CGameHandler.cpp 183 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/BattleState.h"
  18. #include "../lib/CondSh.h"
  19. #include "../lib/NetPacks.h"
  20. #include "../lib/VCMI_Lib.h"
  21. #include "../lib/mapping/CMap.h"
  22. #include "../lib/VCMIDirs.h"
  23. #include "../lib/ScopeGuard.h"
  24. #include "../lib/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "CVCMIServer.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/CThreadHelper.h"
  29. #include "../lib/GameConstants.h"
  30. #include "../lib/registerTypes/RegisterTypes.h"
  31. /*
  32. * CGameHandler.cpp, part of VCMI engine
  33. *
  34. * Authors: listed in file AUTHORS in main folder
  35. *
  36. * License: GNU General Public License v2.0 or later
  37. * Full text of license available in license.txt file, in main folder
  38. *
  39. */
  40. #ifndef _MSC_VER
  41. #include <boost/thread/xtime.hpp>
  42. #endif
  43. extern bool end2;
  44. #ifdef min
  45. #undef min
  46. #endif
  47. #ifdef max
  48. #undef max
  49. #endif
  50. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  51. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  52. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. #define NEW_ROUND BattleNextRound bnr;\
  55. bnr.round = gs->curB->round + 1;\
  56. sendAndApply(&bnr);
  57. class ServerSpellCastEnvironment: public SpellCastEnvironment
  58. {
  59. public:
  60. ServerSpellCastEnvironment(CGameHandler * gh);
  61. ~ServerSpellCastEnvironment(){};
  62. void sendAndApply(CPackForClient * info) const override;
  63. CRandomGenerator & getRandomGenerator() const override;
  64. void complain(const std::string & problem) const override;
  65. const CMap * getMap() const override;
  66. const CGameInfoCallback * getCb() const override;
  67. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  68. private:
  69. mutable CGameHandler * gh;
  70. };
  71. CondSh<bool> battleMadeAction;
  72. CondSh<BattleResult *> battleResult(nullptr);
  73. template <typename T> class CApplyOnGH;
  74. class CBaseForGHApply
  75. {
  76. public:
  77. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  78. virtual ~CBaseForGHApply(){}
  79. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  80. {
  81. return new CApplyOnGH<U>;
  82. }
  83. };
  84. template <typename T> class CApplyOnGH : public CBaseForGHApply
  85. {
  86. public:
  87. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  88. {
  89. T *ptr = static_cast<T*>(pack);
  90. ptr->c = c;
  91. ptr->player = player;
  92. return ptr->applyGh(gh);
  93. }
  94. };
  95. template <>
  96. class CApplyOnGH<CPack> : public CBaseForGHApply
  97. {
  98. public:
  99. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  100. {
  101. logGlobal->error("Cannot apply on GH plain CPack!");
  102. assert(0);
  103. return false;
  104. }
  105. };
  106. static CApplier<CBaseForGHApply> *applier = nullptr;
  107. CMP_stack cmpst ;
  108. static inline double distance(int3 a, int3 b)
  109. {
  110. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  111. }
  112. static void giveExp(BattleResult &r)
  113. {
  114. if(r.winner > 1)
  115. {
  116. // draw
  117. return;
  118. }
  119. r.exp[0] = 0;
  120. r.exp[1] = 0;
  121. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  122. {
  123. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  124. }
  125. }
  126. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  127. {
  128. boost::unique_lock<boost::mutex> l(mx);
  129. if(players.find(player) != players.end())
  130. {
  131. return players.at(player);
  132. }
  133. else
  134. {
  135. throw std::runtime_error("No such player!");
  136. }
  137. }
  138. void PlayerStatuses::addPlayer(PlayerColor player)
  139. {
  140. boost::unique_lock<boost::mutex> l(mx);
  141. players[player];
  142. }
  143. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  144. {
  145. boost::unique_lock<boost::mutex> l(mx);
  146. if(players.find(player) != players.end())
  147. {
  148. return players[player].*flag;
  149. }
  150. else
  151. {
  152. throw std::runtime_error("No such player!");
  153. }
  154. }
  155. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  156. {
  157. boost::unique_lock<boost::mutex> l(mx);
  158. if(players.find(player) != players.end())
  159. {
  160. players[player].*flag = val;
  161. }
  162. else
  163. {
  164. throw std::runtime_error("No such player!");
  165. }
  166. cv.notify_all();
  167. }
  168. template <typename T>
  169. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  170. {
  171. fun(args[which]);
  172. }
  173. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  174. {
  175. changeSecSkill(hero, skill, 1, 0);
  176. expGiven(hero);
  177. }
  178. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  179. {
  180. // required exp for at least 1 lvl-up hasn't been reached
  181. if(!hero->gainsLevel())
  182. {
  183. return;
  184. }
  185. // give primary skill
  186. logGlobal->trace("%s got level %d", hero->name, hero->level);
  187. auto primarySkill = hero->nextPrimarySkill();
  188. SetPrimSkill sps;
  189. sps.id = hero->id;
  190. sps.which = primarySkill;
  191. sps.abs = false;
  192. sps.val = 1;
  193. sendAndApply(&sps);
  194. HeroLevelUp hlu;
  195. hlu.hero = hero;
  196. hlu.primskill = primarySkill;
  197. hlu.skills = hero->getLevelUpProposedSecondarySkills();
  198. if(hlu.skills.size() == 0)
  199. {
  200. sendAndApply(&hlu);
  201. levelUpHero(hero);
  202. }
  203. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  204. {
  205. sendAndApply(&hlu);
  206. levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand));
  207. }
  208. else if(hlu.skills.size() > 1)
  209. {
  210. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  211. hlu.queryID = levelUpQuery->queryID;
  212. queries.addQuery(levelUpQuery);
  213. sendAndApply(&hlu);
  214. //level up will be called on query reply
  215. }
  216. }
  217. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  218. {
  219. SetCommanderProperty scp;
  220. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  221. if (hero)
  222. scp.heroid = hero->id;
  223. else
  224. {
  225. complain ("Commander is not led by hero!");
  226. return;
  227. }
  228. scp.accumulatedBonus.subtype = 0;
  229. scp.accumulatedBonus.additionalInfo = 0;
  230. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  231. scp.accumulatedBonus.turnsRemain = 0;
  232. scp.accumulatedBonus.source = Bonus::COMMANDER;
  233. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  234. if (skill <= ECommander::SPELL_POWER)
  235. {
  236. scp.which = SetCommanderProperty::BONUS;
  237. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  238. {
  239. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  240. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  241. };
  242. switch (skill)
  243. {
  244. case ECommander::ATTACK:
  245. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  246. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  247. break;
  248. case ECommander::DEFENSE:
  249. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  250. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  251. break;
  252. case ECommander::HEALTH:
  253. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  254. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  255. break;
  256. case ECommander::DAMAGE:
  257. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  258. scp.accumulatedBonus.subtype = 0;
  259. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  260. break;
  261. case ECommander::SPEED:
  262. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  263. break;
  264. case ECommander::SPELL_POWER:
  265. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  266. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  267. sendAndApply (&scp); //additional pack
  268. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  269. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  270. sendAndApply (&scp); //additional pack
  271. scp.accumulatedBonus.type = Bonus::CASTS;
  272. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  273. sendAndApply (&scp); //additional pack
  274. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  275. break;
  276. }
  277. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  278. sendAndApply (&scp);
  279. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  280. scp.additionalInfo = skill;
  281. scp.amount = c->secondarySkills.at(skill) + 1;
  282. sendAndApply (&scp);
  283. }
  284. else if (skill >= 100)
  285. {
  286. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  287. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  288. scp.additionalInfo = skill; //unnormalized
  289. sendAndApply (&scp);
  290. }
  291. expGiven(hero);
  292. }
  293. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  294. {
  295. if (!c->gainsLevel())
  296. {
  297. return;
  298. }
  299. CommanderLevelUp clu;
  300. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  301. if (hero)
  302. clu.hero = hero;
  303. else
  304. {
  305. complain ("Commander is not led by hero!");
  306. return;
  307. }
  308. //picking sec. skills for choice
  309. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  310. {
  311. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  312. clu.skills.push_back(i);
  313. }
  314. int i = 100;
  315. for (auto specialSkill : VLC->creh->skillRequirements)
  316. {
  317. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  318. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  319. && !vstd::contains (c->specialSKills, i))
  320. clu.skills.push_back (i);
  321. ++i;
  322. }
  323. int skillAmount = clu.skills.size();
  324. if(!skillAmount)
  325. {
  326. sendAndApply(&clu);
  327. levelUpCommander(c);
  328. }
  329. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  330. {
  331. sendAndApply(&clu);
  332. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator()));
  333. }
  334. else if(skillAmount > 1) //apply and ask for secondary skill
  335. {
  336. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  337. clu.queryID = commanderLevelUp->queryID;
  338. queries.addQuery(commanderLevelUp);
  339. sendAndApply(&clu);
  340. }
  341. }
  342. void CGameHandler::expGiven(const CGHeroInstance *hero)
  343. {
  344. if(hero->gainsLevel())
  345. levelUpHero(hero);
  346. else if(hero->commander && hero->commander->gainsLevel())
  347. levelUpCommander(hero->commander);
  348. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  349. // levelUpCommander(hero->commander);
  350. // else
  351. // levelUpHero(hero);
  352. }
  353. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  354. {
  355. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  356. {
  357. if (gs->map->levelLimit != 0)
  358. {
  359. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  360. TExpType resultingExp = abs ? val : hero->exp + val;
  361. if (resultingExp > expLimit)
  362. {
  363. // set given experience to max possible, but don't decrease if hero already over top
  364. abs = true;
  365. val = std::max(expLimit, hero->exp);
  366. InfoWindow iw;
  367. iw.player = hero->tempOwner;
  368. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  369. iw.text.addReplacement(hero->name);
  370. sendAndApply(&iw);
  371. }
  372. }
  373. }
  374. SetPrimSkill sps;
  375. sps.id = hero->id;
  376. sps.which = which;
  377. sps.abs = abs;
  378. sps.val = val;
  379. sendAndApply(&sps);
  380. //only for exp - hero may level up
  381. if (which == PrimarySkill::EXPERIENCE)
  382. {
  383. if(hero->commander && hero->commander->alive)
  384. {
  385. //FIXME: trim experience according to map limit?
