1437. }
  1438. }
  1439. if (t->hasBonusOfType (Bonus::DARKNESS))
  1440. {
  1441. for (auto & player : gs->players)
  1442. {
  1443. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1444. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1445. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1446. }
  1447. }
  1448. }
  1449. if (newMonth)
  1450. {
  1451. SetAvailableArtifacts saa;
  1452. saa.id = -1;
  1453. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1454. sendAndApply(&saa);
  1455. }
  1456. sendAndApply(&n);
  1457. if (newWeek)
  1458. {
  1459. //spawn wandering monsters
  1460. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1461. {
  1462. spawnWanderingMonsters(n.creatureid);
  1463. }
  1464. //new week info popup
  1465. if (!firstTurn)
  1466. {
  1467. InfoWindow iw;
  1468. switch (n.specialWeek)
  1469. {
  1470. case NewTurn::DOUBLE_GROWTH:
  1471. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1472. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1473. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1474. break;
  1475. case NewTurn::PLAGUE:
  1476. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1477. break;
  1478. case NewTurn::BONUS_GROWTH:
  1479. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1480. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1481. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1482. break;
  1483. case NewTurn::DEITYOFFIRE:
  1484. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1485. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1486. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1487. iw.text.addReplacement2(15); //%+d 15
  1488. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1489. iw.text.addReplacement2(15); //%+d 15
  1490. break;
  1491. default:
  1492. if (newMonth)
  1493. {
  1494. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1495. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1496. }
  1497. else
  1498. {
  1499. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1500. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1501. }
  1502. }
  1503. for (auto & elem : gs->players)
  1504. {
  1505. iw.player = elem.first;
  1506. sendAndApply(&iw);
  1507. }
  1508. }
  1509. }
  1510. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1511. handleTimeEvents();
  1512. //call objects
  1513. for (auto & elem : gs->map->objects)
  1514. {
  1515. if (elem)
  1516. elem->newTurn(getRandomGenerator());
  1517. }
  1518. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1519. }
  1520. void CGameHandler::run(bool resume)
  1521. {
  1522. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1523. using namespace boost::posix_time;
  1524. for (CConnection *cc : conns)
  1525. {
  1526. if (!resume)
  1527. {
  1528. (*cc) << gs->initialOpts; // gs->scenarioOps
  1529. }
  1530. std::set<PlayerColor> players;
  1531. (*cc) >> players; //how many players will be handled at that client
  1532. std::stringstream sbuffer;
  1533. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1534. for (PlayerColor color : players)
  1535. {
  1536. sbuffer << color << " ";
  1537. {
  1538. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1539. connections[color] = cc;
  1540. }
  1541. }
  1542. logGlobal->info(sbuffer.str());
  1543. cc->addStdVecItems(gs);
  1544. cc->enableStackSendingByID();
  1545. cc->disableSmartPointerSerialization();
  1546. }
  1547. for (auto & elem : conns)
  1548. {
  1549. std::set<PlayerColor> pom;
  1550. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1551. if (j->second == elem)
  1552. pom.insert(j->first);
  1553. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1554. }
  1555. if (gs->scenarioOps->mode == StartInfo::DUEL)
  1556. {
  1557. runBattle();
  1558. end2 = true;
  1559. while(conns.size() && (*conns.begin())->isOpen())
  1560. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1561. return;
  1562. }
  1563. auto playerTurnOrder = generatePlayerTurnOrder();
  1564. while(!end2)
  1565. {
  1566. if (!resume) newTurn();
  1567. std::list<PlayerColor>::iterator it;
  1568. if (resume)
  1569. {
  1570. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1571. }
  1572. else
  1573. {
  1574. it = playerTurnOrder.begin();
  1575. }
  1576. resume = false;
  1577. for (; it != playerTurnOrder.end(); it++)
  1578. {
  1579. auto playerColor = *it;
  1580. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1581. if (playerState->status == EPlayerStatus::INGAME)
  1582. {
  1583. //if player runs out of time, he shouldn't get the turn (especially AI)
  1584. checkVictoryLossConditionsForAll();
  1585. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1586. { //player lost at the beginning of his turn
  1587. continue;
  1588. }
  1589. else //give normal turn
  1590. {
  1591. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1592. YourTurn yt;
  1593. yt.player = playerColor;
  1594. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1595. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1596. applyAndSend(&yt);
  1597. //wait till turn is done
  1598. boost::unique_lock<boost::mutex> lock(states.mx);
  1599. while (states.players.at(playerColor).makingTurn && !end2)
  1600. {
  1601. static time_duration p = milliseconds(100);
  1602. states.cv.timed_wait(lock, p);
  1603. }
  1604. }
  1605. }
  1606. }
  1607. //additional check that game is not finished
  1608. bool activePlayer = false;
  1609. for (auto player : playerTurnOrder)
  1610. {
  1611. if (gs->players[player].status == EPlayerStatus::INGAME)
  1612. activePlayer = true;
  1613. }
  1614. if (!activePlayer)
  1615. end2 = true;
  1616. }
  1617. while(conns.size() && (*conns.begin())->isOpen())
  1618. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1619. }
  1620. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1621. {
  1622. // Generate player turn order
  1623. std::list<PlayerColor> playerTurnOrder;
  1624. for (const auto & player : gs->players) // add human players first
  1625. {
  1626. if (player.second.human)
  1627. playerTurnOrder.push_back(player.first);
  1628. }
  1629. for (const auto & player : gs->players) // then add non-human players
  1630. {
  1631. if (!player.second.human)
  1632. playerTurnOrder.push_back(player.first);
  1633. }
  1634. return playerTurnOrder;
  1635. }
  1636. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1637. {
  1638. battleResult.set(nullptr);
  1639. const auto t = getTile(tile);
  1640. ETerrainType terrain = t->terType;
  1641. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1642. terrain = ETerrainType::SAND;
  1643. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1644. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1645. terType = BFieldType::SHIP_TO_SHIP;
  1646. //send info about battles
  1647. BattleStart bs;
  1648. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1649. sendAndApply(&bs);
  1650. }
  1651. void CGameHandler::checkBattleStateChanges()
  1652. {
  1653. //check if drawbridge state need to be changes
  1654. if (battleGetSiegeLevel() > 0)
  1655. updateGateState();
  1656. //check if battle ended
  1657. if (auto result = battleIsFinished())
  1658. {
  1659. setBattleResult(BattleResult::NORMAL, *result);
  1660. }
  1661. }
  1662. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1663. {
  1664. if (!h->hasSpellbook())
  1665. return; //hero hasn't spellbook
  1666. ChangeSpells cs;
  1667. cs.hid = h->id;
  1668. cs.learn = true;
  1669. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1670. {
  1671. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1672. for (int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1673. {
  1674. std::vector<SpellID> spells;
  1675. getAllowedSpells(spells, i+1);
  1676. for (auto & spell : spells)
  1677. cs.spells.insert(spell);
  1678. }
  1679. }
  1680. else
  1681. {
  1682. for (int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1683. {
  1684. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1685. {
  1686. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1687. cs.spells.insert(t->spells.at(i).at(j));
  1688. }
  1689. }
  1690. }
  1691. if (!cs.spells.empty())
  1692. sendAndApply(&cs);
  1693. }
  1694. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1695. {
  1696. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1697. sendAndApply(&sop);
  1698. }
  1699. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1700. {
  1701. if (!obj || !getObj(obj->id))
  1702. {
  1703. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1704. return false;
  1705. }
  1706. RemoveObject ro;
  1707. ro.id = obj->id;
  1708. sendAndApply(&ro);
  1709. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1710. return true;
  1711. }
  1712. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1713. {
  1714. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1715. sendAndApply(&sop);
  1716. }
  1717. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/)
  1718. {
  1719. const CGHeroInstance *h = getHero(hid);
  1720. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1721. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1722. {
  1723. logGlobal->error("Illegal call to move hero!");
  1724. return false;
  1725. }
  1726. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
  1727. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1728. if (!gs->map->isInTheMap(hmpos))
  1729. {
  1730. logGlobal->error("Destination tile is outside the map!");
  1731. return false;
  1732. }
  1733. const TerrainTile t = *getTile(hmpos);
  1734. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1735. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1736. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1737. //result structure for start - movement failed, no move points used
  1738. TryMoveHero tmh;
  1739. tmh.id = hid;
  1740. tmh.start = h->pos;
  1741. tmh.end = dst;
  1742. tmh.result = TryMoveHero::FAILED;
  1743. tmh.movePoints = h->movement;
  1744. //check if destination tile is available
  1745. auto ti = make_unique<TurnInfo>(h);
  1746. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1747. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1748. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1749. //it's a rock or blocked and not visitable tile
  1750. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1751. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1752. && complain("Cannot move hero, destination tile is blocked!"))
  1753. || ((!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)
  1754. && complain("Cannot move hero, destination tile is on water!"))
  1755. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1756. && complain("Cannot disembark hero, tile is blocked!"))
  1757. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1758. && complain("Tiles are not neighboring!"))
  1759. || ((h->inTownGarrison)
  1760. && complain("Can not move garrisoned hero!"))
  1761. || ((h->movement < cost && dst != h->pos && !teleporting)
  1762. && complain("Hero doesn't have any movement points left!"))
  1763. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1764. && complain("Hero cannot transit over this tile!"))
  1765. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1766. && complain("Cannot move hero during the battle"))*/)
  1767. {
  1768. //send info about movement failure
  1769. sendAndApply(&tmh);
  1770. return false;
  1771. }
  1772. //several generic blocks of code
  1773. // should be called if hero changes tile but before applying TryMoveHero package
  1774. auto leaveTile = [&]()
  1775. {
  1776. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1777. {
  1778. obj->onHeroLeave(h);
  1779. }
  1780. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1781. };
  1782. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1783. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1784. {
  1785. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1786. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1787. queries.addQuery(moveQuery);
  1788. if (leavingTile == LEAVING_TILE)
  1789. leaveTile();
  1790. tmh.result = result;
  1791. sendAndApply(&tmh);
  1792. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1793. { // Hero should be always able to visit any object he staying on even if there guards around
  1794. visitObjectOnTile(t, h);
  1795. }
  1796. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1797. {
  1798. tmh.attackedFrom = guardPos;
  1799. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1800. objectVisited(guardTile.visitableObjects.back(), h);
  1801. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1802. }
  1803. else if (visitDest == VISIT_DEST)
  1804. {
  1805. visitObjectOnTile(t, h);
  1806. }
  1807. queries.popIfTop(moveQuery);
  1808. logGlobal->trace("Hero %s ends movement", h->name);
  1809. return result != TryMoveHero::FAILED;
  1810. };
  1811. //interaction with blocking object (like resources)
  1812. auto blockingVisit = [&]() -> bool
  1813. {
  1814. for (CGObjectInstance *obj : t.visitableObjects)
  1815. {
  1816. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1817. {
  1818. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1819. //this-> is needed for MVS2010 to recognize scope (?)
  1820. }
  1821. }
  1822. return false;
  1823. };
  1824. if (!transit && embarking)
  1825. {
  1826. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1827. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1828. // In H3 embark ignore guards
  1829. }
  1830. if (disembarking)
  1831. {
  1832. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1833. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1834. }
  1835. if (teleporting)
  1836. {
  1837. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1838. return true;
  1839. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1840. // visit town for town portal \ castle gates
  1841. // do not use generic visitObjectOnTile to avoid double-teleporting
  1842. // if this moveHero call was triggered by teleporter
  1843. if (!t.visitableObjects.empty())
  1844. {
  1845. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1846. town->onHeroVisit(h);
  1847. }
  1848. return true;
  1849. }
  1850. //still here? it is standard movement!
  1851. {
  1852. tmh.movePoints = h->movement >= cost
  1853. ? h->movement - cost
  1854. : 0;
  1855. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1856. EVisitDest visitDest = VISIT_DEST;
  1857. if (transit)
  1858. {
  1859. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1860. visitDest = DONT_VISIT_DEST;
  1861. if (canFly)
  1862. {
  1863. lookForGuards = IGNORE_GUARDS;
  1864. visitDest = DONT_VISIT_DEST;
  1865. }
  1866. }
  1867. else if (blockingVisit())
  1868. return true;
  1869. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1870. return true;
  1871. }
  1872. }
  1873. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1874. {
  1875. const CGHeroInstance *h = getHero(hid);
  1876. const CGTownInstance *t = getTown(dstid);
  1877. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1878. logGlobal->error("Invalid call to teleportHero!");
  1879. const CGTownInstance *from = h->visitedTown;
  1880. if (((h->getOwner() != t->getOwner())
  1881. && complain("Cannot teleport hero to another player"))
  1882. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1883. && complain("Hero must be in town with Castle gate for teleporting"))
  1884. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1885. && complain("Cannot teleport hero to town without Castle gate in it")))
  1886. return false;
  1887. int3 pos = t->visitablePos();
  1888. pos += h->getVisitableOffset();
  1889. moveHero(hid,pos,1);
  1890. return true;
  1891. }
  1892. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1893. {
  1894. PlayerColor oldOwner = getOwner(obj->id);
  1895. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1896. sendAndApply(&sop);
  1897. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1898. checkVictoryLossConditions(playerColors);
  1899. if (dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1900. {
  1901. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1902. {
  1903. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1904. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1905. setPortalDwelling(town, true, false);
  1906. }
  1907. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1908. {
  1909. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  1910. {
  1911. InfoWindow iw;
  1912. iw.player = oldOwner;
  1913. 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.
