CGameHandler.cpp 195 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546
  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/CStack.h"
  18. #include "../lib/battle/BattleInfo.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/rmg/CMapGenOptions.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/ScopeGuard.h"
  26. #include "../lib/CSoundBase.h"
  27. #include "CGameHandler.h"
  28. #include "CVCMIServer.h"
  29. #include "../lib/CCreatureSet.h"
  30. #include "../lib/CThreadHelper.h"
  31. #include "../lib/GameConstants.h"
  32. #include "../lib/registerTypes/RegisterTypes.h"
  33. #include "../lib/serializer/CTypeList.h"
  34. #include "../lib/serializer/Connection.h"
  35. /*
  36. * CGameHandler.cpp, part of VCMI engine
  37. *
  38. * Authors: listed in file AUTHORS in main folder
  39. *
  40. * License: GNU General Public License v2.0 or later
  41. * Full text of license available in license.txt file, in main folder
  42. *
  43. */
  44. #ifndef _MSC_VER
  45. #include <boost/thread/xtime.hpp>
  46. #endif
  47. extern std::atomic<bool> serverShuttingDown;
  48. #ifdef min
  49. #undef min
  50. #endif
  51. #ifdef max
  52. #undef max
  53. #endif
  54. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  55. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  56. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  57. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  58. class ServerSpellCastEnvironment: public SpellCastEnvironment
  59. {
  60. public:
  61. ServerSpellCastEnvironment(CGameHandler * gh);
  62. ~ServerSpellCastEnvironment(){};
  63. void sendAndApply(CPackForClient * info) const override;
  64. CRandomGenerator & getRandomGenerator() const override;
  65. void complain(const std::string & problem) const override;
  66. const CMap * getMap() const override;
  67. const CGameInfoCallback * getCb() const override;
  68. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  69. private:
  70. mutable CGameHandler * gh;
  71. };
  72. CondSh<bool> battleMadeAction(false);
  73. CondSh<BattleResult *> battleResult(nullptr);
  74. template <typename T> class CApplyOnGH;
  75. class CBaseForGHApply
  76. {
  77. public:
  78. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  79. virtual ~CBaseForGHApply(){}
  80. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  81. {
  82. return new CApplyOnGH<U>;
  83. }
  84. };
  85. template <typename T> class CApplyOnGH : public CBaseForGHApply
  86. {
  87. public:
  88. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  89. {
  90. T *ptr = static_cast<T*>(pack);
  91. ptr->c = c;
  92. ptr->player = player;
  93. return ptr->applyGh(gh);
  94. }
  95. };
  96. template <>
  97. class CApplyOnGH<CPack> : public CBaseForGHApply
  98. {
  99. public:
  100. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  101. {
  102. logGlobal->error("Cannot apply on GH plain CPack!");
  103. assert(0);
  104. return false;
  105. }
  106. };
  107. static CApplier<CBaseForGHApply> *applier = nullptr;
  108. CMP_stack cmpst ;
  109. static inline double distance(int3 a, int3 b)
  110. {
  111. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  112. }
  113. static void giveExp(BattleResult &r)
  114. {
  115. if (r.winner > 1)
  116. {
  117. // draw
  118. return;
  119. }
  120. r.exp[0] = 0;
  121. r.exp[1] = 0;
  122. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  123. {
  124. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  125. }
  126. }
  127. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, bool targetIsAttacker, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  128. {
  129. int x = targetPosition.getX();
  130. int y = targetPosition.getY();
  131. 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...
  132. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  133. else
  134. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  135. //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
  136. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  137. {
  138. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  139. {
  140. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  141. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  142. }
  143. else
  144. { //add back-side guardians for two-hex target, side guardians for one-hex
  145. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  146. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  147. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  148. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  149. else if (targetIsTwoHex)//front-side guardians for two-hex target
  150. {
  151. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  152. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  153. if (x > 3) //back guard for two-hex
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  155. }
  156. }
  157. }
  158. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  159. {
  160. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  161. {
  162. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  163. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  164. }
  165. else
  166. {
  167. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  168. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  169. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  170. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  171. else if (targetIsTwoHex)
  172. {
  173. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  174. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  175. if (x < GameConstants::BFIELD_WIDTH - 4)
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  177. }
  178. }
  179. }
  180. else if (!targetIsAttacker && y % 2 == 0)
  181. {
  182. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  183. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  184. }
  185. else if (targetIsAttacker && y % 2 == 1)
  186. {
  187. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  188. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  189. }
  190. }
  191. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  192. {
  193. boost::unique_lock<boost::mutex> l(mx);
  194. if (players.find(player) != players.end())
  195. {
  196. return players.at(player);
  197. }
  198. else
  199. {
  200. throw std::runtime_error("No such player!");
  201. }
  202. }
  203. void PlayerStatuses::addPlayer(PlayerColor player)
  204. {
  205. boost::unique_lock<boost::mutex> l(mx);
  206. players[player];
  207. }
  208. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  209. {
  210. boost::unique_lock<boost::mutex> l(mx);
  211. if (players.find(player) != players.end())
  212. {
  213. return players[player].*flag;
  214. }
  215. else
  216. {
  217. throw std::runtime_error("No such player!");
  218. }
  219. }
  220. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  221. {
  222. boost::unique_lock<boost::mutex> l(mx);
  223. if (players.find(player) != players.end())
  224. {
  225. players[player].*flag = val;
  226. }
  227. else
  228. {
  229. throw std::runtime_error("No such player!");
  230. }
  231. cv.notify_all();
  232. }
  233. template <typename T>
  234. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  235. {
  236. fun(args[which]);
  237. }
  238. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  239. {
  240. changeSecSkill(hero, skill, 1, 0);
  241. expGiven(hero);
  242. }
  243. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  244. {
  245. // required exp for at least 1 lvl-up hasn't been reached
  246. if (!hero->gainsLevel())
  247. {
  248. return;
  249. }
  250. // give primary skill
  251. logGlobal->trace("%s got level %d", hero->name, hero->level);
  252. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  253. SetPrimSkill sps;
  254. sps.id = hero->id;
  255. sps.which = primarySkill;
  256. sps.abs = false;
  257. sps.val = 1;
  258. sendAndApply(&sps);
  259. PrepareHeroLevelUp pre;
  260. pre.hero = hero;
  261. sendAndApply(&pre);
  262. HeroLevelUp hlu;
  263. hlu.hero = hero;
  264. hlu.primskill = primarySkill;
  265. hlu.skills = pre.skills;
  266. if (hlu.skills.size() == 0)
  267. {
  268. sendAndApply(&hlu);
  269. levelUpHero(hero);
  270. }
  271. else if (hlu.skills.size() == 1)
  272. {
  273. sendAndApply(&hlu);
  274. levelUpHero(hero, pre.skills.front());
  275. }
  276. else if (hlu.skills.size() > 1)
  277. {
  278. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  279. hlu.queryID = levelUpQuery->queryID;
  280. queries.addQuery(levelUpQuery);
  281. sendAndApply(&hlu);
  282. //level up will be called on query reply
  283. }
  284. }
  285. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  286. {
  287. SetCommanderProperty scp;
  288. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  289. if (hero)
  290. scp.heroid = hero->id;
  291. else
  292. {
  293. complain ("Commander is not led by hero!");
  294. return;
  295. }
  296. scp.accumulatedBonus.subtype = 0;
  297. scp.accumulatedBonus.additionalInfo = 0;
  298. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  299. scp.accumulatedBonus.turnsRemain = 0;
  300. scp.accumulatedBonus.source = Bonus::COMMANDER;
  301. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  302. if (skill <= ECommander::SPELL_POWER)
  303. {
  304. scp.which = SetCommanderProperty::BONUS;
  305. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  306. {
  307. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  308. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  309. };
  310. switch (skill)
  311. {
  312. case ECommander::ATTACK:
  313. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  314. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  315. break;
  316. case ECommander::DEFENSE:
  317. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  318. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  319. break;
  320. case ECommander::HEALTH:
  321. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  322. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  323. break;
  324. case ECommander::DAMAGE:
  325. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  326. scp.accumulatedBonus.subtype = 0;
  327. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  328. break;
  329. case ECommander::SPEED:
  330. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  331. break;
  332. case ECommander::SPELL_POWER:
  333. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  334. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  335. sendAndApply (&scp); //additional pack
  336. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  337. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  338. sendAndApply (&scp); //additional pack
  339. scp.accumulatedBonus.type = Bonus::CASTS;
  340. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  341. sendAndApply (&scp); //additional pack
  342. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  343. break;
  344. }
  345. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  346. sendAndApply (&scp);
  347. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  348. scp.additionalInfo = skill;
  349. scp.amount = c->secondarySkills.at(skill) + 1;
  350. sendAndApply (&scp);
  351. }
  352. else if (skill >= 100)
  353. {
  354. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  355. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  356. scp.additionalInfo = skill; //unnormalized
  357. sendAndApply (&scp);
  358. }
  359. expGiven(hero);
  360. }
  361. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  362. {
  363. if (!c->gainsLevel())
  364. {
  365. return;
  366. }
  367. CommanderLevelUp clu;
  368. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  369. if (hero)
  370. clu.hero = hero;
  371. else
  372. {
  373. complain ("Commander is not led by hero!");
  374. return;
  375. }
  376. //picking sec. skills for choice
  377. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  378. {
  379. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  380. clu.skills.push_back(i);
  381. }
  382. int i = 100;
  383. for (auto specialSkill : VLC->creh->skillRequirements)
  384. {
  385. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  386. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  387. && !vstd::contains (c->specialSKills, i))
  388. clu.skills.push_back (i);
  389. ++i;
  390. }
  391. int skillAmount = clu.skills.size();
  392. if (!skillAmount)
  393. {
  394. sendAndApply(&clu);
  395. levelUpCommander(c);
  396. }
  397. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  398. {
  399. sendAndApply(&clu);
  400. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  401. }
  402. else if (skillAmount > 1) //apply and ask for secondary skill
  403. {
  404. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  405. clu.queryID = commanderLevelUp->queryID;
  406. queries.addQuery(commanderLevelUp);
  407. sendAndApply(&clu);
  408. }
  409. }
  410. void CGameHandler::expGiven(const CGHeroInstance *hero)
  411. {
  412. if (hero->gainsLevel())
  413. levelUpHero(hero);
  414. else if (hero->commander && hero->commander->gainsLevel())
  415. levelUpCommander(hero->commander);
  416. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  417. // levelUpCommander(hero->commander);
  418. // else
  419. // levelUpHero(hero);
  420. }
  421. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  422. {
  423. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  424. {
  425. if (gs->map->levelLimit != 0)
  426. {
  427. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  428. TExpType resultingExp = abs ? val : hero->exp + val;
  429. if (resultingExp > expLimit)
  430. {
  431. // set given experience to max possible, but don't decrease if hero already over top
  432. abs = true;
  433. val = std::max(expLimit, hero->exp);
  434. InfoWindow iw;
  435. iw.player = hero->tempOwner;
  436. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  437. iw.text.addReplacement(hero->name);
  438. sendAndApply(&iw);
  439. }
  440. }
  441. }
  442. SetPrimSkill sps;
  443. sps.id = hero->id;
  444. sps.which = which;
  445. sps.abs = abs;
  446. sps.val = val;
  447. sendAndApply(&sps);
  448. //only for exp - hero may level up
  449. if (which == PrimarySkill::EXPERIENCE)
  450. {
  451. if (hero->commander && hero->commander->alive)
  452. {
  453. //FIXME: trim experience according to map limit?
  454. SetCommanderProperty scp;
  455. scp.heroid = hero->id;
  456. scp.which = SetCommanderProperty::EXPERIENCE;
  457. scp.amount = val;
  458. sendAndApply (&scp);
  459. CBonusSystemNode::treeHasChanged();
  460. }
  461. expGiven(hero);
  462. }
  463. }
  464. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/)
  465. {
  466. if(!hero)
  467. {
  468. logGlobal->error("changeSecSkill provided no hero");
  469. return;
  470. }
  471. SetSecSkill sss;
  472. sss.id = hero->id;
  473. sss.which = which;
  474. sss.val = val;
  475. sss.abs = abs;
  476. sendAndApply(&sss);
  477. if (which == SecondarySkill::WISDOM)
  478. {
  479. if (hero->visitedTown)
  480. giveSpells(hero->visitedTown, hero);
  481. }
  482. }
  483. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  484. {
  485. LOG_TRACE(logGlobal);
  486. //Fill BattleResult structure with exp info
  487. giveExp(*battleResult.data);
  488. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  489. {
  490. if (hero1)
  491. battleResult.data->exp[1] += 500;
  492. if (hero2)
  493. battleResult.data->exp[0] += 500;
  494. }
  495. if (hero1)
  496. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  497. if (hero2)
  498. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  499. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  500. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  501. const BattleResult::EResult result = battleResult.get()->result;
  502. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  503. {
  504. for (auto &q : queries.allQueries())
  505. {
  506. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  507. if (bq->bi == gs->curB)
  508. return bq;
  509. }
  510. return std::shared_ptr<CBattleQuery>();
  511. };
  512. auto battleQuery = findBattleQuery();
  513. if (!battleQuery)
  514. {
  515. logGlobal->error("Cannot find battle query!");
  516. }
  517. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  518. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  519. battleQuery->result = *battleResult.data;
  520. //Check how many battle queries were created (number of players blocked by battle)
  521. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  522. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  523. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  524. ChangeSpells cs; //for Eagle Eye
  525. if (finishingBattle->winnerHero)
  526. {
  527. if (int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  528. {
  529. int maxLevel = eagleEyeLevel + 1;
  530. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  531. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  532. if (sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  533. cs.spells.insert(sp->id);
  534. }
  535. }
  536. std::vector<const CArtifactInstance *> arts; //display them in window
  537. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  538. {
  539. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  540. {
  541. arts.push_back(art);
  542. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  543. sendAndApply(ma);
  544. };
  545. if (finishingBattle->loserHero)
  546. {
  547. //TODO: wrap it into a function, somehow (boost::variant -_-)
  548. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  549. for (auto artSlot : artifactsWorn)
  550. {
  551. MoveArtifact ma;
  552. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  553. const CArtifactInstance * art = ma.src.getArt();
  554. if (art && !art->artType->isBig() &&
  555. art->artType->id != ArtifactID::SPELLBOOK)
  556. // don't move war machines or locked arts (spellbook)
  557. {
  558. sendMoveArtifact(art, &ma);
  559. }
  560. }
  561. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  562. {
  563. //we assume that no big artifacts can be found
  564. MoveArtifact ma;
  565. ma.src = ArtifactLocation(finishingBattle->loserHero,
  566. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  567. const CArtifactInstance * art = ma.src.getArt();
  568. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  569. {
  570. sendMoveArtifact(art, &ma);
  571. }
  572. }
  573. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  574. {
  575. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  576. for (auto artSlot : artifactsWorn)
  577. {
  578. MoveArtifact ma;
  579. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  580. const CArtifactInstance * art = ma.src.getArt();
  581. if (art && !art->artType->isBig())
  582. {
  583. sendMoveArtifact(art, &ma);
  584. }
  585. }
  586. }
  587. }
  588. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  589. {
  590. auto artifactsWorn = armySlot.second->artifactsWorn;
  591. for (auto artSlot : artifactsWorn)
  592. {
  593. MoveArtifact ma;
  594. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  595. const CArtifactInstance * art = ma.src.getArt();
  596. if (art && !art->artType->isBig())
  597. {
  598. sendMoveArtifact(art, &ma);
  599. }
  600. }
  601. }
  602. }
  603. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  604. if (arts.size()) //display loot
  605. {
  606. InfoWindow iw;
  607. iw.player = finishingBattle->winnerHero->tempOwner;
  608. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  609. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  610. {
  611. iw.components.push_back(Component(
  612. Component::ARTIFACT, art->artType->id,
  613. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  614. if (iw.components.size() >= 14)
  615. {
  616. sendAndApply(&iw);
  617. iw.components.clear();
  618. }
  619. }
  620. if (iw.components.size())
  621. {
  622. sendAndApply(&iw);
  623. }
  624. }
  625. //Eagle Eye secondary skill handling
  626. if (!cs.spells.empty())
  627. {
  628. cs.learn = 1;
  629. cs.hid = finishingBattle->winnerHero->id;
  630. InfoWindow iw;
  631. iw.player = finishingBattle->winnerHero->tempOwner;
  632. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  633. iw.text.addReplacement(finishingBattle->winnerHero->name);
  634. std::ostringstream names;
  635. for (int i = 0; i < cs.spells.size(); i++)
  636. {
  637. names << "%s";
  638. if (i < cs.spells.size() - 2)
  639. names << ", ";
  640. else if (i < cs.spells.size() - 1)
  641. names << "%s";
  642. }
  643. names << ".";
  644. iw.text.addReplacement(names.str());
  645. auto it = cs.spells.begin();
  646. for (int i = 0; i < cs.spells.size(); i++, it++)
  647. {
  648. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  649. if (i == cs.spells.size() - 2) //we just added pre-last name
  650. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  651. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  652. }
  653. sendAndApply(&iw);
  654. sendAndApply(&cs);
  655. }
  656. cab1.updateArmy(this);
  657. cab2.updateArmy(this); //take casualties after battle is deleted
  658. //if one hero has lost we will erase him
  659. if (battleResult.data->winner!=0 && hero1)
  660. {
  661. RemoveObject ro(hero1->id);
  662. sendAndApply(&ro);
  663. }
  664. if (battleResult.data->winner!=1 && hero2)
  665. {
  666. auto town = hero2->visitedTown;
  667. RemoveObject ro(hero2->id);
  668. sendAndApply(&ro);
  669. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  670. town->battleFinished(hero1, *battleResult.get());
  671. }
  672. //give exp
  673. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  674. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  675. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  676. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  677. queries.popIfTop(battleQuery);
  678. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  679. }
  680. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  681. {
  682. LOG_TRACE(logGlobal);
  683. finishingBattle->remainingBattleQueriesCount--;
  684. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  685. if (finishingBattle->remainingBattleQueriesCount > 0)
  686. //Battle results will be handled when all battle queries are closed
  687. return;
  688. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  689. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  690. // Still, it looks like a hole.
  691. // Necromancy if applicable.
  692. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  693. // Give raised units to winner and show dialog, if any were raised,
  694. // units will be given after casualties are taken
  695. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  696. if (necroSlot != SlotID())
  697. {
  698. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  699. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  700. }
  701. BattleResultsApplied resultsApplied;
  702. resultsApplied.player1 = finishingBattle->victor;
  703. resultsApplied.player2 = finishingBattle->loser;
  704. sendAndApply(&resultsApplied);
  705. setBattle(nullptr);
  706. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  707. {
  708. logGlobal->trace("post-victory visit");
  709. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  710. }
  711. visitObjectAfterVictory = false;
  712. //handle victory/loss of engaged players
  713. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  714. checkVictoryLossConditions(playerColors);
  715. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  716. {
  717. SetAvailableHeroes sah;
  718. sah.player = finishingBattle->loser;
  719. sah.hid[0] = finishingBattle->loserHero->subID;
  720. if (result.result == BattleResult::ESCAPE) //retreat
  721. {
  722. sah.army[0].clear();
  723. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  724. }
  725. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  726. sah.hid[1] = another->subID;
  727. else
  728. sah.hid[1] = -1;
  729. sendAndApply(&sah);
  730. }
  731. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  732. {
  733. RemoveObject ro(finishingBattle->winnerHero->id);
  734. sendAndApply(&ro);
  735. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  736. {
  737. SetAvailableHeroes sah;
  738. sah.player = finishingBattle->victor;
  739. sah.hid[0] = finishingBattle->winnerHero->subID;
  740. sah.army[0].clear();
  741. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  742. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  743. sah.hid[1] = another->subID;
  744. else
  745. sah.hid[1] = -1;
  746. sendAndApply(&sah);
  747. }
  748. }
  749. }
  750. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  751. {
  752. bat.bsa.clear();
  753. bat.stackAttacking = att->ID;
  754. const int attackerLuck = att->LuckVal();
  755. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  756. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  757. {
  758. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  759. {
  760. bat.flags |= BattleAttack::LUCKY;
  761. }
  762. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  763. {
  764. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  765. {
  766. bat.flags |= BattleAttack::UNLUCKY;
  767. }
  768. }
  769. }
  770. if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  771. {
  772. bat.flags |= BattleAttack::DEATH_BLOW;
  773. }
  774. if (att->getCreature()->idNumber == CreatureID::BALLISTA)
  775. {
  776. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  777. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  778. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  779. if (chance > getRandomGenerator().nextInt(99))
  780. {
  781. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  782. }
  783. }
  784. // only primary target
  785. applyBattleEffects(bat, att, def, distance, false);
  786. if (!bat.shot()) //multiple-hex attack - only in meele
  787. {
  788. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  789. for (const CStack * stack : attackedCreatures)
  790. {
  791. if (stack != def) //do not hit same stack twice
  792. {
  793. applyBattleEffects(bat, att, stack, distance, true);
  794. }
  795. }
  796. }
  797. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  798. if (bonus && (bat.shot())) //TODO: make it work in melee?