  386. SetCommanderProperty scp;
  387. scp.heroid = hero->id;
  388. scp.which = SetCommanderProperty::EXPERIENCE;
  389. scp.amount = val;
  390. sendAndApply (&scp);
  391. CBonusSystemNode::treeHasChanged();
  392. }
  393. expGiven(hero);
  394. }
  395. }
  396. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  397. {
  398. SetSecSkill sss;
  399. sss.id = hero->id;
  400. sss.which = which;
  401. sss.val = val;
  402. sss.abs = abs;
  403. sendAndApply(&sss);
  404. if(which == SecondarySkill::WISDOM)
  405. {
  406. if(hero && hero->visitedTown)
  407. giveSpells(hero->visitedTown, hero);
  408. }
  409. }
  410. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  411. {
  412. LOG_TRACE(logGlobal);
  413. //Fill BattleResult structure with exp info
  414. giveExp(*battleResult.data);
  415. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  416. {
  417. if (hero1)
  418. battleResult.data->exp[1] += 500;
  419. if (hero2)
  420. battleResult.data->exp[0] += 500;
  421. }
  422. if (hero1)
  423. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  424. if (hero2)
  425. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  426. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  427. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  428. const BattleResult::EResult result = battleResult.get()->result;
  429. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  430. {
  431. for(auto &q : queries.allQueries())
  432. {
  433. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  434. if(bq->bi == gs->curB)
  435. return bq;
  436. }
  437. return std::shared_ptr<CBattleQuery>();
  438. };
  439. auto battleQuery = findBattleQuery();
  440. if(!battleQuery)
  441. {
  442. logGlobal->error("Cannot find battle query!");
  443. if(gs->initialOpts->mode == StartInfo::DUEL)
  444. {
  445. battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  446. }
  447. }
  448. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  449. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  450. battleQuery->result = *battleResult.data;
  451. //Check how many battle queries were created (number of players blocked by battle)
  452. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  453. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  454. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  455. if(finishingBattle->duel)
  456. {
  457. duelFinished();
  458. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  459. return;
  460. }
  461. ChangeSpells cs; //for Eagle Eye
  462. if(finishingBattle->winnerHero)
  463. {
  464. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  465. {
  466. int maxLevel = eagleEyeLevel + 1;
  467. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  468. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  469. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && gs->getRandomGenerator().nextInt(99) < eagleEyeChance)
  470. cs.spells.insert(sp->id);
  471. }
  472. }
  473. std::vector<const CArtifactInstance *> arts; //display them in window
  474. if(result == BattleResult::NORMAL && finishingBattle->winnerHero)
  475. {
  476. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  477. {
  478. arts.push_back(art);
  479. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  480. sendAndApply(ma);
  481. };
  482. if(finishingBattle->loserHero)
  483. {
  484. //TODO: wrap it into a function, somehow (boost::variant -_-)
  485. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  486. for (auto artSlot : artifactsWorn)
  487. {
  488. MoveArtifact ma;
  489. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  490. const CArtifactInstance * art = ma.src.getArt();
  491. if(art && !art->artType->isBig() &&
  492. art->artType->id != ArtifactID::SPELLBOOK)
  493. // don't move war machines or locked arts (spellbook)
  494. {
  495. sendMoveArtifact(art, &ma);
  496. }
  497. }
  498. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  499. {
  500. //we assume that no big artifacts can be found
  501. MoveArtifact ma;
  502. ma.src = ArtifactLocation(finishingBattle->loserHero,
  503. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  504. const CArtifactInstance * art = ma.src.getArt();
  505. if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
  506. {
  507. sendMoveArtifact(art, &ma);
  508. }
  509. }
  510. if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  511. {
  512. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  513. for(auto artSlot : artifactsWorn)
  514. {
  515. MoveArtifact ma;
  516. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  517. const CArtifactInstance * art = ma.src.getArt();
  518. if (art && !art->artType->isBig())
  519. {
  520. sendMoveArtifact(art, &ma);
  521. }
  522. }
  523. }
  524. }
  525. for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  526. {
  527. auto artifactsWorn = armySlot.second->artifactsWorn;
  528. for (auto artSlot : artifactsWorn)
  529. {
  530. MoveArtifact ma;
  531. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  532. const CArtifactInstance * art = ma.src.getArt();
  533. if (art && !art->artType->isBig())
  534. {
  535. sendMoveArtifact(art, &ma);
  536. }
  537. }
  538. }
  539. }
  540. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  541. if(arts.size()) //display loot
  542. {
  543. InfoWindow iw;
  544. iw.player = finishingBattle->winnerHero->tempOwner;
  545. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  546. for(auto art : arts) //TODO; separate function to display loot for various ojects?
  547. {
  548. iw.components.push_back(Component(
  549. Component::ARTIFACT, art->artType->id,
  550. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  551. if(iw.components.size() >= 14)
  552. {
  553. sendAndApply(&iw);
  554. iw.components.clear();
  555. }
  556. }
  557. if(iw.components.size())
  558. {
  559. sendAndApply(&iw);
  560. }
  561. }
  562. //Eagle Eye secondary skill handling
  563. if(!cs.spells.empty())
  564. {
  565. cs.learn = 1;
  566. cs.hid = finishingBattle->winnerHero->id;
  567. InfoWindow iw;
  568. iw.player = finishingBattle->winnerHero->tempOwner;
  569. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  570. iw.text.addReplacement(finishingBattle->winnerHero->name);
  571. std::ostringstream names;
  572. for(int i = 0; i < cs.spells.size(); i++)
  573. {
  574. names << "%s";
  575. if(i < cs.spells.size() - 2)
  576. names << ", ";
  577. else if(i < cs.spells.size() - 1)
  578. names << "%s";
  579. }
  580. names << ".";
  581. iw.text.addReplacement(names.str());
  582. auto it = cs.spells.begin();
  583. for(int i = 0; i < cs.spells.size(); i++, it++)
  584. {
  585. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  586. if(i == cs.spells.size() - 2) //we just added pre-last name
  587. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  588. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  589. }
  590. sendAndApply(&iw);
  591. sendAndApply(&cs);
  592. }
  593. cab1.updateArmy(this);
  594. cab2.updateArmy(this); //take casualties after battle is deleted
  595. //if one hero has lost we will erase him
  596. if(battleResult.data->winner!=0 && hero1)
  597. {
  598. RemoveObject ro(hero1->id);
  599. sendAndApply(&ro);
  600. }
  601. if(battleResult.data->winner!=1 && hero2)
  602. {
  603. auto town = hero2->visitedTown;
  604. RemoveObject ro(hero2->id);
  605. sendAndApply(&ro);
  606. if(town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  607. town->battleFinished(hero1, *battleResult.get());
  608. }
  609. //give exp
  610. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  611. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  612. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  613. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  614. queries.popIfTop(battleQuery);
  615. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  616. }
  617. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  618. {
  619. LOG_TRACE(logGlobal);
  620. finishingBattle->remainingBattleQueriesCount--;
  621. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  622. if(finishingBattle->remainingBattleQueriesCount > 0)
  623. //Battle results will be handled when all battle queries are closed
  624. return;
  625. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  626. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  627. // Still, it looks like a hole.
  628. // Necromancy if applicable.
  629. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  630. // Give raised units to winner and show dialog, if any were raised,
  631. // units will be given after casualties are taken
  632. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  633. if (necroSlot != SlotID())
  634. {
  635. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  636. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  637. }
  638. BattleResultsApplied resultsApplied;
  639. resultsApplied.player1 = finishingBattle->victor;
  640. resultsApplied.player2 = finishingBattle->loser;
  641. sendAndApply(&resultsApplied);
  642. setBattle(nullptr);
  643. if(visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  644. {
  645. logGlobal->trace("post-victory visit");
  646. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  647. }
  648. visitObjectAfterVictory = false;
  649. //handle victory/loss of engaged players
  650. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  651. checkVictoryLossConditions(playerColors);
  652. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  653. {
  654. SetAvailableHeroes sah;
  655. sah.player = finishingBattle->loser;
  656. sah.hid[0] = finishingBattle->loserHero->subID;
  657. if(result.result == BattleResult::ESCAPE) //retreat
  658. {
  659. sah.army[0].clear();
  660. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  661. }
  662. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  663. sah.hid[1] = another->subID;
  664. else
  665. sah.hid[1] = -1;
  666. sendAndApply(&sah);
  667. }
  668. if(result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  669. {
  670. RemoveObject ro(finishingBattle->winnerHero->id);
  671. sendAndApply(&ro);
  672. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  673. {
  674. SetAvailableHeroes sah;
  675. sah.player = finishingBattle->victor;
  676. sah.hid[0] = finishingBattle->winnerHero->subID;
  677. sah.army[0].clear();
  678. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  679. if(const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  680. sah.hid[1] = another->subID;
  681. else
  682. sah.hid[1] = -1;
  683. sendAndApply(&sah);
  684. }
  685. }
  686. }
  687. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  688. {
  689. bat.bsa.clear();
  690. bat.stackAttacking = att->ID;
  691. const int attackerLuck = att->LuckVal();
  692. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  693. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  694. {
  695. if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck)
  696. {
  697. bat.flags |= BattleAttack::LUCKY;
  698. }
  699. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  700. {
  701. if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck))
  702. {
  703. bat.flags |= BattleAttack::UNLUCKY;
  704. }
  705. }
  706. }
  707. if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  708. {
  709. bat.flags |= BattleAttack::DEATH_BLOW;
  710. }
  711. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  712. {
  713. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  714. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  715. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  716. if(chance > gs->getRandomGenerator().nextInt(99))
  717. {
  718. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  719. }
  720. }
  721. // only primary target
  722. applyBattleEffects(bat, att, def, distance, false);
  723. if (!bat.shot()) //multiple-hex attack - only in meele
  724. {
  725. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  726. for(const CStack * stack : attackedCreatures)
  727. {
  728. if (stack != def) //do not hit same stack twice
  729. {
  730. applyBattleEffects(bat, att, stack, distance, true);
  731. }
  732. }
  733. }
  734. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  735. if (bonus && (bat.shot())) //TODO: make it work in melee?
  736. {
  737. //this is need for displaying hit animation
  738. bat.flags |= BattleAttack::SPELL_LIKE;
  739. bat.spellID = SpellID(bonus->subtype);
  740. //TODO: should spell override creature`s projectile?
  741. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  742. //TODO: get exact attacked hex for defender
  743. for(const CStack * stack : attackedCreatures)
  744. {
  745. if (stack != def) //do not hit same stack twice
  746. {
  747. applyBattleEffects(bat, att, stack, distance, true);
  748. }
  749. }
  750. //now add effect info for all attacked stacks
  751. for(BattleStackAttacked & bsa : bat.bsa)
  752. {
  753. if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  754. {
  755. //this is need for displaying affect animation
  756. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  757. bsa.spellID = SpellID(bonus->subtype);
  758. }
  759. }
  760. }
  761. }
  762. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  763. {
  764. BattleStackAttacked bsa;
  765. if (secondary)
  766. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  767. bsa.attackerID = att->ID;
  768. bsa.stackAttacked = def->ID;
  769. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
  770. bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), gs->getRandomGenerator());
  771. def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties
  772. //life drain handling
  773. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  774. {
  775. StacksHealedOrResurrected shi;
  776. shi.lifeDrain = true;
  777. shi.tentHealing = false;
  778. shi.drainedFrom = def->ID;
  779. StacksHealedOrResurrected::HealInfo hi;
  780. hi.stackID = att->ID;
  781. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  782. hi.lowLevelResurrection = false;
  783. shi.healedStacks.push_back(hi);
  784. if (hi.healedHP > 0)
  785. {
  786. bsa.healedStacks.push_back(shi);
  787. }
  788. }
  789. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  790. //fire shield handling
  791. if(!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
  792. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  793. {
  794. // TODO: Fire sheild damage should be calculated separately after BattleAttack applied.
  795. // Currently it's looks like attacking stack damage itself with defenders fire shield.
  796. // So no separate message on spell damge in log and expirience calculation is likely wrong too.
