CGameHandler.cpp 185 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/VCMIDirs.h"
  23. #include "../lib/ScopeGuard.h"
  24. #include "../lib/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "CVCMIServer.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/CThreadHelper.h"
  29. #include "../lib/GameConstants.h"
  30. #include "../lib/registerTypes/RegisterTypes.h"
  31. /*
  32. * CGameHandler.cpp, part of VCMI engine
  33. *
  34. * Authors: listed in file AUTHORS in main folder
  35. *
  36. * License: GNU General Public License v2.0 or later
  37. * Full text of license available in license.txt file, in main folder
  38. *
  39. */
  40. #ifndef _MSC_VER
  41. #include <boost/thread/xtime.hpp>
  42. #endif
  43. extern bool end2;
  44. #ifdef min
  45. #undef min
  46. #endif
  47. #ifdef max
  48. #undef max
  49. #endif
  50. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  51. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  52. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. class ServerSpellCastEnvironment: public SpellCastEnvironment
  55. {
  56. public:
  57. ServerSpellCastEnvironment(CGameHandler * gh);
  58. ~ServerSpellCastEnvironment(){};
  59. void sendAndApply(CPackForClient * info) const override;
  60. CRandomGenerator & getRandomGenerator() const override;
  61. void complain(const std::string & problem) const override;
  62. const CMap * getMap() const override;
  63. const CGameInfoCallback * getCb() const override;
  64. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  65. private:
  66. mutable CGameHandler * gh;
  67. };
  68. CondSh<bool> battleMadeAction;
  69. CondSh<BattleResult *> battleResult(nullptr);
  70. template <typename T> class CApplyOnGH;
  71. class CBaseForGHApply
  72. {
  73. public:
  74. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  75. virtual ~CBaseForGHApply(){}
  76. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  77. {
  78. return new CApplyOnGH<U>;
  79. }
  80. };
  81. template <typename T> class CApplyOnGH : public CBaseForGHApply
  82. {
  83. public:
  84. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  85. {
  86. T *ptr = static_cast<T*>(pack);
  87. ptr->c = c;
  88. ptr->player = player;
  89. return ptr->applyGh(gh);
  90. }
  91. };
  92. template <>
  93. class CApplyOnGH<CPack> : public CBaseForGHApply
  94. {
  95. public:
  96. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  97. {
  98. logGlobal->error("Cannot apply on GH plain CPack!");
  99. assert(0);
  100. return false;
  101. }
  102. };
  103. static CApplier<CBaseForGHApply> *applier = nullptr;
  104. CMP_stack cmpst ;
  105. static inline double distance(int3 a, int3 b)
  106. {
  107. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  108. }
  109. static void giveExp(BattleResult &r)
  110. {
  111. if(r.winner > 1)
  112. {
  113. // draw
  114. return;
  115. }
  116. r.exp[0] = 0;
  117. r.exp[1] = 0;
  118. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  119. {
  120. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  121. }
  122. }
  123. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  124. {
  125. boost::unique_lock<boost::mutex> l(mx);
  126. if(players.find(player) != players.end())
  127. {
  128. return players.at(player);
  129. }
  130. else
  131. {
  132. throw std::runtime_error("No such player!");
  133. }
  134. }
  135. void PlayerStatuses::addPlayer(PlayerColor player)
  136. {
  137. boost::unique_lock<boost::mutex> l(mx);
  138. players[player];
  139. }
  140. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  141. {
  142. boost::unique_lock<boost::mutex> l(mx);
  143. if(players.find(player) != players.end())
  144. {
  145. return players[player].*flag;
  146. }
  147. else
  148. {
  149. throw std::runtime_error("No such player!");
  150. }
  151. }
  152. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  153. {
  154. boost::unique_lock<boost::mutex> l(mx);
  155. if(players.find(player) != players.end())
  156. {
  157. players[player].*flag = val;
  158. }
  159. else
  160. {
  161. throw std::runtime_error("No such player!");
  162. }
  163. cv.notify_all();
  164. }
  165. template <typename T>
  166. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  167. {
  168. fun(args[which]);
  169. }
  170. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  171. {
  172. changeSecSkill(hero, skill, 1, 0);
  173. expGiven(hero);
  174. }
  175. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  176. {
  177. // required exp for at least 1 lvl-up hasn't been reached
  178. if(!hero->gainsLevel())
  179. {
  180. return;
  181. }
  182. // give primary skill
  183. logGlobal->trace("%s got level %d", hero->name, hero->level);
  184. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  185. SetPrimSkill sps;
  186. sps.id = hero->id;
  187. sps.which = primarySkill;
  188. sps.abs = false;
  189. sps.val = 1;
  190. sendAndApply(&sps);
  191. PrepareHeroLevelUp pre;
  192. pre.hero = hero;
  193. sendAndApply(&pre);
  194. HeroLevelUp hlu;
  195. hlu.hero = hero;
  196. hlu.primskill = primarySkill;
  197. hlu.skills = pre.skills;
  198. if(hlu.skills.size() == 0)
  199. {
  200. sendAndApply(&hlu);
  201. levelUpHero(hero);
  202. }
  203. else if(hlu.skills.size() == 1)
  204. {
  205. sendAndApply(&hlu);
  206. levelUpHero(hero, pre.skills.front());
  207. }
  208. else if(hlu.skills.size() > 1)
  209. {
  210. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  211. hlu.queryID = levelUpQuery->queryID;
  212. queries.addQuery(levelUpQuery);
  213. sendAndApply(&hlu);
  214. //level up will be called on query reply
  215. }
  216. }
  217. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  218. {
  219. SetCommanderProperty scp;
  220. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  221. if (hero)
  222. scp.heroid = hero->id;
  223. else
  224. {
  225. complain ("Commander is not led by hero!");
  226. return;
  227. }
  228. scp.accumulatedBonus.subtype = 0;
  229. scp.accumulatedBonus.additionalInfo = 0;
  230. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  231. scp.accumulatedBonus.turnsRemain = 0;
  232. scp.accumulatedBonus.source = Bonus::COMMANDER;
  233. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  234. if (skill <= ECommander::SPELL_POWER)
  235. {
  236. scp.which = SetCommanderProperty::BONUS;
  237. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  238. {
  239. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  240. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  241. };
  242. switch (skill)
  243. {
  244. case ECommander::ATTACK:
  245. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  246. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  247. break;
  248. case ECommander::DEFENSE:
  249. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  250. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  251. break;
  252. case ECommander::HEALTH:
  253. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  254. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  255. break;
  256. case ECommander::DAMAGE:
  257. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  258. scp.accumulatedBonus.subtype = 0;
  259. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  260. break;
  261. case ECommander::SPEED:
  262. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  263. break;
  264. case ECommander::SPELL_POWER:
  265. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  266. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  267. sendAndApply (&scp); //additional pack
  268. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  269. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  270. sendAndApply (&scp); //additional pack
  271. scp.accumulatedBonus.type = Bonus::CASTS;
  272. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  273. sendAndApply (&scp); //additional pack
  274. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  275. break;
  276. }
  277. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  278. sendAndApply (&scp);
  279. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  280. scp.additionalInfo = skill;
  281. scp.amount = c->secondarySkills.at(skill) + 1;
  282. sendAndApply (&scp);
  283. }
  284. else if (skill >= 100)
  285. {
  286. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  287. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  288. scp.additionalInfo = skill; //unnormalized
  289. sendAndApply (&scp);
  290. }
  291. expGiven(hero);
  292. }
  293. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  294. {
  295. if (!c->gainsLevel())
  296. {
  297. return;
  298. }
  299. CommanderLevelUp clu;
  300. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  301. if (hero)
  302. clu.hero = hero;
  303. else
  304. {
  305. complain ("Commander is not led by hero!");
  306. return;
  307. }
  308. //picking sec. skills for choice
  309. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  310. {
  311. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  312. clu.skills.push_back(i);
  313. }
  314. int i = 100;
  315. for (auto specialSkill : VLC->creh->skillRequirements)
  316. {
  317. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  318. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  319. && !vstd::contains (c->specialSKills, i))
  320. clu.skills.push_back (i);
  321. ++i;
  322. }
  323. int skillAmount = clu.skills.size();
  324. if(!skillAmount)
  325. {
  326. sendAndApply(&clu);
  327. levelUpCommander(c);
  328. }
  329. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  330. {
  331. sendAndApply(&clu);
  332. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  333. }
  334. else if(skillAmount > 1) //apply and ask for secondary skill
  335. {
  336. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  337. clu.queryID = commanderLevelUp->queryID;
  338. queries.addQuery(commanderLevelUp);
  339. sendAndApply(&clu);
  340. }
  341. }
  342. void CGameHandler::expGiven(const CGHeroInstance *hero)
  343. {
  344. if(hero->gainsLevel())
  345. levelUpHero(hero);
  346. else if(hero->commander && hero->commander->gainsLevel())
  347. levelUpCommander(hero->commander);
  348. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  349. // levelUpCommander(hero->commander);
  350. // else
  351. // levelUpHero(hero);
  352. }
  353. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  354. {
  355. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  356. {
  357. if (gs->map->levelLimit != 0)
  358. {
  359. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  360. TExpType resultingExp = abs ? val : hero->exp + val;
  361. if (resultingExp > expLimit)
  362. {
  363. // set given experience to max possible, but don't decrease if hero already over top
  364. abs = true;
  365. val = std::max(expLimit, hero->exp);
  366. InfoWindow iw;
  367. iw.player = hero->tempOwner;
  368. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  369. iw.text.addReplacement(hero->name);
  370. sendAndApply(&iw);
  371. }
  372. }
  373. }
  374. SetPrimSkill sps;
  375. sps.id = hero->id;
  376. sps.which = which;
  377. sps.abs = abs;
  378. sps.val = val;
  379. sendAndApply(&sps);
  380. //only for exp - hero may level up
  381. if (which == PrimarySkill::EXPERIENCE)
  382. {
  383. if(hero->commander && hero->commander->alive)
  384. {
  385. //FIXME: trim experience according to map limit?
  386. SetCommanderProperty scp;
  387. scp.heroid = hero->id;
  388. scp.which = SetCommanderProperty::EXPERIENCE;
  389. scp.amount = val;
  390. sendAndApply (&scp);
  391. CBonusSystemNode::treeHasChanged();
  392. }
  393. expGiven(hero);
  394. }
  395. }
  396. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  397. {
  398. SetSecSkill sss;
  399. sss.id = hero->id;
  400. sss.which = which;
  401. sss.val = val;
  402. sss.abs = abs;
  403. sendAndApply(&sss);
  404. if(which == SecondarySkill::WISDOM)
  405. {
  406. if(hero && hero->visitedTown)
  407. giveSpells(hero->visitedTown, hero);
  408. }
  409. }
  410. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  411. {
  412. LOG_TRACE(logGlobal);
  413. //Fill BattleResult structure with exp info
  414. giveExp(*battleResult.data);
  415. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  416. {
  417. if (hero1)
  418. battleResult.data->exp[1] += 500;
  419. if (hero2)
  420. battleResult.data->exp[0] += 500;
  421. }
  422. if (hero1)
  423. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  424. if (hero2)
  425. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  426. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  427. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  428. const BattleResult::EResult result = battleResult.get()->result;
  429. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  430. {
  431. for(auto &q : queries.allQueries())
  432. {
  433. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  434. if(bq->bi == gs->curB)
  435. return bq;
  436. }
  437. return std::shared_ptr<CBattleQuery>();
  438. };
  439. auto battleQuery = findBattleQuery();
  440. if(!battleQuery)
  441. {
  442. logGlobal->error("Cannot find battle query!");
  443. if(gs->initialOpts->mode == StartInfo::DUEL)
  444. {
  445. battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  446. }
  447. }
  448. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  449. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  450. battleQuery->result = *battleResult.data;
  451. //Check how many battle queries were created (number of players blocked by battle)
  452. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  453. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  454. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  455. if(finishingBattle->duel)
  456. {
  457. duelFinished();
  458. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  459. return;
  460. }
  461. ChangeSpells cs; //for Eagle Eye
  462. if(finishingBattle->winnerHero)
  463. {
  464. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  465. {
  466. int maxLevel = eagleEyeLevel + 1;
  467. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  468. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  469. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  470. cs.spells.insert(sp->id);
  471. }
  472. }
  473. std::vector<const CArtifactInstance *> arts; //display them in window
  474. if(result == BattleResult::NORMAL && finishingBattle->winnerHero)
  475. {
  476. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  477. {
  478. arts.push_back(art);
  479. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  480. sendAndApply(ma);
  481. };
  482. if(finishingBattle->loserHero)
  483. {
  484. //TODO: wrap it into a function, somehow (boost::variant -_-)
  485. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  486. for (auto artSlot : artifactsWorn)
  487. {
  488. MoveArtifact ma;
  489. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  490. const CArtifactInstance * art = ma.src.getArt();
  491. if(art && !art->artType->isBig() &&
  492. art->artType->id != ArtifactID::SPELLBOOK)
  493. // don't move war machines or locked arts (spellbook)
  494. {
  495. sendMoveArtifact(art, &ma);
  496. }
  497. }
  498. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  499. {
  500. //we assume that no big artifacts can be found
  501. MoveArtifact ma;
  502. ma.src = ArtifactLocation(finishingBattle->loserHero,
  503. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  504. const CArtifactInstance * art = ma.src.getArt();
  505. if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
  506. {
  507. sendMoveArtifact(art, &ma);
  508. }
  509. }
  510. if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  511. {
  512. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  513. for(auto artSlot : artifactsWorn)
  514. {
  515. MoveArtifact ma;
  516. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  517. const CArtifactInstance * art = ma.src.getArt();
  518. if (art && !art->artType->isBig())
  519. {
  520. sendMoveArtifact(art, &ma);
  521. }
  522. }
  523. }
  524. }
  525. for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  526. {
  527. auto artifactsWorn = armySlot.second->artifactsWorn;
  528. for (auto artSlot : artifactsWorn)
  529. {
  530. MoveArtifact ma;
  531. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  532. const CArtifactInstance * art = ma.src.getArt();
  533. if (art && !art->artType->isBig())
  534. {
  535. sendMoveArtifact(art, &ma);
  536. }
  537. }
  538. }
  539. }
  540. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  541. if(arts.size()) //display loot
  542. {
  543. InfoWindow iw;
  544. iw.player = finishingBattle->winnerHero->tempOwner;
  545. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  546. for(auto art : arts) //TODO; separate function to display loot for various ojects?
  547. {
  548. iw.components.push_back(Component(
  549. Component::ARTIFACT, art->artType->id,
  550. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  551. if(iw.components.size() >= 14)
  552. {
  553. sendAndApply(&iw);
  554. iw.components.clear();
  555. }
  556. }
  557. if(iw.components.size())
  558. {
  559. sendAndApply(&iw);
  560. }
  561. }
  562. //Eagle Eye secondary skill handling
  563. if(!cs.spells.empty())
  564. {
  565. cs.learn = 1;
  566. cs.hid = finishingBattle->winnerHero->id;
  567. InfoWindow iw;
  568. iw.player = finishingBattle->winnerHero->tempOwner;
  569. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  570. iw.text.addReplacement(finishingBattle->winnerHero->name);
  571. std::ostringstream names;
  572. for(int i = 0; i < cs.spells.size(); i++)
  573. {
  574. names << "%s";
  575. if(i < cs.spells.size() - 2)
  576. names << ", ";
  577. else if(i < cs.spells.size() - 1)
  578. names << "%s";
  579. }
  580. names << ".";
  581. iw.text.addReplacement(names.str());
  582. auto it = cs.spells.begin();
  583. for(int i = 0; i < cs.spells.size(); i++, it++)
  584. {
  585. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  586. if(i == cs.spells.size() - 2) //we just added pre-last name
  587. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  588. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  589. }
  590. sendAndApply(&iw);
  591. sendAndApply(&cs);
  592. }
  593. cab1.updateArmy(this);
  594. cab2.updateArmy(this); //take casualties after battle is deleted
  595. //if one hero has lost we will erase him
  596. if(battleResult.data->winner!=0 && hero1)
  597. {
  598. RemoveObject ro(hero1->id);
  599. sendAndApply(&ro);
  600. }
  601. if(battleResult.data->winner!=1 && hero2)
  602. {
  603. auto town = hero2->visitedTown;
  604. RemoveObject ro(hero2->id);
  605. sendAndApply(&ro);
  606. if(town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  607. town->battleFinished(hero1, *battleResult.get());
  608. }
  609. //give exp
  610. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  611. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  612. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  613. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  614. queries.popIfTop(battleQuery);
  615. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  616. }
  617. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  618. {
  619. LOG_TRACE(logGlobal);
  620. finishingBattle->remainingBattleQueriesCount--;
  621. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  622. if(finishingBattle->remainingBattleQueriesCount > 0)
  623. //Battle results will be handled when all battle queries are closed
  624. return;
  625. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  626. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  627. // Still, it looks like a hole.
  628. // Necromancy if applicable.
  629. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  630. // Give raised units to winner and show dialog, if any were raised,
  631. // units will be given after casualties are taken
  632. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  633. if (necroSlot != SlotID())
  634. {
  635. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  636. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  637. }
  638. BattleResultsApplied resultsApplied;
  639. resultsApplied.player1 = finishingBattle->victor;
  640. resultsApplied.player2 = finishingBattle->loser;
  641. sendAndApply(&resultsApplied);
  642. setBattle(nullptr);
  643. if(visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  644. {
  645. logGlobal->trace("post-victory visit");
  646. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  647. }
  648. visitObjectAfterVictory = false;
  649. //handle victory/loss of engaged players
  650. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  651. checkVictoryLossConditions(playerColors);
  652. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  653. {
  654. SetAvailableHeroes sah;
  655. sah.player = finishingBattle->loser;
  656. sah.hid[0] = finishingBattle->loserHero->subID;
  657. if(result.result == BattleResult::ESCAPE) //retreat
  658. {
  659. sah.army[0].clear();
  660. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  661. }
  662. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  663. sah.hid[1] = another->subID;
  664. else
  665. sah.hid[1] = -1;
  666. sendAndApply(&sah);
  667. }
  668. if(result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  669. {
  670. RemoveObject ro(finishingBattle->winnerHero->id);
  671. sendAndApply(&ro);
  672. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  673. {
  674. SetAvailableHeroes sah;
  675. sah.player = finishingBattle->victor;
  676. sah.hid[0] = finishingBattle->winnerHero->subID;
  677. sah.army[0].clear();
  678. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  679. if(const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  680. sah.hid[1] = another->subID;
  681. else
  682. sah.hid[1] = -1;
  683. sendAndApply(&sah);
  684. }
  685. }
  686. }
  687. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  688. {
  689. bat.bsa.clear();
  690. bat.stackAttacking = att->ID;
  691. const int attackerLuck = att->LuckVal();
  692. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  693. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  694. {
  695. if(attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  696. {
  697. bat.flags |= BattleAttack::LUCKY;
  698. }
  699. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  700. {
  701. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  702. {
  703. bat.flags |= BattleAttack::UNLUCKY;
  704. }
  705. }
  706. }
  707. if(getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  708. {
  709. bat.flags |= BattleAttack::DEATH_BLOW;
  710. }
  711. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  712. {
  713. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  714. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  715. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  716. if(chance > getRandomGenerator().nextInt(99))
  717. {
  718. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  719. }
  720. }
  721. // only primary target
  722. applyBattleEffects(bat, att, def, distance, false);
  723. if (!bat.shot()) //multiple-hex attack - only in meele
  724. {
  725. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  726. for(const CStack * stack : attackedCreatures)
  727. {
  728. if (stack != def) //do not hit same stack twice
  729. {
  730. applyBattleEffects(bat, att, stack, distance, true);
  731. }
  732. }
  733. }
  734. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  735. if (bonus && (bat.shot())) //TODO: make it work in melee?
  736. {
  737. //this is need for displaying hit animation
  738. bat.flags |= BattleAttack::SPELL_LIKE;
  739. bat.spellID = SpellID(bonus->subtype);
  740. //TODO: should spell override creature`s projectile?