  799. {
  800. //this is need for displaying hit animation
  801. bat.flags |= BattleAttack::SPELL_LIKE;
  802. bat.spellID = SpellID(bonus->subtype);
  803. //TODO: should spell override creature`s projectile?
  804. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  805. //TODO: get exact attacked hex for defender
  806. for (const CStack * stack : attackedCreatures)
  807. {
  808. if (stack != def) //do not hit same stack twice
  809. {
  810. applyBattleEffects(bat, att, stack, distance, true);
  811. }
  812. }
  813. //now add effect info for all attacked stacks
  814. for (BattleStackAttacked & bsa : bat.bsa)
  815. {
  816. if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  817. {
  818. //this is need for displaying affect animation
  819. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  820. bsa.spellID = SpellID(bonus->subtype);
  821. }
  822. }
  823. }
  824. }
  825. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  826. {
  827. BattleStackAttacked bsa;
  828. if (secondary)
  829. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  830. bsa.attackerID = att->ID;
  831. bsa.stackAttacked = def->ID;
  832. bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  833. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  834. //life drain handling
  835. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  836. {
  837. StacksHealedOrResurrected shi;
  838. shi.lifeDrain = true;
  839. shi.tentHealing = false;
  840. shi.cure = false;
  841. shi.drainedFrom = def->ID;
  842. StacksHealedOrResurrected::HealInfo hi;
  843. hi.stackID = att->ID;
  844. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  845. hi.lowLevelResurrection = false;
  846. shi.healedStacks.push_back(hi);
  847. if (hi.healedHP > 0)
  848. {
  849. bsa.healedStacks.push_back(shi);
  850. }
  851. }
  852. //soul steal handling
  853. if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  854. {
  855. StacksHealedOrResurrected shi;
  856. shi.lifeDrain = true;
  857. shi.tentHealing = false;
  858. shi.cure = false;
  859. shi.canOverheal = true;
  860. shi.drainedFrom = def->ID;
  861. for (int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
  862. {
  863. if (att->hasBonusOfType(Bonus::SOUL_STEAL, i))
  864. {
  865. StacksHealedOrResurrected::HealInfo hi;
  866. hi.stackID = att->ID;
  867. hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
  868. hi.lowLevelResurrection = (bool)i;
  869. shi.healedStacks.push_back(hi);
  870. }
  871. }
  872. if (std::any_of(shi.healedStacks.begin(), shi.healedStacks.end(), [](StacksHealedOrResurrected::HealInfo healInfo) { return healInfo.healedHP > 0; }))
  873. {
  874. bsa.healedStacks.push_back(shi);
  875. }
  876. }
  877. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  878. //fire shield handling
  879. if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
  880. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  881. {
  882. // TODO: Fire shield damage should be calculated separately after BattleAttack applied.
  883. // Currently it looks like attacking stack damage itself with defenders fire shield.
  884. // So no separate message on spell damage in log and experience calculation is likely wrong too.
  885. BattleStackAttacked bsa2;
  886. bsa2.stackAttacked = att->ID; //invert
  887. bsa2.attackerID = def->ID;
  888. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  889. bsa2.effect = 11;
  890. bsa2.damageAmount = (std::min(def->totalHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  891. att->prepareAttacked(bsa2, getRandomGenerator());
  892. bat.bsa.push_back(bsa2);
  893. }
  894. }
  895. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  896. {
  897. setThreadName("CGameHandler::handleConnection");
  898. auto handleDisconnection = [&](const std::exception & e)
  899. {
  900. boost::unique_lock<boost::mutex> lock(*c.wmx);
  901. assert(!c.connected); //make sure that connection has been marked as broken
  902. logGlobal->error(e.what());
  903. conns -= &c;
  904. for(auto playerConn : connections)
  905. {
  906. if(!serverShuttingDown && playerConn.second == &c)
  907. {
  908. PlayerCheated pc;
  909. pc.player = playerConn.first;
  910. pc.losingCheatCode = true;
  911. sendAndApply(&pc);
  912. checkVictoryLossConditionsForPlayer(playerConn.first);
  913. }
  914. }
  915. };
  916. try
  917. {
  918. while(1)//server should never shut connection first //was: while(!end2)
  919. {
  920. CPack *pack = nullptr;
  921. PlayerColor player = PlayerColor::NEUTRAL;
  922. si32 requestID = -999;
  923. int packType = 0;
  924. {
  925. boost::unique_lock<boost::mutex> lock(*c.rmx);
  926. if(!c.connected)
  927. throw clientDisconnectedException();
  928. c >> player >> requestID >> pack; //get the package
  929. if (!pack)
  930. {
  931. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  932. }
  933. else
  934. {
  935. packType = typeList.getTypeID(pack); //get the id of type
  936. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  937. requestID, player, player.getStr(), packType, typeid(*pack).name());
  938. }
  939. }
  940. //prepare struct informing that action was applied
  941. auto sendPackageResponse = [&](bool succesfullyApplied)
  942. {
  943. //dont reply to disconnected client
  944. //TODO: this must be implemented as option of CPackForServer
  945. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  946. return;
  947. PackageApplied applied;
  948. applied.player = player;
  949. applied.result = succesfullyApplied;
  950. applied.packType = packType;
  951. applied.requestID = requestID;
  952. boost::unique_lock<boost::mutex> lock(*c.wmx);
  953. c << &applied;
  954. };
  955. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  956. if(isBlockedByQueries(pack, player))
  957. {
  958. sendPackageResponse(false);
  959. }
  960. else if (apply)
  961. {
  962. const bool result = apply->applyOnGH(this, &c, pack, player);
  963. if (result)
  964. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  965. else
  966. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  967. % typeid(*pack).name()).str());
  968. sendPackageResponse(true);
  969. }
  970. else
  971. {
  972. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  973. sendPackageResponse(false);
  974. }
  975. vstd::clear_pointer(pack);
  976. }
  977. }
  978. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  979. {
  980. handleDisconnection(e);
  981. }
  982. catch(clientDisconnectedException & e)
  983. {
  984. handleDisconnection(e);
  985. }
  986. catch(...)
  987. {
  988. serverShuttingDown = true;
  989. handleException();
  990. throw;
  991. }
  992. logGlobal->error("Ended handling connection");
  993. }
  994. int CGameHandler::moveStack(int stack, BattleHex dest)
  995. {
  996. int ret = 0;
  997. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  998. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  999. assert(curStack);
  1000. assert(dest < GameConstants::BFIELD_SIZE);
  1001. if (gs->curB->tacticDistance)
  1002. {
  1003. assert(gs->curB->isInTacticRange(dest));
  1004. }
  1005. auto start = curStack->position;
  1006. if (start == dest)
  1007. return 0;
  1008. //initing necessary tables
  1009. auto accessibility = getAccesibility(curStack);
  1010. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1011. if (!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1012. {
  1013. if (curStack->attackerOwned)
  1014. {
  1015. if (accessibility.accessible(dest+1, curStack))
  1016. dest += BattleHex::RIGHT;
  1017. }
  1018. else
  1019. {
  1020. if (accessibility.accessible(dest-1, curStack))
  1021. dest += BattleHex::LEFT;
  1022. }
  1023. }
  1024. if ((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1025. {
  1026. complain("Given destination is not accessible!");
  1027. return 0;
  1028. }
  1029. bool canUseGate = false;
  1030. auto dbState = gs->curB->si.gateState;
  1031. if (battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  1032. dbState != EGateState::DESTROYED &&
  1033. dbState != EGateState::BLOCKED)
  1034. {
  1035. canUseGate = true;
  1036. }
  1037. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1038. ret = path.second;
  1039. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  1040. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1041. {
  1042. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1043. return true;
  1044. if (hex == ESiegeHex::GATE_OUTER)
  1045. return true;
  1046. if (hex == ESiegeHex::GATE_INNER)
  1047. return true;
  1048. return false;
  1049. };
  1050. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1051. {
  1052. if (isGateDrawbridgeHex(hex))
  1053. return true;
  1054. if (curStack->doubleWide())
  1055. {
  1056. BattleHex otherHex = curStack->occupiedHex(hex);
  1057. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1058. return true;
  1059. }
  1060. return false;
  1061. };
  1062. if (curStack->hasBonusOfType(Bonus::FLYING))
  1063. {
  1064. if (path.second <= creSpeed && path.first.size() > 0)
  1065. {
  1066. if (canUseGate && dbState != EGateState::OPENED &&
  1067. occupyGateDrawbridgeHex(dest))
  1068. {
  1069. BattleUpdateGateState db;
  1070. db.state = EGateState::OPENED;
  1071. sendAndApply(&db);
  1072. }
  1073. //inform clients about move
  1074. BattleStackMoved sm;
  1075. sm.stack = curStack->ID;
  1076. std::vector<BattleHex> tiles;
  1077. tiles.push_back(path.first[0]);
  1078. sm.tilesToMove = tiles;
  1079. sm.distance = path.second;
  1080. sm.teleporting = false;
  1081. sendAndApply(&sm);
  1082. }
  1083. }
  1084. else //for non-flying creatures
  1085. {
  1086. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  1087. std::vector<BattleHex> tiles;
  1088. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1089. int v = path.first.size()-1;
  1090. path.first.push_back(start);
  1091. // check if gate need to be open or closed at some point
  1092. BattleHex openGateAtHex, gateMayCloseAtHex;
  1093. if (canUseGate)
  1094. {
  1095. for (int i = path.first.size()-1; i >= 0; i--)
  1096. {
  1097. auto needOpenGates = [&](BattleHex hex) -> bool
  1098. {
  1099. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1100. return true;
  1101. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1102. return true;
  1103. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1104. return true;
  1105. return false;
  1106. };
  1107. auto hex = path.first[i];
  1108. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1109. {
  1110. if (needOpenGates(hex))
  1111. openGateAtHex = path.first[i+1];
  1112. //TODO we need find batter way to handle double-wide stacks
  1113. //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.
  1114. if (curStack->doubleWide())
  1115. {
  1116. BattleHex otherHex = curStack->occupiedHex(hex);
  1117. if (otherHex.isValid() && needOpenGates(otherHex))
  1118. openGateAtHex = path.first[i+2];
  1119. }
  1120. //gate may be opened and then closed during stack movement, but not other way around
  1121. if (openGateAtHex.isValid())
  1122. dbState = EGateState::OPENED;
  1123. }
  1124. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1125. {
  1126. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1127. {
  1128. gateMayCloseAtHex = path.first[i-1];
  1129. }
  1130. if (gs->curB->town->subID == ETownType::FORTRESS)
  1131. {
  1132. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1133. {
  1134. gateMayCloseAtHex = path.first[i-1];
  1135. }
  1136. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1137. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1138. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1139. {
  1140. gateMayCloseAtHex = path.first[i-1];
  1141. }
  1142. }
  1143. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1144. {
  1145. gateMayCloseAtHex = path.first[i-1];
  1146. }
  1147. }
  1148. }
  1149. }
  1150. bool stackIsMoving = true;
  1151. while(stackIsMoving)
  1152. {
  1153. if (v<tilesToMove)
  1154. {
  1155. logGlobal->error("Movement terminated abnormally");
  1156. break;
  1157. }
  1158. bool gateStateChanging = false;
  1159. //special handling for opening gate on from starting hex
  1160. if (openGateAtHex.isValid() && openGateAtHex == start)
  1161. gateStateChanging = true;
  1162. else
  1163. {
  1164. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1165. {
  1166. BattleHex hex = path.first[v];
  1167. tiles.push_back(hex);
  1168. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1169. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1170. {
  1171. gateStateChanging = true;
  1172. }
  1173. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1174. if ((obstacle = battleGetObstacleOnPos(hex, false)))
  1175. obstacleHit = true;
  1176. if (curStack->doubleWide())
  1177. {
  1178. BattleHex otherHex = curStack->occupiedHex(hex);
  1179. //two hex creature hit obstacle by backside
  1180. if (otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1181. obstacleHit = true;
  1182. }
  1183. }
  1184. }
  1185. if (tiles.size() > 0)
  1186. {
  1187. //commit movement
  1188. BattleStackMoved sm;
  1189. sm.stack = curStack->ID;
  1190. sm.distance = path.second;
  1191. sm.teleporting = false;
  1192. sm.tilesToMove = tiles;
  1193. sendAndApply(&sm);
  1194. tiles.clear();
  1195. }
  1196. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1197. if (curStack->position != dest)
  1198. {
  1199. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1200. {
  1201. if (obs)
  1202. {
  1203. handleDamageFromObstacle(*obs, curStack);
  1204. //if stack die in explosion or interrupted by obstacle, abort movement
  1205. if (obs->stopsMovement() || !curStack->alive())
  1206. stackIsMoving = false;
  1207. obs.reset();
  1208. }
  1209. };
  1210. processObstacle(obstacle);
  1211. if (curStack->alive())
  1212. processObstacle(obstacle2);
  1213. if (gateStateChanging)
  1214. {
  1215. if (curStack->position == openGateAtHex)
  1216. {
  1217. openGateAtHex = BattleHex();
  1218. //only open gate if stack is still alive
  1219. if (curStack->alive())
  1220. {
  1221. BattleUpdateGateState db;
  1222. db.state = EGateState::OPENED;
  1223. sendAndApply(&db);
  1224. }
  1225. }
  1226. else if (curStack->position == gateMayCloseAtHex)
  1227. {
  1228. gateMayCloseAtHex = BattleHex();
  1229. updateGateState();
  1230. }
  1231. }
  1232. }
  1233. else
  1234. //movement finished normally: we reached destination
  1235. stackIsMoving = false;
  1236. }
  1237. }
  1238. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1239. if (curStack->alive())
  1240. {
  1241. if (auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1242. {
  1243. handleDamageFromObstacle(*theLastObstacle, curStack);
  1244. }
  1245. }
  1246. if (curStack->alive() && curStack->doubleWide())
  1247. {
  1248. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1249. if (otherHex.isValid())
  1250. if (auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1251. {
  1252. //two hex creature hit obstacle by backside
  1253. handleDamageFromObstacle(*theLastObstacle, curStack);
  1254. }
  1255. }
  1256. return ret;
  1257. }
  1258. CGameHandler::CGameHandler(void)
  1259. {
  1260. QID = 1;
  1261. //gs = nullptr;
  1262. IObjectInterface::cb = this;
  1263. applier = new CApplier<CBaseForGHApply>;
  1264. registerTypesServerPacks(*applier);
  1265. visitObjectAfterVictory = false;
  1266. queries.gh = this;
  1267. spellEnv = new ServerSpellCastEnvironment(this);
  1268. }
  1269. CGameHandler::~CGameHandler(void)
  1270. {
  1271. delete spellEnv;
  1272. delete applier;
  1273. applier = nullptr;
  1274. delete gs;
  1275. }
  1276. void CGameHandler::init(StartInfo *si)
  1277. {
  1278. if (si->seedToBeUsed == 0)
  1279. {
  1280. si->seedToBeUsed = std::time(nullptr);
  1281. }
  1282. gs = new CGameState();
  1283. logGlobal->info("Gamestate created!");
  1284. gs->init(si);
  1285. logGlobal->info("Gamestate initialized!");
  1286. // reset seed, so that clients can't predict any following random values
  1287. getRandomGenerator().resetSeed();
  1288. for (auto & elem : gs->players)
  1289. {
  1290. states.addPlayer(elem.first);
  1291. }
  1292. }
  1293. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1294. {
  1295. return a.earlierThan(b);
  1296. }
  1297. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1298. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1299. const PlayerState * p = getPlayer(town->tempOwner);
  1300. if (!p)
  1301. {
  1302. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1303. return;
  1304. }
  1305. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1306. {
  1307. SetAvailableCreatures ssi;
  1308. ssi.tid = town->id;
  1309. ssi.creatures = town->creatures;
  1310. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1311. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1312. if (dwellings.empty())//no dwellings - just remove
  1313. {
  1314. sendAndApply(&ssi);
  1315. return;
  1316. }
  1317. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1318. // for multi-creature dwellings like Golem Factory
  1319. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1320. if (clear)
  1321. {
  1322. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1323. }
  1324. else
  1325. {
  1326. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1327. }
  1328. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1329. sendAndApply(&ssi);
  1330. }
  1331. }
  1332. void CGameHandler::newTurn()
  1333. {
  1334. logGlobal->trace("Turn %d", gs->day+1);
  1335. NewTurn n;
  1336. n.specialWeek = NewTurn::NO_ACTION;
  1337. n.creatureid = CreatureID::NONE;
  1338. n.day = gs->day + 1;
  1339. bool firstTurn = !getDate(Date::DAY);
  1340. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1341. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1342. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1343. if (firstTurn)
  1344. {
  1345. for (auto obj : gs->map->objects)
  1346. {
  1347. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1348. {
  1349. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1350. }
  1351. }
  1352. }
  1353. if (newWeek && !firstTurn)
  1354. {
  1355. n.specialWeek = NewTurn::NORMAL;
  1356. bool deityOfFireBuilt = false;
  1357. for (const CGTownInstance *t : gs->map->towns)
  1358. {
  1359. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1360. {
  1361. deityOfFireBuilt = true;
  1362. break;
  1363. }
  1364. }
  1365. if (deityOfFireBuilt)
  1366. {
  1367. n.specialWeek = NewTurn::DEITYOFFIRE;
  1368. n.creatureid = CreatureID::IMP;
  1369. }
  1370. else
  1371. {
  1372. int monthType = getRandomGenerator().nextInt(99);
  1373. if (newMonth) //new month
  1374. {
  1375. if (monthType < 40) //double growth
  1376. {
  1377. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1378. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1379. {
  1380. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1381. n.creatureid = newMonster.second;
  1382. }
  1383. else if (VLC->creh->doubledCreatures.size())
  1384. {
  1385. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1386. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1387. }
  1388. else
  1389. {
  1390. complain("Cannot find creature that can be spawned!");
  1391. n.specialWeek = NewTurn::NORMAL;
  1392. }
  1393. }
  1394. else if (monthType < 50)
  1395. n.specialWeek = NewTurn::PLAGUE;
  1396. }
  1397. else //it's a week, but not full month
  1398. {
  1399. if (monthType < 25)
  1400. {
  1401. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1402. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1403. //TODO do not pick neutrals
  1404. n.creatureid = newMonster.second;
  1405. }
  1406. }
  1407. }
  1408. }
  1409. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1410. for (auto& hp : pool)
  1411. {
  1412. auto hero = hp.second;
  1413. if (hero->isInitialized() && hero->stacks.size())
  1414. {
  1415. // reset retreated or surrendered heroes
  1416. auto maxmove = hero->maxMovePoints(true);
  1417. // if movement is greater than maxmove, we should decrease it
  1418. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1419. {
  1420. NewTurn::Hero hth;
  1421. hth.id = hero->id;
  1422. hth.move = maxmove;
  1423. hth.mana = hero->getManaNewTurn();
  1424. n.heroes.insert(hth);
  1425. }
  1426. }
  1427. }
  1428. for (auto & elem : gs->players)
  1429. {
  1430. if (elem.first == PlayerColor::NEUTRAL)
  1431. continue;
  1432. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1433. assert(0); //illegal player number!