  797. BattleStackAttacked bsa2;
  798. bsa2.stackAttacked = att->ID; //invert
  799. bsa2.attackerID = def->ID;
  800. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  801. bsa2.effect = 11;
  802. bsa2.damageAmount = (std::min(def->totalHelth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  803. att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
  804. bat.bsa.push_back(bsa2);
  805. }
  806. }
  807. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  808. {
  809. setThreadName("CGameHandler::handleConnection");
  810. try
  811. {
  812. while(1)//server should never shut connection first //was: while(!end2)
  813. {
  814. CPack *pack = nullptr;
  815. PlayerColor player = PlayerColor::NEUTRAL;
  816. si32 requestID = -999;
  817. int packType = 0;
  818. {
  819. boost::unique_lock<boost::mutex> lock(*c.rmx);
  820. c >> player >> requestID >> pack; //get the package
  821. if(!pack)
  822. {
  823. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  824. }
  825. packType = typeList.getTypeID(pack); //get the id of type
  826. logGlobal->trace("Received client message (request %d by player %d) of type with ID=%d (%s).\n",
  827. requestID, player.getNum(), packType, typeid(*pack).name());
  828. }
  829. //prepare struct informing that action was applied
  830. auto sendPackageResponse = [&](bool succesfullyApplied)
  831. {
  832. PackageApplied applied;
  833. applied.player = player;
  834. applied.result = succesfullyApplied;
  835. applied.packType = packType;
  836. applied.requestID = requestID;
  837. boost::unique_lock<boost::mutex> lock(*c.wmx);
  838. c << &applied;
  839. };
  840. CBaseForGHApply *apply = applier->apps[packType]; //and appropriate applier object
  841. if(isBlockedByQueries(pack, player))
  842. {
  843. sendPackageResponse(false);
  844. }
  845. else if(apply)
  846. {
  847. const bool result = apply->applyOnGH(this,&c,pack, player);
  848. if(result)
  849. logGlobal->trace("Message successfully applied!");
  850. else
  851. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  852. % typeid(*pack).name()).str());
  853. sendPackageResponse(true);
  854. }
  855. else
  856. {
  857. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  858. sendPackageResponse(false);
  859. }
  860. vstd::clear_pointer(pack);
  861. }
  862. }
  863. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  864. {
  865. assert(!c.connected); //make sure that connection has been marked as broken
  866. logGlobal->error(e.what());
  867. end2 = true;
  868. }
  869. catch(...)
  870. {
  871. end2 = true;
  872. handleException();
  873. throw;
  874. }
  875. logGlobal->error("Ended handling connection");
  876. }
  877. int CGameHandler::moveStack(int stack, BattleHex dest)
  878. {
  879. int ret = 0;
  880. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  881. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  882. assert(curStack);
  883. assert(dest < GameConstants::BFIELD_SIZE);
  884. if (gs->curB->tacticDistance)
  885. {
  886. assert(gs->curB->isInTacticRange(dest));
  887. }
  888. auto start = curStack->position;
  889. if(start == dest)
  890. return 0;
  891. //initing necessary tables
  892. auto accessibility = getAccesibility(curStack);
  893. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  894. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  895. {
  896. if(curStack->attackerOwned)
  897. {
  898. if(accessibility.accessible(dest+1, curStack))
  899. dest += BattleHex::RIGHT;
  900. }
  901. else
  902. {
  903. if(accessibility.accessible(dest-1, curStack))
  904. dest += BattleHex::LEFT;
  905. }
  906. }
  907. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  908. {
  909. complain("Given destination is not accessible!");
  910. return 0;
  911. }
  912. bool canUseGate = false;
  913. auto dbState = gs->curB->si.gateState;
  914. if(battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  915. dbState != EGateState::DESTROYED &&
  916. dbState != EGateState::BLOCKED)
  917. {
  918. canUseGate = true;
  919. }
  920. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  921. ret = path.second;
  922. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  923. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  924. {
  925. if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  926. return true;
  927. if(hex == ESiegeHex::GATE_OUTER)
  928. return true;
  929. if(hex == ESiegeHex::GATE_INNER)
  930. return true;
  931. return false;
  932. };
  933. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  934. {
  935. if(isGateDrawbridgeHex(hex))
  936. return true;
  937. if(curStack->doubleWide())
  938. {
  939. BattleHex otherHex = curStack->occupiedHex(hex);
  940. if(otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  941. return true;
  942. }
  943. return false;
  944. };
  945. if(curStack->hasBonusOfType(Bonus::FLYING))
  946. {
  947. if(path.second <= creSpeed && path.first.size() > 0)
  948. {
  949. if(canUseGate && dbState != EGateState::OPENED &&
  950. occupyGateDrawbridgeHex(dest))
  951. {
  952. BattleUpdateGateState db;
  953. db.state = EGateState::OPENED;
  954. sendAndApply(&db);
  955. }
  956. //inform clients about move
  957. BattleStackMoved sm;
  958. sm.stack = curStack->ID;
  959. std::vector<BattleHex> tiles;
  960. tiles.push_back(path.first[0]);
  961. sm.tilesToMove = tiles;
  962. sm.distance = path.second;
  963. sm.teleporting = false;
  964. sendAndApply(&sm);
  965. }
  966. }
  967. else //for non-flying creatures
  968. {
  969. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  970. std::vector<BattleHex> tiles;
  971. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  972. int v = path.first.size()-1;
  973. path.first.push_back(start);
  974. // check if gate need to be open or closed at some point
  975. BattleHex openGateAtHex, gateMayCloseAtHex;
  976. if(canUseGate)
  977. {
  978. for(int i = path.first.size()-1; i >= 0; i--)
  979. {
  980. auto needOpenGates = [&](BattleHex hex) -> bool
  981. {
  982. if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  983. return true;
  984. if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  985. return true;
  986. else if(hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  987. return true;
  988. return false;
  989. };
  990. auto hex = path.first[i];
  991. if(!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  992. {
  993. if(needOpenGates(hex))
  994. openGateAtHex = path.first[i+1];
  995. //TODO we need find batter way to handle double-wide stacks
  996. //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.
  997. if(curStack->doubleWide())
  998. {
  999. BattleHex otherHex = curStack->occupiedHex(hex);
  1000. if(otherHex.isValid() && needOpenGates(otherHex))
  1001. openGateAtHex = path.first[i+2];
  1002. }
  1003. //gate may be opened and then closed during stack movement, but not other way around
  1004. if(openGateAtHex.isValid())
  1005. dbState = EGateState::OPENED;
  1006. }
  1007. if(!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1008. {
  1009. if(hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1010. {
  1011. gateMayCloseAtHex = path.first[i-1];
  1012. }
  1013. if(gs->curB->town->subID == ETownType::FORTRESS)
  1014. {
  1015. if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1016. {
  1017. gateMayCloseAtHex = path.first[i-1];
  1018. }
  1019. else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1020. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1021. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1022. {
  1023. gateMayCloseAtHex = path.first[i-1];
  1024. }
  1025. }
  1026. else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1027. {
  1028. gateMayCloseAtHex = path.first[i-1];
  1029. }
  1030. }
  1031. }
  1032. }
  1033. bool stackIsMoving = true;
  1034. while(stackIsMoving)
  1035. {
  1036. if(v<tilesToMove)
  1037. {
  1038. logGlobal->error("Movement terminated abnormally");
  1039. break;
  1040. }
  1041. bool gateStateChanging = false;
  1042. //special handling for opening gate on from starting hex
  1043. if(openGateAtHex.isValid() && openGateAtHex == start)
  1044. gateStateChanging = true;
  1045. else
  1046. {
  1047. for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1048. {
  1049. BattleHex hex = path.first[v];
  1050. tiles.push_back(hex);
  1051. if((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1052. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1053. {
  1054. gateStateChanging = true;
  1055. }
  1056. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1057. if((obstacle = battleGetObstacleOnPos(hex, false)))
  1058. obstacleHit = true;
  1059. if(curStack->doubleWide())
  1060. {
  1061. BattleHex otherHex = curStack->occupiedHex(hex);
  1062. //two hex creature hit obstacle by backside
  1063. if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1064. obstacleHit = true;
  1065. }
  1066. }
  1067. }
  1068. if(tiles.size() > 0)
  1069. {
  1070. //commit movement
  1071. BattleStackMoved sm;
  1072. sm.stack = curStack->ID;
  1073. sm.distance = path.second;
  1074. sm.teleporting = false;
  1075. sm.tilesToMove = tiles;
  1076. sendAndApply(&sm);
  1077. tiles.clear();
  1078. }
  1079. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1080. if(curStack->position != dest)
  1081. {
  1082. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1083. {
  1084. if(obs)
  1085. {
  1086. handleDamageFromObstacle(*obs, curStack);
  1087. //if stack die in explosion or interrupted by obstacle, abort movement
  1088. if(obs->stopsMovement() || !curStack->alive())
  1089. stackIsMoving = false;
  1090. obs.reset();
  1091. }
  1092. };
  1093. processObstacle(obstacle);
  1094. if(curStack->alive())
  1095. processObstacle(obstacle2);
  1096. if(gateStateChanging)
  1097. {
  1098. if(curStack->position == openGateAtHex)
  1099. {
  1100. openGateAtHex = BattleHex();
  1101. //only open gate if stack is still alive
  1102. if(curStack->alive())
  1103. {
  1104. BattleUpdateGateState db;
  1105. db.state = EGateState::OPENED;
  1106. sendAndApply(&db);
  1107. }
  1108. }
  1109. else if(curStack->position == gateMayCloseAtHex)
  1110. {
  1111. gateMayCloseAtHex = BattleHex();
  1112. updateGateState();
  1113. }
  1114. }
  1115. }
  1116. else
  1117. //movement finished normally: we reached destination
  1118. stackIsMoving = false;
  1119. }
  1120. }
  1121. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1122. if(curStack->alive())
  1123. {
  1124. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1125. {
  1126. handleDamageFromObstacle(*theLastObstacle, curStack);
  1127. }
  1128. }
  1129. if(curStack->alive() && curStack->doubleWide())
  1130. {
  1131. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1132. if(otherHex.isValid())
  1133. if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1134. {
  1135. //two hex creature hit obstacle by backside
  1136. handleDamageFromObstacle(*theLastObstacle, curStack);
  1137. }
  1138. }
  1139. return ret;
  1140. }
  1141. CGameHandler::CGameHandler(void)
  1142. {
  1143. QID = 1;
  1144. //gs = nullptr;
  1145. IObjectInterface::cb = this;
  1146. applier = new CApplier<CBaseForGHApply>;
  1147. registerTypesServerPacks(*applier);
  1148. visitObjectAfterVictory = false;
  1149. queries.gh = this;
  1150. spellEnv = new ServerSpellCastEnvironment(this);
  1151. }
  1152. CGameHandler::~CGameHandler(void)
  1153. {
  1154. delete spellEnv;
  1155. delete applier;
  1156. applier = nullptr;
  1157. delete gs;
  1158. }
  1159. void CGameHandler::init(StartInfo *si)
  1160. {
  1161. if(si->seedToBeUsed == 0)
  1162. {
  1163. si->seedToBeUsed = std::time(nullptr);
  1164. }
  1165. gs = new CGameState();
  1166. logGlobal->info("Gamestate created!");
  1167. gs->init(si);
  1168. logGlobal->info("Gamestate initialized!");
  1169. // reset seed, so that clients can't predict any following random values
  1170. gs->getRandomGenerator().resetSeed();
  1171. for(auto & elem : gs->players)
  1172. {
  1173. states.addPlayer(elem.first);
  1174. }
  1175. }
  1176. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1177. {
  1178. return a.earlierThan(b);
  1179. }
  1180. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1181. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1182. const PlayerState *p = gs->getPlayer(town->tempOwner);
  1183. if(!p)
  1184. {
  1185. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1186. return;
  1187. }
  1188. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1189. {
  1190. SetAvailableCreatures ssi;
  1191. ssi.tid = town->id;
  1192. ssi.creatures = town->creatures;
  1193. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1194. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1195. if (dwellings.empty())//no dwellings - just remove
  1196. {
  1197. sendAndApply(&ssi);
  1198. return;
  1199. }
  1200. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator());
  1201. // for multi-creature dwellings like Golem Factory
  1202. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
  1203. if(clear)
  1204. {
  1205. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1206. }
  1207. else
  1208. {
  1209. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1210. }
  1211. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1212. sendAndApply(&ssi);
  1213. }
  1214. }
  1215. void CGameHandler::newTurn()
  1216. {
  1217. logGlobal->trace("Turn %d", gs->day+1);
  1218. NewTurn n;
  1219. n.specialWeek = NewTurn::NO_ACTION;
  1220. n.creatureid = CreatureID::NONE;
  1221. n.day = gs->day + 1;
  1222. bool firstTurn = !getDate(Date::DAY);
  1223. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1224. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1225. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1226. if (firstTurn)
  1227. {
  1228. for (auto obj : gs->map->objects)
  1229. {
  1230. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1231. {
  1232. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1233. }
  1234. }
  1235. }
  1236. if (newWeek && !firstTurn)
  1237. {
  1238. n.specialWeek = NewTurn::NORMAL;
  1239. bool deityOfFireBuilt = false;
  1240. for(const CGTownInstance *t : gs->map->towns)
  1241. {
  1242. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1243. {
  1244. deityOfFireBuilt = true;
  1245. break;
  1246. }
  1247. }
  1248. if(deityOfFireBuilt)
  1249. {
  1250. n.specialWeek = NewTurn::DEITYOFFIRE;
  1251. n.creatureid = CreatureID::IMP;
  1252. }
  1253. else
  1254. {
  1255. int monthType = gs->getRandomGenerator().nextInt(99);
  1256. if(newMonth) //new month
  1257. {
  1258. if (monthType < 40) //double growth
  1259. {
  1260. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1261. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1262. {
  1263. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1264. n.creatureid = newMonster.second;
  1265. }
  1266. else if(VLC->creh->doubledCreatures.size())
  1267. {
  1268. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1269. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
  1270. }
  1271. else
  1272. {
  1273. complain("Cannot find creature that can be spawned!");
  1274. n.specialWeek = NewTurn::NORMAL;
  1275. }
  1276. }
  1277. else if (monthType < 50)
  1278. n.specialWeek = NewTurn::PLAGUE;
  1279. }
  1280. else //it's a week, but not full month
  1281. {
  1282. if (monthType < 25)
  1283. {
  1284. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1285. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1286. //TODO do not pick neutrals
  1287. n.creatureid = newMonster.second;
  1288. }
  1289. }
  1290. }
  1291. }
  1292. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1293. for(auto& hp : pool)
  1294. {
  1295. auto hero = hp.second;
  1296. if(hero->isInitialized() && hero->stacks.size())
  1297. {
  1298. // reset retreated or surrendered heroes
  1299. auto maxmove = hero->maxMovePoints(true);
  1300. // if movement is greater than maxmove, we should decrease it
  1301. if(hero->movement != maxmove || hero->mana < hero->manaLimit())
  1302. {
  1303. NewTurn::Hero hth;
  1304. hth.id = hero->id;
  1305. hth.move = maxmove;
  1306. hth.mana = hero->getManaNewTurn();
  1307. n.heroes.insert(hth);
  1308. }
  1309. }
  1310. }
  1311. for (auto & elem : gs->players)
  1312. {
  1313. if(elem.first == PlayerColor::NEUTRAL)
  1314. continue;
  1315. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1316. assert(0); //illegal player number!