  741. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  742. //TODO: get exact attacked hex for defender
  743. for(const CStack * stack : attackedCreatures)
  744. {
  745. if (stack != def) //do not hit same stack twice
  746. {
  747. applyBattleEffects(bat, att, stack, distance, true);
  748. }
  749. }
  750. //now add effect info for all attacked stacks
  751. for(BattleStackAttacked & bsa : bat.bsa)
  752. {
  753. if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  754. {
  755. //this is need for displaying affect animation
  756. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  757. bsa.spellID = SpellID(bonus->subtype);
  758. }
  759. }
  760. }
  761. }
  762. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  763. {
  764. BattleStackAttacked bsa;
  765. if (secondary)
  766. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  767. bsa.attackerID = att->ID;
  768. bsa.stackAttacked = def->ID;
  769. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
  770. bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  771. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  772. //life drain handling
  773. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  774. {
  775. StacksHealedOrResurrected shi;
  776. shi.lifeDrain = true;
  777. shi.tentHealing = false;
  778. shi.cure = false;
  779. shi.drainedFrom = def->ID;
  780. StacksHealedOrResurrected::HealInfo hi;
  781. hi.stackID = att->ID;
  782. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  783. hi.lowLevelResurrection = false;
  784. shi.healedStacks.push_back(hi);
  785. if (hi.healedHP > 0)
  786. {
  787. bsa.healedStacks.push_back(shi);
  788. }
  789. }
  790. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  791. //fire shield handling
  792. if(!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
  793. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  794. {
  795. // TODO: Fire sheild damage should be calculated separately after BattleAttack applied.
  796. // Currently it's looks like attacking stack damage itself with defenders fire shield.
  797. // So no separate message on spell damge in log and expirience calculation is likely wrong too.
  798. BattleStackAttacked bsa2;
  799. bsa2.stackAttacked = att->ID; //invert
  800. bsa2.attackerID = def->ID;
  801. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  802. bsa2.effect = 11;
  803. bsa2.damageAmount = (std::min(def->totalHelth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  804. att->prepareAttacked(bsa2, getRandomGenerator());
  805. bat.bsa.push_back(bsa2);
  806. }
  807. }
  808. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  809. {
  810. setThreadName("CGameHandler::handleConnection");
  811. try
  812. {
  813. while(1)//server should never shut connection first //was: while(!end2)
  814. {
  815. CPack *pack = nullptr;
  816. PlayerColor player = PlayerColor::NEUTRAL;
  817. si32 requestID = -999;
  818. int packType = 0;
  819. {
  820. boost::unique_lock<boost::mutex> lock(*c.rmx);
  821. c >> player >> requestID >> pack; //get the package
  822. if(!pack)
  823. {
  824. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  825. }
  826. packType = typeList.getTypeID(pack); //get the id of type
  827. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  828. requestID, player, player.getStr(), packType, typeid(*pack).name());
  829. }
  830. //prepare struct informing that action was applied
  831. auto sendPackageResponse = [&](bool succesfullyApplied)
  832. {
  833. PackageApplied applied;
  834. applied.player = player;
  835. applied.result = succesfullyApplied;
  836. applied.packType = packType;
  837. applied.requestID = requestID;
  838. boost::unique_lock<boost::mutex> lock(*c.wmx);
  839. c << &applied;
  840. };
  841. CBaseForGHApply *apply = applier->apps[packType]; //and appropriate applier object
  842. if(isBlockedByQueries(pack, player))
  843. {
  844. sendPackageResponse(false);
  845. }
  846. else if(apply)
  847. {
  848. const bool result = apply->applyOnGH(this,&c,pack, player);
  849. if(result)
  850. logGlobal->trace("Message successfully applied!");
  851. else
  852. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  853. % typeid(*pack).name()).str());
  854. sendPackageResponse(true);
  855. }
  856. else
  857. {
  858. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  859. sendPackageResponse(false);
  860. }
  861. vstd::clear_pointer(pack);
  862. }
  863. }
  864. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  865. {
  866. assert(!c.connected); //make sure that connection has been marked as broken
  867. logGlobal->error(e.what());
  868. end2 = true;
  869. }
  870. catch(...)
  871. {
  872. end2 = true;
  873. handleException();
  874. throw;
  875. }
  876. logGlobal->error("Ended handling connection");
  877. }
  878. int CGameHandler::moveStack(int stack, BattleHex dest)
  879. {
  880. int ret = 0;
  881. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  882. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  883. assert(curStack);
  884. assert(dest < GameConstants::BFIELD_SIZE);
  885. if (gs->curB->tacticDistance)
  886. {
  887. assert(gs->curB->isInTacticRange(dest));
  888. }
  889. auto start = curStack->position;
  890. if(start == dest)
  891. return 0;
  892. //initing necessary tables
  893. auto accessibility = getAccesibility(curStack);
  894. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  895. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  896. {
  897. if(curStack->attackerOwned)
  898. {
  899. if(accessibility.accessible(dest+1, curStack))
  900. dest += BattleHex::RIGHT;
  901. }
  902. else
  903. {
  904. if(accessibility.accessible(dest-1, curStack))
  905. dest += BattleHex::LEFT;
  906. }
  907. }
  908. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  909. {
  910. complain("Given destination is not accessible!");
  911. return 0;
  912. }
  913. bool canUseGate = false;
  914. auto dbState = gs->curB->si.gateState;
  915. if(battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  916. dbState != EGateState::DESTROYED &&
  917. dbState != EGateState::BLOCKED)
  918. {
  919. canUseGate = true;
  920. }
  921. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  922. ret = path.second;
  923. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  924. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  925. {
  926. if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  927. return true;
  928. if(hex == ESiegeHex::GATE_OUTER)
  929. return true;
  930. if(hex == ESiegeHex::GATE_INNER)
  931. return true;
  932. return false;
  933. };
  934. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  935. {
  936. if(isGateDrawbridgeHex(hex))
  937. return true;
  938. if(curStack->doubleWide())
  939. {
  940. BattleHex otherHex = curStack->occupiedHex(hex);
  941. if(otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  942. return true;
  943. }
  944. return false;
  945. };
  946. if(curStack->hasBonusOfType(Bonus::FLYING))
  947. {
  948. if(path.second <= creSpeed && path.first.size() > 0)
  949. {
  950. if(canUseGate && dbState != EGateState::OPENED &&
  951. occupyGateDrawbridgeHex(dest))
  952. {
  953. BattleUpdateGateState db;
  954. db.state = EGateState::OPENED;
  955. sendAndApply(&db);
  956. }
  957. //inform clients about move
  958. BattleStackMoved sm;
  959. sm.stack = curStack->ID;
  960. std::vector<BattleHex> tiles;
  961. tiles.push_back(path.first[0]);
  962. sm.tilesToMove = tiles;
  963. sm.distance = path.second;
  964. sm.teleporting = false;
  965. sendAndApply(&sm);
  966. }
  967. }
  968. else //for non-flying creatures
  969. {
  970. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  971. std::vector<BattleHex> tiles;
  972. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  973. int v = path.first.size()-1;
  974. path.first.push_back(start);
  975. // check if gate need to be open or closed at some point
  976. BattleHex openGateAtHex, gateMayCloseAtHex;
  977. if(canUseGate)
  978. {
  979. for(int i = path.first.size()-1; i >= 0; i--)
  980. {
  981. auto needOpenGates = [&](BattleHex hex) -> bool
  982. {
  983. if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  984. return true;
  985. if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  986. return true;
  987. else if(hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  988. return true;
  989. return false;
  990. };
  991. auto hex = path.first[i];
  992. if(!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  993. {
  994. if(needOpenGates(hex))
  995. openGateAtHex = path.first[i+1];
  996. //TODO we need find batter way to handle double-wide stacks
  997. //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.
  998. if(curStack->doubleWide())
  999. {
  1000. BattleHex otherHex = curStack->occupiedHex(hex);
  1001. if(otherHex.isValid() && needOpenGates(otherHex))
  1002. openGateAtHex = path.first[i+2];
  1003. }
  1004. //gate may be opened and then closed during stack movement, but not other way around
  1005. if(openGateAtHex.isValid())
  1006. dbState = EGateState::OPENED;
  1007. }
  1008. if(!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1009. {
  1010. if(hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1011. {
  1012. gateMayCloseAtHex = path.first[i-1];
  1013. }
  1014. if(gs->curB->town->subID == ETownType::FORTRESS)
  1015. {
  1016. if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1017. {
  1018. gateMayCloseAtHex = path.first[i-1];
  1019. }
  1020. else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1021. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1022. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1023. {
  1024. gateMayCloseAtHex = path.first[i-1];
  1025. }
  1026. }
  1027. else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1028. {
  1029. gateMayCloseAtHex = path.first[i-1];
  1030. }
  1031. }
  1032. }
  1033. }
  1034. bool stackIsMoving = true;
  1035. while(stackIsMoving)
  1036. {
  1037. if(v<tilesToMove)
  1038. {
  1039. logGlobal->error("Movement terminated abnormally");
  1040. break;
  1041. }
  1042. bool gateStateChanging = false;
  1043. //special handling for opening gate on from starting hex
  1044. if(openGateAtHex.isValid() && openGateAtHex == start)
  1045. gateStateChanging = true;
  1046. else
  1047. {
  1048. for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1049. {
  1050. BattleHex hex = path.first[v];
  1051. tiles.push_back(hex);
  1052. if((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1053. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1054. {
  1055. gateStateChanging = true;
  1056. }
  1057. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1058. if((obstacle = battleGetObstacleOnPos(hex, false)))
  1059. obstacleHit = true;
  1060. if(curStack->doubleWide())
  1061. {
  1062. BattleHex otherHex = curStack->occupiedHex(hex);
  1063. //two hex creature hit obstacle by backside
  1064. if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1065. obstacleHit = true;
  1066. }
  1067. }
  1068. }
  1069. if(tiles.size() > 0)
  1070. {
  1071. //commit movement
  1072. BattleStackMoved sm;
  1073. sm.stack = curStack->ID;
  1074. sm.distance = path.second;
  1075. sm.teleporting = false;
  1076. sm.tilesToMove = tiles;
  1077. sendAndApply(&sm);
  1078. tiles.clear();
  1079. }
  1080. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1081. if(curStack->position != dest)
  1082. {
  1083. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1084. {
  1085. if(obs)
  1086. {
  1087. handleDamageFromObstacle(*obs, curStack);
  1088. //if stack die in explosion or interrupted by obstacle, abort movement
  1089. if(obs->stopsMovement() || !curStack->alive())
  1090. stackIsMoving = false;
  1091. obs.reset();
  1092. }
  1093. };
  1094. processObstacle(obstacle);
  1095. if(curStack->alive())
  1096. processObstacle(obstacle2);
  1097. if(gateStateChanging)
  1098. {
  1099. if(curStack->position == openGateAtHex)
  1100. {
  1101. openGateAtHex = BattleHex();
  1102. //only open gate if stack is still alive
  1103. if(curStack->alive())
  1104. {
  1105. BattleUpdateGateState db;
  1106. db.state = EGateState::OPENED;
  1107. sendAndApply(&db);
  1108. }
  1109. }
  1110. else if(curStack->position == gateMayCloseAtHex)
  1111. {
  1112. gateMayCloseAtHex = BattleHex();
  1113. updateGateState();
  1114. }
  1115. }
  1116. }
  1117. else
  1118. //movement finished normally: we reached destination
  1119. stackIsMoving = false;
  1120. }
  1121. }
  1122. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1123. if(curStack->alive())
  1124. {
  1125. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1126. {
  1127. handleDamageFromObstacle(*theLastObstacle, curStack);
  1128. }
  1129. }
  1130. if(curStack->alive() && curStack->doubleWide())
  1131. {
  1132. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1133. if(otherHex.isValid())
  1134. if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1135. {
  1136. //two hex creature hit obstacle by backside
  1137. handleDamageFromObstacle(*theLastObstacle, curStack);
  1138. }
  1139. }
  1140. return ret;
  1141. }
  1142. CGameHandler::CGameHandler(void)
  1143. {
  1144. QID = 1;
  1145. //gs = nullptr;
  1146. IObjectInterface::cb = this;
  1147. applier = new CApplier<CBaseForGHApply>;
  1148. registerTypesServerPacks(*applier);
  1149. visitObjectAfterVictory = false;
  1150. queries.gh = this;
  1151. spellEnv = new ServerSpellCastEnvironment(this);
  1152. }
  1153. CGameHandler::~CGameHandler(void)
  1154. {
  1155. delete spellEnv;
  1156. delete applier;
  1157. applier = nullptr;
  1158. delete gs;
  1159. }
  1160. void CGameHandler::init(StartInfo *si)
  1161. {
  1162. if(si->seedToBeUsed == 0)
  1163. {
  1164. si->seedToBeUsed = std::time(nullptr);
  1165. }
  1166. gs = new CGameState();
  1167. logGlobal->info("Gamestate created!");
  1168. gs->init(si);
  1169. logGlobal->info("Gamestate initialized!");
  1170. // reset seed, so that clients can't predict any following random values
  1171. getRandomGenerator().resetSeed();
  1172. for(auto & elem : gs->players)
  1173. {
  1174. states.addPlayer(elem.first);
  1175. }
  1176. }
  1177. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1178. {
  1179. return a.earlierThan(b);
  1180. }
  1181. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1182. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1183. const PlayerState * p = getPlayer(town->tempOwner);
  1184. if(!p)
  1185. {
  1186. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1187. return;
  1188. }
  1189. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1190. {
  1191. SetAvailableCreatures ssi;
  1192. ssi.tid = town->id;
  1193. ssi.creatures = town->creatures;
  1194. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1195. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1196. if (dwellings.empty())//no dwellings - just remove
  1197. {
  1198. sendAndApply(&ssi);
  1199. return;
  1200. }
  1201. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1202. // for multi-creature dwellings like Golem Factory
  1203. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1204. if(clear)
  1205. {
  1206. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1207. }
  1208. else
  1209. {
  1210. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1211. }
  1212. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1213. sendAndApply(&ssi);
  1214. }
  1215. }
  1216. void CGameHandler::newTurn()
  1217. {
  1218. logGlobal->trace("Turn %d", gs->day+1);
  1219. NewTurn n;
  1220. n.specialWeek = NewTurn::NO_ACTION;
  1221. n.creatureid = CreatureID::NONE;
  1222. n.day = gs->day + 1;
  1223. bool firstTurn = !getDate(Date::DAY);
  1224. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1225. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1226. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1227. if (firstTurn)
  1228. {
  1229. for (auto obj : gs->map->objects)
  1230. {
  1231. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1232. {
  1233. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1234. }
  1235. }
  1236. }
  1237. if (newWeek && !firstTurn)
  1238. {
  1239. n.specialWeek = NewTurn::NORMAL;
  1240. bool deityOfFireBuilt = false;
  1241. for(const CGTownInstance *t : gs->map->towns)
  1242. {
  1243. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1244. {
  1245. deityOfFireBuilt = true;
  1246. break;
  1247. }
  1248. }
  1249. if(deityOfFireBuilt)
  1250. {
  1251. n.specialWeek = NewTurn::DEITYOFFIRE;
  1252. n.creatureid = CreatureID::IMP;
  1253. }
  1254. else
  1255. {
  1256. int monthType = getRandomGenerator().nextInt(99);
  1257. if(newMonth) //new month
  1258. {
  1259. if (monthType < 40) //double growth
  1260. {
  1261. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1262. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1263. {
  1264. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1265. n.creatureid = newMonster.second;
  1266. }
  1267. else if(VLC->creh->doubledCreatures.size())
  1268. {
  1269. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1270. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1271. }
  1272. else
  1273. {
  1274. complain("Cannot find creature that can be spawned!");
  1275. n.specialWeek = NewTurn::NORMAL;
  1276. }
  1277. }
  1278. else if (monthType < 50)
  1279. n.specialWeek = NewTurn::PLAGUE;
  1280. }
  1281. else //it's a week, but not full month
  1282. {
  1283. if (monthType < 25)
  1284. {
  1285. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1286. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1287. //TODO do not pick neutrals
  1288. n.creatureid = newMonster.second;
  1289. }
  1290. }
  1291. }
  1292. }
  1293. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1294. for(auto& hp : pool)
  1295. {
  1296. auto hero = hp.second;
  1297. if(hero->isInitialized() && hero->stacks.size())
  1298. {
  1299. // reset retreated or surrendered heroes
  1300. auto maxmove = hero->maxMovePoints(true);
  1301. // if movement is greater than maxmove, we should decrease it
  1302. if(hero->movement != maxmove || hero->mana < hero->manaLimit())
  1303. {
  1304. NewTurn::Hero hth;
  1305. hth.id = hero->id;
  1306. hth.move = maxmove;
  1307. hth.mana = hero->getManaNewTurn();
  1308. n.heroes.insert(hth);
  1309. }
  1310. }
  1311. }
  1312. for (auto & elem : gs->players)
  1313. {
  1314. if(elem.first == PlayerColor::NEUTRAL)
  1315. continue;
  1316. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1317. assert(0); //illegal player number!
