CGameHandler.cpp 201 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "CGameHandler.h"
  41. #include "CVCMIServer.h"
  42. #include "../lib/CCreatureSet.h"
  43. #include "../lib/CThreadHelper.h"
  44. #include "../lib/GameConstants.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/Connection.h"
  48. #include "../lib/serializer/Cast.h"
  49. #ifndef _MSC_VER
  50. #include <boost/thread/xtime.hpp>
  51. #endif
  52. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  53. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  54. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  55. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  56. class ServerSpellCastEnvironment : public SpellCastEnvironment
  57. {
  58. public:
  59. ServerSpellCastEnvironment(CGameHandler * gh);
  60. ~ServerSpellCastEnvironment() = default;
  61. void sendAndApply(CPackForClient * pack) const override;
  62. CRandomGenerator & getRandomGenerator() const override;
  63. void complain(const std::string & problem) const override;
  64. const CMap * getMap() const override;
  65. const CGameInfoCallback * getCb() const override;
  66. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;
  67. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;
  68. private:
  69. mutable CGameHandler * gh;
  70. };
  71. namespace spells
  72. {
  73. class ObstacleCasterProxy : public Caster
  74. {
  75. public:
  76. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  77. : owner(owner_),
  78. hero(hero_),
  79. obs(obs_)
  80. {
  81. };
  82. ~ObstacleCasterProxy() = default;
  83. int32_t getCasterUnitId() const override
  84. {
  85. if(hero)
  86. return hero->getCasterUnitId();
  87. else
  88. return -1;
  89. }
  90. ui8 getSpellSchoolLevel(const Spell * spell, int * outSelectedSchool = nullptr) const override
  91. {
  92. return obs->spellLevel;
  93. }
  94. int getEffectLevel(const Spell * spell) const override
  95. {
  96. return obs->spellLevel;
  97. }
  98. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  99. {
  100. if(hero)
  101. return hero->getSpellBonus(spell, base, affectedStack);
  102. else
  103. return base;
  104. }
  105. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  106. {
  107. if(hero)
  108. return hero->getSpecificSpellBonus(spell, base);
  109. else
  110. return base;
  111. }
  112. int getEffectPower(const Spell * spell) const override
  113. {
  114. return obs->casterSpellPower;
  115. }
  116. int getEnchantPower(const Spell * spell) const override
  117. {
  118. return obs->casterSpellPower;
  119. }
  120. int64_t getEffectValue(const Spell * spell) const override
  121. {
  122. if(hero)
  123. return hero->getEffectValue(spell);
  124. else
  125. return 0;
  126. }
  127. const PlayerColor getOwner() const override
  128. {
  129. return owner;
  130. }
  131. void getCasterName(MetaString & text) const override
  132. {
  133. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  134. }
  135. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  136. {
  137. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  138. }
  139. void spendMana(const PacketSender * server, const int spellCost) const override
  140. {
  141. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  142. }
  143. private:
  144. const CGHeroInstance * hero;
  145. const PlayerColor owner;
  146. const SpellCreatedObstacle * obs;
  147. };
  148. }//
  149. CondSh<bool> battleMadeAction(false);
  150. CondSh<BattleResult *> battleResult(nullptr);
  151. template <typename T> class CApplyOnGH;
  152. class CBaseForGHApply
  153. {
  154. public:
  155. virtual bool applyOnGH(CGameHandler * gh, void * pack) const =0;
  156. virtual ~CBaseForGHApply(){}
  157. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  158. {
  159. return new CApplyOnGH<U>();
  160. }
  161. };
  162. template <typename T> class CApplyOnGH : public CBaseForGHApply
  163. {
  164. public:
  165. bool applyOnGH(CGameHandler * gh, void * pack) const override
  166. {
  167. T *ptr = static_cast<T*>(pack);
  168. try
  169. {
  170. return ptr->applyGh(gh);
  171. }
  172. catch(ExceptionNotAllowedAction & e)
  173. {
  174. return false;
  175. }
  176. catch(...)
  177. {
  178. throw;
  179. }
  180. }
  181. };
  182. template <>
  183. class CApplyOnGH<CPack> : public CBaseForGHApply
  184. {
  185. public:
  186. bool applyOnGH(CGameHandler * gh, void * pack) const override
  187. {
  188. logGlobal->error("Cannot apply on GH plain CPack!");
  189. assert(0);
  190. return false;
  191. }
  192. };
  193. static inline double distance(int3 a, int3 b)
  194. {
  195. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  196. }
  197. static void giveExp(BattleResult &r)
  198. {
  199. if (r.winner > 1)
  200. {
  201. // draw
  202. return;
  203. }
  204. r.exp[0] = 0;
  205. r.exp[1] = 0;
  206. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  207. {
  208. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  209. }
  210. }
  211. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  212. {
  213. int x = targetPosition.getX();
  214. int y = targetPosition.getY();
  215. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  216. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  217. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  218. else
  219. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  220. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  221. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  222. {
  223. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  224. {
  225. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  226. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  227. }
  228. else
  229. { //add back-side guardians for two-hex target, side guardians for one-hex
  230. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  231. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  232. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  233. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  234. else if (targetIsTwoHex)//front-side guardians for two-hex target
  235. {
  236. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  237. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  238. if (x > 3) //back guard for two-hex
  239. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  240. }
  241. }
  242. }
  243. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  244. {
  245. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  246. {
  247. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  248. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  249. }
  250. else
  251. {
  252. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  254. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  255. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  256. else if (targetIsTwoHex)
  257. {
  258. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  259. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  260. if (x < GameConstants::BFIELD_WIDTH - 4)
  261. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  262. }
  263. }
  264. }
  265. else if (!targetIsAttacker && y % 2 == 0)
  266. {
  267. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  268. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  269. }
  270. else if (targetIsAttacker && y % 2 == 1)
  271. {
  272. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  273. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  274. }
  275. }
  276. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  277. {
  278. boost::unique_lock<boost::mutex> l(mx);
  279. if (players.find(player) != players.end())
  280. {
  281. return players.at(player);
  282. }
  283. else
  284. {
  285. throw std::runtime_error("No such player!");
  286. }
  287. }
  288. void PlayerStatuses::addPlayer(PlayerColor player)
  289. {
  290. boost::unique_lock<boost::mutex> l(mx);
  291. players[player];
  292. }
  293. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  294. {
  295. boost::unique_lock<boost::mutex> l(mx);
  296. if (players.find(player) != players.end())
  297. {
  298. return players[player].*flag;
  299. }
  300. else
  301. {
  302. throw std::runtime_error("No such player!");
  303. }
  304. }
  305. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  306. {
  307. boost::unique_lock<boost::mutex> l(mx);
  308. if (players.find(player) != players.end())
  309. {
  310. players[player].*flag = val;
  311. }
  312. else
  313. {
  314. throw std::runtime_error("No such player!");
  315. }
  316. cv.notify_all();
  317. }
  318. template <typename T>
  319. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  320. {
  321. fun(args[which]);
  322. }
  323. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  324. {
  325. changeSecSkill(hero, skill, 1, 0);
  326. expGiven(hero);
  327. }
  328. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  329. {
  330. // required exp for at least 1 lvl-up hasn't been reached
  331. if (!hero->gainsLevel())
  332. {
  333. return;
  334. }
  335. // give primary skill
  336. logGlobal->trace("%s got level %d", hero->name, hero->level);
  337. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  338. SetPrimSkill sps;
  339. sps.id = hero->id;
  340. sps.which = primarySkill;
  341. sps.abs = false;
  342. sps.val = 1;
  343. sendAndApply(&sps);
  344. PrepareHeroLevelUp pre;
  345. pre.heroId = hero->id;
  346. sendAndApply(&pre);
  347. HeroLevelUp hlu;
  348. hlu.player = hero->tempOwner;
  349. hlu.heroId = hero->id;
  350. hlu.primskill = primarySkill;
  351. hlu.skills = pre.skills;
  352. if (hlu.skills.size() == 0)
  353. {
  354. sendAndApply(&hlu);
  355. levelUpHero(hero);
  356. }
  357. else if (hlu.skills.size() == 1)
  358. {
  359. sendAndApply(&hlu);
  360. levelUpHero(hero, pre.skills.front());
  361. }
  362. else if (hlu.skills.size() > 1)
  363. {
  364. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  365. hlu.queryID = levelUpQuery->queryID;
  366. queries.addQuery(levelUpQuery);
  367. sendAndApply(&hlu);
  368. //level up will be called on query reply
  369. }
  370. }
  371. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  372. {
  373. SetCommanderProperty scp;
  374. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  375. if (hero)
  376. scp.heroid = hero->id;
  377. else
  378. {
  379. complain ("Commander is not led by hero!");
  380. return;
  381. }
  382. scp.accumulatedBonus.subtype = 0;
  383. scp.accumulatedBonus.additionalInfo = 0;
  384. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  385. scp.accumulatedBonus.turnsRemain = 0;
  386. scp.accumulatedBonus.source = Bonus::COMMANDER;
  387. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  388. if (skill <= ECommander::SPELL_POWER)
  389. {
  390. scp.which = SetCommanderProperty::BONUS;
  391. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  392. {
  393. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  394. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  395. };
  396. switch (skill)
  397. {
  398. case ECommander::ATTACK:
  399. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  400. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  401. break;
  402. case ECommander::DEFENSE:
  403. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  404. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  405. break;
  406. case ECommander::HEALTH:
  407. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  408. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  409. break;
  410. case ECommander::DAMAGE:
  411. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  412. scp.accumulatedBonus.subtype = 0;
  413. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  414. break;
  415. case ECommander::SPEED:
  416. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  417. break;
  418. case ECommander::SPELL_POWER:
  419. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  420. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  421. sendAndApply (&scp); //additional pack
  422. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  423. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  424. sendAndApply (&scp); //additional pack
  425. scp.accumulatedBonus.type = Bonus::CASTS;
  426. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  427. sendAndApply (&scp); //additional pack
  428. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  429. break;
  430. }
  431. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  432. sendAndApply (&scp);
  433. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  434. scp.additionalInfo = skill;
  435. scp.amount = c->secondarySkills.at(skill) + 1;
  436. sendAndApply (&scp);
  437. }
  438. else if (skill >= 100)
  439. {
  440. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  441. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  442. scp.additionalInfo = skill; //unnormalized
  443. sendAndApply (&scp);
  444. }
  445. expGiven(hero);
  446. }
  447. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  448. {
  449. if (!c->gainsLevel())
  450. {
  451. return;
  452. }
  453. CommanderLevelUp clu;
  454. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  455. if(hero)
  456. {
  457. clu.heroId = hero->id;
  458. clu.player = hero->tempOwner;
  459. }
  460. else
  461. {
  462. complain ("Commander is not led by hero!");
  463. return;
  464. }
  465. //picking sec. skills for choice
  466. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  467. {
  468. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  469. clu.skills.push_back(i);
  470. }
  471. int i = 100;
  472. for (auto specialSkill : VLC->creh->skillRequirements)
  473. {
  474. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  475. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  476. && !vstd::contains (c->specialSKills, i))
  477. clu.skills.push_back (i);
  478. ++i;
  479. }
  480. int skillAmount = clu.skills.size();
  481. if (!skillAmount)
  482. {
  483. sendAndApply(&clu);
  484. levelUpCommander(c);
  485. }
  486. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  487. {
  488. sendAndApply(&clu);
  489. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  490. }
  491. else if (skillAmount > 1) //apply and ask for secondary skill
  492. {
  493. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  494. clu.queryID = commanderLevelUp->queryID;
  495. queries.addQuery(commanderLevelUp);
  496. sendAndApply(&clu);
  497. }
  498. }
  499. void CGameHandler::expGiven(const CGHeroInstance *hero)
  500. {
  501. if (hero->gainsLevel())
  502. levelUpHero(hero);
  503. else if (hero->commander && hero->commander->gainsLevel())
  504. levelUpCommander(hero->commander);
  505. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  506. // levelUpCommander(hero->commander);
  507. // else
  508. // levelUpHero(hero);
  509. }
  510. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  511. {
  512. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  513. {
  514. if (gs->map->levelLimit != 0)
  515. {
  516. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  517. TExpType resultingExp = abs ? val : hero->exp + val;
  518. if (resultingExp > expLimit)
  519. {
  520. // set given experience to max possible, but don't decrease if hero already over top
  521. abs = true;
  522. val = std::max(expLimit, hero->exp);
  523. InfoWindow iw;
  524. iw.player = hero->tempOwner;
  525. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  526. iw.text.addReplacement(hero->name);
  527. sendAndApply(&iw);
  528. }
  529. }
  530. }
  531. SetPrimSkill sps;
  532. sps.id = hero->id;
  533. sps.which = which;
  534. sps.abs = abs;
  535. sps.val = val;
  536. sendAndApply(&sps);
  537. //only for exp - hero may level up
  538. if (which == PrimarySkill::EXPERIENCE)
  539. {
  540. if (hero->commander && hero->commander->alive)
  541. {
  542. //FIXME: trim experience according to map limit?
  543. SetCommanderProperty scp;
  544. scp.heroid = hero->id;
  545. scp.which = SetCommanderProperty::EXPERIENCE;
  546. scp.amount = val;
  547. sendAndApply (&scp);
  548. CBonusSystemNode::treeHasChanged();
  549. }
  550. expGiven(hero);
  551. }
  552. }
  553. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  554. {
  555. if(!hero)
  556. {
  557. logGlobal->error("changeSecSkill provided no hero");
  558. return;
  559. }
  560. SetSecSkill sss;
  561. sss.id = hero->id;
  562. sss.which = which;
  563. sss.val = val;
  564. sss.abs = abs;
  565. sendAndApply(&sss);
  566. if (which == SecondarySkill::WISDOM)
  567. {
  568. if (hero->visitedTown)
  569. giveSpells(hero->visitedTown, hero);
  570. }
  571. }
  572. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  573. {
  574. LOG_TRACE(logGlobal);
  575. //Fill BattleResult structure with exp info
  576. giveExp(*battleResult.data);
  577. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  578. {
  579. if (hero1)
  580. battleResult.data->exp[1] += 500;
  581. if (hero2)
  582. battleResult.data->exp[0] += 500;
  583. }
  584. if (hero1)
  585. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  586. if (hero2)
  587. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  588. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  589. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  590. const BattleResult::EResult result = battleResult.get()->result;
  591. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  592. {
  593. for (auto &q : queries.allQueries())
  594. {
  595. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  596. if (bq->bi == gs->curB)
  597. return bq;
  598. }
  599. return std::shared_ptr<CBattleQuery>();
  600. };
  601. auto battleQuery = findBattleQuery();
  602. if (!battleQuery)
  603. {
  604. logGlobal->error("Cannot find battle query!");
  605. }
  606. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  607. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  608. battleQuery->result = boost::make_optional(*battleResult.data);
  609. //Check how many battle queries were created (number of players blocked by battle)
  610. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  611. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  612. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  613. ChangeSpells cs; //for Eagle Eye
  614. if (finishingBattle->winnerHero)
  615. {
  616. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  617. {
  618. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  619. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  620. if (sp->level <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  621. cs.spells.insert(sp->id);
  622. }
  623. }
  624. std::vector<const CArtifactInstance *> arts; //display them in window
  625. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  626. {
  627. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  628. {
  629. arts.push_back(art);
  630. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  631. sendAndApply(ma);
  632. };
  633. if (finishingBattle->loserHero)
  634. {
  635. //TODO: wrap it into a function, somehow (boost::variant -_-)
  636. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  637. for (auto artSlot : artifactsWorn)
  638. {
  639. MoveArtifact ma;
  640. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  641. const CArtifactInstance * art = ma.src.getArt();
  642. if (art && !art->artType->isBig() &&
  643. art->artType->id != ArtifactID::SPELLBOOK)
  644. // don't move war machines or locked arts (spellbook)
  645. {
  646. sendMoveArtifact(art, &ma);
  647. }
  648. }
  649. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  650. {
  651. //we assume that no big artifacts can be found
  652. MoveArtifact ma;
  653. ma.src = ArtifactLocation(finishingBattle->loserHero,
  654. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  655. const CArtifactInstance * art = ma.src.getArt();
  656. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  657. {
  658. sendMoveArtifact(art, &ma);
  659. }
  660. }
  661. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  662. {
  663. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  664. for (auto artSlot : artifactsWorn)
  665. {
  666. MoveArtifact ma;
  667. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  668. const CArtifactInstance * art = ma.src.getArt();
  669. if (art && !art->artType->isBig())
  670. {
  671. sendMoveArtifact(art, &ma);
  672. }
  673. }
  674. }
  675. }
  676. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  677. {
  678. auto artifactsWorn = armySlot.second->artifactsWorn;
  679. for (auto artSlot : artifactsWorn)
  680. {
  681. MoveArtifact ma;
  682. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  683. const CArtifactInstance * art = ma.src.getArt();
  684. if (art && !art->artType->isBig())
  685. {
  686. sendMoveArtifact(art, &ma);
  687. }
  688. }
  689. }
  690. }
  691. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  692. if (arts.size()) //display loot
  693. {
  694. InfoWindow iw;
  695. iw.player = finishingBattle->winnerHero->tempOwner;
  696. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  697. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  698. {
  699. iw.components.push_back(Component(
  700. Component::ARTIFACT, art->artType->id,
  701. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  702. if (iw.components.size() >= 14)
  703. {
  704. sendAndApply(&iw);
  705. iw.components.clear();
  706. }
  707. }
  708. if (iw.components.size())
  709. {
  710. sendAndApply(&iw);
  711. }
  712. }
  713. //Eagle Eye secondary skill handling
  714. if (!cs.spells.empty())
  715. {
  716. cs.learn = 1;
  717. cs.hid = finishingBattle->winnerHero->id;
  718. InfoWindow iw;
  719. iw.player = finishingBattle->winnerHero->tempOwner;
  720. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  721. iw.text.addReplacement(finishingBattle->winnerHero->name);
  722. std::ostringstream names;
  723. for (int i = 0; i < cs.spells.size(); i++)
  724. {
  725. names << "%s";
  726. if (i < cs.spells.size() - 2)
  727. names << ", ";
  728. else if (i < cs.spells.size() - 1)
  729. names << "%s";
  730. }
  731. names << ".";
  732. iw.text.addReplacement(names.str());
  733. auto it = cs.spells.begin();
  734. for (int i = 0; i < cs.spells.size(); i++, it++)
  735. {
  736. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  737. if (i == cs.spells.size() - 2) //we just added pre-last name
  738. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  739. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  740. }
  741. sendAndApply(&iw);
  742. sendAndApply(&cs);
  743. }
  744. cab1.updateArmy(this);
  745. cab2.updateArmy(this); //take casualties after battle is deleted
  746. //if one hero has lost we will erase him
  747. if (battleResult.data->winner!=0 && hero1)
  748. {
  749. RemoveObject ro(hero1->id);
  750. sendAndApply(&ro);
  751. }
  752. if (battleResult.data->winner!=1 && hero2)
  753. {
  754. auto town = hero2->visitedTown;
  755. RemoveObject ro(hero2->id);
  756. sendAndApply(&ro);
  757. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  758. town->battleFinished(hero1, *battleResult.get());
  759. }
  760. //give exp
  761. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  762. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  763. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  764. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  765. queries.popIfTop(battleQuery);
  766. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  767. }
  768. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  769. {
  770. LOG_TRACE(logGlobal);
  771. finishingBattle->remainingBattleQueriesCount--;
  772. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  773. if (finishingBattle->remainingBattleQueriesCount > 0)
  774. //Battle results will be handled when all battle queries are closed
  775. return;
  776. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  777. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  778. // Still, it looks like a hole.
  779. // Necromancy if applicable.