  1434. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1435. hadGold.insert(playerGold);
  1436. if (newWeek) //new heroes in tavern
  1437. {
  1438. SetAvailableHeroes sah;
  1439. sah.player = elem.first;
  1440. //pick heroes and their armies
  1441. CHeroClass *banned = nullptr;
  1442. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1443. {
  1444. //first hero - native if possible, second hero -> any other class
  1445. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1446. {
  1447. sah.hid[j] = h->subID;
  1448. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1449. banned = h->type->heroClass;
  1450. }
  1451. else
  1452. {
  1453. sah.hid[j] = -1;
  1454. }
  1455. }
  1456. sendAndApply(&sah);
  1457. }
  1458. n.res[elem.first] = elem.second.resources;
  1459. for (CGHeroInstance *h : (elem).second.heroes)
  1460. {
  1461. if (h->visitedTown)
  1462. giveSpells(h->visitedTown, h);
  1463. NewTurn::Hero hth;
  1464. hth.id = h->id;
  1465. auto ti = make_unique<TurnInfo>(h, 1);
  1466. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1467. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1468. hth.mana = h->getManaNewTurn();
  1469. n.heroes.insert(hth);
  1470. if (!firstTurn) //not first day
  1471. {
  1472. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1473. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1474. {
  1475. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1476. }
  1477. }
  1478. }
  1479. }
  1480. for (CGTownInstance *t : gs->map->towns)
  1481. {
  1482. PlayerColor player = t->tempOwner;
  1483. handleTownEvents(t, n);
  1484. if (newWeek) //first day of week
  1485. {
  1486. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1487. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1488. if (!firstTurn)
  1489. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1490. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1491. if (!vstd::contains(n.cres, t->id))
  1492. {
  1493. n.cres[t->id].tid = t->id;
  1494. n.cres[t->id].creatures = t->creatures;
  1495. }
  1496. auto & sac = n.cres.at(t->id);
  1497. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1498. {
  1499. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1500. {
  1501. ui32 &availableCount = sac.creatures.at(k).first;
  1502. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1503. if (n.specialWeek == NewTurn::PLAGUE)
  1504. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1505. else
  1506. {
  1507. if (firstTurn) //first day of game: use only basic growths
  1508. availableCount = cre->growth;
  1509. else
  1510. availableCount += t->creatureGrowth(k);
  1511. //Deity of fire week - upgrade both imps and upgrades
  1512. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1513. availableCount += 15;
  1514. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1515. {
  1516. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1517. availableCount *= 2;
  1518. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1519. availableCount += 5;
  1520. }
  1521. }
  1522. }
  1523. }
  1524. }
  1525. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1526. {
  1527. n.res[player] = n.res[player] + t->dailyIncome();
  1528. }
  1529. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1530. {
  1531. // Skyship, probably easier to handle same as Veil of darkness
  1532. //do it every new day after veils apply
  1533. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1534. {
  1535. FoWChange fw;
  1536. fw.mode = 1;
  1537. fw.player = player;
  1538. // find all hidden tiles
  1539. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1540. for (size_t i=0; i<fow.size(); i++)
  1541. for (size_t j=0; j<fow.at(i).size(); j++)
  1542. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1543. if (!fow.at(i).at(j).at(k))
  1544. fw.tiles.insert(int3(i,j,k));
  1545. sendAndApply (&fw);
  1546. }
  1547. }
  1548. if (t->hasBonusOfType (Bonus::DARKNESS))
  1549. {
  1550. for (auto & player : gs->players)
  1551. {
  1552. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1553. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1554. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1555. }
  1556. }
  1557. }
  1558. if (newMonth)
  1559. {
  1560. SetAvailableArtifacts saa;
  1561. saa.id = -1;
  1562. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1563. sendAndApply(&saa);
  1564. }
  1565. sendAndApply(&n);
  1566. if (newWeek)
  1567. {
  1568. //spawn wandering monsters
  1569. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1570. {
  1571. spawnWanderingMonsters(n.creatureid);
  1572. }
  1573. //new week info popup
  1574. if (!firstTurn)
  1575. {
  1576. InfoWindow iw;
  1577. switch (n.specialWeek)
  1578. {
  1579. case NewTurn::DOUBLE_GROWTH:
  1580. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1581. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1582. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1583. break;
  1584. case NewTurn::PLAGUE:
  1585. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1586. break;
  1587. case NewTurn::BONUS_GROWTH:
  1588. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1589. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1590. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1591. break;
  1592. case NewTurn::DEITYOFFIRE:
  1593. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1594. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1595. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1596. iw.text.addReplacement2(15); //%+d 15
  1597. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1598. iw.text.addReplacement2(15); //%+d 15
  1599. break;
  1600. default:
  1601. if (newMonth)
  1602. {
  1603. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1604. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1605. }
  1606. else
  1607. {
  1608. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1609. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1610. }
  1611. }
  1612. for (auto & elem : gs->players)
  1613. {
  1614. iw.player = elem.first;
  1615. sendAndApply(&iw);
  1616. }
  1617. }
  1618. }
  1619. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1620. handleTimeEvents();
  1621. //call objects
  1622. for (auto & elem : gs->map->objects)
  1623. {
  1624. if (elem)
  1625. elem->newTurn(getRandomGenerator());
  1626. }
  1627. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1628. }
  1629. void CGameHandler::run(bool resume)
  1630. {
  1631. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1632. using namespace boost::posix_time;
  1633. for (CConnection *cc : conns)
  1634. {
  1635. if (!resume)
  1636. {
  1637. (*cc) << gs->initialOpts; // gs->scenarioOps
  1638. }
  1639. std::set<PlayerColor> players;
  1640. (*cc) >> players; //how many players will be handled at that client
  1641. std::stringstream sbuffer;
  1642. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1643. for (PlayerColor color : players)
  1644. {
  1645. sbuffer << color << " ";
  1646. {
  1647. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1648. if(!color.isSpectator()) // there can be more than one spectator
  1649. connections[color] = cc;
  1650. }
  1651. }
  1652. logGlobal->info(sbuffer.str());
  1653. cc->addStdVecItems(gs);
  1654. cc->enableStackSendingByID();
  1655. cc->disableSmartPointerSerialization();
  1656. }
  1657. for (auto & elem : conns)
  1658. {
  1659. std::set<PlayerColor> pom;
  1660. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1661. if (j->second == elem)
  1662. pom.insert(j->first);
  1663. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1664. }
  1665. auto playerTurnOrder = generatePlayerTurnOrder();
  1666. while(!serverShuttingDown)
  1667. {
  1668. if (!resume) newTurn();
  1669. std::list<PlayerColor>::iterator it;
  1670. if (resume)
  1671. {
  1672. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1673. }
  1674. else
  1675. {
  1676. it = playerTurnOrder.begin();
  1677. }
  1678. resume = false;
  1679. for (; it != playerTurnOrder.end(); it++)
  1680. {
  1681. auto playerColor = *it;
  1682. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1683. if (playerState->status == EPlayerStatus::INGAME)
  1684. {
  1685. //if player runs out of time, he shouldn't get the turn (especially AI)
  1686. checkVictoryLossConditionsForAll();
  1687. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1688. { //player lost at the beginning of his turn
  1689. continue;
  1690. }
  1691. else //give normal turn
  1692. {
  1693. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1694. YourTurn yt;
  1695. yt.player = playerColor;
  1696. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1697. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1698. applyAndSend(&yt);
  1699. //wait till turn is done
  1700. boost::unique_lock<boost::mutex> lock(states.mx);
  1701. while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
  1702. {
  1703. static time_duration p = milliseconds(100);
  1704. states.cv.timed_wait(lock, p);
  1705. }
  1706. }
  1707. }
  1708. }
  1709. //additional check that game is not finished
  1710. bool activePlayer = false;
  1711. for (auto player : playerTurnOrder)
  1712. {
  1713. if (gs->players[player].status == EPlayerStatus::INGAME)
  1714. activePlayer = true;
  1715. }
  1716. if (!activePlayer)
  1717. serverShuttingDown = true;
  1718. }
  1719. while(conns.size() && (*conns.begin())->isOpen())
  1720. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1721. }
  1722. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1723. {
  1724. // Generate player turn order
  1725. std::list<PlayerColor> playerTurnOrder;
  1726. for (const auto & player : gs->players) // add human players first
  1727. {
  1728. if (player.second.human)
  1729. playerTurnOrder.push_back(player.first);
  1730. }
  1731. for (const auto & player : gs->players) // then add non-human players
  1732. {
  1733. if (!player.second.human)
  1734. playerTurnOrder.push_back(player.first);
  1735. }
  1736. return playerTurnOrder;
  1737. }
  1738. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1739. {
  1740. battleResult.set(nullptr);
  1741. const auto t = getTile(tile);
  1742. ETerrainType terrain = t->terType;
  1743. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1744. terrain = ETerrainType::SAND;
  1745. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1746. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1747. terType = BFieldType::SHIP_TO_SHIP;
  1748. //send info about battles
  1749. BattleStart bs;
  1750. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1751. sendAndApply(&bs);
  1752. }
  1753. void CGameHandler::checkBattleStateChanges()
  1754. {
  1755. //check if drawbridge state need to be changes
  1756. if (battleGetSiegeLevel() > 0)
  1757. updateGateState();
  1758. //check if battle ended
  1759. if (auto result = battleIsFinished())
  1760. {
  1761. setBattleResult(BattleResult::NORMAL, *result);
  1762. }
  1763. }
  1764. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1765. {
  1766. if (!h->hasSpellbook())
  1767. return; //hero hasn't spellbook
  1768. ChangeSpells cs;
  1769. cs.hid = h->id;
  1770. cs.learn = true;
  1771. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1772. {
  1773. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1774. for (int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1775. {
  1776. std::vector<SpellID> spells;
  1777. getAllowedSpells(spells, i+1);
  1778. for (auto & spell : spells)
  1779. cs.spells.insert(spell);
  1780. }
  1781. }
  1782. else
  1783. {
  1784. for (int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1785. {
  1786. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1787. {
  1788. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1789. cs.spells.insert(t->spells.at(i).at(j));
  1790. }
  1791. }
  1792. }
  1793. if (!cs.spells.empty())
  1794. sendAndApply(&cs);
  1795. }
  1796. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1797. {
  1798. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1799. sendAndApply(&sop);
  1800. }
  1801. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1802. {
  1803. if (!obj || !getObj(obj->id))
  1804. {
  1805. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1806. return false;
  1807. }
  1808. RemoveObject ro;
  1809. ro.id = obj->id;
  1810. sendAndApply(&ro);
  1811. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1812. return true;
  1813. }
  1814. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1815. {
  1816. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1817. sendAndApply(&sop);
  1818. }
  1819. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/)
  1820. {
  1821. const CGHeroInstance *h = getHero(hid);
  1822. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1823. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1824. {
  1825. logGlobal->error("Illegal call to move hero!");
  1826. return false;
  1827. }
  1828. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
  1829. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1830. if (!gs->map->isInTheMap(hmpos))
  1831. {
  1832. logGlobal->error("Destination tile is outside the map!");
  1833. return false;
  1834. }
  1835. const TerrainTile t = *getTile(hmpos);
  1836. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1837. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1838. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1839. //result structure for start - movement failed, no move points used
  1840. TryMoveHero tmh;
  1841. tmh.id = hid;
  1842. tmh.start = h->pos;
  1843. tmh.end = dst;
  1844. tmh.result = TryMoveHero::FAILED;
  1845. tmh.movePoints = h->movement;
  1846. //check if destination tile is available
  1847. auto ti = make_unique<TurnInfo>(h);
  1848. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1849. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1850. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1851. //it's a rock or blocked and not visitable tile
  1852. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1853. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1854. && complain("Cannot move hero, destination tile is blocked!"))
  1855. || ((!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)
  1856. && complain("Cannot move hero, destination tile is on water!"))
  1857. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1858. && complain("Cannot disembark hero, tile is blocked!"))
  1859. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1860. && complain("Tiles are not neighboring!"))
  1861. || ((h->inTownGarrison)
  1862. && complain("Can not move garrisoned hero!"))
  1863. || ((h->movement < cost && dst != h->pos && !teleporting)
  1864. && complain("Hero doesn't have any movement points left!"))
  1865. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1866. && complain("Hero cannot transit over this tile!"))
  1867. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1868. && complain("Cannot move hero during the battle"))*/)
  1869. {
  1870. //send info about movement failure
  1871. sendAndApply(&tmh);
  1872. return false;
  1873. }
  1874. //several generic blocks of code
  1875. // should be called if hero changes tile but before applying TryMoveHero package
  1876. auto leaveTile = [&]()
  1877. {
  1878. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1879. {
  1880. obj->onHeroLeave(h);
  1881. }
  1882. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1883. };
  1884. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1885. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1886. {
  1887. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1888. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1889. queries.addQuery(moveQuery);
  1890. if (leavingTile == LEAVING_TILE)
  1891. leaveTile();
  1892. tmh.result = result;
  1893. sendAndApply(&tmh);
  1894. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1895. { // Hero should be always able to visit any object he staying on even if there guards around
  1896. visitObjectOnTile(t, h);
  1897. }
  1898. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1899. {
  1900. tmh.attackedFrom = guardPos;
  1901. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1902. objectVisited(guardTile.visitableObjects.back(), h);
  1903. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1904. }
  1905. else if (visitDest == VISIT_DEST)
  1906. {
  1907. visitObjectOnTile(t, h);
  1908. }
  1909. queries.popIfTop(moveQuery);
  1910. logGlobal->trace("Hero %s ends movement", h->name);
  1911. return result != TryMoveHero::FAILED;
  1912. };
  1913. //interaction with blocking object (like resources)
  1914. auto blockingVisit = [&]() -> bool
  1915. {
  1916. for (CGObjectInstance *obj : t.visitableObjects)
  1917. {
  1918. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1919. {
  1920. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1921. //this-> is needed for MVS2010 to recognize scope (?)
  1922. }
  1923. }
  1924. return false;
  1925. };
  1926. if (!transit && embarking)
  1927. {
  1928. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1929. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1930. // In H3 embark ignore guards
  1931. }
  1932. if (disembarking)
  1933. {
  1934. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1935. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1936. }
  1937. if (teleporting)
  1938. {
  1939. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1940. return true;
  1941. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1942. // visit town for town portal \ castle gates
  1943. // do not use generic visitObjectOnTile to avoid double-teleporting
  1944. // if this moveHero call was triggered by teleporter
  1945. if (!t.visitableObjects.empty())
  1946. {
  1947. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1948. town->onHeroVisit(h);
  1949. }
  1950. return true;
  1951. }
  1952. //still here? it is standard movement!
  1953. {
  1954. tmh.movePoints = h->movement >= cost
  1955. ? h->movement - cost
  1956. : 0;
  1957. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1958. EVisitDest visitDest = VISIT_DEST;
  1959. if (transit)
  1960. {
  1961. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1962. visitDest = DONT_VISIT_DEST;
  1963. if (canFly)
  1964. {
  1965. lookForGuards = IGNORE_GUARDS;
  1966. visitDest = DONT_VISIT_DEST;
  1967. }
  1968. }
  1969. else if (blockingVisit())
  1970. return true;
  1971. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1972. return true;
  1973. }
  1974. }
  1975. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1976. {
  1977. const CGHeroInstance *h = getHero(hid);
  1978. const CGTownInstance *t = getTown(dstid);
  1979. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1980. COMPLAIN_RET("Invalid call to teleportHero!");
  1981. const CGTownInstance *from = h->visitedTown;
  1982. if (((h->getOwner() != t->getOwner())
  1983. && complain("Cannot teleport hero to another player"))
  1984. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1985. && complain("Hero must be in town with Castle gate for teleporting"))
  1986. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1987. && complain("Cannot teleport hero to town without Castle gate in it")))
  1988. return false;
  1989. int3 pos = t->visitablePos();
  1990. pos += h->getVisitableOffset();
  1991. moveHero(hid,pos,1);
  1992. return true;
  1993. }
  1994. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1995. {
  1996. PlayerColor oldOwner = getOwner(obj->id);
  1997. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1998. sendAndApply(&sop);
  1999. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2000. checkVictoryLossConditions(playerColors);
  2001. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2002. if (town) //town captured
  2003. {
  2004. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2005. {
  2006. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2007. setPortalDwelling(town, true, false);
  2008. }
  2009. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2010. {
  2011. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2012. {
  2013. InfoWindow iw;
  2014. iw.player = oldOwner;
  2015. 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.