  1318. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1319. hadGold.insert(playerGold);
  1320. if(newWeek) //new heroes in tavern
  1321. {
  1322. SetAvailableHeroes sah;
  1323. sah.player = elem.first;
  1324. //pick heroes and their armies
  1325. CHeroClass *banned = nullptr;
  1326. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1327. {
  1328. //first hero - native if possible, second hero -> any other class
  1329. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1330. {
  1331. sah.hid[j] = h->subID;
  1332. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1333. banned = h->type->heroClass;
  1334. }
  1335. else
  1336. {
  1337. sah.hid[j] = -1;
  1338. }
  1339. }
  1340. sendAndApply(&sah);
  1341. }
  1342. n.res[elem.first] = elem.second.resources;
  1343. for(CGHeroInstance *h : (elem).second.heroes)
  1344. {
  1345. if(h->visitedTown)
  1346. giveSpells(h->visitedTown, h);
  1347. NewTurn::Hero hth;
  1348. hth.id = h->id;
  1349. auto ti = make_unique<TurnInfo>(h, 1);
  1350. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1351. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1352. hth.mana = h->getManaNewTurn();
  1353. n.heroes.insert(hth);
  1354. if(!firstTurn) //not first day
  1355. {
  1356. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1357. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1358. {
  1359. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1360. }
  1361. }
  1362. }
  1363. }
  1364. for(CGTownInstance *t : gs->map->towns)
  1365. {
  1366. PlayerColor player = t->tempOwner;
  1367. handleTownEvents(t, n);
  1368. if(newWeek) //first day of week
  1369. {
  1370. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1371. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1372. if(!firstTurn)
  1373. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1374. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1375. if (!vstd::contains(n.cres, t->id))
  1376. {
  1377. n.cres[t->id].tid = t->id;
  1378. n.cres[t->id].creatures = t->creatures;
  1379. }
  1380. auto & sac = n.cres.at(t->id);
  1381. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1382. {
  1383. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1384. {
  1385. ui32 &availableCount = sac.creatures.at(k).first;
  1386. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1387. if (n.specialWeek == NewTurn::PLAGUE)
  1388. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1389. else
  1390. {
  1391. if(firstTurn) //first day of game: use only basic growths
  1392. availableCount = cre->growth;
  1393. else
  1394. availableCount += t->creatureGrowth(k);
  1395. //Deity of fire week - upgrade both imps and upgrades
  1396. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1397. availableCount += 15;
  1398. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1399. {
  1400. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1401. availableCount *= 2;
  1402. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1403. availableCount += 5;
  1404. }
  1405. }
  1406. }
  1407. }
  1408. }
  1409. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1410. {
  1411. n.res[player] = n.res[player] + t->dailyIncome();
  1412. }
  1413. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1414. {
  1415. // Skyship, probably easier to handle same as Veil of darkness
  1416. //do it every new day after veils apply
  1417. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1418. {
  1419. FoWChange fw;
  1420. fw.mode = 1;
  1421. fw.player = player;
  1422. // find all hidden tiles
  1423. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1424. for (size_t i=0; i<fow.size(); i++)
  1425. for (size_t j=0; j<fow.at(i).size(); j++)
  1426. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1427. if (!fow.at(i).at(j).at(k))
  1428. fw.tiles.insert(int3(i,j,k));
  1429. sendAndApply (&fw);
  1430. }
  1431. }
  1432. if (t->hasBonusOfType (Bonus::DARKNESS))
  1433. {
  1434. for(auto & player : gs->players)
  1435. {
  1436. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1437. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1438. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1439. }
  1440. }
  1441. }
  1442. if(newMonth)
  1443. {
  1444. SetAvailableArtifacts saa;
  1445. saa.id = -1;
  1446. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1447. sendAndApply(&saa);
  1448. }
  1449. sendAndApply(&n);
  1450. if(newWeek)
  1451. {
  1452. //spawn wandering monsters
  1453. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1454. {
  1455. spawnWanderingMonsters(n.creatureid);
  1456. }
  1457. //new week info popup
  1458. if(!firstTurn)
  1459. {
  1460. InfoWindow iw;
  1461. switch (n.specialWeek)
  1462. {
  1463. case NewTurn::DOUBLE_GROWTH:
  1464. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1465. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1466. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1467. break;
  1468. case NewTurn::PLAGUE:
  1469. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1470. break;
  1471. case NewTurn::BONUS_GROWTH:
  1472. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1473. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1474. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1475. break;
  1476. case NewTurn::DEITYOFFIRE:
  1477. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1478. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1479. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1480. iw.text.addReplacement2(15); //%+d 15
  1481. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1482. iw.text.addReplacement2(15); //%+d 15
  1483. break;
  1484. default:
  1485. if (newMonth)
  1486. {
  1487. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1488. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1489. }
  1490. else
  1491. {
  1492. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1493. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1494. }
  1495. }
  1496. for (auto & elem : gs->players)
  1497. {
  1498. iw.player = elem.first;
  1499. sendAndApply(&iw);
  1500. }
  1501. }
  1502. }
  1503. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1504. handleTimeEvents();
  1505. //call objects
  1506. for(auto & elem : gs->map->objects)
  1507. {
  1508. if(elem)
  1509. elem->newTurn(getRandomGenerator());
  1510. }
  1511. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1512. }
  1513. void CGameHandler::run(bool resume)
  1514. {
  1515. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1516. using namespace boost::posix_time;
  1517. for(CConnection *cc : conns)
  1518. {
  1519. if(!resume)
  1520. {
  1521. (*cc) << gs->initialOpts; // gs->scenarioOps
  1522. }
  1523. std::set<PlayerColor> players;
  1524. (*cc) >> players; //how many players will be handled at that client
  1525. std::stringstream sbuffer;
  1526. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1527. for(PlayerColor color : players)
  1528. {
  1529. sbuffer << color << " ";
  1530. {
  1531. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1532. connections[color] = cc;
  1533. }
  1534. }
  1535. logGlobal->info(sbuffer.str());
  1536. cc->addStdVecItems(gs);
  1537. cc->enableStackSendingByID();
  1538. cc->disableSmartPointerSerialization();
  1539. }
  1540. for(auto & elem : conns)
  1541. {
  1542. std::set<PlayerColor> pom;
  1543. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1544. if(j->second == elem)
  1545. pom.insert(j->first);
  1546. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1547. }
  1548. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1549. {
  1550. runBattle();
  1551. end2 = true;
  1552. while(conns.size() && (*conns.begin())->isOpen())
  1553. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1554. return;
  1555. }
  1556. auto playerTurnOrder = generatePlayerTurnOrder();
  1557. while(!end2)
  1558. {
  1559. if(!resume) newTurn();
  1560. std::list<PlayerColor>::iterator it;
  1561. if(resume)
  1562. {
  1563. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1564. }
  1565. else
  1566. {
  1567. it = playerTurnOrder.begin();
  1568. }
  1569. resume = false;
  1570. for (; it != playerTurnOrder.end(); it++)
  1571. {
  1572. auto playerColor = *it;
  1573. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1574. if (playerState->status == EPlayerStatus::INGAME)
  1575. {
  1576. //if player runs out of time, he shouldn't get the turn (especially AI)
  1577. checkVictoryLossConditionsForAll();
  1578. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1579. { //player lost at the beginning of his turn
  1580. continue;
  1581. }
  1582. else //give normal turn
  1583. {
  1584. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1585. YourTurn yt;
  1586. yt.player = playerColor;
  1587. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1588. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1589. applyAndSend(&yt);
  1590. //wait till turn is done
  1591. boost::unique_lock<boost::mutex> lock(states.mx);
  1592. while (states.players.at(playerColor).makingTurn && !end2)
  1593. {
  1594. static time_duration p = milliseconds(100);
  1595. states.cv.timed_wait(lock, p);
  1596. }
  1597. }
  1598. }
  1599. }
  1600. //additional check that game is not finished
  1601. bool activePlayer = false;
  1602. for(auto player : playerTurnOrder)
  1603. {
  1604. if(gs->players[player].status == EPlayerStatus::INGAME)
  1605. activePlayer = true;
  1606. }
  1607. if(!activePlayer)
  1608. end2 = true;
  1609. }
  1610. while(conns.size() && (*conns.begin())->isOpen())
  1611. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1612. }
  1613. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1614. {
  1615. // Generate player turn order
  1616. std::list<PlayerColor> playerTurnOrder;
  1617. for(const auto & player : gs->players) // add human players first
  1618. {
  1619. if(player.second.human)
  1620. playerTurnOrder.push_back(player.first);
  1621. }
  1622. for(const auto & player : gs->players) // then add non-human players
  1623. {
  1624. if(!player.second.human)
  1625. playerTurnOrder.push_back(player.first);
  1626. }
  1627. return playerTurnOrder;
  1628. }
  1629. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1630. {
  1631. battleResult.set(nullptr);
  1632. const auto t = getTile(tile);
  1633. ETerrainType terrain = t->terType;
  1634. if(gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1635. terrain = ETerrainType::SAND;
  1636. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1637. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1638. terType = BFieldType::SHIP_TO_SHIP;
  1639. //send info about battles
  1640. BattleStart bs;
  1641. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1642. sendAndApply(&bs);
  1643. }
  1644. void CGameHandler::checkBattleStateChanges()
  1645. {
  1646. //check if drawbridge state need to be changes
  1647. if(battleGetSiegeLevel() > 0)
  1648. updateGateState();
  1649. //check if battle ended
  1650. if(auto result = battleIsFinished())
  1651. {
  1652. setBattleResult(BattleResult::NORMAL, *result);
  1653. }
  1654. }
  1655. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1656. {
  1657. if(!h->hasSpellbook())
  1658. return; //hero hasn't spellbook
  1659. ChangeSpells cs;
  1660. cs.hid = h->id;
  1661. cs.learn = true;
  1662. if(t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1663. {
  1664. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1665. for(int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1666. {
  1667. std::vector<SpellID> spells;
  1668. getAllowedSpells(spells, i+1);
  1669. for(auto & spell : spells)
  1670. cs.spells.insert(spell);
  1671. }
  1672. }
  1673. else
  1674. {
  1675. for(int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1676. {
  1677. for(int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1678. {
  1679. if(!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1680. cs.spells.insert(t->spells.at(i).at(j));
  1681. }
  1682. }
  1683. }
  1684. if(!cs.spells.empty())
  1685. sendAndApply(&cs);
  1686. }
  1687. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1688. {
  1689. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1690. sendAndApply(&sop);
  1691. }
  1692. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1693. {
  1694. if(!obj || !getObj(obj->id))
  1695. {
  1696. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1697. return false;
  1698. }
  1699. RemoveObject ro;
  1700. ro.id = obj->id;
  1701. sendAndApply(&ro);
  1702. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1703. return true;
  1704. }
  1705. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1706. {
  1707. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1708. sendAndApply(&sop);
  1709. }
  1710. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
  1711. {
  1712. const CGHeroInstance *h = getHero(hid);
  1713. if(!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
  1714. )
  1715. {
  1716. logGlobal->error("Illegal call to move hero!");
  1717. return false;
  1718. }
  1719. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
  1720. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1721. if(!gs->map->isInTheMap(hmpos))
  1722. {
  1723. logGlobal->error("Destination tile is outside the map!");
  1724. return false;
  1725. }
  1726. const TerrainTile t = *getTile(hmpos);
  1727. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1728. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1729. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1730. //result structure for start - movement failed, no move points used
  1731. TryMoveHero tmh;
  1732. tmh.id = hid;
  1733. tmh.start = h->pos;
  1734. tmh.end = dst;
  1735. tmh.result = TryMoveHero::FAILED;
  1736. tmh.movePoints = h->movement;
  1737. //check if destination tile is available
  1738. auto ti = make_unique<TurnInfo>(h);
  1739. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1740. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1741. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1742. //it's a rock or blocked and not visitable tile
  1743. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1744. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1745. && complain("Cannot move hero, destination tile is blocked!"))
  1746. || ((!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)
  1747. && complain("Cannot move hero, destination tile is on water!"))
  1748. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1749. && complain("Cannot disembark hero, tile is blocked!"))
  1750. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1751. && complain("Tiles are not neighboring!"))
  1752. || ( (h->inTownGarrison)
  1753. && complain("Can not move garrisoned hero!"))
  1754. || ((h->movement < cost && dst != h->pos && !teleporting)
  1755. && complain("Hero doesn't have any movement points left!"))
  1756. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1757. && complain("Hero cannot transit over this tile!"))
  1758. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1759. && complain("Cannot move hero during the battle"))*/)
  1760. {
  1761. //send info about movement failure
  1762. sendAndApply(&tmh);
  1763. return false;
  1764. }
  1765. //several generic blocks of code
  1766. // should be called if hero changes tile but before applying TryMoveHero package
  1767. auto leaveTile = [&]()
  1768. {
  1769. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1770. {
  1771. obj->onHeroLeave(h);
  1772. }
  1773. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1774. };
  1775. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1776. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1777. {
  1778. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1779. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1780. queries.addQuery(moveQuery);
  1781. if(leavingTile == LEAVING_TILE)
  1782. leaveTile();
  1783. tmh.result = result;
  1784. sendAndApply(&tmh);
  1785. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1786. { // Hero should be always able to visit any object he staying on even if there guards around
  1787. visitObjectOnTile(t, h);
  1788. }
  1789. else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1790. {
  1791. tmh.attackedFrom = guardPos;
  1792. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1793. objectVisited(guardTile.visitableObjects.back(), h);
  1794. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1795. }
  1796. else if(visitDest == VISIT_DEST)
  1797. {
  1798. visitObjectOnTile(t, h);
  1799. }
  1800. queries.popIfTop(moveQuery);
  1801. logGlobal->trace("Hero %s ends movement", h->name);
  1802. return result != TryMoveHero::FAILED;
  1803. };
  1804. //interaction with blocking object (like resources)
  1805. auto blockingVisit = [&]() -> bool
  1806. {
  1807. for(CGObjectInstance *obj : t.visitableObjects)
  1808. {
  1809. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1810. {
  1811. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1812. //this-> is needed for MVS2010 to recognize scope (?)
  1813. }
  1814. }
  1815. return false;
  1816. };
  1817. if(!transit && embarking)
  1818. {
  1819. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1820. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1821. // In H3 embark ignore guards
  1822. }
  1823. if(disembarking)
  1824. {
  1825. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1826. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1827. }
  1828. if(teleporting)
  1829. {
  1830. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1831. return true;
  1832. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1833. // visit town for town portal \ castle gates
  1834. // do not use generic visitObjectOnTile to avoid double-teleporting
  1835. // if this moveHero call was triggered by teleporter
  1836. if (!t.visitableObjects.empty())
  1837. {
  1838. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1839. town->onHeroVisit(h);
  1840. }
  1841. return true;
  1842. }
  1843. //still here? it is standard movement!
  1844. {
  1845. tmh.movePoints = h->movement >= cost
  1846. ? h->movement - cost
  1847. : 0;
  1848. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1849. EVisitDest visitDest = VISIT_DEST;
  1850. if(transit)
  1851. {
  1852. if(CGTeleport::isTeleport(t.topVisitableObj()))
  1853. visitDest = DONT_VISIT_DEST;
  1854. if(canFly)
  1855. {
  1856. lookForGuards = IGNORE_GUARDS;
  1857. visitDest = DONT_VISIT_DEST;
  1858. }
  1859. }
  1860. else if(blockingVisit())
  1861. return true;
  1862. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1863. return true;
  1864. }
  1865. }
  1866. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1867. {
  1868. const CGHeroInstance *h = getHero(hid);
  1869. const CGTownInstance *t = getTown(dstid);
  1870. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1871. logGlobal->error("Invalid call to teleportHero!");
  1872. const CGTownInstance *from = h->visitedTown;
  1873. if(((h->getOwner() != t->getOwner())
  1874. && complain("Cannot teleport hero to another player"))
  1875. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1876. && complain("Hero must be in town with Castle gate for teleporting"))
  1877. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1878. && complain("Cannot teleport hero to town without Castle gate in it")))
  1879. return false;
  1880. int3 pos = t->visitablePos();
  1881. pos += h->getVisitableOffset();
  1882. moveHero(hid,pos,1);
  1883. return true;
  1884. }
  1885. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1886. {
  1887. PlayerColor oldOwner = getOwner(obj->id);
  1888. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1889. sendAndApply(&sop);
  1890. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1891. checkVictoryLossConditions(playerColors);
  1892. if(dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1893. {
  1894. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1895. {
  1896. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1897. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1898. setPortalDwelling(town, true, false);
  1899. }
  1900. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1901. {
  1902. if(getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  1903. {
  1904. InfoWindow iw;
  1905. iw.player = oldOwner;
  1906. 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.
  1907. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1908. sendAndApply(&iw);
  1909. }
  1910. }
  1911. }
  1912. const PlayerState * p = getPlayer(owner);
  1913. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1914. {
  1915. for(const CGTownInstance * t : getPlayer(owner)->towns)
  1916. {
  1917. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1918. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1919. }
  1920. }
  1921. }
  1922. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1923. {
  1924. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  1925. queries.addQuery(dialogQuery);
  1926. iw->queryID = dialogQuery->queryID;
  1927. sendToAllClients(iw);
  1928. }
  1929. void CGameHandler::showTeleportDialog( TeleportDialog *iw )
  1930. {
  1931. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  1932. queries.addQuery(dialogQuery);
  1933. iw->queryID = dialogQuery->queryID;
  1934. sendToAllClients(iw);
  1935. }
  1936. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1937. {
  1938. if(!val) return; //don't waste time on empty call
  1939. SetResource sr;
  1940. sr.player = player;
  1941. sr.resid = which;
  1942. sr.val = getPlayer(player)->resources.at(which) + val;
  1943. sendAndApply(&sr);
  1944. }
  1945. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1946. {
  1947. for(TResources::nziterator i(resources); i.valid(); i++)
  1948. giveResource(player, i->resType, i->resVal);
  1949. }
  1950. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1951. {
  1952. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1953. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1954. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1955. //first we move creatures to give to make them army of object-source
  1956. for (auto & elem : creatures.Slots())
  1957. {
  1958. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1959. }
  1960. tryJoiningArmy(obj, h, remove, true);
  1961. }
  1962. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1963. {
  1964. std::vector<CStackBasicDescriptor> cres = creatures;
  1965. if (cres.size() <= 0)
  1966. return;
  1967. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1968. for(CStackBasicDescriptor &sbd : cres)
  1969. {
  1970. TQuantity collected = 0;
  1971. while(collected < sbd.count)
  1972. {
  1973. bool foundSth = false;
  1974. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1975. {
  1976. if(i->second->type == sbd.type)
  1977. {
  1978. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1979. changeStackCount(StackLocation(obj, i->first), -take, false);
  1980. collected += take;
  1981. foundSth = true;
  1982. break;
  1983. }
  1984. }
  1985. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1986. {
  1987. complain("Unexpected failure during taking creatures!");
  1988. return;
  1989. }
  1990. }
  1991. }
  1992. }
  1993. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1994. {
  1995. sendToAllClients(comp);
  1996. }
  1997. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1998. {
  1999. HeroVisitCastle vc;
  2000. vc.hid = hero->id;
  2001. vc.tid = obj->id;
  2002. vc.flags |= 1;
  2003. sendAndApply(&vc);
  2004. vistiCastleObjects (obj, hero);
  2005. giveSpells (obj, hero);
  2006. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2007. }
  2008. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2009. {
  2010. std::vector<CGTownBuilding*>::const_iterator i;
  2011. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2012. (*i)->onHeroVisit (h);
  2013. }
  2014. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2015. {
  2016. HeroVisitCastle vc;
  2017. vc.hid = hero->id;
  2018. vc.tid = obj->id;
  2019. sendAndApply(&vc);
  2020. }
  2021. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2022. {
  2023. EraseArtifact ea;
  2024. ea.al = al;
  2025. sendAndApply(&ea);
  2026. }
  2027. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2028. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2029. const CGTownInstance *town) //use hero=nullptr for no hero
  2030. {
  2031. engageIntoBattle(army1->tempOwner);
  2032. engageIntoBattle(army2->tempOwner);
  2033. static const CArmedInstance *armies[2];
  2034. armies[0] = army1;
  2035. armies[1] = army2;
  2036. static const CGHeroInstance*heroes[2];
  2037. heroes[0] = hero1;
  2038. heroes[1] = hero2;
  2039. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2040. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2041. queries.addQuery(battleQuery);
  2042. boost::thread(&CGameHandler::runBattle, this);
  2043. }
  2044. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  2045. {
  2046. startBattlePrimary(army1, army2, tile,
  2047. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2048. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2049. creatureBank);
  2050. }
  2051. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2052. {
  2053. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2054. }