  780. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  781. // Give raised units to winner and show dialog, if any were raised,
  782. // units will be given after casualties are taken
  783. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  784. if (necroSlot != SlotID())
  785. {
  786. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  787. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  788. }
  789. BattleResultsApplied resultsApplied;
  790. resultsApplied.player1 = finishingBattle->victor;
  791. resultsApplied.player2 = finishingBattle->loser;
  792. sendAndApply(&resultsApplied);
  793. setBattle(nullptr);
  794. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  795. {
  796. logGlobal->trace("post-victory visit");
  797. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  798. }
  799. visitObjectAfterVictory = false;
  800. //handle victory/loss of engaged players
  801. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  802. checkVictoryLossConditions(playerColors);
  803. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  804. {
  805. SetAvailableHeroes sah;
  806. sah.player = finishingBattle->loser;
  807. sah.hid[0] = finishingBattle->loserHero->subID;
  808. if (result.result == BattleResult::ESCAPE) //retreat
  809. {
  810. sah.army[0].clear();
  811. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  812. }
  813. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  814. sah.hid[1] = another->subID;
  815. else
  816. sah.hid[1] = -1;
  817. sendAndApply(&sah);
  818. }
  819. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  820. {
  821. RemoveObject ro(finishingBattle->winnerHero->id);
  822. sendAndApply(&ro);
  823. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  824. {
  825. SetAvailableHeroes sah;
  826. sah.player = finishingBattle->victor;
  827. sah.hid[0] = finishingBattle->winnerHero->subID;
  828. sah.army[0].clear();
  829. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  830. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  831. sah.hid[1] = another->subID;
  832. else
  833. sah.hid[1] = -1;
  834. sendAndApply(&sah);
  835. }
  836. }
  837. }
  838. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  839. {
  840. if(first && !counter)
  841. handleAttackBeforeCasting(ranged, attacker, defender);
  842. FireShieldInfo fireShield;
  843. BattleAttack bat;
  844. bat.stackAttacking = attacker->unitId();
  845. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  846. if(ranged)
  847. bat.flags |= BattleAttack::SHOT;
  848. if(counter)
  849. bat.flags |= BattleAttack::COUNTER;
  850. const int attackerLuck = attacker->LuckVal();
  851. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  852. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  853. {
  854. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  855. {
  856. bat.flags |= BattleAttack::LUCKY;
  857. }
  858. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  859. {
  860. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  861. {
  862. bat.flags |= BattleAttack::UNLUCKY;
  863. }
  864. }
  865. }
  866. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  867. {
  868. bat.flags |= BattleAttack::DEATH_BLOW;
  869. }
  870. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  871. {
  872. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  873. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  874. if (chance > getRandomGenerator().nextInt(99))
  875. {
  876. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  877. }
  878. }
  879. // only primary target
  880. if(defender->alive())
  881. applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  882. //multiple-hex normal attack
  883. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  884. for(const CStack * stack : attackedCreatures)
  885. {
  886. if(stack != defender && stack->alive()) //do not hit same stack twice
  887. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  888. }
  889. const std::shared_ptr<Bonus> bonus = attacker->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  890. if(bonus && ranged) //TODO: make it work in melee?
  891. {
  892. //this is need for displaying hit animation
  893. bat.flags |= BattleAttack::SPELL_LIKE;
  894. bat.spellID = SpellID(bonus->subtype);
  895. //TODO: should spell override creature`s projectile?
  896. battle::Target target;
  897. target.emplace_back(defender);
  898. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, spells::Mode::SPELL_LIKE_ATTACK, attacker, bonus->val, target);
  899. //TODO: get exact attacked hex for defender
  900. for(const CStack * stack : attackedCreatures)
  901. {
  902. if(stack != defender && stack->alive()) //do not hit same stack twice
  903. {
  904. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  905. }
  906. }
  907. //now add effect info for all attacked stacks
  908. for (BattleStackAttacked & bsa : bat.bsa)
  909. {
  910. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  911. {
  912. //this is need for displaying affect animation
  913. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  914. bsa.spellID = SpellID(bonus->subtype);
  915. }
  916. }
  917. }
  918. attackerState->afterAttack(ranged, counter);
  919. {
  920. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  921. attackerState->save(info.data);
  922. bat.attackerChanges.changedStacks.push_back(info);
  923. }
  924. sendAndApply(&bat);
  925. if(!fireShield.empty())
  926. {
  927. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  928. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  929. StacksInjured pack;
  930. int64_t totalDamage = 0;
  931. for(const auto & item : fireShield)
  932. {
  933. const CStack * actor = item.first;
  934. int64_t rawDamage = item.second;
  935. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  936. if(actorOwner)
  937. {
  938. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  939. }
  940. else
  941. {
  942. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  943. }
  944. totalDamage+=rawDamage;
  945. //FIXME: add custom effect on actor
  946. }
  947. BattleStackAttacked bsa;
  948. bsa.stackAttacked = attacker->ID; //invert
  949. bsa.attackerID = uint32_t(-1);
  950. bsa.flags |= BattleStackAttacked::EFFECT;
  951. bsa.effect = 11;
  952. bsa.damageAmount = totalDamage;
  953. attacker->prepareAttacked(bsa, getRandomGenerator());
  954. pack.stacks.push_back(bsa);
  955. sendAndApply(&pack);
  956. }
  957. handleAfterAttackCasting(ranged, attacker, defender);
  958. }
  959. void CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  960. {
  961. BattleStackAttacked bsa;
  962. if(secondary)
  963. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  964. bsa.attackerID = attackerState->unitId();
  965. bsa.stackAttacked = def->unitId();
  966. {
  967. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  968. bai.chargedFields = distance;
  969. if(bat.deathBlow())
  970. bai.additiveBonus += 1.0;
  971. if(bat.ballistaDoubleDmg())
  972. bai.additiveBonus += 1.0;
  973. if(bat.lucky())
  974. bai.additiveBonus += 1.0;
  975. //unlucky hit, used only if negative luck is enabled
  976. if(bat.unlucky())
  977. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  978. auto range = gs->curB->calculateDmgRange(bai);
  979. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  980. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  981. }
  982. auto addLifeDrain = [&](int64_t & toHeal, EHealLevel level, EHealPower power)
  983. {
  984. attackerState->heal(toHeal, level, power);
  985. if(toHeal > 0)
  986. {
  987. CustomEffectInfo customEffect;
  988. customEffect.sound = soundBase::DRAINLIF;
  989. customEffect.effect = 52;
  990. customEffect.stack = attackerState->unitId();
  991. bat.customEffects.push_back(customEffect);
  992. MetaString text;
  993. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  994. attackerState->addNameReplacement(text, false);
  995. text.addReplacement(toHeal);
  996. def->addNameReplacement(text, true);
  997. bat.battleLog.push_back(text);
  998. }
  999. };
  1000. //life drain handling
  1001. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1002. {
  1003. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1004. if(toHeal > 0)
  1005. addLifeDrain(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1006. }
  1007. //soul steal handling
  1008. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1009. {
  1010. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1011. //try to use permanent first, use only one of two
  1012. for(si32 subtype = 1; subtype >= 0; subtype--)
  1013. {
  1014. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1015. {
  1016. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1017. addLifeDrain(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1018. break;
  1019. }
  1020. }
  1021. }
  1022. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1023. //fire shield handling
  1024. if(!bat.shot() && !def->isClone() &&
  1025. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  1026. {
  1027. //TODO: use damage with bonus but without penalties
  1028. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1029. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1030. }
  1031. }
  1032. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1033. {
  1034. for(auto playerConns : connections)
  1035. {
  1036. for(auto conn : playerConns.second)
  1037. {
  1038. if(lobby->state != EServerState::SHUTDOWN && conn == c)
  1039. {
  1040. vstd::erase_if_present(playerConns.second, conn);
  1041. if(playerConns.second.size())
  1042. continue;
  1043. PlayerCheated pc;
  1044. pc.player = playerConns.first;
  1045. pc.losingCheatCode = true;
  1046. sendAndApply(&pc);
  1047. checkVictoryLossConditionsForPlayer(playerConns.first);
  1048. }
  1049. }
  1050. }
  1051. }
  1052. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1053. {
  1054. //prepare struct informing that action was applied
  1055. auto sendPackageResponse = [&](bool succesfullyApplied)
  1056. {
  1057. PackageApplied applied;
  1058. applied.player = pack->player;
  1059. applied.result = succesfullyApplied;
  1060. applied.packType = typeList.getTypeID(pack);
  1061. applied.requestID = pack->requestID;
  1062. pack->c->sendPack(&applied);
  1063. };
  1064. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1065. if(isBlockedByQueries(pack, pack->player))
  1066. {
  1067. sendPackageResponse(false);
  1068. }
  1069. else if(apply)
  1070. {
  1071. const bool result = apply->applyOnGH(this, pack);
  1072. if(result)
  1073. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1074. else
  1075. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1076. % typeid(*pack).name()).str());
  1077. sendPackageResponse(true);
  1078. }
  1079. else
  1080. {
  1081. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1082. sendPackageResponse(false);
  1083. }
  1084. vstd::clear_pointer(pack);
  1085. }
  1086. int CGameHandler::moveStack(int stack, BattleHex dest)
  1087. {
  1088. int ret = 0;
  1089. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1090. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1091. assert(curStack);
  1092. assert(dest < GameConstants::BFIELD_SIZE);
  1093. if (gs->curB->tacticDistance)
  1094. {
  1095. assert(gs->curB->isInTacticRange(dest));
  1096. }
  1097. auto start = curStack->getPosition();
  1098. if (start == dest)
  1099. return 0;
  1100. //initing necessary tables
  1101. auto accessibility = getAccesibility(curStack);
  1102. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1103. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1104. {
  1105. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1106. if(accessibility.accessible(shifted, curStack))
  1107. dest = shifted;
  1108. }
  1109. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1110. {
  1111. complain("Given destination is not accessible!");
  1112. return 0;
  1113. }
  1114. bool canUseGate = false;
  1115. auto dbState = gs->curB->si.gateState;
  1116. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1117. dbState != EGateState::DESTROYED &&
  1118. dbState != EGateState::BLOCKED)
  1119. {
  1120. canUseGate = true;
  1121. }
  1122. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1123. ret = path.second;
  1124. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1125. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1126. {
  1127. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1128. return true;
  1129. if (hex == ESiegeHex::GATE_OUTER)
  1130. return true;
  1131. if (hex == ESiegeHex::GATE_INNER)
  1132. return true;
  1133. return false;
  1134. };
  1135. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1136. {
  1137. if (isGateDrawbridgeHex(hex))
  1138. return true;
  1139. if (curStack->doubleWide())
  1140. {
  1141. BattleHex otherHex = curStack->occupiedHex(hex);
  1142. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1143. return true;
  1144. }
  1145. return false;
  1146. };
  1147. if (curStack->hasBonusOfType(Bonus::FLYING))
  1148. {
  1149. if (path.second <= creSpeed && path.first.size() > 0)
  1150. {
  1151. if (canUseGate && dbState != EGateState::OPENED &&
  1152. occupyGateDrawbridgeHex(dest))
  1153. {
  1154. BattleUpdateGateState db;
  1155. db.state = EGateState::OPENED;
  1156. sendAndApply(&db);
  1157. }
  1158. //inform clients about move
  1159. BattleStackMoved sm;
  1160. sm.stack = curStack->ID;
  1161. std::vector<BattleHex> tiles;
  1162. tiles.push_back(path.first[0]);
  1163. sm.tilesToMove = tiles;
  1164. sm.distance = path.second;
  1165. sm.teleporting = false;
  1166. sendAndApply(&sm);
  1167. }
  1168. }
  1169. else //for non-flying creatures
  1170. {
  1171. std::vector<BattleHex> tiles;
  1172. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1173. int v = path.first.size()-1;
  1174. path.first.push_back(start);
  1175. // check if gate need to be open or closed at some point
  1176. BattleHex openGateAtHex, gateMayCloseAtHex;
  1177. if (canUseGate)
  1178. {
  1179. for (int i = path.first.size()-1; i >= 0; i--)
  1180. {
  1181. auto needOpenGates = [&](BattleHex hex) -> bool
  1182. {
  1183. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1184. return true;
  1185. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1186. return true;
  1187. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1188. return true;
  1189. return false;
  1190. };
  1191. auto hex = path.first[i];
  1192. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1193. {
  1194. if (needOpenGates(hex))
  1195. openGateAtHex = path.first[i+1];
  1196. //TODO we need find batter way to handle double-wide stacks
  1197. //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.
  1198. if (curStack->doubleWide())
  1199. {
  1200. BattleHex otherHex = curStack->occupiedHex(hex);
  1201. if (otherHex.isValid() && needOpenGates(otherHex))
  1202. openGateAtHex = path.first[i+2];
  1203. }
  1204. //gate may be opened and then closed during stack movement, but not other way around
  1205. if (openGateAtHex.isValid())
  1206. dbState = EGateState::OPENED;
  1207. }
  1208. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1209. {
  1210. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1211. {
  1212. gateMayCloseAtHex = path.first[i-1];
  1213. }
  1214. if (gs->curB->town->subID == ETownType::FORTRESS)
  1215. {
  1216. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1217. {
  1218. gateMayCloseAtHex = path.first[i-1];
  1219. }
  1220. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1221. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1222. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1223. {
  1224. gateMayCloseAtHex = path.first[i-1];
  1225. }
  1226. }
  1227. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1228. {
  1229. gateMayCloseAtHex = path.first[i-1];
  1230. }
  1231. }
  1232. }
  1233. }
  1234. bool stackIsMoving = true;
  1235. while(stackIsMoving)
  1236. {
  1237. if (v<tilesToMove)
  1238. {
  1239. logGlobal->error("Movement terminated abnormally");
  1240. break;
  1241. }
  1242. bool gateStateChanging = false;
  1243. //special handling for opening gate on from starting hex
  1244. if (openGateAtHex.isValid() && openGateAtHex == start)
  1245. gateStateChanging = true;
  1246. else
  1247. {
  1248. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1249. {
  1250. BattleHex hex = path.first[v];
  1251. tiles.push_back(hex);
  1252. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1253. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1254. {
  1255. gateStateChanging = true;
  1256. }
  1257. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1258. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1259. obstacleHit = true;
  1260. if (curStack->doubleWide())
  1261. {
  1262. BattleHex otherHex = curStack->occupiedHex(hex);
  1263. //two hex creature hit obstacle by backside
  1264. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1265. if(otherHex.isValid() && !obstacle2.empty())
  1266. obstacleHit = true;
  1267. }
  1268. }
  1269. }
  1270. if (tiles.size() > 0)
  1271. {
  1272. //commit movement
  1273. BattleStackMoved sm;
  1274. sm.stack = curStack->ID;
  1275. sm.distance = path.second;
  1276. sm.teleporting = false;
  1277. sm.tilesToMove = tiles;
  1278. sendAndApply(&sm);
  1279. tiles.clear();
  1280. }
  1281. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1282. if (curStack->getPosition() != dest)
  1283. {
  1284. if(stackIsMoving && start != curStack->getPosition())
  1285. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1286. if (gateStateChanging)
  1287. {
  1288. if (curStack->getPosition() == openGateAtHex)
  1289. {
  1290. openGateAtHex = BattleHex();
  1291. //only open gate if stack is still alive
  1292. if (curStack->alive())
  1293. {
  1294. BattleUpdateGateState db;
  1295. db.state = EGateState::OPENED;
  1296. sendAndApply(&db);
  1297. }
  1298. }
  1299. else if (curStack->getPosition() == gateMayCloseAtHex)
  1300. {
  1301. gateMayCloseAtHex = BattleHex();
  1302. updateGateState();
  1303. }
  1304. }
  1305. }
  1306. else
  1307. //movement finished normally: we reached destination
  1308. stackIsMoving = false;
  1309. }
  1310. }
  1311. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1312. handleDamageFromObstacle(curStack);
  1313. return ret;
  1314. }
  1315. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1316. : lobby(lobby)
  1317. {
  1318. QID = 1;
  1319. IObjectInterface::cb = this;
  1320. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1321. registerTypesServerPacks(*applier);
  1322. visitObjectAfterVictory = false;
  1323. spellEnv = new ServerSpellCastEnvironment(this);
  1324. }
  1325. CGameHandler::~CGameHandler()
  1326. {
  1327. delete spellEnv;
  1328. delete gs;
  1329. }
  1330. void CGameHandler::init(StartInfo *si)
  1331. {
  1332. if (si->seedToBeUsed == 0)
  1333. {
  1334. si->seedToBeUsed = std::time(nullptr);
  1335. }
  1336. CMapService mapService;
  1337. gs = new CGameState();
  1338. logGlobal->info("Gamestate created!");
  1339. gs->init(&mapService, si);
  1340. logGlobal->info("Gamestate initialized!");
  1341. // reset seed, so that clients can't predict any following random values
  1342. getRandomGenerator().resetSeed();
  1343. for (auto & elem : gs->players)
  1344. {
  1345. states.addPlayer(elem.first);
  1346. }
  1347. }
  1348. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1349. {
  1350. return a.earlierThan(b);
  1351. }
  1352. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1353. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1354. const PlayerState * p = getPlayer(town->tempOwner);
  1355. if (!p)
  1356. {
  1357. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1358. return;
  1359. }
  1360. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1361. {
  1362. SetAvailableCreatures ssi;
  1363. ssi.tid = town->id;
  1364. ssi.creatures = town->creatures;
  1365. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1366. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1367. if (dwellings.empty())//no dwellings - just remove
  1368. {
  1369. sendAndApply(&ssi);
  1370. return;
  1371. }
  1372. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1373. // for multi-creature dwellings like Golem Factory
  1374. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1375. if (clear)
  1376. {
  1377. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1378. }
  1379. else
  1380. {
  1381. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1382. }
  1383. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1384. sendAndApply(&ssi);
  1385. }
  1386. }
  1387. void CGameHandler::newTurn()
  1388. {
  1389. logGlobal->trace("Turn %d", gs->day+1);
  1390. NewTurn n;
  1391. n.specialWeek = NewTurn::NO_ACTION;
  1392. n.creatureid = CreatureID::NONE;
  1393. n.day = gs->day + 1;
  1394. bool firstTurn = !getDate(Date::DAY);
  1395. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1396. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1397. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1398. if (firstTurn)
  1399. {
  1400. for (auto obj : gs->map->objects)
  1401. {
  1402. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1403. {
  1404. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1405. }
  1406. }
  1407. }
  1408. if (newWeek && !firstTurn)
  1409. {
  1410. n.specialWeek = NewTurn::NORMAL;
  1411. bool deityOfFireBuilt = false;
  1412. for (const CGTownInstance *t : gs->map->towns)
  1413. {
  1414. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1415. {
  1416. deityOfFireBuilt = true;
  1417. break;
  1418. }
  1419. }
  1420. if (deityOfFireBuilt)
  1421. {
  1422. n.specialWeek = NewTurn::DEITYOFFIRE;
  1423. n.creatureid = CreatureID::IMP;
  1424. }
  1425. else if(!VLC->modh->settings.NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS)
  1426. {
  1427. int monthType = getRandomGenerator().nextInt(99);
  1428. if (newMonth) //new month
  1429. {
  1430. if (monthType < 40) //double growth
  1431. {
  1432. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1433. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1434. {
  1435. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1436. n.creatureid = newMonster.second;
  1437. }
  1438. else if (VLC->creh->doubledCreatures.size())
  1439. {
  1440. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1441. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1442. }
  1443. else
  1444. {
  1445. complain("Cannot find creature that can be spawned!");
  1446. n.specialWeek = NewTurn::NORMAL;
  1447. }
  1448. }
  1449. else if (monthType < 50)
  1450. n.specialWeek = NewTurn::PLAGUE;
  1451. }
  1452. else //it's a week, but not full month
  1453. {
  1454. if (monthType < 25)
  1455. {
  1456. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1457. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1458. do
  1459. {
  1460. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1461. } while (VLC->creh->creatures[newMonster.second] &&
  1462. VLC->townh->factions[VLC->creh->creatures[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1463. n.creatureid = newMonster.second;
  1464. }
  1465. }
  1466. }
  1467. }
  1468. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1469. for (auto& hp : pool)
  1470. {
  1471. auto hero = hp.second;
  1472. if (hero->isInitialized() && hero->stacks.size())
  1473. {
  1474. // reset retreated or surrendered heroes
  1475. auto maxmove = hero->maxMovePoints(true);
  1476. // if movement is greater than maxmove, we should decrease it
  1477. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1478. {
  1479. NewTurn::Hero hth;
  1480. hth.id = hero->id;
  1481. hth.move = maxmove;
  1482. hth.mana = hero->getManaNewTurn();
  1483. n.heroes.insert(hth);
  1484. }
  1485. }
  1486. }
  1487. for (auto & elem : gs->players)
  1488. {
  1489. if (elem.first == PlayerColor::NEUTRAL)
  1490. continue;
  1491. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1492. assert(0); //illegal player number!