  2016. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2017. sendAndApply(&iw);
  2018. }
  2019. }
  2020. }
  2021. const PlayerState * p = getPlayer(owner);
  2022. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2023. {
  2024. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2025. {
  2026. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2027. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2028. }
  2029. }
  2030. }
  2031. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2032. {
  2033. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  2034. queries.addQuery(dialogQuery);
  2035. iw->queryID = dialogQuery->queryID;
  2036. sendToAllClients(iw);
  2037. }
  2038. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2039. {
  2040. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  2041. queries.addQuery(dialogQuery);
  2042. iw->queryID = dialogQuery->queryID;
  2043. sendToAllClients(iw);
  2044. }
  2045. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2046. {
  2047. if (!val) return; //don't waste time on empty call
  2048. TResources resources;
  2049. resources.at(which) = val;
  2050. giveResources(player, resources);
  2051. }
  2052. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2053. {
  2054. SetResources sr;
  2055. sr.abs = false;
  2056. sr.player = player;
  2057. sr.res = resources;
  2058. sendAndApply(&sr);
  2059. }
  2060. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2061. {
  2062. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2063. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2064. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2065. //first we move creatures to give to make them army of object-source
  2066. for (auto & elem : creatures.Slots())
  2067. {
  2068. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2069. }
  2070. tryJoiningArmy(obj, h, remove, true);
  2071. }
  2072. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2073. {
  2074. std::vector<CStackBasicDescriptor> cres = creatures;
  2075. if (cres.size() <= 0)
  2076. return;
  2077. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2078. for (CStackBasicDescriptor &sbd : cres)
  2079. {
  2080. TQuantity collected = 0;
  2081. while(collected < sbd.count)
  2082. {
  2083. bool foundSth = false;
  2084. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2085. {
  2086. if (i->second->type == sbd.type)
  2087. {
  2088. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2089. changeStackCount(StackLocation(obj, i->first), -take, false);
  2090. collected += take;
  2091. foundSth = true;
  2092. break;
  2093. }
  2094. }
  2095. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2096. {
  2097. complain("Unexpected failure during taking creatures!");
  2098. return;
  2099. }
  2100. }
  2101. }
  2102. }
  2103. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2104. {
  2105. sendToAllClients(comp);
  2106. }
  2107. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2108. {
  2109. HeroVisitCastle vc;
  2110. vc.hid = hero->id;
  2111. vc.tid = obj->id;
  2112. vc.flags |= 1;
  2113. sendAndApply(&vc);
  2114. vistiCastleObjects (obj, hero);
  2115. giveSpells (obj, hero);
  2116. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2117. }
  2118. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2119. {
  2120. std::vector<CGTownBuilding*>::const_iterator i;
  2121. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2122. (*i)->onHeroVisit (h);
  2123. }
  2124. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2125. {
  2126. HeroVisitCastle vc;
  2127. vc.hid = hero->id;
  2128. vc.tid = obj->id;
  2129. sendAndApply(&vc);
  2130. }
  2131. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2132. {
  2133. EraseArtifact ea;
  2134. ea.al = al;
  2135. sendAndApply(&ea);
  2136. }
  2137. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2138. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2139. const CGTownInstance *town) //use hero=nullptr for no hero
  2140. {
  2141. engageIntoBattle(army1->tempOwner);
  2142. engageIntoBattle(army2->tempOwner);
  2143. static const CArmedInstance *armies[2];
  2144. armies[0] = army1;
  2145. armies[1] = army2;
  2146. static const CGHeroInstance*heroes[2];
  2147. heroes[0] = hero1;
  2148. heroes[1] = hero2;
  2149. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2150. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2151. queries.addQuery(battleQuery);
  2152. boost::thread(&CGameHandler::runBattle, this);
  2153. }
  2154. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2155. {
  2156. startBattlePrimary(army1, army2, tile,
  2157. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2158. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2159. creatureBank);
  2160. }
  2161. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2162. {
  2163. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2164. }
  2165. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2166. {
  2167. ChangeSpells cs;
  2168. cs.hid = hero->id;
  2169. cs.spells = spells;
  2170. cs.learn = give;
  2171. sendAndApply(&cs);
  2172. }
  2173. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2174. {
  2175. SystemMessage sm;
  2176. sm.text = message;
  2177. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2178. c << &sm;
  2179. }
  2180. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2181. {
  2182. sendAndApply(bonus);
  2183. }
  2184. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2185. {
  2186. sendAndApply(smp);
  2187. }
  2188. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2189. {
  2190. SetMana sm;
  2191. sm.hid = hid;
  2192. sm.val = val;
  2193. sm.absolute = true;
  2194. sendAndApply(&sm);
  2195. }
  2196. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2197. {
  2198. GiveHero gh;
  2199. gh.id = id;
  2200. gh.player = player;
  2201. sendAndApply(&gh);
  2202. }
  2203. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2204. {
  2205. ChangeObjPos cop;
  2206. cop.objid = objid;
  2207. cop.nPos = newPos;
  2208. cop.flags = flags;
  2209. sendAndApply(&cop);
  2210. }
  2211. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2212. {
  2213. const CGHeroInstance * h1 = getHero(fromHero);
  2214. const CGHeroInstance * h2 = getHero(toHero);
  2215. if (h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR))
  2216. {
  2217. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2218. std::swap(fromHero, toHero);
  2219. }
  2220. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2221. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2222. return;//no scholar skill or no spellbook
  2223. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2224. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2225. ChangeSpells cs1;
  2226. cs1.learn = true;
  2227. cs1.hid = toHero;//giving spells to first hero
  2228. for (auto it : h1->spells)
  2229. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2230. cs1.spells.insert(it);//spell to learn
  2231. ChangeSpells cs2;
  2232. cs2.learn = true;
  2233. cs2.hid = fromHero;
  2234. for (auto it : h2->spells)
  2235. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2236. cs2.spells.insert(it);
  2237. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2238. {
  2239. InfoWindow iw;
  2240. iw.player = h1->tempOwner;
  2241. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2242. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2243. iw.text.addReplacement(h1->name);
  2244. if (!cs2.spells.empty())//if found new spell - apply
  2245. {
  2246. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2247. int size = cs2.spells.size();
  2248. for (auto it : cs2.spells)
  2249. {
  2250. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2251. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2252. switch (size--)
  2253. {
  2254. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2255. case 1: break;
  2256. default: iw.text << ", ";
  2257. }
  2258. }
  2259. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2260. iw.text.addReplacement(h2->name);
  2261. sendAndApply(&cs2);
  2262. }
  2263. if (!cs1.spells.empty() && !cs2.spells.empty())
  2264. {
  2265. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2266. }
  2267. if (!cs1.spells.empty())
  2268. {
  2269. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2270. int size = cs1.spells.size();
  2271. for (auto it : cs1.spells)
  2272. {
  2273. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2274. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2275. switch (size--)
  2276. {
  2277. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2278. case 1: break;
  2279. default: iw.text << ", ";
  2280. } }
  2281. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2282. iw.text.addReplacement(h2->name);
  2283. sendAndApply(&cs1);
  2284. }
  2285. sendAndApply(&iw);
  2286. }
  2287. }
  2288. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2289. {
  2290. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2291. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2292. {
  2293. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2294. ExchangeDialog hex;
  2295. hex.queryID = exchange->queryID;
  2296. hex.heroes[0] = getHero(hero1);
  2297. hex.heroes[1] = getHero(hero2);
  2298. sendAndApply(&hex);
  2299. useScholarSkill(hero1,hero2);
  2300. queries.addQuery(exchange);
  2301. }
  2302. }
  2303. void CGameHandler::sendToAllClients(CPackForClient * info)
  2304. {
  2305. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2306. for (auto & elem : conns)
  2307. {
  2308. if(!elem->isOpen())
  2309. continue;
  2310. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2311. *elem << info;
  2312. }
  2313. }
  2314. void CGameHandler::sendAndApply(CPackForClient * info)
  2315. {
  2316. sendToAllClients(info);
  2317. gs->apply(info);
  2318. }
  2319. void CGameHandler::applyAndSend(CPackForClient * info)
  2320. {
  2321. gs->apply(info);
  2322. sendToAllClients(info);
  2323. }
  2324. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2325. {
  2326. sendAndApply(static_cast<CPackForClient*>(info));
  2327. checkVictoryLossConditionsForAll();
  2328. }
  2329. void CGameHandler::sendAndApply(SetResources * info)
  2330. {
  2331. sendAndApply(static_cast<CPackForClient*>(info));
  2332. checkVictoryLossConditionsForPlayer(info->player);
  2333. }
  2334. void CGameHandler::sendAndApply(NewStructures * info)
  2335. {
  2336. sendAndApply(static_cast<CPackForClient*>(info));
  2337. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2338. }
  2339. void CGameHandler::save(const std::string & filename)
  2340. {
  2341. logGlobal->info("Saving to %s", filename);
  2342. const auto stem = FileInfo::GetPathStem(filename);
  2343. const auto savefname = stem.to_string() + ".vsgm1";
  2344. CResourceHandler::get("local")->createResource(savefname);
  2345. {
  2346. logGlobal->info("Ordering clients to serialize...");
  2347. SaveGame sg(savefname);
  2348. sendToAllClients(&sg);
  2349. }
  2350. try
  2351. {
  2352. {
  2353. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2354. saveCommonState(save);
  2355. logGlobal->info("Saving server state");
  2356. save << *this;
  2357. }
  2358. logGlobal->info("Game has been successfully saved!");
  2359. }
  2360. catch(std::exception &e)
  2361. {
  2362. logGlobal->error("Failed to save game: %s", e.what());
  2363. }
  2364. }
  2365. void CGameHandler::close()
  2366. {
  2367. logGlobal->info("We have been requested to close.");
  2368. serverShuttingDown = true;
  2369. for (auto & elem : conns)
  2370. {
  2371. if(!elem->isOpen())
  2372. continue;
  2373. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2374. elem->close();
  2375. elem->connected = false;
  2376. }
  2377. }
  2378. void CGameHandler::playerLeftGame(int cid)
  2379. {
  2380. for (auto & elem : conns)
  2381. {
  2382. if(elem->isOpen() && elem->connectionID == cid)
  2383. {
  2384. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2385. elem->close();
  2386. elem->connected = false;
  2387. break;
  2388. }
  2389. }
  2390. }
  2391. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2392. {
  2393. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2394. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2395. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2396. StackLocation sl1(s1, p1), sl2(s2, p2);
  2397. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2398. {
  2399. complain("Invalid slot accessed!");
  2400. return false;
  2401. }
  2402. if (!isAllowedExchange(id1,id2))
  2403. {
  2404. complain("Cannot exchange stacks between these two objects!\n");
  2405. return false;
  2406. }
  2407. // We can always put stacks into locked garrison, but not take them out of it
  2408. auto notRemovable = [&](const CArmedInstance * army)
  2409. {
  2410. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2411. {
  2412. auto g = dynamic_cast<const CGGarrison *>(army);
  2413. if (g && !g->removableUnits)
  2414. {
  2415. complain("Stacks in this garrison are not removable!\n");
  2416. return true;
  2417. }
  2418. }
  2419. return false;
  2420. };
  2421. if (what==1) //swap
  2422. {
  2423. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2424. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2425. {
  2426. complain("Can't take troops from another player!");
  2427. return false;
  2428. }
  2429. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2430. {
  2431. complain("Cannot swap stacks - slots are the same!");
  2432. return false;
  2433. }
  2434. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2435. {
  2436. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2437. return false;
  2438. }
  2439. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2440. return false;
  2441. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2442. return false;
  2443. swapStacks(sl1, sl2);
  2444. }
  2445. else if (what==2)//merge
  2446. {
  2447. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2448. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2449. return false;
  2450. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2451. {
  2452. complain("Cannot merge empty stack!");
  2453. return false;
  2454. }
  2455. else if (notRemovable(sl1.army))
  2456. return false;
  2457. moveStack(sl1, sl2);
  2458. }
  2459. else if (what==3) //split
  2460. {
  2461. const int countToMove = val - s2->getStackCount(p2);
  2462. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2463. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2464. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2465. {
  2466. complain("Can't move troops of another player!");
  2467. return false;
  2468. }
  2469. //general conditions checking
  2470. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2471. || (val<1 && complain("no creatures to split")) )
  2472. {
  2473. return false;
  2474. }
  2475. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2476. {
  2477. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2478. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2479. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2480. )
  2481. {
  2482. return false;
  2483. }
  2484. if (notRemovable(sl1.army))
  2485. {
  2486. if (s1->getStackCount(p1) > countLeftOnSrc)
  2487. return false;
  2488. }
  2489. else if (notRemovable(sl2.army))
  2490. {
  2491. if (s2->getStackCount(p1) < countLeftOnSrc)
  2492. return false;
  2493. }
  2494. moveStack(sl1, sl2, countToMove);
  2495. //S2.slots[p2]->count = val;
  2496. //S1.slots[p1]->count = total - val;
  2497. }
  2498. else //split one stack to the two
  2499. {
  2500. if (s1->getStackCount(p1) < val)//not enough creatures
  2501. {
  2502. complain("Cannot split that stack, not enough creatures!");
  2503. return false;
  2504. }
  2505. if (notRemovable(sl1.army))
  2506. return false;
  2507. moveStack(sl1, sl2, val);
  2508. }
  2509. }
  2510. return true;
  2511. }
  2512. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2513. {
  2514. std::set<PlayerColor> all;
  2515. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2516. if (i->second == c)
  2517. all.insert(i->first);
  2518. switch(all.size())
  2519. {
  2520. case 0:
  2521. return PlayerColor::NEUTRAL;
  2522. case 1:
  2523. return *all.begin();
  2524. default:
  2525. {
  2526. //if we have more than one player at this connection, try to pick active one
  2527. if (vstd::contains(all, gs->currentPlayer))
  2528. return gs->currentPlayer;
  2529. else
  2530. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2531. }
  2532. }
  2533. }
  2534. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2535. {
  2536. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2537. if (!vstd::contains(s1->stacks,pos))
  2538. {
  2539. complain("Illegal call to disbandCreature - no such stack in army!");
  2540. return false;
  2541. }
  2542. eraseStack(StackLocation(s1, pos));
  2543. return true;
  2544. }
  2545. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/)
  2546. {
  2547. const CGTownInstance * t = getTown(tid);
  2548. if (!t)
  2549. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2550. if (!t->town->buildings.count(requestedID))
  2551. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2552. if (t->hasBuilt(requestedID))
  2553. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2554. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2555. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2556. std::vector<const CBuilding*> remainingAutoBuildings;
  2557. std::set<BuildingID> buildingsThatWillBe;
  2558. //Check validity of request
  2559. if (!force)
  2560. {
  2561. switch (requestedBuilding->mode)
  2562. {
  2563. case CBuilding::BUILD_NORMAL :
  2564. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2565. COMPLAIN_RET("Cannot build that building!");
  2566. break;
  2567. case CBuilding::BUILD_AUTO :
  2568. case CBuilding::BUILD_SPECIAL:
  2569. COMPLAIN_RET("This building can not be constructed normally!");
  2570. case CBuilding::BUILD_GRAIL :
  2571. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2572. {
  2573. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2574. COMPLAIN_RET("Cannot build this without grail!")
  2575. else
  2576. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2577. }
  2578. break;
  2579. }
  2580. }
  2581. //Performs stuff that has to be done before new building is built
  2582. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2583. {
  2584. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2585. {
  2586. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2587. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2588. if (upgradeNumber >= t->town->creatures.at(level).size())
  2589. {
  2590. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2591. "no creature found (upgrade number %d, level %d!")
  2592. % buildingID % upgradeNumber % level));
  2593. return;
  2594. }
  2595. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2596. SetAvailableCreatures ssi;
  2597. ssi.tid = t->id;
  2598. ssi.creatures = t->creatures;
  2599. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2600. ssi.creatures[level].first = crea->growth;
  2601. ssi.creatures[level].second.push_back(crea->idNumber);
  2602. sendAndApply(&ssi);
  2603. }
  2604. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2605. {
  2606. setPortalDwelling(t);
  2607. }
  2608. };
  2609. //Performs stuff that has to be done after new building is built
  2610. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2611. {
  2612. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2613. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2614. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2615. {
  2616. if (t->visitingHero)
  2617. giveSpells(t,t->visitingHero);
  2618. if (t->garrisonHero)
  2619. giveSpells(t,t->garrisonHero);
  2620. }
  2621. };
  2622. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2623. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2624. {
  2625. return buildingsThatWillBe.count(buildID);
  2626. };
  2627. //Init the vectors
  2628. for (auto & build : t->town->buildings)
  2629. {
  2630. if (t->hasBuilt(build.first))
  2631. buildingsThatWillBe.insert(build.first);
  2632. else
  2633. {
  2634. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2635. remainingAutoBuildings.push_back(build.second);
  2636. }
  2637. }
  2638. //Prepare structure (list of building ids will be filled later)
  2639. NewStructures ns;
  2640. ns.tid = tid;
  2641. ns.builded = force ? t->builded : (t->builded+1);
  2642. std::queue<const CBuilding*> buildingsToAdd;
  2643. buildingsToAdd.push(requestedBuilding);
  2644. while(!buildingsToAdd.empty())
  2645. {
  2646. auto b = buildingsToAdd.front();
  2647. buildingsToAdd.pop();
  2648. ns.bid.insert(b->bid);
  2649. buildingsThatWillBe.insert(b->bid);
  2650. remainingAutoBuildings -= b;
  2651. for (auto autoBuilding : remainingAutoBuildings)
  2652. {
  2653. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2654. buildingsToAdd.push(autoBuilding);
  2655. }
  2656. }
  2657. // 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.
  2658. for (auto builtID : ns.bid)
  2659. processBeforeBuiltStructure(builtID);
  2660. //Take cost
  2661. if (!force)
  2662. {
  2663. giveResources(t->tempOwner, -requestedBuilding->resources);
  2664. }
  2665. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2666. sendAndApply(&ns);
  2667. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2668. for (auto builtID : ns.bid)
  2669. processAfterBuiltStructure(builtID);
  2670. // now when everything is built - reveal tiles for lookout tower
  2671. FoWChange fw;
  2672. fw.player = t->tempOwner;
  2673. fw.mode = 1;
  2674. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2675. sendAndApply(&fw);
  2676. if (t->visitingHero)
  2677. vistiCastleObjects (t, t->visitingHero);
  2678. if (t->garrisonHero)
  2679. vistiCastleObjects (t, t->garrisonHero);
  2680. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2681. return true;
  2682. }
  2683. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2684. {
  2685. ///incomplete, simply erases target building
  2686. const CGTownInstance * t = getTown(tid);
  2687. if (!vstd::contains(t->builtBuildings, bid))
  2688. return false;
  2689. RazeStructures rs;
  2690. rs.tid = tid;
  2691. rs.bid.insert(bid);
  2692. rs.destroyed = t->destroyed + 1;
  2693. sendAndApply(&rs);
  2694. //TODO: Remove dwellers
  2695. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2696. // {
  2697. // RemoveBonus rb(RemoveBonus::TOWN);
  2698. // rb.whoID = t->id;
  2699. // rb.source = Bonus::TOWN_STRUCTURE;
  2700. // rb.id = 17;
  2701. // sendAndApply(&rb);
  2702. // }
  2703. return true;
  2704. }
  2705. void CGameHandler::sendMessageToAll(const std::string &message)
  2706. {
  2707. SystemMessage sm;
  2708. sm.text = message;
  2709. sendToAllClients(&sm);
  2710. }
  2711. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2712. {
  2713. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2714. const CArmedInstance *dst = nullptr;
  2715. const CCreature *c = VLC->creh->creatures.at(crid);
  2716. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2717. //TODO: test for owning
  2718. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2719. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2720. assert(dw && dst);
  2721. //verify
  2722. bool found = false;
  2723. int level = 0;
  2724. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2725. {
  2726. if ((fromLvl != -1) && (level !=fromLvl))
  2727. continue;
  2728. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2729. int i = 0;
  2730. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2731. if (cur.second.at(i) == crid)
  2732. break;
  2733. if (i < cur.second.size())
  2734. {
  2735. found = true;
  2736. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2737. break;
  2738. }
  2739. }
  2740. SlotID slot = dst->getSlotFor(crid);
  2741. if ((!found && complain("Cannot recruit: no such creatures!"))
  2742. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2743. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2744. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2745. {
  2746. return false;
  2747. }
  2748. //recruit
  2749. giveResources(dst->tempOwner, -(c->cost * cram));
  2750. SetAvailableCreatures sac;
  2751. sac.tid = objid;
  2752. sac.creatures = dw->creatures;
  2753. sac.creatures[level].first -= cram;
  2754. sendAndApply(&sac);
  2755. if (warMachine)
  2756. {
  2757. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2758. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2759. ArtifactID artId = c->warMachine;
  2760. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2761. const CArtifact * art = artId.toArtifact();
  2762. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2763. return giveHeroNewArtifact(h, art);
  2764. }
  2765. else
  2766. {
  2767. addToSlot(StackLocation(dst, slot), c, cram);
  2768. }
  2769. return true;
  2770. }
  2771. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2772. {
  2773. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2774. if (!obj->hasStackAtSlot(pos))
  2775. {
  2776. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2777. }
  2778. UpgradeInfo ui;
  2779. getUpgradeInfo(obj, pos, ui);
  2780. PlayerColor player = obj->tempOwner;
  2781. const PlayerState *p = getPlayer(player);
  2782. int crQuantity = obj->stacks.at(pos)->count;
  2783. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2784. //check if upgrade is possible
  2785. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2786. {
  2787. return false;
  2788. }
  2789. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2790. //check if player has enough resources
  2791. if (!p->resources.canAfford(totalCost))
  2792. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2793. //take resources
  2794. giveResources(player, -totalCost);
  2795. //upgrade creature
  2796. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2797. return true;
  2798. }
  2799. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2800. {
  2801. if (!sl.army->hasStackAtSlot(sl.slot))
  2802. COMPLAIN_RET("Cannot find a stack to change type");
  2803. SetStackType sst;
  2804. sst.sl = sl;
  2805. sst.type = c;
  2806. sendAndApply(&sst);
  2807. return true;
  2808. }
  2809. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2810. {
  2811. assert(src->canBeMergedWith(*dst, allowMerging));
  2812. while(src->stacksCount())//while there are unmoved creatures
  2813. {
  2814. auto i = src->Slots().begin(); //iterator to stack to move
  2815. StackLocation sl(src, i->first); //location of stack to move
  2816. SlotID pos = dst->getSlotFor(i->second->type);
  2817. if (!pos.validSlot())
  2818. {
  2819. //try to merge two other stacks to make place
  2820. std::pair<SlotID, SlotID> toMerge;
  2821. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2822. {
  2823. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2824. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2825. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2826. }
  2827. else
  2828. {
  2829. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2830. return;
  2831. }
  2832. }
  2833. else
  2834. {
  2835. moveStack(sl, StackLocation(dst, pos));
  2836. }
  2837. }
  2838. }
  2839. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2840. {
  2841. const CGTownInstance * town = getTown(tid);
  2842. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2843. {
  2844. if (!town->visitingHero->canBeMergedWith(*town))
  2845. {
  2846. complain("Cannot make garrison swap, not enough free slots!");
  2847. return false;
  2848. }
  2849. moveArmy(town, town->visitingHero, true);
  2850. SetHeroesInTown intown;
  2851. intown.tid = tid;
  2852. intown.visiting = ObjectInstanceID();
  2853. intown.garrison = town->visitingHero->id;
  2854. sendAndApply(&intown);
  2855. return true;
  2856. }
  2857. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2858. {
  2859. //check if moving hero out of town will break 8 wandering heroes limit
  2860. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2861. {
  2862. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2863. return false;
  2864. }
  2865. SetHeroesInTown intown;
  2866. intown.tid = tid;
  2867. intown.garrison = ObjectInstanceID();
  2868. intown.visiting = town->garrisonHero->id;
  2869. sendAndApply(&intown);
  2870. return true;
  2871. }
  2872. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2873. {
  2874. SetHeroesInTown intown;
  2875. intown.tid = tid;
  2876. intown.garrison = town->visitingHero->id;
  2877. intown.visiting = town->garrisonHero->id;
  2878. sendAndApply(&intown);
  2879. return true;
  2880. }
  2881. else
  2882. {
  2883. complain("Cannot swap garrison hero!");
  2884. return false;
  2885. }
  2886. }
  2887. // With the amount of changes done to the function, it's more like transferArtifacts.
  2888. // 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.
  2889. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2890. {
  2891. ArtifactLocation src = al1, dst = al2;
  2892. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2893. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2894. // Make sure exchange is even possible between the two heroes.
  2895. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2896. COMPLAIN_RET("That heroes cannot make any exchange!");
  2897. const CArtifactInstance *srcArtifact = src.getArt();
  2898. const CArtifactInstance *destArtifact = dst.getArt();
  2899. if (srcArtifact == nullptr)
  2900. COMPLAIN_RET("No artifact to move!");
  2901. if (destArtifact && srcPlayer != dstPlayer)
  2902. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2903. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2904. // Moving to the backpack is always allowed.