  1914. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1915. sendAndApply(&iw);
  1916. }
  1917. }
  1918. }
  1919. const PlayerState * p = getPlayer(owner);
  1920. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1921. {
  1922. for (const CGTownInstance * t : getPlayer(owner)->towns)
  1923. {
  1924. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1925. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1926. }
  1927. }
  1928. }
  1929. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1930. {
  1931. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  1932. queries.addQuery(dialogQuery);
  1933. iw->queryID = dialogQuery->queryID;
  1934. sendToAllClients(iw);
  1935. }
  1936. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1937. {
  1938. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  1939. queries.addQuery(dialogQuery);
  1940. iw->queryID = dialogQuery->queryID;
  1941. sendToAllClients(iw);
  1942. }
  1943. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1944. {
  1945. if (!val) return; //don't waste time on empty call
  1946. SetResource sr;
  1947. sr.player = player;
  1948. sr.resid = which;
  1949. sr.val = getPlayer(player)->resources.at(which) + val;
  1950. sendAndApply(&sr);
  1951. }
  1952. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1953. {
  1954. for (TResources::nziterator i(resources); i.valid(); i++)
  1955. giveResource(player, i->resType, i->resVal);
  1956. }
  1957. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1958. {
  1959. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1960. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1961. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1962. //first we move creatures to give to make them army of object-source
  1963. for (auto & elem : creatures.Slots())
  1964. {
  1965. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1966. }
  1967. tryJoiningArmy(obj, h, remove, true);
  1968. }
  1969. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1970. {
  1971. std::vector<CStackBasicDescriptor> cres = creatures;
  1972. if (cres.size() <= 0)
  1973. return;
  1974. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1975. for (CStackBasicDescriptor &sbd : cres)
  1976. {
  1977. TQuantity collected = 0;
  1978. while(collected < sbd.count)
  1979. {
  1980. bool foundSth = false;
  1981. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1982. {
  1983. if (i->second->type == sbd.type)
  1984. {
  1985. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1986. changeStackCount(StackLocation(obj, i->first), -take, false);
  1987. collected += take;
  1988. foundSth = true;
  1989. break;
  1990. }
  1991. }
  1992. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1993. {
  1994. complain("Unexpected failure during taking creatures!");
  1995. return;
  1996. }
  1997. }
  1998. }
  1999. }
  2000. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2001. {
  2002. sendToAllClients(comp);
  2003. }
  2004. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2005. {
  2006. HeroVisitCastle vc;
  2007. vc.hid = hero->id;
  2008. vc.tid = obj->id;
  2009. vc.flags |= 1;
  2010. sendAndApply(&vc);
  2011. vistiCastleObjects (obj, hero);
  2012. giveSpells (obj, hero);
  2013. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2014. }
  2015. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2016. {
  2017. std::vector<CGTownBuilding*>::const_iterator i;
  2018. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2019. (*i)->onHeroVisit (h);
  2020. }
  2021. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2022. {
  2023. HeroVisitCastle vc;
  2024. vc.hid = hero->id;
  2025. vc.tid = obj->id;
  2026. sendAndApply(&vc);
  2027. }
  2028. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2029. {
  2030. EraseArtifact ea;
  2031. ea.al = al;
  2032. sendAndApply(&ea);
  2033. }
  2034. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2035. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2036. const CGTownInstance *town) //use hero=nullptr for no hero
  2037. {
  2038. engageIntoBattle(army1->tempOwner);
  2039. engageIntoBattle(army2->tempOwner);
  2040. static const CArmedInstance *armies[2];
  2041. armies[0] = army1;
  2042. armies[1] = army2;
  2043. static const CGHeroInstance*heroes[2];
  2044. heroes[0] = hero1;
  2045. heroes[1] = hero2;
  2046. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2047. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2048. queries.addQuery(battleQuery);
  2049. boost::thread(&CGameHandler::runBattle, this);
  2050. }
  2051. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2052. {
  2053. startBattlePrimary(army1, army2, tile,
  2054. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2055. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2056. creatureBank);
  2057. }
  2058. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2059. {
  2060. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2061. }
  2062. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2063. {
  2064. ChangeSpells cs;
  2065. cs.hid = hero->id;
  2066. cs.spells = spells;
  2067. cs.learn = give;
  2068. sendAndApply(&cs);
  2069. }
  2070. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2071. {
  2072. SystemMessage sm;
  2073. sm.text = message;
  2074. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2075. c << &sm;
  2076. }
  2077. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2078. {
  2079. sendAndApply(bonus);
  2080. }
  2081. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2082. {
  2083. sendAndApply(smp);
  2084. }
  2085. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2086. {
  2087. SetMana sm;
  2088. sm.hid = hid;
  2089. sm.val = val;
  2090. sm.absolute = true;
  2091. sendAndApply(&sm);
  2092. }
  2093. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2094. {
  2095. GiveHero gh;
  2096. gh.id = id;
  2097. gh.player = player;
  2098. sendAndApply(&gh);
  2099. }
  2100. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2101. {
  2102. ChangeObjPos cop;
  2103. cop.objid = objid;
  2104. cop.nPos = newPos;
  2105. cop.flags = flags;
  2106. sendAndApply(&cop);
  2107. }
  2108. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2109. {
  2110. const CGHeroInstance * h1 = getHero(fromHero);
  2111. const CGHeroInstance * h2 = getHero(toHero);
  2112. if (h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR))
  2113. {
  2114. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2115. std::swap(fromHero, toHero);
  2116. }
  2117. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2118. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2119. return;//no scholar skill or no spellbook
  2120. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2121. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2122. ChangeSpells cs1;
  2123. cs1.learn = true;
  2124. cs1.hid = toHero;//giving spells to first hero
  2125. for (auto it : h1->spells)
  2126. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2127. cs1.spells.insert(it);//spell to learn
  2128. ChangeSpells cs2;
  2129. cs2.learn = true;
  2130. cs2.hid = fromHero;
  2131. for (auto it : h2->spells)
  2132. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2133. cs2.spells.insert(it);
  2134. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2135. {
  2136. InfoWindow iw;
  2137. iw.player = h1->tempOwner;
  2138. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2139. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2140. iw.text.addReplacement(h1->name);
  2141. if (!cs2.spells.empty())//if found new spell - apply
  2142. {
  2143. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2144. int size = cs2.spells.size();
  2145. for (auto it : cs2.spells)
  2146. {
  2147. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2148. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2149. switch (size--)
  2150. {
  2151. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2152. case 1: break;
  2153. default: iw.text << ", ";
  2154. }
  2155. }
  2156. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2157. iw.text.addReplacement(h2->name);
  2158. sendAndApply(&cs2);
  2159. }
  2160. if (!cs1.spells.empty() && !cs2.spells.empty())
  2161. {
  2162. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2163. }
  2164. if (!cs1.spells.empty())
  2165. {
  2166. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2167. int size = cs1.spells.size();
  2168. for (auto it : cs1.spells)
  2169. {
  2170. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2171. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2172. switch (size--)
  2173. {
  2174. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2175. case 1: break;
  2176. default: iw.text << ", ";
  2177. } }
  2178. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2179. iw.text.addReplacement(h2->name);
  2180. sendAndApply(&cs1);
  2181. }
  2182. sendAndApply(&iw);
  2183. }
  2184. }
  2185. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2186. {
  2187. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2188. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2189. {
  2190. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2191. ExchangeDialog hex;
  2192. hex.queryID = exchange->queryID;
  2193. hex.heroes[0] = getHero(hero1);
  2194. hex.heroes[1] = getHero(hero2);
  2195. sendAndApply(&hex);
  2196. useScholarSkill(hero1,hero2);
  2197. queries.addQuery(exchange);
  2198. }
  2199. }
  2200. void CGameHandler::sendToAllClients(CPackForClient * info)
  2201. {
  2202. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2203. for (auto & elem : conns)
  2204. {
  2205. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2206. *elem << info;
  2207. }
  2208. }
  2209. void CGameHandler::sendAndApply(CPackForClient * info)
  2210. {
  2211. sendToAllClients(info);
  2212. gs->apply(info);
  2213. }
  2214. void CGameHandler::applyAndSend(CPackForClient * info)
  2215. {
  2216. gs->apply(info);
  2217. sendToAllClients(info);
  2218. }
  2219. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2220. {
  2221. sendAndApply(static_cast<CPackForClient*>(info));
  2222. checkVictoryLossConditionsForAll();
  2223. }
  2224. void CGameHandler::sendAndApply(SetResource * info)
  2225. {
  2226. sendAndApply(static_cast<CPackForClient*>(info));
  2227. checkVictoryLossConditionsForPlayer(info->player);
  2228. }
  2229. void CGameHandler::sendAndApply(SetResources * info)
  2230. {
  2231. sendAndApply(static_cast<CPackForClient*>(info));
  2232. checkVictoryLossConditionsForPlayer(info->player);
  2233. }
  2234. void CGameHandler::sendAndApply(NewStructures * info)
  2235. {
  2236. sendAndApply(static_cast<CPackForClient*>(info));
  2237. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2238. }
  2239. void CGameHandler::save(const std::string & filename)
  2240. {
  2241. logGlobal->info("Saving to %s", filename);
  2242. const auto stem = FileInfo::GetPathStem(filename);
  2243. const auto savefname = stem.to_string() + ".vsgm1";
  2244. CResourceHandler::get("local")->createResource(savefname);
  2245. {
  2246. logGlobal->info("Ordering clients to serialize...");
  2247. SaveGame sg(savefname);
  2248. sendToAllClients(&sg);
  2249. }
  2250. try
  2251. {
  2252. {
  2253. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2254. saveCommonState(save);
  2255. logGlobal->info("Saving server state");
  2256. save << *this;
  2257. }
  2258. logGlobal->info("Game has been successfully saved!");
  2259. }
  2260. catch(std::exception &e)
  2261. {
  2262. logGlobal->error("Failed to save game: %s", e.what());
  2263. }
  2264. }
  2265. void CGameHandler::close()
  2266. {
  2267. logGlobal->info("We have been requested to close.");
  2268. if (gs->initialOpts->mode == StartInfo::DUEL)
  2269. {
  2270. exit(0);
  2271. }
  2272. //for (CConnection *cc : conns)
  2273. // if (cc && cc->socket && cc->socket->is_open())
  2274. // cc->socket->close();
  2275. //exit(0);
  2276. }
  2277. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2278. {
  2279. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2280. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2281. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2282. StackLocation sl1(s1, p1), sl2(s2, p2);
  2283. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2284. {
  2285. complain("Invalid slot accessed!");
  2286. return false;
  2287. }
  2288. if (!isAllowedExchange(id1,id2))
  2289. {
  2290. complain("Cannot exchange stacks between these two objects!\n");
  2291. return false;
  2292. }
  2293. // We can always put stacks into locked garrison, but not take them out of it
  2294. auto notRemovable = [&](const CArmedInstance * army)
  2295. {
  2296. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2297. {
  2298. auto g = dynamic_cast<const CGGarrison *>(army);
  2299. if (g && !g->removableUnits)
  2300. {
  2301. complain("Stacks in this garrison are not removable!\n");
  2302. return true;
  2303. }
  2304. }
  2305. return false;
  2306. };
  2307. if (what==1) //swap
  2308. {
  2309. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2310. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2311. {
  2312. complain("Can't take troops from another player!");
  2313. return false;
  2314. }
  2315. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2316. {
  2317. complain("Cannot swap stacks - slots are the same!");
  2318. return false;
  2319. }
  2320. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2321. {
  2322. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2323. return false;
  2324. }
  2325. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2326. return false;
  2327. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2328. return false;
  2329. swapStacks(sl1, sl2);
  2330. }
  2331. else if (what==2)//merge
  2332. {
  2333. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2334. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2335. return false;
  2336. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2337. {
  2338. complain("Cannot merge empty stack!");
  2339. return false;
  2340. }
  2341. else if (notRemovable(sl1.army))
  2342. return false;
  2343. moveStack(sl1, sl2);
  2344. }
  2345. else if (what==3) //split
  2346. {
  2347. const int countToMove = val - s2->getStackCount(p2);
  2348. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2349. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2350. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2351. {
  2352. complain("Can't move troops of another player!");
  2353. return false;
  2354. }
  2355. //general conditions checking
  2356. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2357. || (val<1 && complain("no creatures to split")) )
  2358. {
  2359. return false;
  2360. }
  2361. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2362. {
  2363. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2364. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2365. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2366. )
  2367. {
  2368. return false;
  2369. }
  2370. if (notRemovable(sl1.army))
  2371. {
  2372. if (s1->getStackCount(p1) > countLeftOnSrc)
  2373. return false;
  2374. }
  2375. else if (notRemovable(sl2.army))
  2376. {
  2377. if (s2->getStackCount(p1) < countLeftOnSrc)
  2378. return false;
  2379. }
  2380. moveStack(sl1, sl2, countToMove);
  2381. //S2.slots[p2]->count = val;
  2382. //S1.slots[p1]->count = total - val;
  2383. }
  2384. else //split one stack to the two
  2385. {
  2386. if (s1->getStackCount(p1) < val)//not enough creatures
  2387. {
  2388. complain("Cannot split that stack, not enough creatures!");
  2389. return false;
  2390. }
  2391. if (notRemovable(sl1.army))
  2392. return false;
  2393. moveStack(sl1, sl2, val);
  2394. }
  2395. }
  2396. return true;
  2397. }
  2398. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2399. {
  2400. std::set<PlayerColor> all;
  2401. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2402. if (i->second == c)
  2403. all.insert(i->first);
  2404. switch(all.size())
  2405. {
  2406. case 0:
  2407. return PlayerColor::NEUTRAL;
  2408. case 1:
  2409. return *all.begin();
  2410. default:
  2411. {
  2412. //if we have more than one player at this connection, try to pick active one
  2413. if (vstd::contains(all, gs->currentPlayer))
  2414. return gs->currentPlayer;
  2415. else
  2416. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2417. }
  2418. }
  2419. }
  2420. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2421. {
  2422. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2423. if (!vstd::contains(s1->stacks,pos))
  2424. {
  2425. complain("Illegal call to disbandCreature - no such stack in army!");
  2426. return false;
  2427. }
  2428. eraseStack(StackLocation(s1, pos));
  2429. return true;
  2430. }
  2431. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/)
  2432. {
  2433. const CGTownInstance * t = getTown(tid);
  2434. if (!t)
  2435. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2436. if (!t->town->buildings.count(requestedID))
  2437. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2438. if (t->hasBuilt(requestedID))
  2439. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2440. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2441. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2442. std::vector<const CBuilding*> remainingAutoBuildings;
  2443. std::set<BuildingID> buildingsThatWillBe;
  2444. //Check validity of request
  2445. if (!force)
  2446. {
  2447. switch (requestedBuilding->mode)
  2448. {
  2449. case CBuilding::BUILD_NORMAL :
  2450. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2451. COMPLAIN_RET("Cannot build that building!");
  2452. break;
  2453. case CBuilding::BUILD_AUTO :
  2454. case CBuilding::BUILD_SPECIAL:
  2455. COMPLAIN_RET("This building can not be constructed normally!");
  2456. case CBuilding::BUILD_GRAIL :
  2457. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2458. {
  2459. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2460. COMPLAIN_RET("Cannot build this without grail!")
  2461. else
  2462. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2463. }
  2464. break;
  2465. }
  2466. }
  2467. //Performs stuff that has to be done before new building is built
  2468. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2469. {
  2470. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2471. {
  2472. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2473. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2474. if (upgradeNumber >= t->town->creatures.at(level).size())
  2475. {
  2476. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2477. "no creature found (upgrade number %d, level %d!")