  1493. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1494. hadGold.insert(playerGold);
  1495. if (newWeek) //new heroes in tavern
  1496. {
  1497. SetAvailableHeroes sah;
  1498. sah.player = elem.first;
  1499. //pick heroes and their armies
  1500. CHeroClass *banned = nullptr;
  1501. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1502. {
  1503. //first hero - native if possible, second hero -> any other class
  1504. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1505. {
  1506. sah.hid[j] = h->subID;
  1507. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1508. banned = h->type->heroClass;
  1509. }
  1510. else
  1511. {
  1512. sah.hid[j] = -1;
  1513. }
  1514. }
  1515. sendAndApply(&sah);
  1516. }
  1517. n.res[elem.first] = elem.second.resources;
  1518. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1519. {
  1520. bool hasCrystalGenCreature = false;
  1521. for(CGHeroInstance * hero : elem.second.heroes)
  1522. {
  1523. for(auto stack : hero->stacks)
  1524. {
  1525. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1526. {
  1527. hasCrystalGenCreature = true;
  1528. break;
  1529. }
  1530. }
  1531. }
  1532. if(!hasCrystalGenCreature) //not found in armies, check towns
  1533. {
  1534. for(CGTownInstance * town : elem.second.towns)
  1535. {
  1536. for(auto stack : town->stacks)
  1537. {
  1538. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1539. {
  1540. hasCrystalGenCreature = true;
  1541. break;
  1542. }
  1543. }
  1544. }
  1545. }
  1546. if(hasCrystalGenCreature)
  1547. n.res[elem.first][Res::CRYSTAL] += 3;
  1548. }
  1549. for (CGHeroInstance *h : (elem).second.heroes)
  1550. {
  1551. if (h->visitedTown)
  1552. giveSpells(h->visitedTown, h);
  1553. NewTurn::Hero hth;
  1554. hth.id = h->id;
  1555. auto ti = make_unique<TurnInfo>(h, 1);
  1556. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1557. hth.move = h->maxMovePointsCached(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1558. hth.mana = h->getManaNewTurn();
  1559. n.heroes.insert(hth);
  1560. if (!firstTurn) //not first day
  1561. {
  1562. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1563. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1564. {
  1565. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1566. }
  1567. }
  1568. }
  1569. }
  1570. for (CGTownInstance *t : gs->map->towns)
  1571. {
  1572. PlayerColor player = t->tempOwner;
  1573. handleTownEvents(t, n);
  1574. if (newWeek) //first day of week
  1575. {
  1576. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1577. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1578. if (!firstTurn)
  1579. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1580. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1581. if (!vstd::contains(n.cres, t->id))
  1582. {
  1583. n.cres[t->id].tid = t->id;
  1584. n.cres[t->id].creatures = t->creatures;
  1585. }
  1586. auto & sac = n.cres.at(t->id);
  1587. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1588. {
  1589. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1590. {
  1591. ui32 &availableCount = sac.creatures.at(k).first;
  1592. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1593. if (n.specialWeek == NewTurn::PLAGUE)
  1594. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1595. else
  1596. {
  1597. if (firstTurn) //first day of game: use only basic growths
  1598. availableCount = cre->growth;
  1599. else
  1600. availableCount += t->creatureGrowth(k);
  1601. //Deity of fire week - upgrade both imps and upgrades
  1602. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1603. availableCount += 15;
  1604. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1605. {
  1606. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1607. availableCount *= 2;
  1608. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1609. availableCount += 5;
  1610. }
  1611. }
  1612. }
  1613. }
  1614. }
  1615. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1616. {
  1617. n.res[player] = n.res[player] + t->dailyIncome();
  1618. }
  1619. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1620. {
  1621. // Skyship, probably easier to handle same as Veil of darkness
  1622. //do it every new day after veils apply
  1623. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1624. {
  1625. FoWChange fw;
  1626. fw.mode = 1;
  1627. fw.player = player;
  1628. // find all hidden tiles
  1629. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1630. for (size_t i=0; i<fow.size(); i++)
  1631. for (size_t j=0; j<fow.at(i).size(); j++)
  1632. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1633. if (!fow.at(i).at(j).at(k))
  1634. fw.tiles.insert(int3(i,j,k));
  1635. sendAndApply (&fw);
  1636. }
  1637. }
  1638. if (t->hasBonusOfType (Bonus::DARKNESS))
  1639. {
  1640. for (auto & player : gs->players)
  1641. {
  1642. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1643. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1644. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1645. }
  1646. }
  1647. }
  1648. if (newMonth)
  1649. {
  1650. SetAvailableArtifacts saa;
  1651. saa.id = -1;
  1652. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1653. sendAndApply(&saa);
  1654. }
  1655. sendAndApply(&n);
  1656. if (newWeek)
  1657. {
  1658. //spawn wandering monsters
  1659. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1660. {
  1661. spawnWanderingMonsters(n.creatureid);
  1662. }
  1663. //new week info popup
  1664. if (!firstTurn)
  1665. {
  1666. InfoWindow iw;
  1667. switch (n.specialWeek)
  1668. {
  1669. case NewTurn::DOUBLE_GROWTH:
  1670. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1671. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1672. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1673. break;
  1674. case NewTurn::PLAGUE:
  1675. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1676. break;
  1677. case NewTurn::BONUS_GROWTH:
  1678. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1679. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1680. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1681. break;
  1682. case NewTurn::DEITYOFFIRE:
  1683. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1684. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1685. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1686. iw.text.addReplacement2(15); //%+d 15
  1687. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1688. iw.text.addReplacement2(15); //%+d 15
  1689. break;
  1690. default:
  1691. if (newMonth)
  1692. {
  1693. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1694. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1695. }
  1696. else
  1697. {
  1698. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1699. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1700. }
  1701. }
  1702. for (auto & elem : gs->players)
  1703. {
  1704. iw.player = elem.first;
  1705. sendAndApply(&iw);
  1706. }
  1707. }
  1708. }
  1709. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1710. handleTimeEvents();
  1711. //call objects
  1712. for (auto & elem : gs->map->objects)
  1713. {
  1714. if (elem)
  1715. elem->newTurn(getRandomGenerator());
  1716. }
  1717. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1718. }
  1719. void CGameHandler::run(bool resume)
  1720. {
  1721. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1722. using namespace boost::posix_time;
  1723. for (auto cc : lobby->connections)
  1724. {
  1725. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1726. std::stringstream sbuffer;
  1727. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1728. for (PlayerColor color : players)
  1729. {
  1730. sbuffer << color << " ";
  1731. {
  1732. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1733. connections[color].insert(cc);
  1734. }
  1735. }
  1736. logGlobal->info(sbuffer.str());
  1737. }
  1738. auto playerTurnOrder = generatePlayerTurnOrder();
  1739. while(lobby->state == EServerState::GAMEPLAY)
  1740. {
  1741. if (!resume) newTurn();
  1742. std::list<PlayerColor>::iterator it;
  1743. if (resume)
  1744. {
  1745. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1746. }
  1747. else
  1748. {
  1749. it = playerTurnOrder.begin();
  1750. }
  1751. resume = false;
  1752. for (; it != playerTurnOrder.end(); it++)
  1753. {
  1754. auto playerColor = *it;
  1755. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1756. if (playerState->status == EPlayerStatus::INGAME)
  1757. {
  1758. //if player runs out of time, he shouldn't get the turn (especially AI)
  1759. checkVictoryLossConditionsForAll();
  1760. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1761. { //player lost at the beginning of his turn
  1762. continue;
  1763. }
  1764. else //give normal turn
  1765. {
  1766. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1767. YourTurn yt;
  1768. yt.player = playerColor;
  1769. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1770. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1771. applyAndSend(&yt);
  1772. //wait till turn is done
  1773. boost::unique_lock<boost::mutex> lock(states.mx);
  1774. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1775. {
  1776. static time_duration p = milliseconds(100);
  1777. states.cv.timed_wait(lock, p);
  1778. }
  1779. }
  1780. if(lobby->state != EServerState::GAMEPLAY)
  1781. break;
  1782. }
  1783. }
  1784. //additional check that game is not finished
  1785. bool activePlayer = false;
  1786. for (auto player : playerTurnOrder)
  1787. {
  1788. if (gs->players[player].status == EPlayerStatus::INGAME)
  1789. activePlayer = true;
  1790. }
  1791. if(!activePlayer)
  1792. lobby->state = EServerState::GAMEPLAY_ENDED;
  1793. }
  1794. }
  1795. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1796. {
  1797. // Generate player turn order
  1798. std::list<PlayerColor> playerTurnOrder;
  1799. for (const auto & player : gs->players) // add human players first
  1800. {
  1801. if (player.second.human)
  1802. playerTurnOrder.push_back(player.first);
  1803. }
  1804. for (const auto & player : gs->players) // then add non-human players
  1805. {
  1806. if (!player.second.human)
  1807. playerTurnOrder.push_back(player.first);
  1808. }
  1809. return playerTurnOrder;
  1810. }
  1811. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1812. {
  1813. battleResult.set(nullptr);
  1814. const auto t = getTile(tile);
  1815. ETerrainType terrain = t->terType;
  1816. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1817. terrain = ETerrainType::SAND;
  1818. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1819. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1820. terType = BFieldType::SHIP_TO_SHIP;
  1821. //send info about battles
  1822. BattleStart bs;
  1823. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1824. sendAndApply(&bs);
  1825. }
  1826. void CGameHandler::checkBattleStateChanges()
  1827. {
  1828. //check if drawbridge state need to be changes
  1829. if (battleGetSiegeLevel() > 0)
  1830. updateGateState();
  1831. //check if battle ended
  1832. if (auto result = battleIsFinished())
  1833. {
  1834. setBattleResult(BattleResult::NORMAL, *result);
  1835. }
  1836. }
  1837. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1838. {
  1839. if (!h->hasSpellbook())
  1840. return; //hero hasn't spellbook
  1841. ChangeSpells cs;
  1842. cs.hid = h->id;
  1843. cs.learn = true;
  1844. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1845. {
  1846. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1847. for (int i = 0; i < h->maxSpellLevel(); i++)
  1848. {
  1849. std::vector<SpellID> spells;
  1850. getAllowedSpells(spells, i+1);
  1851. for (auto & spell : spells)
  1852. cs.spells.insert(spell);
  1853. }
  1854. }
  1855. else
  1856. {
  1857. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1858. {
  1859. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1860. {
  1861. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1862. cs.spells.insert(t->spells.at(i).at(j));
  1863. }
  1864. }
  1865. }
  1866. if (!cs.spells.empty())
  1867. sendAndApply(&cs);
  1868. }
  1869. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1870. {
  1871. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1872. sendAndApply(&sop);
  1873. }
  1874. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1875. {
  1876. if (!obj || !getObj(obj->id))
  1877. {
  1878. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1879. return false;
  1880. }
  1881. RemoveObject ro;
  1882. ro.id = obj->id;
  1883. sendAndApply(&ro);
  1884. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1885. return true;
  1886. }
  1887. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1888. {
  1889. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1890. sendAndApply(&sop);
  1891. }
  1892. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1893. {
  1894. const CGHeroInstance *h = getHero(hid);
  1895. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1896. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1897. {
  1898. logGlobal->error("Illegal call to move hero!");
  1899. return false;
  1900. }
  1901. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1902. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1903. if (!gs->map->isInTheMap(hmpos))
  1904. {
  1905. logGlobal->error("Destination tile is outside the map!");
  1906. return false;
  1907. }
  1908. const TerrainTile t = *getTile(hmpos);
  1909. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1910. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1911. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1912. //result structure for start - movement failed, no move points used
  1913. TryMoveHero tmh;
  1914. tmh.id = hid;
  1915. tmh.start = h->pos;
  1916. tmh.end = dst;
  1917. tmh.result = TryMoveHero::FAILED;
  1918. tmh.movePoints = h->movement;
  1919. //check if destination tile is available
  1920. auto pathfinderHelper = make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1921. pathfinderHelper->updateTurnInfo(0);
  1922. auto ti = pathfinderHelper->getTurnInfo();
  1923. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1924. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  1925. const int cost = pathfinderHelper->getMovementCost(h->getPosition(), hmpos, nullptr, nullptr, h->movement);
  1926. //it's a rock or blocked and not visitable tile
  1927. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1928. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1929. && complain("Cannot move hero, destination tile is blocked!"))
  1930. || ((!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)
  1931. && complain("Cannot move hero, destination tile is on water!"))
  1932. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1933. && complain("Cannot disembark hero, tile is blocked!"))
  1934. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1935. && complain("Tiles are not neighboring!"))
  1936. || ((h->inTownGarrison)
  1937. && complain("Can not move garrisoned hero!"))
  1938. || ((h->movement < cost && dst != h->pos && !teleporting)
  1939. && complain("Hero doesn't have any movement points left!"))
  1940. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1941. && complain("Hero cannot transit over this tile!"))
  1942. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1943. && complain("Cannot move hero during the battle"))*/)
  1944. {
  1945. //send info about movement failure
  1946. sendAndApply(&tmh);
  1947. return false;
  1948. }
  1949. //several generic blocks of code
  1950. // should be called if hero changes tile but before applying TryMoveHero package
  1951. auto leaveTile = [&]()
  1952. {
  1953. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1954. {
  1955. obj->onHeroLeave(h);
  1956. }
  1957. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1958. };
  1959. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1960. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1961. {
  1962. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  1963. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1964. queries.addQuery(moveQuery);
  1965. if (leavingTile == LEAVING_TILE)
  1966. leaveTile();
  1967. tmh.result = result;
  1968. sendAndApply(&tmh);
  1969. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1970. { // Hero should be always able to visit any object he staying on even if there guards around
  1971. visitObjectOnTile(t, h);
  1972. }
  1973. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1974. {
  1975. tmh.attackedFrom = boost::make_optional(guardPos);
  1976. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1977. objectVisited(guardTile.visitableObjects.back(), h);
  1978. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1979. }
  1980. else if (visitDest == VISIT_DEST)
  1981. {
  1982. visitObjectOnTile(t, h);
  1983. }
  1984. queries.popIfTop(moveQuery);
  1985. logGlobal->trace("Hero %s ends movement", h->name);
  1986. return result != TryMoveHero::FAILED;
  1987. };
  1988. //interaction with blocking object (like resources)
  1989. auto blockingVisit = [&]() -> bool
  1990. {
  1991. for (CGObjectInstance *obj : t.visitableObjects)
  1992. {
  1993. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1994. {
  1995. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1996. //this-> is needed for MVS2010 to recognize scope (?)
  1997. }
  1998. }
  1999. return false;
  2000. };
  2001. if (!transit && embarking)
  2002. {
  2003. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2004. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2005. // In H3 embark ignore guards
  2006. }
  2007. if (disembarking)
  2008. {
  2009. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2010. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2011. }
  2012. if (teleporting)
  2013. {
  2014. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2015. return true;
  2016. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2017. // visit town for town portal \ castle gates
  2018. // do not use generic visitObjectOnTile to avoid double-teleporting
  2019. // if this moveHero call was triggered by teleporter
  2020. if (!t.visitableObjects.empty())
  2021. {
  2022. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2023. town->onHeroVisit(h);
  2024. }
  2025. return true;
  2026. }
  2027. //still here? it is standard movement!
  2028. {
  2029. tmh.movePoints = h->movement >= cost
  2030. ? h->movement - cost
  2031. : 0;
  2032. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2033. EVisitDest visitDest = VISIT_DEST;
  2034. if (transit)
  2035. {
  2036. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2037. visitDest = DONT_VISIT_DEST;
  2038. if (canFly)
  2039. {
  2040. lookForGuards = IGNORE_GUARDS;
  2041. visitDest = DONT_VISIT_DEST;
  2042. }
  2043. }
  2044. else if (blockingVisit())
  2045. return true;
  2046. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2047. return true;
  2048. }
  2049. }
  2050. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2051. {
  2052. const CGHeroInstance *h = getHero(hid);
  2053. const CGTownInstance *t = getTown(dstid);
  2054. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2055. COMPLAIN_RET("Invalid call to teleportHero!");
  2056. const CGTownInstance *from = h->visitedTown;
  2057. if (((h->getOwner() != t->getOwner())
  2058. && complain("Cannot teleport hero to another player"))
  2059. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  2060. && complain("Hero must be in town with Castle gate for teleporting"))
  2061. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  2062. && complain("Cannot teleport hero to town without Castle gate in it")))
  2063. return false;
  2064. int3 pos = t->visitablePos();
  2065. pos += h->getVisitableOffset();
  2066. moveHero(hid,pos,1);
  2067. return true;
  2068. }
  2069. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  2070. {
  2071. PlayerColor oldOwner = getOwner(obj->id);
  2072. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2073. sendAndApply(&sop);
  2074. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2075. checkVictoryLossConditions(playerColors);
  2076. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2077. if (town) //town captured
  2078. {
  2079. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2080. {
  2081. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2082. setPortalDwelling(town, true, false);
  2083. }
  2084. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2085. {
  2086. if (getPlayer(oldOwner)->towns.empty() && getPlayer(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2087. {
  2088. InfoWindow iw;
  2089. iw.player = oldOwner;
  2090. 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.