  2905. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2906. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2907. COMPLAIN_RET("Cannot move artifact!");
  2908. auto srcSlot = src.getSlot();
  2909. auto dstSlot = dst.getSlot();
  2910. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2911. COMPLAIN_RET("Cannot move artifact locks.");
  2912. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2913. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2914. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2915. COMPLAIN_RET("Cannot move catapult!");
  2916. if (dst.slot >= GameConstants::BACKPACK_START)
  2917. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2918. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2919. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2920. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2921. {
  2922. //old artifact must be removed first
  2923. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2924. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2925. }
  2926. MoveArtifact ma;
  2927. ma.src = src;
  2928. ma.dst = dst;
  2929. sendAndApply(&ma);
  2930. return true;
  2931. }
  2932. /**
  2933. * Assembles or disassembles a combination artifact.
  2934. * @param heroID ID of hero holding the artifact(s).
  2935. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2936. * @param assemble True for assembly operation, false for disassembly.
  2937. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2938. * artifact to assemble to. Otherwise it's not used.
  2939. */
  2940. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2941. {
  2942. const CGHeroInstance * hero = getHero(heroID);
  2943. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2944. if (!destArtifact)
  2945. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2946. if (assemble)
  2947. {
  2948. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2949. if (!combinedArt->constituents)
  2950. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2951. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2952. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2953. AssembledArtifact aa;
  2954. aa.al = ArtifactLocation(hero, artifactSlot);
  2955. aa.builtArt = combinedArt;
  2956. sendAndApply(&aa);
  2957. }
  2958. else
  2959. {
  2960. if (!destArtifact->artType->constituents)
  2961. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2962. DisassembledArtifact da;
  2963. da.al = ArtifactLocation(hero, artifactSlot);
  2964. sendAndApply(&da);
  2965. }
  2966. return true;
  2967. }
  2968. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2969. {
  2970. const CGHeroInstance * hero = getHero(hid);
  2971. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2972. const CGTownInstance * town = hero->visitedTown;
  2973. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2974. if (aid==ArtifactID::SPELLBOOK)
  2975. {
  2976. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2977. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2978. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2979. )
  2980. return false;
  2981. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2982. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2983. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2984. giveSpells(town,hero);
  2985. return true;
  2986. }
  2987. else
  2988. {
  2989. const CArtifact * art = aid.toArtifact();
  2990. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2991. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  2992. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2993. const int price = art->price;
  2994. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  2995. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2996. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2997. {
  2998. giveResource(hero->getOwner(),Res::GOLD,-price);
  2999. return giveHeroNewArtifact(hero, art);
  3000. }
  3001. else
  3002. COMPLAIN_RET("This machine is unavailable here!");
  3003. }
  3004. }
  3005. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3006. {
  3007. if(!h)
  3008. COMPLAIN_RET("Only hero can buy artifacts!");
  3009. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3010. COMPLAIN_RET("That artifact is unavailable!");
  3011. int b1, b2;
  3012. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3013. if (getResource(h->tempOwner, rid) < b1)
  3014. COMPLAIN_RET("You can't afford to buy this artifact!");
  3015. giveResource(h->tempOwner, rid, -b1);
  3016. SetAvailableArtifacts saa;
  3017. if (m->o->ID == Obj::TOWN)
  3018. {
  3019. saa.id = -1;
  3020. saa.arts = CGTownInstance::merchantArtifacts;
  3021. }
  3022. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3023. {
  3024. saa.id = bm->id.getNum();
  3025. saa.arts = bm->artifacts;
  3026. }
  3027. else
  3028. COMPLAIN_RET("Wrong marktet...");
  3029. bool found = false;
  3030. for (const CArtifact *&art : saa.arts)
  3031. {
  3032. if (art && art->id == aid)
  3033. {
  3034. art = nullptr;
  3035. found = true;
  3036. break;
  3037. }
  3038. }
  3039. if (!found)
  3040. COMPLAIN_RET("Cannot find selected artifact on the list");
  3041. sendAndApply(&saa);
  3042. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3043. return true;
  3044. }
  3045. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3046. {
  3047. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3048. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3049. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3050. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3051. int resVal = 0, dump = 1;
  3052. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3053. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3054. giveResource(h->tempOwner, rid, resVal);
  3055. return true;
  3056. }
  3057. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3058. {
  3059. if (!h)
  3060. COMPLAIN_RET("You need hero to buy a skill!");
  3061. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3062. COMPLAIN_RET("Hero already know this skill");
  3063. if (!h->canLearnSkill())
  3064. COMPLAIN_RET("Hero can't learn any more skills");
  3065. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3066. COMPLAIN_RET("The hero can't learn this skill!");
  3067. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3068. COMPLAIN_RET("That skill is unavailable!");
  3069. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3070. COMPLAIN_RET("You can't afford to buy this skill");
  3071. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3072. changeSecSkill(h, skill, 1, true);
  3073. return true;
  3074. }
  3075. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3076. {
  3077. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3078. vstd::amin(val, r1); //can't trade more resources than have
  3079. int b1, b2; //base quantities for trade
  3080. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3081. int units = val / b1; //how many base quantities we trade
  3082. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3083. {
  3084. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3085. }
  3086. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3087. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3088. return true;
  3089. }
  3090. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3091. {
  3092. if(!hero)
  3093. COMPLAIN_RET("Only hero can sell creatures!");
  3094. if (!vstd::contains(hero->Slots(), slot))
  3095. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3096. const CStackInstance &s = hero->getStack(slot);
  3097. if (s.count < count //can't sell more creatures than have
  3098. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3099. {
  3100. COMPLAIN_RET("Not enough creatures in army!");
  3101. }
  3102. int b1, b2; //base quantities for trade
  3103. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3104. int units = count / b1; //how many base quantities we trade
  3105. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3106. {
  3107. //TODO: complain?
  3108. assert(0);
  3109. }
  3110. changeStackCount(StackLocation(hero, slot), -count);
  3111. giveResource(hero->tempOwner, resourceID, b2 * units);
  3112. return true;
  3113. }
  3114. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3115. {
  3116. const CArmedInstance *army = nullptr;
  3117. if (hero)
  3118. army = hero;
  3119. else
  3120. army = dynamic_cast<const CGTownInstance *>(market->o);
  3121. if (!army)
  3122. COMPLAIN_RET("Incorrect call to transform in undead!");
  3123. if (!army->hasStackAtSlot(slot))
  3124. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3125. const CStackInstance &s = army->getStack(slot);
  3126. //resulting creature - bone dragons or skeletons
  3127. CreatureID resCreature = CreatureID::SKELETON;
  3128. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3129. || (s.getCreatureID() == CreatureID::HYDRA)
  3130. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3131. resCreature = CreatureID::BONE_DRAGON;
  3132. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3133. return true;
  3134. }
  3135. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3136. {
  3137. const PlayerState *p2 = getPlayer(r2, false);
  3138. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3139. {
  3140. complain("Dest player must be in game!");
  3141. return false;
  3142. }
  3143. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3144. vstd::amin(val, curRes1);
  3145. giveResource(player, r1, -val);
  3146. giveResource(r2, r1, val);
  3147. return true;
  3148. }
  3149. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3150. {
  3151. const CGHeroInstance *h = getHero(hid);
  3152. if (!h)
  3153. {
  3154. logGlobal->error("Hero doesn't exist!");
  3155. return false;
  3156. }
  3157. ChangeFormation cf;
  3158. cf.hid = hid;
  3159. cf.formation = formation;
  3160. sendAndApply(&cf);
  3161. return true;
  3162. }
  3163. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3164. {
  3165. const PlayerState * p = getPlayer(player);
  3166. const CGTownInstance * t = getTown(obj->id);
  3167. //common preconditions
  3168. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3169. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3170. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3171. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3172. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3173. {
  3174. return false;
  3175. }
  3176. if (t) //tavern in town
  3177. {
  3178. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3179. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3180. {
  3181. return false;
  3182. }
  3183. }
  3184. else if (obj->ID == Obj::TAVERN)
  3185. {
  3186. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3187. {
  3188. return false;
  3189. }
  3190. }
  3191. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3192. if (!nh)
  3193. {
  3194. complain ("Hero is not available for hiring!");
  3195. return false;
  3196. }
  3197. HeroRecruited hr;
  3198. hr.tid = obj->id;
  3199. hr.hid = nh->subID;
  3200. hr.player = player;
  3201. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3202. sendAndApply(&hr);
  3203. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3204. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3205. const CGHeroInstance *newHero = nullptr;
  3206. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3207. {
  3208. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3209. }
  3210. SetAvailableHeroes sah;
  3211. sah.player = player;
  3212. if (newHero)
  3213. {
  3214. sah.hid[hid] = newHero->subID;
  3215. sah.army[hid].clear();
  3216. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3217. }
  3218. else
  3219. {
  3220. sah.hid[hid] = -1;
  3221. }
  3222. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3223. sendAndApply(&sah);
  3224. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3225. if (t)
  3226. {
  3227. vistiCastleObjects (t, nh);
  3228. giveSpells (t,nh);
  3229. }
  3230. return true;
  3231. }
  3232. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3233. {
  3234. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3235. logGlobal->trace("Player %s attempts answering query %d with answer %d", player, qid, answer);
  3236. auto topQuery = queries.topQuery(player);
  3237. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3238. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3239. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3240. if (auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3241. dialogQuery->answer = answer;
  3242. queries.popQuery(topQuery);
  3243. return true;
  3244. }
  3245. static EndAction end_action;
  3246. void CGameHandler::updateGateState()
  3247. {
  3248. BattleUpdateGateState db;
  3249. db.state = gs->curB->si.gateState;
  3250. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3251. {
  3252. db.state = EGateState::DESTROYED;
  3253. }
  3254. else if (db.state == EGateState::OPENED)
  3255. {
  3256. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3257. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3258. {
  3259. if (gs->curB->town->subID == ETownType::FORTRESS)
  3260. {
  3261. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3262. db.state = EGateState::CLOSED;
  3263. }
  3264. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3265. db.state = EGateState::BLOCKED;
  3266. else
  3267. db.state = EGateState::CLOSED;
  3268. }
  3269. }
  3270. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3271. db.state = EGateState::BLOCKED;
  3272. else
  3273. db.state = EGateState::CLOSED;
  3274. if (db.state != gs->curB->si.gateState)
  3275. sendAndApply(&db);
  3276. }
  3277. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3278. {
  3279. bool ok = true;
  3280. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3281. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3282. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3283. : nullptr;
  3284. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3285. logGlobal->trace(
  3286. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3287. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3288. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3289. switch(ba.actionType)
  3290. {
  3291. case Battle::WALK: //walk
  3292. case Battle::DEFEND: //defend
  3293. case Battle::WAIT: //wait
  3294. case Battle::WALK_AND_ATTACK: //walk or attack
  3295. case Battle::SHOOT: //shoot
  3296. case Battle::CATAPULT: //catapult
  3297. case Battle::STACK_HEAL: //healing with First Aid Tent
  3298. case Battle::DAEMON_SUMMONING:
  3299. case Battle::MONSTER_SPELL:
  3300. if (!stack)
  3301. {
  3302. complain("No such stack!");
  3303. return false;
  3304. }
  3305. if (!stack->alive())
  3306. {
  3307. complain("This stack is dead: " + stack->nodeName());
  3308. return false;
  3309. }
  3310. if (battleTacticDist())
  3311. {
  3312. if (stack && !stack->attackerOwned != battleGetTacticsSide())
  3313. {
  3314. complain("This is not a stack of side that has tactics!");
  3315. return false;
  3316. }
  3317. }
  3318. else if (!isAboutActiveStack)
  3319. {
  3320. complain("Action has to be about active stack!");
  3321. return false;
  3322. }
  3323. }
  3324. auto wrapAction = [this](BattleAction &ba)
  3325. {
  3326. StartAction startAction(ba);
  3327. sendAndApply(&startAction);
  3328. return vstd::makeScopeGuard([&]
  3329. {
  3330. sendAndApply(&end_action);
  3331. });
  3332. };
  3333. switch(ba.actionType)
  3334. {
  3335. case Battle::END_TACTIC_PHASE: //wait
  3336. case Battle::BAD_MORALE:
  3337. case Battle::NO_ACTION:
  3338. {
  3339. auto wrapper = wrapAction(ba);
  3340. break;
  3341. }
  3342. case Battle::WALK:
  3343. {
  3344. auto wrapper = wrapAction(ba);
  3345. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3346. if (!walkedTiles)
  3347. complain("Stack failed movement!");
  3348. break;
  3349. }
  3350. case Battle::DEFEND:
  3351. {
  3352. //defensive stance //TODO: remove this bonus when stack becomes active
  3353. SetStackEffect sse;
  3354. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL));
  3355. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3356. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3357. sse.stacks.push_back(ba.stackNumber);
  3358. sendAndApply(&sse);
  3359. //don't break - we share code with next case
  3360. }
  3361. case Battle::WAIT:
  3362. {
  3363. auto wrapper = wrapAction(ba);
  3364. break;
  3365. }
  3366. case Battle::RETREAT: //retreat/flee
  3367. {
  3368. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3369. complain("Cannot retreat!");
  3370. else
  3371. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3372. break;
  3373. }
  3374. case Battle::SURRENDER:
  3375. {
  3376. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3377. int cost = gs->curB->battleGetSurrenderCost(player);
  3378. if (cost < 0)
  3379. complain("Cannot surrender!");
  3380. else if (getResource(player, Res::GOLD) < cost)
  3381. complain("Not enough gold to surrender!");
  3382. else
  3383. {
  3384. giveResource(player, Res::GOLD, -cost);
  3385. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3386. }
  3387. break;
  3388. }
  3389. case Battle::WALK_AND_ATTACK: //walk or attack
  3390. {
  3391. auto wrapper = wrapAction(ba);
  3392. if (!stack || !destinationStack)
  3393. {
  3394. break;
  3395. }
  3396. BattleHex startingPos = stack->position;
  3397. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3398. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3399. if (stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3400. && !(stack->doubleWide()
  3401. && (stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1))
  3402. ) //nor occupy specified hex
  3403. )
  3404. {
  3405. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3406. ok = false;
  3407. break;
  3408. }
  3409. if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3410. {
  3411. destinationStack = nullptr;
  3412. }
  3413. if (!destinationStack)
  3414. {
  3415. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3416. ok = false;
  3417. break;
  3418. }
  3419. if (!CStack::isMeleeAttackPossible(stack, destinationStack))
  3420. {
  3421. complain("Attack cannot be performed!");
  3422. ok = false;
  3423. break;
  3424. }
  3425. //attack
  3426. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3427. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3428. for (int i = 0; i < totalAttacks; ++i)
  3429. {
  3430. if (stack &&
  3431. stack->alive() && //move can cause death, eg. by walking into the moat
  3432. destinationStack->alive())
  3433. {
  3434. BattleAttack bat;
  3435. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3436. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3437. handleAttackBeforeCasting(&bat); //only before first attack
  3438. sendAndApply(&bat);
  3439. handleAfterAttackCasting(bat);
  3440. }
  3441. //counterattack
  3442. if (i == 0 && destinationStack
  3443. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3444. && destinationStack->ableToRetaliate()
  3445. && stack->alive()) //attacker may have died (fire shield)
  3446. {
  3447. BattleAttack bat;
  3448. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3449. bat.flags |= BattleAttack::COUNTER;
  3450. sendAndApply(&bat);
  3451. handleAfterAttackCasting(bat);
  3452. }
  3453. }
  3454. //return
  3455. if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3456. {
  3457. moveStack(ba.stackNumber, startingPos);
  3458. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3459. }
  3460. break;
  3461. }
  3462. case Battle::SHOOT:
  3463. {
  3464. if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
  3465. {
  3466. complain("Cannot shoot!");
  3467. break;
  3468. }
  3469. if (!destinationStack)
  3470. {
  3471. complain("No target to shoot!");
  3472. break;
  3473. }
  3474. auto wrapper = wrapAction(ba);
  3475. {
  3476. BattleAttack bat;
  3477. bat.flags |= BattleAttack::SHOT;
  3478. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3479. handleAttackBeforeCasting(&bat);
  3480. sendAndApply(&bat);
  3481. handleAfterAttackCasting(bat);
  3482. }
  3483. //ranged counterattack
  3484. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3485. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3486. && destinationStack->ableToRetaliate()
  3487. && stack->alive()) //attacker may have died (fire shield)
  3488. {
  3489. BattleAttack bat;
  3490. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3491. bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;
  3492. sendAndApply(&bat);
  3493. handleAfterAttackCasting(bat);
  3494. }
  3495. //second shot for ballista, only if hero has advanced artillery
  3496. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3497. if (destinationStack->alive()
  3498. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3499. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3500. )
  3501. {
  3502. BattleAttack bat2;
  3503. bat2.flags |= BattleAttack::SHOT;
  3504. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3505. sendAndApply(&bat2);
  3506. }
  3507. //allow more than one additional attack
  3508. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3509. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3510. for (int i = 0; i < additionalAttacks; ++i)
  3511. {
  3512. if (
  3513. stack->alive()
  3514. && destinationStack->alive()
  3515. && stack->shots
  3516. )
  3517. {
  3518. BattleAttack bat;
  3519. bat.flags |= BattleAttack::SHOT;
  3520. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3521. sendAndApply(&bat);
  3522. handleAfterAttackCasting(bat);
  3523. }
  3524. }
  3525. break;
  3526. }
  3527. case Battle::CATAPULT:
  3528. {
  3529. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3530. {
  3531. switch(part)
  3532. {
  3533. case EWallPart::GATE:
  3534. return sbi.gate;
  3535. case EWallPart::KEEP:
  3536. return sbi.keep;
  3537. case EWallPart::BOTTOM_TOWER:
  3538. case EWallPart::UPPER_TOWER:
  3539. return sbi.tower;
  3540. case EWallPart::BOTTOM_WALL:
  3541. case EWallPart::BELOW_GATE:
  3542. case EWallPart::OVER_GATE:
  3543. case EWallPart::UPPER_WALL:
  3544. return sbi.wall;
  3545. default:
  3546. return 0;
  3547. }
  3548. };
  3549. auto wrapper = wrapAction(ba);
  3550. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3551. CHeroHandler::SBallisticsLevelInfo sbi;
  3552. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3553. sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3554. else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
  3555. {
  3556. sbi = VLC->heroh->ballistics.at(1);
  3557. sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  3558. }
  3559. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3560. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3561. {
  3562. complain("catapult tried to attack non-catapultable hex!");
  3563. break;
  3564. }
  3565. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3566. auto &currentHP = gs->curB->si.wallState;
  3567. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3568. {
  3569. complain("catapult tried to attack already destroyed wall part!");
  3570. break;
  3571. }
  3572. for (int g=0; g<sbi.shots; ++g)
  3573. {
  3574. bool hitSuccessfull = false;
  3575. auto attackedPart = wallPart;
  3576. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3577. {
  3578. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3579. currentHP.at(attackedPart) != EWallState::NONE &&
  3580. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3581. {
  3582. hitSuccessfull = true;
  3583. }
  3584. else // select new target
  3585. {
  3586. std::vector<EWallPart::EWallPart> allowedTargets;
  3587. for (size_t i=0; i< currentHP.size(); i++)
  3588. {
  3589. if (currentHP.at(i) != EWallState::DESTROYED &&
  3590. currentHP.at(i) != EWallState::NONE)
  3591. allowedTargets.push_back(EWallPart::EWallPart(i));
  3592. }
  3593. if (allowedTargets.empty())
  3594. break;
  3595. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3596. }
  3597. }
  3598. while (!hitSuccessfull);
  3599. if (!hitSuccessfull) // break triggered - no target to shoot at
  3600. break;
  3601. CatapultAttack ca; //package for clients
  3602. CatapultAttack::AttackInfo attack;
  3603. attack.attackedPart = attackedPart;
  3604. attack.destinationTile = ba.destinationTile;
  3605. attack.damageDealt = 0;
  3606. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3607. int dmgRand = getRandomGenerator().nextInt(99);
  3608. //accumulating dmgChance
  3609. dmgChance[1] += dmgChance[0];
  3610. dmgChance[2] += dmgChance[1];
  3611. //calculating dealt damage
  3612. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3613. {
  3614. if (dmgRand <= dmgChance[damage])
  3615. {
  3616. attack.damageDealt = damage;
  3617. break;
  3618. }
  3619. }
  3620. // attacked tile may have changed - update destination
  3621. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3622. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3623. //removing creatures in turrets / keep if one is destroyed
  3624. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3625. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3626. {
  3627. int posRemove = -1;
  3628. switch(attackedPart)
  3629. {
  3630. case EWallPart::KEEP:
  3631. posRemove = -2;
  3632. break;
  3633. case EWallPart::BOTTOM_TOWER:
  3634. posRemove = -3;
  3635. break;
  3636. case EWallPart::UPPER_TOWER:
  3637. posRemove = -4;
  3638. break;
  3639. }
  3640. BattleStacksRemoved bsr;
  3641. for (auto & elem : gs->curB->stacks)
  3642. {
  3643. if (elem->position == posRemove)
  3644. {
  3645. bsr.stackIDs.insert(elem->ID);
  3646. break;
  3647. }
  3648. }
  3649. sendAndApply(&bsr);
  3650. }
  3651. ca.attacker = ba.stackNumber;
  3652. ca.attackedParts.push_back(attack);
  3653. sendAndApply(&ca);
  3654. }
  3655. //finish by scope guard
  3656. break;
  3657. }
  3658. case Battle::STACK_HEAL: //healing with First Aid Tent
  3659. {
  3660. auto wrapper = wrapAction(ba);
  3661. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3662. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3663. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3664. ui32 healed = 0;
  3665. if (healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3666. {
  3667. complain("There is either no healer, no destination, or healer cannot heal :P");
  3668. }
  3669. else
  3670. {
  3671. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3672. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3673. }
  3674. if (healed == 0)
  3675. {
  3676. //nothing to heal.. should we complain?