  2055. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  2056. {
  2057. ChangeSpells cs;
  2058. cs.hid = hero->id;
  2059. cs.spells = spells;
  2060. cs.learn = give;
  2061. sendAndApply(&cs);
  2062. }
  2063. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  2064. {
  2065. SystemMessage sm;
  2066. sm.text = message;
  2067. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2068. c << &sm;
  2069. }
  2070. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  2071. {
  2072. sendAndApply(bonus);
  2073. }
  2074. void CGameHandler::setMovePoints( SetMovePoints * smp )
  2075. {
  2076. sendAndApply(smp);
  2077. }
  2078. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  2079. {
  2080. SetMana sm;
  2081. sm.hid = hid;
  2082. sm.val = val;
  2083. sm.absolute = true;
  2084. sendAndApply(&sm);
  2085. }
  2086. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  2087. {
  2088. GiveHero gh;
  2089. gh.id = id;
  2090. gh.player = player;
  2091. sendAndApply(&gh);
  2092. }
  2093. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  2094. {
  2095. ChangeObjPos cop;
  2096. cop.objid = objid;
  2097. cop.nPos = newPos;
  2098. cop.flags = flags;
  2099. sendAndApply(&cop);
  2100. }
  2101. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2102. {
  2103. const CGHeroInstance * h1 = getHero(fromHero);
  2104. const CGHeroInstance * h2 = getHero(toHero);
  2105. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  2106. {
  2107. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2108. std::swap(fromHero, toHero);
  2109. }
  2110. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2111. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  2112. return;//no scholar skill or no spellbook
  2113. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2114. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2115. ChangeSpells cs1;
  2116. cs1.learn = true;
  2117. cs1.hid = toHero;//giving spells to first hero
  2118. for(auto it : h1->spells)
  2119. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2120. cs1.spells.insert(it);//spell to learn
  2121. ChangeSpells cs2;
  2122. cs2.learn = true;
  2123. cs2.hid = fromHero;
  2124. for(auto it : h2->spells)
  2125. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2126. cs2.spells.insert(it);
  2127. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2128. {
  2129. InfoWindow iw;
  2130. iw.player = h1->tempOwner;
  2131. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2132. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2133. iw.text.addReplacement(h1->name);
  2134. if (!cs2.spells.empty())//if found new spell - apply
  2135. {
  2136. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2137. int size = cs2.spells.size();
  2138. for(auto it : cs2.spells)
  2139. {
  2140. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2141. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2142. switch (size--)
  2143. {
  2144. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2145. case 1: break;
  2146. default: iw.text << ", ";
  2147. }
  2148. }
  2149. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2150. iw.text.addReplacement(h2->name);
  2151. sendAndApply(&cs2);
  2152. }
  2153. if (!cs1.spells.empty() && !cs2.spells.empty() )
  2154. {
  2155. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2156. }
  2157. if (!cs1.spells.empty())
  2158. {
  2159. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2160. int size = cs1.spells.size();
  2161. for(auto it : cs1.spells)
  2162. {
  2163. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2164. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2165. switch (size--)
  2166. {
  2167. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2168. case 1: break;
  2169. default: iw.text << ", ";
  2170. } }
  2171. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2172. iw.text.addReplacement(h2->name);
  2173. sendAndApply(&cs1);
  2174. }
  2175. sendAndApply(&iw);
  2176. }
  2177. }
  2178. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2179. {
  2180. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2181. if(getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2182. {
  2183. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2184. ExchangeDialog hex;
  2185. hex.queryID = exchange->queryID;
  2186. hex.heroes[0] = getHero(hero1);
  2187. hex.heroes[1] = getHero(hero2);
  2188. sendAndApply(&hex);
  2189. useScholarSkill(hero1,hero2);
  2190. queries.addQuery(exchange);
  2191. }
  2192. }
  2193. void CGameHandler::sendToAllClients( CPackForClient * info )
  2194. {
  2195. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2196. for(auto & elem : conns)
  2197. {
  2198. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2199. *elem << info;
  2200. }
  2201. }
  2202. void CGameHandler::sendAndApply(CPackForClient * info)
  2203. {
  2204. sendToAllClients(info);
  2205. gs->apply(info);
  2206. }
  2207. void CGameHandler::applyAndSend(CPackForClient * info)
  2208. {
  2209. gs->apply(info);
  2210. sendToAllClients(info);
  2211. }
  2212. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2213. {
  2214. sendAndApply(static_cast<CPackForClient*>(info));
  2215. checkVictoryLossConditionsForAll();
  2216. }
  2217. void CGameHandler::sendAndApply( SetResource * info )
  2218. {
  2219. sendAndApply(static_cast<CPackForClient*>(info));
  2220. checkVictoryLossConditionsForPlayer(info->player);
  2221. }
  2222. void CGameHandler::sendAndApply( SetResources * info )
  2223. {
  2224. sendAndApply(static_cast<CPackForClient*>(info));
  2225. checkVictoryLossConditionsForPlayer(info->player);
  2226. }
  2227. void CGameHandler::sendAndApply( NewStructures * info )
  2228. {
  2229. sendAndApply(static_cast<CPackForClient*>(info));
  2230. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2231. }
  2232. void CGameHandler::save(const std::string & filename )
  2233. {
  2234. logGlobal->info("Saving to %s", filename);
  2235. const auto stem = FileInfo::GetPathStem(filename);
  2236. const auto savefname = stem.to_string() + ".vsgm1";
  2237. CResourceHandler::get("local")->createResource(savefname);
  2238. {
  2239. logGlobal->info("Ordering clients to serialize...");
  2240. SaveGame sg(savefname);
  2241. sendToAllClients(&sg);
  2242. }
  2243. try
  2244. {
  2245. {
  2246. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2247. saveCommonState(save);
  2248. logGlobal->info("Saving server state");
  2249. save << *this;
  2250. }
  2251. logGlobal->info("Game has been successfully saved!");
  2252. }
  2253. catch(std::exception &e)
  2254. {
  2255. logGlobal->error("Failed to save game: %s", e.what());
  2256. }
  2257. }
  2258. void CGameHandler::close()
  2259. {
  2260. logGlobal->info("We have been requested to close.");
  2261. if(gs->initialOpts->mode == StartInfo::DUEL)
  2262. {
  2263. exit(0);
  2264. }
  2265. //for(CConnection *cc : conns)
  2266. // if(cc && cc->socket && cc->socket->is_open())
  2267. // cc->socket->close();
  2268. //exit(0);
  2269. }
  2270. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  2271. {
  2272. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2273. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2274. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2275. StackLocation sl1(s1, p1), sl2(s2, p2);
  2276. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2277. {
  2278. complain("Invalid slot accessed!");
  2279. return false;
  2280. }
  2281. if(!isAllowedExchange(id1,id2))
  2282. {
  2283. complain("Cannot exchange stacks between these two objects!\n");
  2284. return false;
  2285. }
  2286. // We can always put stacks into locked garrison, but not take them out of it
  2287. auto notRemovable = [&](const CArmedInstance * army)
  2288. {
  2289. if(id1 != id2) // Stack arrangement inside locked garrison is allowed
  2290. {
  2291. auto g = dynamic_cast<const CGGarrison *>(army);
  2292. if(g && !g->removableUnits)
  2293. {
  2294. complain("Stacks in this garrison are not removable!\n");
  2295. return true;
  2296. }
  2297. }
  2298. return false;
  2299. };
  2300. if(what==1) //swap
  2301. {
  2302. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2303. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2304. {
  2305. complain("Can't take troops from another player!");
  2306. return false;
  2307. }
  2308. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2309. {
  2310. complain("Cannot swap stacks - slots are the same!");
  2311. return false;
  2312. }
  2313. if(!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2314. {
  2315. if(notRemovable(sl1.army) || notRemovable(sl2.army))
  2316. return false;
  2317. }
  2318. if(s1->slotEmpty(p1) && notRemovable(sl2.army))
  2319. return false;
  2320. else if(s2->slotEmpty(p2) && notRemovable(sl1.army))
  2321. return false;
  2322. swapStacks(sl1, sl2);
  2323. }
  2324. else if(what==2)//merge
  2325. {
  2326. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2327. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2328. return false;
  2329. if(s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2330. {
  2331. complain("Cannot merge empty stack!");
  2332. return false;
  2333. }
  2334. else if(notRemovable(sl1.army))
  2335. return false;
  2336. moveStack(sl1, sl2);
  2337. }
  2338. else if(what==3) //split
  2339. {
  2340. const int countToMove = val - s2->getStackCount(p2);
  2341. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2342. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2343. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2344. {
  2345. complain("Can't move troops of another player!");
  2346. return false;
  2347. }
  2348. //general conditions checking
  2349. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2350. || (val<1 && complain("no creatures to split")) )
  2351. {
  2352. return false;
  2353. }
  2354. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2355. {
  2356. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2357. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2358. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2359. )
  2360. {
  2361. return false;
  2362. }
  2363. if(notRemovable(sl1.army))
  2364. {
  2365. if(s1->getStackCount(p1) > countLeftOnSrc)
  2366. return false;
  2367. }
  2368. else if(notRemovable(sl2.army))
  2369. {
  2370. if(s2->getStackCount(p1) < countLeftOnSrc)
  2371. return false;
  2372. }
  2373. moveStack(sl1, sl2, countToMove);
  2374. //S2.slots[p2]->count = val;
  2375. //S1.slots[p1]->count = total - val;
  2376. }
  2377. else //split one stack to the two
  2378. {
  2379. if(s1->getStackCount(p1) < val)//not enough creatures
  2380. {
  2381. complain("Cannot split that stack, not enough creatures!");
  2382. return false;
  2383. }
  2384. if(notRemovable(sl1.army))
  2385. return false;
  2386. moveStack(sl1, sl2, val);
  2387. }
  2388. }
  2389. return true;
  2390. }
  2391. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2392. {
  2393. std::set<PlayerColor> all;
  2394. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2395. if(i->second == c)
  2396. all.insert(i->first);
  2397. switch(all.size())
  2398. {
  2399. case 0:
  2400. return PlayerColor::NEUTRAL;
  2401. case 1:
  2402. return *all.begin();
  2403. default:
  2404. {
  2405. //if we have more than one player at this connection, try to pick active one
  2406. if(vstd::contains(all, gs->currentPlayer))
  2407. return gs->currentPlayer;
  2408. else
  2409. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2410. }
  2411. }
  2412. }
  2413. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2414. {
  2415. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2416. if(!vstd::contains(s1->stacks,pos))
  2417. {
  2418. complain("Illegal call to disbandCreature - no such stack in army!");
  2419. return false;
  2420. }
  2421. eraseStack(StackLocation(s1, pos));
  2422. return true;
  2423. }
  2424. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2425. {
  2426. const CGTownInstance * t = getTown(tid);
  2427. if(!t)
  2428. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2429. if(!t->town->buildings.count(requestedID))
  2430. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2431. if (t->hasBuilt(requestedID))
  2432. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2433. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2434. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2435. std::vector<const CBuilding*> remainingAutoBuildings;
  2436. std::set<BuildingID> buildingsThatWillBe;
  2437. //Check validity of request
  2438. if(!force)
  2439. {
  2440. switch (requestedBuilding->mode)
  2441. {
  2442. case CBuilding::BUILD_NORMAL :
  2443. if(canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2444. COMPLAIN_RET("Cannot build that building!");
  2445. break;
  2446. case CBuilding::BUILD_AUTO :
  2447. case CBuilding::BUILD_SPECIAL:
  2448. COMPLAIN_RET("This building can not be constructed normally!");
  2449. case CBuilding::BUILD_GRAIL :
  2450. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2451. {
  2452. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2453. COMPLAIN_RET("Cannot build this without grail!")
  2454. else
  2455. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2456. }
  2457. break;
  2458. }
  2459. }
  2460. //Performs stuff that has to be done before new building is built
  2461. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2462. {
  2463. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2464. {
  2465. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2466. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2467. if (upgradeNumber >= t->town->creatures.at(level).size())
  2468. {
  2469. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2470. "no creature found (upgrade number %d, level %d!")
  2471. % buildingID % upgradeNumber % level));
  2472. return;
  2473. }
  2474. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2475. SetAvailableCreatures ssi;
  2476. ssi.tid = t->id;
  2477. ssi.creatures = t->creatures;
  2478. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2479. ssi.creatures[level].first = crea->growth;
  2480. ssi.creatures[level].second.push_back(crea->idNumber);
  2481. sendAndApply(&ssi);
  2482. }
  2483. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2484. {
  2485. setPortalDwelling(t);
  2486. }
  2487. };
  2488. //Performs stuff that has to be done after new building is built
  2489. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2490. {
  2491. if(buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2492. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2493. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2494. {
  2495. if(t->visitingHero)
  2496. giveSpells(t,t->visitingHero);
  2497. if(t->garrisonHero)
  2498. giveSpells(t,t->garrisonHero);
  2499. }
  2500. };
  2501. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2502. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2503. {
  2504. return buildingsThatWillBe.count(buildID);
  2505. };
  2506. //Init the vectors
  2507. for(auto & build : t->town->buildings)
  2508. {
  2509. if(t->hasBuilt(build.first))
  2510. buildingsThatWillBe.insert(build.first);
  2511. else
  2512. {
  2513. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2514. remainingAutoBuildings.push_back(build.second);
  2515. }
  2516. }
  2517. //Prepare structure (list of building ids will be filled later)
  2518. NewStructures ns;
  2519. ns.tid = tid;
  2520. ns.builded = force ? t->builded : (t->builded+1);
  2521. std::queue<const CBuilding*> buildingsToAdd;
  2522. buildingsToAdd.push(requestedBuilding);
  2523. while(!buildingsToAdd.empty())
  2524. {
  2525. auto b = buildingsToAdd.front();
  2526. buildingsToAdd.pop();
  2527. ns.bid.insert(b->bid);
  2528. buildingsThatWillBe.insert(b->bid);
  2529. remainingAutoBuildings -= b;
  2530. for(auto autoBuilding : remainingAutoBuildings)
  2531. {
  2532. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2533. buildingsToAdd.push(autoBuilding);
  2534. }
  2535. }
  2536. // 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.
  2537. for(auto builtID : ns.bid)
  2538. processBeforeBuiltStructure(builtID);
  2539. //Take cost
  2540. if (!force)
  2541. {
  2542. SetResources sr;
  2543. sr.player = t->tempOwner;
  2544. sr.res = getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2545. sendAndApply(&sr);
  2546. }
  2547. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2548. sendAndApply(&ns);
  2549. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2550. for(auto builtID : ns.bid)
  2551. processAfterBuiltStructure(builtID);
  2552. // now when everything is built - reveal tiles for lookout tower
  2553. FoWChange fw;
  2554. fw.player = t->tempOwner;
  2555. fw.mode = 1;
  2556. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2557. sendAndApply(&fw);
  2558. if(t->visitingHero)
  2559. vistiCastleObjects (t, t->visitingHero);
  2560. if(t->garrisonHero)
  2561. vistiCastleObjects (t, t->garrisonHero);
  2562. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2563. return true;
  2564. }
  2565. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2566. {
  2567. ///incomplete, simply erases target building
  2568. const CGTownInstance * t = getTown(tid);
  2569. if (!vstd::contains(t->builtBuildings, bid))
  2570. return false;
  2571. RazeStructures rs;
  2572. rs.tid = tid;
  2573. rs.bid.insert(bid);
  2574. rs.destroyed = t->destroyed + 1;
  2575. sendAndApply(&rs);
  2576. //TODO: Remove dwellers
  2577. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2578. // {
  2579. // RemoveBonus rb(RemoveBonus::TOWN);
  2580. // rb.whoID = t->id;
  2581. // rb.source = Bonus::TOWN_STRUCTURE;
  2582. // rb.id = 17;
  2583. // sendAndApply(&rb);
  2584. // }
  2585. return true;
  2586. }
  2587. void CGameHandler::sendMessageToAll( const std::string &message )
  2588. {
  2589. SystemMessage sm;
  2590. sm.text = message;
  2591. sendToAllClients(&sm);
  2592. }
  2593. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
  2594. {
  2595. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2596. const CArmedInstance *dst = nullptr;
  2597. const CCreature *c = VLC->creh->creatures.at(crid);
  2598. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2599. //TODO: test for owning
  2600. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2601. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2602. assert(dw && dst);
  2603. //verify
  2604. bool found = false;
  2605. int level = 0;
  2606. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2607. {
  2608. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2609. continue;
  2610. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2611. int i = 0;
  2612. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2613. if(cur.second.at(i) == crid)
  2614. break;
  2615. if(i < cur.second.size())
  2616. {
  2617. found = true;
  2618. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2619. break;
  2620. }
  2621. }
  2622. SlotID slot = dst->getSlotFor(crid);
  2623. if( (!found && complain("Cannot recruit: no such creatures!"))
  2624. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2625. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2626. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2627. {
  2628. return false;
  2629. }
  2630. //recruit
  2631. SetResources sr;
  2632. sr.player = dst->tempOwner;
  2633. sr.res = getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2634. SetAvailableCreatures sac;
  2635. sac.tid = objid;
  2636. sac.creatures = dw->creatures;
  2637. sac.creatures[level].first -= cram;
  2638. sendAndApply(&sr);
  2639. sendAndApply(&sac);
  2640. if(warMachine)
  2641. {
  2642. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2643. if(!h)
  2644. COMPLAIN_RET("Only hero can buy war machines");
  2645. switch(crid)
  2646. {
  2647. case CreatureID::BALLISTA:
  2648. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2649. break;
  2650. case CreatureID::FIRST_AID_TENT:
  2651. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2652. break;
  2653. case CreatureID::AMMO_CART:
  2654. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2655. break;
  2656. default:
  2657. complain("This war machine cannot be recruited!");
  2658. return false;
  2659. }
  2660. }
  2661. else
  2662. {
  2663. addToSlot(StackLocation(dst, slot), c, cram);
  2664. }
  2665. return true;
  2666. }
  2667. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2668. {
  2669. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2670. if (!obj->hasStackAtSlot(pos))
  2671. {
  2672. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2673. }
  2674. UpgradeInfo ui;
  2675. getUpgradeInfo(obj, pos, ui);
  2676. PlayerColor player = obj->tempOwner;
  2677. const PlayerState *p = getPlayer(player);
  2678. int crQuantity = obj->stacks.at(pos)->count;
  2679. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2680. //check if upgrade is possible
  2681. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2682. {
  2683. return false;
  2684. }
  2685. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2686. //check if player has enough resources
  2687. if(!p->resources.canAfford(totalCost))
  2688. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2689. //take resources
  2690. SetResources sr;
  2691. sr.player = player;
  2692. sr.res = p->resources - totalCost;
  2693. sendAndApply(&sr);
  2694. //upgrade creature
  2695. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2696. return true;
  2697. }
  2698. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2699. {
  2700. if(!sl.army->hasStackAtSlot(sl.slot))
  2701. COMPLAIN_RET("Cannot find a stack to change type");
  2702. SetStackType sst;
  2703. sst.sl = sl;
  2704. sst.type = c;
  2705. sendAndApply(&sst);
  2706. return true;
  2707. }
  2708. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2709. {
  2710. assert(src->canBeMergedWith(*dst, allowMerging));
  2711. while(src->stacksCount())//while there are unmoved creatures
  2712. {
  2713. auto i = src->Slots().begin(); //iterator to stack to move
  2714. StackLocation sl(src, i->first); //location of stack to move
  2715. SlotID pos = dst->getSlotFor(i->second->type);
  2716. if(!pos.validSlot())
  2717. {
  2718. //try to merge two other stacks to make place
  2719. std::pair<SlotID, SlotID> toMerge;
  2720. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2721. {
  2722. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2723. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2724. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2725. }
  2726. else
  2727. {
  2728. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2729. return;
  2730. }
  2731. }
  2732. else
  2733. {
  2734. moveStack(sl, StackLocation(dst, pos));
  2735. }
  2736. }
  2737. }
  2738. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2739. {
  2740. const CGTownInstance * town = getTown(tid);
  2741. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2742. {
  2743. if(!town->visitingHero->canBeMergedWith(*town))
  2744. {
  2745. complain("Cannot make garrison swap, not enough free slots!");
  2746. return false;
  2747. }
  2748. moveArmy(town, town->visitingHero, true);
  2749. SetHeroesInTown intown;
  2750. intown.tid = tid;
  2751. intown.visiting = ObjectInstanceID();
  2752. intown.garrison = town->visitingHero->id;
  2753. sendAndApply(&intown);
  2754. return true;
  2755. }
  2756. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2757. {
  2758. //check if moving hero out of town will break 8 wandering heroes limit
  2759. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2760. {
  2761. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2762. return false;
  2763. }
  2764. SetHeroesInTown intown;
  2765. intown.tid = tid;
  2766. intown.garrison = ObjectInstanceID();
  2767. intown.visiting = town->garrisonHero->id;
  2768. sendAndApply(&intown);
  2769. return true;
  2770. }
  2771. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2772. {
  2773. SetHeroesInTown intown;
  2774. intown.tid = tid;
  2775. intown.garrison = town->visitingHero->id;
  2776. intown.visiting = town->garrisonHero->id;
  2777. sendAndApply(&intown);
  2778. return true;
  2779. }
  2780. else
  2781. {
  2782. complain("Cannot swap garrison hero!");
  2783. return false;
  2784. }
  2785. }
  2786. // With the amount of changes done to the function, it's more like transferArtifacts.
  2787. // 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.
  2788. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2789. {
  2790. ArtifactLocation src = al1, dst = al2;
  2791. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2792. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2793. // Make sure exchange is even possible between the two heroes.
  2794. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2795. COMPLAIN_RET("That heroes cannot make any exchange!");
  2796. const CArtifactInstance *srcArtifact = src.getArt();
  2797. const CArtifactInstance *destArtifact = dst.getArt();
  2798. if (srcArtifact == nullptr)
  2799. COMPLAIN_RET("No artifact to move!");
  2800. if (destArtifact && srcPlayer != dstPlayer)
  2801. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2802. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2803. // Moving to the backpack is always allowed.