  2091. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2092. sendAndApply(&iw);
  2093. }
  2094. }
  2095. }
  2096. const PlayerState * p = getPlayer(owner);
  2097. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2098. {
  2099. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2100. {
  2101. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2102. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2103. }
  2104. }
  2105. }
  2106. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2107. {
  2108. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2109. queries.addQuery(dialogQuery);
  2110. iw->queryID = dialogQuery->queryID;
  2111. sendToAllClients(iw);
  2112. }
  2113. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2114. {
  2115. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2116. queries.addQuery(dialogQuery);
  2117. iw->queryID = dialogQuery->queryID;
  2118. sendToAllClients(iw);
  2119. }
  2120. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2121. {
  2122. if (!val) return; //don't waste time on empty call
  2123. TResources resources;
  2124. resources.at(which) = val;
  2125. giveResources(player, resources);
  2126. }
  2127. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2128. {
  2129. SetResources sr;
  2130. sr.abs = false;
  2131. sr.player = player;
  2132. sr.res = resources;
  2133. sendAndApply(&sr);
  2134. }
  2135. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2136. {
  2137. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2138. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2139. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2140. //first we move creatures to give to make them army of object-source
  2141. for (auto & elem : creatures.Slots())
  2142. {
  2143. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2144. }
  2145. tryJoiningArmy(obj, h, remove, true);
  2146. }
  2147. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2148. {
  2149. std::vector<CStackBasicDescriptor> cres = creatures;
  2150. if (cres.size() <= 0)
  2151. return;
  2152. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2153. for (CStackBasicDescriptor &sbd : cres)
  2154. {
  2155. TQuantity collected = 0;
  2156. while(collected < sbd.count)
  2157. {
  2158. bool foundSth = false;
  2159. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2160. {
  2161. if (i->second->type == sbd.type)
  2162. {
  2163. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2164. changeStackCount(StackLocation(obj, i->first), -take, false);
  2165. collected += take;
  2166. foundSth = true;
  2167. break;
  2168. }
  2169. }
  2170. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2171. {
  2172. complain("Unexpected failure during taking creatures!");
  2173. return;
  2174. }
  2175. }
  2176. }
  2177. }
  2178. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2179. {
  2180. sendToAllClients(comp);
  2181. }
  2182. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2183. {
  2184. HeroVisitCastle vc;
  2185. vc.hid = hero->id;
  2186. vc.tid = obj->id;
  2187. vc.flags |= 1;
  2188. sendAndApply(&vc);
  2189. vistiCastleObjects (obj, hero);
  2190. giveSpells (obj, hero);
  2191. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2192. }
  2193. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2194. {
  2195. std::vector<CGTownBuilding*>::const_iterator i;
  2196. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2197. (*i)->onHeroVisit (h);
  2198. }
  2199. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2200. {
  2201. HeroVisitCastle vc;
  2202. vc.hid = hero->id;
  2203. vc.tid = obj->id;
  2204. sendAndApply(&vc);
  2205. }
  2206. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2207. {
  2208. EraseArtifact ea;
  2209. ea.al = al;
  2210. sendAndApply(&ea);
  2211. }
  2212. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2213. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2214. const CGTownInstance *town) //use hero=nullptr for no hero
  2215. {
  2216. engageIntoBattle(army1->tempOwner);
  2217. engageIntoBattle(army2->tempOwner);
  2218. static const CArmedInstance *armies[2];
  2219. armies[0] = army1;
  2220. armies[1] = army2;
  2221. static const CGHeroInstance*heroes[2];
  2222. heroes[0] = hero1;
  2223. heroes[1] = hero2;
  2224. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2225. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2226. queries.addQuery(battleQuery);
  2227. boost::thread(&CGameHandler::runBattle, this);
  2228. }
  2229. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2230. {
  2231. startBattlePrimary(army1, army2, tile,
  2232. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2233. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2234. creatureBank);
  2235. }
  2236. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2237. {
  2238. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2239. }
  2240. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2241. {
  2242. ChangeSpells cs;
  2243. cs.hid = hero->id;
  2244. cs.spells = spells;
  2245. cs.learn = give;
  2246. sendAndApply(&cs);
  2247. }
  2248. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2249. {
  2250. SystemMessage sm;
  2251. sm.text = message;
  2252. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2253. *(c.get()) << &sm;
  2254. }
  2255. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2256. {
  2257. sendAndApply(bonus);
  2258. }
  2259. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2260. {
  2261. sendAndApply(smp);
  2262. }
  2263. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2264. {
  2265. SetMana sm;
  2266. sm.hid = hid;
  2267. sm.val = val;
  2268. sm.absolute = true;
  2269. sendAndApply(&sm);
  2270. }
  2271. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2272. {
  2273. GiveHero gh;
  2274. gh.id = id;
  2275. gh.player = player;
  2276. sendAndApply(&gh);
  2277. }
  2278. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2279. {
  2280. ChangeObjPos cop;
  2281. cop.objid = objid;
  2282. cop.nPos = newPos;
  2283. cop.flags = flags;
  2284. sendAndApply(&cop);
  2285. }
  2286. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2287. {
  2288. const CGHeroInstance * h1 = getHero(fromHero);
  2289. const CGHeroInstance * h2 = getHero(toHero);
  2290. int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2291. int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2292. if (h1_scholarLevel < h2_scholarLevel)
  2293. {
  2294. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2295. std::swap(fromHero, toHero);
  2296. }
  2297. int ScholarLevel = std::max(h1_scholarLevel, h2_scholarLevel);//heroes can trade up to this level
  2298. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2299. return;//no scholar skill or no spellbook
  2300. int h1Lvl = std::min(ScholarLevel, h1->maxSpellLevel()),
  2301. h2Lvl = std::min(ScholarLevel, h2->maxSpellLevel());//heroes can receive this levels
  2302. ChangeSpells cs1;
  2303. cs1.learn = true;
  2304. cs1.hid = toHero;//giving spells to first hero
  2305. for (auto it : h1->getSpellsInSpellbook())
  2306. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2307. cs1.spells.insert(it);//spell to learn
  2308. ChangeSpells cs2;
  2309. cs2.learn = true;
  2310. cs2.hid = fromHero;
  2311. for (auto it : h2->getSpellsInSpellbook())
  2312. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2313. cs2.spells.insert(it);
  2314. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2315. {
  2316. InfoWindow iw;
  2317. iw.player = h1->tempOwner;
  2318. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2319. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2320. iw.text.addReplacement(h1->name);
  2321. if (!cs2.spells.empty())//if found new spell - apply
  2322. {
  2323. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2324. int size = cs2.spells.size();
  2325. for (auto it : cs2.spells)
  2326. {
  2327. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2328. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2329. switch (size--)
  2330. {
  2331. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2332. case 1: break;
  2333. default: iw.text << ", ";
  2334. }
  2335. }
  2336. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2337. iw.text.addReplacement(h2->name);
  2338. sendAndApply(&cs2);
  2339. }
  2340. if (!cs1.spells.empty() && !cs2.spells.empty())
  2341. {
  2342. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2343. }
  2344. if (!cs1.spells.empty())
  2345. {
  2346. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2347. int size = cs1.spells.size();
  2348. for (auto it : cs1.spells)
  2349. {
  2350. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2351. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2352. switch (size--)
  2353. {
  2354. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2355. case 1: break;
  2356. default: iw.text << ", ";
  2357. } }
  2358. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2359. iw.text.addReplacement(h2->name);
  2360. sendAndApply(&cs1);
  2361. }
  2362. sendAndApply(&iw);
  2363. }
  2364. }
  2365. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2366. {
  2367. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2368. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2369. {
  2370. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2371. ExchangeDialog hex;
  2372. hex.queryID = exchange->queryID;
  2373. hex.player = h1->getOwner();
  2374. hex.hero1 = hero1;
  2375. hex.hero2 = hero2;
  2376. sendAndApply(&hex);
  2377. useScholarSkill(hero1,hero2);
  2378. queries.addQuery(exchange);
  2379. }
  2380. }
  2381. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2382. {
  2383. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2384. for (auto c : lobby->connections)
  2385. {
  2386. if(!c->isOpen())
  2387. continue;
  2388. c->sendPack(pack);
  2389. }
  2390. }
  2391. void CGameHandler::sendAndApply(CPackForClient * pack)
  2392. {
  2393. sendToAllClients(pack);
  2394. gs->apply(pack);
  2395. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2396. }
  2397. void CGameHandler::applyAndSend(CPackForClient * pack)
  2398. {
  2399. gs->apply(pack);
  2400. sendToAllClients(pack);
  2401. }
  2402. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2403. {
  2404. sendAndApply(static_cast<CPackForClient *>(pack));
  2405. checkVictoryLossConditionsForAll();
  2406. }
  2407. void CGameHandler::sendAndApply(SetResources * pack)
  2408. {
  2409. sendAndApply(static_cast<CPackForClient *>(pack));
  2410. checkVictoryLossConditionsForPlayer(pack->player);
  2411. }
  2412. void CGameHandler::sendAndApply(NewStructures * pack)
  2413. {
  2414. sendAndApply(static_cast<CPackForClient *>(pack));
  2415. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2416. }
  2417. void CGameHandler::save(const std::string & filename)
  2418. {
  2419. logGlobal->info("Loading from %s", filename);
  2420. const auto stem = FileInfo::GetPathStem(filename);
  2421. const auto savefname = stem.to_string() + ".vsgm1";
  2422. CResourceHandler::get("local")->createResource(savefname);
  2423. {
  2424. logGlobal->info("Ordering clients to serialize...");
  2425. SaveGameClient sg(savefname);
  2426. sendToAllClients(&sg);
  2427. }
  2428. try
  2429. {
  2430. {
  2431. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2432. saveCommonState(save);
  2433. logGlobal->info("Saving server state");
  2434. save << *this;
  2435. }
  2436. logGlobal->info("Game has been successfully saved!");
  2437. }
  2438. catch(std::exception &e)
  2439. {
  2440. logGlobal->error("Failed to save game: %s", e.what());
  2441. }
  2442. }
  2443. void CGameHandler::load(const std::string & filename)
  2444. {
  2445. logGlobal->info("Loading from %s", filename);
  2446. const auto stem = FileInfo::GetPathStem(filename);
  2447. try
  2448. {
  2449. {
  2450. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2451. loadCommonState(lf);
  2452. logGlobal->info("Loading server state");
  2453. lf >> *this;
  2454. }
  2455. logGlobal->info("Game has been successfully loaded!");
  2456. }
  2457. catch(std::exception &e)
  2458. {
  2459. logGlobal->error("Failed to load game: %s", e.what());
  2460. }
  2461. gs->updateOnLoad(lobby->si.get());
  2462. }
  2463. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2464. {
  2465. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2466. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2467. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2468. StackLocation sl1(s1, p1), sl2(s2, p2);
  2469. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2470. {
  2471. complain("Invalid slot accessed!");
  2472. return false;
  2473. }
  2474. if (!isAllowedExchange(id1,id2))
  2475. {
  2476. complain("Cannot exchange stacks between these two objects!\n");
  2477. return false;
  2478. }
  2479. // We can always put stacks into locked garrison, but not take them out of it
  2480. auto notRemovable = [&](const CArmedInstance * army)
  2481. {
  2482. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2483. {
  2484. auto g = dynamic_cast<const CGGarrison *>(army);
  2485. if (g && !g->removableUnits)
  2486. {
  2487. complain("Stacks in this garrison are not removable!\n");
  2488. return true;
  2489. }
  2490. }
  2491. return false;
  2492. };
  2493. if (what==1) //swap
  2494. {
  2495. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2496. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2497. {
  2498. complain("Can't take troops from another player!");
  2499. return false;
  2500. }
  2501. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2502. {
  2503. complain("Cannot swap stacks - slots are the same!");
  2504. return false;
  2505. }
  2506. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2507. {
  2508. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2509. return false;
  2510. }
  2511. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2512. return false;
  2513. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2514. return false;
  2515. swapStacks(sl1, sl2);
  2516. }
  2517. else if (what==2)//merge
  2518. {
  2519. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2520. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2521. return false;
  2522. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2523. {
  2524. complain("Cannot merge empty stack!");
  2525. return false;
  2526. }
  2527. else if (notRemovable(sl1.army))
  2528. return false;
  2529. moveStack(sl1, sl2);
  2530. }
  2531. else if (what==3) //split
  2532. {
  2533. const int countToMove = val - s2->getStackCount(p2);
  2534. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2535. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2536. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2537. {
  2538. complain("Can't move troops of another player!");
  2539. return false;
  2540. }
  2541. //general conditions checking
  2542. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2543. || (val<1 && complain("no creatures to split")) )
  2544. {
  2545. return false;
  2546. }
  2547. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2548. {
  2549. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2550. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2551. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2552. )
  2553. {
  2554. return false;
  2555. }
  2556. if (notRemovable(sl1.army))
  2557. {
  2558. if (s1->getStackCount(p1) > countLeftOnSrc)
  2559. return false;
  2560. }
  2561. else if (notRemovable(sl2.army))
  2562. {
  2563. if (s2->getStackCount(p1) < countLeftOnSrc)
  2564. return false;
  2565. }
  2566. moveStack(sl1, sl2, countToMove);
  2567. //S2.slots[p2]->count = val;
  2568. //S1.slots[p1]->count = total - val;
  2569. }
  2570. else //split one stack to the two
  2571. {
  2572. if (s1->getStackCount(p1) < val)//not enough creatures
  2573. {
  2574. complain("Cannot split that stack, not enough creatures!");
  2575. return false;
  2576. }
  2577. if (notRemovable(sl1.army))
  2578. return false;
  2579. moveStack(sl1, sl2, val);
  2580. }
  2581. }
  2582. return true;
  2583. }
  2584. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2585. {
  2586. std::set<PlayerColor> all;
  2587. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2588. if(vstd::contains(i->second, c))
  2589. all.insert(i->first);
  2590. switch(all.size())
  2591. {
  2592. case 0:
  2593. return PlayerColor::NEUTRAL;
  2594. case 1:
  2595. return *all.begin();
  2596. default:
  2597. {
  2598. //if we have more than one player at this connection, try to pick active one
  2599. if (vstd::contains(all, gs->currentPlayer))
  2600. return gs->currentPlayer;
  2601. else
  2602. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2603. }
  2604. }
  2605. }
  2606. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2607. {
  2608. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2609. if (!vstd::contains(s1->stacks,pos))
  2610. {
  2611. complain("Illegal call to disbandCreature - no such stack in army!");
  2612. return false;
  2613. }
  2614. eraseStack(StackLocation(s1, pos));
  2615. return true;
  2616. }
  2617. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2618. {
  2619. const CGTownInstance * t = getTown(tid);
  2620. if (!t)
  2621. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2622. if (!t->town->buildings.count(requestedID))
  2623. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % requestedID);
  2624. if (t->hasBuilt(requestedID))
  2625. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2626. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2627. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2628. std::vector<const CBuilding*> remainingAutoBuildings;
  2629. std::set<BuildingID> buildingsThatWillBe;
  2630. //Check validity of request
  2631. if (!force)
  2632. {
  2633. switch (requestedBuilding->mode)
  2634. {
  2635. case CBuilding::BUILD_NORMAL :
  2636. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2637. COMPLAIN_RET("Cannot build that building!");
  2638. break;
  2639. case CBuilding::BUILD_AUTO :
  2640. case CBuilding::BUILD_SPECIAL:
  2641. COMPLAIN_RET("This building can not be constructed normally!");
  2642. case CBuilding::BUILD_GRAIL :
  2643. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2644. {
  2645. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2646. COMPLAIN_RET("Cannot build this without grail!")
  2647. else
  2648. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2649. }
  2650. break;
  2651. }
  2652. }
  2653. //Performs stuff that has to be done before new building is built
  2654. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2655. {
  2656. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2657. {
  2658. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2659. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2660. if (upgradeNumber >= t->town->creatures.at(level).size())
  2661. {
  2662. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2663. "no creature found (upgrade number %d, level %d!")
  2664. % buildingID % upgradeNumber % level));
  2665. return;
  2666. }
  2667. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2668. SetAvailableCreatures ssi;
  2669. ssi.tid = t->id;
  2670. ssi.creatures = t->creatures;
  2671. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2672. ssi.creatures[level].first = crea->growth;
  2673. ssi.creatures[level].second.push_back(crea->idNumber);
  2674. sendAndApply(&ssi);
  2675. }
  2676. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2677. {
  2678. setPortalDwelling(t);
  2679. }
  2680. };
  2681. //Performs stuff that has to be done after new building is built
  2682. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2683. {
  2684. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2685. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2686. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2687. {
  2688. if (t->visitingHero)
  2689. giveSpells(t,t->visitingHero);
  2690. if (t->garrisonHero)
  2691. giveSpells(t,t->garrisonHero);
  2692. }
  2693. };
  2694. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2695. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2696. {
  2697. return buildingsThatWillBe.count(buildID);
  2698. };
  2699. //Init the vectors
  2700. for (auto & build : t->town->buildings)
  2701. {
  2702. if (t->hasBuilt(build.first))
  2703. buildingsThatWillBe.insert(build.first);
  2704. else
  2705. {
  2706. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2707. remainingAutoBuildings.push_back(build.second);
  2708. }
  2709. }
  2710. //Prepare structure (list of building ids will be filled later)
  2711. NewStructures ns;
  2712. ns.tid = tid;
  2713. ns.builded = force ? t->builded : (t->builded+1);
  2714. std::queue<const CBuilding*> buildingsToAdd;
  2715. buildingsToAdd.push(requestedBuilding);
  2716. while(!buildingsToAdd.empty())
  2717. {
  2718. auto b = buildingsToAdd.front();
  2719. buildingsToAdd.pop();
  2720. ns.bid.insert(b->bid);
  2721. buildingsThatWillBe.insert(b->bid);
  2722. remainingAutoBuildings -= b;
  2723. for(auto autoBuilding : remainingAutoBuildings)
  2724. {
  2725. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2726. if(actualRequirements.test(areRequirementsFullfilled))
  2727. buildingsToAdd.push(autoBuilding);
  2728. }
  2729. }
  2730. // 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.
  2731. for (auto builtID : ns.bid)
  2732. processBeforeBuiltStructure(builtID);
  2733. //Take cost
  2734. if (!force)
  2735. {
  2736. giveResources(t->tempOwner, -requestedBuilding->resources);
  2737. }
  2738. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2739. sendAndApply(&ns);
  2740. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2741. for (auto builtID : ns.bid)
  2742. processAfterBuiltStructure(builtID);
  2743. // now when everything is built - reveal tiles for lookout tower
  2744. FoWChange fw;
  2745. fw.player = t->tempOwner;
  2746. fw.mode = 1;
  2747. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2748. sendAndApply(&fw);
  2749. if (t->visitingHero)
  2750. vistiCastleObjects (t, t->visitingHero);
  2751. if (t->garrisonHero)
  2752. vistiCastleObjects (t, t->garrisonHero);
  2753. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2754. return true;
  2755. }
  2756. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2757. {
  2758. ///incomplete, simply erases target building
  2759. const CGTownInstance * t = getTown(tid);
  2760. if (!vstd::contains(t->builtBuildings, bid))
  2761. return false;
  2762. RazeStructures rs;
  2763. rs.tid = tid;
  2764. rs.bid.insert(bid);
  2765. rs.destroyed = t->destroyed + 1;
  2766. sendAndApply(&rs);
  2767. //TODO: Remove dwellers
  2768. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2769. // {
  2770. // RemoveBonus rb(RemoveBonus::TOWN);
  2771. // rb.whoID = t->id;
  2772. // rb.source = Bonus::TOWN_STRUCTURE;
  2773. // rb.id = 17;
  2774. // sendAndApply(&rb);
  2775. // }
  2776. return true;
  2777. }
  2778. void CGameHandler::sendMessageToAll(const std::string &message)
  2779. {
  2780. SystemMessage sm;
  2781. sm.text = message;
  2782. sendToAllClients(&sm);
  2783. }
  2784. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2785. {
  2786. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2787. const CArmedInstance *dst = nullptr;
  2788. const CCreature *c = VLC->creh->creatures.at(crid);
  2789. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2790. //TODO: test for owning
  2791. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2792. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2793. assert(dw && dst);
  2794. //verify
  2795. bool found = false;
  2796. int level = 0;
  2797. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2798. {
  2799. if ((fromLvl != -1) && (level !=fromLvl))
  2800. continue;
  2801. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2802. int i = 0;
  2803. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2804. if (cur.second.at(i) == crid)
  2805. break;
  2806. if (i < cur.second.size())
  2807. {
  2808. found = true;
  2809. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2810. break;
  2811. }
  2812. }
  2813. SlotID slot = dst->getSlotFor(crid);
  2814. if ((!found && complain("Cannot recruit: no such creatures!"))
  2815. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2816. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2817. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2818. {
  2819. return false;
  2820. }
  2821. //recruit
  2822. giveResources(dst->tempOwner, -(c->cost * cram));
  2823. SetAvailableCreatures sac;
  2824. sac.tid = objid;
  2825. sac.creatures = dw->creatures;
  2826. sac.creatures[level].first -= cram;
  2827. sendAndApply(&sac);
  2828. if (warMachine)
  2829. {
  2830. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2831. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2832. ArtifactID artId = c->warMachine;
  2833. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2834. const CArtifact * art = artId.toArtifact();
  2835. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2836. return giveHeroNewArtifact(h, art);
  2837. }
  2838. else
  2839. {
  2840. addToSlot(StackLocation(dst, slot), c, cram);
  2841. }
  2842. return true;
  2843. }
  2844. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2845. {
  2846. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2847. if (!obj->hasStackAtSlot(pos))
  2848. {
  2849. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2850. }
  2851. UpgradeInfo ui;
  2852. getUpgradeInfo(obj, pos, ui);
  2853. PlayerColor player = obj->tempOwner;
  2854. const PlayerState *p = getPlayer(player);
  2855. int crQuantity = obj->stacks.at(pos)->count;
  2856. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2857. //check if upgrade is possible
  2858. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2859. {
  2860. return false;
  2861. }
  2862. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2863. //check if player has enough resources
  2864. if (!p->resources.canAfford(totalCost))
  2865. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2866. //take resources
  2867. giveResources(player, -totalCost);
  2868. //upgrade creature
  2869. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2870. return true;
  2871. }
  2872. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2873. {
  2874. if (!sl.army->hasStackAtSlot(sl.slot))
  2875. COMPLAIN_RET("Cannot find a stack to change type");
  2876. SetStackType sst;
  2877. sst.army = sl.army->id;
  2878. sst.slot = sl.slot;
  2879. sst.type = c->idNumber;
  2880. sendAndApply(&sst);
  2881. return true;
  2882. }
  2883. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2884. {
  2885. assert(src->canBeMergedWith(*dst, allowMerging));
  2886. while(src->stacksCount())//while there are unmoved creatures
  2887. {
  2888. auto i = src->Slots().begin(); //iterator to stack to move
  2889. StackLocation sl(src, i->first); //location of stack to move
  2890. SlotID pos = dst->getSlotFor(i->second->type);
  2891. if (!pos.validSlot())
  2892. {
  2893. //try to merge two other stacks to make place
  2894. std::pair<SlotID, SlotID> toMerge;
  2895. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2896. {
  2897. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2898. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2899. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2900. }
  2901. else
  2902. {
  2903. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2904. return;
  2905. }
  2906. }
  2907. else
  2908. {
  2909. moveStack(sl, StackLocation(dst, pos));
  2910. }
  2911. }
  2912. }
  2913. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2914. {
  2915. const CGTownInstance * town = getTown(tid);
  2916. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2917. {
  2918. if (!town->visitingHero->canBeMergedWith(*town))
  2919. {
  2920. complain("Cannot make garrison swap, not enough free slots!");
  2921. return false;
  2922. }
  2923. moveArmy(town, town->visitingHero, true);
  2924. SetHeroesInTown intown;
  2925. intown.tid = tid;
  2926. intown.visiting = ObjectInstanceID();
  2927. intown.garrison = town->visitingHero->id;
  2928. sendAndApply(&intown);
  2929. return true;
  2930. }
  2931. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2932. {
  2933. //check if moving hero out of town will break 8 wandering heroes limit
  2934. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2935. {
  2936. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2937. return false;
  2938. }
  2939. SetHeroesInTown intown;
  2940. intown.tid = tid;
  2941. intown.garrison = ObjectInstanceID();
  2942. intown.visiting = town->garrisonHero->id;
  2943. sendAndApply(&intown);
  2944. return true;
  2945. }
  2946. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2947. {
  2948. SetHeroesInTown intown;
  2949. intown.tid = tid;
  2950. intown.garrison = town->visitingHero->id;
  2951. intown.visiting = town->garrisonHero->id;
  2952. sendAndApply(&intown);
  2953. return true;
  2954. }
  2955. else
  2956. {
  2957. complain("Cannot swap garrison hero!");
  2958. return false;
  2959. }
  2960. }
  2961. // With the amount of changes done to the function, it's more like transferArtifacts.
  2962. // 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.
  2963. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2964. {
  2965. ArtifactLocation src = al1, dst = al2;
  2966. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2967. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2968. // Make sure exchange is even possible between the two heroes.
  2969. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2970. COMPLAIN_RET("That heroes cannot make any exchange!");
  2971. const CArtifactInstance *srcArtifact = src.getArt();
  2972. const CArtifactInstance *destArtifact = dst.getArt();
  2973. if (srcArtifact == nullptr)
  2974. COMPLAIN_RET("No artifact to move!");
  2975. if (destArtifact && srcPlayer != dstPlayer)
  2976. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2977. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2978. // Moving to the backpack is always allowed.
  2979. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2980. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2981. COMPLAIN_RET("Cannot move artifact!");
  2982. auto srcSlot = src.getSlot();
  2983. auto dstSlot = dst.getSlot();
  2984. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2985. COMPLAIN_RET("Cannot move artifact locks.");
  2986. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2987. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2988. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2989. COMPLAIN_RET("Cannot move catapult!");
  2990. if (dst.slot >= GameConstants::BACKPACK_START)
  2991. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2992. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2993. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2994. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2995. {
  2996. //old artifact must be removed first
  2997. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2998. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2999. }
  3000. MoveArtifact ma;
  3001. ma.src = src;
  3002. ma.dst = dst;
  3003. sendAndApply(&ma);
  3004. return true;
  3005. }
  3006. /**
  3007. * Assembles or disassembles a combination artifact.