  2478. % buildingID % upgradeNumber % level));
  2479. return;
  2480. }
  2481. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2482. SetAvailableCreatures ssi;
  2483. ssi.tid = t->id;
  2484. ssi.creatures = t->creatures;
  2485. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2486. ssi.creatures[level].first = crea->growth;
  2487. ssi.creatures[level].second.push_back(crea->idNumber);
  2488. sendAndApply(&ssi);
  2489. }
  2490. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2491. {
  2492. setPortalDwelling(t);
  2493. }
  2494. };
  2495. //Performs stuff that has to be done after new building is built
  2496. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2497. {
  2498. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2499. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2500. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2501. {
  2502. if (t->visitingHero)
  2503. giveSpells(t,t->visitingHero);
  2504. if (t->garrisonHero)
  2505. giveSpells(t,t->garrisonHero);
  2506. }
  2507. };
  2508. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2509. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2510. {
  2511. return buildingsThatWillBe.count(buildID);
  2512. };
  2513. //Init the vectors
  2514. for (auto & build : t->town->buildings)
  2515. {
  2516. if (t->hasBuilt(build.first))
  2517. buildingsThatWillBe.insert(build.first);
  2518. else
  2519. {
  2520. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2521. remainingAutoBuildings.push_back(build.second);
  2522. }
  2523. }
  2524. //Prepare structure (list of building ids will be filled later)
  2525. NewStructures ns;
  2526. ns.tid = tid;
  2527. ns.builded = force ? t->builded : (t->builded+1);
  2528. std::queue<const CBuilding*> buildingsToAdd;
  2529. buildingsToAdd.push(requestedBuilding);
  2530. while(!buildingsToAdd.empty())
  2531. {
  2532. auto b = buildingsToAdd.front();
  2533. buildingsToAdd.pop();
  2534. ns.bid.insert(b->bid);
  2535. buildingsThatWillBe.insert(b->bid);
  2536. remainingAutoBuildings -= b;
  2537. for (auto autoBuilding : remainingAutoBuildings)
  2538. {
  2539. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2540. buildingsToAdd.push(autoBuilding);
  2541. }
  2542. }
  2543. // FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
  2544. for (auto builtID : ns.bid)
  2545. processBeforeBuiltStructure(builtID);
  2546. //Take cost
  2547. if (!force)
  2548. {
  2549. SetResources sr;
  2550. sr.player = t->tempOwner;
  2551. sr.res = getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2552. sendAndApply(&sr);
  2553. }
  2554. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2555. sendAndApply(&ns);
  2556. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2557. for (auto builtID : ns.bid)
  2558. processAfterBuiltStructure(builtID);
  2559. // now when everything is built - reveal tiles for lookout tower
  2560. FoWChange fw;
  2561. fw.player = t->tempOwner;
  2562. fw.mode = 1;
  2563. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2564. sendAndApply(&fw);
  2565. if (t->visitingHero)
  2566. vistiCastleObjects (t, t->visitingHero);
  2567. if (t->garrisonHero)
  2568. vistiCastleObjects (t, t->garrisonHero);
  2569. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2570. return true;
  2571. }
  2572. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2573. {
  2574. ///incomplete, simply erases target building
  2575. const CGTownInstance * t = getTown(tid);
  2576. if (!vstd::contains(t->builtBuildings, bid))
  2577. return false;
  2578. RazeStructures rs;
  2579. rs.tid = tid;
  2580. rs.bid.insert(bid);
  2581. rs.destroyed = t->destroyed + 1;
  2582. sendAndApply(&rs);
  2583. //TODO: Remove dwellers
  2584. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2585. // {
  2586. // RemoveBonus rb(RemoveBonus::TOWN);
  2587. // rb.whoID = t->id;
  2588. // rb.source = Bonus::TOWN_STRUCTURE;
  2589. // rb.id = 17;
  2590. // sendAndApply(&rb);
  2591. // }
  2592. return true;
  2593. }
  2594. void CGameHandler::sendMessageToAll(const std::string &message)
  2595. {
  2596. SystemMessage sm;
  2597. sm.text = message;
  2598. sendToAllClients(&sm);
  2599. }
  2600. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2601. {
  2602. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2603. const CArmedInstance *dst = nullptr;
  2604. const CCreature *c = VLC->creh->creatures.at(crid);
  2605. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2606. //TODO: test for owning
  2607. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2608. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2609. assert(dw && dst);
  2610. //verify
  2611. bool found = false;
  2612. int level = 0;
  2613. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2614. {
  2615. if ((fromLvl != -1) && (level !=fromLvl))
  2616. continue;
  2617. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2618. int i = 0;
  2619. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2620. if (cur.second.at(i) == crid)
  2621. break;
  2622. if (i < cur.second.size())
  2623. {
  2624. found = true;
  2625. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2626. break;
  2627. }
  2628. }
  2629. SlotID slot = dst->getSlotFor(crid);
  2630. if ((!found && complain("Cannot recruit: no such creatures!"))
  2631. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2632. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2633. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2634. {
  2635. return false;
  2636. }
  2637. //recruit
  2638. SetResources sr;
  2639. sr.player = dst->tempOwner;
  2640. sr.res = getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2641. SetAvailableCreatures sac;
  2642. sac.tid = objid;
  2643. sac.creatures = dw->creatures;
  2644. sac.creatures[level].first -= cram;
  2645. sendAndApply(&sr);
  2646. sendAndApply(&sac);
  2647. if (warMachine)
  2648. {
  2649. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2650. if (!h)
  2651. COMPLAIN_RET("Only hero can buy war machines");
  2652. switch(crid)
  2653. {
  2654. case CreatureID::BALLISTA:
  2655. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2656. break;
  2657. case CreatureID::FIRST_AID_TENT:
  2658. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2659. break;
  2660. case CreatureID::AMMO_CART:
  2661. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2662. break;
  2663. default:
  2664. complain("This war machine cannot be recruited!");
  2665. return false;
  2666. }
  2667. }
  2668. else
  2669. {
  2670. addToSlot(StackLocation(dst, slot), c, cram);
  2671. }
  2672. return true;
  2673. }
  2674. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2675. {
  2676. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2677. if (!obj->hasStackAtSlot(pos))
  2678. {
  2679. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2680. }
  2681. UpgradeInfo ui;
  2682. getUpgradeInfo(obj, pos, ui);
  2683. PlayerColor player = obj->tempOwner;
  2684. const PlayerState *p = getPlayer(player);
  2685. int crQuantity = obj->stacks.at(pos)->count;
  2686. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2687. //check if upgrade is possible
  2688. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2689. {
  2690. return false;
  2691. }
  2692. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2693. //check if player has enough resources
  2694. if (!p->resources.canAfford(totalCost))
  2695. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2696. //take resources
  2697. SetResources sr;
  2698. sr.player = player;
  2699. sr.res = p->resources - totalCost;
  2700. sendAndApply(&sr);
  2701. //upgrade creature
  2702. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2703. return true;
  2704. }
  2705. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2706. {
  2707. if (!sl.army->hasStackAtSlot(sl.slot))
  2708. COMPLAIN_RET("Cannot find a stack to change type");
  2709. SetStackType sst;
  2710. sst.sl = sl;
  2711. sst.type = c;
  2712. sendAndApply(&sst);
  2713. return true;
  2714. }
  2715. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2716. {
  2717. assert(src->canBeMergedWith(*dst, allowMerging));
  2718. while(src->stacksCount())//while there are unmoved creatures
  2719. {
  2720. auto i = src->Slots().begin(); //iterator to stack to move
  2721. StackLocation sl(src, i->first); //location of stack to move
  2722. SlotID pos = dst->getSlotFor(i->second->type);
  2723. if (!pos.validSlot())
  2724. {
  2725. //try to merge two other stacks to make place
  2726. std::pair<SlotID, SlotID> toMerge;
  2727. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2728. {
  2729. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2730. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2731. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2732. }
  2733. else
  2734. {
  2735. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2736. return;
  2737. }
  2738. }
  2739. else
  2740. {
  2741. moveStack(sl, StackLocation(dst, pos));
  2742. }
  2743. }
  2744. }
  2745. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2746. {
  2747. const CGTownInstance * town = getTown(tid);
  2748. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2749. {
  2750. if (!town->visitingHero->canBeMergedWith(*town))
  2751. {
  2752. complain("Cannot make garrison swap, not enough free slots!");
  2753. return false;
  2754. }
  2755. moveArmy(town, town->visitingHero, true);
  2756. SetHeroesInTown intown;
  2757. intown.tid = tid;
  2758. intown.visiting = ObjectInstanceID();
  2759. intown.garrison = town->visitingHero->id;
  2760. sendAndApply(&intown);
  2761. return true;
  2762. }
  2763. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2764. {
  2765. //check if moving hero out of town will break 8 wandering heroes limit
  2766. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2767. {
  2768. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2769. return false;
  2770. }
  2771. SetHeroesInTown intown;
  2772. intown.tid = tid;
  2773. intown.garrison = ObjectInstanceID();
  2774. intown.visiting = town->garrisonHero->id;
  2775. sendAndApply(&intown);
  2776. return true;
  2777. }
  2778. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2779. {
  2780. SetHeroesInTown intown;
  2781. intown.tid = tid;
  2782. intown.garrison = town->visitingHero->id;
  2783. intown.visiting = town->garrisonHero->id;
  2784. sendAndApply(&intown);
  2785. return true;
  2786. }
  2787. else
  2788. {
  2789. complain("Cannot swap garrison hero!");
  2790. return false;
  2791. }
  2792. }
  2793. // With the amount of changes done to the function, it's more like transferArtifacts.
  2794. // 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.
  2795. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2796. {
  2797. ArtifactLocation src = al1, dst = al2;
  2798. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2799. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2800. // Make sure exchange is even possible between the two heroes.
  2801. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2802. COMPLAIN_RET("That heroes cannot make any exchange!");
  2803. const CArtifactInstance *srcArtifact = src.getArt();
  2804. const CArtifactInstance *destArtifact = dst.getArt();
  2805. if (srcArtifact == nullptr)
  2806. COMPLAIN_RET("No artifact to move!");
  2807. if (destArtifact && srcPlayer != dstPlayer)
  2808. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2809. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2810. // Moving to the backpack is always allowed.
  2811. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2812. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2813. COMPLAIN_RET("Cannot move artifact!");
  2814. auto srcSlot = src.getSlot();
  2815. auto dstSlot = dst.getSlot();
  2816. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2817. COMPLAIN_RET("Cannot move artifact locks.");
  2818. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2819. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2820. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2821. COMPLAIN_RET("Cannot move catapult!");
  2822. if (dst.slot >= GameConstants::BACKPACK_START)
  2823. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2824. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2825. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2826. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2827. {
  2828. //old artifact must be removed first
  2829. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2830. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2831. }
  2832. MoveArtifact ma;
  2833. ma.src = src;
  2834. ma.dst = dst;
  2835. sendAndApply(&ma);
  2836. return true;
  2837. }
  2838. /**
  2839. * Assembles or disassembles a combination artifact.
  2840. * @param heroID ID of hero holding the artifact(s).
  2841. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2842. * @param assemble True for assembly operation, false for disassembly.
  2843. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2844. * artifact to assemble to. Otherwise it's not used.
  2845. */
  2846. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2847. {
  2848. const CGHeroInstance * hero = getHero(heroID);
  2849. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2850. if (!destArtifact)
  2851. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2852. if (assemble)
  2853. {
  2854. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2855. if (!combinedArt->constituents)
  2856. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2857. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2858. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2859. AssembledArtifact aa;
  2860. aa.al = ArtifactLocation(hero, artifactSlot);
  2861. aa.builtArt = combinedArt;
  2862. sendAndApply(&aa);
  2863. }
  2864. else
  2865. {
  2866. if (!destArtifact->artType->constituents)
  2867. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2868. DisassembledArtifact da;
  2869. da.al = ArtifactLocation(hero, artifactSlot);
  2870. sendAndApply(&da);
  2871. }
  2872. return true;
  2873. }
  2874. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2875. {
  2876. const CGHeroInstance * hero = getHero(hid);
  2877. const CGTownInstance * town = hero->visitedTown;
  2878. if (aid==ArtifactID::SPELLBOOK)
  2879. {
  2880. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2881. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2882. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2883. )
  2884. return false;
  2885. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2886. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2887. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2888. giveSpells(town,hero);
  2889. return true;
  2890. }
  2891. else if (aid < 7 && aid > 3) //war machine
  2892. {
  2893. int price = VLC->arth->artifacts[aid]->price;
  2894. if ((hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2895. || (getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2896. {
  2897. return false;
  2898. }
  2899. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2900. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2901. {
  2902. giveResource(hero->getOwner(),Res::GOLD,-price);
  2903. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2904. return true;
  2905. }
  2906. else
  2907. COMPLAIN_RET("This machine is unavailable here!");
  2908. }
  2909. return false;
  2910. }
  2911. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2912. {
  2913. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2914. COMPLAIN_RET("That artifact is unavailable!");
  2915. int b1, b2;
  2916. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2917. if (getResource(h->tempOwner, rid) < b1)
  2918. COMPLAIN_RET("You can't afford to buy this artifact!");
  2919. SetResource sr;
  2920. sr.player = h->tempOwner;
  2921. sr.resid = rid;
  2922. sr.val = getResource(h->tempOwner, rid) - b1;
  2923. sendAndApply(&sr);
  2924. SetAvailableArtifacts saa;
  2925. if (m->o->ID == Obj::TOWN)
  2926. {
  2927. saa.id = -1;
  2928. saa.arts = CGTownInstance::merchantArtifacts;
  2929. }
  2930. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2931. {
  2932. saa.id = bm->id.getNum();
  2933. saa.arts = bm->artifacts;
  2934. }
  2935. else
  2936. COMPLAIN_RET("Wrong marktet...");
  2937. bool found = false;
  2938. for (const CArtifact *&art : saa.arts)
  2939. {
  2940. if (art && art->id == aid)
  2941. {
  2942. art = nullptr;
  2943. found = true;
  2944. break;
  2945. }
  2946. }
  2947. if (!found)
  2948. COMPLAIN_RET("Cannot find selected artifact on the list");
  2949. sendAndApply(&saa);
  2950. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2951. return true;
  2952. }
  2953. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  2954. {
  2955. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2956. if (!art)
  2957. COMPLAIN_RET("There is no artifact to sell!");
  2958. if (!art->artType->isTradable())
  2959. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2960. int resVal = 0, dump = 1;
  2961. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2962. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2963. giveResource(h->tempOwner, rid, resVal);
  2964. return true;
  2965. }
  2966. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2967. //{
  2968. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2969. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2970. // {
  2971. // }
  2972. //}
  2973. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2974. {
  2975. if (!h)
  2976. COMPLAIN_RET("You need hero to buy a skill!");
  2977. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2978. COMPLAIN_RET("Hero already know this skill");
  2979. if (!h->canLearnSkill())
  2980. COMPLAIN_RET("Hero can't learn any more skills");
  2981. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2982. COMPLAIN_RET("The hero can't learn this skill!");
  2983. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2984. COMPLAIN_RET("That skill is unavailable!");
  2985. if (getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2986. COMPLAIN_RET("You can't afford to buy this skill");
  2987. SetResource sr;
  2988. sr.player = h->tempOwner;
  2989. sr.resid = Res::GOLD;
  2990. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2991. sendAndApply(&sr);
  2992. changeSecSkill(h, skill, 1, true);
  2993. return true;
  2994. }
  2995. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2996. {
  2997. int r1 = getPlayer(player)->resources.at(id1),
  2998. r2 = getPlayer(player)->resources.at(id2);
  2999. vstd::amin(val, r1); //can't trade more resources than have
  3000. int b1, b2; //base quantities for trade
  3001. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3002. int units = val / b1; //how many base quantities we trade
  3003. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3004. {
  3005. //TODO: complain?