  1317. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1318. hadGold.insert(playerGold);
  1319. if(newWeek) //new heroes in tavern
  1320. {
  1321. SetAvailableHeroes sah;
  1322. sah.player = elem.first;
  1323. //pick heroes and their armies
  1324. CHeroClass *banned = nullptr;
  1325. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1326. {
  1327. //first hero - native if possible, second hero -> any other class
  1328. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
  1329. {
  1330. sah.hid[j] = h->subID;
  1331. h->initArmy(&sah.army[j]);
  1332. banned = h->type->heroClass;
  1333. }
  1334. else
  1335. {
  1336. sah.hid[j] = -1;
  1337. }
  1338. }
  1339. sendAndApply(&sah);
  1340. }
  1341. n.res[elem.first] = elem.second.resources;
  1342. for(CGHeroInstance *h : (elem).second.heroes)
  1343. {
  1344. if(h->visitedTown)
  1345. giveSpells(h->visitedTown, h);
  1346. NewTurn::Hero hth;
  1347. hth.id = h->id;
  1348. auto ti = make_unique<TurnInfo>(h, 1);
  1349. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1350. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1351. hth.mana = h->getManaNewTurn();
  1352. n.heroes.insert(hth);
  1353. if(!firstTurn) //not first day
  1354. {
  1355. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1356. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1357. {
  1358. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1359. }
  1360. }
  1361. }
  1362. }
  1363. for(CGTownInstance *t : gs->map->towns)
  1364. {
  1365. PlayerColor player = t->tempOwner;
  1366. handleTownEvents(t, n);
  1367. if(newWeek) //first day of week
  1368. {
  1369. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1370. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1371. if(!firstTurn)
  1372. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1373. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1374. if (!vstd::contains(n.cres, t->id))
  1375. {
  1376. n.cres[t->id].tid = t->id;
  1377. n.cres[t->id].creatures = t->creatures;
  1378. }
  1379. auto & sac = n.cres.at(t->id);
  1380. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1381. {
  1382. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1383. {
  1384. ui32 &availableCount = sac.creatures.at(k).first;
  1385. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1386. if (n.specialWeek == NewTurn::PLAGUE)
  1387. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1388. else
  1389. {
  1390. if(firstTurn) //first day of game: use only basic growths
  1391. availableCount = cre->growth;
  1392. else
  1393. availableCount += t->creatureGrowth(k);
  1394. //Deity of fire week - upgrade both imps and upgrades
  1395. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1396. availableCount += 15;
  1397. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1398. {
  1399. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1400. availableCount *= 2;
  1401. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1402. availableCount += 5;
  1403. }
  1404. }
  1405. }
  1406. }
  1407. }
  1408. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1409. {
  1410. n.res[player] = n.res[player] + t->dailyIncome();
  1411. }
  1412. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1413. {
  1414. // Skyship, probably easier to handle same as Veil of darkness
  1415. //do it every new day after veils apply
  1416. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1417. {
  1418. FoWChange fw;
  1419. fw.mode = 1;
  1420. fw.player = player;
  1421. // find all hidden tiles
  1422. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1423. for (size_t i=0; i<fow.size(); i++)
  1424. for (size_t j=0; j<fow.at(i).size(); j++)
  1425. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1426. if (!fow.at(i).at(j).at(k))
  1427. fw.tiles.insert(int3(i,j,k));
  1428. sendAndApply (&fw);
  1429. }
  1430. }
  1431. if (t->hasBonusOfType (Bonus::DARKNESS))
  1432. {
  1433. for (auto & player : gameState()->players)
  1434. {
  1435. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1436. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1437. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1438. }
  1439. }
  1440. }
  1441. if(newMonth)
  1442. {
  1443. SetAvailableArtifacts saa;
  1444. saa.id = -1;
  1445. pickAllowedArtsSet(saa.arts);
  1446. sendAndApply(&saa);
  1447. }
  1448. sendAndApply(&n);
  1449. if(newWeek)
  1450. {
  1451. //spawn wandering monsters
  1452. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1453. {
  1454. spawnWanderingMonsters(n.creatureid);
  1455. }
  1456. //new week info popup
  1457. if(!firstTurn)
  1458. {
  1459. InfoWindow iw;
  1460. switch (n.specialWeek)
  1461. {
  1462. case NewTurn::DOUBLE_GROWTH:
  1463. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1464. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1465. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1466. break;
  1467. case NewTurn::PLAGUE:
  1468. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1469. break;
  1470. case NewTurn::BONUS_GROWTH:
  1471. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1472. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1473. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1474. break;
  1475. case NewTurn::DEITYOFFIRE:
  1476. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1477. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1478. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1479. iw.text.addReplacement2(15); //%+d 15
  1480. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1481. iw.text.addReplacement2(15); //%+d 15
  1482. break;
  1483. default:
  1484. if (newMonth)
  1485. {
  1486. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1487. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
  1488. }
  1489. else
  1490. {
  1491. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1492. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
  1493. }
  1494. }
  1495. for (auto & elem : gs->players)
  1496. {
  1497. iw.player = elem.first;
  1498. sendAndApply(&iw);
  1499. }
  1500. }
  1501. }
  1502. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1503. handleTimeEvents();
  1504. //call objects
  1505. for(auto & elem : gs->map->objects)
  1506. {
  1507. if(elem)
  1508. elem->newTurn();
  1509. }
  1510. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1511. }
  1512. void CGameHandler::run(bool resume)
  1513. {
  1514. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1515. using namespace boost::posix_time;
  1516. for(CConnection *cc : conns)
  1517. {
  1518. if(!resume)
  1519. {
  1520. (*cc) << gs->initialOpts; // gs->scenarioOps
  1521. }
  1522. std::set<PlayerColor> players;
  1523. (*cc) >> players; //how many players will be handled at that client
  1524. std::stringstream sbuffer;
  1525. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1526. for(PlayerColor color : players)
  1527. {
  1528. sbuffer << color << " ";
  1529. {
  1530. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1531. connections[color] = cc;
  1532. }
  1533. }
  1534. logGlobal->info(sbuffer.str());
  1535. cc->addStdVecItems(gs);
  1536. cc->enableStackSendingByID();
  1537. cc->disableSmartPointerSerialization();
  1538. }
  1539. for(auto & elem : conns)
  1540. {
  1541. std::set<PlayerColor> pom;
  1542. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1543. if(j->second == elem)
  1544. pom.insert(j->first);
  1545. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1546. }
  1547. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1548. {
  1549. runBattle();
  1550. end2 = true;
  1551. while(conns.size() && (*conns.begin())->isOpen())
  1552. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1553. return;
  1554. }
  1555. auto playerTurnOrder = generatePlayerTurnOrder();
  1556. while(!end2)
  1557. {
  1558. if(!resume) newTurn();
  1559. std::list<PlayerColor>::iterator it;
  1560. if(resume)
  1561. {
  1562. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1563. }
  1564. else
  1565. {
  1566. it = playerTurnOrder.begin();
  1567. }
  1568. resume = false;
  1569. for (; it != playerTurnOrder.end(); it++)
  1570. {
  1571. auto playerColor = *it;
  1572. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1573. if (playerState->status == EPlayerStatus::INGAME)
  1574. {
  1575. //if player runs out of time, he shouldn't get the turn (especially AI)
  1576. checkVictoryLossConditionsForAll();
  1577. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1578. { //player lost at the beginning of his turn
  1579. continue;
  1580. }
  1581. else //give normal turn
  1582. {
  1583. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1584. YourTurn yt;
  1585. yt.player = playerColor;
  1586. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1587. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1588. applyAndSend(&yt);
  1589. //wait till turn is done
  1590. boost::unique_lock<boost::mutex> lock(states.mx);
  1591. while (states.players.at(playerColor).makingTurn && !end2)
  1592. {
  1593. static time_duration p = milliseconds(100);
  1594. states.cv.timed_wait(lock, p);
  1595. }
  1596. }
  1597. }
  1598. }
  1599. //additional check that game is not finished
  1600. bool activePlayer = false;
  1601. for(auto player : playerTurnOrder)
  1602. {
  1603. if(gs->players[player].status == EPlayerStatus::INGAME)
  1604. activePlayer = true;
  1605. }
  1606. if(!activePlayer)
  1607. end2 = true;
  1608. }
  1609. while(conns.size() && (*conns.begin())->isOpen())
  1610. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1611. }
  1612. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1613. {
  1614. // Generate player turn order
  1615. std::list<PlayerColor> playerTurnOrder;
  1616. for(const auto & player : gs->players) // add human players first
  1617. {
  1618. if(player.second.human)
  1619. playerTurnOrder.push_back(player.first);
  1620. }
  1621. for(const auto & player : gs->players) // then add non-human players
  1622. {
  1623. if(!player.second.human)
  1624. playerTurnOrder.push_back(player.first);