  3677. }
  3678. else
  3679. {
  3680. StacksHealedOrResurrected shr;
  3681. shr.lifeDrain = false;
  3682. shr.tentHealing = true;
  3683. shr.cure = false;
  3684. shr.drainedFrom = ba.stackNumber;
  3685. StacksHealedOrResurrected::HealInfo hi;
  3686. hi.healedHP = healed;
  3687. hi.lowLevelResurrection = false;
  3688. hi.stackID = destStack->ID;
  3689. shr.healedStacks.push_back(hi);
  3690. sendAndApply(&shr);
  3691. }
  3692. break;
  3693. }
  3694. case Battle::DAEMON_SUMMONING:
  3695. //TODO: From Strategija:
  3696. //Summon Demon is a level 2 spell.
  3697. {
  3698. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3699. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3700. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3701. BattleStackAdded bsa;
  3702. bsa.attacker = summoner->attackerOwned;
  3703. bsa.creID = summonedType;
  3704. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3705. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3706. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3707. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3708. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3709. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3710. bsa.summoned = false;
  3711. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3712. {
  3713. auto wrapper = wrapAction(ba);
  3714. BattleStacksRemoved bsr; //remove body
  3715. bsr.stackIDs.insert(destStack->ID);
  3716. sendAndApply(&bsr);
  3717. sendAndApply(&bsa);
  3718. BattleSetStackProperty ssp;
  3719. ssp.stackID = ba.stackNumber;
  3720. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3721. ssp.val = -1;
  3722. ssp.absolute = false;
  3723. sendAndApply(&ssp);
  3724. }
  3725. break;
  3726. }
  3727. case Battle::MONSTER_SPELL:
  3728. {
  3729. auto wrapper = wrapAction(ba);
  3730. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3731. SpellID spellID = SpellID(ba.additionalInfo);
  3732. BattleHex destination(ba.destinationTile);
  3733. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3734. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3735. //TODO special bonus for genies ability
  3736. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3737. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3738. if (spellID < 0)
  3739. complain("That stack can't cast spells!");
  3740. else
  3741. {
  3742. const CSpell * spell = SpellID(spellID).toSpell();
  3743. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3744. parameters.spellLvl = 0;
  3745. if (spellcaster)
  3746. vstd::amax(parameters.spellLvl, spellcaster->val);
  3747. if (randSpellcaster)
  3748. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3749. vstd::amin(parameters.spellLvl, 3);
  3750. parameters.effectLevel = parameters.spellLvl;
  3751. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3752. parameters.aimToHex(destination);//todo: allow multiple destinations
  3753. parameters.cast(spellEnv);
  3754. }
  3755. break;
  3756. }
  3757. }
  3758. if (ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3759. battleMadeAction.setn(true);
  3760. return ok;
  3761. }
  3762. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3763. {
  3764. bool cheated = true;
  3765. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3766. sendAndApply(&temp_message);
  3767. std::vector<std::string> cheat;
  3768. boost::split(cheat, message, boost::is_any_of(" "));
  3769. int obj = 0;
  3770. if (cheat.size() == 2)
  3771. {
  3772. obj = std::atoi(cheat[1].c_str());
  3773. if (obj)
  3774. currObj = ObjectInstanceID(obj);
  3775. }
  3776. const CGHeroInstance * hero = getHero(currObj);
  3777. const CGTownInstance * town = getTown(currObj);
  3778. if (!town && hero)
  3779. town = hero->visitedTown;
  3780. if (cheat.size() == 1 || obj)
  3781. handleCheatCode(cheat[0], player, hero, town, cheated);
  3782. else
  3783. {
  3784. for (const auto & i : gs->players)
  3785. {
  3786. if (i.first == PlayerColor::NEUTRAL)
  3787. continue;
  3788. if (cheat[1] == "ai")
  3789. {
  3790. if (i.second.human)
  3791. continue;
  3792. }
  3793. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3794. continue;
  3795. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3796. {
  3797. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3798. }
  3799. else if (cheat[0] == "vcmiarmenelos")
  3800. {
  3801. for (const auto & t : i.second.towns)
  3802. {
  3803. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3804. }
  3805. }
  3806. else
  3807. {
  3808. for (const auto & h : i.second.heroes)
  3809. {
  3810. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3811. }
  3812. }
  3813. }
  3814. }
  3815. if (cheated)
  3816. {
  3817. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3818. sendAndApply(&temp_message);
  3819. if(!player.isSpectator())
  3820. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3821. }
  3822. }
  3823. bool CGameHandler::makeCustomAction(BattleAction &ba)
  3824. {
  3825. switch(ba.actionType)
  3826. {
  3827. case Battle::HERO_SPELL:
  3828. {
  3829. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3830. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3831. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3832. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3833. if (!s)
  3834. {
  3835. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3836. return false;
  3837. }
  3838. BattleSpellCastParameters parameters(gs->curB, h, s);
  3839. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3840. parameters.mode = ECastingMode::HERO_CASTING;
  3841. if (ba.selectedStack >= 0)
  3842. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3843. ESpellCastProblem::ESpellCastProblem escp = s->canBeCast(gs->curB, ECastingMode::HERO_CASTING, h);//todo: should we check aimed cast?
  3844. if (escp != ESpellCastProblem::OK)
  3845. {
  3846. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3847. return false;
  3848. }
  3849. StartAction start_action(ba);
  3850. sendAndApply(&start_action); //start spell casting
  3851. parameters.cast(spellEnv);
  3852. sendAndApply(&end_action);
  3853. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3854. {
  3855. battleMadeAction.setn(true);
  3856. }
  3857. checkBattleStateChanges();
  3858. if (battleResult.get())
  3859. {
  3860. battleMadeAction.setn(true);
  3861. //battle will be ended by startBattle function
  3862. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3863. }
  3864. return true;
  3865. }
  3866. }
  3867. return false;
  3868. }
  3869. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  3870. {
  3871. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3872. for(auto b : bl)
  3873. {
  3874. SetStackEffect sse;
  3875. int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3876. if(val > 3)
  3877. {
  3878. for(auto s : gs->curB->battleGetAllStacks())
  3879. {
  3880. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3881. sse.stacks.push_back (s->ID);
  3882. }
  3883. }
  3884. else
  3885. sse.stacks.push_back (st->ID);
  3886. const CSpell * sp = SpellID(b->subtype).toSpell();
  3887. const int level = ((val > 3) ? (val - 3) : val);
  3888. sp->getEffects(sse.effect, level, false, 50);
  3889. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  3890. sp->getEffects(sse.cumulativeEffects, level, true, 50);
  3891. if(!sse.effect.empty() || !sse.cumulativeEffects.empty())
  3892. sendAndApply(&sse);
  3893. }
  3894. }
  3895. void CGameHandler::stackTurnTrigger(const CStack *st)
  3896. {
  3897. BattleTriggerEffect bte;
  3898. bte.stackID = st->ID;
  3899. bte.effect = -1;
  3900. bte.val = 0;
  3901. bte.additionalInfo = 0;
  3902. if (st->alive())
  3903. {
  3904. //unbind
  3905. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  3906. {
  3907. bool unbind = true;
  3908. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3909. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3910. for (auto b : bl)
  3911. {
  3912. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3913. if (stack)
  3914. {
  3915. if (vstd::contains(stacks, stack)) //binding stack is still present
  3916. {
  3917. unbind = false;
  3918. }
  3919. }
  3920. }
  3921. if (unbind)
  3922. {
  3923. BattleSetStackProperty ssp;
  3924. ssp.which = BattleSetStackProperty::UNBIND;
  3925. ssp.stackID = st->ID;
  3926. sendAndApply(&ssp);
  3927. }
  3928. }
  3929. //regeneration
  3930. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  3931. {
  3932. bte.effect = Bonus::HP_REGENERATION;
  3933. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3934. }
  3935. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3936. {
  3937. bte.effect = Bonus::HP_REGENERATION;
  3938. bte.val = st->MaxHealth() - st->firstHPleft;
  3939. }
  3940. if (bte.val) //anything to heal
  3941. sendAndApply(&bte);
  3942. if (st->hasBonusOfType(Bonus::POISON))
  3943. {
  3944. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3945. if (b) //TODO: what if not?...
  3946. {
  3947. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3948. if (bte.val < b->val) //(negative) poison effect increases - update it
  3949. {
  3950. bte.effect = Bonus::POISON;
  3951. sendAndApply(&bte);
  3952. }
  3953. }
  3954. }
  3955. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3956. {
  3957. const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
  3958. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3959. if (opponentHero)
  3960. {
  3961. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3962. vstd::amin(manaDrained, opponentHero->mana);
  3963. if (manaDrained)
  3964. {
  3965. bte.effect = Bonus::MANA_DRAIN;
  3966. bte.val = manaDrained;
  3967. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3968. sendAndApply(&bte);
  3969. }
  3970. }
  3971. }
  3972. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3973. {
  3974. bool fearsomeCreature = false;
  3975. for (CStack * stack : gs->curB->stacks)
  3976. {
  3977. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3978. {
  3979. fearsomeCreature = true;
  3980. break;
  3981. }
  3982. }
  3983. if (fearsomeCreature)
  3984. {
  3985. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3986. {
  3987. bte.effect = Bonus::FEAR;
  3988. sendAndApply(&bte);
  3989. }
  3990. }
  3991. }
  3992. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3993. int side = gs->curB->whatSide(st->owner);
  3994. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3995. {
  3996. bool cast = false;
  3997. while (!bl.empty() && !cast)
  3998. {
  3999. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4000. auto spellID = SpellID(bonus->subtype);
  4001. const CSpell * spell = SpellID(spellID).toSpell();
  4002. bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
  4003. BattleSpellCastParameters parameters(gs->curB, st, spell);
  4004. parameters.spellLvl = bonus->val;
  4005. parameters.effectLevel = bonus->val;//todo: recheck
  4006. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  4007. cast = parameters.castIfPossible(spellEnv);
  4008. if(cast)
  4009. {
  4010. //todo: move to mechanics
  4011. BattleSetStackProperty ssp;
  4012. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4013. ssp.absolute = false;
  4014. ssp.val = bonus->additionalInfo; //increase cooldown counter
  4015. ssp.stackID = st->ID;
  4016. sendAndApply(&ssp);
  4017. }
  4018. }
  4019. }
  4020. }
  4021. }
  4022. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4023. {
  4024. //we want to determine following vars depending on obstacle type
  4025. int damage = -1;
  4026. int effect = -1;
  4027. bool oneTimeObstacle = false;
  4028. //helper info
  4029. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4030. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4031. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4032. if (obstacle.obstacleType == CObstacleInstance::MOAT)
  4033. {
  4034. damage = battleGetMoatDmg();
  4035. }
  4036. else if (obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4037. {
  4038. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4039. //You don't get hit by a Mine you can see.
  4040. if (gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4041. return;
  4042. oneTimeObstacle = true;
  4043. effect = 82; //makes
  4044. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4045. if (sp->isImmuneByStack(hero, curStack))
  4046. return;
  4047. damage = sp->calculateDamage(hero, curStack,
  4048. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4049. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4050. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4051. }
  4052. else if (obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4053. {
  4054. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4055. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4056. if (sp->isImmuneByStack(hero, curStack))
  4057. return;
  4058. damage = sp->calculateDamage(hero, curStack,
  4059. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4060. }
  4061. else
  4062. {
  4063. //no other obstacle does damage to stack
  4064. return;
  4065. }
  4066. BattleStackAttacked bsa;
  4067. if (effect >= 0)
  4068. {
  4069. bsa.flags |= BattleStackAttacked::EFFECT;
  4070. bsa.effect = effect; //makes POOF
  4071. }
  4072. bsa.damageAmount = damage;
  4073. bsa.stackAttacked = curStack->ID;
  4074. bsa.attackerID = -1;
  4075. curStack->prepareAttacked(bsa, getRandomGenerator());
  4076. StacksInjured si;
  4077. si.stacks.push_back(bsa);
  4078. sendAndApply(&si);
  4079. if (oneTimeObstacle)
  4080. removeObstacle(obstacle);
  4081. }
  4082. void CGameHandler::handleTimeEvents()
  4083. {
  4084. gs->map->events.sort(evntCmp);
  4085. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4086. {
  4087. CMapEvent ev = gs->map->events.front();
  4088. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4089. {
  4090. auto color = PlayerColor(player);
  4091. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4092. if (pinfo //player exists
  4093. && (ev.players & 1<<player) //event is enabled to this player
  4094. && ((ev.computerAffected && !pinfo->human)
  4095. || (ev.humanAffected && pinfo->human)
  4096. )
  4097. )
  4098. {
  4099. //give resources
  4100. giveResources(color, ev.resources);
  4101. //prepare dialog
  4102. InfoWindow iw;
  4103. iw.player = color;
  4104. iw.text << ev.message;
  4105. for (int i=0; i<ev.resources.size(); i++)
  4106. {
  4107. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4108. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4109. }
  4110. sendAndApply(&iw); //show dialog
  4111. }
  4112. } //PLAYERS LOOP
  4113. if (ev.nextOccurence)
  4114. {
  4115. gs->map->events.pop_front();
  4116. ev.firstOccurence += ev.nextOccurence;
  4117. auto it = gs->map->events.begin();
  4118. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4119. it++;
  4120. gs->map->events.insert(it, ev);
  4121. }
  4122. else
  4123. {
  4124. gs->map->events.pop_front();
  4125. }
  4126. }
  4127. //TODO send only if changed
  4128. UpdateMapEvents ume;
  4129. ume.events = gs->map->events;
  4130. sendAndApply(&ume);
  4131. }
  4132. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4133. {
  4134. town->events.sort(evntCmp);
  4135. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4136. {
  4137. PlayerColor player = town->tempOwner;
  4138. CCastleEvent ev = town->events.front();
  4139. const PlayerState * pinfo = getPlayer(player, false);
  4140. if (pinfo //player exists
  4141. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4142. && ((ev.computerAffected && !pinfo->human)
  4143. || (ev.humanAffected && pinfo->human)))
  4144. {
  4145. // dialog
  4146. InfoWindow iw;
  4147. iw.player = player;
  4148. iw.text << ev.message;
  4149. if (ev.resources.nonZero())
  4150. {
  4151. TResources was = n.res[player];
  4152. n.res[player] += ev.resources;
  4153. n.res[player].amax(0);
  4154. for (int i=0; i<ev.resources.size(); i++)
  4155. 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
  4156. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4157. }
  4158. for (auto & i : ev.buildings)
  4159. {
  4160. if (!town->hasBuilt(i))
  4161. {
  4162. buildStructure(town->id, i, true);
  4163. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4164. }
  4165. }
  4166. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4167. {
  4168. n.cres[town->id].tid = town->id;
  4169. n.cres[town->id].creatures = town->creatures;
  4170. }
  4171. auto & sac = n.cres[town->id];
  4172. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4173. {
  4174. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4175. {
  4176. sac.creatures[i].first += ev.creatures.at(i);
  4177. iw.components.push_back(Component(Component::CREATURE,
  4178. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4179. }
  4180. }
  4181. sendAndApply(&iw); //show dialog
  4182. }
  4183. if (ev.nextOccurence)
  4184. {
  4185. town->events.pop_front();
  4186. ev.firstOccurence += ev.nextOccurence;
  4187. auto it = town->events.begin();
  4188. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4189. it++;
  4190. town->events.insert(it, ev);
  4191. }
  4192. else
  4193. {
  4194. town->events.pop_front();
  4195. }
  4196. }
  4197. //TODO send only if changed
  4198. UpdateCastleEvents uce;
  4199. uce.town = town->id;
  4200. uce.events = town->events;
  4201. sendAndApply(&uce);
  4202. }
  4203. bool CGameHandler::complain(const std::string &problem)
  4204. {
  4205. sendMessageToAll("Server encountered a problem: " + problem);
  4206. logGlobal->error(problem);
  4207. return true;
  4208. }
  4209. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4210. {
  4211. //PlayerColor player = getOwner(hid);
  4212. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4213. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4214. assert(lowerArmy);
  4215. assert(upperArmy);
  4216. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4217. queries.addQuery(garrisonQuery);
  4218. GarrisonDialog gd;
  4219. gd.hid = hid;
  4220. gd.objid = upobj;
  4221. gd.removableUnits = removableUnits;
  4222. gd.queryID = garrisonQuery->queryID;
  4223. sendAndApply(&gd);
  4224. }
  4225. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4226. {
  4227. OpenWindow ow;
  4228. ow.window = OpenWindow::THIEVES_GUILD;
  4229. ow.id1 = player.getNum();
  4230. ow.id2 = requestingObjId.getNum();
  4231. sendAndApply(&ow);
  4232. }
  4233. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4234. {
  4235. if (id1 == id2)
  4236. return true;
  4237. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4238. if (!o1 || !o2)
  4239. return true; //arranging stacks within an object should be always allowed
  4240. if (o1 && o2)
  4241. {
  4242. if (o1->ID == Obj::TOWN)
  4243. {
  4244. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4245. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4246. return true;
  4247. }
  4248. if (o2->ID == Obj::TOWN)
  4249. {
  4250. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4251. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4252. return true;
  4253. }
  4254. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4255. {
  4256. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4257. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4258. // two heroes in same town (garrisoned and visiting)
  4259. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4260. return true;
  4261. }
  4262. //Ongoing garrison exchange
  4263. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4264. {
  4265. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4266. return true;
  4267. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4268. return true;
  4269. }
  4270. }
  4271. return false;
  4272. }
  4273. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4274. {
  4275. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4276. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4277. queries.addQuery(visitQuery); //TODO real visit pos
  4278. HeroVisit hv;
  4279. hv.obj = obj;
  4280. hv.hero = h;
  4281. hv.player = h->tempOwner;
  4282. hv.starting = true;
  4283. sendAndApply(&hv);
  4284. obj->onHeroVisit(h);
  4285. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4286. }
  4287. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4288. {
  4289. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4290. HeroVisit hv;
  4291. hv.player = query.players.front();
  4292. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4293. hv.hero = query.visitingHero;
  4294. assert(hv.hero);
  4295. hv.starting = false;
  4296. sendAndApply(&hv);
  4297. }
  4298. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4299. {
  4300. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4301. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4302. {
  4303. complain("Cannot build boat in this shipyard!");
  4304. return false;
  4305. }
  4306. else if (obj->o->ID == Obj::TOWN
  4307. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4308. {
  4309. complain("Cannot build boat in the town - no shipyard!");
  4310. return false;
  4311. }
  4312. const PlayerColor playerID = obj->o->tempOwner;
  4313. TResources boatCost;
  4314. obj->getBoatCost(boatCost);
  4315. TResources aviable = getPlayer(playerID)->resources;
  4316. if (!aviable.canAfford(boatCost))
  4317. {
  4318. complain("Not enough resources to build a boat!");
  4319. return false;
  4320. }
  4321. int3 tile = obj->bestLocation();
  4322. if (!gs->map->isInTheMap(tile))
  4323. {
  4324. complain("Cannot find appropriate tile for a boat!");
  4325. return false;
  4326. }
  4327. //take boat cost
  4328. giveResources(playerID, -boatCost);
  4329. //create boat
  4330. NewObject no;
  4331. no.ID = Obj::BOAT;
  4332. no.subID = obj->getBoatType();
  4333. no.pos = tile + int3(1,0,0);