  3006. assert(0);
  3007. }
  3008. SetResource sr;
  3009. sr.player = player;
  3010. sr.resid = static_cast<Res::ERes>(id1);
  3011. sr.val = r1 - b1 * units;
  3012. sendAndApply(&sr);
  3013. sr.resid = static_cast<Res::ERes>(id2);
  3014. sr.val = r2 + b2 * units;
  3015. sendAndApply(&sr);
  3016. return true;
  3017. }
  3018. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3019. {
  3020. if (!vstd::contains(hero->Slots(), slot))
  3021. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3022. const CStackInstance &s = hero->getStack(slot);
  3023. if (s.count < count //can't sell more creatures than have
  3024. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3025. {
  3026. COMPLAIN_RET("Not enough creatures in army!");
  3027. }
  3028. int b1, b2; //base quantities for trade
  3029. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3030. int units = count / b1; //how many base quantities we trade
  3031. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3032. {
  3033. //TODO: complain?
  3034. assert(0);
  3035. }
  3036. changeStackCount(StackLocation(hero, slot), -count);
  3037. SetResource sr;
  3038. sr.player = hero->tempOwner;
  3039. sr.resid = resourceID;
  3040. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  3041. sendAndApply(&sr);
  3042. return true;
  3043. }
  3044. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3045. {
  3046. const CArmedInstance *army = nullptr;
  3047. if (hero)
  3048. army = hero;
  3049. else
  3050. army = dynamic_cast<const CGTownInstance *>(market->o);
  3051. if (!army)
  3052. COMPLAIN_RET("Incorrect call to transform in undead!");
  3053. if (!army->hasStackAtSlot(slot))
  3054. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3055. const CStackInstance &s = army->getStack(slot);
  3056. //resulting creature - bone dragons or skeletons
  3057. CreatureID resCreature = CreatureID::SKELETON;
  3058. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3059. || (s.getCreatureID() == CreatureID::HYDRA)
  3060. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3061. resCreature = CreatureID::BONE_DRAGON;
  3062. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3063. return true;
  3064. }
  3065. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3066. {
  3067. const PlayerState *p2 = getPlayer(r2, false);
  3068. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3069. {
  3070. complain("Dest player must be in game!");
  3071. return false;
  3072. }
  3073. si32 curRes1 = getPlayer(player)->resources.at(r1),
  3074. curRes2 = getPlayer(r2)->resources.at(r1);
  3075. val = std::min(si32(val),curRes1);
  3076. SetResource sr;
  3077. sr.player = player;
  3078. sr.resid = r1;
  3079. sr.val = curRes1 - val;
  3080. sendAndApply(&sr);
  3081. sr.player = r2;
  3082. sr.val = curRes2 + val;
  3083. sendAndApply(&sr);
  3084. return true;
  3085. }
  3086. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3087. {
  3088. const CGHeroInstance *h = getHero(hid);
  3089. if (!h)
  3090. {
  3091. logGlobal->error("Hero doesn't exist!");
  3092. return false;
  3093. }
  3094. ChangeFormation cf;
  3095. cf.hid = hid;
  3096. cf.formation = formation;
  3097. sendAndApply(&cf);
  3098. return true;
  3099. }
  3100. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3101. {
  3102. const PlayerState * p = getPlayer(player);
  3103. const CGTownInstance * t = getTown(obj->id);
  3104. //common preconditions
  3105. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3106. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3107. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3108. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3109. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3110. {
  3111. return false;
  3112. }
  3113. if (t) //tavern in town
  3114. {
  3115. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3116. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3117. {
  3118. return false;
  3119. }
  3120. }
  3121. else if (obj->ID == Obj::TAVERN)
  3122. {
  3123. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3124. {
  3125. return false;
  3126. }
  3127. }
  3128. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3129. if (!nh)
  3130. {
  3131. complain ("Hero is not available for hiring!");
  3132. return false;
  3133. }
  3134. HeroRecruited hr;
  3135. hr.tid = obj->id;
  3136. hr.hid = nh->subID;
  3137. hr.player = player;
  3138. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3139. sendAndApply(&hr);
  3140. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3141. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3142. const CGHeroInstance *newHero = nullptr;
  3143. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3144. {
  3145. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3146. }
  3147. SetAvailableHeroes sah;
  3148. sah.player = player;
  3149. if (newHero)
  3150. {
  3151. sah.hid[hid] = newHero->subID;
  3152. sah.army[hid].clear();
  3153. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3154. }
  3155. else
  3156. {
  3157. sah.hid[hid] = -1;
  3158. }
  3159. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3160. sendAndApply(&sah);
  3161. SetResource sr;
  3162. sr.player = player;
  3163. sr.resid = Res::GOLD;
  3164. sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
  3165. sendAndApply(&sr);
  3166. if (t)
  3167. {
  3168. vistiCastleObjects (t, nh);
  3169. giveSpells (t,nh);
  3170. }
  3171. return true;
  3172. }
  3173. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3174. {
  3175. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3176. logGlobal->trace("Player %s attempts answering query %d with answer %d", player, qid, answer);
  3177. auto topQuery = queries.topQuery(player);
  3178. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3179. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3180. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3181. if (auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3182. dialogQuery->answer = answer;
  3183. queries.popQuery(topQuery);
  3184. return true;
  3185. }
  3186. static EndAction end_action;
  3187. void CGameHandler::updateGateState()
  3188. {
  3189. BattleUpdateGateState db;
  3190. db.state = gs->curB->si.gateState;
  3191. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3192. {
  3193. db.state = EGateState::DESTROYED;
  3194. }
  3195. else if (db.state == EGateState::OPENED)
  3196. {
  3197. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3198. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3199. {
  3200. if (gs->curB->town->subID == ETownType::FORTRESS)
  3201. {
  3202. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3203. db.state = EGateState::CLOSED;
  3204. }
  3205. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3206. db.state = EGateState::BLOCKED;
  3207. else
  3208. db.state = EGateState::CLOSED;
  3209. }
  3210. }
  3211. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3212. db.state = EGateState::BLOCKED;
  3213. else
  3214. db.state = EGateState::CLOSED;
  3215. if (db.state != gs->curB->si.gateState)
  3216. sendAndApply(&db);
  3217. }
  3218. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3219. {
  3220. bool ok = true;
  3221. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3222. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3223. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3224. : nullptr;
  3225. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3226. logGlobal->trace(
  3227. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3228. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3229. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3230. switch(ba.actionType)
  3231. {
  3232. case Battle::WALK: //walk
  3233. case Battle::DEFEND: //defend
  3234. case Battle::WAIT: //wait
  3235. case Battle::WALK_AND_ATTACK: //walk or attack
  3236. case Battle::SHOOT: //shoot
  3237. case Battle::CATAPULT: //catapult
  3238. case Battle::STACK_HEAL: //healing with First Aid Tent
  3239. case Battle::DAEMON_SUMMONING:
  3240. case Battle::MONSTER_SPELL:
  3241. if (!stack)
  3242. {
  3243. complain("No such stack!");
  3244. return false;
  3245. }
  3246. if (!stack->alive())
  3247. {
  3248. complain("This stack is dead: " + stack->nodeName());
  3249. return false;
  3250. }
  3251. if (battleTacticDist())
  3252. {
  3253. if (stack && !stack->attackerOwned != battleGetTacticsSide())
  3254. {
  3255. complain("This is not a stack of side that has tactics!");
  3256. return false;
  3257. }
  3258. }
  3259. else if (!isAboutActiveStack)
  3260. {
  3261. complain("Action has to be about active stack!");
  3262. return false;
  3263. }
  3264. }
  3265. switch(ba.actionType)
  3266. {
  3267. case Battle::END_TACTIC_PHASE: //wait
  3268. case Battle::BAD_MORALE:
  3269. case Battle::NO_ACTION:
  3270. {
  3271. StartAction start_action(ba);
  3272. sendAndApply(&start_action);
  3273. sendAndApply(&end_action);
  3274. break;
  3275. }
  3276. case Battle::WALK:
  3277. {
  3278. StartAction start_action(ba);
  3279. sendAndApply(&start_action); //start movement
  3280. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3281. if (!walkedTiles)
  3282. complain("Stack failed movement!");
  3283. sendAndApply(&end_action);
  3284. break;
  3285. }
  3286. case Battle::DEFEND:
  3287. {
  3288. //defensive stance //TODO: remove this bonus when stack becomes active
  3289. SetStackEffect sse;
  3290. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL));
  3291. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3292. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3293. sse.stacks.push_back(ba.stackNumber);
  3294. sendAndApply(&sse);
  3295. //don't break - we share code with next case
  3296. }
  3297. case Battle::WAIT:
  3298. {
  3299. StartAction start_action(ba);
  3300. sendAndApply(&start_action);
  3301. sendAndApply(&end_action);
  3302. break;
  3303. }
  3304. case Battle::RETREAT: //retreat/flee
  3305. {
  3306. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3307. complain("Cannot retreat!");
  3308. else
  3309. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3310. break;
  3311. }
  3312. case Battle::SURRENDER:
  3313. {
  3314. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3315. int cost = gs->curB->battleGetSurrenderCost(player);
  3316. if (cost < 0)
  3317. complain("Cannot surrender!");
  3318. else if (getResource(player, Res::GOLD) < cost)
  3319. complain("Not enough gold to surrender!");
  3320. else
  3321. {
  3322. giveResource(player, Res::GOLD, -cost);
  3323. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3324. }
  3325. break;
  3326. }
  3327. case Battle::WALK_AND_ATTACK: //walk or attack
  3328. {
  3329. StartAction start_action(ba);
  3330. sendAndApply(&start_action); //start movement and attack
  3331. if (!stack || !destinationStack)
  3332. {
  3333. sendAndApply(&end_action);
  3334. break;
  3335. }
  3336. BattleHex startingPos = stack->position;
  3337. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3338. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3339. if (stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3340. && !(stack->doubleWide()
  3341. && (stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1))
  3342. ) //nor occupy specified hex
  3343. )
  3344. {
  3345. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3346. ok = false;
  3347. sendAndApply(&end_action);
  3348. break;
  3349. }
  3350. if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3351. {
  3352. destinationStack = nullptr;
  3353. }
  3354. if (!destinationStack)
  3355. {
  3356. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3357. ok = false;
  3358. sendAndApply(&end_action);
  3359. break;
  3360. }
  3361. if (!CStack::isMeleeAttackPossible(stack, destinationStack))
  3362. {
  3363. complain("Attack cannot be performed!");
  3364. sendAndApply(&end_action);
  3365. ok = false;
  3366. break;
  3367. }
  3368. //attack
  3369. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3370. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3371. for (int i = 0; i < totalAttacks; ++i)
  3372. {
  3373. if (stack &&
  3374. stack->alive() && //move can cause death, eg. by walking into the moat
  3375. destinationStack->alive())
  3376. {
  3377. BattleAttack bat;
  3378. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3379. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3380. handleAttackBeforeCasting(&bat); //only before first attack
  3381. sendAndApply(&bat);
  3382. handleAfterAttackCasting(bat);
  3383. }
  3384. //counterattack
  3385. if (destinationStack
  3386. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3387. && destinationStack->ableToRetaliate()
  3388. && stack->alive()) //attacker may have died (fire shield)
  3389. {
  3390. BattleAttack bat;
  3391. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3392. bat.flags |= BattleAttack::COUNTER;
  3393. sendAndApply(&bat);
  3394. handleAfterAttackCasting(bat);
  3395. }
  3396. }
  3397. //return
  3398. if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3399. {
  3400. moveStack(ba.stackNumber, startingPos);
  3401. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3402. }
  3403. sendAndApply(&end_action);
  3404. break;
  3405. }
  3406. case Battle::SHOOT:
  3407. {
  3408. if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
  3409. {
  3410. complain("Cannot shoot!");
  3411. break;
  3412. }
  3413. StartAction start_action(ba);
  3414. sendAndApply(&start_action); //start shooting
  3415. {
  3416. BattleAttack bat;
  3417. bat.flags |= BattleAttack::SHOT;
  3418. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3419. handleAttackBeforeCasting(&bat);
  3420. sendAndApply(&bat);
  3421. handleAfterAttackCasting(bat);
  3422. }
  3423. //second shot for ballista, only if hero has advanced artillery
  3424. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3425. if (destinationStack->alive()
  3426. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3427. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3428. )
  3429. {
  3430. BattleAttack bat2;
  3431. bat2.flags |= BattleAttack::SHOT;
  3432. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3433. sendAndApply(&bat2);
  3434. }
  3435. //allow more than one additional attack
  3436. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3437. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3438. for (int i = 0; i < additionalAttacks; ++i)
  3439. {
  3440. if (
  3441. stack->alive()
  3442. && destinationStack->alive()
  3443. && stack->shots
  3444. )
  3445. {
  3446. BattleAttack bat;
  3447. bat.flags |= BattleAttack::SHOT;
  3448. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3449. sendAndApply(&bat);
  3450. handleAfterAttackCasting(bat);
  3451. }
  3452. }
  3453. sendAndApply(&end_action);
  3454. break;
  3455. }
  3456. case Battle::CATAPULT:
  3457. {
  3458. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3459. {
  3460. switch(part)
  3461. {
  3462. case EWallPart::GATE:
  3463. return sbi.gate;
  3464. case EWallPart::KEEP:
  3465. return sbi.keep;
  3466. case EWallPart::BOTTOM_TOWER:
  3467. case EWallPart::UPPER_TOWER:
  3468. return sbi.tower;
  3469. case EWallPart::BOTTOM_WALL:
  3470. case EWallPart::BELOW_GATE:
  3471. case EWallPart::OVER_GATE:
  3472. case EWallPart::UPPER_WALL:
  3473. return sbi.wall;
  3474. default:
  3475. return 0;
  3476. }
  3477. };
  3478. StartAction start_action(ba);
  3479. sendAndApply(&start_action);
  3480. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3481. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3482. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3483. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3484. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3485. {
  3486. complain("catapult tried to attack non-catapultable hex!");
  3487. break;
  3488. }
  3489. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3490. auto &currentHP = gs->curB->si.wallState;
  3491. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3492. {
  3493. complain("catapult tried to attack already destroyed wall part!");
  3494. break;
  3495. }
  3496. for (int g=0; g<sbi.shots; ++g)
  3497. {
  3498. bool hitSuccessfull = false;
  3499. auto attackedPart = wallPart;
  3500. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3501. {
  3502. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3503. currentHP.at(attackedPart) != EWallState::NONE &&
  3504. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3505. {
  3506. hitSuccessfull = true;
  3507. }
  3508. else // select new target
  3509. {
  3510. std::vector<EWallPart::EWallPart> allowedTargets;
  3511. for (size_t i=0; i< currentHP.size(); i++)
  3512. {
  3513. if (currentHP.at(i) != EWallState::DESTROYED &&
  3514. currentHP.at(i) != EWallState::NONE)
  3515. allowedTargets.push_back(EWallPart::EWallPart(i));
  3516. }
  3517. if (allowedTargets.empty())
  3518. break;
  3519. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3520. }
  3521. }
  3522. while (!hitSuccessfull);
  3523. if (!hitSuccessfull) // break triggered - no target to shoot at
  3524. break;
  3525. CatapultAttack ca; //package for clients
  3526. CatapultAttack::AttackInfo attack;
  3527. attack.attackedPart = attackedPart;
  3528. attack.destinationTile = ba.destinationTile;
  3529. attack.damageDealt = 0;
  3530. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3531. int dmgRand = getRandomGenerator().nextInt(99);
  3532. //accumulating dmgChance
  3533. dmgChance[1] += dmgChance[0];
  3534. dmgChance[2] += dmgChance[1];
  3535. //calculating dealt damage
  3536. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3537. {
  3538. if (dmgRand <= dmgChance[damage])
  3539. {
  3540. attack.damageDealt = damage;
  3541. break;
  3542. }
  3543. }
  3544. // attacked tile may have changed - update destination
  3545. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3546. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3547. //removing creatures in turrets / keep if one is destroyed
  3548. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3549. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3550. {
  3551. int posRemove = -1;
  3552. switch(attackedPart)
  3553. {
  3554. case EWallPart::KEEP:
  3555. posRemove = -2;
  3556. break;
  3557. case EWallPart::BOTTOM_TOWER:
  3558. posRemove = -3;
  3559. break;
  3560. case EWallPart::UPPER_TOWER:
  3561. posRemove = -4;
  3562. break;
  3563. }
  3564. BattleStacksRemoved bsr;
  3565. for (auto & elem : gs->curB->stacks)
  3566. {
  3567. if (elem->position == posRemove)
  3568. {
  3569. bsr.stackIDs.insert(elem->ID);
  3570. break;
  3571. }
  3572. }
  3573. sendAndApply(&bsr);
  3574. }
  3575. ca.attacker = ba.stackNumber;
  3576. ca.attackedParts.push_back(attack);
  3577. sendAndApply(&ca);
  3578. }
  3579. //finish by scope guard
  3580. break;
  3581. }
  3582. case Battle::STACK_HEAL: //healing with First Aid Tent
  3583. {
  3584. StartAction start_action(ba);
  3585. sendAndApply(&start_action);
  3586. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3587. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3588. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3589. ui32 healed = 0;
  3590. if (healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3591. {
  3592. complain("There is either no healer, no destination, or healer cannot heal :P");
  3593. }
  3594. else
  3595. {
  3596. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3597. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3598. }
  3599. if (healed == 0)
  3600. {
  3601. //nothing to heal.. should we complain?