  2804. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2805. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2806. COMPLAIN_RET("Cannot move artifact!");
  2807. auto srcSlot = src.getSlot();
  2808. auto dstSlot = dst.getSlot();
  2809. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2810. COMPLAIN_RET("Cannot move artifact locks.");
  2811. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2812. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2813. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2814. COMPLAIN_RET("Cannot move catapult!");
  2815. if(dst.slot >= GameConstants::BACKPACK_START)
  2816. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2817. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2818. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2819. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2820. {
  2821. //old artifact must be removed first
  2822. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2823. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2824. }
  2825. MoveArtifact ma;
  2826. ma.src = src;
  2827. ma.dst = dst;
  2828. sendAndApply(&ma);
  2829. return true;
  2830. }
  2831. /**
  2832. * Assembles or disassembles a combination artifact.
  2833. * @param heroID ID of hero holding the artifact(s).
  2834. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2835. * @param assemble True for assembly operation, false for disassembly.
  2836. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2837. * artifact to assemble to. Otherwise it's not used.
  2838. */
  2839. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2840. {
  2841. const CGHeroInstance * hero = getHero(heroID);
  2842. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2843. if(!destArtifact)
  2844. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2845. if(assemble)
  2846. {
  2847. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2848. if(!combinedArt->constituents)
  2849. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2850. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2851. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2852. AssembledArtifact aa;
  2853. aa.al = ArtifactLocation(hero, artifactSlot);
  2854. aa.builtArt = combinedArt;
  2855. sendAndApply(&aa);
  2856. }
  2857. else
  2858. {
  2859. if(!destArtifact->artType->constituents)
  2860. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2861. DisassembledArtifact da;
  2862. da.al = ArtifactLocation(hero, artifactSlot);
  2863. sendAndApply(&da);
  2864. }
  2865. return true;
  2866. }
  2867. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2868. {
  2869. const CGHeroInstance * hero = getHero(hid);
  2870. const CGTownInstance * town = hero->visitedTown;
  2871. if(aid==ArtifactID::SPELLBOOK)
  2872. {
  2873. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2874. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2875. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2876. )
  2877. return false;
  2878. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2879. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2880. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2881. giveSpells(town,hero);
  2882. return true;
  2883. }
  2884. else if(aid < 7 && aid > 3) //war machine
  2885. {
  2886. int price = VLC->arth->artifacts[aid]->price;
  2887. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2888. || (getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2889. {
  2890. return false;
  2891. }
  2892. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2893. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2894. {
  2895. giveResource(hero->getOwner(),Res::GOLD,-price);
  2896. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2897. return true;
  2898. }
  2899. else
  2900. COMPLAIN_RET("This machine is unavailable here!");
  2901. }
  2902. return false;
  2903. }
  2904. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2905. {
  2906. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2907. COMPLAIN_RET("That artifact is unavailable!");
  2908. int b1, b2;
  2909. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2910. if(getResource(h->tempOwner, rid) < b1)
  2911. COMPLAIN_RET("You can't afford to buy this artifact!");
  2912. SetResource sr;
  2913. sr.player = h->tempOwner;
  2914. sr.resid = rid;
  2915. sr.val = getResource(h->tempOwner, rid) - b1;
  2916. sendAndApply(&sr);
  2917. SetAvailableArtifacts saa;
  2918. if(m->o->ID == Obj::TOWN)
  2919. {
  2920. saa.id = -1;
  2921. saa.arts = CGTownInstance::merchantArtifacts;
  2922. }
  2923. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2924. {
  2925. saa.id = bm->id.getNum();
  2926. saa.arts = bm->artifacts;
  2927. }
  2928. else
  2929. COMPLAIN_RET("Wrong marktet...");
  2930. bool found = false;
  2931. for(const CArtifact *&art : saa.arts)
  2932. {
  2933. if(art && art->id == aid)
  2934. {
  2935. art = nullptr;
  2936. found = true;
  2937. break;
  2938. }
  2939. }
  2940. if(!found)
  2941. COMPLAIN_RET("Cannot find selected artifact on the list");
  2942. sendAndApply(&saa);
  2943. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2944. return true;
  2945. }
  2946. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2947. {
  2948. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2949. if(!art)
  2950. COMPLAIN_RET("There is no artifact to sell!");
  2951. if(!art->artType->isTradable())
  2952. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2953. int resVal = 0, dump = 1;
  2954. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2955. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2956. giveResource(h->tempOwner, rid, resVal);
  2957. return true;
  2958. }
  2959. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2960. //{
  2961. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2962. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2963. // {
  2964. // }
  2965. //}
  2966. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2967. {
  2968. if (!h)
  2969. COMPLAIN_RET("You need hero to buy a skill!");
  2970. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2971. COMPLAIN_RET("Hero already know this skill");
  2972. if (!h->canLearnSkill())
  2973. COMPLAIN_RET("Hero can't learn any more skills");
  2974. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2975. COMPLAIN_RET("The hero can't learn this skill!");
  2976. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2977. COMPLAIN_RET("That skill is unavailable!");
  2978. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2979. COMPLAIN_RET("You can't afford to buy this skill");
  2980. SetResource sr;
  2981. sr.player = h->tempOwner;
  2982. sr.resid = Res::GOLD;
  2983. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2984. sendAndApply(&sr);
  2985. changeSecSkill(h, skill, 1, true);
  2986. return true;
  2987. }
  2988. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2989. {
  2990. int r1 = getPlayer(player)->resources.at(id1),
  2991. r2 = getPlayer(player)->resources.at(id2);
  2992. vstd::amin(val, r1); //can't trade more resources than have
  2993. int b1, b2; //base quantities for trade
  2994. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2995. int units = val / b1; //how many base quantities we trade
  2996. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2997. {
  2998. //TODO: complain?
  2999. assert(0);
  3000. }
  3001. SetResource sr;
  3002. sr.player = player;
  3003. sr.resid = static_cast<Res::ERes>(id1);
  3004. sr.val = r1 - b1 * units;
  3005. sendAndApply(&sr);
  3006. sr.resid = static_cast<Res::ERes>(id2);
  3007. sr.val = r2 + b2 * units;
  3008. sendAndApply(&sr);
  3009. return true;
  3010. }
  3011. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3012. {
  3013. if(!vstd::contains(hero->Slots(), slot))
  3014. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3015. const CStackInstance &s = hero->getStack(slot);
  3016. if( s.count < count //can't sell more creatures than have
  3017. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3018. {
  3019. COMPLAIN_RET("Not enough creatures in army!");
  3020. }
  3021. int b1, b2; //base quantities for trade
  3022. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3023. int units = count / b1; //how many base quantities we trade
  3024. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3025. {
  3026. //TODO: complain?
  3027. assert(0);
  3028. }
  3029. changeStackCount(StackLocation(hero, slot), -count);
  3030. SetResource sr;
  3031. sr.player = hero->tempOwner;
  3032. sr.resid = resourceID;
  3033. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  3034. sendAndApply(&sr);
  3035. return true;
  3036. }
  3037. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3038. {
  3039. const CArmedInstance *army = nullptr;
  3040. if (hero)
  3041. army = hero;
  3042. else
  3043. army = dynamic_cast<const CGTownInstance *>(market->o);
  3044. if (!army)
  3045. COMPLAIN_RET("Incorrect call to transform in undead!");
  3046. if(!army->hasStackAtSlot(slot))
  3047. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3048. const CStackInstance &s = army->getStack(slot);
  3049. //resulting creature - bone dragons or skeletons
  3050. CreatureID resCreature = CreatureID::SKELETON;
  3051. if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3052. || (s.getCreatureID() == CreatureID::HYDRA)
  3053. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3054. resCreature = CreatureID::BONE_DRAGON;
  3055. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3056. return true;
  3057. }
  3058. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3059. {
  3060. const PlayerState *p2 = getPlayer(r2, false);
  3061. if(!p2 || p2->status != EPlayerStatus::INGAME)
  3062. {
  3063. complain("Dest player must be in game!");
  3064. return false;
  3065. }
  3066. si32 curRes1 = getPlayer(player)->resources.at(r1),
  3067. curRes2 = getPlayer(r2)->resources.at(r1);
  3068. val = std::min(si32(val),curRes1);
  3069. SetResource sr;
  3070. sr.player = player;
  3071. sr.resid = r1;
  3072. sr.val = curRes1 - val;
  3073. sendAndApply(&sr);
  3074. sr.player = r2;
  3075. sr.val = curRes2 + val;
  3076. sendAndApply(&sr);
  3077. return true;
  3078. }
  3079. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3080. {
  3081. const CGHeroInstance *h = getHero(hid);
  3082. if(!h)
  3083. {
  3084. logGlobal->error("Hero doesn't exist!");
  3085. return false;
  3086. }
  3087. ChangeFormation cf;
  3088. cf.hid = hid;
  3089. cf.formation = formation;
  3090. sendAndApply(&cf);
  3091. return true;
  3092. }
  3093. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3094. {
  3095. const PlayerState * p = getPlayer(player);
  3096. const CGTownInstance * t = getTown(obj->id);
  3097. //common preconditions
  3098. // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3099. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3100. if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3101. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3102. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
  3103. {
  3104. return false;
  3105. }
  3106. if(t) //tavern in town
  3107. {
  3108. if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3109. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3110. {
  3111. return false;
  3112. }
  3113. }
  3114. else if(obj->ID == Obj::TAVERN)
  3115. {
  3116. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3117. {
  3118. return false;
  3119. }
  3120. }
  3121. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3122. if (!nh)
  3123. {
  3124. complain ("Hero is not available for hiring!");
  3125. return false;
  3126. }
  3127. HeroRecruited hr;
  3128. hr.tid = obj->id;
  3129. hr.hid = nh->subID;
  3130. hr.player = player;
  3131. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3132. sendAndApply(&hr);
  3133. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3134. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3135. const CGHeroInstance *newHero = nullptr;
  3136. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3137. {
  3138. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3139. }
  3140. SetAvailableHeroes sah;
  3141. sah.player = player;
  3142. if(newHero)
  3143. {
  3144. sah.hid[hid] = newHero->subID;
  3145. sah.army[hid].clear();
  3146. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3147. }
  3148. else
  3149. {
  3150. sah.hid[hid] = -1;
  3151. }
  3152. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3153. sendAndApply(&sah);
  3154. SetResource sr;
  3155. sr.player = player;
  3156. sr.resid = Res::GOLD;
  3157. sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
  3158. sendAndApply(&sr);
  3159. if(t)
  3160. {
  3161. vistiCastleObjects (t, nh);
  3162. giveSpells (t,nh);
  3163. }
  3164. return true;
  3165. }
  3166. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3167. {
  3168. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3169. logGlobal->trace("Player %s attempts answering query %d with answer %d", player, qid, answer);
  3170. auto topQuery = queries.topQuery(player);
  3171. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3172. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3173. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3174. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3175. dialogQuery->answer = answer;
  3176. queries.popQuery(topQuery);
  3177. return true;
  3178. }
  3179. static EndAction end_action;
  3180. void CGameHandler::updateGateState()
  3181. {
  3182. BattleUpdateGateState db;
  3183. db.state = gs->curB->si.gateState;
  3184. if(gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3185. {
  3186. db.state = EGateState::DESTROYED;
  3187. }
  3188. else if(db.state == EGateState::OPENED)
  3189. {
  3190. if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3191. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3192. {
  3193. if(gs->curB->town->subID == ETownType::FORTRESS)
  3194. {
  3195. if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3196. db.state = EGateState::CLOSED;
  3197. }
  3198. else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3199. db.state = EGateState::BLOCKED;
  3200. else
  3201. db.state = EGateState::CLOSED;
  3202. }
  3203. }
  3204. else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3205. db.state = EGateState::BLOCKED;
  3206. else
  3207. db.state = EGateState::CLOSED;
  3208. if(db.state != gs->curB->si.gateState)
  3209. sendAndApply(&db);
  3210. }
  3211. bool CGameHandler::makeBattleAction( BattleAction &ba )
  3212. {
  3213. bool ok = true;
  3214. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3215. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3216. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3217. : nullptr;
  3218. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3219. logGlobal->trace(
  3220. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3221. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3222. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3223. switch(ba.actionType)
  3224. {
  3225. case Battle::WALK: //walk
  3226. case Battle::DEFEND: //defend
  3227. case Battle::WAIT: //wait
  3228. case Battle::WALK_AND_ATTACK: //walk or attack
  3229. case Battle::SHOOT: //shoot
  3230. case Battle::CATAPULT: //catapult
  3231. case Battle::STACK_HEAL: //healing with First Aid Tent
  3232. case Battle::DAEMON_SUMMONING:
  3233. case Battle::MONSTER_SPELL:
  3234. if(!stack)
  3235. {
  3236. complain("No such stack!");
  3237. return false;
  3238. }
  3239. if(!stack->alive())
  3240. {
  3241. complain("This stack is dead: " + stack->nodeName());
  3242. return false;
  3243. }
  3244. if(battleTacticDist())
  3245. {
  3246. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  3247. {
  3248. complain("This is not a stack of side that has tactics!");
  3249. return false;
  3250. }
  3251. }
  3252. else if(!isAboutActiveStack)
  3253. {
  3254. complain("Action has to be about active stack!");
  3255. return false;
  3256. }
  3257. }
  3258. switch(ba.actionType)
  3259. {
  3260. case Battle::END_TACTIC_PHASE: //wait
  3261. case Battle::BAD_MORALE:
  3262. case Battle::NO_ACTION:
  3263. {
  3264. StartAction start_action(ba);
  3265. sendAndApply(&start_action);
  3266. sendAndApply(&end_action);
  3267. break;
  3268. }
  3269. case Battle::WALK:
  3270. {
  3271. StartAction start_action(ba);
  3272. sendAndApply(&start_action); //start movement
  3273. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3274. if(!walkedTiles)
  3275. complain("Stack failed movement!");
  3276. sendAndApply(&end_action);
  3277. break;
  3278. }
  3279. case Battle::DEFEND:
  3280. {
  3281. //defensive stance //TODO: remove this bonus when stack becomes active
  3282. SetStackEffect sse;
  3283. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  3284. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3285. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3286. sse.stacks.push_back(ba.stackNumber);
  3287. sendAndApply(&sse);
  3288. //don't break - we share code with next case
  3289. }
  3290. case Battle::WAIT:
  3291. {
  3292. StartAction start_action(ba);
  3293. sendAndApply(&start_action);
  3294. sendAndApply(&end_action);
  3295. break;
  3296. }
  3297. case Battle::RETREAT: //retreat/flee
  3298. {
  3299. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3300. complain("Cannot retreat!");
  3301. else
  3302. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3303. break;
  3304. }
  3305. case Battle::SURRENDER:
  3306. {
  3307. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3308. int cost = gs->curB->battleGetSurrenderCost(player);
  3309. if(cost < 0)
  3310. complain("Cannot surrender!");
  3311. else if(getResource(player, Res::GOLD) < cost)
  3312. complain("Not enough gold to surrender!");
  3313. else
  3314. {
  3315. giveResource(player, Res::GOLD, -cost);
  3316. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3317. }
  3318. break;
  3319. }
  3320. case Battle::WALK_AND_ATTACK: //walk or attack
  3321. {
  3322. StartAction start_action(ba);
  3323. sendAndApply(&start_action); //start movement and attack
  3324. if(!stack || !destinationStack)
  3325. {
  3326. sendAndApply(&end_action);
  3327. break;
  3328. }
  3329. BattleHex startingPos = stack->position;
  3330. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3331. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3332. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3333. && !(stack->doubleWide()
  3334. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  3335. ) //nor occupy specified hex
  3336. )
  3337. {
  3338. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3339. ok = false;
  3340. sendAndApply(&end_action);
  3341. break;
  3342. }
  3343. if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3344. {
  3345. destinationStack = nullptr;
  3346. }
  3347. if(!destinationStack)
  3348. {
  3349. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3350. ok = false;
  3351. sendAndApply(&end_action);
  3352. break;
  3353. }
  3354. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  3355. {
  3356. complain("Attack cannot be performed!");
  3357. sendAndApply(&end_action);
  3358. ok = false;
  3359. break;
  3360. }
  3361. //attack
  3362. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3363. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3364. for (int i = 0; i < totalAttacks; ++i)
  3365. {
  3366. if (stack &&
  3367. stack->alive() && //move can cause death, eg. by walking into the moat
  3368. destinationStack->alive())
  3369. {
  3370. BattleAttack bat;
  3371. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3372. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3373. handleAttackBeforeCasting(bat); //only before first attack
  3374. sendAndApply(&bat);
  3375. handleAfterAttackCasting(bat);
  3376. }
  3377. //counterattack
  3378. if (destinationStack
  3379. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3380. && destinationStack->ableToRetaliate()
  3381. && stack->alive()) //attacker may have died (fire shield)
  3382. {
  3383. BattleAttack bat;
  3384. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3385. bat.flags |= BattleAttack::COUNTER;
  3386. sendAndApply(&bat);
  3387. handleAfterAttackCasting(bat);
  3388. }
  3389. }
  3390. //return
  3391. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3392. {
  3393. moveStack(ba.stackNumber, startingPos);
  3394. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3395. }
  3396. sendAndApply(&end_action);
  3397. break;
  3398. }
  3399. case Battle::SHOOT:
  3400. {
  3401. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3402. {
  3403. complain("Cannot shoot!");
  3404. break;
  3405. }
  3406. StartAction start_action(ba);
  3407. sendAndApply(&start_action); //start shooting
  3408. {
  3409. BattleAttack bat;
  3410. bat.flags |= BattleAttack::SHOT;
  3411. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3412. handleAttackBeforeCasting(bat);
  3413. sendAndApply(&bat);
  3414. handleAfterAttackCasting(bat);
  3415. }
  3416. //second shot for ballista, only if hero has advanced artillery
  3417. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3418. if( destinationStack->alive()
  3419. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3420. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3421. )
  3422. {
  3423. BattleAttack bat2;
  3424. bat2.flags |= BattleAttack::SHOT;
  3425. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3426. sendAndApply(&bat2);
  3427. }
  3428. //allow more than one additional attack
  3429. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3430. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3431. for (int i = 0; i < additionalAttacks; ++i)
  3432. {
  3433. if(
  3434. stack->alive()
  3435. && destinationStack->alive()
  3436. && stack->shots
  3437. )
  3438. {
  3439. BattleAttack bat;
  3440. bat.flags |= BattleAttack::SHOT;
  3441. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3442. sendAndApply(&bat);
  3443. handleAfterAttackCasting(bat);
  3444. }
  3445. }
  3446. sendAndApply(&end_action);
  3447. break;
  3448. }
  3449. case Battle::CATAPULT:
  3450. {
  3451. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3452. {
  3453. switch(part)
  3454. {
  3455. case EWallPart::GATE:
  3456. return sbi.gate;
  3457. case EWallPart::KEEP:
  3458. return sbi.keep;
  3459. case EWallPart::BOTTOM_TOWER:
  3460. case EWallPart::UPPER_TOWER:
  3461. return sbi.tower;
  3462. case EWallPart::BOTTOM_WALL:
  3463. case EWallPart::BELOW_GATE:
  3464. case EWallPart::OVER_GATE:
  3465. case EWallPart::UPPER_WALL:
  3466. return sbi.wall;
  3467. default:
  3468. return 0;
  3469. }
  3470. };
  3471. StartAction start_action(ba);
  3472. sendAndApply(&start_action);
  3473. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3474. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3475. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3476. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3477. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3478. {
  3479. complain("catapult tried to attack non-catapultable hex!");
  3480. break;
  3481. }
  3482. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3483. auto &currentHP = gs->curB->si.wallState;
  3484. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3485. {
  3486. complain("catapult tried to attack already destroyed wall part!");
  3487. break;
  3488. }
  3489. for(int g=0; g<sbi.shots; ++g)
  3490. {
  3491. bool hitSuccessfull = false;
  3492. auto attackedPart = wallPart;
  3493. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3494. {
  3495. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3496. currentHP.at(attackedPart) != EWallState::NONE &&
  3497. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3498. {
  3499. hitSuccessfull = true;
  3500. }
  3501. else // select new target
  3502. {
  3503. std::vector<EWallPart::EWallPart> allowedTargets;
  3504. for (size_t i=0; i< currentHP.size(); i++)
  3505. {
  3506. if (currentHP.at(i) != EWallState::DESTROYED &&
  3507. currentHP.at(i) != EWallState::NONE)
  3508. allowedTargets.push_back(EWallPart::EWallPart(i));
  3509. }
  3510. if (allowedTargets.empty())
  3511. break;
  3512. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3513. }
  3514. }
  3515. while (!hitSuccessfull);
  3516. if (!hitSuccessfull) // break triggered - no target to shoot at
  3517. break;
  3518. CatapultAttack ca; //package for clients
  3519. CatapultAttack::AttackInfo attack;
  3520. attack.attackedPart = attackedPart;
  3521. attack.destinationTile = ba.destinationTile;
  3522. attack.damageDealt = 0;
  3523. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3524. int dmgRand = getRandomGenerator().nextInt(99);
  3525. //accumulating dmgChance
  3526. dmgChance[1] += dmgChance[0];
  3527. dmgChance[2] += dmgChance[1];
  3528. //calculating dealt damage
  3529. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3530. {
  3531. if(dmgRand <= dmgChance[damage])
  3532. {
  3533. attack.damageDealt = damage;
  3534. break;
  3535. }
  3536. }
  3537. // attacked tile may have changed - update destination
  3538. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3539. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3540. //removing creatures in turrets / keep if one is destroyed
  3541. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3542. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3543. {
  3544. int posRemove = -1;
  3545. switch(attackedPart)
  3546. {
  3547. case EWallPart::KEEP:
  3548. posRemove = -2;
  3549. break;
  3550. case EWallPart::BOTTOM_TOWER:
  3551. posRemove = -3;
  3552. break;
  3553. case EWallPart::UPPER_TOWER:
  3554. posRemove = -4;
  3555. break;
  3556. }
  3557. BattleStacksRemoved bsr;
  3558. for(auto & elem : gs->curB->stacks)
  3559. {
  3560. if(elem->position == posRemove)
  3561. {
  3562. bsr.stackIDs.insert( elem->ID );
  3563. break;
  3564. }
  3565. }
  3566. sendAndApply(&bsr);
  3567. }
  3568. ca.attacker = ba.stackNumber;
  3569. ca.attackedParts.push_back(attack);
  3570. sendAndApply(&ca);
  3571. }
  3572. //finish by scope guard
  3573. break;
  3574. }
  3575. case Battle::STACK_HEAL: //healing with First Aid Tent
  3576. {
  3577. StartAction start_action(ba);
  3578. sendAndApply(&start_action);
  3579. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3580. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3581. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3582. ui32 healed = 0;
  3583. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3584. {
  3585. complain("There is either no healer, no destination, or healer cannot heal :P");
  3586. }
  3587. else
  3588. {
  3589. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3590. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3591. }
  3592. if(healed == 0)
  3593. {
  3594. //nothing to heal.. should we complain?