  4334. sendAndApply(&no);
  4335. return true;
  4336. }
  4337. void CGameHandler::engageIntoBattle(PlayerColor player)
  4338. {
  4339. //notify interfaces
  4340. PlayerBlocked pb;
  4341. pb.player = player;
  4342. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4343. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4344. sendAndApply(&pb);
  4345. }
  4346. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4347. {
  4348. for (auto playerColor : playerColors)
  4349. {
  4350. if (getPlayer(playerColor, false))
  4351. checkVictoryLossConditionsForPlayer(playerColor);
  4352. }
  4353. }
  4354. void CGameHandler::checkVictoryLossConditionsForAll()
  4355. {
  4356. std::set<PlayerColor> playerColors;
  4357. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4358. {
  4359. playerColors.insert(PlayerColor(i));
  4360. }
  4361. checkVictoryLossConditions(playerColors);
  4362. }
  4363. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4364. {
  4365. const PlayerState * p = getPlayer(player);
  4366. if (p->status != EPlayerStatus::INGAME) return;
  4367. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4368. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4369. {
  4370. InfoWindow iw;
  4371. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4372. sendAndApply(&iw);
  4373. PlayerEndsGame peg;
  4374. peg.player = player;
  4375. peg.victoryLossCheckResult = victoryLossCheckResult;
  4376. sendAndApply(&peg);
  4377. if (victoryLossCheckResult.victory())
  4378. {
  4379. //one player won -> all enemies lost
  4380. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4381. {
  4382. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4383. {
  4384. peg.player = i->first;
  4385. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4386. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4387. InfoWindow iw;
  4388. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4389. iw.player = i->first;
  4390. sendAndApply(&iw);
  4391. sendAndApply(&peg);
  4392. }
  4393. }
  4394. if (p->human)
  4395. {
  4396. serverShuttingDown = true;
  4397. if (gs->scenarioOps->campState)
  4398. {
  4399. std::vector<CGHeroInstance *> crossoverHeroes;
  4400. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4401. {
  4402. if (hero->tempOwner == player)
  4403. {
  4404. // keep all heroes from the winning player
  4405. crossoverHeroes.push_back(hero);
  4406. }
  4407. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4408. {
  4409. // keep hero whether lost or won (like Xeron in AB campaign)
  4410. crossoverHeroes.push_back(hero);
  4411. }
  4412. }
  4413. // keep lost heroes which are in heroes pool
  4414. for (auto & heroPair : gs->hpool.heroesPool)
  4415. {
  4416. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4417. {
  4418. crossoverHeroes.push_back(heroPair.second.get());
  4419. }
  4420. }
  4421. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4422. //Request clients to change connection mode
  4423. PrepareForAdvancingCampaign pfac;
  4424. sendAndApply(&pfac);
  4425. //Change connection mode
  4426. if (getPlayer(player)->human && getStartInfo()->campState)
  4427. {
  4428. for (auto connection : conns)
  4429. connection->prepareForSendingHeroes();
  4430. }
  4431. UpdateCampaignState ucs;
  4432. ucs.camp = gs->scenarioOps->campState;
  4433. sendAndApply(&ucs);
  4434. }
  4435. }
  4436. }
  4437. else
  4438. {
  4439. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4440. auto hlp = p->heroes;
  4441. for (auto h : hlp) //eliminate heroes
  4442. {
  4443. if (h.get())
  4444. removeObject(h);
  4445. }
  4446. //player lost -> all his objects become unflagged (neutral)
  4447. for (auto obj : gs->map->objects) //unflag objs
  4448. {
  4449. if (obj.get() && obj->tempOwner == player)
  4450. setOwner(obj, PlayerColor::NEUTRAL);
  4451. }
  4452. //eliminating one player may cause victory of another:
  4453. std::set<PlayerColor> playerColors;
  4454. //do not copy player state (CBonusSystemNode) by value
  4455. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4456. {
  4457. if (p.first != player)
  4458. playerColors.insert(p.first);
  4459. }
  4460. //notify all players
  4461. for (auto pc : playerColors)
  4462. {
  4463. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4464. {
  4465. InfoWindow iw;
  4466. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4467. iw.player = pc;
  4468. sendAndApply(&iw);
  4469. }
  4470. }
  4471. checkVictoryLossConditions(playerColors);
  4472. }
  4473. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4474. // If we are called before the actual game start, there might be no current player
  4475. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4476. {
  4477. // If player making turn has lost his turn must be over as well
  4478. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4479. }
  4480. }
  4481. }
  4482. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4483. {
  4484. out.player = player;
  4485. out.text.clear();
  4486. out.text << victoryLossCheckResult.messageToSelf;
  4487. // hackish, insert one player-specific string, if applicable
  4488. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4489. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4490. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4491. }
  4492. bool CGameHandler::dig(const CGHeroInstance *h)
  4493. {
  4494. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4495. {
  4496. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4497. {
  4498. complain("Cannot dig - there is already a hole under the hero!");
  4499. return false;
  4500. }
  4501. }
  4502. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4503. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4504. //create a hole
  4505. NewObject no;
  4506. no.ID = Obj::HOLE;
  4507. no.pos = h->getPosition();
  4508. no.subID = 0;
  4509. sendAndApply(&no);
  4510. //take MPs
  4511. SetMovePoints smp;
  4512. smp.hid = h->id;
  4513. smp.val = 0;
  4514. sendAndApply(&smp);
  4515. InfoWindow iw;
  4516. iw.player = h->tempOwner;
  4517. if (gs->map->grailPos == h->getPosition())
  4518. {
  4519. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4520. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4521. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4522. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4523. sendAndApply(&iw);
  4524. iw.soundID = soundBase::invalid;
  4525. iw.text.clear();
  4526. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4527. sendAndApply(&iw);
  4528. }
  4529. else
  4530. {
  4531. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4532. iw.soundID = soundBase::Dig;
  4533. sendAndApply(&iw);
  4534. }
  4535. return true;
  4536. }
  4537. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4538. {
  4539. if (attacker->hasBonusOfType(attackMode))
  4540. {
  4541. std::set<SpellID> spellsToCast;
  4542. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4543. for (const std::shared_ptr<Bonus> sf : *spells)
  4544. {
  4545. spellsToCast.insert(SpellID(sf->subtype));
  4546. }
  4547. for (SpellID spellID : spellsToCast)
  4548. {
  4549. const CStack * oneOfAttacked = nullptr;
  4550. for (auto & elem : bat.bsa)
  4551. {
  4552. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4553. {
  4554. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4555. break;
  4556. }
  4557. }
  4558. bool castMe = false;
  4559. if (oneOfAttacked == nullptr)
  4560. {
  4561. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4562. return;
  4563. }
  4564. int spellLevel = 0;
  4565. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4566. for (const std::shared_ptr<Bonus> sf : *spellsByType)
  4567. {
  4568. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4569. int meleeRanged = sf->additionalInfo / 1000;
  4570. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4571. castMe = true;
  4572. }
  4573. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4574. vstd::amin(chance, 100);
  4575. const CSpell * spell = SpellID(spellID).toSpell();
  4576. if(spell->canBeCastAt(gs->curB, attacker, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4577. continue;
  4578. //check if spell should be cast (probability handling)
  4579. if (getRandomGenerator().nextInt(99) >= chance)
  4580. continue;
  4581. //casting
  4582. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4583. {
  4584. logGlobal->debug("battle spell cast");
  4585. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4586. parameters.spellLvl = spellLevel;
  4587. parameters.effectLevel = spellLevel;
  4588. parameters.aimToStack(oneOfAttacked);
  4589. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4590. parameters.cast(spellEnv);
  4591. }
  4592. }
  4593. }
  4594. }
  4595. void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
  4596. {
  4597. const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
  4598. attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4599. // filter possibly dead stacks
  4600. bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
  4601. [this](const BattleStackAttacked &bsa)
  4602. {
  4603. return battleGetStackByID(bsa.stackAttacked) == nullptr;
  4604. }),
  4605. bat->bsa.end());
  4606. }
  4607. void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
  4608. {
  4609. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4610. if (!attacker || bat.bsa.empty()) // can be already dead
  4611. return;
  4612. const CStack *defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
  4613. auto cast = [=](SpellID spellID, int power)
  4614. {
  4615. const CSpell * spell = SpellID(spellID).toSpell();
  4616. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4617. parameters.spellLvl = 0;
  4618. parameters.effectLevel = 0;
  4619. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4620. parameters.effectPower = power;
  4621. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4622. parameters.cast(spellEnv);
  4623. };
  4624. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4625. if (bat.bsa.at(0).newAmount <= 0)
  4626. {
  4627. //don't try death stare or acid breath on dead stack (crash!)
  4628. return;
  4629. }
  4630. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4631. {
  4632. // mechanics of Death Stare as in H3:
  4633. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4634. //original formula x = min(x, (gorgons_count + 9)/10);
  4635. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4636. vstd::amin(chanceToKill, 1); //cap at 100%
  4637. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4638. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4639. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4640. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4641. vstd::amin(staredCreatures, maxToKill);
  4642. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4643. if (staredCreatures)
  4644. {
  4645. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4646. cast(SpellID::DEATH_STARE, staredCreatures);
  4647. }
  4648. }
  4649. int acidDamage = 0;
  4650. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4651. for (const std::shared_ptr<Bonus> b : *acidBreath)
  4652. {
  4653. if (b->additionalInfo > getRandomGenerator().nextInt(99))
  4654. acidDamage += b->val;
  4655. }
  4656. if (acidDamage)
  4657. {
  4658. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4659. }
  4660. if (attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4661. {
  4662. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4663. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4664. if (getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4665. return;
  4666. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4667. if (defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4668. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4669. return;
  4670. BattleStackAdded resurrectInfo;
  4671. resurrectInfo.pos = defender->position;
  4672. if (bonusAdditionalInfo != -1)
  4673. resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
  4674. else
  4675. resurrectInfo.creID = attacker->getCreature()->idNumber;
  4676. if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4677. {
  4678. resurrectInfo.amount = std::max((defender->count * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
  4679. }
  4680. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4681. resurrectInfo.amount = defender->count;
  4682. else
  4683. return; //wrong subtype
  4684. BattleStacksRemoved victimInfo;
  4685. victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
  4686. sendAndApply(&victimInfo);
  4687. sendAndApply(&resurrectInfo);
  4688. }
  4689. }
  4690. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4691. {
  4692. const CSpell *s = spellID.toSpell();
  4693. AdventureSpellCastParameters p;
  4694. p.caster = h;
  4695. p.pos = pos;
  4696. return s->adventureCast(spellEnv, p);
  4697. }
  4698. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4699. {
  4700. if (!t.visitableObjects.empty())
  4701. {
  4702. //to prevent self-visiting heroes on space press
  4703. if (t.visitableObjects.back() != h)
  4704. objectVisited(t.visitableObjects.back(), h);
  4705. else if (t.visitableObjects.size() > 1)
  4706. objectVisited(*(t.visitableObjects.end()-2),h);
  4707. }
  4708. }
  4709. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4710. {
  4711. if (!hero)
  4712. COMPLAIN_RET("You need hero to sacrifice creature!");
  4713. int oldCount = hero->getStackCount(slot);
  4714. if (oldCount < count)
  4715. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4716. else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4717. COMPLAIN_RET("Cannot sacrifice last creature!");
  4718. int crid = hero->getStack(slot).type->idNumber;
  4719. changeStackCount(StackLocation(hero, slot), -count);
  4720. int dump, exp;
  4721. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4722. exp *= count;
  4723. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4724. return true;
  4725. }
  4726. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4727. {
  4728. if (!hero)
  4729. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4730. ArtifactLocation al(hero, slot);
  4731. const CArtifactInstance *a = al.getArt();
  4732. COMPLAIN_RET_FALSE_IF(!a,"Cannot find artifact to sacrifice!");
  4733. int dmp, expToGive;
  4734. const CArtifactInstance * art = hero->getArt(slot);
  4735. COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");
  4736. si32 typId = art->artType->id;
  4737. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4738. removeArtifact(al);
  4739. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4740. return true;
  4741. }
  4742. void CGameHandler::makeStackDoNothing(const CStack * next)
  4743. {
  4744. BattleAction doNothing;
  4745. doNothing.actionType = Battle::NO_ACTION;
  4746. doNothing.additionalInfo = 0;
  4747. doNothing.destinationTile = -1;
  4748. doNothing.side = !next->attackerOwned;
  4749. doNothing.stackNumber = next->ID;
  4750. makeAutomaticAction(next, doNothing);
  4751. }
  4752. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4753. {
  4754. if (sl.army->hasStackAtSlot(sl.slot))
  4755. COMPLAIN_RET("Slot is already taken!");
  4756. if (!sl.slot.validSlot())
  4757. COMPLAIN_RET("Cannot insert stack to that slot!");
  4758. InsertNewStack ins;
  4759. ins.sl = sl;
  4760. ins.stack = CStackBasicDescriptor(c, count);
  4761. sendAndApply(&ins);
  4762. return true;
  4763. }
  4764. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4765. {
  4766. if (!sl.army->hasStackAtSlot(sl.slot))
  4767. COMPLAIN_RET("Cannot find a stack to erase");
  4768. if (sl.army->stacksCount() == 1 //from the last stack
  4769. && sl.army->needsLastStack() //that must be left
  4770. && !forceRemoval) //ignore above conditions if we are forcing removal
  4771. {
  4772. COMPLAIN_RET("Cannot erase the last stack!");
  4773. }
  4774. EraseStack es;
  4775. es.sl = sl;
  4776. sendAndApply(&es);
  4777. return true;
  4778. }
  4779. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4780. {
  4781. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4782. if ((absoluteValue && count < 0)
  4783. || (!absoluteValue && -count > currentCount))
  4784. {
  4785. COMPLAIN_RET("Cannot take more stacks than present!");
  4786. }
  4787. if ((currentCount == -count && !absoluteValue)
  4788. || (!count && absoluteValue))
  4789. {
  4790. eraseStack(sl);
  4791. }
  4792. else
  4793. {
  4794. ChangeStackCount csc;
  4795. csc.sl = sl;
  4796. csc.count = count;
  4797. csc.absoluteValue = absoluteValue;
  4798. sendAndApply(&csc);
  4799. }
  4800. return true;
  4801. }
  4802. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4803. {
  4804. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4805. if (!slotC) //slot is empty
  4806. insertNewStack(sl, c, count);
  4807. else if (c == slotC)
  4808. changeStackCount(sl, count);
  4809. else
  4810. {
  4811. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4812. }
  4813. return true;
  4814. }
  4815. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4816. {
  4817. if (removeObjWhenFinished)
  4818. removeAfterVisit(src);
  4819. if (!src->canBeMergedWith(*dst, allowMerging))
  4820. {
  4821. if (allowMerging) //do that, add all matching creatures.
  4822. {
  4823. bool cont = true;
  4824. while (cont)
  4825. {
  4826. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4827. {
  4828. SlotID pos = dst->getSlotFor(i->second->type);
  4829. if (pos.validSlot())
  4830. {
  4831. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4832. cont = true;
  4833. break; //or iterator crashes
  4834. }
  4835. cont = false;
  4836. }
  4837. }
  4838. }
  4839. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4840. }
  4841. else //merge
  4842. {
  4843. moveArmy(src, dst, allowMerging);
  4844. }
  4845. }
  4846. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4847. {
  4848. if (!src.army->hasStackAtSlot(src.slot))
  4849. COMPLAIN_RET("No stack to move!");
  4850. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4851. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4852. if (!dst.slot.validSlot())
  4853. COMPLAIN_RET("Cannot move stack to that slot!");
  4854. if (count == -1)
  4855. {
  4856. count = src.army->getStackCount(src.slot);
  4857. }
  4858. if (src.army != dst.army //moving away
  4859. && count == src.army->getStackCount(src.slot) //all creatures
  4860. && src.army->stacksCount() == 1 //from the last stack
  4861. && src.army->needsLastStack()) //that must be left
  4862. {
  4863. COMPLAIN_RET("Cannot move away the last creature!");
  4864. }
  4865. RebalanceStacks rs;
  4866. rs.src = src;
  4867. rs.dst = dst;
  4868. rs.count = count;
  4869. sendAndApply(&rs);
  4870. return true;
  4871. }
  4872. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4873. {
  4874. if (!sl1.army->hasStackAtSlot(sl1.slot))
  4875. return moveStack(sl2, sl1);
  4876. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  4877. return moveStack(sl1, sl2);
  4878. else
  4879. {
  4880. SwapStacks ss;
  4881. ss.sl1 = sl1;
  4882. ss.sl2 = sl2;
  4883. sendAndApply(&ss);
  4884. return true;
  4885. }
  4886. }
  4887. void CGameHandler::runBattle()
  4888. {
  4889. setBattle(gs->curB);
  4890. assert(gs->curB);
  4891. //TODO: pre-tactic stuff, call scripts etc.
  4892. //tactic round
  4893. {
  4894. while (gs->curB->tacticDistance && !battleResult.get())
  4895. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4896. }
  4897. //initial stacks appearance triggers, e.g. built-in bonus spells
  4898. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  4899. for (CStack * stack : initialStacks)
  4900. {
  4901. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  4902. {
  4903. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  4904. auto accessibility = getAccesibility();
  4905. CreatureID creatureData = CreatureID(summonInfo->subtype);
  4906. std::vector<BattleHex> targetHexes;
  4907. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  4908. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  4909. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  4910. For one-hex targets there are four guardians - front, back and one per side (up + down).
  4911. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  4912. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  4913. if (!guardianIsBig)
  4914. targetHexes = stack->getSurroundingHexes();
  4915. else
  4916. summonGuardiansHelper(targetHexes, stack->position, stack->attackerOwned, targetIsBig);
  4917. for (auto hex : targetHexes)
  4918. {
  4919. if (accessibility.accessible(hex, guardianIsBig, stack->attackerOwned)) //without this multiple creatures can occupy one hex
  4920. {
  4921. BattleStackAdded newStack;
  4922. newStack.amount = std::max(1, (int)(stack->count * 0.01 * summonInfo->val));
  4923. newStack.creID = creatureData.num;
  4924. newStack.attacker = stack->attackerOwned;
  4925. newStack.summoned = true;
  4926. newStack.pos = hex.hex;
  4927. sendAndApply(&newStack);
  4928. }
  4929. }
  4930. }
  4931. stackEnchantedTrigger(stack);
  4932. }
  4933. //spells opening battle
  4934. for (int i = 0; i < 2; ++i)
  4935. {
  4936. auto h = gs->curB->battleGetFightingHero(i);
  4937. if (h)
  4938. {
  4939. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4940. for (auto b : *bl)
  4941. {
  4942. const CSpell * spell = SpellID(b->subtype).toSpell();
  4943. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4944. parameters.spellLvl = 3;
  4945. parameters.effectLevel = 3;
  4946. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4947. parameters.enchantPower = b->val;
  4948. parameters.castIfPossible(spellEnv);
  4949. }
  4950. }
  4951. }
  4952. bool firstRound = true;//FIXME: why first round is -1?