  3602. }
  3603. else
  3604. {
  3605. StacksHealedOrResurrected shr;
  3606. shr.lifeDrain = false;
  3607. shr.tentHealing = true;
  3608. shr.cure = false;
  3609. shr.drainedFrom = ba.stackNumber;
  3610. StacksHealedOrResurrected::HealInfo hi;
  3611. hi.healedHP = healed;
  3612. hi.lowLevelResurrection = false;
  3613. hi.stackID = destStack->ID;
  3614. shr.healedStacks.push_back(hi);
  3615. sendAndApply(&shr);
  3616. }
  3617. sendAndApply(&end_action);
  3618. break;
  3619. }
  3620. case Battle::DAEMON_SUMMONING:
  3621. //TODO: From Strategija:
  3622. //Summon Demon is a level 2 spell.
  3623. {
  3624. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3625. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3626. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3627. BattleStackAdded bsa;
  3628. bsa.attacker = summoner->attackerOwned;
  3629. bsa.creID = summonedType;
  3630. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3631. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3632. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3633. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3634. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3635. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3636. bsa.summoned = false;
  3637. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3638. {
  3639. StartAction start_action(ba);
  3640. sendAndApply(&start_action);
  3641. BattleStacksRemoved bsr; //remove body
  3642. bsr.stackIDs.insert(destStack->ID);
  3643. sendAndApply(&bsr);
  3644. sendAndApply(&bsa);
  3645. BattleSetStackProperty ssp;
  3646. ssp.stackID = ba.stackNumber;
  3647. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3648. ssp.val = -1;
  3649. ssp.absolute = false;
  3650. sendAndApply(&ssp);
  3651. sendAndApply(&end_action);
  3652. }
  3653. break;
  3654. }
  3655. case Battle::MONSTER_SPELL:
  3656. {
  3657. StartAction start_action(ba);
  3658. sendAndApply(&start_action);
  3659. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3660. SpellID spellID = SpellID(ba.additionalInfo);
  3661. BattleHex destination(ba.destinationTile);
  3662. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3663. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3664. //TODO special bonus for genies ability
  3665. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3666. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3667. if (spellID < 0)
  3668. complain("That stack can't cast spells!");
  3669. else
  3670. {
  3671. const CSpell * spell = SpellID(spellID).toSpell();
  3672. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3673. parameters.spellLvl = 0;
  3674. if (spellcaster)
  3675. vstd::amax(parameters.spellLvl, spellcaster->val);
  3676. if (randSpellcaster)
  3677. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3678. vstd::amin(parameters.spellLvl, 3);
  3679. parameters.effectLevel = parameters.spellLvl;
  3680. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3681. parameters.aimToHex(destination);//todo: allow multiple destinations
  3682. parameters.cast(spellEnv);
  3683. }
  3684. sendAndApply(&end_action);
  3685. break;
  3686. }
  3687. }
  3688. if (ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3689. battleMadeAction.setn(true);
  3690. return ok;
  3691. }
  3692. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3693. {
  3694. bool cheated = true;
  3695. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3696. sendAndApply(&temp_message);
  3697. std::vector<std::string> cheat;
  3698. boost::split(cheat, message, boost::is_any_of(" "));
  3699. int obj = 0;
  3700. if (cheat.size() == 2)
  3701. {
  3702. obj = std::atoi(cheat[1].c_str());
  3703. if (obj)
  3704. currObj = ObjectInstanceID(obj);
  3705. }
  3706. const CGHeroInstance * hero = getHero(currObj);
  3707. const CGTownInstance * town = getTown(currObj);
  3708. if (!town && hero)
  3709. town = hero->visitedTown;
  3710. if (cheat.size() == 1 || obj)
  3711. handleCheatCode(cheat[0], player, hero, town, cheated);
  3712. else
  3713. {
  3714. for (const auto & i : gs->players)
  3715. {
  3716. if (i.first == PlayerColor::NEUTRAL)
  3717. continue;
  3718. if (cheat[1] == "ai")
  3719. {
  3720. if (i.second.human)
  3721. continue;
  3722. }
  3723. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3724. continue;
  3725. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3726. {
  3727. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3728. }
  3729. else if (cheat[0] == "vcmiarmenelos")
  3730. {
  3731. for (const auto & t : i.second.towns)
  3732. {
  3733. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3734. }
  3735. }
  3736. else
  3737. {
  3738. for (const auto & h : i.second.heroes)
  3739. {
  3740. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3741. }
  3742. }
  3743. }
  3744. }
  3745. if (cheated)
  3746. {
  3747. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3748. sendAndApply(&temp_message);
  3749. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3750. }
  3751. }
  3752. bool CGameHandler::makeCustomAction(BattleAction &ba)
  3753. {
  3754. switch(ba.actionType)
  3755. {
  3756. case Battle::HERO_SPELL:
  3757. {
  3758. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3759. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3760. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3761. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3762. if (!s)
  3763. {
  3764. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3765. return false;
  3766. }
  3767. BattleSpellCastParameters parameters(gs->curB, h, s);
  3768. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3769. parameters.mode = ECastingMode::HERO_CASTING;
  3770. if (ba.selectedStack >= 0)
  3771. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3772. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3773. if (escp != ESpellCastProblem::OK)
  3774. {
  3775. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3776. return false;
  3777. }
  3778. StartAction start_action(ba);
  3779. sendAndApply(&start_action); //start spell casting
  3780. parameters.cast(spellEnv);
  3781. sendAndApply(&end_action);
  3782. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3783. {
  3784. battleMadeAction.setn(true);
  3785. }
  3786. checkBattleStateChanges();
  3787. if (battleResult.get())
  3788. {
  3789. battleMadeAction.setn(true);
  3790. //battle will be ended by startBattle function
  3791. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3792. }
  3793. return true;
  3794. }
  3795. }
  3796. return false;
  3797. }
  3798. void CGameHandler::stackAppearTrigger(const CStack *st)
  3799. {
  3800. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3801. for (auto b : bl)
  3802. {
  3803. SetStackEffect sse;
  3804. int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3805. if (val > 3)
  3806. {
  3807. for (auto s : gs->curB->battleGetAllStacks())
  3808. {
  3809. if (battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3810. sse.stacks.push_back (s->ID);
  3811. }
  3812. }
  3813. else
  3814. sse.stacks.push_back (st->ID);
  3815. Bonus pseudoBonus;
  3816. pseudoBonus.sid = b->subtype;
  3817. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3818. pseudoBonus.turnsRemain = 50;
  3819. st->stackEffectToFeature(sse.effect, pseudoBonus);
  3820. if (sse.effect.size())
  3821. sendAndApply(&sse);
  3822. }
  3823. }
  3824. void CGameHandler::stackTurnTrigger(const CStack *st)
  3825. {
  3826. BattleTriggerEffect bte;
  3827. bte.stackID = st->ID;
  3828. bte.effect = -1;
  3829. bte.val = 0;
  3830. bte.additionalInfo = 0;
  3831. if (st->alive())
  3832. {
  3833. stackAppearTrigger(st);
  3834. //unbind
  3835. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  3836. {
  3837. bool unbind = true;
  3838. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3839. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3840. for (auto b : bl)
  3841. {
  3842. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3843. if (stack)
  3844. {
  3845. if (vstd::contains(stacks, stack)) //binding stack is still present
  3846. {
  3847. unbind = false;
  3848. }
  3849. }
  3850. }
  3851. if (unbind)
  3852. {
  3853. BattleSetStackProperty ssp;
  3854. ssp.which = BattleSetStackProperty::UNBIND;
  3855. ssp.stackID = st->ID;
  3856. sendAndApply(&ssp);
  3857. }
  3858. }
  3859. //regeneration
  3860. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  3861. {
  3862. bte.effect = Bonus::HP_REGENERATION;
  3863. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3864. }
  3865. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3866. {
  3867. bte.effect = Bonus::HP_REGENERATION;
  3868. bte.val = st->MaxHealth() - st->firstHPleft;
  3869. }
  3870. if (bte.val) //anything to heal
  3871. sendAndApply(&bte);
  3872. if (st->hasBonusOfType(Bonus::POISON))
  3873. {
  3874. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3875. if (b) //TODO: what if not?...
  3876. {
  3877. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3878. if (bte.val < b->val) //(negative) poison effect increases - update it
  3879. {
  3880. bte.effect = Bonus::POISON;
  3881. sendAndApply(&bte);
  3882. }
  3883. }
  3884. }
  3885. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3886. {
  3887. const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
  3888. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3889. if (opponentHero)
  3890. {
  3891. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3892. vstd::amin(manaDrained, opponentHero->mana);
  3893. if (manaDrained)
  3894. {
  3895. bte.effect = Bonus::MANA_DRAIN;
  3896. bte.val = manaDrained;
  3897. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3898. sendAndApply(&bte);
  3899. }
  3900. }
  3901. }
  3902. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3903. {
  3904. bool fearsomeCreature = false;
  3905. for (CStack * stack : gs->curB->stacks)
  3906. {
  3907. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3908. {
  3909. fearsomeCreature = true;
  3910. break;
  3911. }
  3912. }
  3913. if (fearsomeCreature)
  3914. {
  3915. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3916. {
  3917. bte.effect = Bonus::FEAR;
  3918. sendAndApply(&bte);
  3919. }
  3920. }
  3921. }
  3922. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3923. int side = gs->curB->whatSide(st->owner);
  3924. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3925. {
  3926. bool cast = false;
  3927. while (!bl.empty() && !cast)
  3928. {
  3929. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  3930. auto spellID = SpellID(bonus->subtype);
  3931. const CSpell * spell = SpellID(spellID).toSpell();
  3932. bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
  3933. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  3934. {
  3935. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3936. parameters.spellLvl = bonus->val;
  3937. parameters.effectLevel = bonus->val;//todo: recheck
  3938. parameters.aimToHex(BattleHex::INVALID);
  3939. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3940. parameters.cast(spellEnv);
  3941. //todo: move to mechanics
  3942. BattleSetStackProperty ssp;
  3943. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3944. ssp.absolute = false;
  3945. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3946. ssp.stackID = st->ID;
  3947. sendAndApply(&ssp);
  3948. cast = true;
  3949. }
  3950. }
  3951. }
  3952. }
  3953. }
  3954. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  3955. {
  3956. //we want to determine following vars depending on obstacle type
  3957. int damage = -1;
  3958. int effect = -1;
  3959. bool oneTimeObstacle = false;
  3960. //helper info
  3961. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  3962. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  3963. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  3964. if (obstacle.obstacleType == CObstacleInstance::MOAT)
  3965. {
  3966. damage = battleGetMoatDmg();
  3967. }
  3968. else if (obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  3969. {
  3970. //You don't get hit by a Mine you can see.