  3008. * @param heroID ID of hero holding the artifact(s).
  3009. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3010. * @param assemble True for assembly operation, false for disassembly.
  3011. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3012. * artifact to assemble to. Otherwise it's not used.
  3013. */
  3014. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3015. {
  3016. const CGHeroInstance * hero = getHero(heroID);
  3017. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3018. if (!destArtifact)
  3019. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3020. if (assemble)
  3021. {
  3022. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  3023. if (!combinedArt->constituents)
  3024. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3025. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  3026. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3027. AssembledArtifact aa;
  3028. aa.al = ArtifactLocation(hero, artifactSlot);
  3029. aa.builtArt = combinedArt;
  3030. sendAndApply(&aa);
  3031. }
  3032. else
  3033. {
  3034. if (!destArtifact->artType->constituents)
  3035. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3036. DisassembledArtifact da;
  3037. da.al = ArtifactLocation(hero, artifactSlot);
  3038. sendAndApply(&da);
  3039. }
  3040. return true;
  3041. }
  3042. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3043. {
  3044. const CGHeroInstance * hero = getHero(hid);
  3045. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3046. const CGTownInstance * town = hero->visitedTown;
  3047. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3048. if (aid==ArtifactID::SPELLBOOK)
  3049. {
  3050. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3051. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3052. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3053. )
  3054. return false;
  3055. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3056. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3057. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3058. giveSpells(town,hero);
  3059. return true;
  3060. }
  3061. else
  3062. {
  3063. const CArtifact * art = aid.toArtifact();
  3064. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3065. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3066. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3067. const int price = art->price;
  3068. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3069. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3070. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  3071. {
  3072. giveResource(hero->getOwner(),Res::GOLD,-price);
  3073. return giveHeroNewArtifact(hero, art);
  3074. }
  3075. else
  3076. COMPLAIN_RET("This machine is unavailable here!");
  3077. }
  3078. }
  3079. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3080. {
  3081. if(!h)
  3082. COMPLAIN_RET("Only hero can buy artifacts!");
  3083. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3084. COMPLAIN_RET("That artifact is unavailable!");
  3085. int b1, b2;
  3086. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3087. if (getResource(h->tempOwner, rid) < b1)
  3088. COMPLAIN_RET("You can't afford to buy this artifact!");
  3089. giveResource(h->tempOwner, rid, -b1);
  3090. SetAvailableArtifacts saa;
  3091. if (m->o->ID == Obj::TOWN)
  3092. {
  3093. saa.id = -1;
  3094. saa.arts = CGTownInstance::merchantArtifacts;
  3095. }
  3096. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3097. {
  3098. saa.id = bm->id.getNum();
  3099. saa.arts = bm->artifacts;
  3100. }
  3101. else
  3102. COMPLAIN_RET("Wrong marktet...");
  3103. bool found = false;
  3104. for (const CArtifact *&art : saa.arts)
  3105. {
  3106. if (art && art->id == aid)
  3107. {
  3108. art = nullptr;
  3109. found = true;
  3110. break;
  3111. }
  3112. }
  3113. if (!found)
  3114. COMPLAIN_RET("Cannot find selected artifact on the list");
  3115. sendAndApply(&saa);
  3116. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3117. return true;
  3118. }
  3119. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3120. {
  3121. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3122. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3123. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3124. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3125. int resVal = 0, dump = 1;
  3126. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3127. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3128. giveResource(h->tempOwner, rid, resVal);
  3129. return true;
  3130. }
  3131. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3132. {
  3133. if (!h)
  3134. COMPLAIN_RET("You need hero to buy a skill!");
  3135. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3136. COMPLAIN_RET("Hero already know this skill");
  3137. if (!h->canLearnSkill())
  3138. COMPLAIN_RET("Hero can't learn any more skills");
  3139. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3140. COMPLAIN_RET("The hero can't learn this skill!");
  3141. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3142. COMPLAIN_RET("That skill is unavailable!");
  3143. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3144. COMPLAIN_RET("You can't afford to buy this skill");
  3145. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3146. changeSecSkill(h, skill, 1, true);
  3147. return true;
  3148. }
  3149. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3150. {
  3151. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3152. vstd::amin(val, r1); //can't trade more resources than have
  3153. int b1, b2; //base quantities for trade
  3154. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3155. int units = val / b1; //how many base quantities we trade
  3156. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3157. {
  3158. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3159. }
  3160. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3161. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3162. return true;
  3163. }
  3164. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3165. {
  3166. if(!hero)
  3167. COMPLAIN_RET("Only hero can sell creatures!");
  3168. if (!vstd::contains(hero->Slots(), slot))
  3169. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3170. const CStackInstance &s = hero->getStack(slot);
  3171. if (s.count < count //can't sell more creatures than have
  3172. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3173. {
  3174. COMPLAIN_RET("Not enough creatures in army!");
  3175. }
  3176. int b1, b2; //base quantities for trade
  3177. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3178. int units = count / b1; //how many base quantities we trade
  3179. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3180. {
  3181. //TODO: complain?
  3182. assert(0);
  3183. }
  3184. changeStackCount(StackLocation(hero, slot), -count);
  3185. giveResource(hero->tempOwner, resourceID, b2 * units);
  3186. return true;
  3187. }
  3188. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3189. {
  3190. const CArmedInstance *army = nullptr;
  3191. if (hero)
  3192. army = hero;
  3193. else
  3194. army = dynamic_cast<const CGTownInstance *>(market->o);
  3195. if (!army)
  3196. COMPLAIN_RET("Incorrect call to transform in undead!");
  3197. if (!army->hasStackAtSlot(slot))
  3198. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3199. const CStackInstance &s = army->getStack(slot);
  3200. //resulting creature - bone dragons or skeletons
  3201. CreatureID resCreature = CreatureID::SKELETON;
  3202. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3203. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3204. || (s.getCreatureID() == CreatureID::HYDRA)
  3205. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3206. resCreature = CreatureID::BONE_DRAGON;
  3207. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3208. return true;
  3209. }
  3210. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3211. {
  3212. const PlayerState *p2 = getPlayer(r2, false);
  3213. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3214. {
  3215. complain("Dest player must be in game!");
  3216. return false;
  3217. }
  3218. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3219. vstd::amin(val, curRes1);
  3220. giveResource(player, r1, -val);
  3221. giveResource(r2, r1, val);
  3222. return true;
  3223. }
  3224. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3225. {
  3226. const CGHeroInstance *h = getHero(hid);
  3227. if (!h)
  3228. {
  3229. logGlobal->error("Hero doesn't exist!");
  3230. return false;
  3231. }
  3232. ChangeFormation cf;
  3233. cf.hid = hid;
  3234. cf.formation = formation;
  3235. sendAndApply(&cf);
  3236. return true;
  3237. }
  3238. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3239. {
  3240. const PlayerState * p = getPlayer(player);
  3241. const CGTownInstance * t = getTown(obj->id);
  3242. //common preconditions
  3243. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3244. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3245. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3246. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3247. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3248. {
  3249. return false;
  3250. }
  3251. if (t) //tavern in town
  3252. {
  3253. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3254. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3255. {
  3256. return false;
  3257. }
  3258. }
  3259. else if (obj->ID == Obj::TAVERN)
  3260. {
  3261. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3262. {
  3263. return false;
  3264. }
  3265. }
  3266. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3267. if (!nh)
  3268. {
  3269. complain ("Hero is not available for hiring!");
  3270. return false;
  3271. }
  3272. HeroRecruited hr;
  3273. hr.tid = obj->id;
  3274. hr.hid = nh->subID;
  3275. hr.player = player;
  3276. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3277. sendAndApply(&hr);
  3278. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3279. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3280. const CGHeroInstance *newHero = nullptr;
  3281. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3282. {
  3283. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3284. }
  3285. SetAvailableHeroes sah;
  3286. sah.player = player;
  3287. if (newHero)
  3288. {
  3289. sah.hid[hid] = newHero->subID;
  3290. sah.army[hid].clear();
  3291. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3292. }
  3293. else
  3294. {
  3295. sah.hid[hid] = -1;
  3296. }
  3297. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3298. sendAndApply(&sah);
  3299. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3300. if (t)
  3301. {
  3302. vistiCastleObjects (t, nh);
  3303. giveSpells (t,nh);
  3304. }
  3305. return true;
  3306. }
  3307. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3308. {
  3309. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3310. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3311. logGlobal->trace(answer.toJson());
  3312. auto topQuery = queries.topQuery(player);
  3313. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3314. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3315. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3316. topQuery->setReply(answer);
  3317. queries.popQuery(topQuery);
  3318. return true;
  3319. }
  3320. static EndAction end_action;
  3321. void CGameHandler::updateGateState()
  3322. {
  3323. BattleUpdateGateState db;
  3324. db.state = gs->curB->si.gateState;
  3325. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3326. {
  3327. db.state = EGateState::DESTROYED;
  3328. }
  3329. else if (db.state == EGateState::OPENED)
  3330. {
  3331. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3332. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3333. {
  3334. if (gs->curB->town->subID == ETownType::FORTRESS)
  3335. {
  3336. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3337. db.state = EGateState::CLOSED;
  3338. }
  3339. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3340. db.state = EGateState::BLOCKED;
  3341. else
  3342. db.state = EGateState::CLOSED;
  3343. }
  3344. }
  3345. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3346. db.state = EGateState::BLOCKED;
  3347. else
  3348. db.state = EGateState::CLOSED;
  3349. if (db.state != gs->curB->si.gateState)
  3350. sendAndApply(&db);
  3351. }
  3352. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3353. {
  3354. bool ok = true;
  3355. battle::Target target = ba.getTarget(gs->curB);
  3356. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3357. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3358. logGlobal->trace("Making action: %s", ba.toString());
  3359. switch(ba.actionType)
  3360. {
  3361. case EActionType::WALK: //walk
  3362. case EActionType::DEFEND: //defend
  3363. case EActionType::WAIT: //wait
  3364. case EActionType::WALK_AND_ATTACK: //walk or attack
  3365. case EActionType::SHOOT: //shoot
  3366. case EActionType::CATAPULT: //catapult
  3367. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3368. case EActionType::DAEMON_SUMMONING:
  3369. case EActionType::MONSTER_SPELL:
  3370. if (!stack)
  3371. {
  3372. complain("No such stack!");
  3373. return false;
  3374. }
  3375. if (!stack->alive())
  3376. {
  3377. complain("This stack is dead: " + stack->nodeName());
  3378. return false;
  3379. }
  3380. if (battleTacticDist())
  3381. {
  3382. if (stack && stack->side != battleGetTacticsSide())
  3383. {
  3384. complain("This is not a stack of side that has tactics!");
  3385. return false;
  3386. }
  3387. }
  3388. else if (!isAboutActiveStack)
  3389. {
  3390. complain("Action has to be about active stack!");
  3391. return false;
  3392. }
  3393. }
  3394. auto wrapAction = [this](BattleAction &ba)
  3395. {
  3396. StartAction startAction(ba);
  3397. sendAndApply(&startAction);
  3398. return vstd::makeScopeGuard([&]()
  3399. {
  3400. sendAndApply(&end_action);
  3401. });
  3402. };
  3403. switch(ba.actionType)
  3404. {
  3405. case EActionType::END_TACTIC_PHASE: //wait
  3406. case EActionType::BAD_MORALE:
  3407. case EActionType::NO_ACTION:
  3408. {
  3409. auto wrapper = wrapAction(ba);
  3410. break;
  3411. }
  3412. case EActionType::WALK:
  3413. {
  3414. auto wrapper = wrapAction(ba);
  3415. if(target.size() < 1)
  3416. {
  3417. complain("Destination required for move action.");
  3418. ok = false;
  3419. break;
  3420. }
  3421. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3422. if (!walkedTiles)
  3423. complain("Stack failed movement!");
  3424. break;
  3425. }
  3426. case EActionType::DEFEND:
  3427. {
  3428. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3429. SetStackEffect sse;
  3430. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3431. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3432. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3433. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3434. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3435. int oldDefenceValue = defence.totalValue();
  3436. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3437. defence.push_back(std::make_shared<Bonus>(bonus2));
  3438. int difference = defence.totalValue() - oldDefenceValue;
  3439. std::vector<Bonus> buffer;
  3440. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3441. {
  3442. difference = 1;
  3443. buffer.push_back(alternativeWeakCreatureBonus);
  3444. }
  3445. else
  3446. {
  3447. buffer.push_back(defenseBonusToAdd);
  3448. }
  3449. buffer.push_back(bonus2);
  3450. MetaString text;
  3451. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3452. stack->addNameReplacement(text);
  3453. text.addReplacement(difference);
  3454. sse.battleLog.push_back(text);
  3455. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3456. sendAndApply(&sse);
  3457. //don't break - we share code with next case
  3458. }
  3459. FALLTHROUGH
  3460. case EActionType::WAIT:
  3461. {
  3462. auto wrapper = wrapAction(ba);
  3463. break;
  3464. }
  3465. case EActionType::RETREAT: //retreat/flee
  3466. {
  3467. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3468. complain("Cannot retreat!");
  3469. else
  3470. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3471. break;
  3472. }
  3473. case EActionType::SURRENDER:
  3474. {
  3475. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3476. int cost = gs->curB->battleGetSurrenderCost(player);
  3477. if (cost < 0)
  3478. complain("Cannot surrender!");
  3479. else if (getResource(player, Res::GOLD) < cost)
  3480. complain("Not enough gold to surrender!");
  3481. else
  3482. {
  3483. giveResource(player, Res::GOLD, -cost);
  3484. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3485. }
  3486. break;
  3487. }
  3488. case EActionType::WALK_AND_ATTACK: //walk or attack
  3489. {
  3490. auto wrapper = wrapAction(ba);
  3491. if(!stack)
  3492. {
  3493. complain("No attacker");
  3494. ok = false;
  3495. break;
  3496. }
  3497. if(target.size() < 2)
  3498. {
  3499. complain("Two destinations required for attack action.");
  3500. ok = false;
  3501. break;
  3502. }
  3503. BattleHex attackPos = target.at(0).hexValue;
  3504. BattleHex destinationTile = target.at(1).hexValue;
  3505. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3506. if(!destinationStack)
  3507. {
  3508. complain("Invalid target to attack");
  3509. ok = false;
  3510. break;
  3511. }
  3512. BattleHex startingPos = stack->getPosition();
  3513. int distance = moveStack(ba.stackNumber, attackPos);
  3514. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3515. if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
  3516. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3517. )
  3518. {
  3519. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3520. ok = false;
  3521. break;
  3522. }
  3523. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3524. {
  3525. destinationStack = nullptr;
  3526. }
  3527. if(!destinationStack)
  3528. {
  3529. complain("Unit can not attack itself");
  3530. ok = false;
  3531. break;
  3532. }
  3533. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3534. {
  3535. complain("Attack cannot be performed!");
  3536. ok = false;
  3537. break;
  3538. }
  3539. //attack
  3540. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3541. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  3542. const bool retaliation = destinationStack->ableToRetaliate();
  3543. for (int i = 0; i < totalAttacks; ++i)
  3544. {
  3545. //first strike
  3546. if(i == 0 && firstStrike && retaliation)
  3547. {
  3548. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3549. }
  3550. //move can cause death, eg. by walking into the moat, first strike can cause death as well
  3551. if(stack->alive() && destinationStack->alive())
  3552. {
  3553. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3554. }
  3555. //counterattack
  3556. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3557. if(stack->alive()
  3558. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3559. && (i == 0 && !firstStrike)
  3560. && retaliation && destinationStack->ableToRetaliate())
  3561. {
  3562. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3563. }
  3564. }
  3565. //return
  3566. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  3567. && target.size() == 3
  3568. && startingPos != stack->getPosition()
  3569. && startingPos == target.at(2).hexValue
  3570. && stack->alive())
  3571. {
  3572. moveStack(ba.stackNumber, startingPos);
  3573. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3574. }
  3575. break;
  3576. }
  3577. case EActionType::SHOOT:
  3578. {
  3579. if(target.size() < 1)
  3580. {
  3581. complain("Destination required for shot action.");
  3582. ok = false;
  3583. break;
  3584. }
  3585. auto destination = target.at(0).hexValue;
  3586. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  3587. if (!gs->curB->battleCanShoot(stack, destination))
  3588. {
  3589. complain("Cannot shoot!");
  3590. break;
  3591. }
  3592. if (!destinationStack)
  3593. {
  3594. complain("No target to shoot!");
  3595. break;
  3596. }
  3597. auto wrapper = wrapAction(ba);
  3598. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  3599. //ranged counterattack
  3600. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3601. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3602. && destinationStack->ableToRetaliate()
  3603. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  3604. && stack->alive()) //attacker may have died (fire shield)
  3605. {
  3606. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  3607. }
  3608. //TODO: move to CUnitState
  3609. //extra shot(s) for ballista, based on artillery skill
  3610. if(stack->creatureIndex() == CreatureID::BALLISTA)
  3611. {
  3612. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3613. if(attackingHero)
  3614. {
  3615. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3616. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3617. {
  3618. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3619. }
  3620. }
  3621. }
  3622. //allow more than one additional attack
  3623. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  3624. for(int i = 1; i < totalRangedAttacks; ++i)
  3625. {
  3626. if(
  3627. stack->alive()
  3628. && destinationStack->alive()
  3629. && stack->shots.canUse()
  3630. )
  3631. {
  3632. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3633. }
  3634. }
  3635. break;
  3636. }
  3637. case EActionType::CATAPULT:
  3638. {
  3639. //TODO: unify with spells::effects:Catapult
  3640. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3641. {
  3642. switch(part)
  3643. {
  3644. case EWallPart::GATE:
  3645. return sbi.gate;
  3646. case EWallPart::KEEP:
  3647. return sbi.keep;
  3648. case EWallPart::BOTTOM_TOWER:
  3649. case EWallPart::UPPER_TOWER:
  3650. return sbi.tower;
  3651. case EWallPart::BOTTOM_WALL:
  3652. case EWallPart::BELOW_GATE:
  3653. case EWallPart::OVER_GATE:
  3654. case EWallPart::UPPER_WALL:
  3655. return sbi.wall;
  3656. default:
  3657. return 0;
  3658. }
  3659. };
  3660. auto wrapper = wrapAction(ba);
  3661. if(target.size() < 1)
  3662. {
  3663. complain("Destination required for catapult action.");
  3664. ok = false;
  3665. break;
  3666. }
  3667. auto destination = target.at(0).hexValue;
  3668. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3669. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
  3670. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3671. stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  3672. else
  3673. {
  3674. if(stack->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS)) //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  3675. {
  3676. stackBallisticsParameters = VLC->heroh->ballistics.at(2);
  3677. stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
  3678. }
  3679. else
  3680. stackBallisticsParameters = VLC->heroh->ballistics.at(1);
  3681. stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
  3682. }
  3683. auto wallPart = gs->curB->battleHexToWallPart(destination);
  3684. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3685. {
  3686. complain("catapult tried to attack non-catapultable hex!");
  3687. break;
  3688. }
  3689. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3690. auto &currentHP = gs->curB->si.wallState;
  3691. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3692. {
  3693. complain("catapult tried to attack already destroyed wall part!");
  3694. break;
  3695. }
  3696. for (int g=0; g<stackBallisticsParameters.shots; ++g)
  3697. {
  3698. bool hitSuccessfull = false;
  3699. auto attackedPart = wallPart;
  3700. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  3701. {
  3702. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3703. currentHP.at(attackedPart) != EWallState::NONE &&
  3704. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
  3705. {
  3706. hitSuccessfull = true;
  3707. }
  3708. else // select new target
  3709. {
  3710. std::vector<EWallPart::EWallPart> allowedTargets;
  3711. for (size_t i=0; i< currentHP.size(); i++)
  3712. {
  3713. if(currentHP.at(i) != EWallState::DESTROYED &&
  3714. currentHP.at(i) != EWallState::NONE)
  3715. allowedTargets.push_back(EWallPart::EWallPart(i));
  3716. }
  3717. if (allowedTargets.empty())
  3718. break;
  3719. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3720. }
  3721. }
  3722. while (!hitSuccessfull);
  3723. if (!hitSuccessfull) // break triggered - no target to shoot at
  3724. break;
  3725. CatapultAttack ca; //package for clients
  3726. CatapultAttack::AttackInfo attack;
  3727. attack.attackedPart = attackedPart;
  3728. attack.destinationTile = destination;
  3729. attack.damageDealt = 0;
  3730. BattleUnitsChanged removeUnits;
  3731. int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3732. int dmgRand = getRandomGenerator().nextInt(99);
  3733. //accumulating dmgChance
  3734. dmgChance[1] += dmgChance[0];
  3735. dmgChance[2] += dmgChance[1];
  3736. //calculating dealt damage
  3737. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3738. {
  3739. if (dmgRand <= dmgChance[damage])
  3740. {
  3741. attack.damageDealt = damage;
  3742. break;
  3743. }
  3744. }
  3745. // attacked tile may have changed - update destination
  3746. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3747. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3748. //removing creatures in turrets / keep if one is destroyed
  3749. if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  3750. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3751. {
  3752. int posRemove = -1;
  3753. switch(attackedPart)
  3754. {
  3755. case EWallPart::KEEP:
  3756. posRemove = -2;
  3757. break;
  3758. case EWallPart::BOTTOM_TOWER:
  3759. posRemove = -3;
  3760. break;
  3761. case EWallPart::UPPER_TOWER:
  3762. posRemove = -4;
  3763. break;
  3764. }
  3765. for(auto & elem : gs->curB->stacks)
  3766. {
  3767. if(elem->initialPosition == posRemove)
  3768. {
  3769. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  3770. break;
  3771. }
  3772. }
  3773. }
  3774. ca.attacker = ba.stackNumber;
  3775. ca.attackedParts.push_back(attack);
  3776. sendAndApply(&ca);
  3777. if(!removeUnits.changedStacks.empty())
  3778. sendAndApply(&removeUnits);
  3779. }
  3780. //finish by scope guard
  3781. break;
  3782. }
  3783. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3784. {
  3785. auto wrapper = wrapAction(ba);
  3786. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3787. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  3788. if(target.size() < 1)
  3789. {
  3790. complain("Destination required for heal action.");
  3791. ok = false;
  3792. break;
  3793. }
  3794. const battle::Unit * destStack = nullptr;
  3795. if(target.at(0).unitValue)
  3796. destStack = target.at(0).unitValue;
  3797. else
  3798. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  3799. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3800. {
  3801. complain("There is either no healer, no destination, or healer cannot heal :P");
  3802. }
  3803. else
  3804. {
  3805. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3806. //TODO: allow resurrection for mods
  3807. auto state = destStack->acquireState();
  3808. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  3809. if(toHeal == 0)
  3810. {
  3811. logGlobal->warn("Nothing to heal");
  3812. }
  3813. else
  3814. {
  3815. BattleUnitsChanged pack;
  3816. MetaString text;
  3817. text.addTxt(MetaString::GENERAL_TXT, 414);
  3818. healer->addNameReplacement(text, false);
  3819. destStack->addNameReplacement(text, false);
  3820. text.addReplacement(toHeal);
  3821. pack.battleLog.push_back(text);
  3822. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  3823. info.healthDelta = toHeal;
  3824. state->save(info.data);
  3825. pack.changedStacks.push_back(info);
  3826. sendAndApply(&pack);
  3827. }
  3828. }
  3829. break;
  3830. }
  3831. case EActionType::DAEMON_SUMMONING:
  3832. //TODO: From Strategija:
  3833. //Summon Demon is a level 2 spell.