  4953. //main loop
  4954. while (!battleResult.get()) //till the end of the battle ;]
  4955. {
  4956. BattleNextRound bnr;
  4957. bnr.round = gs->curB->round + 1;
  4958. logGlobal->debug("Round %d", bnr.round);
  4959. sendAndApply(&bnr);
  4960. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4961. for (auto &obstPtr : obstacles)
  4962. {
  4963. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4964. if (sco->turnsRemaining == 0)
  4965. removeObstacle(*obstPtr);
  4966. }
  4967. const BattleInfo & curB = *gs->curB;
  4968. for(auto stack : curB.stacks)
  4969. {
  4970. if(stack->alive() && !firstRound)
  4971. stackEnchantedTrigger(stack);
  4972. }
  4973. //stack loop
  4974. const CStack *next;
  4975. while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4976. {
  4977. std::set <const CStack *> stacksToRemove;
  4978. for (auto stack : curB.stacks)
  4979. {
  4980. if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  4981. stacksToRemove.insert(stack);
  4982. }
  4983. for (auto stack : stacksToRemove)
  4984. {
  4985. BattleStacksRemoved bsr;
  4986. bsr.stackIDs.insert(stack->ID);
  4987. sendAndApply(&bsr);
  4988. }
  4989. //check for bad morale => freeze
  4990. int nextStackMorale = next->MoraleVal();
  4991. if (nextStackMorale < 0 &&
  4992. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4993. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4994. )
  4995. {
  4996. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4997. {
  4998. //unit loses its turn - empty freeze action
  4999. BattleAction ba;
  5000. ba.actionType = Battle::BAD_MORALE;
  5001. ba.additionalInfo = 1;
  5002. ba.side = !next->attackerOwned;
  5003. ba.stackNumber = next->ID;
  5004. makeAutomaticAction(next, ba);
  5005. continue;
  5006. }
  5007. }
  5008. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5009. {
  5010. logGlobal->debug("Handle Berserk effect");
  5011. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5012. if (attackInfo.first != nullptr)
  5013. {
  5014. BattleAction attack;
  5015. attack.actionType = Battle::WALK_AND_ATTACK;
  5016. attack.side = !next->attackerOwned;
  5017. attack.stackNumber = next->ID;
  5018. attack.additionalInfo = attackInfo.first->position;
  5019. attack.destinationTile = attackInfo.second;
  5020. makeAutomaticAction(next, attack);
  5021. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  5022. }
  5023. else
  5024. {
  5025. makeStackDoNothing(next);
  5026. logGlobal->debug("No target found");
  5027. }
  5028. continue;
  5029. }
  5030. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5031. if ((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5032. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5033. {
  5034. BattleAction attack;
  5035. attack.actionType = Battle::SHOOT;
  5036. attack.side = !next->attackerOwned;
  5037. attack.stackNumber = next->ID;
  5038. for (auto & elem : gs->curB->stacks)
  5039. {
  5040. if (elem->owner != next->owner && elem->isValidTarget())
  5041. {
  5042. attack.destinationTile = elem->position;
  5043. break;
  5044. }
  5045. }
  5046. makeAutomaticAction(next, attack);
  5047. continue;
  5048. }
  5049. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5050. {
  5051. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5052. if (attackableBattleHexes.empty())
  5053. {
  5054. makeStackDoNothing(next);
  5055. continue;
  5056. }
  5057. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  5058. {
  5059. BattleAction attack;
  5060. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  5061. getRandomGenerator());
  5062. attack.actionType = Battle::CATAPULT;
  5063. attack.additionalInfo = 0;
  5064. attack.side = !next->attackerOwned;
  5065. attack.stackNumber = next->ID;
  5066. makeAutomaticAction(next, attack);
  5067. continue;
  5068. }
  5069. }
  5070. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5071. {
  5072. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5073. {
  5074. return s->owner == next->owner && s->canBeHealed();
  5075. });
  5076. if (!possibleStacks.size())
  5077. {
  5078. makeStackDoNothing(next);
  5079. continue;
  5080. }
  5081. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5082. {
  5083. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5084. const CStack * toBeHealed = possibleStacks.front();
  5085. BattleAction heal;
  5086. heal.actionType = Battle::STACK_HEAL;
  5087. heal.additionalInfo = 0;
  5088. heal.destinationTile = toBeHealed->position;
  5089. heal.side = !next->attackerOwned;
  5090. heal.stackNumber = next->ID;
  5091. makeAutomaticAction(next, heal);
  5092. continue;
  5093. }
  5094. }
  5095. int numberOfAsks = 1;
  5096. bool breakOuter = false;
  5097. do
  5098. {//ask interface and wait for answer
  5099. if (!battleResult.get())
  5100. {
  5101. stackTurnTrigger(next); //various effects
  5102. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5103. {
  5104. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5105. }
  5106. else
  5107. {
  5108. logGlobal->trace("Activating %s", next->nodeName());
  5109. auto nextId = next->ID;
  5110. BattleSetActiveStack sas;
  5111. sas.stack = nextId;
  5112. sendAndApply(&sas);
  5113. auto actionWasMade = [&]() -> bool
  5114. {
  5115. if (battleMadeAction.data)//active stack has made its action
  5116. return true;
  5117. if (battleResult.get())// battle is finished
  5118. return true;
  5119. if (next == nullptr)//active stack was been removed
  5120. return true;
  5121. return !next->alive();//active stack is dead
  5122. };
  5123. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5124. battleMadeAction.data = false;
  5125. while (!actionWasMade())
  5126. {
  5127. battleMadeAction.cond.wait(lock);
  5128. if (battleGetStackByID(nextId, false) != next)
  5129. next = nullptr; //it may be removed, while we wait
  5130. }
  5131. }
  5132. }
  5133. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5134. {
  5135. breakOuter = true;
  5136. break;
  5137. }
  5138. //we're after action, all results applied
  5139. checkBattleStateChanges(); //check if this action ended the battle
  5140. if (next != nullptr)
  5141. {
  5142. //check for good morale
  5143. nextStackMorale = next->MoraleVal();
  5144. if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5145. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5146. && !next->waited()
  5147. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5148. && next->alive()
  5149. && nextStackMorale > 0
  5150. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5151. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5152. )
  5153. {
  5154. if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5155. {
  5156. BattleTriggerEffect bte;
  5157. bte.stackID = next->ID;
  5158. bte.effect = Bonus::MORALE;
  5159. bte.val = 1;
  5160. bte.additionalInfo = 0;
  5161. sendAndApply(&bte); //play animation
  5162. ++numberOfAsks; //move this stack once more
  5163. }
  5164. }
  5165. }
  5166. --numberOfAsks;
  5167. } while (numberOfAsks > 0);
  5168. if (breakOuter)
  5169. {
  5170. break;
  5171. }
  5172. }
  5173. firstRound = false;
  5174. }
  5175. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5176. }
  5177. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5178. {
  5179. BattleSetActiveStack bsa;
  5180. bsa.stack = stack->ID;
  5181. bsa.askPlayerInterface = false;
  5182. sendAndApply(&bsa);
  5183. bool ret = makeBattleAction(ba);
  5184. checkBattleStateChanges();
  5185. return ret;
  5186. }
  5187. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5188. {
  5189. assert(a->artType);
  5190. ArtifactLocation al;
  5191. al.artHolder = const_cast<CGHeroInstance*>(h);
  5192. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5193. if (pos < 0)
  5194. {
  5195. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5196. slot = a->firstAvailableSlot(h);
  5197. else
  5198. slot = a->firstBackpackSlot(h);
  5199. }
  5200. else
  5201. {
  5202. slot = pos;
  5203. }
  5204. al.slot = slot;
  5205. if (slot < 0 || !a->canBePutAt(al))
  5206. {
  5207. complain("Cannot put artifact in that slot!");
  5208. return;
  5209. }
  5210. putArtifact(al, a);
  5211. }
  5212. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5213. {
  5214. PutArtifact pa;
  5215. pa.art = a;
  5216. pa.al = al;
  5217. sendAndApply(&pa);
  5218. }
  5219. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5220. {
  5221. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5222. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5223. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5224. giveHeroNewArtifact(h, art, slot);
  5225. return true;
  5226. }
  5227. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5228. {
  5229. CArtifactInstance *a = nullptr;
  5230. if (!artType->constituents)
  5231. {
  5232. a = new CArtifactInstance();
  5233. }
  5234. else
  5235. {
  5236. a = new CCombinedArtifactInstance();
  5237. }
  5238. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5239. NewArtifact na;
  5240. na.art = a;
  5241. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5242. giveHeroArtifact(h, a, pos);
  5243. }
  5244. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5245. {
  5246. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5247. if (battleResult.data)
  5248. {
  5249. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5250. % battleResult.data->result % resultType).str());
  5251. return;
  5252. }
  5253. auto br = new BattleResult;
  5254. br->result = resultType;
  5255. br->winner = victoriusSide; //surrendering side loses
  5256. gs->curB->calculateCasualties(br->casualties);
  5257. battleResult.data = br;
  5258. }
  5259. void CGameHandler::commitPackage(CPackForClient *pack)
  5260. {
  5261. sendAndApply(pack);
  5262. }
  5263. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5264. {
  5265. std::vector<int3>::iterator tile;
  5266. std::vector<int3> tiles;
  5267. getFreeTiles(tiles);
  5268. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5269. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5270. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5271. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5272. for (int i = 0; i < amount; ++i)
  5273. {
  5274. tile = tiles.begin();
  5275. logGlobal->trace("\tSpawning monster at %s",(*tile)());
  5276. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5277. tiles.erase(tile); //not use it again
  5278. }
  5279. }
  5280. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5281. {
  5282. if (cheat == "vcmiistari")
  5283. {
  5284. if (!hero) return;
  5285. ///Give hero spellbook
  5286. if (!hero->hasSpellbook())
  5287. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5288. ///Give all spells with bonus (to allow banned spells)
  5289. GiveBonus giveBonus(GiveBonus::HERO);
  5290. giveBonus.id = hero->id.getNum();
  5291. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5292. //start with level 0 to skip abilities
  5293. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5294. {
  5295. giveBonus.bonus.subtype = level;
  5296. sendAndApply(&giveBonus);
  5297. }
  5298. ///Give mana
  5299. SetMana sm;
  5300. sm.hid = hero->id;
  5301. sm.val = 999;
  5302. sm.absolute = true;
  5303. sendAndApply(&sm);
  5304. }
  5305. else if (cheat == "vcmiarmenelos")
  5306. {
  5307. if (!town) return;
  5308. ///Build all buildings in selected town
  5309. for (auto & build : town->town->buildings)
  5310. {
  5311. if (!town->hasBuilt(build.first)
  5312. && !build.second->Name().empty()
  5313. && build.first != BuildingID::SHIP)
  5314. {
  5315. buildStructure(town->id, build.first, true);
  5316. }
  5317. }
  5318. }
  5319. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5320. {
  5321. if (!hero) return;
  5322. ///Gives N creatures into each slot
  5323. std::map<std::string, std::pair<int, int>> creatures;
  5324. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5325. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5326. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5327. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5328. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5329. if (!hero->hasStackAtSlot(SlotID(i)))
  5330. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5331. }
  5332. else if (cheat == "vcminoldor")
  5333. {
  5334. if (!hero) return;
  5335. ///Give all war machines to hero
  5336. if (!hero->getArt(ArtifactPosition::MACH1))
  5337. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5338. if (!hero->getArt(ArtifactPosition::MACH2))
  5339. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5340. if (!hero->getArt(ArtifactPosition::MACH3))
  5341. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5342. }
  5343. else if (cheat == "vcmiforgeofnoldorking")
  5344. {
  5345. if (!hero) return;
  5346. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5347. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5348. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5349. }
  5350. else if (cheat == "vcmiglorfindel")
  5351. {
  5352. if (!hero) return;
  5353. ///selected hero gains a new level
  5354. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5355. }
  5356. else if (cheat == "vcminahar")
  5357. {
  5358. if (!hero) return;
  5359. ///Give 1000000 movement points to hero
  5360. SetMovePoints smp;
  5361. smp.hid = hero->id;
  5362. smp.val = 1000000;
  5363. sendAndApply(&smp);
  5364. GiveBonus gb(GiveBonus::HERO);
  5365. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5366. gb.bonus.duration = Bonus::ONE_DAY;
  5367. gb.bonus.source = Bonus::OTHER;
  5368. gb.id = hero->id.getNum();
  5369. giveHeroBonus(&gb);
  5370. }
  5371. else if (cheat == "vcmiformenos")
  5372. {
  5373. ///Give resources to player
  5374. TResources resources;
  5375. resources[Res::GOLD] = 100000;
  5376. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5377. resources[i] = 100;
  5378. giveResources(player, resources);
  5379. }
  5380. else if (cheat == "vcmisilmaril")
  5381. {
  5382. ///Player wins
  5383. PlayerCheated pc;
  5384. pc.player = player;
  5385. pc.winningCheatCode = true;
  5386. sendAndApply(&pc);
  5387. }
  5388. else if (cheat == "vcmimelkor")
  5389. {
  5390. ///Player looses
  5391. PlayerCheated pc;
  5392. pc.player = player;
  5393. pc.losingCheatCode = true;
  5394. sendAndApply(&pc);
  5395. }
  5396. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5397. {
  5398. ///Reveal or conceal FoW
  5399. FoWChange fc;
  5400. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5401. fc.player = player;
  5402. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5403. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5404. int lastUnc = 0;
  5405. for (int i = 0; i < gs->map->width; i++)
  5406. for (int j = 0; j < gs->map->height; j++)
  5407. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5408. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5409. hlp_tab[lastUnc++] = int3(i, j, k);
  5410. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5411. delete [] hlp_tab;
  5412. sendAndApply(&fc);
  5413. }
  5414. else
  5415. cheated = false;
  5416. }
  5417. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5418. {
  5419. ObstaclesRemoved obsRem;
  5420. obsRem.obstacles.insert(obstacle.uniqueID);
  5421. sendAndApply(&obsRem);
  5422. }
  5423. void CGameHandler::synchronizeArtifactHandlerLists()
  5424. {
  5425. UpdateArtHandlerLists uahl;
  5426. uahl.treasures = VLC->arth->treasures;
  5427. uahl.minors = VLC->arth->minors;
  5428. uahl.majors = VLC->arth->majors;
  5429. uahl.relics = VLC->arth->relics;
  5430. sendAndApply(&uahl);
  5431. }
  5432. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5433. {
  5434. return vstd::contains(gs->map->objects, obj);
  5435. }
  5436. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5437. {
  5438. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5439. return false;
  5440. auto query = queries.topQuery(player);
  5441. if (query && query->blocksPack(pack))
  5442. {
  5443. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5444. return true;
  5445. }
  5446. return false;
  5447. }
  5448. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5449. {
  5450. //If the object is being visited, there must be a matching query
  5451. for (const auto &query : queries.allQueries())
  5452. {
  5453. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5454. {
  5455. if (someVistQuery->visitedObject == object)
  5456. {
  5457. someVistQuery->removeObjectAfterVisit = true;
  5458. return;
  5459. }
  5460. }
  5461. };
  5462. //If we haven't returned so far, there is no query and no visit, call was wrong
  5463. assert("This function needs to be called during the object visit!");
  5464. }
  5465. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5466. {
  5467. std::unordered_set<int3, ShashInt3> tiles;
  5468. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5469. if (hide)
  5470. {
  5471. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5472. auto p = getPlayer(player);
  5473. for (auto h : p->heroes)
  5474. {
  5475. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5476. }
  5477. for (auto t : p->towns)
  5478. {
  5479. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5480. }
  5481. for (auto tile : observedTiles)
  5482. vstd::erase_if_present (tiles, tile);
  5483. }
  5484. changeFogOfWar(tiles, player, hide);
  5485. }
  5486. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5487. {
  5488. FoWChange fow;
  5489. fow.tiles = tiles;
  5490. fow.player = player;
  5491. fow.mode = hide? 0 : 1;
  5492. sendAndApply(&fow);
  5493. }
  5494. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5495. {
  5496. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5497. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5498. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5499. return true;
  5500. }
  5501. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5502. army(_army)
  5503. {
  5504. heroWithDeadCommander = ObjectInstanceID();
  5505. PlayerColor color = army->tempOwner;
  5506. if (color == PlayerColor::UNFLAGGABLE)
  5507. color = PlayerColor::NEUTRAL;
  5508. for (CStack *st : bat->stacks)
  5509. {
  5510. if (vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5511. continue;
  5512. if (st->owner != color) //remove only our stacks
  5513. continue;
  5514. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5515. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5516. st->count = std::max (0, st->count - st->resurrected);
  5517. if (st->slot == SlotID::ARROW_TOWERS_SLOT)
  5518. {
  5519. //do nothing
  5520. logGlobal->debug("Ignored arrow towers stack.");
  5521. }
  5522. else if (st->slot == SlotID::WAR_MACHINES_SLOT)
  5523. {
  5524. auto warMachine = st->type->warMachine;
  5525. if (warMachine == ArtifactID::NONE)
  5526. {
  5527. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5528. }
  5529. //catapult artifact remain even if "creature" killed in siege
  5530. else if (warMachine != ArtifactID::CATAPULT && !st->count)
  5531. {
  5532. logGlobal->debug("War machine has been destroyed");
  5533. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5534. if (hero)
  5535. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5536. else
  5537. logGlobal->error("War machine in army without hero");
  5538. }
  5539. }
  5540. else if (st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5541. {
  5542. if (st->alive() && st->count > 0)
  5543. {
  5544. logGlobal->debug("Permanently summoned %d units.", st->count);
  5545. const CreatureID summonedType = st->type->idNumber;
  5546. summoned[summonedType] += st->count;
  5547. }
  5548. }
  5549. else if (st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5550. {
  5551. if (nullptr == st->base)
  5552. {
  5553. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5554. }
  5555. else
  5556. {
  5557. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5558. if (c)
  5559. {
  5560. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5561. if (h && h->commander == c && (st->count == 0 || !st->alive()))
  5562. {
  5563. logGlobal->debug("Commander is dead.");
  5564. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5565. }
  5566. }
  5567. else
  5568. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5569. }
  5570. }
  5571. else if (st->base && !army->slotEmpty(st->slot))
  5572. {
  5573. if (st->count == 0 || !st->alive())
  5574. {
  5575. logGlobal->debug("Stack has been destroyed.");
  5576. StackLocation sl(army, st->slot);
  5577. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5578. }
  5579. else if (st->count < army->getStackCount(st->slot))
  5580. {
  5581. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
  5582. StackLocation sl(army, st->slot);
  5583. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5584. }
  5585. else if (st->count > army->getStackCount(st->slot))
  5586. {
  5587. logGlobal->debug("Stack gained %d units.", st->count - army->getStackCount(st->slot));
  5588. StackLocation sl(army, st->slot);
  5589. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5590. }
  5591. }
  5592. else
  5593. {
  5594. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5595. }
  5596. }
  5597. }
  5598. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5599. {
  5600. for (TStackAndItsNewCount &ncount : newStackCounts)
  5601. {
  5602. if (ncount.second > 0)
  5603. gh->changeStackCount(ncount.first, ncount.second, true);
  5604. else
  5605. gh->eraseStack(ncount.first, true);
  5606. }
  5607. for (auto summoned_iter : summoned)
  5608. {
  5609. SlotID slot = army->getSlotFor(summoned_iter.first);
  5610. if (slot.validSlot())
  5611. {
  5612. StackLocation location(army, slot);
  5613. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5614. }
  5615. else
  5616. {
  5617. //even if it will be possible to summon anything permanently it should be checked for free slot
  5618. //necromancy is handled separately
  5619. gh->complain("No free slot to put summoned creature");
  5620. }
  5621. }
  5622. for (auto al : removedWarMachines)
  5623. {
  5624. gh->removeArtifact(al);
  5625. }
  5626. if (heroWithDeadCommander != ObjectInstanceID())
  5627. {
  5628. SetCommanderProperty scp;
  5629. scp.heroid = heroWithDeadCommander;
  5630. scp.which = SetCommanderProperty::ALIVE;
  5631. scp.amount = 0;
  5632. gh->sendAndApply(&scp);
  5633. }
  5634. }
  5635. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5636. {
  5637. assert(Query->result);
  5638. assert(Query->bi);
  5639. auto &result = *Query->result;
  5640. auto &info = *Query->bi;
  5641. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5642. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5643. victor = info.sides[result.winner].color;
  5644. loser = info.sides[!result.winner].color;
  5645. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5646. }
  5647. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5648. {
  5649. winnerHero = loserHero = nullptr;
  5650. remainingBattleQueriesCount = 0;
  5651. }
  5652. CRandomGenerator & CGameHandler::getRandomGenerator()
  5653. {
  5654. return CRandomGenerator::getDefault();
  5655. }
  5656. ///ServerSpellCastEnvironment
  5657. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5658. {
  5659. }
  5660. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5661. {
  5662. gh->sendAndApply(info);
  5663. }
  5664. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5665. {
  5666. return gh->getRandomGenerator();
  5667. }
  5668. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5669. {
  5670. gh->complain(problem);
  5671. }
  5672. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5673. {
  5674. return gh;
  5675. }
  5676. const CMap * ServerSpellCastEnvironment::getMap() const
  5677. {
  5678. return gh->gameState()->map;
  5679. }
  5680. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5681. {
  5682. return gh->moveHero(hid, dst, teleporting, false, asker);
  5683. }