  3971. if (gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  3972. return;
  3973. oneTimeObstacle = true;
  3974. effect = 82; //makes
  3975. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  3976. if (sp->isImmuneByStack(hero, curStack))
  3977. return;
  3978. damage = sp->calculateDamage(hero, curStack,
  3979. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3980. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  3981. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  3982. }
  3983. else if (obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  3984. {
  3985. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  3986. if (sp->isImmuneByStack(hero, curStack))
  3987. return;
  3988. damage = sp->calculateDamage(hero, curStack,
  3989. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3990. }
  3991. else
  3992. {
  3993. //no other obstacle does damage to stack
  3994. return;
  3995. }
  3996. BattleStackAttacked bsa;
  3997. if (effect >= 0)
  3998. {
  3999. bsa.flags |= BattleStackAttacked::EFFECT;
  4000. bsa.effect = effect; //makes POOF
  4001. }
  4002. bsa.damageAmount = damage;
  4003. bsa.stackAttacked = curStack->ID;
  4004. bsa.attackerID = -1;
  4005. curStack->prepareAttacked(bsa, getRandomGenerator());
  4006. StacksInjured si;
  4007. si.stacks.push_back(bsa);
  4008. sendAndApply(&si);
  4009. if (oneTimeObstacle)
  4010. removeObstacle(obstacle);
  4011. }
  4012. void CGameHandler::handleTimeEvents()
  4013. {
  4014. gs->map->events.sort(evntCmp);
  4015. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4016. {
  4017. CMapEvent ev = gs->map->events.front();
  4018. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4019. {
  4020. auto color = PlayerColor(player);
  4021. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4022. if (pinfo //player exists
  4023. && (ev.players & 1<<player) //event is enabled to this player
  4024. && ((ev.computerAffected && !pinfo->human)
  4025. || (ev.humanAffected && pinfo->human)
  4026. )
  4027. )
  4028. {
  4029. //give resources
  4030. SetResources sr;
  4031. sr.player = color;
  4032. sr.res = pinfo->resources + ev.resources;
  4033. //prepare dialog
  4034. InfoWindow iw;
  4035. iw.player = color;
  4036. iw.text << ev.message;
  4037. for (int i=0; i<ev.resources.size(); i++)
  4038. {
  4039. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4040. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4041. }
  4042. if (iw.components.size())
  4043. {
  4044. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4045. sendAndApply(&sr); //update player resources if changed
  4046. }
  4047. sendAndApply(&iw); //show dialog
  4048. }
  4049. } //PLAYERS LOOP
  4050. if (ev.nextOccurence)
  4051. {
  4052. gs->map->events.pop_front();
  4053. ev.firstOccurence += ev.nextOccurence;
  4054. auto it = gs->map->events.begin();
  4055. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4056. it++;
  4057. gs->map->events.insert(it, ev);
  4058. }
  4059. else
  4060. {
  4061. gs->map->events.pop_front();
  4062. }
  4063. }
  4064. //TODO send only if changed
  4065. UpdateMapEvents ume;
  4066. ume.events = gs->map->events;
  4067. sendAndApply(&ume);
  4068. }
  4069. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4070. {
  4071. town->events.sort(evntCmp);
  4072. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4073. {
  4074. PlayerColor player = town->tempOwner;
  4075. CCastleEvent ev = town->events.front();
  4076. const PlayerState * pinfo = getPlayer(player, false);
  4077. if (pinfo //player exists
  4078. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4079. && ((ev.computerAffected && !pinfo->human)
  4080. || (ev.humanAffected && pinfo->human)))
  4081. {
  4082. // dialog
  4083. InfoWindow iw;
  4084. iw.player = player;
  4085. iw.text << ev.message;
  4086. if (ev.resources.nonZero())
  4087. {
  4088. TResources was = n.res[player];
  4089. n.res[player] += ev.resources;
  4090. n.res[player].amax(0);
  4091. for (int i=0; i<ev.resources.size(); i++)
  4092. 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
  4093. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4094. }
  4095. for (auto & i : ev.buildings)
  4096. {
  4097. if (!town->hasBuilt(i))
  4098. {
  4099. buildStructure(town->id, i, true);
  4100. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4101. }
  4102. }
  4103. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4104. {
  4105. n.cres[town->id].tid = town->id;
  4106. n.cres[town->id].creatures = town->creatures;
  4107. }
  4108. auto & sac = n.cres[town->id];
  4109. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4110. {
  4111. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4112. {
  4113. sac.creatures[i].first += ev.creatures.at(i);
  4114. iw.components.push_back(Component(Component::CREATURE,
  4115. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4116. }
  4117. }
  4118. sendAndApply(&iw); //show dialog
  4119. }
  4120. if (ev.nextOccurence)
  4121. {
  4122. town->events.pop_front();
  4123. ev.firstOccurence += ev.nextOccurence;
  4124. auto it = town->events.begin();
  4125. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4126. it++;
  4127. town->events.insert(it, ev);
  4128. }
  4129. else
  4130. {
  4131. town->events.pop_front();
  4132. }
  4133. }
  4134. //TODO send only if changed
  4135. UpdateCastleEvents uce;
  4136. uce.town = town->id;
  4137. uce.events = town->events;
  4138. sendAndApply(&uce);
  4139. }
  4140. bool CGameHandler::complain(const std::string &problem)
  4141. {
  4142. sendMessageToAll("Server encountered a problem: " + problem);
  4143. logGlobal->error(problem);
  4144. return true;
  4145. }
  4146. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4147. {
  4148. //PlayerColor player = getOwner(hid);
  4149. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4150. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4151. assert(lowerArmy);
  4152. assert(upperArmy);
  4153. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4154. queries.addQuery(garrisonQuery);
  4155. GarrisonDialog gd;
  4156. gd.hid = hid;
  4157. gd.objid = upobj;
  4158. gd.removableUnits = removableUnits;
  4159. gd.queryID = garrisonQuery->queryID;
  4160. sendAndApply(&gd);
  4161. }
  4162. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4163. {
  4164. OpenWindow ow;
  4165. ow.window = OpenWindow::THIEVES_GUILD;
  4166. ow.id1 = player.getNum();
  4167. ow.id2 = requestingObjId.getNum();
  4168. sendAndApply(&ow);
  4169. }
  4170. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4171. {
  4172. if (id1 == id2)
  4173. return true;
  4174. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4175. if (!o1 || !o2)
  4176. return true; //arranging stacks within an object should be always allowed
  4177. if (o1 && o2)
  4178. {
  4179. if (o1->ID == Obj::TOWN)
  4180. {
  4181. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4182. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4183. return true;
  4184. }
  4185. if (o2->ID == Obj::TOWN)
  4186. {
  4187. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4188. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4189. return true;
  4190. }
  4191. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4192. {
  4193. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4194. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4195. // two heroes in same town (garrisoned and visiting)
  4196. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4197. return true;
  4198. }
  4199. //Ongoing garrison exchange
  4200. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4201. {
  4202. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4203. return true;
  4204. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4205. return true;
  4206. }
  4207. }
  4208. return false;
  4209. }
  4210. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4211. {
  4212. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4213. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4214. queries.addQuery(visitQuery); //TODO real visit pos
  4215. HeroVisit hv;
  4216. hv.obj = obj;
  4217. hv.hero = h;
  4218. hv.player = h->tempOwner;
  4219. hv.starting = true;
  4220. sendAndApply(&hv);
  4221. obj->onHeroVisit(h);
  4222. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4223. }
  4224. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4225. {
  4226. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4227. HeroVisit hv;
  4228. hv.player = query.players.front();
  4229. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4230. hv.hero = query.visitingHero;
  4231. assert(hv.hero);
  4232. hv.starting = false;
  4233. sendAndApply(&hv);
  4234. }
  4235. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4236. {
  4237. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4238. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4239. {
  4240. complain("Cannot build boat in this shipyard!");
  4241. return false;
  4242. }
  4243. else if (obj->o->ID == Obj::TOWN
  4244. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4245. {
  4246. complain("Cannot build boat in the town - no shipyard!");
  4247. return false;
  4248. }
  4249. const PlayerColor playerID = obj->o->tempOwner;
  4250. TResources boatCost;
  4251. obj->getBoatCost(boatCost);
  4252. TResources aviable = getPlayer(playerID)->resources;
  4253. if (!aviable.canAfford(boatCost))
  4254. {
  4255. complain("Not enough resources to build a boat!");
  4256. return false;
  4257. }
  4258. int3 tile = obj->bestLocation();
  4259. if (!gs->map->isInTheMap(tile))
  4260. {
  4261. complain("Cannot find appropriate tile for a boat!");
  4262. return false;
  4263. }
  4264. //take boat cost
  4265. SetResources sr;
  4266. sr.player = playerID;
  4267. sr.res = (aviable - boatCost);
  4268. sendAndApply(&sr);
  4269. //create boat
  4270. NewObject no;
  4271. no.ID = Obj::BOAT;
  4272. no.subID = obj->getBoatType();
  4273. no.pos = tile + int3(1,0,0);
  4274. sendAndApply(&no);
  4275. return true;
  4276. }
  4277. void CGameHandler::engageIntoBattle(PlayerColor player)
  4278. {
  4279. //notify interfaces
  4280. PlayerBlocked pb;
  4281. pb.player = player;
  4282. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4283. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4284. sendAndApply(&pb);
  4285. }
  4286. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4287. {
  4288. for (auto playerColor : playerColors)
  4289. {
  4290. if (getPlayer(playerColor, false))
  4291. checkVictoryLossConditionsForPlayer(playerColor);
  4292. }
  4293. }
  4294. void CGameHandler::checkVictoryLossConditionsForAll()
  4295. {
  4296. std::set<PlayerColor> playerColors;
  4297. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4298. {
  4299. playerColors.insert(PlayerColor(i));
  4300. }
  4301. checkVictoryLossConditions(playerColors);
  4302. }
  4303. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4304. {
  4305. const PlayerState * p = getPlayer(player);
  4306. if (p->status != EPlayerStatus::INGAME) return;
  4307. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4308. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4309. {
  4310. InfoWindow iw;
  4311. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4312. sendAndApply(&iw);
  4313. PlayerEndsGame peg;
  4314. peg.player = player;
  4315. peg.victoryLossCheckResult = victoryLossCheckResult;
  4316. sendAndApply(&peg);
  4317. if (victoryLossCheckResult.victory())
  4318. {
  4319. //one player won -> all enemies lost
  4320. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4321. {
  4322. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4323. {
  4324. peg.player = i->first;
  4325. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4326. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4327. InfoWindow iw;
  4328. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4329. iw.player = i->first;
  4330. sendAndApply(&iw);
  4331. sendAndApply(&peg);
  4332. }
  4333. }
  4334. if (p->human)
  4335. {
  4336. end2 = true;
  4337. if (gs->scenarioOps->campState)
  4338. {
  4339. std::vector<CGHeroInstance *> crossoverHeroes;
  4340. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4341. {
  4342. if (hero->tempOwner == player)
  4343. {
  4344. // keep all heroes from the winning player
  4345. crossoverHeroes.push_back(hero);
  4346. }
  4347. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4348. {
  4349. // keep hero whether lost or won (like Xeron in AB campaign)
  4350. crossoverHeroes.push_back(hero);
  4351. }
  4352. }
  4353. // keep lost heroes which are in heroes pool
  4354. for (auto & heroPair : gs->hpool.heroesPool)
  4355. {
  4356. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4357. {
  4358. crossoverHeroes.push_back(heroPair.second.get());
  4359. }
  4360. }
  4361. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4362. //Request clients to change connection mode
  4363. PrepareForAdvancingCampaign pfac;
  4364. sendAndApply(&pfac);
  4365. //Change connection mode
  4366. if (getPlayer(player)->human && getStartInfo()->campState)
  4367. {
  4368. for (auto connection : conns)
  4369. connection->prepareForSendingHeroes();
  4370. }
  4371. UpdateCampaignState ucs;
  4372. ucs.camp = gs->scenarioOps->campState;
  4373. sendAndApply(&ucs);
  4374. }
  4375. }
  4376. }
  4377. else
  4378. {
  4379. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4380. auto hlp = p->heroes;
  4381. for (auto h : hlp) //eliminate heroes
  4382. {
  4383. if (h.get())
  4384. removeObject(h);
  4385. }
  4386. //player lost -> all his objects become unflagged (neutral)
  4387. for (auto obj : gs->map->objects) //unflag objs
  4388. {
  4389. if (obj.get() && obj->tempOwner == player)
  4390. setOwner(obj, PlayerColor::NEUTRAL);
  4391. }
  4392. //eliminating one player may cause victory of another:
  4393. std::set<PlayerColor> playerColors;
  4394. //do not copy player state (CBonusSystemNode) by value
  4395. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4396. {
  4397. if (p.first != player)
  4398. playerColors.insert(p.first);
  4399. }
  4400. //notify all players
  4401. for (auto pc : playerColors)
  4402. {
  4403. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4404. {
  4405. InfoWindow iw;
  4406. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4407. iw.player = pc;
  4408. sendAndApply(&iw);
  4409. }
  4410. }
  4411. checkVictoryLossConditions(playerColors);
  4412. }
  4413. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4414. // If we are called before the actual game start, there might be no current player
  4415. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4416. {
  4417. // If player making turn has lost his turn must be over as well
  4418. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4419. }
  4420. }
  4421. }
  4422. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4423. {
  4424. out.player = player;
  4425. out.text.clear();
  4426. out.text << victoryLossCheckResult.messageToSelf;
  4427. // hackish, insert one player-specific string, if applicable
  4428. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4429. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4430. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4431. }
  4432. bool CGameHandler::dig(const CGHeroInstance *h)
  4433. {
  4434. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4435. {
  4436. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4437. {
  4438. complain("Cannot dig - there is already a hole under the hero!");
  4439. return false;
  4440. }
  4441. }
  4442. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4443. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4444. //create a hole
  4445. NewObject no;
  4446. no.ID = Obj::HOLE;
  4447. no.pos = h->getPosition();
  4448. no.subID = 0;
  4449. sendAndApply(&no);
  4450. //take MPs
  4451. SetMovePoints smp;
  4452. smp.hid = h->id;
  4453. smp.val = 0;
  4454. sendAndApply(&smp);
  4455. InfoWindow iw;
  4456. iw.player = h->tempOwner;
  4457. if (gs->map->grailPos == h->getPosition())
  4458. {
  4459. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4460. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4461. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4462. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4463. sendAndApply(&iw);
  4464. iw.soundID = soundBase::invalid;
  4465. iw.text.clear();
  4466. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4467. sendAndApply(&iw);
  4468. }
  4469. else
  4470. {
  4471. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4472. iw.soundID = soundBase::Dig;
  4473. sendAndApply(&iw);
  4474. }
  4475. return true;
  4476. }
  4477. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4478. {
  4479. if (attacker->hasBonusOfType(attackMode))
  4480. {
  4481. std::set<SpellID> spellsToCast;
  4482. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4483. for (const std::shared_ptr<Bonus> sf : *spells)
  4484. {
  4485. spellsToCast.insert(SpellID(sf->subtype));
  4486. }
  4487. for (SpellID spellID : spellsToCast)
  4488. {
  4489. const CStack * oneOfAttacked = nullptr;
  4490. for (auto & elem : bat.bsa)
  4491. {
  4492. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4493. {
  4494. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4495. break;
  4496. }
  4497. }
  4498. bool castMe = false;
  4499. if (oneOfAttacked == nullptr)
  4500. {
  4501. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4502. return;
  4503. }
  4504. int spellLevel = 0;
  4505. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4506. for (const std::shared_ptr<Bonus> sf : *spellsByType)
  4507. {
  4508. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4509. int meleeRanged = sf->additionalInfo / 1000;
  4510. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4511. castMe = true;
  4512. }
  4513. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4514. vstd::amin(chance, 100);
  4515. const CSpell * spell = SpellID(spellID).toSpell();
  4516. if (gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4517. continue;
  4518. //check if spell should be cast (probability handling)
  4519. if (getRandomGenerator().nextInt(99) >= chance)
  4520. continue;
  4521. //casting
  4522. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4523. {
  4524. logGlobal->debug("battle spell cast");
  4525. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4526. parameters.spellLvl = spellLevel;
  4527. parameters.effectLevel = spellLevel;
  4528. parameters.aimToStack(oneOfAttacked);
  4529. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4530. parameters.cast(spellEnv);
  4531. }
  4532. }
  4533. }
  4534. }
  4535. void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
  4536. {
  4537. const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
  4538. attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4539. // filter possibly dead stacks
  4540. bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
  4541. [this](const BattleStackAttacked &bsa)
  4542. {
  4543. return battleGetStackByID(bsa.stackAttacked) == nullptr;
  4544. }),
  4545. bat->bsa.end());
  4546. }
  4547. void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
  4548. {
  4549. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4550. if (!attacker || bat.bsa.empty()) // can be already dead
  4551. return;
  4552. auto cast = [=](SpellID spellID, int power)
  4553. {
  4554. const CSpell * spell = SpellID(spellID).toSpell();
  4555. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4556. parameters.spellLvl = 0;
  4557. parameters.effectLevel = 0;
  4558. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4559. parameters.effectPower = power;
  4560. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4561. parameters.cast(spellEnv);
  4562. };
  4563. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4564. if (bat.bsa.at(0).newAmount <= 0)
  4565. {
  4566. //don't try death stare or acid breath on dead stack (crash!)