  3595. }
  3596. else
  3597. {
  3598. StacksHealedOrResurrected shr;
  3599. shr.lifeDrain = false;
  3600. shr.tentHealing = true;
  3601. shr.cure = false;
  3602. shr.drainedFrom = ba.stackNumber;
  3603. StacksHealedOrResurrected::HealInfo hi;
  3604. hi.healedHP = healed;
  3605. hi.lowLevelResurrection = false;
  3606. hi.stackID = destStack->ID;
  3607. shr.healedStacks.push_back(hi);
  3608. sendAndApply(&shr);
  3609. }
  3610. sendAndApply(&end_action);
  3611. break;
  3612. }
  3613. case Battle::DAEMON_SUMMONING:
  3614. //TODO: From Strategija:
  3615. //Summon Demon is a level 2 spell.
  3616. {
  3617. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3618. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3619. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3620. BattleStackAdded bsa;
  3621. bsa.attacker = summoner->attackerOwned;
  3622. bsa.creID = summonedType;
  3623. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3624. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3625. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3626. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3627. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3628. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3629. bsa.summoned = false;
  3630. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3631. {
  3632. StartAction start_action(ba);
  3633. sendAndApply(&start_action);
  3634. BattleStacksRemoved bsr; //remove body
  3635. bsr.stackIDs.insert(destStack->ID);
  3636. sendAndApply(&bsr);
  3637. sendAndApply(&bsa);
  3638. BattleSetStackProperty ssp;
  3639. ssp.stackID = ba.stackNumber;
  3640. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3641. ssp.val = -1;
  3642. ssp.absolute = false;
  3643. sendAndApply(&ssp);
  3644. sendAndApply(&end_action);
  3645. }
  3646. break;
  3647. }
  3648. case Battle::MONSTER_SPELL:
  3649. {
  3650. StartAction start_action(ba);
  3651. sendAndApply(&start_action);
  3652. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3653. SpellID spellID = SpellID(ba.additionalInfo);
  3654. BattleHex destination(ba.destinationTile);
  3655. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3656. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3657. //TODO special bonus for genies ability
  3658. if(randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3659. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3660. if(spellID < 0)
  3661. complain("That stack can't cast spells!");
  3662. else
  3663. {
  3664. const CSpell * spell = SpellID(spellID).toSpell();
  3665. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3666. parameters.spellLvl = 0;
  3667. if (spellcaster)
  3668. vstd::amax(parameters.spellLvl, spellcaster->val);
  3669. if (randSpellcaster)
  3670. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3671. vstd::amin (parameters.spellLvl, 3);
  3672. parameters.effectLevel = parameters.spellLvl;
  3673. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3674. parameters.aimToHex(destination);//todo: allow multiple destinations
  3675. parameters.cast(spellEnv);
  3676. }
  3677. sendAndApply(&end_action);
  3678. break;
  3679. }
  3680. }
  3681. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3682. battleMadeAction.setn(true);
  3683. return ok;
  3684. }
  3685. void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
  3686. {
  3687. bool cheated=true;
  3688. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3689. sendAndApply(&temp_message);
  3690. if(message == "vcmiistari") //give all spells and 999 mana
  3691. {
  3692. SetMana sm;
  3693. GiveBonus giveBonus(GiveBonus::HERO);
  3694. const CGHeroInstance * h = getHero(currObj);
  3695. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3696. sm.hid = h->id;
  3697. giveBonus.id = h->id.getNum();
  3698. //give all spells with bonus (to allow banned spells)
  3699. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  3700. //start with level 0 to skip abilities
  3701. for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  3702. {
  3703. giveBonus.bonus.subtype = level;
  3704. sendAndApply(&giveBonus);
  3705. }
  3706. //give mana
  3707. sm.val = 999;
  3708. sm.absolute = true;
  3709. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3710. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); //give spellbook
  3711. sendAndApply(&sm);
  3712. }
  3713. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3714. {
  3715. const CGHeroInstance * hero = getHero(currObj);
  3716. const CGTownInstance * town;
  3717. if (hero)
  3718. town = hero->visitedTown;
  3719. else
  3720. town = getTown(currObj);
  3721. if (town)
  3722. {
  3723. for (auto & build : town->town->buildings)
  3724. {
  3725. if (!town->hasBuilt(build.first)
  3726. && !build.second->Name().empty()
  3727. && build.first != BuildingID::SHIP)
  3728. {
  3729. buildStructure(town->id, build.first, true);
  3730. }
  3731. }
  3732. }
  3733. }
  3734. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3735. {
  3736. const CGHeroInstance * hero = getHero(currObj);
  3737. const CCreature *archangel = VLC->creh->creatures.at(13);
  3738. if(!hero) return;
  3739. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3740. if(!hero->hasStackAtSlot(SlotID(i)))
  3741. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3742. }
  3743. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3744. {
  3745. const CGHeroInstance * hero = getHero(currObj);
  3746. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3747. if(!hero) return;
  3748. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3749. if(!hero->hasStackAtSlot(SlotID(i)))
  3750. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3751. }
  3752. else if(message == "vcmiglaurung") //gives 5000 crystal dragons into each slot
  3753. {
  3754. const CGHeroInstance * hero = getHero(currObj);
  3755. const CCreature *crystalDragon = VLC->creh->creatures.at(133);
  3756. if(!hero) return;
  3757. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3758. if(!hero->hasStackAtSlot(SlotID(i)))
  3759. insertNewStack(StackLocation(hero, SlotID(i)), crystalDragon, 5000);
  3760. }
  3761. else if(message == "vcminoldor") //all war machines
  3762. {
  3763. const CGHeroInstance * hero = getHero(currObj);
  3764. if(!hero) return;
  3765. if(!hero->getArt(ArtifactPosition::MACH1))
  3766. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  3767. if(!hero->getArt(ArtifactPosition::MACH2))
  3768. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  3769. if(!hero->getArt(ArtifactPosition::MACH3))
  3770. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  3771. }
  3772. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3773. {
  3774. const CGHeroInstance *hero = gs->getHero(currObj);
  3775. if(!hero) return;
  3776. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3777. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3778. }
  3779. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3780. {
  3781. CGHeroInstance *hero = gs->getHero(currObj);
  3782. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3783. }
  3784. else if(message == "vcminahar") //1000000 movement points
  3785. {
  3786. CGHeroInstance *hero = gs->getHero(currObj);
  3787. if(!hero) return;
  3788. SetMovePoints smp;
  3789. smp.hid = hero->id;
  3790. smp.val = 1000000;
  3791. sendAndApply(&smp);
  3792. }
  3793. else if(message == "vcmiformenos") //give resources
  3794. {
  3795. SetResources sr;
  3796. sr.player = player;
  3797. sr.res = getPlayer(player)->resources;
  3798. for(int i=0;i<Res::GOLD;i++)
  3799. sr.res[i] += 100;
  3800. sr.res[Res::GOLD] += 100000; //100k
  3801. sendAndApply(&sr);
  3802. }
  3803. else if(message == "vcmieagles" || message == "vcmiungoliant") //reveal or conceal FoW
  3804. {
  3805. FoWChange fc;
  3806. fc.mode = (message == "vcmieagles" ? 1 : 0);
  3807. fc.player = player;
  3808. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3809. int lastUnc = 0;
  3810. for(int i=0;i<gs->map->width;i++)
  3811. for(int j=0;j<gs->map->height;j++)
  3812. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3813. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k) || message == "vcmiungoliant")
  3814. hlp_tab[lastUnc++] = int3(i,j,k);
  3815. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3816. delete [] hlp_tab;
  3817. sendAndApply(&fc);
  3818. }
  3819. else if(message == "vcmisilmaril") //player wins
  3820. {
  3821. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3822. }
  3823. else if(message == "vcmimelkor") //player looses
  3824. {
  3825. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3826. }
  3827. else
  3828. cheated = false;
  3829. if(cheated)
  3830. {
  3831. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3832. sendAndApply(&temp_message);
  3833. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3834. }
  3835. }
  3836. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3837. {
  3838. switch(ba.actionType)
  3839. {
  3840. case Battle::HERO_SPELL:
  3841. {
  3842. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3843. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3844. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3845. if(ba.additionalInfo < 0 || ba.additionalInfo >= VLC->spellh->objects.size())
  3846. {
  3847. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3848. return false;
  3849. }
  3850. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3851. BattleSpellCastParameters parameters(gs->curB, h, s);
  3852. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3853. parameters.mode = ECastingMode::HERO_CASTING;
  3854. if(ba.selectedStack >= 0)
  3855. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3856. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3857. if(escp != ESpellCastProblem::OK)
  3858. {
  3859. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3860. return false;
  3861. }
  3862. StartAction start_action(ba);
  3863. sendAndApply(&start_action); //start spell casting
  3864. parameters.cast(spellEnv);
  3865. sendAndApply(&end_action);
  3866. if( !gs->curB->battleGetStackByID(gs->curB->activeStack))
  3867. {
  3868. battleMadeAction.setn(true);
  3869. }
  3870. checkBattleStateChanges();
  3871. if(battleResult.get())
  3872. {
  3873. battleMadeAction.setn(true);
  3874. //battle will be ended by startBattle function
  3875. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3876. }
  3877. return true;
  3878. }
  3879. }
  3880. return false;
  3881. }
  3882. void CGameHandler::stackTurnTrigger(const CStack * st)
  3883. {
  3884. BattleTriggerEffect bte;
  3885. bte.stackID = st->ID;
  3886. bte.effect = -1;
  3887. bte.val = 0;
  3888. bte.additionalInfo = 0;
  3889. if (st->alive())
  3890. {
  3891. //unbind
  3892. if (st->getEffect (SpellID::BIND))
  3893. {
  3894. bool unbind = true;
  3895. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3896. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3897. for(auto b : bl)
  3898. {
  3899. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3900. if (stack)
  3901. {
  3902. if (vstd::contains(stacks, stack)) //binding stack is still present
  3903. {
  3904. unbind = false;
  3905. }
  3906. }
  3907. }
  3908. if (unbind)
  3909. {
  3910. BattleSetStackProperty ssp;
  3911. ssp.which = BattleSetStackProperty::UNBIND;
  3912. ssp.stackID = st->ID;
  3913. sendAndApply(&ssp);
  3914. }
  3915. }
  3916. //regeneration
  3917. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3918. {
  3919. bte.effect = Bonus::HP_REGENERATION;
  3920. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3921. }
  3922. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3923. {
  3924. bte.effect = Bonus::HP_REGENERATION;
  3925. bte.val = st->MaxHealth() - st->firstHPleft;
  3926. }
  3927. if (bte.val) //anything to heal
  3928. sendAndApply(&bte);
  3929. if(st->hasBonusOfType(Bonus::POISON))
  3930. {
  3931. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3932. if (b) //TODO: what if not?...
  3933. {
  3934. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3935. if (bte.val < b->val) //(negative) poison effect increases - update it
  3936. {
  3937. bte.effect = Bonus::POISON;
  3938. sendAndApply(&bte);
  3939. }
  3940. }
  3941. }
  3942. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3943. {
  3944. const PlayerColor opponent = gs->curB->theOtherPlayer(st->owner);
  3945. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3946. if (opponentHero)
  3947. {
  3948. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3949. vstd::amin(manaDrained, opponentHero->mana);
  3950. if (manaDrained)
  3951. {
  3952. bte.effect = Bonus::MANA_DRAIN;
  3953. bte.val = manaDrained;
  3954. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3955. sendAndApply(&bte);
  3956. }
  3957. }
  3958. }
  3959. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3960. {
  3961. bool fearsomeCreature = false;
  3962. for(CStack * stack : gs->curB->stacks)
  3963. {
  3964. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3965. {
  3966. fearsomeCreature = true;
  3967. break;
  3968. }
  3969. }
  3970. if (fearsomeCreature)
  3971. {
  3972. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3973. {
  3974. bte.effect = Bonus::FEAR;
  3975. sendAndApply(&bte);
  3976. }
  3977. }
  3978. }
  3979. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3980. int side = gs->curB->whatSide(st->owner);
  3981. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3982. {
  3983. bool cast = false;
  3984. while (!bl.empty() && !cast)
  3985. {
  3986. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  3987. auto spellID = SpellID(bonus->subtype);
  3988. const CSpell * spell = SpellID(spellID).toSpell();
  3989. bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
  3990. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  3991. {
  3992. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3993. parameters.spellLvl = bonus->val;
  3994. parameters.effectLevel = bonus->val;//todo: recheck
  3995. parameters.aimToHex(BattleHex::INVALID);
  3996. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3997. parameters.cast(spellEnv);
  3998. //todo: move to mechanics
  3999. BattleSetStackProperty ssp;
  4000. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4001. ssp.absolute = false;
  4002. ssp.val = bonus->additionalInfo; //increase cooldown counter
  4003. ssp.stackID = st->ID;
  4004. sendAndApply(&ssp);
  4005. cast = true;
  4006. }
  4007. };
  4008. }
  4009. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4010. for (auto b : bl)
  4011. {
  4012. SetStackEffect sse;
  4013. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  4014. if (val > 3)
  4015. {
  4016. for (auto s : gs->curB->battleGetAllStacks())
  4017. {
  4018. if (st->owner == s->owner && s->isValidTarget()) //all allied
  4019. sse.stacks.push_back (s->ID);
  4020. }
  4021. }
  4022. else
  4023. sse.stacks.push_back (st->ID);
  4024. Bonus pseudoBonus;
  4025. pseudoBonus.sid = b->subtype;
  4026. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4027. pseudoBonus.turnsRemain = 50;
  4028. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4029. if (sse.effect.size())
  4030. sendAndApply (&sse);
  4031. }
  4032. }
  4033. }
  4034. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4035. {
  4036. //we want to determine following vars depending on obstacle type
  4037. int damage = -1;
  4038. int effect = -1;
  4039. bool oneTimeObstacle = false;
  4040. //helper info
  4041. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4042. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4043. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4044. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4045. {
  4046. damage = battleGetMoatDmg();
  4047. }
  4048. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4049. {
  4050. //You don't get hit by a Mine you can see.