  3834. {
  3835. if(target.size() < 1)
  3836. {
  3837. complain("Destination required for summon action.");
  3838. ok = false;
  3839. break;
  3840. }
  3841. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
  3842. const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
  3843. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3844. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
  3845. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3846. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3847. ui32 canRiseAmount = canRiseHp / summonedType.toCreature()->MaxHealth();
  3848. battle::UnitInfo info;
  3849. info.id = gs->curB->battleNextUnitId();
  3850. info.count = std::min(canRiseAmount, destStack->baseAmount);
  3851. info.type = summonedType;
  3852. info.side = summoner->side;
  3853. info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
  3854. info.summoned = false;
  3855. BattleUnitsChanged addUnits;
  3856. addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  3857. info.save(addUnits.changedStacks.back().data);
  3858. if(info.count > 0) //there's rare possibility single creature cannot rise desired type
  3859. {
  3860. auto wrapper = wrapAction(ba);
  3861. BattleUnitsChanged removeUnits;
  3862. removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
  3863. sendAndApply(&removeUnits);
  3864. sendAndApply(&addUnits);
  3865. BattleSetStackProperty ssp;
  3866. ssp.stackID = ba.stackNumber;
  3867. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3868. ssp.val = -1;
  3869. ssp.absolute = false;
  3870. sendAndApply(&ssp);
  3871. }
  3872. break;
  3873. }
  3874. case EActionType::MONSTER_SPELL:
  3875. {
  3876. auto wrapper = wrapAction(ba);
  3877. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3878. SpellID spellID = SpellID(ba.actionSubtype);
  3879. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3880. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3881. //TODO special bonus for genies ability
  3882. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3883. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3884. if (spellID < 0)
  3885. complain("That stack can't cast spells!");
  3886. else
  3887. {
  3888. const CSpell * spell = SpellID(spellID).toSpell();
  3889. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  3890. int32_t spellLvl = 0;
  3891. if(spellcaster)
  3892. vstd::amax(spellLvl, spellcaster->val);
  3893. if(randSpellcaster)
  3894. vstd::amax(spellLvl, randSpellcaster->val);
  3895. parameters.setSpellLevel(spellLvl);
  3896. parameters.target = target;
  3897. parameters.cast(spellEnv);
  3898. }
  3899. break;
  3900. }
  3901. }
  3902. if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  3903. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  3904. handleDamageFromObstacle(stack);
  3905. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3906. battleMadeAction.setn(true);
  3907. return ok;
  3908. }
  3909. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3910. {
  3911. bool cheated = true;
  3912. PlayerMessageClient temp_message(player, message);
  3913. sendAndApply(&temp_message);
  3914. std::vector<std::string> cheat;
  3915. boost::split(cheat, message, boost::is_any_of(" "));
  3916. int obj = 0;
  3917. if (cheat.size() == 2)
  3918. {
  3919. obj = std::atoi(cheat[1].c_str());
  3920. if (obj)
  3921. currObj = ObjectInstanceID(obj);
  3922. }
  3923. const CGHeroInstance * hero = getHero(currObj);
  3924. const CGTownInstance * town = getTown(currObj);
  3925. if (!town && hero)
  3926. town = hero->visitedTown;
  3927. if (cheat.size() == 1 || obj)
  3928. handleCheatCode(cheat[0], player, hero, town, cheated);
  3929. else
  3930. {
  3931. for (const auto & i : gs->players)
  3932. {
  3933. if (i.first == PlayerColor::NEUTRAL)
  3934. continue;
  3935. if (cheat[1] == "ai")
  3936. {
  3937. if (i.second.human)
  3938. continue;
  3939. }
  3940. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3941. continue;
  3942. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3943. {
  3944. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3945. }
  3946. else if (cheat[0] == "vcmiarmenelos")
  3947. {
  3948. for (const auto & t : i.second.towns)
  3949. {
  3950. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3951. }
  3952. }
  3953. else
  3954. {
  3955. for (const auto & h : i.second.heroes)
  3956. {
  3957. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3958. }
  3959. }
  3960. }
  3961. }
  3962. if (cheated)
  3963. {
  3964. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3965. sendAndApply(&temp_message);
  3966. if(!player.isSpectator())
  3967. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3968. }
  3969. }
  3970. bool CGameHandler::makeCustomAction(BattleAction & ba)
  3971. {
  3972. switch(ba.actionType)
  3973. {
  3974. case EActionType::HERO_SPELL:
  3975. {
  3976. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3977. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3978. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3979. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  3980. if (!s)
  3981. {
  3982. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  3983. return false;
  3984. }
  3985. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  3986. parameters.target = ba.getTarget(gs->curB);
  3987. spells::detail::ProblemImpl problem;
  3988. if(!s->canBeCast(problem, gs->curB, spells::Mode::HERO, h))//todo: should we check aimed cast?
  3989. {
  3990. logGlobal->warn("Spell cannot be cast!");
  3991. std::vector<std::string> texts;
  3992. problem.getAll(texts);
  3993. for(auto s : texts)
  3994. logGlobal->warn(s);
  3995. return false;
  3996. }
  3997. StartAction start_action(ba);
  3998. sendAndApply(&start_action); //start spell casting
  3999. parameters.cast(spellEnv);
  4000. sendAndApply(&end_action);
  4001. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4002. {
  4003. battleMadeAction.setn(true);
  4004. }
  4005. checkBattleStateChanges();
  4006. if (battleResult.get())
  4007. {
  4008. battleMadeAction.setn(true);
  4009. //battle will be ended by startBattle function
  4010. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4011. }
  4012. return true;
  4013. }
  4014. }
  4015. return false;
  4016. }
  4017. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4018. {
  4019. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4020. for(auto b : bl)
  4021. {
  4022. const CSpell * sp = SpellID(b->subtype).toSpell();
  4023. if(!sp)
  4024. continue;
  4025. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4026. const int32_t level = ((val > 3) ? (val - 3) : val);
  4027. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4028. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4029. battleCast.setEffectDuration(50);
  4030. battleCast.setSpellLevel(level);
  4031. if(val > 3)
  4032. {
  4033. for(auto s : gs->curB->battleGetAllStacks())
  4034. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4035. battleCast.aimToUnit(s);
  4036. }
  4037. else
  4038. {
  4039. battleCast.aimToUnit(st);
  4040. }
  4041. battleCast.applyEffects(spellEnv, false, true);
  4042. }
  4043. }
  4044. void CGameHandler::stackTurnTrigger(const CStack *st)
  4045. {
  4046. BattleTriggerEffect bte;
  4047. bte.stackID = st->ID;
  4048. bte.effect = -1;
  4049. bte.val = 0;
  4050. bte.additionalInfo = 0;
  4051. if (st->alive())
  4052. {
  4053. //unbind
  4054. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  4055. {
  4056. bool unbind = true;
  4057. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  4058. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4059. for (auto b : bl)
  4060. {
  4061. if(b->additionalInfo != CAddInfo::NONE)
  4062. {
  4063. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4064. if(stack)
  4065. {
  4066. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4067. unbind = false;
  4068. }
  4069. }
  4070. else
  4071. {
  4072. unbind = false;
  4073. }
  4074. }
  4075. if (unbind)
  4076. {
  4077. BattleSetStackProperty ssp;
  4078. ssp.which = BattleSetStackProperty::UNBIND;
  4079. ssp.stackID = st->ID;
  4080. sendAndApply(&ssp);
  4081. }
  4082. }
  4083. //regeneration
  4084. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  4085. {
  4086. bte.effect = Bonus::HP_REGENERATION;
  4087. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  4088. }
  4089. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4090. {
  4091. bte.effect = Bonus::HP_REGENERATION;
  4092. bte.val = st->MaxHealth() - st->getFirstHPleft();
  4093. }
  4094. if (bte.val) //anything to heal
  4095. sendAndApply(&bte);
  4096. if (st->hasBonusOfType(Bonus::POISON))
  4097. {
  4098. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  4099. if (b) //TODO: what if not?...
  4100. {
  4101. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4102. if (bte.val < b->val) //(negative) poison effect increases - update it
  4103. {
  4104. bte.effect = Bonus::POISON;
  4105. sendAndApply(&bte);
  4106. }
  4107. }
  4108. }
  4109. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4110. {
  4111. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4112. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4113. if(opponentHero)
  4114. {
  4115. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4116. vstd::amin(manaDrained, opponentHero->mana);
  4117. if(manaDrained)
  4118. {
  4119. bte.effect = Bonus::MANA_DRAIN;
  4120. bte.val = manaDrained;
  4121. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4122. sendAndApply(&bte);
  4123. }
  4124. }
  4125. }
  4126. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4127. {
  4128. bool fearsomeCreature = false;
  4129. for (CStack * stack : gs->curB->stacks)
  4130. {
  4131. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4132. {
  4133. fearsomeCreature = true;
  4134. break;
  4135. }
  4136. }
  4137. if (fearsomeCreature)
  4138. {
  4139. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4140. {
  4141. bte.effect = Bonus::FEAR;
  4142. sendAndApply(&bte);
  4143. }
  4144. }
  4145. }
  4146. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4147. int side = gs->curB->whatSide(st->owner);
  4148. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4149. {
  4150. bool cast = false;
  4151. while(!bl.empty() && !cast)
  4152. {
  4153. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4154. auto spellID = SpellID(bonus->subtype);
  4155. const CSpell * spell = SpellID(spellID).toSpell();
  4156. bl.remove_if([&bonus](const Bonus * b)
  4157. {
  4158. return b == bonus.get();
  4159. });
  4160. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4161. parameters.setSpellLevel(bonus->val);
  4162. parameters.massive = true;
  4163. parameters.smart = true;
  4164. //todo: recheck effect level
  4165. if(parameters.castIfPossible(spellEnv))
  4166. {
  4167. cast = true;
  4168. int cooldown = bonus->additionalInfo[0];
  4169. BattleSetStackProperty ssp;
  4170. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4171. ssp.absolute = false;
  4172. ssp.val = cooldown;
  4173. ssp.stackID = st->unitId();
  4174. sendAndApply(&ssp);
  4175. }
  4176. }
  4177. }
  4178. }
  4179. }
  4180. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4181. {
  4182. if(!curStack->alive())
  4183. return false;
  4184. bool containDamageFromMoat = false;
  4185. bool movementStoped = false;
  4186. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4187. {
  4188. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4189. {
  4190. //helper info
  4191. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4192. const ui8 side = curStack->side;
  4193. if(!spellObstacle)
  4194. COMPLAIN_RET("Invalid obstacle instance");
  4195. if(spellObstacle->trigger)
  4196. {
  4197. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4198. //hidden obstacle triggers effects until revealed
  4199. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4200. {
  4201. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4202. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4203. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4204. if(!sp)
  4205. COMPLAIN_RET("Invalid obstacle instance");
  4206. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4207. battleCast.aimToUnit(curStack);
  4208. battleCast.applyEffects(spellEnv, true);
  4209. if(oneTimeObstacle)
  4210. removeObstacle(*obstacle);
  4211. }
  4212. }
  4213. }
  4214. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4215. {
  4216. auto town = gs->curB->town;
  4217. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4218. if(!containDamageFromMoat)
  4219. {
  4220. containDamageFromMoat = true;
  4221. BattleStackAttacked bsa;
  4222. bsa.damageAmount = damage;
  4223. bsa.stackAttacked = curStack->ID;
  4224. bsa.attackerID = -1;
  4225. curStack->prepareAttacked(bsa, getRandomGenerator());
  4226. StacksInjured si;
  4227. si.stacks.push_back(bsa);
  4228. sendAndApply(&si);
  4229. }
  4230. }
  4231. if(!curStack->alive())
  4232. return false;
  4233. if((obstacle->stopsMovement() && stackIsMoving))
  4234. movementStoped = true;
  4235. }
  4236. if(stackIsMoving)
  4237. return curStack->alive() && !movementStoped;
  4238. else
  4239. return curStack->alive();
  4240. }
  4241. void CGameHandler::handleTimeEvents()
  4242. {
  4243. gs->map->events.sort(evntCmp);
  4244. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4245. {
  4246. CMapEvent ev = gs->map->events.front();
  4247. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4248. {
  4249. auto color = PlayerColor(player);
  4250. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4251. if (pinfo //player exists
  4252. && (ev.players & 1<<player) //event is enabled to this player
  4253. && ((ev.computerAffected && !pinfo->human)
  4254. || (ev.humanAffected && pinfo->human)
  4255. )
  4256. )
  4257. {
  4258. //give resources
  4259. giveResources(color, ev.resources);
  4260. //prepare dialog
  4261. InfoWindow iw;
  4262. iw.player = color;
  4263. iw.text << ev.message;
  4264. for (int i=0; i<ev.resources.size(); i++)
  4265. {
  4266. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4267. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4268. }
  4269. sendAndApply(&iw); //show dialog
  4270. }
  4271. } //PLAYERS LOOP
  4272. if (ev.nextOccurence)
  4273. {
  4274. gs->map->events.pop_front();
  4275. ev.firstOccurence += ev.nextOccurence;
  4276. auto it = gs->map->events.begin();
  4277. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4278. it++;
  4279. gs->map->events.insert(it, ev);
  4280. }
  4281. else
  4282. {
  4283. gs->map->events.pop_front();
  4284. }
  4285. }
  4286. //TODO send only if changed
  4287. UpdateMapEvents ume;
  4288. ume.events = gs->map->events;
  4289. sendAndApply(&ume);
  4290. }
  4291. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4292. {
  4293. town->events.sort(evntCmp);
  4294. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4295. {
  4296. PlayerColor player = town->tempOwner;
  4297. CCastleEvent ev = town->events.front();
  4298. const PlayerState * pinfo = getPlayer(player, false);
  4299. if (pinfo //player exists
  4300. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4301. && ((ev.computerAffected && !pinfo->human)
  4302. || (ev.humanAffected && pinfo->human)))
  4303. {
  4304. // dialog
  4305. InfoWindow iw;
  4306. iw.player = player;
  4307. iw.text << ev.message;
  4308. if (ev.resources.nonZero())
  4309. {
  4310. TResources was = n.res[player];
  4311. n.res[player] += ev.resources;
  4312. n.res[player].amax(0);
  4313. for (int i=0; i<ev.resources.size(); i++)
  4314. 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
  4315. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4316. }
  4317. for (auto & i : ev.buildings)
  4318. {
  4319. if (!town->hasBuilt(i))
  4320. {
  4321. buildStructure(town->id, i, true);
  4322. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4323. }
  4324. }
  4325. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4326. {
  4327. n.cres[town->id].tid = town->id;
  4328. n.cres[town->id].creatures = town->creatures;
  4329. }
  4330. auto & sac = n.cres[town->id];
  4331. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4332. {
  4333. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4334. {
  4335. sac.creatures[i].first += ev.creatures.at(i);
  4336. iw.components.push_back(Component(Component::CREATURE,
  4337. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4338. }
  4339. }
  4340. sendAndApply(&iw); //show dialog
  4341. }
  4342. if (ev.nextOccurence)
  4343. {
  4344. town->events.pop_front();
  4345. ev.firstOccurence += ev.nextOccurence;
  4346. auto it = town->events.begin();
  4347. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4348. it++;
  4349. town->events.insert(it, ev);
  4350. }
  4351. else
  4352. {
  4353. town->events.pop_front();
  4354. }
  4355. }
  4356. //TODO send only if changed
  4357. UpdateCastleEvents uce;
  4358. uce.town = town->id;
  4359. uce.events = town->events;
  4360. sendAndApply(&uce);
  4361. }
  4362. bool CGameHandler::complain(const std::string &problem)
  4363. {
  4364. sendMessageToAll("Server encountered a problem: " + problem);
  4365. logGlobal->error(problem);
  4366. return true;
  4367. }
  4368. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4369. {
  4370. //PlayerColor player = getOwner(hid);
  4371. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4372. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4373. assert(lowerArmy);
  4374. assert(upperArmy);
  4375. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4376. queries.addQuery(garrisonQuery);
  4377. GarrisonDialog gd;
  4378. gd.hid = hid;
  4379. gd.objid = upobj;
  4380. gd.removableUnits = removableUnits;
  4381. gd.queryID = garrisonQuery->queryID;
  4382. sendAndApply(&gd);
  4383. }
  4384. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4385. {
  4386. OpenWindow ow;
  4387. ow.window = OpenWindow::THIEVES_GUILD;
  4388. ow.id1 = player.getNum();
  4389. ow.id2 = requestingObjId.getNum();
  4390. sendAndApply(&ow);
  4391. }
  4392. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4393. {
  4394. if (id1 == id2)
  4395. return true;
  4396. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4397. if (!o1 || !o2)
  4398. return true; //arranging stacks within an object should be always allowed
  4399. if (o1 && o2)
  4400. {
  4401. if (o1->ID == Obj::TOWN)
  4402. {
  4403. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4404. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4405. return true;
  4406. }
  4407. if (o2->ID == Obj::TOWN)
  4408. {
  4409. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4410. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4411. return true;
  4412. }
  4413. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4414. {
  4415. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4416. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4417. // two heroes in same town (garrisoned and visiting)
  4418. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4419. return true;
  4420. }
  4421. //Ongoing garrison exchange
  4422. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4423. {
  4424. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4425. return true;
  4426. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4427. return true;
  4428. }
  4429. }
  4430. return false;
  4431. }
  4432. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4433. {
  4434. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4435. auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
  4436. queries.addQuery(visitQuery); //TODO real visit pos
  4437. HeroVisit hv;
  4438. hv.objId = obj->id;
  4439. hv.heroId = h->id;
  4440. hv.player = h->tempOwner;
  4441. hv.starting = true;
  4442. sendAndApply(&hv);
  4443. obj->onHeroVisit(h);
  4444. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4445. }
  4446. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4447. {
  4448. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4449. HeroVisit hv;
  4450. hv.player = query.players.front();
  4451. hv.heroId = query.visitingHero->id;
  4452. hv.starting = false;
  4453. sendAndApply(&hv);
  4454. }
  4455. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4456. {
  4457. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4458. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4459. {
  4460. complain("Cannot build boat in this shipyard!");
  4461. return false;
  4462. }
  4463. else if (obj->o->ID == Obj::TOWN
  4464. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4465. {
  4466. complain("Cannot build boat in the town - no shipyard!");
  4467. return false;
  4468. }
  4469. const PlayerColor playerID = obj->o->tempOwner;
  4470. TResources boatCost;
  4471. obj->getBoatCost(boatCost);
  4472. TResources aviable = getPlayer(playerID)->resources;
  4473. if (!aviable.canAfford(boatCost))
  4474. {
  4475. complain("Not enough resources to build a boat!");
  4476. return false;
  4477. }
  4478. int3 tile = obj->bestLocation();
  4479. if (!gs->map->isInTheMap(tile))
  4480. {
  4481. complain("Cannot find appropriate tile for a boat!");
  4482. return false;
  4483. }
  4484. //take boat cost
  4485. giveResources(playerID, -boatCost);
  4486. //create boat
  4487. NewObject no;
  4488. no.ID = Obj::BOAT;
  4489. no.subID = obj->getBoatType();
  4490. no.pos = tile + int3(1,0,0);
  4491. sendAndApply(&no);
  4492. return true;
  4493. }
  4494. void CGameHandler::engageIntoBattle(PlayerColor player)
  4495. {
  4496. //notify interfaces
  4497. PlayerBlocked pb;
  4498. pb.player = player;
  4499. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4500. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4501. sendAndApply(&pb);