  4567. return;
  4568. }
  4569. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4570. {
  4571. // mechanics of Death Stare as in H3:
  4572. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4573. //original formula x = min(x, (gorgons_count + 9)/10);
  4574. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4575. vstd::amin(chanceToKill, 1); //cap at 100%
  4576. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4577. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4578. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4579. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4580. vstd::amin(staredCreatures, maxToKill);
  4581. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4582. if (staredCreatures)
  4583. {
  4584. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4585. cast(SpellID::DEATH_STARE, staredCreatures);
  4586. }
  4587. }
  4588. int acidDamage = 0;
  4589. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4590. for (const std::shared_ptr<Bonus> b : *acidBreath)
  4591. {
  4592. if (b->additionalInfo > getRandomGenerator().nextInt(99))
  4593. acidDamage += b->val;
  4594. }
  4595. if (acidDamage)
  4596. {
  4597. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4598. }
  4599. }
  4600. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4601. {
  4602. const CSpell *s = spellID.toSpell();
  4603. AdventureSpellCastParameters p;
  4604. p.caster = h;
  4605. p.pos = pos;
  4606. return s->adventureCast(spellEnv, p);
  4607. }
  4608. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4609. {
  4610. if (!t.visitableObjects.empty())
  4611. {
  4612. //to prevent self-visiting heroes on space press
  4613. if (t.visitableObjects.back() != h)
  4614. objectVisited(t.visitableObjects.back(), h);
  4615. else if (t.visitableObjects.size() > 1)
  4616. objectVisited(*(t.visitableObjects.end()-2),h);
  4617. }
  4618. }
  4619. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4620. {
  4621. int oldCount = hero->getStackCount(slot);
  4622. if (oldCount < count)
  4623. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4624. else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4625. COMPLAIN_RET("Cannot sacrifice last creature!");
  4626. int crid = hero->getStack(slot).type->idNumber;
  4627. changeStackCount(StackLocation(hero, slot), -count);
  4628. int dump, exp;
  4629. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4630. exp *= count;
  4631. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4632. return true;
  4633. }
  4634. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4635. {
  4636. ArtifactLocation al(hero, slot);
  4637. const CArtifactInstance *a = al.getArt();
  4638. if (!a)
  4639. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4640. int dmp, expToGive;
  4641. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4642. removeArtifact(al);
  4643. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4644. return true;
  4645. }
  4646. void CGameHandler::makeStackDoNothing(const CStack * next)
  4647. {
  4648. BattleAction doNothing;
  4649. doNothing.actionType = Battle::NO_ACTION;
  4650. doNothing.additionalInfo = 0;
  4651. doNothing.destinationTile = -1;
  4652. doNothing.side = !next->attackerOwned;
  4653. doNothing.stackNumber = next->ID;
  4654. makeAutomaticAction(next, doNothing);
  4655. }
  4656. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4657. {
  4658. if (sl.army->hasStackAtSlot(sl.slot))
  4659. COMPLAIN_RET("Slot is already taken!");
  4660. if (!sl.slot.validSlot())
  4661. COMPLAIN_RET("Cannot insert stack to that slot!");
  4662. InsertNewStack ins;
  4663. ins.sl = sl;
  4664. ins.stack = CStackBasicDescriptor(c, count);
  4665. sendAndApply(&ins);
  4666. return true;
  4667. }
  4668. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4669. {
  4670. if (!sl.army->hasStackAtSlot(sl.slot))
  4671. COMPLAIN_RET("Cannot find a stack to erase");
  4672. if (sl.army->stacksCount() == 1 //from the last stack
  4673. && sl.army->needsLastStack() //that must be left
  4674. && !forceRemoval) //ignore above conditions if we are forcing removal
  4675. {
  4676. COMPLAIN_RET("Cannot erase the last stack!");
  4677. }
  4678. EraseStack es;
  4679. es.sl = sl;
  4680. sendAndApply(&es);
  4681. return true;
  4682. }
  4683. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4684. {
  4685. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4686. if ((absoluteValue && count < 0)
  4687. || (!absoluteValue && -count > currentCount))
  4688. {
  4689. COMPLAIN_RET("Cannot take more stacks than present!");
  4690. }
  4691. if ((currentCount == -count && !absoluteValue)
  4692. || (!count && absoluteValue))
  4693. {
  4694. eraseStack(sl);
  4695. }
  4696. else
  4697. {
  4698. ChangeStackCount csc;
  4699. csc.sl = sl;
  4700. csc.count = count;
  4701. csc.absoluteValue = absoluteValue;
  4702. sendAndApply(&csc);
  4703. }
  4704. return true;
  4705. }
  4706. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4707. {
  4708. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4709. if (!slotC) //slot is empty
  4710. insertNewStack(sl, c, count);
  4711. else if (c == slotC)
  4712. changeStackCount(sl, count);
  4713. else
  4714. {
  4715. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4716. }
  4717. return true;
  4718. }
  4719. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4720. {
  4721. if (removeObjWhenFinished)
  4722. removeAfterVisit(src);
  4723. if (!src->canBeMergedWith(*dst, allowMerging))
  4724. {
  4725. if (allowMerging) //do that, add all matching creatures.
  4726. {
  4727. bool cont = true;
  4728. while (cont)
  4729. {
  4730. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4731. {
  4732. SlotID pos = dst->getSlotFor(i->second->type);
  4733. if (pos.validSlot())
  4734. {
  4735. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4736. cont = true;
  4737. break; //or iterator crashes
  4738. }
  4739. cont = false;
  4740. }
  4741. }
  4742. }
  4743. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4744. }
  4745. else //merge
  4746. {
  4747. moveArmy(src, dst, allowMerging);
  4748. }
  4749. }
  4750. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4751. {
  4752. if (!src.army->hasStackAtSlot(src.slot))
  4753. COMPLAIN_RET("No stack to move!");
  4754. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4755. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4756. if (!dst.slot.validSlot())
  4757. COMPLAIN_RET("Cannot move stack to that slot!");
  4758. if (count == -1)
  4759. {
  4760. count = src.army->getStackCount(src.slot);
  4761. }
  4762. if (src.army != dst.army //moving away
  4763. && count == src.army->getStackCount(src.slot) //all creatures
  4764. && src.army->stacksCount() == 1 //from the last stack
  4765. && src.army->needsLastStack()) //that must be left
  4766. {
  4767. COMPLAIN_RET("Cannot move away the last creature!");
  4768. }
  4769. RebalanceStacks rs;
  4770. rs.src = src;
  4771. rs.dst = dst;
  4772. rs.count = count;
  4773. sendAndApply(&rs);
  4774. return true;
  4775. }
  4776. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4777. {
  4778. if (!sl1.army->hasStackAtSlot(sl1.slot))
  4779. return moveStack(sl2, sl1);
  4780. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  4781. return moveStack(sl1, sl2);
  4782. else
  4783. {
  4784. SwapStacks ss;
  4785. ss.sl1 = sl1;
  4786. ss.sl2 = sl2;
  4787. sendAndApply(&ss);
  4788. return true;
  4789. }
  4790. }
  4791. void CGameHandler::runBattle()
  4792. {
  4793. setBattle(gs->curB);
  4794. assert(gs->curB);
  4795. //TODO: pre-tactic stuff, call scripts etc.
  4796. //tactic round
  4797. {
  4798. while (gs->curB->tacticDistance && !battleResult.get())
  4799. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4800. }
  4801. //initial stacks appearance triggers, e.g. built-in bonus spells
  4802. for (auto stack : gs->curB->stacks)
  4803. {
  4804. stackAppearTrigger(stack);
  4805. }
  4806. //spells opening battle
  4807. for (int i = 0; i < 2; ++i)
  4808. {
  4809. auto h = gs->curB->battleGetFightingHero(i);
  4810. if (h)
  4811. {
  4812. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4813. for (auto b : *bl)
  4814. {
  4815. const CSpell * spell = SpellID(b->subtype).toSpell();
  4816. if (ESpellCastProblem::OK != gs->curB->battleCanCastThisSpell(h, spell, ECastingMode::PASSIVE_CASTING))
  4817. continue;
  4818. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4819. parameters.spellLvl = 3;
  4820. parameters.effectLevel = 3;
  4821. parameters.aimToHex(BattleHex::INVALID);
  4822. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4823. parameters.enchantPower = b->val;
  4824. parameters.cast(spellEnv);
  4825. }
  4826. }
  4827. }
  4828. //main loop
  4829. while (!battleResult.get()) //till the end of the battle ;]
  4830. {
  4831. BattleNextRound bnr;
  4832. bnr.round = gs->curB->round + 1;
  4833. sendAndApply(&bnr);
  4834. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4835. for (auto &obstPtr : obstacles)
  4836. {
  4837. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4838. if (sco->turnsRemaining == 0)
  4839. removeObstacle(*obstPtr);
  4840. }
  4841. const BattleInfo & curB = *gs->curB;
  4842. //stack loop
  4843. const CStack *next;
  4844. while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4845. {
  4846. std::set <const CStack *> stacksToRemove;
  4847. for (auto stack : curB.stacks)
  4848. {
  4849. if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  4850. stacksToRemove.insert(stack);
  4851. }
  4852. for (auto stack : stacksToRemove)
  4853. {
  4854. BattleStacksRemoved bsr;
  4855. bsr.stackIDs.insert(stack->ID);
  4856. sendAndApply(&bsr);
  4857. }
  4858. //check for bad morale => freeze
  4859. int nextStackMorale = next->MoraleVal();
  4860. if (nextStackMorale < 0 &&
  4861. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4862. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4863. )
  4864. {
  4865. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4866. {
  4867. //unit loses its turn - empty freeze action
  4868. BattleAction ba;
  4869. ba.actionType = Battle::BAD_MORALE;
  4870. ba.additionalInfo = 1;
  4871. ba.side = !next->attackerOwned;
  4872. ba.stackNumber = next->ID;
  4873. makeAutomaticAction(next, ba);
  4874. continue;
  4875. }
  4876. }
  4877. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4878. {
  4879. logGlobal->debug("Handle Berserk effect");
  4880. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4881. if (attackInfo.first != nullptr)
  4882. {
  4883. BattleAction attack;
  4884. attack.actionType = Battle::WALK_AND_ATTACK;
  4885. attack.side = !next->attackerOwned;
  4886. attack.stackNumber = next->ID;
  4887. attack.additionalInfo = attackInfo.first->position;
  4888. attack.destinationTile = attackInfo.second;
  4889. makeAutomaticAction(next, attack);
  4890. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  4891. }
  4892. else
  4893. {
  4894. makeStackDoNothing(next);
  4895. logGlobal->debug("No target found");
  4896. }
  4897. continue;
  4898. }
  4899. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  4900. if ((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  4901. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  4902. {
  4903. BattleAction attack;
  4904. attack.actionType = Battle::SHOOT;
  4905. attack.side = !next->attackerOwned;
  4906. attack.stackNumber = next->ID;
  4907. for (auto & elem : gs->curB->stacks)
  4908. {
  4909. if (elem->owner != next->owner && elem->isValidTarget())
  4910. {
  4911. attack.destinationTile = elem->position;
  4912. break;
  4913. }
  4914. }
  4915. makeAutomaticAction(next, attack);
  4916. continue;
  4917. }
  4918. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  4919. {
  4920. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  4921. if (attackableBattleHexes.empty())
  4922. {
  4923. makeStackDoNothing(next);
  4924. continue;
  4925. }
  4926. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  4927. {
  4928. BattleAction attack;
  4929. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  4930. getRandomGenerator());
  4931. attack.actionType = Battle::CATAPULT;
  4932. attack.additionalInfo = 0;
  4933. attack.side = !next->attackerOwned;
  4934. attack.stackNumber = next->ID;
  4935. makeAutomaticAction(next, attack);
  4936. continue;
  4937. }
  4938. }
  4939. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  4940. {
  4941. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  4942. {
  4943. return s->owner == next->owner && s->canBeHealed();
  4944. });
  4945. if (!possibleStacks.size())
  4946. {
  4947. makeStackDoNothing(next);
  4948. continue;
  4949. }
  4950. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  4951. {
  4952. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  4953. const CStack * toBeHealed = possibleStacks.front();
  4954. BattleAction heal;
  4955. heal.actionType = Battle::STACK_HEAL;
  4956. heal.additionalInfo = 0;
  4957. heal.destinationTile = toBeHealed->position;
  4958. heal.side = !next->attackerOwned;
  4959. heal.stackNumber = next->ID;
  4960. makeAutomaticAction(next, heal);
  4961. continue;
  4962. }
  4963. }
  4964. int numberOfAsks = 1;
  4965. bool breakOuter = false;
  4966. do
  4967. {//ask interface and wait for answer
  4968. if (!battleResult.get())
  4969. {
  4970. stackTurnTrigger(next); //various effects
  4971. if (vstd::contains(next->state, EBattleStackState::FEAR))
  4972. {
  4973. makeStackDoNothing(next); //end immediately if stack was affected by fear
  4974. }
  4975. else
  4976. {
  4977. logGlobal->trace("Activating %s", next->nodeName());
  4978. auto nextId = next->ID;
  4979. BattleSetActiveStack sas;
  4980. sas.stack = nextId;
  4981. sendAndApply(&sas);
  4982. auto actionWasMade = [&]() -> bool
  4983. {
  4984. if (battleMadeAction.data)//active stack has made its action
  4985. return true;
  4986. if (battleResult.get())// battle is finished
  4987. return true;
  4988. if (next == nullptr)//active stack was been removed
  4989. return true;
  4990. return !next->alive();//active stack is dead
  4991. };
  4992. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  4993. battleMadeAction.data = false;
  4994. while (!actionWasMade())
  4995. {
  4996. battleMadeAction.cond.wait(lock);
  4997. if (battleGetStackByID(nextId, false) != next)
  4998. next = nullptr; //it may be removed, while we wait
  4999. }
  5000. }
  5001. }
  5002. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5003. {
  5004. breakOuter = true;
  5005. break;
  5006. }
  5007. //we're after action, all results applied
  5008. checkBattleStateChanges(); //check if this action ended the battle
  5009. if (next != nullptr)
  5010. {
  5011. //check for good morale
  5012. nextStackMorale = next->MoraleVal();
  5013. if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5014. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5015. && !next->waited()
  5016. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5017. && next->alive()
  5018. && nextStackMorale > 0
  5019. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5020. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5021. )
  5022. {
  5023. if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5024. {
  5025. BattleTriggerEffect bte;
  5026. bte.stackID = next->ID;
  5027. bte.effect = Bonus::MORALE;
  5028. bte.val = 1;
  5029. bte.additionalInfo = 0;
  5030. sendAndApply(&bte); //play animation
  5031. ++numberOfAsks; //move this stack once more
  5032. }
  5033. }
  5034. }
  5035. --numberOfAsks;
  5036. } while (numberOfAsks > 0);
  5037. if (breakOuter)
  5038. {
  5039. break;
  5040. }
  5041. }
  5042. }
  5043. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5044. }
  5045. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5046. {
  5047. BattleSetActiveStack bsa;
  5048. bsa.stack = stack->ID;
  5049. bsa.askPlayerInterface = false;
  5050. sendAndApply(&bsa);
  5051. bool ret = makeBattleAction(ba);
  5052. checkBattleStateChanges();
  5053. return ret;
  5054. }
  5055. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5056. {
  5057. assert(a->artType);
  5058. ArtifactLocation al;
  5059. al.artHolder = const_cast<CGHeroInstance*>(h);
  5060. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5061. if (pos < 0)
  5062. {
  5063. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5064. slot = a->firstAvailableSlot(h);
  5065. else
  5066. slot = a->firstBackpackSlot(h);