  1625. }
  1626. return playerTurnOrder;
  1627. }
  1628. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1629. {
  1630. battleResult.set(nullptr);
  1631. //send info about battles
  1632. BattleStart bs;
  1633. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1634. sendAndApply(&bs);
  1635. }
  1636. void CGameHandler::checkBattleStateChanges()
  1637. {
  1638. //check if drawbridge state need to be changes
  1639. if(battleGetSiegeLevel() > 0)
  1640. updateGateState();
  1641. //check if battle ended
  1642. if(auto result = battleIsFinished())
  1643. {
  1644. setBattleResult(BattleResult::NORMAL, *result);
  1645. }
  1646. }
  1647. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1648. {
  1649. if(!h->hasSpellbook())
  1650. return; //hero hasn't spellbook
  1651. ChangeSpells cs;
  1652. cs.hid = h->id;
  1653. cs.learn = true;
  1654. if(t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1655. {
  1656. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1657. for(int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1658. {
  1659. std::vector<SpellID> spells;
  1660. getAllowedSpells(spells, i+1);
  1661. for(auto & spell : spells)
  1662. cs.spells.insert(spell);
  1663. }
  1664. }
  1665. else
  1666. {
  1667. for(int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1668. {
  1669. for(int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1670. {
  1671. if(!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1672. cs.spells.insert(t->spells.at(i).at(j));
  1673. }
  1674. }
  1675. }
  1676. if(!cs.spells.empty())
  1677. sendAndApply(&cs);
  1678. }
  1679. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1680. {
  1681. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1682. sendAndApply(&sop);
  1683. }
  1684. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1685. {
  1686. if(!obj || !getObj(obj->id))
  1687. {
  1688. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1689. return false;
  1690. }
  1691. RemoveObject ro;
  1692. ro.id = obj->id;
  1693. sendAndApply(&ro);
  1694. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1695. return true;
  1696. }
  1697. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1698. {
  1699. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1700. sendAndApply(&sop);
  1701. }
  1702. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
  1703. {
  1704. const CGHeroInstance *h = getHero(hid);
  1705. if(!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
  1706. )
  1707. {
  1708. logGlobal->error("Illegal call to move hero!");
  1709. return false;
  1710. }
  1711. logGlobal->trace("Player %d wants to move hero %d from %s to %s", asker.getNum(), hid.getNum(), h->pos(), dst());
  1712. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1713. if(!gs->map->isInTheMap(hmpos))
  1714. {
  1715. logGlobal->error("Destination tile is outside the map!");
  1716. return false;
  1717. }
  1718. const TerrainTile t = *gs->getTile(hmpos);
  1719. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1720. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1721. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1722. //result structure for start - movement failed, no move points used
  1723. TryMoveHero tmh;
  1724. tmh.id = hid;
  1725. tmh.start = h->pos;
  1726. tmh.end = dst;
  1727. tmh.result = TryMoveHero::FAILED;
  1728. tmh.movePoints = h->movement;
  1729. //check if destination tile is available
  1730. auto ti = make_unique<TurnInfo>(h);
  1731. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1732. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1733. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1734. //it's a rock or blocked and not visitable tile
  1735. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1736. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1737. && complain("Cannot move hero, destination tile is blocked!"))
  1738. || ((!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)
  1739. && complain("Cannot move hero, destination tile is on water!"))
  1740. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1741. && complain("Cannot disembark hero, tile is blocked!"))
  1742. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1743. && complain("Tiles are not neighboring!"))
  1744. || ( (h->inTownGarrison)
  1745. && complain("Can not move garrisoned hero!"))
  1746. || ((h->movement < cost && dst != h->pos && !teleporting)
  1747. && complain("Hero doesn't have any movement points left!"))
  1748. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1749. && complain("Hero cannot transit over this tile!"))
  1750. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1751. && complain("Cannot move hero during the battle"))*/)
  1752. {
  1753. //send info about movement failure
  1754. sendAndApply(&tmh);
  1755. return false;
  1756. }
  1757. //several generic blocks of code
  1758. // should be called if hero changes tile but before applying TryMoveHero package
  1759. auto leaveTile = [&]()
  1760. {
  1761. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1762. {
  1763. obj->onHeroLeave(h);
  1764. }
  1765. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1766. };
  1767. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1768. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1769. {
  1770. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1771. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1772. queries.addQuery(moveQuery);
  1773. if(leavingTile == LEAVING_TILE)
  1774. leaveTile();
  1775. tmh.result = result;
  1776. sendAndApply(&tmh);
  1777. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1778. { // Hero should be always able to visit any object he staying on even if there guards around
  1779. visitObjectOnTile(t, h);
  1780. }
  1781. else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1782. {
  1783. tmh.attackedFrom = guardPos;
  1784. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1785. objectVisited(guardTile.visitableObjects.back(), h);
  1786. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1787. }
  1788. else if(visitDest == VISIT_DEST)
  1789. {
  1790. visitObjectOnTile(t, h);
  1791. }
  1792. queries.popIfTop(moveQuery);
  1793. logGlobal->trace("Hero %s ends movement", h->name);
  1794. return result != TryMoveHero::FAILED;
  1795. };
  1796. //interaction with blocking object (like resources)
  1797. auto blockingVisit = [&]() -> bool
  1798. {
  1799. for(CGObjectInstance *obj : t.visitableObjects)
  1800. {
  1801. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1802. {
  1803. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1804. //this-> is needed for MVS2010 to recognize scope (?)
  1805. }
  1806. }
  1807. return false;
  1808. };
  1809. if(!transit && embarking)
  1810. {
  1811. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1812. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1813. // In H3 embark ignore guards
  1814. }
  1815. if(disembarking)
  1816. {
  1817. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1818. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1819. }
  1820. if(teleporting)
  1821. {
  1822. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1823. return true;
  1824. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1825. // visit town for town portal \ castle gates
  1826. // do not use generic visitObjectOnTile to avoid double-teleporting
  1827. // if this moveHero call was triggered by teleporter
  1828. if (!t.visitableObjects.empty())
  1829. {
  1830. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1831. town->onHeroVisit(h);
  1832. }
  1833. return true;
  1834. }
  1835. //still here? it is standard movement!
  1836. {
  1837. tmh.movePoints = h->movement >= cost
  1838. ? h->movement - cost
  1839. : 0;
  1840. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1841. EVisitDest visitDest = VISIT_DEST;
  1842. if(transit)
  1843. {
  1844. if(CGTeleport::isTeleport(t.topVisitableObj()))
  1845. visitDest = DONT_VISIT_DEST;
  1846. if(canFly)
  1847. {
  1848. lookForGuards = IGNORE_GUARDS;
  1849. visitDest = DONT_VISIT_DEST;
  1850. }
  1851. }
  1852. else if(blockingVisit())
  1853. return true;
  1854. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1855. return true;
  1856. }
  1857. }
  1858. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1859. {
  1860. const CGHeroInstance *h = getHero(hid);
  1861. const CGTownInstance *t = getTown(dstid);
  1862. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1863. logGlobal->error("Invalid call to teleportHero!");
  1864. const CGTownInstance *from = h->visitedTown;
  1865. if(((h->getOwner() != t->getOwner())
  1866. && complain("Cannot teleport hero to another player"))
  1867. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1868. && complain("Hero must be in town with Castle gate for teleporting"))
  1869. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1870. && complain("Cannot teleport hero to town without Castle gate in it")))
  1871. return false;
  1872. int3 pos = t->visitablePos();
  1873. pos += h->getVisitableOffset();
  1874. moveHero(hid,pos,1);
  1875. return true;
  1876. }
  1877. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1878. {
  1879. PlayerColor oldOwner = getOwner(obj->id);
  1880. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1881. sendAndApply(&sop);
  1882. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1883. checkVictoryLossConditions(playerColors);
  1884. if(dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1885. {
  1886. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1887. {
  1888. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1889. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1890. setPortalDwelling(town, true, false);
  1891. }
  1892. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1893. {
  1894. if (gs->getPlayer(oldOwner)->towns.empty())//previous player lost last last town
  1895. {
  1896. InfoWindow iw;
  1897. iw.player = oldOwner;
  1898. 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.