  4051. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4052. return;
  4053. oneTimeObstacle = true;
  4054. effect = 82; //makes
  4055. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4056. if(sp->isImmuneByStack(hero, curStack))
  4057. return;
  4058. damage = sp->calculateDamage(hero, curStack,
  4059. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4060. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4061. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4062. }
  4063. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4064. {
  4065. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4066. if(sp->isImmuneByStack(hero, curStack))
  4067. return;
  4068. damage = sp->calculateDamage(hero, curStack,
  4069. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4070. }
  4071. else
  4072. {
  4073. //no other obstacle does damage to stack
  4074. return;
  4075. }
  4076. BattleStackAttacked bsa;
  4077. if(effect >= 0)
  4078. {
  4079. bsa.flags |= BattleStackAttacked::EFFECT;
  4080. bsa.effect = effect; //makes POOF
  4081. }
  4082. bsa.damageAmount = damage;
  4083. bsa.stackAttacked = curStack->ID;
  4084. bsa.attackerID = -1;
  4085. curStack->prepareAttacked(bsa, getRandomGenerator());
  4086. StacksInjured si;
  4087. si.stacks.push_back(bsa);
  4088. sendAndApply(&si);
  4089. if(oneTimeObstacle)
  4090. removeObstacle(obstacle);
  4091. }
  4092. void CGameHandler::handleTimeEvents()
  4093. {
  4094. gs->map->events.sort(evntCmp);
  4095. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4096. {
  4097. CMapEvent ev = gs->map->events.front();
  4098. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4099. {
  4100. auto color = PlayerColor(player);
  4101. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4102. if( pinfo //player exists
  4103. && (ev.players & 1<<player) //event is enabled to this player
  4104. && ((ev.computerAffected && !pinfo->human)
  4105. || (ev.humanAffected && pinfo->human)
  4106. )
  4107. )
  4108. {
  4109. //give resources
  4110. SetResources sr;
  4111. sr.player = color;
  4112. sr.res = pinfo->resources + ev.resources;
  4113. //prepare dialog
  4114. InfoWindow iw;
  4115. iw.player = color;
  4116. iw.text << ev.message;
  4117. for (int i=0; i<ev.resources.size(); i++)
  4118. {
  4119. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4120. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4121. }
  4122. if (iw.components.size())
  4123. {
  4124. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4125. sendAndApply(&sr); //update player resources if changed
  4126. }
  4127. sendAndApply(&iw); //show dialog
  4128. }
  4129. } //PLAYERS LOOP
  4130. if(ev.nextOccurence)
  4131. {
  4132. gs->map->events.pop_front();
  4133. ev.firstOccurence += ev.nextOccurence;
  4134. auto it = gs->map->events.begin();
  4135. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4136. it++;
  4137. gs->map->events.insert(it, ev);
  4138. }
  4139. else
  4140. {
  4141. gs->map->events.pop_front();
  4142. }
  4143. }
  4144. //TODO send only if changed
  4145. UpdateMapEvents ume;
  4146. ume.events = gs->map->events;
  4147. sendAndApply(&ume);
  4148. }
  4149. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4150. {
  4151. town->events.sort(evntCmp);
  4152. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4153. {
  4154. PlayerColor player = town->tempOwner;
  4155. CCastleEvent ev = town->events.front();
  4156. const PlayerState * pinfo = getPlayer(player, false);
  4157. if( pinfo //player exists
  4158. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4159. && ((ev.computerAffected && !pinfo->human)
  4160. || (ev.humanAffected && pinfo->human) ) )
  4161. {
  4162. // dialog
  4163. InfoWindow iw;
  4164. iw.player = player;
  4165. iw.text << ev.message;
  4166. if(ev.resources.nonZero())
  4167. {
  4168. TResources was = n.res[player];
  4169. n.res[player] += ev.resources;
  4170. n.res[player].amax(0);
  4171. for (int i=0; i<ev.resources.size(); i++)
  4172. 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
  4173. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4174. }
  4175. for(auto & i : ev.buildings)
  4176. {
  4177. if(!town->hasBuilt(i))
  4178. {
  4179. buildStructure(town->id, i, true);
  4180. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4181. }
  4182. }
  4183. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4184. {
  4185. n.cres[town->id].tid = town->id;
  4186. n.cres[town->id].creatures = town->creatures;
  4187. }
  4188. auto & sac = n.cres[town->id];
  4189. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4190. {
  4191. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4192. {
  4193. sac.creatures[i].first += ev.creatures.at(i);
  4194. iw.components.push_back(Component(Component::CREATURE,
  4195. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4196. }
  4197. }
  4198. sendAndApply(&iw); //show dialog
  4199. }
  4200. if(ev.nextOccurence)
  4201. {
  4202. town->events.pop_front();
  4203. ev.firstOccurence += ev.nextOccurence;
  4204. auto it = town->events.begin();
  4205. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4206. it++;
  4207. town->events.insert(it, ev);
  4208. }
  4209. else
  4210. {
  4211. town->events.pop_front();
  4212. }
  4213. }
  4214. //TODO send only if changed
  4215. UpdateCastleEvents uce;
  4216. uce.town = town->id;
  4217. uce.events = town->events;
  4218. sendAndApply(&uce);
  4219. }
  4220. bool CGameHandler::complain( const std::string &problem )
  4221. {
  4222. sendMessageToAll("Server encountered a problem: " + problem);
  4223. logGlobal->error(problem);
  4224. return true;
  4225. }
  4226. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4227. {
  4228. //PlayerColor player = getOwner(hid);
  4229. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4230. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4231. assert(lowerArmy);
  4232. assert(upperArmy);
  4233. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4234. queries.addQuery(garrisonQuery);
  4235. GarrisonDialog gd;
  4236. gd.hid = hid;
  4237. gd.objid = upobj;
  4238. gd.removableUnits = removableUnits;
  4239. gd.queryID = garrisonQuery->queryID;
  4240. sendAndApply(&gd);
  4241. }
  4242. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4243. {
  4244. OpenWindow ow;
  4245. ow.window = OpenWindow::THIEVES_GUILD;
  4246. ow.id1 = player.getNum();
  4247. ow.id2 = requestingObjId.getNum();
  4248. sendAndApply(&ow);
  4249. }
  4250. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4251. {
  4252. if(id1 == id2)
  4253. return true;
  4254. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4255. if(!o1 || !o2)
  4256. return true; //arranging stacks within an object should be always allowed
  4257. if (o1 && o2)
  4258. {
  4259. if(o1->ID == Obj::TOWN)
  4260. {
  4261. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4262. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4263. return true;
  4264. }
  4265. if(o2->ID == Obj::TOWN)
  4266. {
  4267. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4268. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4269. return true;
  4270. }
  4271. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4272. {
  4273. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4274. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4275. // two heroes in same town (garrisoned and visiting)
  4276. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4277. return true;
  4278. }
  4279. //Ongoing garrison exchange
  4280. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4281. {
  4282. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4283. return true;
  4284. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4285. return true;
  4286. }
  4287. }
  4288. return false;
  4289. }
  4290. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4291. {
  4292. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4293. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4294. queries.addQuery(visitQuery); //TODO real visit pos
  4295. HeroVisit hv;
  4296. hv.obj = obj;
  4297. hv.hero = h;
  4298. hv.player = h->tempOwner;
  4299. hv.starting = true;
  4300. sendAndApply(&hv);
  4301. obj->onHeroVisit(h);
  4302. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4303. }
  4304. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4305. {
  4306. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4307. HeroVisit hv;
  4308. hv.player = query.players.front();
  4309. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4310. hv.hero = query.visitingHero;
  4311. assert(hv.hero);
  4312. hv.starting = false;
  4313. sendAndApply(&hv);
  4314. }
  4315. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4316. {
  4317. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4318. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4319. {
  4320. complain("Cannot build boat in this shipyard!");
  4321. return false;
  4322. }
  4323. else if(obj->o->ID == Obj::TOWN
  4324. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4325. {
  4326. complain("Cannot build boat in the town - no shipyard!");
  4327. return false;
  4328. }
  4329. const PlayerColor playerID = obj->o->tempOwner;
  4330. TResources boatCost;
  4331. obj->getBoatCost(boatCost);
  4332. TResources aviable = getPlayer(playerID)->resources;
  4333. if (!aviable.canAfford(boatCost))
  4334. {
  4335. complain("Not enough resources to build a boat!");
  4336. return false;
  4337. }
  4338. int3 tile = obj->bestLocation();
  4339. if(!gs->map->isInTheMap(tile))
  4340. {
  4341. complain("Cannot find appropriate tile for a boat!");
  4342. return false;
  4343. }
  4344. //take boat cost
  4345. SetResources sr;
  4346. sr.player = playerID;
  4347. sr.res = (aviable - boatCost);
  4348. sendAndApply(&sr);
  4349. //create boat
  4350. NewObject no;
  4351. no.ID = Obj::BOAT;
  4352. no.subID = obj->getBoatType();
  4353. no.pos = tile + int3(1,0,0);
  4354. sendAndApply(&no);
  4355. return true;
  4356. }
  4357. void CGameHandler::engageIntoBattle( PlayerColor player )
  4358. {
  4359. //notify interfaces
  4360. PlayerBlocked pb;
  4361. pb.player = player;
  4362. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4363. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4364. sendAndApply(&pb);
  4365. }
  4366. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4367. {
  4368. for(auto playerColor : playerColors)
  4369. {
  4370. if(getPlayer(playerColor, false))
  4371. checkVictoryLossConditionsForPlayer(playerColor);
  4372. }
  4373. }
  4374. void CGameHandler::checkVictoryLossConditionsForAll()
  4375. {
  4376. std::set<PlayerColor> playerColors;
  4377. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4378. {
  4379. playerColors.insert(PlayerColor(i));
  4380. }
  4381. checkVictoryLossConditions(playerColors);
  4382. }
  4383. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4384. {
  4385. const PlayerState * p = getPlayer(player);
  4386. if(p->status != EPlayerStatus::INGAME) return;
  4387. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4388. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4389. {
  4390. InfoWindow iw;
  4391. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4392. sendAndApply(&iw);
  4393. PlayerEndsGame peg;
  4394. peg.player = player;
  4395. peg.victoryLossCheckResult = victoryLossCheckResult;
  4396. sendAndApply(&peg);
  4397. if(victoryLossCheckResult.victory())
  4398. {
  4399. //one player won -> all enemies lost
  4400. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4401. {
  4402. if(i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4403. {
  4404. peg.player = i->first;
  4405. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4406. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4407. InfoWindow iw;
  4408. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4409. iw.player = i->first;
  4410. sendAndApply(&iw);
  4411. sendAndApply(&peg);
  4412. }
  4413. }
  4414. if(p->human)
  4415. {
  4416. end2 = true;
  4417. if(gs->scenarioOps->campState)
  4418. {
  4419. std::vector<CGHeroInstance *> crossoverHeroes;
  4420. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4421. {
  4422. if(hero->tempOwner == player)
  4423. {
  4424. // keep all heroes from the winning player
  4425. crossoverHeroes.push_back(hero);
  4426. }
  4427. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4428. {
  4429. // keep hero whether lost or won (like Xeron in AB campaign)
  4430. crossoverHeroes.push_back(hero);
  4431. }
  4432. }
  4433. // keep lost heroes which are in heroes pool
  4434. for(auto & heroPair : gs->hpool.heroesPool)
  4435. {
  4436. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4437. {
  4438. crossoverHeroes.push_back(heroPair.second.get());
  4439. }
  4440. }
  4441. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4442. //Request clients to change connection mode
  4443. PrepareForAdvancingCampaign pfac;
  4444. sendAndApply(&pfac);
  4445. //Change connection mode
  4446. if(getPlayer(player)->human && getStartInfo()->campState)
  4447. {
  4448. for(auto connection : conns)
  4449. connection->prepareForSendingHeroes();
  4450. }
  4451. UpdateCampaignState ucs;
  4452. ucs.camp = gs->scenarioOps->campState;
  4453. sendAndApply(&ucs);
  4454. }
  4455. }
  4456. }
  4457. else
  4458. {
  4459. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4460. auto hlp = p->heroes;
  4461. for(auto h : hlp) //eliminate heroes
  4462. {
  4463. if(h.get())
  4464. removeObject(h);
  4465. }
  4466. //player lost -> all his objects become unflagged (neutral)
  4467. for (auto obj : gs->map->objects) //unflag objs
  4468. {
  4469. if(obj.get() && obj->tempOwner == player)
  4470. setOwner(obj, PlayerColor::NEUTRAL);
  4471. }
  4472. //eliminating one player may cause victory of another:
  4473. std::set<PlayerColor> playerColors;
  4474. //do not copy player state (CBonusSystemNode) by value
  4475. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4476. {
  4477. if (p.first != player)
  4478. playerColors.insert(p.first);
  4479. }
  4480. //notify all players
  4481. for (auto pc : playerColors)
  4482. {
  4483. if(getPlayer(pc)->status == EPlayerStatus::INGAME)
  4484. {
  4485. InfoWindow iw;
  4486. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4487. iw.player = pc;
  4488. sendAndApply(&iw);
  4489. }
  4490. }
  4491. checkVictoryLossConditions(playerColors);
  4492. }
  4493. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4494. // If we are called before the actual game start, there might be no current player
  4495. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4496. {
  4497. // If player making turn has lost his turn must be over as well
  4498. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4499. }
  4500. }
  4501. }
  4502. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4503. {
  4504. out.player = player;
  4505. out.text.clear();
  4506. out.text << victoryLossCheckResult.messageToSelf;
  4507. // hackish, insert one player-specific string, if applicable
  4508. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4509. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4510. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4511. }
  4512. bool CGameHandler::dig( const CGHeroInstance *h )
  4513. {
  4514. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4515. {
  4516. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4517. {
  4518. complain("Cannot dig - there is already a hole under the hero!");
  4519. return false;
  4520. }
  4521. }
  4522. if(h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4523. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4524. //create a hole
  4525. NewObject no;
  4526. no.ID = Obj::HOLE;
  4527. no.pos = h->getPosition();
  4528. no.subID = 0;
  4529. sendAndApply(&no);
  4530. //take MPs
  4531. SetMovePoints smp;
  4532. smp.hid = h->id;
  4533. smp.val = 0;
  4534. sendAndApply(&smp);
  4535. InfoWindow iw;
  4536. iw.player = h->tempOwner;
  4537. if(gs->map->grailPos == h->getPosition())
  4538. {
  4539. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4540. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4541. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4542. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4543. sendAndApply(&iw);
  4544. iw.soundID = soundBase::invalid;
  4545. iw.text.clear();
  4546. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4547. sendAndApply(&iw);
  4548. }
  4549. else
  4550. {
  4551. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4552. iw.soundID = soundBase::Dig;
  4553. sendAndApply(&iw);
  4554. }
  4555. return true;
  4556. }
  4557. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4558. {
  4559. if(attacker->hasBonusOfType(attackMode))
  4560. {
  4561. std::set<SpellID> spellsToCast;
  4562. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4563. for(const std::shared_ptr<Bonus> sf : *spells)
  4564. {
  4565. spellsToCast.insert (SpellID(sf->subtype));
  4566. }
  4567. for(SpellID spellID : spellsToCast)
  4568. {
  4569. const CStack * oneOfAttacked = nullptr;
  4570. for (auto & elem : bat.bsa)
  4571. {
  4572. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4573. {
  4574. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4575. break;
  4576. }
  4577. }
  4578. bool castMe = false;
  4579. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4580. return;
  4581. int spellLevel = 0;
  4582. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4583. for(const std::shared_ptr<Bonus> sf : *spellsByType)
  4584. {
  4585. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4586. int meleeRanged = sf->additionalInfo / 1000;
  4587. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4588. castMe = true;
  4589. }
  4590. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4591. vstd::amin (chance, 100);
  4592. const CSpell * spell = SpellID(spellID).toSpell();
  4593. if(gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4594. continue;
  4595. //check if spell should be cast (probability handling)
  4596. if(getRandomGenerator().nextInt(99) >= chance)
  4597. continue;
  4598. //casting
  4599. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4600. {
  4601. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4602. parameters.spellLvl = spellLevel;
  4603. parameters.effectLevel = spellLevel;
  4604. parameters.aimToStack(oneOfAttacked);
  4605. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4606. parameters.cast(spellEnv);
  4607. }
  4608. }
  4609. }
  4610. }
  4611. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4612. {
  4613. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4614. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4615. }
  4616. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4617. {
  4618. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4619. if (!attacker) //could be already dead
  4620. return;
  4621. auto cast = [=](SpellID spellID, int power)
  4622. {
  4623. const CSpell * spell = SpellID(spellID).toSpell();
  4624. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4625. parameters.spellLvl = 0;
  4626. parameters.effectLevel = 0;
  4627. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4628. parameters.effectPower = power;
  4629. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4630. parameters.cast(spellEnv);
  4631. };
  4632. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4633. if(bat.bsa.at(0).newAmount <= 0)
  4634. {
  4635. //don't try death stare or acid breath on dead stack (crash!)
  4636. return;
  4637. }
  4638. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4639. {
  4640. // mechanics of Death Stare as in H3:
  4641. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4642. //original formula x = min(x, (gorgons_count + 9)/10);
  4643. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4644. vstd::amin(chanceToKill, 1); //cap at 100%
  4645. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4646. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4647. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4648. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4649. vstd::amin(staredCreatures, maxToKill);
  4650. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4651. if (staredCreatures)
  4652. {
  4653. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4654. cast(SpellID::DEATH_STARE, staredCreatures);
  4655. }
  4656. }
  4657. int acidDamage = 0;
  4658. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4659. for(const std::shared_ptr<Bonus> b : *acidBreath)
  4660. {
  4661. if (b->additionalInfo > getRandomGenerator().nextInt(99))
  4662. acidDamage += b->val;
  4663. }
  4664. if (acidDamage)
  4665. {
  4666. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4667. }
  4668. }
  4669. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4670. {
  4671. const CSpell *s = spellID.toSpell();
  4672. AdventureSpellCastParameters p;
  4673. p.caster = h;
  4674. p.pos = pos;
  4675. return s->adventureCast(spellEnv, p);
  4676. }
  4677. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4678. {
  4679. if (!t.visitableObjects.empty())
  4680. {
  4681. //to prevent self-visiting heroes on space press
  4682. if(t.visitableObjects.back() != h)
  4683. objectVisited(t.visitableObjects.back(), h);
  4684. else if(t.visitableObjects.size() > 1)
  4685. objectVisited(*(t.visitableObjects.end()-2),h);
  4686. }
  4687. }
  4688. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4689. {
  4690. int oldCount = hero->getStackCount(slot);
  4691. if(oldCount < count)
  4692. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4693. else if(oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4694. COMPLAIN_RET("Cannot sacrifice last creature!");
  4695. int crid = hero->getStack(slot).type->idNumber;
  4696. changeStackCount(StackLocation(hero, slot), -count);
  4697. int dump, exp;
  4698. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4699. exp *= count;
  4700. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4701. return true;
  4702. }
  4703. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4704. {
  4705. ArtifactLocation al(hero, slot);
  4706. const CArtifactInstance *a = al.getArt();
  4707. if(!a)
  4708. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4709. int dmp, expToGive;
  4710. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4711. removeArtifact(al);
  4712. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4713. return true;
  4714. }
  4715. void CGameHandler::makeStackDoNothing(const CStack * next)
  4716. {
  4717. BattleAction doNothing;
  4718. doNothing.actionType = Battle::NO_ACTION;
  4719. doNothing.additionalInfo = 0;
  4720. doNothing.destinationTile = -1;
  4721. doNothing.side = !next->attackerOwned;
  4722. doNothing.stackNumber = next->ID;
  4723. makeAutomaticAction(next, doNothing);
  4724. }
  4725. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4726. {
  4727. if(sl.army->hasStackAtSlot(sl.slot))
  4728. COMPLAIN_RET("Slot is already taken!");
  4729. if(!sl.slot.validSlot())
  4730. COMPLAIN_RET("Cannot insert stack to that slot!");
  4731. InsertNewStack ins;
  4732. ins.sl = sl;
  4733. ins.stack = CStackBasicDescriptor(c, count);
  4734. sendAndApply(&ins);
  4735. return true;
  4736. }
  4737. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4738. {
  4739. if(!sl.army->hasStackAtSlot(sl.slot))
  4740. COMPLAIN_RET("Cannot find a stack to erase");
  4741. if(sl.army->stacksCount() == 1 //from the last stack
  4742. && sl.army->needsLastStack() //that must be left
  4743. && !forceRemoval) //ignore above conditions if we are forcing removal
  4744. {
  4745. COMPLAIN_RET("Cannot erase the last stack!");
  4746. }
  4747. EraseStack es;
  4748. es.sl = sl;
  4749. sendAndApply(&es);
  4750. return true;
  4751. }
  4752. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4753. {
  4754. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4755. if((absoluteValue && count < 0)
  4756. || (!absoluteValue && -count > currentCount))
  4757. {
  4758. COMPLAIN_RET("Cannot take more stacks than present!");
  4759. }
  4760. if((currentCount == -count && !absoluteValue)
  4761. || (!count && absoluteValue))
  4762. {
  4763. eraseStack(sl);
  4764. }
  4765. else
  4766. {
  4767. ChangeStackCount csc;
  4768. csc.sl = sl;
  4769. csc.count = count;
  4770. csc.absoluteValue = absoluteValue;
  4771. sendAndApply(&csc);
  4772. }
  4773. return true;
  4774. }
  4775. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4776. {
  4777. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4778. if(!slotC) //slot is empty
  4779. insertNewStack(sl, c, count);
  4780. else if(c == slotC)
  4781. changeStackCount(sl, count);
  4782. else
  4783. {
  4784. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4785. }
  4786. return true;
  4787. }
  4788. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4789. {
  4790. if(removeObjWhenFinished)
  4791. removeAfterVisit(src);
  4792. if(!src->canBeMergedWith(*dst, allowMerging))
  4793. {
  4794. if (allowMerging) //do that, add all matching creatures.