  4502. }
  4503. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4504. {
  4505. for (auto playerColor : playerColors)
  4506. {
  4507. if (getPlayer(playerColor, false))
  4508. checkVictoryLossConditionsForPlayer(playerColor);
  4509. }
  4510. }
  4511. void CGameHandler::checkVictoryLossConditionsForAll()
  4512. {
  4513. std::set<PlayerColor> playerColors;
  4514. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4515. {
  4516. playerColors.insert(PlayerColor(i));
  4517. }
  4518. checkVictoryLossConditions(playerColors);
  4519. }
  4520. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4521. {
  4522. const PlayerState * p = getPlayer(player);
  4523. if (p->status != EPlayerStatus::INGAME) return;
  4524. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4525. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4526. {
  4527. InfoWindow iw;
  4528. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4529. sendAndApply(&iw);
  4530. PlayerEndsGame peg;
  4531. peg.player = player;
  4532. peg.victoryLossCheckResult = victoryLossCheckResult;
  4533. sendAndApply(&peg);
  4534. if (victoryLossCheckResult.victory())
  4535. {
  4536. //one player won -> all enemies lost
  4537. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4538. {
  4539. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4540. {
  4541. peg.player = i->first;
  4542. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4543. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4544. InfoWindow iw;
  4545. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4546. iw.player = i->first;
  4547. sendAndApply(&iw);
  4548. sendAndApply(&peg);
  4549. }
  4550. }
  4551. if(p->human)
  4552. {
  4553. lobby->state = EServerState::GAMEPLAY_ENDED;
  4554. }
  4555. }
  4556. else
  4557. {
  4558. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4559. auto hlp = p->heroes;
  4560. for (auto h : hlp) //eliminate heroes
  4561. {
  4562. if (h.get())
  4563. removeObject(h);
  4564. }
  4565. //player lost -> all his objects become unflagged (neutral)
  4566. for (auto obj : gs->map->objects) //unflag objs
  4567. {
  4568. if (obj.get() && obj->tempOwner == player)
  4569. setOwner(obj, PlayerColor::NEUTRAL);
  4570. }
  4571. //eliminating one player may cause victory of another:
  4572. std::set<PlayerColor> playerColors;
  4573. //do not copy player state (CBonusSystemNode) by value
  4574. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4575. {
  4576. if (p.first != player)
  4577. playerColors.insert(p.first);
  4578. }
  4579. //notify all players
  4580. for (auto pc : playerColors)
  4581. {
  4582. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4583. {
  4584. InfoWindow iw;
  4585. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4586. iw.player = pc;
  4587. sendAndApply(&iw);
  4588. }
  4589. }
  4590. checkVictoryLossConditions(playerColors);
  4591. }
  4592. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4593. // If we are called before the actual game start, there might be no current player
  4594. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4595. {
  4596. // If player making turn has lost his turn must be over as well
  4597. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4598. }
  4599. }
  4600. }
  4601. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4602. {
  4603. out.player = player;
  4604. out.text.clear();
  4605. out.text << victoryLossCheckResult.messageToSelf;
  4606. // hackish, insert one player-specific string, if applicable
  4607. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4608. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4609. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4610. }
  4611. bool CGameHandler::dig(const CGHeroInstance *h)
  4612. {
  4613. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4614. {
  4615. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4616. {
  4617. complain("Cannot dig - there is already a hole under the hero!");
  4618. return false;
  4619. }
  4620. }
  4621. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4622. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4623. //create a hole
  4624. NewObject no;
  4625. no.ID = Obj::HOLE;
  4626. no.pos = h->getPosition();
  4627. no.subID = 0;
  4628. sendAndApply(&no);
  4629. //take MPs
  4630. SetMovePoints smp;
  4631. smp.hid = h->id;
  4632. smp.val = 0;
  4633. sendAndApply(&smp);
  4634. InfoWindow iw;
  4635. iw.player = h->tempOwner;
  4636. if (gs->map->grailPos == h->getPosition())
  4637. {
  4638. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4639. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4640. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4641. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4642. sendAndApply(&iw);
  4643. iw.soundID = soundBase::invalid;
  4644. iw.text.clear();
  4645. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4646. sendAndApply(&iw);
  4647. }
  4648. else
  4649. {
  4650. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4651. iw.soundID = soundBase::Dig;
  4652. sendAndApply(&iw);
  4653. }
  4654. return true;
  4655. }
  4656. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  4657. {
  4658. if(attacker->hasBonusOfType(attackMode))
  4659. {
  4660. std::set<SpellID> spellsToCast;
  4661. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4662. for(const std::shared_ptr<Bonus> sf : *spells)
  4663. {
  4664. spellsToCast.insert(SpellID(sf->subtype));
  4665. }
  4666. for(SpellID spellID : spellsToCast)
  4667. {
  4668. bool castMe = false;
  4669. if(!defender->alive())
  4670. {
  4671. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4672. return;
  4673. }
  4674. int32_t spellLevel = 0;
  4675. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4676. for(const std::shared_ptr<Bonus> sf : *spellsByType)
  4677. {
  4678. int meleeRanged;
  4679. if(sf->additionalInfo.size() < 2)
  4680. {
  4681. // legacy format
  4682. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  4683. meleeRanged = sf->additionalInfo[0] / 1000;
  4684. }
  4685. else
  4686. {
  4687. vstd::amax(spellLevel, sf->additionalInfo[0]);
  4688. meleeRanged = sf->additionalInfo[1];
  4689. }
  4690. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4691. castMe = true;
  4692. }
  4693. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4694. vstd::amin(chance, 100);
  4695. const CSpell * spell = SpellID(spellID).toSpell();
  4696. spells::AbilityCaster caster(attacker, spellLevel);
  4697. if(!spell->canBeCastAt(gs->curB, spells::Mode::PASSIVE, &caster, defender->getPosition()))
  4698. continue;
  4699. //check if spell should be cast (probability handling)
  4700. if(getRandomGenerator().nextInt(99) >= chance)
  4701. continue;
  4702. //casting
  4703. if(castMe)
  4704. {
  4705. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4706. parameters.aimToUnit(defender);
  4707. parameters.cast(spellEnv);
  4708. }
  4709. }
  4710. }
  4711. }
  4712. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4713. {
  4714. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4715. }
  4716. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4717. {
  4718. if(!attacker->alive() || !defender->alive()) // can be already dead
  4719. return;
  4720. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  4721. if(!defender->alive())
  4722. {
  4723. //don't try death stare or acid breath on dead stack (crash!)
  4724. return;
  4725. }
  4726. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  4727. {
  4728. // mechanics of Death Stare as in H3:
  4729. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4730. //original formula x = min(x, (gorgons_count + 9)/10);
  4731. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4732. vstd::amin(chanceToKill, 1); //cap at 100%
  4733. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4734. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4735. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4736. int maxToKill = (attacker->getCount() + cap - 1) / cap; //not much more than chance * count
  4737. vstd::amin(staredCreatures, maxToKill);
  4738. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  4739. if(staredCreatures)
  4740. {
  4741. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4742. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4743. spells::AbilityCaster caster(attacker, 0);
  4744. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4745. parameters.aimToUnit(defender);
  4746. parameters.setEffectValue(staredCreatures);
  4747. parameters.cast(spellEnv);
  4748. }
  4749. }
  4750. if(!defender->alive())
  4751. return;
  4752. int64_t acidDamage = 0;
  4753. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4754. for(const std::shared_ptr<Bonus> b : *acidBreath)
  4755. {
  4756. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  4757. acidDamage += b->val;
  4758. }
  4759. if(acidDamage > 0)
  4760. {
  4761. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4762. spells::AbilityCaster caster(attacker, 0);
  4763. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4764. parameters.aimToUnit(defender);
  4765. parameters.setEffectValue(acidDamage * attacker->getCount());
  4766. parameters.cast(spellEnv);
  4767. }
  4768. if(!defender->alive())
  4769. return;
  4770. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4771. {
  4772. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4773. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4774. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4775. return;
  4776. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo[0];
  4777. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4778. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4779. return;
  4780. battle::UnitInfo resurrectInfo;
  4781. resurrectInfo.id = gs->curB->battleNextUnitId();
  4782. resurrectInfo.summoned = false;
  4783. resurrectInfo.position = defender->getPosition();
  4784. resurrectInfo.side = defender->unitSide();
  4785. if(bonusAdditionalInfo != CAddInfo::NONE)
  4786. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  4787. else
  4788. resurrectInfo.type = attacker->creatureId();
  4789. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4790. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  4791. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4792. resurrectInfo.count = defender->getCount();
  4793. else
  4794. return; //wrong subtype
  4795. BattleUnitsChanged addUnits;
  4796. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  4797. resurrectInfo.save(addUnits.changedStacks.back().data);
  4798. BattleUnitsChanged removeUnits;
  4799. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  4800. sendAndApply(&removeUnits);
  4801. sendAndApply(&addUnits);
  4802. }
  4803. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  4804. {
  4805. double chanceToTrigger = 0;
  4806. int amountToDie = 0;
  4807. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  4808. {
  4809. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  4810. int percentageToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(0)))->additionalInfo[0];
  4811. amountToDie = defender->getCount() * percentageToDie * 0.01f;
  4812. }
  4813. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  4814. {
  4815. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  4816. amountToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(1)))->additionalInfo[0];
  4817. }
  4818. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4819. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4820. return;
  4821. BattleStackAttacked bsa;
  4822. bsa.attackerID = -1;
  4823. bsa.stackAttacked = defender->ID;
  4824. bsa.damageAmount = amountToDie * defender->MaxHealth();
  4825. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4826. bsa.spellID = SpellID::SLAYER;
  4827. defender->prepareAttacked(bsa, getRandomGenerator());
  4828. StacksInjured si;
  4829. si.stacks.push_back(bsa);
  4830. sendAndApply(&si);
  4831. }
  4832. }
  4833. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4834. {
  4835. if (!t.visitableObjects.empty())
  4836. {
  4837. //to prevent self-visiting heroes on space press
  4838. if (t.visitableObjects.back() != h)
  4839. objectVisited(t.visitableObjects.back(), h);
  4840. else if (t.visitableObjects.size() > 1)
  4841. objectVisited(*(t.visitableObjects.end()-2),h);
  4842. }
  4843. }
  4844. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  4845. {
  4846. if (!hero)
  4847. COMPLAIN_RET("You need hero to sacrifice creature!");
  4848. int expSum = 0;
  4849. auto finish = [this, &hero, &expSum]()
  4850. {
  4851. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4852. };
  4853. for(int i = 0; i < slot.size(); ++i)
  4854. {
  4855. int oldCount = hero->getStackCount(slot[i]);
  4856. if(oldCount < count[i])
  4857. {
  4858. finish();
  4859. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4860. }
  4861. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  4862. {
  4863. finish();
  4864. COMPLAIN_RET("Cannot sacrifice last creature!");
  4865. }
  4866. int crid = hero->getStack(slot[i]).type->idNumber;
  4867. changeStackCount(StackLocation(hero, slot[i]), -count[i]);
  4868. int dump, exp;
  4869. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4870. exp *= count[i];
  4871. expSum += exp;
  4872. }
  4873. finish();
  4874. return true;
  4875. }
  4876. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  4877. {
  4878. if (!hero)
  4879. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4880. int expSum = 0;
  4881. auto finish = [this, &hero, &expSum]()
  4882. {
  4883. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4884. };
  4885. for(int i = 0; i < slot.size(); ++i)
  4886. {
  4887. ArtifactLocation al(hero, slot[i]);
  4888. const CArtifactInstance * a = al.getArt();
  4889. if(!a)
  4890. {
  4891. finish();
  4892. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4893. }
  4894. const CArtifactInstance * art = hero->getArt(slot[i]);
  4895. if(!art)
  4896. {
  4897. finish();
  4898. COMPLAIN_RET("No artifact at position to sacrifice!");
  4899. }
  4900. si32 typId = art->artType->id;
  4901. int dmp, expToGive;
  4902. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4903. expSum += expToGive;
  4904. removeArtifact(al);
  4905. }
  4906. finish();
  4907. return true;
  4908. }
  4909. void CGameHandler::makeStackDoNothing(const CStack * next)
  4910. {
  4911. BattleAction doNothing;
  4912. doNothing.actionType = EActionType::NO_ACTION;
  4913. doNothing.side = next->side;
  4914. doNothing.stackNumber = next->ID;
  4915. makeAutomaticAction(next, doNothing);
  4916. }
  4917. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4918. {
  4919. if (sl.army->hasStackAtSlot(sl.slot))
  4920. COMPLAIN_RET("Slot is already taken!");
  4921. if (!sl.slot.validSlot())
  4922. COMPLAIN_RET("Cannot insert stack to that slot!");
  4923. InsertNewStack ins;
  4924. ins.army = sl.army->id;
  4925. ins.slot = sl.slot;
  4926. ins.type = c->idNumber;
  4927. ins.count = count;
  4928. sendAndApply(&ins);
  4929. return true;
  4930. }
  4931. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  4932. {
  4933. if (!sl.army->hasStackAtSlot(sl.slot))
  4934. COMPLAIN_RET("Cannot find a stack to erase");
  4935. if (sl.army->stacksCount() == 1 //from the last stack
  4936. && sl.army->needsLastStack() //that must be left
  4937. && !forceRemoval) //ignore above conditions if we are forcing removal
  4938. {
  4939. COMPLAIN_RET("Cannot erase the last stack!");
  4940. }
  4941. EraseStack es;
  4942. es.army = sl.army->id;
  4943. es.slot = sl.slot;
  4944. sendAndApply(&es);
  4945. return true;
  4946. }
  4947. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  4948. {
  4949. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4950. if ((absoluteValue && count < 0)
  4951. || (!absoluteValue && -count > currentCount))
  4952. {
  4953. COMPLAIN_RET("Cannot take more stacks than present!");
  4954. }
  4955. if ((currentCount == -count && !absoluteValue)
  4956. || (!count && absoluteValue))
  4957. {
  4958. eraseStack(sl);
  4959. }
  4960. else
  4961. {
  4962. ChangeStackCount csc;
  4963. csc.army = sl.army->id;
  4964. csc.slot = sl.slot;
  4965. csc.count = count;
  4966. csc.absoluteValue = absoluteValue;
  4967. sendAndApply(&csc);
  4968. }
  4969. return true;
  4970. }
  4971. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4972. {
  4973. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4974. if (!slotC) //slot is empty
  4975. insertNewStack(sl, c, count);
  4976. else if (c == slotC)
  4977. changeStackCount(sl, count);
  4978. else
  4979. {
  4980. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4981. }
  4982. return true;
  4983. }
  4984. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4985. {
  4986. if (removeObjWhenFinished)
  4987. removeAfterVisit(src);
  4988. if (!src->canBeMergedWith(*dst, allowMerging))
  4989. {
  4990. if (allowMerging) //do that, add all matching creatures.
  4991. {
  4992. bool cont = true;
  4993. while (cont)
  4994. {
  4995. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4996. {
  4997. SlotID pos = dst->getSlotFor(i->second->type);
  4998. if (pos.validSlot())
  4999. {
  5000. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5001. cont = true;
  5002. break; //or iterator crashes
  5003. }
  5004. cont = false;
  5005. }
  5006. }
  5007. }
  5008. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5009. }
  5010. else //merge
  5011. {
  5012. moveArmy(src, dst, allowMerging);
  5013. }
  5014. }
  5015. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5016. {
  5017. if (!src.army->hasStackAtSlot(src.slot))
  5018. COMPLAIN_RET("No stack to move!");
  5019. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5020. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5021. if (!dst.slot.validSlot())
  5022. COMPLAIN_RET("Cannot move stack to that slot!");
  5023. if (count == -1)
  5024. {
  5025. count = src.army->getStackCount(src.slot);
  5026. }
  5027. if (src.army != dst.army //moving away
  5028. && count == src.army->getStackCount(src.slot) //all creatures
  5029. && src.army->stacksCount() == 1 //from the last stack
  5030. && src.army->needsLastStack()) //that must be left
  5031. {
  5032. COMPLAIN_RET("Cannot move away the last creature!");
  5033. }
  5034. RebalanceStacks rs;
  5035. rs.srcArmy = src.army->id;
  5036. rs.dstArmy = dst.army->id;
  5037. rs.srcSlot = src.slot;
  5038. rs.dstSlot = dst.slot;
  5039. rs.count = count;
  5040. sendAndApply(&rs);
  5041. return true;
  5042. }
  5043. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5044. {
  5045. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5046. {
  5047. return moveStack(sl2, sl1);
  5048. }
  5049. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5050. {
  5051. return moveStack(sl1, sl2);
  5052. }
  5053. else
  5054. {
  5055. SwapStacks ss;
  5056. ss.srcArmy = sl1.army->id;
  5057. ss.dstArmy = sl2.army->id;
  5058. ss.srcSlot = sl1.slot;
  5059. ss.dstSlot = sl2.slot;
  5060. sendAndApply(&ss);
  5061. return true;
  5062. }
  5063. }
  5064. void CGameHandler::runBattle()
  5065. {
  5066. setBattle(gs->curB);
  5067. assert(gs->curB);
  5068. //TODO: pre-tactic stuff, call scripts etc.
  5069. //tactic round
  5070. {
  5071. while (gs->curB->tacticDistance && !battleResult.get())
  5072. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5073. }
  5074. //initial stacks appearance triggers, e.g. built-in bonus spells
  5075. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5076. for (CStack * stack : initialStacks)
  5077. {
  5078. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5079. {
  5080. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  5081. auto accessibility = getAccesibility();
  5082. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5083. std::vector<BattleHex> targetHexes;
  5084. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5085. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5086. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5087. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5088. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5089. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5090. if (!guardianIsBig)
  5091. targetHexes = stack->getSurroundingHexes();
  5092. else
  5093. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5094. for(auto hex : targetHexes)
  5095. {
  5096. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5097. {
  5098. battle::UnitInfo info;
  5099. info.id = gs->curB->battleNextUnitId();
  5100. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5101. info.type = creatureData;
  5102. info.side = stack->side;
  5103. info.position = hex;
  5104. info.summoned = true;
  5105. BattleUnitsChanged pack;
  5106. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5107. info.save(pack.changedStacks.back().data);
  5108. sendAndApply(&pack);
  5109. }
  5110. }
  5111. }
  5112. stackEnchantedTrigger(stack);
  5113. }
  5114. //spells opening battle
  5115. for (int i = 0; i < 2; ++i)
  5116. {
  5117. auto h = gs->curB->battleGetFightingHero(i);
  5118. if (h)
  5119. {
  5120. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5121. for (auto b : *bl)
  5122. {
  5123. spells::BonusCaster caster(h, b);
  5124. const CSpell * spell = SpellID(b->subtype).toSpell();
  5125. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5126. parameters.setSpellLevel(3);
  5127. parameters.setEffectDuration(b->val);
  5128. parameters.massive = true;
  5129. parameters.castIfPossible(spellEnv);
  5130. }
  5131. }
  5132. }
  5133. bool firstRound = true;//FIXME: why first round is -1?