  1899. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1900. sendAndApply(&iw);
  1901. }
  1902. }
  1903. }
  1904. const PlayerState * p = gs->getPlayer(owner);
  1905. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1906. {
  1907. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1908. {
  1909. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1910. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1911. }
  1912. }
  1913. }
  1914. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1915. {
  1916. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  1917. queries.addQuery(dialogQuery);
  1918. iw->queryID = dialogQuery->queryID;
  1919. sendToAllClients(iw);
  1920. }
  1921. void CGameHandler::showTeleportDialog( TeleportDialog *iw )
  1922. {
  1923. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  1924. queries.addQuery(dialogQuery);
  1925. iw->queryID = dialogQuery->queryID;
  1926. sendToAllClients(iw);
  1927. }
  1928. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1929. {
  1930. if(!val) return; //don't waste time on empty call
  1931. SetResource sr;
  1932. sr.player = player;
  1933. sr.resid = which;
  1934. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1935. sendAndApply(&sr);
  1936. }
  1937. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1938. {
  1939. for(TResources::nziterator i(resources); i.valid(); i++)
  1940. giveResource(player, i->resType, i->resVal);
  1941. }
  1942. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1943. {
  1944. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1945. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1946. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1947. //first we move creatures to give to make them army of object-source
  1948. for (auto & elem : creatures.Slots())
  1949. {
  1950. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1951. }
  1952. tryJoiningArmy(obj, h, remove, true);
  1953. }
  1954. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1955. {
  1956. std::vector<CStackBasicDescriptor> cres = creatures;
  1957. if (cres.size() <= 0)
  1958. return;
  1959. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1960. for(CStackBasicDescriptor &sbd : cres)
  1961. {
  1962. TQuantity collected = 0;
  1963. while(collected < sbd.count)
  1964. {
  1965. bool foundSth = false;
  1966. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1967. {
  1968. if(i->second->type == sbd.type)
  1969. {
  1970. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1971. changeStackCount(StackLocation(obj, i->first), -take, false);
  1972. collected += take;
  1973. foundSth = true;
  1974. break;
  1975. }
  1976. }
  1977. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1978. {
  1979. complain("Unexpected failure during taking creatures!");
  1980. return;
  1981. }
  1982. }
  1983. }
  1984. }
  1985. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1986. {
  1987. sendToAllClients(comp);
  1988. }
  1989. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1990. {
  1991. HeroVisitCastle vc;
  1992. vc.hid = hero->id;
  1993. vc.tid = obj->id;
  1994. vc.flags |= 1;
  1995. sendAndApply(&vc);
  1996. vistiCastleObjects (obj, hero);
  1997. giveSpells (obj, hero);
  1998. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1999. }
  2000. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2001. {
  2002. std::vector<CGTownBuilding*>::const_iterator i;
  2003. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2004. (*i)->onHeroVisit (h);
  2005. }
  2006. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2007. {
  2008. HeroVisitCastle vc;
  2009. vc.hid = hero->id;
  2010. vc.tid = obj->id;
  2011. sendAndApply(&vc);
  2012. }
  2013. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2014. {
  2015. EraseArtifact ea;
  2016. ea.al = al;
  2017. sendAndApply(&ea);
  2018. }
  2019. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2020. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2021. const CGTownInstance *town) //use hero=nullptr for no hero
  2022. {
  2023. engageIntoBattle(army1->tempOwner);
  2024. engageIntoBattle(army2->tempOwner);
  2025. static const CArmedInstance *armies[2];
  2026. armies[0] = army1;
  2027. armies[1] = army2;
  2028. static const CGHeroInstance*heroes[2];
  2029. heroes[0] = hero1;
  2030. heroes[1] = hero2;
  2031. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2032. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2033. queries.addQuery(battleQuery);
  2034. boost::thread(&CGameHandler::runBattle, this);
  2035. }
  2036. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  2037. {
  2038. startBattlePrimary(army1, army2, tile,
  2039. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2040. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2041. creatureBank);
  2042. }
  2043. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2044. {
  2045. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2046. }
  2047. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  2048. {
  2049. ChangeSpells cs;
  2050. cs.hid = hero->id;
  2051. cs.spells = spells;
  2052. cs.learn = give;
  2053. sendAndApply(&cs);
  2054. }
  2055. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  2056. {
  2057. SystemMessage sm;
  2058. sm.text = message;
  2059. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2060. c << &sm;
  2061. }
  2062. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  2063. {
  2064. sendAndApply(bonus);
  2065. }
  2066. void CGameHandler::setMovePoints( SetMovePoints * smp )
  2067. {
  2068. sendAndApply(smp);
  2069. }
  2070. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  2071. {
  2072. SetMana sm;
  2073. sm.hid = hid;
  2074. sm.val = val;
  2075. sm.absolute = true;
  2076. sendAndApply(&sm);
  2077. }
  2078. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  2079. {
  2080. GiveHero gh;
  2081. gh.id = id;
  2082. gh.player = player;
  2083. sendAndApply(&gh);
  2084. }
  2085. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  2086. {
  2087. ChangeObjPos cop;
  2088. cop.objid = objid;
  2089. cop.nPos = newPos;
  2090. cop.flags = flags;
  2091. sendAndApply(&cop);
  2092. }
  2093. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2094. {
  2095. const CGHeroInstance * h1 = getHero(fromHero);
  2096. const CGHeroInstance * h2 = getHero(toHero);
  2097. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  2098. {
  2099. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2100. std::swap(fromHero, toHero);
  2101. }
  2102. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2103. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  2104. return;//no scholar skill or no spellbook
  2105. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2106. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2107. ChangeSpells cs1;
  2108. cs1.learn = true;
  2109. cs1.hid = toHero;//giving spells to first hero
  2110. for(auto it : h1->spells)
  2111. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2112. cs1.spells.insert(it);//spell to learn
  2113. ChangeSpells cs2;
  2114. cs2.learn = true;
  2115. cs2.hid = fromHero;
  2116. for(auto it : h2->spells)
  2117. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2118. cs2.spells.insert(it);
  2119. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2120. {
  2121. InfoWindow iw;
  2122. iw.player = h1->tempOwner;
  2123. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2124. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2125. iw.text.addReplacement(h1->name);
  2126. if (!cs2.spells.empty())//if found new spell - apply
  2127. {
  2128. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2129. int size = cs2.spells.size();
  2130. for(auto it : cs2.spells)
  2131. {
  2132. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2133. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2134. switch (size--)
  2135. {
  2136. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2137. case 1: break;
  2138. default: iw.text << ", ";
  2139. }
  2140. }
  2141. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2142. iw.text.addReplacement(h2->name);
  2143. sendAndApply(&cs2);
  2144. }
  2145. if (!cs1.spells.empty() && !cs2.spells.empty() )
  2146. {
  2147. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2148. }
  2149. if (!cs1.spells.empty())
  2150. {
  2151. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2152. int size = cs1.spells.size();
  2153. for(auto it : cs1.spells)
  2154. {
  2155. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2156. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2157. switch (size--)
  2158. {
  2159. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2160. case 1: break;
  2161. default: iw.text << ", ";
  2162. } }
  2163. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2164. iw.text.addReplacement(h2->name);
  2165. sendAndApply(&cs1);
  2166. }
  2167. sendAndApply(&iw);
  2168. }
  2169. }
  2170. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2171. {
  2172. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2173. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2174. {
  2175. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2176. ExchangeDialog hex;
  2177. hex.queryID = exchange->queryID;
  2178. hex.heroes[0] = getHero(hero1);
  2179. hex.heroes[1] = getHero(hero2);
  2180. sendAndApply(&hex);
  2181. useScholarSkill(hero1,hero2);
  2182. queries.addQuery(exchange);
  2183. }
  2184. }
  2185. void CGameHandler::sendToAllClients( CPackForClient * info )
  2186. {
  2187. logGlobal->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2188. for(auto & elem : conns)
  2189. {
  2190. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2191. *elem << info;
  2192. }
  2193. }
  2194. void CGameHandler::sendAndApply(CPackForClient * info)
  2195. {
  2196. sendToAllClients(info);
  2197. gs->apply(info);
  2198. }
  2199. void CGameHandler::applyAndSend(CPackForClient * info)
  2200. {
  2201. gs->apply(info);
  2202. sendToAllClients(info);
  2203. }
  2204. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2205. {
  2206. sendAndApply(static_cast<CPackForClient*>(info));
  2207. checkVictoryLossConditionsForAll();
  2208. }
  2209. void CGameHandler::sendAndApply( SetResource * info )
  2210. {
  2211. sendAndApply(static_cast<CPackForClient*>(info));
  2212. checkVictoryLossConditionsForPlayer(info->player);
  2213. }
  2214. void CGameHandler::sendAndApply( SetResources * info )
  2215. {
  2216. sendAndApply(static_cast<CPackForClient*>(info));
  2217. checkVictoryLossConditionsForPlayer(info->player);
  2218. }
  2219. void CGameHandler::sendAndApply( NewStructures * info )
  2220. {
  2221. sendAndApply(static_cast<CPackForClient*>(info));
  2222. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2223. }
  2224. void CGameHandler::save(const std::string & filename )
  2225. {
  2226. logGlobal->info("Saving to %s", filename);
  2227. const auto stem = FileInfo::GetPathStem(filename);
  2228. const auto savefname = stem.to_string() + ".vsgm1";
  2229. CResourceHandler::get("local")->createResource(savefname);
  2230. {
  2231. logGlobal->info("Ordering clients to serialize...");
  2232. SaveGame sg(savefname);
  2233. sendToAllClients(&sg);
  2234. }
  2235. try
  2236. {
  2237. {
  2238. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2239. saveCommonState(save);
  2240. logGlobal->info("Saving server state");
  2241. save << *this;
  2242. }
  2243. logGlobal->info("Game has been successfully saved!");
  2244. }
  2245. catch(std::exception &e)
  2246. {
  2247. logGlobal->error("Failed to save game: %s", e.what());
  2248. }
  2249. }
  2250. void CGameHandler::close()
  2251. {
  2252. logGlobal->info("We have been requested to close.");
  2253. if(gs->initialOpts->mode == StartInfo::DUEL)
  2254. {
  2255. exit(0);
  2256. }
  2257. //for(CConnection *cc : conns)
  2258. // if(cc && cc->socket && cc->socket->is_open())
  2259. // cc->socket->close();
  2260. //exit(0);
  2261. }
  2262. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  2263. {
  2264. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  2265. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  2266. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2267. StackLocation sl1(s1, p1), sl2(s2, p2);
  2268. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2269. {
  2270. complain("Invalid slot accessed!");
  2271. return false;
  2272. }
  2273. if(!isAllowedExchange(id1,id2))
  2274. {
  2275. complain("Cannot exchange stacks between these two objects!\n");
  2276. return false;
  2277. }
  2278. if(what==1) //swap
  2279. {
  2280. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2281. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2282. {
  2283. complain("Can't take troops from another player!");
  2284. return false;
  2285. }
  2286. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2287. {
  2288. complain("Cannot swap stacks - slots are the same!");
  2289. return false;
  2290. }
  2291. swapStacks(sl1, sl2);
  2292. }
  2293. else if(what==2)//merge
  2294. {
  2295. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2296. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2297. return false;
  2298. moveStack(sl1, sl2);
  2299. }
  2300. else if(what==3) //split
  2301. {
  2302. const int countToMove = val - s2->getStackCount(p2);
  2303. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2304. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2305. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2306. {
  2307. complain("Can't move troops of another player!");
  2308. return false;
  2309. }
  2310. //general conditions checking
  2311. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2312. || (val<1 && complain("no creatures to split")) )
  2313. {
  2314. return false;
  2315. }
  2316. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2317. {
  2318. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2319. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2320. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2321. )
  2322. {
  2323. return false;
  2324. }
  2325. moveStack(sl1, sl2, countToMove);
  2326. //S2.slots[p2]->count = val;
  2327. //S1.slots[p1]->count = total - val;
  2328. }
  2329. else //split one stack to the two
  2330. {
  2331. if(s1->getStackCount(p1) < val)//not enough creatures
  2332. {
  2333. complain("Cannot split that stack, not enough creatures!");
  2334. return false;
  2335. }
  2336. moveStack(sl1, sl2, val);
  2337. }
  2338. }
  2339. return true;
  2340. }
  2341. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2342. {
  2343. std::set<PlayerColor> all;
  2344. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2345. if(i->second == c)
  2346. all.insert(i->first);
  2347. switch(all.size())
  2348. {
  2349. case 0:
  2350. return PlayerColor::NEUTRAL;
  2351. case 1:
  2352. return *all.begin();
  2353. default:
  2354. {
  2355. //if we have more than one player at this connection, try to pick active one
  2356. if(vstd::contains(all, gs->currentPlayer))
  2357. return gs->currentPlayer;
  2358. else
  2359. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2360. }
  2361. }
  2362. }
  2363. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2364. {
  2365. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2366. if(!vstd::contains(s1->stacks,pos))
  2367. {
  2368. complain("Illegal call to disbandCreature - no such stack in army!");
  2369. return false;
  2370. }
  2371. eraseStack(StackLocation(s1, pos));
  2372. return true;
  2373. }
  2374. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2375. {
  2376. const CGTownInstance * t = getTown(tid);
  2377. if(!t)
  2378. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2379. if(!t->town->buildings.count(requestedID))
  2380. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2381. if (t->hasBuilt(requestedID))
  2382. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2383. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2384. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2385. std::vector<const CBuilding*> remainingAutoBuildings;
  2386. std::set<BuildingID> buildingsThatWillBe;
  2387. //Check validity of request
  2388. if(!force)
  2389. {
  2390. switch (requestedBuilding->mode)
  2391. {
  2392. case CBuilding::BUILD_NORMAL :
  2393. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2394. COMPLAIN_RET("Cannot build that building!");
  2395. break;
  2396. case CBuilding::BUILD_AUTO :
  2397. case CBuilding::BUILD_SPECIAL:
  2398. COMPLAIN_RET("This building can not be constructed normally!");
  2399. case CBuilding::BUILD_GRAIL :
  2400. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2401. {
  2402. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2403. COMPLAIN_RET("Cannot build this without grail!")