  4795. {
  4796. bool cont = true;
  4797. while (cont)
  4798. {
  4799. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4800. {
  4801. SlotID pos = dst->getSlotFor(i->second->type);
  4802. if(pos.validSlot())
  4803. {
  4804. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4805. cont = true;
  4806. break; //or iterator crashes
  4807. }
  4808. cont = false;
  4809. }
  4810. }
  4811. }
  4812. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4813. }
  4814. else //merge
  4815. {
  4816. moveArmy(src, dst, allowMerging);
  4817. }
  4818. }
  4819. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4820. {
  4821. if(!src.army->hasStackAtSlot(src.slot))
  4822. COMPLAIN_RET("No stack to move!");
  4823. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4824. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4825. if(!dst.slot.validSlot())
  4826. COMPLAIN_RET("Cannot move stack to that slot!");
  4827. if(count == -1)
  4828. {
  4829. count = src.army->getStackCount(src.slot);
  4830. }
  4831. if(src.army != dst.army //moving away
  4832. && count == src.army->getStackCount(src.slot) //all creatures
  4833. && src.army->stacksCount() == 1 //from the last stack
  4834. && src.army->needsLastStack()) //that must be left
  4835. {
  4836. COMPLAIN_RET("Cannot move away the last creature!");
  4837. }
  4838. RebalanceStacks rs;
  4839. rs.src = src;
  4840. rs.dst = dst;
  4841. rs.count = count;
  4842. sendAndApply(&rs);
  4843. return true;
  4844. }
  4845. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4846. {
  4847. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4848. return moveStack(sl2, sl1);
  4849. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4850. return moveStack(sl1, sl2);
  4851. else
  4852. {
  4853. SwapStacks ss;
  4854. ss.sl1 = sl1;
  4855. ss.sl2 = sl2;
  4856. sendAndApply(&ss);
  4857. return true;
  4858. }
  4859. }
  4860. void CGameHandler::runBattle()
  4861. {
  4862. setBattle(gs->curB);
  4863. assert(gs->curB);
  4864. //TODO: pre-tactic stuff, call scripts etc.
  4865. //tactic round
  4866. {
  4867. while(gs->curB->tacticDistance && !battleResult.get())
  4868. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4869. }
  4870. //spells opening battle
  4871. for(int i = 0; i < 2; ++i)
  4872. {
  4873. auto h = gs->curB->battleGetFightingHero(i);
  4874. if(h)
  4875. {
  4876. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4877. for (auto b : *bl)
  4878. {
  4879. const CSpell * spell = SpellID(b->subtype).toSpell();
  4880. if(ESpellCastProblem::OK != gs->curB->battleCanCastThisSpell(h, spell, ECastingMode::PASSIVE_CASTING))
  4881. continue;
  4882. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4883. parameters.spellLvl = 3;
  4884. parameters.effectLevel = 3;
  4885. parameters.aimToHex(BattleHex::INVALID);
  4886. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4887. parameters.enchantPower = b->val;
  4888. parameters.cast(spellEnv);
  4889. }
  4890. }
  4891. }
  4892. //main loop
  4893. while(!battleResult.get()) //till the end of the battle ;]
  4894. {
  4895. BattleNextRound bnr;
  4896. bnr.round = gs->curB->round + 1;
  4897. sendAndApply(&bnr);
  4898. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4899. for(auto &obstPtr : obstacles)
  4900. {
  4901. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4902. if(sco->turnsRemaining == 0)
  4903. removeObstacle(*obstPtr);
  4904. }
  4905. const BattleInfo & curB = *gs->curB;
  4906. //stack loop
  4907. const CStack *next;
  4908. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4909. {
  4910. std::set <const CStack *> stacksToRemove;
  4911. for(auto stack : curB.stacks)
  4912. {
  4913. if(vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  4914. stacksToRemove.insert(stack);
  4915. }
  4916. for(auto stack : stacksToRemove)
  4917. {
  4918. BattleStacksRemoved bsr;
  4919. bsr.stackIDs.insert(stack->ID);
  4920. sendAndApply(&bsr);
  4921. }
  4922. //check for bad morale => freeze
  4923. int nextStackMorale = next->MoraleVal();
  4924. if( nextStackMorale < 0 &&
  4925. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4926. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4927. )
  4928. {
  4929. if(getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4930. {
  4931. //unit loses its turn - empty freeze action
  4932. BattleAction ba;
  4933. ba.actionType = Battle::BAD_MORALE;
  4934. ba.additionalInfo = 1;
  4935. ba.side = !next->attackerOwned;
  4936. ba.stackNumber = next->ID;
  4937. makeAutomaticAction(next, ba);
  4938. continue;
  4939. }
  4940. }
  4941. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4942. {
  4943. logGlobal->debug("Handle Berserk effect");
  4944. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4945. if(attackInfo.first != nullptr)
  4946. {
  4947. BattleAction attack;
  4948. attack.actionType = Battle::WALK_AND_ATTACK;
  4949. attack.side = !next->attackerOwned;
  4950. attack.stackNumber = next->ID;
  4951. attack.additionalInfo = attackInfo.first->position;
  4952. attack.destinationTile = attackInfo.second;
  4953. makeAutomaticAction(next, attack);
  4954. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  4955. }
  4956. else
  4957. {
  4958. makeStackDoNothing(next);
  4959. logGlobal->debug("No target found");
  4960. }
  4961. continue;
  4962. }
  4963. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4964. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  4965. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  4966. {
  4967. BattleAction attack;
  4968. attack.actionType = Battle::SHOOT;
  4969. attack.side = !next->attackerOwned;
  4970. attack.stackNumber = next->ID;
  4971. for(auto & elem : gs->curB->stacks)
  4972. {
  4973. if(elem->owner != next->owner && elem->isValidTarget())
  4974. {
  4975. attack.destinationTile = elem->position;
  4976. break;
  4977. }
  4978. }
  4979. makeAutomaticAction(next, attack);
  4980. continue;
  4981. }
  4982. if(next->getCreature()->idNumber == CreatureID::CATAPULT)
  4983. {
  4984. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  4985. if(attackableBattleHexes.empty())
  4986. {
  4987. makeStackDoNothing(next);
  4988. continue;
  4989. }
  4990. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  4991. {
  4992. BattleAction attack;
  4993. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  4994. getRandomGenerator());
  4995. attack.actionType = Battle::CATAPULT;
  4996. attack.additionalInfo = 0;
  4997. attack.side = !next->attackerOwned;
  4998. attack.stackNumber = next->ID;
  4999. makeAutomaticAction(next, attack);
  5000. continue;
  5001. }
  5002. }
  5003. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5004. {
  5005. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5006. {
  5007. return s->owner == next->owner && s->canBeHealed();
  5008. });
  5009. if(!possibleStacks.size())
  5010. {
  5011. makeStackDoNothing(next);
  5012. continue;
  5013. }
  5014. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5015. {
  5016. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5017. const CStack * toBeHealed = possibleStacks.front();
  5018. BattleAction heal;
  5019. heal.actionType = Battle::STACK_HEAL;
  5020. heal.additionalInfo = 0;
  5021. heal.destinationTile = toBeHealed->position;
  5022. heal.side = !next->attackerOwned;
  5023. heal.stackNumber = next->ID;
  5024. makeAutomaticAction(next, heal);
  5025. continue;
  5026. }
  5027. }
  5028. int numberOfAsks = 1;
  5029. bool breakOuter = false;
  5030. do
  5031. {//ask interface and wait for answer
  5032. if(!battleResult.get())
  5033. {
  5034. stackTurnTrigger(next); //various effects
  5035. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5036. {
  5037. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5038. }
  5039. else
  5040. {
  5041. logGlobal->trace("Activating %s", next->nodeName());
  5042. auto nextId = next->ID;
  5043. BattleSetActiveStack sas;
  5044. sas.stack = nextId;
  5045. sendAndApply(&sas);
  5046. auto actionWasMade = [&]() -> bool
  5047. {
  5048. if(battleMadeAction.data)//active stack has made its action
  5049. return true;
  5050. if(battleResult.get())// battle is finished
  5051. return true;
  5052. if(next == nullptr)//active stack was been removed
  5053. return true;
  5054. return !next->alive();//active stack is dead
  5055. };
  5056. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5057. battleMadeAction.data = false;
  5058. while(!actionWasMade())
  5059. {
  5060. battleMadeAction.cond.wait(lock);
  5061. if(battleGetStackByID(nextId, false) != next)
  5062. next = nullptr; //it may be removed, while we wait
  5063. }
  5064. }
  5065. }
  5066. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5067. {
  5068. breakOuter = true;
  5069. break;
  5070. }
  5071. //we're after action, all results applied
  5072. checkBattleStateChanges(); //check if this action ended the battle
  5073. if(next != nullptr)
  5074. {
  5075. //check for good morale
  5076. nextStackMorale = next->MoraleVal();
  5077. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5078. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5079. && !next->waited()
  5080. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5081. && next->alive()
  5082. && nextStackMorale > 0
  5083. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5084. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5085. )
  5086. {
  5087. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5088. {
  5089. BattleTriggerEffect bte;
  5090. bte.stackID = next->ID;
  5091. bte.effect = Bonus::MORALE;
  5092. bte.val = 1;
  5093. bte.additionalInfo = 0;
  5094. sendAndApply(&bte); //play animation
  5095. ++numberOfAsks; //move this stack once more
  5096. }
  5097. }
  5098. }
  5099. --numberOfAsks;
  5100. } while (numberOfAsks > 0);
  5101. if (breakOuter)
  5102. {
  5103. break;
  5104. }
  5105. }
  5106. }
  5107. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5108. }
  5109. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5110. {
  5111. BattleSetActiveStack bsa;
  5112. bsa.stack = stack->ID;
  5113. bsa.askPlayerInterface = false;
  5114. sendAndApply(&bsa);
  5115. bool ret = makeBattleAction(ba);
  5116. checkBattleStateChanges();
  5117. return ret;
  5118. }
  5119. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5120. {
  5121. assert(a->artType);
  5122. ArtifactLocation al;
  5123. al.artHolder = const_cast<CGHeroInstance*>(h);
  5124. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5125. if(pos < 0)
  5126. {
  5127. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5128. slot = a->firstAvailableSlot(h);
  5129. else
  5130. slot = a->firstBackpackSlot(h);
  5131. }
  5132. else
  5133. {
  5134. slot = pos;
  5135. }
  5136. al.slot = slot;
  5137. if(slot < 0 || !a->canBePutAt(al))
  5138. {
  5139. complain("Cannot put artifact in that slot!");
  5140. return;
  5141. }
  5142. putArtifact(al, a);
  5143. }
  5144. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5145. {
  5146. PutArtifact pa;
  5147. pa.art = a;
  5148. pa.al = al;
  5149. sendAndApply(&pa);
  5150. }
  5151. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5152. {
  5153. CArtifactInstance *a = nullptr;
  5154. if(!artType->constituents)
  5155. {
  5156. a = new CArtifactInstance();
  5157. }
  5158. else
  5159. {
  5160. a = new CCombinedArtifactInstance();
  5161. }
  5162. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5163. NewArtifact na;
  5164. na.art = a;
  5165. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5166. giveHeroArtifact(h, a, pos);
  5167. }
  5168. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5169. {
  5170. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5171. if(battleResult.data)
  5172. {
  5173. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5174. % battleResult.data->result % resultType).str());
  5175. return;
  5176. }
  5177. auto br = new BattleResult;
  5178. br->result = resultType;
  5179. br->winner = victoriusSide; //surrendering side loses
  5180. gs->curB->calculateCasualties(br->casualties);
  5181. battleResult.data = br;
  5182. }
  5183. void CGameHandler::commitPackage( CPackForClient *pack )
  5184. {
  5185. sendAndApply(pack);
  5186. }
  5187. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5188. {
  5189. std::vector<int3>::iterator tile;
  5190. std::vector<int3> tiles;
  5191. getFreeTiles(tiles);
  5192. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5193. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5194. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5195. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5196. for (int i = 0; i < amount; ++i)
  5197. {
  5198. tile = tiles.begin();
  5199. logGlobal->trace("\tSpawning monster at %s",(*tile)());
  5200. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5201. tiles.erase(tile); //not use it again
  5202. }
  5203. }
  5204. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5205. {
  5206. ObstaclesRemoved obsRem;
  5207. obsRem.obstacles.insert(obstacle.uniqueID);
  5208. sendAndApply(&obsRem);
  5209. }
  5210. void CGameHandler::synchronizeArtifactHandlerLists()
  5211. {
  5212. UpdateArtHandlerLists uahl;
  5213. uahl.treasures = VLC->arth->treasures;
  5214. uahl.minors = VLC->arth->minors;
  5215. uahl.majors = VLC->arth->majors;
  5216. uahl.relics = VLC->arth->relics;
  5217. sendAndApply(&uahl);
  5218. }
  5219. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5220. {
  5221. return vstd::contains(gs->map->objects, obj);
  5222. }
  5223. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5224. {
  5225. if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5226. return false;
  5227. auto query = queries.topQuery(player);
  5228. if(query && query->blocksPack(pack))
  5229. {
  5230. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5231. return true;
  5232. }
  5233. return false;
  5234. }
  5235. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5236. {
  5237. //If the object is being visited, there must be a matching query
  5238. for(const auto &query : queries.allQueries())
  5239. {
  5240. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5241. {
  5242. if(someVistQuery->visitedObject == object)
  5243. {
  5244. someVistQuery->removeObjectAfterVisit = true;
  5245. return;
  5246. }
  5247. }
  5248. };
  5249. //If we haven't returned so far, there is no query and no visit, call was wrong
  5250. assert("This function needs to be called during the object visit!");
  5251. }
  5252. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5253. {
  5254. std::unordered_set<int3, ShashInt3> tiles;
  5255. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5256. if (hide)
  5257. {
  5258. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5259. auto p = getPlayer(player);
  5260. for (auto h : p->heroes)
  5261. {
  5262. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5263. }
  5264. for (auto t : p->towns)
  5265. {
  5266. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5267. }
  5268. for (auto tile : observedTiles)
  5269. vstd::erase_if_present (tiles, tile);
  5270. }
  5271. changeFogOfWar(tiles, player, hide);
  5272. }
  5273. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5274. {
  5275. FoWChange fow;
  5276. fow.tiles = tiles;
  5277. fow.player = player;
  5278. fow.mode = hide? 0 : 1;
  5279. sendAndApply(&fow);
  5280. }
  5281. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5282. {
  5283. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5284. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5285. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5286. return true;
  5287. }
  5288. void CGameHandler::duelFinished()
  5289. {
  5290. auto si = getStartInfo();
  5291. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5292. int casualtiesPoints = 0;
  5293. logGlobal->debug("Winner side %d\nWinner casualties:", (int)battleResult.data->winner);
  5294. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5295. {
  5296. const CCreature *c = VLC->creh->creatures[elem.first];
  5297. logGlobal->debug("\t* %d of %s", elem.second, c->namePl);
  5298. casualtiesPoints += c->AIValue * elem.second;
  5299. }
  5300. logGlobal->debug("Total casualties points: %d", casualtiesPoints);
  5301. time_t timeNow;
  5302. time(&timeNow);
  5303. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5304. if(out)
  5305. {
  5306. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5307. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5308. % asctime(localtime(&timeNow));
  5309. }
  5310. else
  5311. {
  5312. logGlobal->error("Cannot open to write %s", cmdLineOptions["resultsFile"].as<std::string>());
  5313. }
  5314. CSaveFile resultFile("result.vdrst");
  5315. resultFile << *battleResult.data;
  5316. BattleResultsApplied resultsApplied;
  5317. resultsApplied.player1 = finishingBattle->victor;
  5318. resultsApplied.player2 = finishingBattle->loser;
  5319. sendAndApply(&resultsApplied);
  5320. return;
  5321. }
  5322. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5323. army(_army)
  5324. {
  5325. heroWithDeadCommander = ObjectInstanceID();
  5326. PlayerColor color = army->tempOwner;
  5327. if(color == PlayerColor::UNFLAGGABLE)
  5328. color = PlayerColor::NEUTRAL;
  5329. for(CStack *st : bat->stacks)
  5330. {
  5331. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5332. continue;
  5333. if (st->owner != color) //remove only our stacks
  5334. continue;
  5335. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5336. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5337. st->count = std::max (0, st->count - st->resurrected);
  5338. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5339. {
  5340. //do nothing
  5341. logGlobal->debug("Ignored arrow towers stack.");
  5342. }
  5343. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5344. {
  5345. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5346. if(warMachine == ArtifactID::NONE)
  5347. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5348. //catapult artifact remain even if "creature" killed in siege
  5349. else if(warMachine != ArtifactID::CATAPULT && !st->count)
  5350. {
  5351. logGlobal->debug("War machine has been destroyed");
  5352. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5353. if (hero)
  5354. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5355. else
  5356. logGlobal->error("War machine in army without hero");
  5357. }
  5358. }
  5359. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5360. {
  5361. if(st->alive() && st->count > 0)
  5362. {
  5363. logGlobal->debug("Permanently summoned %d units.", st->count);
  5364. const CreatureID summonedType = st->type->idNumber;
  5365. summoned[summonedType] += st->count;
  5366. }
  5367. }
  5368. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5369. {
  5370. if(nullptr == st->base)
  5371. {
  5372. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5373. }
  5374. else
  5375. {
  5376. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5377. if(c)
  5378. {
  5379. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5380. if (h && h->commander == c)
  5381. {
  5382. logGlobal->debug("Commander is dead.");
  5383. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5384. }
  5385. }
  5386. else
  5387. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5388. }
  5389. }
  5390. else if(st->base && !army->slotEmpty(st->slot))
  5391. {
  5392. if(st->count == 0 || !st->alive())
  5393. {
  5394. logGlobal->debug("Stack has been destroyed.");
  5395. StackLocation sl(army, st->slot);
  5396. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5397. }
  5398. else if(st->count < army->getStackCount(st->slot))
  5399. {
  5400. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
  5401. StackLocation sl(army, st->slot);
  5402. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5403. }
  5404. }
  5405. else
  5406. {
  5407. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5408. }
  5409. }
  5410. }
  5411. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5412. {
  5413. for(TStackAndItsNewCount &ncount : newStackCounts)
  5414. {
  5415. if(ncount.second > 0)
  5416. gh->changeStackCount(ncount.first, ncount.second, true);
  5417. else
  5418. gh->eraseStack(ncount.first, true);
  5419. }
  5420. for(auto summoned_iter : summoned)
  5421. {
  5422. SlotID slot = army->getSlotFor(summoned_iter.first);
  5423. if(slot.validSlot())
  5424. {
  5425. StackLocation location(army, slot);
  5426. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5427. }
  5428. else
  5429. {
  5430. //even if it will be possible to summon anything permanently it should be checked for free slot
  5431. //necromancy is handled separately
  5432. gh->complain("No free slot to put summoned creature");
  5433. }
  5434. }
  5435. for (auto al : removedWarMachines)
  5436. {
  5437. gh->removeArtifact(al);
  5438. }
  5439. if (heroWithDeadCommander != ObjectInstanceID())
  5440. {
  5441. SetCommanderProperty scp;
  5442. scp.heroid = heroWithDeadCommander;
  5443. scp.which = SetCommanderProperty::ALIVE;
  5444. scp.amount = 0;
  5445. gh->sendAndApply (&scp);
  5446. }
  5447. }
  5448. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5449. {
  5450. assert(Query->result);
  5451. assert(Query->bi);
  5452. auto &result = *Query->result;
  5453. auto &info = *Query->bi;
  5454. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5455. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5456. victor = info.sides[result.winner].color;
  5457. loser = info.sides[!result.winner].color;
  5458. duel = Duel;
  5459. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5460. }
  5461. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5462. {
  5463. winnerHero = loserHero = nullptr;
  5464. }
  5465. CRandomGenerator & CGameHandler::getRandomGenerator()
  5466. {
  5467. return CRandomGenerator::getDefault();
  5468. }
  5469. ///ServerSpellCastEnvironment
  5470. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5471. {
  5472. }
  5473. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5474. {
  5475. gh->sendAndApply(info);
  5476. }
  5477. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5478. {
  5479. return gh->getRandomGenerator();
  5480. }
  5481. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5482. {
  5483. gh->complain(problem);
  5484. }
  5485. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5486. {
  5487. return gh;
  5488. }
  5489. const CMap * ServerSpellCastEnvironment::getMap() const
  5490. {
  5491. return gh->gameState()->map;
  5492. }
  5493. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5494. {
  5495. return gh->moveHero(hid, dst, teleporting, false, asker);
  5496. }