  5067. }
  5068. else
  5069. {
  5070. slot = pos;
  5071. }
  5072. al.slot = slot;
  5073. if (slot < 0 || !a->canBePutAt(al))
  5074. {
  5075. complain("Cannot put artifact in that slot!");
  5076. return;
  5077. }
  5078. putArtifact(al, a);
  5079. }
  5080. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5081. {
  5082. PutArtifact pa;
  5083. pa.art = a;
  5084. pa.al = al;
  5085. sendAndApply(&pa);
  5086. }
  5087. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5088. {
  5089. CArtifactInstance *a = nullptr;
  5090. if (!artType->constituents)
  5091. {
  5092. a = new CArtifactInstance();
  5093. }
  5094. else
  5095. {
  5096. a = new CCombinedArtifactInstance();
  5097. }
  5098. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5099. NewArtifact na;
  5100. na.art = a;
  5101. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5102. giveHeroArtifact(h, a, pos);
  5103. }
  5104. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5105. {
  5106. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5107. if (battleResult.data)
  5108. {
  5109. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5110. % battleResult.data->result % resultType).str());
  5111. return;
  5112. }
  5113. auto br = new BattleResult;
  5114. br->result = resultType;
  5115. br->winner = victoriusSide; //surrendering side loses
  5116. gs->curB->calculateCasualties(br->casualties);
  5117. battleResult.data = br;
  5118. }
  5119. void CGameHandler::commitPackage(CPackForClient *pack)
  5120. {
  5121. sendAndApply(pack);
  5122. }
  5123. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5124. {
  5125. std::vector<int3>::iterator tile;
  5126. std::vector<int3> tiles;
  5127. getFreeTiles(tiles);
  5128. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5129. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5130. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5131. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5132. for (int i = 0; i < amount; ++i)
  5133. {
  5134. tile = tiles.begin();
  5135. logGlobal->trace("\tSpawning monster at %s",(*tile)());
  5136. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5137. tiles.erase(tile); //not use it again
  5138. }
  5139. }
  5140. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5141. {
  5142. if (cheat == "vcmiistari")
  5143. {
  5144. if (!hero) return;
  5145. ///Give hero spellbook
  5146. if (!hero->hasSpellbook())
  5147. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5148. ///Give all spells with bonus (to allow banned spells)
  5149. GiveBonus giveBonus(GiveBonus::HERO);
  5150. giveBonus.id = hero->id.getNum();
  5151. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5152. //start with level 0 to skip abilities
  5153. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5154. {
  5155. giveBonus.bonus.subtype = level;
  5156. sendAndApply(&giveBonus);
  5157. }
  5158. ///Give mana
  5159. SetMana sm;
  5160. sm.hid = hero->id;
  5161. sm.val = 999;
  5162. sm.absolute = true;
  5163. sendAndApply(&sm);
  5164. }
  5165. else if (cheat == "vcmiarmenelos")
  5166. {
  5167. if (!town) return;
  5168. ///Build all buildings in selected town
  5169. for (auto & build : town->town->buildings)
  5170. {
  5171. if (!town->hasBuilt(build.first)
  5172. && !build.second->Name().empty()
  5173. && build.first != BuildingID::SHIP)
  5174. {
  5175. buildStructure(town->id, build.first, true);
  5176. }
  5177. }
  5178. }
  5179. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5180. {
  5181. if (!hero) return;
  5182. ///Gives N creatures into each slot
  5183. std::map<std::string, std::pair<int, int>> creatures;
  5184. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5185. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5186. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5187. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5188. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5189. if (!hero->hasStackAtSlot(SlotID(i)))
  5190. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5191. }
  5192. else if (cheat == "vcminoldor")
  5193. {
  5194. if (!hero) return;
  5195. ///Give all war machines to hero
  5196. if (!hero->getArt(ArtifactPosition::MACH1))
  5197. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5198. if (!hero->getArt(ArtifactPosition::MACH2))
  5199. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5200. if (!hero->getArt(ArtifactPosition::MACH3))
  5201. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5202. }
  5203. else if (cheat == "vcmiforgeofnoldorking")
  5204. {
  5205. if (!hero) return;
  5206. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5207. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5208. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5209. }
  5210. else if (cheat == "vcmiglorfindel")
  5211. {
  5212. if (!hero) return;
  5213. ///selected hero gains a new level
  5214. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5215. }
  5216. else if (cheat == "vcminahar")
  5217. {
  5218. if (!hero) return;
  5219. ///Give 1000000 movement points to hero
  5220. SetMovePoints smp;
  5221. smp.hid = hero->id;
  5222. smp.val = 1000000;
  5223. sendAndApply(&smp);
  5224. }
  5225. else if (cheat == "vcmiformenos")
  5226. {
  5227. ///Give resources to player
  5228. TResources resources;
  5229. resources[Res::GOLD] = 100000;
  5230. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5231. resources[i] = 100;
  5232. giveResources(player, resources);
  5233. }
  5234. else if (cheat == "vcmisilmaril")
  5235. {
  5236. ///Player wins
  5237. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  5238. }
  5239. else if (cheat == "vcmimelkor")
  5240. {
  5241. ///Player looses
  5242. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  5243. }
  5244. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5245. {
  5246. ///Reveal or conceal FoW
  5247. FoWChange fc;
  5248. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5249. fc.player = player;
  5250. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5251. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5252. int lastUnc = 0;
  5253. for (int i = 0; i < gs->map->width; i++)
  5254. for (int j = 0; j < gs->map->height; j++)
  5255. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5256. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5257. hlp_tab[lastUnc++] = int3(i, j, k);
  5258. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5259. delete [] hlp_tab;
  5260. sendAndApply(&fc);
  5261. }
  5262. else
  5263. cheated = false;
  5264. }
  5265. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5266. {
  5267. ObstaclesRemoved obsRem;
  5268. obsRem.obstacles.insert(obstacle.uniqueID);
  5269. sendAndApply(&obsRem);
  5270. }
  5271. void CGameHandler::synchronizeArtifactHandlerLists()
  5272. {
  5273. UpdateArtHandlerLists uahl;
  5274. uahl.treasures = VLC->arth->treasures;
  5275. uahl.minors = VLC->arth->minors;
  5276. uahl.majors = VLC->arth->majors;
  5277. uahl.relics = VLC->arth->relics;
  5278. sendAndApply(&uahl);
  5279. }
  5280. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5281. {
  5282. return vstd::contains(gs->map->objects, obj);
  5283. }
  5284. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5285. {
  5286. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5287. return false;
  5288. auto query = queries.topQuery(player);
  5289. if (query && query->blocksPack(pack))
  5290. {
  5291. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5292. return true;
  5293. }
  5294. return false;
  5295. }
  5296. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5297. {
  5298. //If the object is being visited, there must be a matching query
  5299. for (const auto &query : queries.allQueries())
  5300. {
  5301. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5302. {
  5303. if (someVistQuery->visitedObject == object)
  5304. {
  5305. someVistQuery->removeObjectAfterVisit = true;
  5306. return;
  5307. }
  5308. }
  5309. };
  5310. //If we haven't returned so far, there is no query and no visit, call was wrong
  5311. assert("This function needs to be called during the object visit!");
  5312. }
  5313. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5314. {
  5315. std::unordered_set<int3, ShashInt3> tiles;
  5316. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5317. if (hide)
  5318. {
  5319. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5320. auto p = getPlayer(player);
  5321. for (auto h : p->heroes)
  5322. {
  5323. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5324. }
  5325. for (auto t : p->towns)
  5326. {
  5327. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5328. }
  5329. for (auto tile : observedTiles)
  5330. vstd::erase_if_present (tiles, tile);
  5331. }
  5332. changeFogOfWar(tiles, player, hide);
  5333. }
  5334. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5335. {
  5336. FoWChange fow;
  5337. fow.tiles = tiles;
  5338. fow.player = player;
  5339. fow.mode = hide? 0 : 1;
  5340. sendAndApply(&fow);
  5341. }
  5342. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5343. {
  5344. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5345. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5346. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5347. return true;
  5348. }
  5349. void CGameHandler::duelFinished()
  5350. {
  5351. auto si = getStartInfo();
  5352. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5353. int casualtiesPoints = 0;
  5354. logGlobal->debug("Winner side %d\nWinner casualties:", (int)battleResult.data->winner);
  5355. for (auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5356. {
  5357. const CCreature *c = VLC->creh->creatures[elem.first];
  5358. logGlobal->debug("\t* %d of %s", elem.second, c->namePl);
  5359. casualtiesPoints += c->AIValue * elem.second;
  5360. }
  5361. logGlobal->debug("Total casualties points: %d", casualtiesPoints);
  5362. time_t timeNow;
  5363. time(&timeNow);
  5364. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5365. if (out)
  5366. {
  5367. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5368. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5369. % asctime(localtime(&timeNow));
  5370. }
  5371. else
  5372. {
  5373. logGlobal->error("Cannot open to write %s", cmdLineOptions["resultsFile"].as<std::string>());
  5374. }
  5375. CSaveFile resultFile("result.vdrst");
  5376. resultFile << *battleResult.data;
  5377. BattleResultsApplied resultsApplied;
  5378. resultsApplied.player1 = finishingBattle->victor;
  5379. resultsApplied.player2 = finishingBattle->loser;
  5380. sendAndApply(&resultsApplied);
  5381. return;
  5382. }
  5383. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5384. army(_army)
  5385. {
  5386. heroWithDeadCommander = ObjectInstanceID();
  5387. PlayerColor color = army->tempOwner;
  5388. if (color == PlayerColor::UNFLAGGABLE)
  5389. color = PlayerColor::NEUTRAL;
  5390. for (CStack *st : bat->stacks)
  5391. {
  5392. if (vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5393. continue;
  5394. if (st->owner != color) //remove only our stacks
  5395. continue;
  5396. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5397. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5398. st->count = std::max (0, st->count - st->resurrected);
  5399. if (st->slot == SlotID::ARROW_TOWERS_SLOT)
  5400. {
  5401. //do nothing
  5402. logGlobal->debug("Ignored arrow towers stack.");
  5403. }
  5404. else if (st->slot == SlotID::WAR_MACHINES_SLOT)
  5405. {
  5406. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5407. if (warMachine == ArtifactID::NONE)
  5408. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5409. //catapult artifact remain even if "creature" killed in siege
  5410. else if (warMachine != ArtifactID::CATAPULT && !st->count)
  5411. {
  5412. logGlobal->debug("War machine has been destroyed");
  5413. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5414. if (hero)
  5415. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5416. else
  5417. logGlobal->error("War machine in army without hero");
  5418. }
  5419. }
  5420. else if (st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5421. {
  5422. if (st->alive() && st->count > 0)
  5423. {
  5424. logGlobal->debug("Permanently summoned %d units.", st->count);
  5425. const CreatureID summonedType = st->type->idNumber;
  5426. summoned[summonedType] += st->count;
  5427. }
  5428. }
  5429. else if (st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5430. {
  5431. if (nullptr == st->base)
  5432. {
  5433. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5434. }
  5435. else
  5436. {
  5437. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5438. if (c)
  5439. {
  5440. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5441. if (h && h->commander == c && (st->count == 0 || !st->alive()))
  5442. {
  5443. logGlobal->debug("Commander is dead.");
  5444. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5445. }
  5446. }
  5447. else
  5448. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5449. }
  5450. }
  5451. else if (st->base && !army->slotEmpty(st->slot))
  5452. {
  5453. if (st->count == 0 || !st->alive())
  5454. {
  5455. logGlobal->debug("Stack has been destroyed.");
  5456. StackLocation sl(army, st->slot);
  5457. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5458. }
  5459. else if (st->count < army->getStackCount(st->slot))
  5460. {
  5461. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
  5462. StackLocation sl(army, st->slot);
  5463. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5464. }
  5465. }
  5466. else
  5467. {
  5468. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5469. }
  5470. }
  5471. }
  5472. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5473. {
  5474. for (TStackAndItsNewCount &ncount : newStackCounts)
  5475. {
  5476. if (ncount.second > 0)
  5477. gh->changeStackCount(ncount.first, ncount.second, true);
  5478. else
  5479. gh->eraseStack(ncount.first, true);
  5480. }
  5481. for (auto summoned_iter : summoned)
  5482. {
  5483. SlotID slot = army->getSlotFor(summoned_iter.first);
  5484. if (slot.validSlot())
  5485. {
  5486. StackLocation location(army, slot);
  5487. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5488. }
  5489. else
  5490. {
  5491. //even if it will be possible to summon anything permanently it should be checked for free slot
  5492. //necromancy is handled separately
  5493. gh->complain("No free slot to put summoned creature");
  5494. }
  5495. }
  5496. for (auto al : removedWarMachines)
  5497. {
  5498. gh->removeArtifact(al);
  5499. }
  5500. if (heroWithDeadCommander != ObjectInstanceID())
  5501. {
  5502. SetCommanderProperty scp;
  5503. scp.heroid = heroWithDeadCommander;
  5504. scp.which = SetCommanderProperty::ALIVE;
  5505. scp.amount = 0;
  5506. gh->sendAndApply(&scp);
  5507. }
  5508. }
  5509. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5510. {
  5511. assert(Query->result);
  5512. assert(Query->bi);
  5513. auto &result = *Query->result;
  5514. auto &info = *Query->bi;
  5515. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5516. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5517. victor = info.sides[result.winner].color;
  5518. loser = info.sides[!result.winner].color;
  5519. duel = Duel;
  5520. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5521. }
  5522. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5523. {
  5524. winnerHero = loserHero = nullptr;
  5525. }
  5526. CRandomGenerator & CGameHandler::getRandomGenerator()
  5527. {
  5528. return CRandomGenerator::getDefault();
  5529. }
  5530. ///ServerSpellCastEnvironment
  5531. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5532. {
  5533. }
  5534. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5535. {
  5536. gh->sendAndApply(info);
  5537. }
  5538. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5539. {
  5540. return gh->getRandomGenerator();
  5541. }
  5542. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5543. {
  5544. gh->complain(problem);
  5545. }
  5546. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5547. {
  5548. return gh;
  5549. }
  5550. const CMap * ServerSpellCastEnvironment::getMap() const
  5551. {
  5552. return gh->gameState()->map;
  5553. }
  5554. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5555. {
  5556. return gh->moveHero(hid, dst, teleporting, false, asker);
  5557. }