  2404. else
  2405. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2406. }
  2407. break;
  2408. }
  2409. }
  2410. //Performs stuff that has to be done before new building is built
  2411. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2412. {
  2413. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2414. {
  2415. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2416. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2417. if (upgradeNumber >= t->town->creatures.at(level).size())
  2418. {
  2419. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2420. "no creature found (upgrade number %d, level %d!")
  2421. % buildingID % upgradeNumber % level));
  2422. return;
  2423. }
  2424. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2425. SetAvailableCreatures ssi;
  2426. ssi.tid = t->id;
  2427. ssi.creatures = t->creatures;
  2428. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2429. ssi.creatures[level].first = crea->growth;
  2430. ssi.creatures[level].second.push_back(crea->idNumber);
  2431. sendAndApply(&ssi);
  2432. }
  2433. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2434. {
  2435. setPortalDwelling(t);
  2436. }
  2437. };
  2438. //Performs stuff that has to be done after new building is built
  2439. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2440. {
  2441. if(buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2442. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2443. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2444. {
  2445. if(t->visitingHero)
  2446. giveSpells(t,t->visitingHero);
  2447. if(t->garrisonHero)
  2448. giveSpells(t,t->garrisonHero);
  2449. }
  2450. };
  2451. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2452. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2453. {
  2454. return buildingsThatWillBe.count(buildID);
  2455. };
  2456. //Init the vectors
  2457. for(auto & build : t->town->buildings)
  2458. {
  2459. if(t->hasBuilt(build.first))
  2460. buildingsThatWillBe.insert(build.first);
  2461. else
  2462. {
  2463. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2464. remainingAutoBuildings.push_back(build.second);
  2465. }
  2466. }
  2467. //Prepare structure (list of building ids will be filled later)
  2468. NewStructures ns;
  2469. ns.tid = tid;
  2470. ns.builded = force ? t->builded : (t->builded+1);
  2471. std::queue<const CBuilding*> buildingsToAdd;
  2472. buildingsToAdd.push(requestedBuilding);
  2473. while(!buildingsToAdd.empty())
  2474. {
  2475. auto b = buildingsToAdd.front();
  2476. buildingsToAdd.pop();
  2477. ns.bid.insert(b->bid);
  2478. buildingsThatWillBe.insert(b->bid);
  2479. remainingAutoBuildings -= b;
  2480. for(auto autoBuilding : remainingAutoBuildings)
  2481. {
  2482. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2483. buildingsToAdd.push(autoBuilding);
  2484. }
  2485. }
  2486. // 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.
  2487. for(auto builtID : ns.bid)
  2488. processBeforeBuiltStructure(builtID);
  2489. //Take cost
  2490. if (!force)
  2491. {
  2492. SetResources sr;
  2493. sr.player = t->tempOwner;
  2494. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2495. sendAndApply(&sr);
  2496. }
  2497. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2498. sendAndApply(&ns);
  2499. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2500. for(auto builtID : ns.bid)
  2501. processAfterBuiltStructure(builtID);
  2502. // now when everything is built - reveal tiles for lookout tower
  2503. FoWChange fw;
  2504. fw.player = t->tempOwner;
  2505. fw.mode = 1;
  2506. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2507. sendAndApply(&fw);
  2508. if(t->visitingHero)
  2509. vistiCastleObjects (t, t->visitingHero);
  2510. if(t->garrisonHero)
  2511. vistiCastleObjects (t, t->garrisonHero);
  2512. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2513. return true;
  2514. }
  2515. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2516. {
  2517. ///incomplete, simply erases target building
  2518. const CGTownInstance * t = getTown(tid);
  2519. if (!vstd::contains(t->builtBuildings, bid))
  2520. return false;
  2521. RazeStructures rs;
  2522. rs.tid = tid;
  2523. rs.bid.insert(bid);
  2524. rs.destroyed = t->destroyed + 1;
  2525. sendAndApply(&rs);
  2526. //TODO: Remove dwellers
  2527. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2528. // {
  2529. // RemoveBonus rb(RemoveBonus::TOWN);
  2530. // rb.whoID = t->id;
  2531. // rb.source = Bonus::TOWN_STRUCTURE;
  2532. // rb.id = 17;
  2533. // sendAndApply(&rb);
  2534. // }
  2535. return true;
  2536. }
  2537. void CGameHandler::sendMessageToAll( const std::string &message )
  2538. {
  2539. SystemMessage sm;
  2540. sm.text = message;
  2541. sendToAllClients(&sm);
  2542. }
  2543. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
  2544. {
  2545. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2546. const CArmedInstance *dst = nullptr;
  2547. const CCreature *c = VLC->creh->creatures.at(crid);
  2548. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2549. //TODO: test for owning
  2550. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2551. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2552. assert(dw && dst);
  2553. //verify
  2554. bool found = false;
  2555. int level = 0;
  2556. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2557. {
  2558. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2559. continue;
  2560. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2561. int i = 0;
  2562. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2563. if(cur.second.at(i) == crid)
  2564. break;
  2565. if(i < cur.second.size())
  2566. {
  2567. found = true;
  2568. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2569. break;
  2570. }
  2571. }
  2572. SlotID slot = dst->getSlotFor(crid);
  2573. if( (!found && complain("Cannot recruit: no such creatures!"))
  2574. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2575. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2576. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2577. {
  2578. return false;
  2579. }
  2580. //recruit
  2581. SetResources sr;
  2582. sr.player = dst->tempOwner;
  2583. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2584. SetAvailableCreatures sac;
  2585. sac.tid = objid;
  2586. sac.creatures = dw->creatures;
  2587. sac.creatures[level].first -= cram;
  2588. sendAndApply(&sr);
  2589. sendAndApply(&sac);
  2590. if(warMachine)
  2591. {
  2592. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2593. if(!h)
  2594. COMPLAIN_RET("Only hero can buy war machines");
  2595. switch(crid)
  2596. {
  2597. case CreatureID::BALLISTA:
  2598. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2599. break;
  2600. case CreatureID::FIRST_AID_TENT:
  2601. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2602. break;
  2603. case CreatureID::AMMO_CART:
  2604. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2605. break;
  2606. default:
  2607. complain("This war machine cannot be recruited!");
  2608. return false;
  2609. }
  2610. }
  2611. else
  2612. {
  2613. addToSlot(StackLocation(dst, slot), c, cram);
  2614. }
  2615. return true;
  2616. }
  2617. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2618. {
  2619. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2620. if (!obj->hasStackAtSlot(pos))
  2621. {
  2622. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2623. }
  2624. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2625. PlayerColor player = obj->tempOwner;
  2626. const PlayerState *p = getPlayer(player);
  2627. int crQuantity = obj->stacks.at(pos)->count;
  2628. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2629. //check if upgrade is possible
  2630. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2631. {
  2632. return false;
  2633. }
  2634. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2635. //check if player has enough resources
  2636. if(!p->resources.canAfford(totalCost))
  2637. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2638. //take resources
  2639. SetResources sr;
  2640. sr.player = player;
  2641. sr.res = p->resources - totalCost;
  2642. sendAndApply(&sr);
  2643. //upgrade creature
  2644. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2645. return true;
  2646. }
  2647. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2648. {
  2649. if(!sl.army->hasStackAtSlot(sl.slot))
  2650. COMPLAIN_RET("Cannot find a stack to change type");
  2651. SetStackType sst;
  2652. sst.sl = sl;
  2653. sst.type = c;
  2654. sendAndApply(&sst);
  2655. return true;
  2656. }
  2657. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2658. {
  2659. assert(src->canBeMergedWith(*dst, allowMerging));
  2660. while(src->stacksCount())//while there are unmoved creatures
  2661. {
  2662. auto i = src->Slots().begin(); //iterator to stack to move
  2663. StackLocation sl(src, i->first); //location of stack to move
  2664. SlotID pos = dst->getSlotFor(i->second->type);
  2665. if(!pos.validSlot())
  2666. {
  2667. //try to merge two other stacks to make place
  2668. std::pair<SlotID, SlotID> toMerge;
  2669. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2670. {
  2671. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2672. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2673. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2674. }
  2675. else
  2676. {
  2677. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2678. return;
  2679. }
  2680. }
  2681. else
  2682. {
  2683. moveStack(sl, StackLocation(dst, pos));
  2684. }
  2685. }
  2686. }
  2687. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2688. {
  2689. CGTownInstance *town = gs->getTown(tid);
  2690. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2691. {
  2692. if(!town->visitingHero->canBeMergedWith(*town))
  2693. {
  2694. complain("Cannot make garrison swap, not enough free slots!");
  2695. return false;
  2696. }
  2697. moveArmy(town, town->visitingHero, true);
  2698. SetHeroesInTown intown;
  2699. intown.tid = tid;
  2700. intown.visiting = ObjectInstanceID();
  2701. intown.garrison = town->visitingHero->id;
  2702. sendAndApply(&intown);
  2703. return true;
  2704. }
  2705. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2706. {
  2707. //check if moving hero out of town will break 8 wandering heroes limit
  2708. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2709. {
  2710. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2711. return false;
  2712. }
  2713. SetHeroesInTown intown;
  2714. intown.tid = tid;
  2715. intown.garrison = ObjectInstanceID();
  2716. intown.visiting = town->garrisonHero->id;
  2717. sendAndApply(&intown);
  2718. return true;
  2719. }
  2720. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2721. {
  2722. SetHeroesInTown intown;
  2723. intown.tid = tid;
  2724. intown.garrison = town->visitingHero->id;
  2725. intown.visiting = town->garrisonHero->id;
  2726. sendAndApply(&intown);
  2727. return true;
  2728. }
  2729. else
  2730. {
  2731. complain("Cannot swap garrison hero!");
  2732. return false;
  2733. }
  2734. }
  2735. // With the amount of changes done to the function, it's more like transferArtifacts.
  2736. // 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.
  2737. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2738. {
  2739. ArtifactLocation src = al1, dst = al2;
  2740. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2741. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2742. // Make sure exchange is even possible between the two heroes.
  2743. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2744. COMPLAIN_RET("That heroes cannot make any exchange!");
  2745. const CArtifactInstance *srcArtifact = src.getArt();
  2746. const CArtifactInstance *destArtifact = dst.getArt();
  2747. if (srcArtifact == nullptr)
  2748. COMPLAIN_RET("No artifact to move!");
  2749. if (destArtifact && srcPlayer != dstPlayer)
  2750. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2751. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2752. // Moving to the backpack is always allowed.
  2753. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2754. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2755. COMPLAIN_RET("Cannot move artifact!");
  2756. auto srcSlot = src.getSlot();
  2757. auto dstSlot = dst.getSlot();
  2758. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2759. COMPLAIN_RET("Cannot move artifact locks.");
  2760. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2761. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2762. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2763. COMPLAIN_RET("Cannot move catapult!");
  2764. if(dst.slot >= GameConstants::BACKPACK_START)
  2765. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2766. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2767. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2768. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2769. {
  2770. //old artifact must be removed first
  2771. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2772. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2773. }
  2774. MoveArtifact ma;
  2775. ma.src = src;
  2776. ma.dst = dst;
  2777. sendAndApply(&ma);
  2778. return true;
  2779. }
  2780. /**
  2781. * Assembles or disassembles a combination artifact.
  2782. * @param heroID ID of hero holding the artifact(s).
  2783. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2784. * @param assemble True for assembly operation, false for disassembly.
  2785. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2786. * artifact to assemble to. Otherwise it's not used.