  5134. //main loop
  5135. while (!battleResult.get()) //till the end of the battle ;]
  5136. {
  5137. BattleNextRound bnr;
  5138. bnr.round = gs->curB->round + 1;
  5139. logGlobal->debug("Round %d", bnr.round);
  5140. sendAndApply(&bnr);
  5141. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5142. for (auto &obstPtr : obstacles)
  5143. {
  5144. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5145. if (sco->turnsRemaining == 0)
  5146. removeObstacle(*obstPtr);
  5147. }
  5148. const BattleInfo & curB = *gs->curB;
  5149. for(auto stack : curB.stacks)
  5150. {
  5151. if(stack->alive() && !firstRound)
  5152. stackEnchantedTrigger(stack);
  5153. }
  5154. //stack loop
  5155. auto getNextStack = [this]() -> const CStack *
  5156. {
  5157. if(battleResult.get())
  5158. return nullptr;
  5159. std::vector<battle::Units> q;
  5160. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5161. if(!q.empty())
  5162. {
  5163. if(!q.front().empty())
  5164. {
  5165. auto next = q.front().front();
  5166. if(next->willMove())
  5167. return dynamic_cast<const CStack *>(next);
  5168. }
  5169. }
  5170. return nullptr;
  5171. };
  5172. const CStack * next = nullptr;
  5173. while((next = getNextStack()))
  5174. {
  5175. BattleUnitsChanged removeGhosts;
  5176. for(auto stack : curB.stacks)
  5177. {
  5178. if(stack->ghostPending)
  5179. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5180. }
  5181. if(!removeGhosts.changedStacks.empty())
  5182. sendAndApply(&removeGhosts);
  5183. //check for bad morale => freeze
  5184. int nextStackMorale = next->MoraleVal();
  5185. if (nextStackMorale < 0 &&
  5186. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5187. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5188. )
  5189. {
  5190. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5191. {
  5192. //unit loses its turn - empty freeze action
  5193. BattleAction ba;
  5194. ba.actionType = EActionType::BAD_MORALE;
  5195. ba.side = next->side;
  5196. ba.stackNumber = next->ID;
  5197. makeAutomaticAction(next, ba);
  5198. continue;
  5199. }
  5200. }
  5201. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5202. {
  5203. logGlobal->trace("Handle Berserk effect");
  5204. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5205. if (attackInfo.first != nullptr)
  5206. {
  5207. BattleAction attack;
  5208. attack.actionType = EActionType::WALK_AND_ATTACK;
  5209. attack.side = next->side;
  5210. attack.stackNumber = next->ID;
  5211. attack.aimToHex(attackInfo.second);
  5212. attack.aimToUnit(attackInfo.first);
  5213. makeAutomaticAction(next, attack);
  5214. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5215. }
  5216. else
  5217. {
  5218. makeStackDoNothing(next);
  5219. logGlobal->trace("No target found");
  5220. }
  5221. continue;
  5222. }
  5223. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5224. const int stackCreatureId = next->getCreature()->idNumber;
  5225. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5226. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5227. {
  5228. BattleAction attack;
  5229. attack.actionType = EActionType::SHOOT;
  5230. attack.side = next->side;
  5231. attack.stackNumber = next->ID;
  5232. //TODO: select target by priority
  5233. const battle::Unit * target = nullptr;
  5234. for(auto & elem : gs->curB->stacks)
  5235. {
  5236. if(elem->owner != next->owner && elem->isValidTarget())
  5237. {
  5238. target = elem;
  5239. break;
  5240. }
  5241. }
  5242. if(target == nullptr)
  5243. {
  5244. makeStackDoNothing(next);
  5245. }
  5246. else
  5247. {
  5248. attack.aimToUnit(target);
  5249. makeAutomaticAction(next, attack);
  5250. }
  5251. continue;
  5252. }
  5253. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5254. {
  5255. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5256. if (attackableBattleHexes.empty())
  5257. {
  5258. makeStackDoNothing(next);
  5259. continue;
  5260. }
  5261. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5262. {
  5263. BattleAction attack;
  5264. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5265. attack.aimToHex(destination);
  5266. attack.actionType = EActionType::CATAPULT;
  5267. attack.side = next->side;
  5268. attack.stackNumber = next->ID;
  5269. makeAutomaticAction(next, attack);
  5270. continue;
  5271. }
  5272. }
  5273. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5274. {
  5275. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5276. {
  5277. return s->owner == next->owner && s->canBeHealed();
  5278. });
  5279. if (!possibleStacks.size())
  5280. {
  5281. makeStackDoNothing(next);
  5282. continue;
  5283. }
  5284. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5285. {
  5286. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5287. const CStack * toBeHealed = possibleStacks.front();
  5288. BattleAction heal;
  5289. heal.actionType = EActionType::STACK_HEAL;
  5290. heal.aimToUnit(toBeHealed);
  5291. heal.side = next->side;
  5292. heal.stackNumber = next->ID;
  5293. makeAutomaticAction(next, heal);
  5294. continue;
  5295. }
  5296. }
  5297. int numberOfAsks = 1;
  5298. bool breakOuter = false;
  5299. do
  5300. {//ask interface and wait for answer
  5301. if (!battleResult.get())
  5302. {
  5303. stackTurnTrigger(next); //various effects
  5304. if(next->fear)
  5305. {
  5306. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5307. }
  5308. else
  5309. {
  5310. logGlobal->trace("Activating %s", next->nodeName());
  5311. auto nextId = next->ID;
  5312. BattleSetActiveStack sas;
  5313. sas.stack = nextId;
  5314. sendAndApply(&sas);
  5315. auto actionWasMade = [&]() -> bool
  5316. {
  5317. if (battleMadeAction.data)//active stack has made its action
  5318. return true;
  5319. if (battleResult.get())// battle is finished
  5320. return true;
  5321. if (next == nullptr)//active stack was been removed
  5322. return true;
  5323. return !next->alive();//active stack is dead
  5324. };
  5325. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5326. battleMadeAction.data = false;
  5327. while (!actionWasMade())
  5328. {
  5329. battleMadeAction.cond.wait(lock);
  5330. if (battleGetStackByID(nextId, false) != next)
  5331. next = nullptr; //it may be removed, while we wait
  5332. }
  5333. }
  5334. }
  5335. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5336. {
  5337. breakOuter = true;
  5338. break;
  5339. }
  5340. //we're after action, all results applied
  5341. checkBattleStateChanges(); //check if this action ended the battle
  5342. if(next != nullptr)
  5343. {
  5344. //check for good morale
  5345. nextStackMorale = next->MoraleVal();
  5346. if(!next->hadMorale //only one extra move per turn possible
  5347. && !next->defending
  5348. && !next->waited()
  5349. && !next->fear
  5350. && next->alive()
  5351. && nextStackMorale > 0
  5352. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5353. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5354. )
  5355. {
  5356. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5357. {
  5358. BattleTriggerEffect bte;
  5359. bte.stackID = next->ID;
  5360. bte.effect = Bonus::MORALE;
  5361. bte.val = 1;
  5362. bte.additionalInfo = 0;
  5363. sendAndApply(&bte); //play animation
  5364. ++numberOfAsks; //move this stack once more
  5365. }
  5366. }
  5367. }
  5368. --numberOfAsks;
  5369. } while (numberOfAsks > 0);
  5370. if (breakOuter)
  5371. {
  5372. break;
  5373. }
  5374. }
  5375. firstRound = false;
  5376. }
  5377. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5378. }
  5379. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5380. {
  5381. BattleSetActiveStack bsa;
  5382. bsa.stack = stack->ID;
  5383. bsa.askPlayerInterface = false;
  5384. sendAndApply(&bsa);
  5385. bool ret = makeBattleAction(ba);
  5386. checkBattleStateChanges();
  5387. return ret;
  5388. }
  5389. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5390. {
  5391. assert(a->artType);
  5392. ArtifactLocation al;
  5393. al.artHolder = const_cast<CGHeroInstance*>(h);
  5394. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5395. if (pos < 0)
  5396. {
  5397. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5398. slot = a->firstAvailableSlot(h);
  5399. else
  5400. slot = a->firstBackpackSlot(h);
  5401. }
  5402. else
  5403. {
  5404. slot = pos;
  5405. }
  5406. al.slot = slot;
  5407. if (slot < 0 || !a->canBePutAt(al))
  5408. {
  5409. complain("Cannot put artifact in that slot!");
  5410. return;
  5411. }
  5412. putArtifact(al, a);
  5413. }
  5414. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5415. {
  5416. PutArtifact pa;
  5417. pa.art = a;
  5418. pa.al = al;
  5419. sendAndApply(&pa);
  5420. }
  5421. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5422. {
  5423. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5424. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5425. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5426. giveHeroNewArtifact(h, art, slot);
  5427. return true;
  5428. }
  5429. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5430. {
  5431. CArtifactInstance *a = nullptr;
  5432. if (!artType->constituents)
  5433. {
  5434. a = new CArtifactInstance();
  5435. }
  5436. else
  5437. {
  5438. a = new CCombinedArtifactInstance();
  5439. }
  5440. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5441. NewArtifact na;
  5442. na.art = a;
  5443. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5444. giveHeroArtifact(h, a, pos);
  5445. }
  5446. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5447. {
  5448. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5449. if (battleResult.data)
  5450. {
  5451. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5452. % battleResult.data->result % resultType).str());
  5453. return;
  5454. }
  5455. auto br = new BattleResult();
  5456. br->result = resultType;
  5457. br->winner = victoriusSide; //surrendering side loses
  5458. gs->curB->calculateCasualties(br->casualties);
  5459. battleResult.data = br;
  5460. }
  5461. void CGameHandler::commitPackage(CPackForClient *pack)
  5462. {
  5463. sendAndApply(pack);
  5464. }
  5465. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5466. {
  5467. std::vector<int3>::iterator tile;
  5468. std::vector<int3> tiles;
  5469. getFreeTiles(tiles);
  5470. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5471. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5472. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5473. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5474. for (int i = 0; i < amount; ++i)
  5475. {
  5476. tile = tiles.begin();
  5477. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5478. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5479. tiles.erase(tile); //not use it again
  5480. }
  5481. }
  5482. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5483. {
  5484. if (cheat == "vcmiistari")
  5485. {
  5486. if (!hero) return;
  5487. ///Give hero spellbook
  5488. if (!hero->hasSpellbook())
  5489. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5490. ///Give all spells with bonus (to allow banned spells)
  5491. GiveBonus giveBonus(GiveBonus::HERO);
  5492. giveBonus.id = hero->id.getNum();
  5493. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5494. //start with level 0 to skip abilities
  5495. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5496. {
  5497. giveBonus.bonus.subtype = level;
  5498. sendAndApply(&giveBonus);
  5499. }
  5500. ///Give mana
  5501. SetMana sm;
  5502. sm.hid = hero->id;
  5503. sm.val = 999;
  5504. sm.absolute = true;
  5505. sendAndApply(&sm);
  5506. }
  5507. else if (cheat == "vcmiarmenelos")
  5508. {
  5509. if (!town) return;
  5510. ///Build all buildings in selected town
  5511. for (auto & build : town->town->buildings)
  5512. {
  5513. if (!town->hasBuilt(build.first)
  5514. && !build.second->Name().empty()
  5515. && build.first != BuildingID::SHIP)
  5516. {
  5517. buildStructure(town->id, build.first, true);
  5518. }
  5519. }
  5520. }
  5521. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5522. {
  5523. if (!hero) return;
  5524. ///Gives N creatures into each slot
  5525. std::map<std::string, std::pair<int, int>> creatures;
  5526. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5527. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5528. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5529. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5530. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5531. if (!hero->hasStackAtSlot(SlotID(i)))
  5532. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5533. }
  5534. else if (cheat == "vcminoldor")
  5535. {
  5536. if (!hero) return;
  5537. ///Give all war machines to hero
  5538. if (!hero->getArt(ArtifactPosition::MACH1))
  5539. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5540. if (!hero->getArt(ArtifactPosition::MACH2))
  5541. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5542. if (!hero->getArt(ArtifactPosition::MACH3))
  5543. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5544. }
  5545. else if (cheat == "vcmiforgeofnoldorking")
  5546. {
  5547. if (!hero) return;
  5548. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5549. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5550. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5551. }
  5552. else if (cheat == "vcmiglorfindel")
  5553. {
  5554. if (!hero) return;
  5555. ///selected hero gains a new level
  5556. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5557. }
  5558. else if (cheat == "vcminahar")
  5559. {
  5560. if (!hero) return;
  5561. ///Give 1000000 movement points to hero
  5562. SetMovePoints smp;
  5563. smp.hid = hero->id;
  5564. smp.val = 1000000;
  5565. sendAndApply(&smp);
  5566. GiveBonus gb(GiveBonus::HERO);
  5567. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5568. gb.bonus.duration = Bonus::ONE_DAY;
  5569. gb.bonus.source = Bonus::OTHER;
  5570. gb.id = hero->id.getNum();
  5571. giveHeroBonus(&gb);
  5572. }
  5573. else if (cheat == "vcmiformenos")
  5574. {
  5575. ///Give resources to player
  5576. TResources resources;
  5577. resources[Res::GOLD] = 100000;
  5578. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5579. resources[i] = 100;
  5580. giveResources(player, resources);
  5581. }
  5582. else if (cheat == "vcmisilmaril")
  5583. {
  5584. ///Player wins
  5585. PlayerCheated pc;
  5586. pc.player = player;
  5587. pc.winningCheatCode = true;
  5588. sendAndApply(&pc);
  5589. }
  5590. else if (cheat == "vcmimelkor")
  5591. {
  5592. ///Player looses
  5593. PlayerCheated pc;
  5594. pc.player = player;
  5595. pc.losingCheatCode = true;
  5596. sendAndApply(&pc);
  5597. }
  5598. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5599. {
  5600. ///Reveal or conceal FoW
  5601. FoWChange fc;
  5602. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5603. fc.player = player;
  5604. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5605. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5606. int lastUnc = 0;
  5607. for (int i = 0; i < gs->map->width; i++)
  5608. for (int j = 0; j < gs->map->height; j++)
  5609. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5610. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5611. hlp_tab[lastUnc++] = int3(i, j, k);
  5612. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5613. delete [] hlp_tab;
  5614. sendAndApply(&fc);
  5615. }
  5616. else
  5617. cheated = false;
  5618. }
  5619. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5620. {
  5621. BattleObstaclesChanged obsRem;
  5622. obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
  5623. sendAndApply(&obsRem);
  5624. }
  5625. void CGameHandler::synchronizeArtifactHandlerLists()
  5626. {
  5627. UpdateArtHandlerLists uahl;
  5628. uahl.treasures = VLC->arth->treasures;
  5629. uahl.minors = VLC->arth->minors;
  5630. uahl.majors = VLC->arth->majors;
  5631. uahl.relics = VLC->arth->relics;
  5632. sendAndApply(&uahl);
  5633. }
  5634. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5635. {
  5636. return vstd::contains(gs->map->objects, obj);
  5637. }
  5638. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5639. {
  5640. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5641. return false;
  5642. auto query = queries.topQuery(player);
  5643. if (query && query->blocksPack(pack))
  5644. {
  5645. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5646. return true;
  5647. }
  5648. return false;
  5649. }
  5650. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5651. {
  5652. //If the object is being visited, there must be a matching query
  5653. for (const auto &query : queries.allQueries())
  5654. {
  5655. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5656. {
  5657. if (someVistQuery->visitedObject == object)
  5658. {
  5659. someVistQuery->removeObjectAfterVisit = true;
  5660. return;
  5661. }
  5662. }
  5663. }
  5664. //If we haven't returned so far, there is no query and no visit, call was wrong
  5665. assert("This function needs to be called during the object visit!");
  5666. }
  5667. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5668. {
  5669. std::unordered_set<int3, ShashInt3> tiles;
  5670. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5671. if (hide)
  5672. {
  5673. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5674. auto p = getPlayer(player);
  5675. for (auto h : p->heroes)
  5676. {
  5677. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5678. }
  5679. for (auto t : p->towns)
  5680. {
  5681. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5682. }
  5683. for (auto tile : observedTiles)
  5684. vstd::erase_if_present (tiles, tile);
  5685. }
  5686. changeFogOfWar(tiles, player, hide);
  5687. }
  5688. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5689. {
  5690. FoWChange fow;
  5691. fow.tiles = tiles;
  5692. fow.player = player;
  5693. fow.mode = hide? 0 : 1;
  5694. sendAndApply(&fow);
  5695. }
  5696. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5697. {
  5698. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5699. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5700. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5701. return true;
  5702. }
  5703. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5704. army(_army)
  5705. {
  5706. heroWithDeadCommander = ObjectInstanceID();
  5707. PlayerColor color = army->tempOwner;
  5708. if(color == PlayerColor::UNFLAGGABLE)
  5709. color = PlayerColor::NEUTRAL;
  5710. for(CStack * st : bat->stacks)
  5711. {
  5712. if(st->summoned) //don't take into account temporary summoned stacks
  5713. continue;
  5714. if(st->owner != color) //remove only our stacks
  5715. continue;
  5716. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5717. st->health.takeResurrected();
  5718. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5719. {
  5720. logGlobal->debug("Ignored arrow towers stack.");
  5721. }
  5722. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5723. {
  5724. auto warMachine = st->type->warMachine;
  5725. if(warMachine == ArtifactID::NONE)
  5726. {
  5727. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5728. }
  5729. //catapult artifact remain even if "creature" killed in siege
  5730. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5731. {
  5732. logGlobal->debug("War machine has been destroyed");
  5733. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5734. if (hero)
  5735. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5736. else
  5737. logGlobal->error("War machine in army without hero");
  5738. }
  5739. }
  5740. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5741. {
  5742. if(st->alive() && st->getCount() > 0)
  5743. {
  5744. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5745. const CreatureID summonedType = st->type->idNumber;
  5746. summoned[summonedType] += st->getCount();
  5747. }
  5748. }
  5749. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5750. {
  5751. if (nullptr == st->base)
  5752. {
  5753. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5754. }
  5755. else
  5756. {
  5757. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5758. if(c)
  5759. {
  5760. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5761. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5762. {
  5763. logGlobal->debug("Commander is dead.");
  5764. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5765. }
  5766. }
  5767. else
  5768. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5769. }
  5770. }
  5771. else if(st->base && !army->slotEmpty(st->slot))
  5772. {
  5773. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  5774. if(st->getCount() == 0 || !st->alive())
  5775. {
  5776. logGlobal->debug("Stack has been destroyed.");
  5777. StackLocation sl(army, st->slot);
  5778. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5779. }
  5780. else if(st->getCount() < army->getStackCount(st->slot))
  5781. {
  5782. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  5783. StackLocation sl(army, st->slot);
  5784. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5785. }
  5786. else if(st->getCount() > army->getStackCount(st->slot))
  5787. {
  5788. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  5789. StackLocation sl(army, st->slot);
  5790. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5791. }
  5792. }
  5793. else
  5794. {
  5795. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5796. }
  5797. }
  5798. }
  5799. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5800. {
  5801. for (TStackAndItsNewCount &ncount : newStackCounts)
  5802. {
  5803. if (ncount.second > 0)
  5804. gh->changeStackCount(ncount.first, ncount.second, true);
  5805. else
  5806. gh->eraseStack(ncount.first, true);
  5807. }
  5808. for (auto summoned_iter : summoned)
  5809. {
  5810. SlotID slot = army->getSlotFor(summoned_iter.first);
  5811. if (slot.validSlot())
  5812. {
  5813. StackLocation location(army, slot);
  5814. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5815. }
  5816. else
  5817. {
  5818. //even if it will be possible to summon anything permanently it should be checked for free slot
  5819. //necromancy is handled separately
  5820. gh->complain("No free slot to put summoned creature");
  5821. }
  5822. }
  5823. for (auto al : removedWarMachines)
  5824. {
  5825. gh->removeArtifact(al);
  5826. }
  5827. if (heroWithDeadCommander != ObjectInstanceID())
  5828. {
  5829. SetCommanderProperty scp;
  5830. scp.heroid = heroWithDeadCommander;
  5831. scp.which = SetCommanderProperty::ALIVE;
  5832. scp.amount = 0;
  5833. gh->sendAndApply(&scp);
  5834. }
  5835. }
  5836. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5837. {
  5838. assert(Query->result);
  5839. assert(Query->bi);
  5840. auto &result = *Query->result;
  5841. auto &info = *Query->bi;
  5842. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5843. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5844. victor = info.sides[result.winner].color;
  5845. loser = info.sides[!result.winner].color;
  5846. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5847. }
  5848. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5849. {
  5850. winnerHero = loserHero = nullptr;
  5851. remainingBattleQueriesCount = 0;
  5852. }
  5853. CRandomGenerator & CGameHandler::getRandomGenerator()
  5854. {
  5855. return CRandomGenerator::getDefault();
  5856. }
  5857. ///ServerSpellCastEnvironment
  5858. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5859. {
  5860. }
  5861. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * pack) const
  5862. {
  5863. gh->sendAndApply(pack);
  5864. }
  5865. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5866. {
  5867. return gh->getRandomGenerator();
  5868. }
  5869. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5870. {
  5871. gh->complain(problem);
  5872. }
  5873. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5874. {
  5875. return gh;
  5876. }
  5877. const CMap * ServerSpellCastEnvironment::getMap() const
  5878. {
  5879. return gh->gameState()->map;
  5880. }
  5881. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const
  5882. {
  5883. return gh->moveHero(hid, dst, teleporting, false);
  5884. }
  5885. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback) const
  5886. {
  5887. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  5888. request->queryID = query->queryID;
  5889. gh->queries.addQuery(query);
  5890. gh->sendAndApply(request);
  5891. }