  2787. */
  2788. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2789. {
  2790. CGHeroInstance *hero = gs->getHero(heroID);
  2791. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2792. if(!destArtifact)
  2793. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2794. if(assemble)
  2795. {
  2796. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2797. if(!combinedArt->constituents)
  2798. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2799. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2800. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2801. AssembledArtifact aa;
  2802. aa.al = ArtifactLocation(hero, artifactSlot);
  2803. aa.builtArt = combinedArt;
  2804. sendAndApply(&aa);
  2805. }
  2806. else
  2807. {
  2808. if(!destArtifact->artType->constituents)
  2809. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2810. DisassembledArtifact da;
  2811. da.al = ArtifactLocation(hero, artifactSlot);
  2812. sendAndApply(&da);
  2813. }
  2814. return true;
  2815. }
  2816. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2817. {
  2818. CGHeroInstance *hero = gs->getHero(hid);
  2819. CGTownInstance *town = hero->visitedTown;
  2820. if(aid==ArtifactID::SPELLBOOK)
  2821. {
  2822. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2823. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2824. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2825. )
  2826. return false;
  2827. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2828. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2829. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2830. giveSpells(town,hero);
  2831. return true;
  2832. }
  2833. else if(aid < 7 && aid > 3) //war machine
  2834. {
  2835. int price = VLC->arth->artifacts[aid]->price;
  2836. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2837. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2838. {
  2839. return false;
  2840. }
  2841. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2842. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2843. {
  2844. giveResource(hero->getOwner(),Res::GOLD,-price);
  2845. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2846. return true;
  2847. }
  2848. else
  2849. COMPLAIN_RET("This machine is unavailable here!");
  2850. }
  2851. return false;
  2852. }
  2853. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2854. {
  2855. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2856. COMPLAIN_RET("That artifact is unavailable!");
  2857. int b1, b2;
  2858. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2859. if(getResource(h->tempOwner, rid) < b1)
  2860. COMPLAIN_RET("You can't afford to buy this artifact!");
  2861. SetResource sr;
  2862. sr.player = h->tempOwner;
  2863. sr.resid = rid;
  2864. sr.val = getResource(h->tempOwner, rid) - b1;
  2865. sendAndApply(&sr);
  2866. SetAvailableArtifacts saa;
  2867. if(m->o->ID == Obj::TOWN)
  2868. {
  2869. saa.id = -1;
  2870. saa.arts = CGTownInstance::merchantArtifacts;
  2871. }
  2872. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2873. {
  2874. saa.id = bm->id.getNum();
  2875. saa.arts = bm->artifacts;
  2876. }
  2877. else
  2878. COMPLAIN_RET("Wrong marktet...");
  2879. bool found = false;
  2880. for(const CArtifact *&art : saa.arts)
  2881. {
  2882. if(art && art->id == aid)
  2883. {
  2884. art = nullptr;
  2885. found = true;
  2886. break;
  2887. }
  2888. }
  2889. if(!found)
  2890. COMPLAIN_RET("Cannot find selected artifact on the list");
  2891. sendAndApply(&saa);
  2892. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2893. return true;
  2894. }
  2895. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2896. {
  2897. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2898. if(!art)
  2899. COMPLAIN_RET("There is no artifact to sell!");
  2900. if(!art->artType->isTradable())
  2901. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2902. int resVal = 0, dump = 1;
  2903. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2904. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2905. giveResource(h->tempOwner, rid, resVal);
  2906. return true;
  2907. }
  2908. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2909. //{
  2910. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2911. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2912. // {
  2913. // }
  2914. //}
  2915. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2916. {
  2917. if (!h)
  2918. COMPLAIN_RET("You need hero to buy a skill!");
  2919. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2920. COMPLAIN_RET("Hero already know this skill");
  2921. if (!h->canLearnSkill())
  2922. COMPLAIN_RET("Hero can't learn any more skills");
  2923. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2924. COMPLAIN_RET("The hero can't learn this skill!");
  2925. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2926. COMPLAIN_RET("That skill is unavailable!");
  2927. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2928. COMPLAIN_RET("You can't afford to buy this skill");
  2929. SetResource sr;
  2930. sr.player = h->tempOwner;
  2931. sr.resid = Res::GOLD;
  2932. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2933. sendAndApply(&sr);
  2934. changeSecSkill(h, skill, 1, true);
  2935. return true;
  2936. }
  2937. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2938. {
  2939. int r1 = gs->getPlayer(player)->resources.at(id1),
  2940. r2 = gs->getPlayer(player)->resources.at(id2);
  2941. vstd::amin(val, r1); //can't trade more resources than have
  2942. int b1, b2; //base quantities for trade
  2943. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2944. int units = val / b1; //how many base quantities we trade
  2945. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2946. {
  2947. //TODO: complain?
  2948. assert(0);
  2949. }
  2950. SetResource sr;
  2951. sr.player = player;
  2952. sr.resid = static_cast<Res::ERes>(id1);
  2953. sr.val = r1 - b1 * units;
  2954. sendAndApply(&sr);
  2955. sr.resid = static_cast<Res::ERes>(id2);
  2956. sr.val = r2 + b2 * units;
  2957. sendAndApply(&sr);
  2958. return true;
  2959. }
  2960. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2961. {
  2962. if(!vstd::contains(hero->Slots(), slot))
  2963. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2964. const CStackInstance &s = hero->getStack(slot);
  2965. if( s.count < count //can't sell more creatures than have
  2966. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2967. {
  2968. COMPLAIN_RET("Not enough creatures in army!");
  2969. }
  2970. int b1, b2; //base quantities for trade
  2971. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2972. int units = count / b1; //how many base quantities we trade
  2973. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2974. {
  2975. //TODO: complain?
  2976. assert(0);
  2977. }
  2978. changeStackCount(StackLocation(hero, slot), -count);
  2979. SetResource sr;
  2980. sr.player = hero->tempOwner;
  2981. sr.resid = resourceID;
  2982. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2983. sendAndApply(&sr);
  2984. return true;
  2985. }
  2986. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2987. {
  2988. const CArmedInstance *army = nullptr;
  2989. if (hero)
  2990. army = hero;
  2991. else
  2992. army = dynamic_cast<const CGTownInstance *>(market->o);
  2993. if (!army)
  2994. COMPLAIN_RET("Incorrect call to transform in undead!");
  2995. if(!army->hasStackAtSlot(slot))
  2996. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2997. const CStackInstance &s = army->getStack(slot);
  2998. //resulting creature - bone dragons or skeletons
  2999. CreatureID resCreature = CreatureID::SKELETON;
  3000. if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3001. || (s.getCreatureID() == CreatureID::HYDRA)
  3002. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3003. resCreature = CreatureID::BONE_DRAGON;
  3004. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3005. return true;
  3006. }
  3007. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3008. {
  3009. const PlayerState *p2 = gs->getPlayer(r2, false);
  3010. if(!p2 || p2->status != EPlayerStatus::INGAME)
  3011. {
  3012. complain("Dest player must be in game!");
  3013. return false;
  3014. }
  3015. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  3016. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  3017. val = std::min(si32(val),curRes1);
  3018. SetResource sr;
  3019. sr.player = player;
  3020. sr.resid = r1;
  3021. sr.val = curRes1 - val;
  3022. sendAndApply(&sr);
  3023. sr.player = r2;
  3024. sr.val = curRes2 + val;
  3025. sendAndApply(&sr);
  3026. return true;
  3027. }
  3028. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3029. {
  3030. const CGHeroInstance *h = getHero(hid);
  3031. if(!h)
  3032. {
  3033. logGlobal->error("Hero doesn't exist!");
  3034. return false;
  3035. }
  3036. ChangeFormation cf;
  3037. cf.hid = hid;
  3038. cf.formation = formation;
  3039. sendAndApply(&cf);
  3040. return true;
  3041. }
  3042. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3043. {
  3044. const PlayerState *p = gs->getPlayer(player);
  3045. const CGTownInstance *t = gs->getTown(obj->id);
  3046. //common preconditions
  3047. // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3048. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3049. if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3050. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3051. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
  3052. {
  3053. return false;
  3054. }
  3055. if(t) //tavern in town
  3056. {
  3057. if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3058. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3059. {
  3060. return false;
  3061. }
  3062. }
  3063. else if(obj->ID == Obj::TAVERN)
  3064. {
  3065. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3066. {
  3067. return false;
  3068. }
  3069. }
  3070. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3071. if (!nh)
  3072. {
  3073. complain ("Hero is not available for hiring!");
  3074. return false;
  3075. }
  3076. HeroRecruited hr;
  3077. hr.tid = obj->id;
  3078. hr.hid = nh->subID;
  3079. hr.player = player;
  3080. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3081. sendAndApply(&hr);
  3082. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3083. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3084. const CGHeroInstance *newHero = nullptr;
  3085. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3086. {
  3087. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
  3088. }
  3089. SetAvailableHeroes sah;
  3090. sah.player = player;
  3091. if(newHero)
  3092. {
  3093. sah.hid[hid] = newHero->subID;
  3094. sah.army[hid].clear();
  3095. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3096. }
  3097. else
  3098. {
  3099. sah.hid[hid] = -1;
  3100. }
  3101. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3102. sendAndApply(&sah);
  3103. SetResource sr;
  3104. sr.player = player;
  3105. sr.resid = Res::GOLD;
  3106. sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
  3107. sendAndApply(&sr);
  3108. if(t)
  3109. {
  3110. vistiCastleObjects (t, nh);
  3111. giveSpells (t,nh);
  3112. }
  3113. return true;
  3114. }
  3115. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3116. {
  3117. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3118. logGlobal->trace("Player %s attempts answering query %d with answer %d", player, qid, answer);
  3119. auto topQuery = queries.topQuery(player);
  3120. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3121. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3122. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3123. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3124. dialogQuery->answer = answer;
  3125. queries.popQuery(topQuery);
  3126. return true;
  3127. }
  3128. static EndAction end_action;
  3129. void CGameHandler::updateGateState()
  3130. {
  3131. BattleUpdateGateState db;
  3132. db.state = gs->curB->si.gateState;
  3133. if(gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3134. {
  3135. db.state = EGateState::DESTROYED;
  3136. }
  3137. else if(db.state == EGateState::OPENED)
  3138. {
  3139. if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3140. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3141. {
  3142. if(gs->curB->town->subID == ETownType::FORTRESS)
  3143. {
  3144. if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3145. db.state = EGateState::CLOSED;
  3146. }
  3147. else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3148. db.state = EGateState::BLOCKED;
  3149. else
  3150. db.state = EGateState::CLOSED;
  3151. }
  3152. }
  3153. else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3154. db.state = EGateState::BLOCKED;
  3155. else
  3156. db.state = EGateState::CLOSED;
  3157. if(db.state != gs->curB->si.gateState)
  3158. sendAndApply(&db);
  3159. }
  3160. bool CGameHandler::makeBattleAction( BattleAction &ba )
  3161. {
  3162. bool ok = true;
  3163. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3164. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3165. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3166. : nullptr;
  3167. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3168. logGlobal->trace(
  3169. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3170. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3171. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3172. switch(ba.actionType)
  3173. {
  3174. case Battle::WALK: //walk
  3175. case Battle::DEFEND: //defend
  3176. case Battle::WAIT: //wait
  3177. case Battle::WALK_AND_ATTACK: //walk or attack
  3178. case Battle::SHOOT: //shoot
  3179. case Battle::CATAPULT: //catapult
  3180. case Battle::STACK_HEAL: //healing with First Aid Tent
  3181. case Battle::DAEMON_SUMMONING:
  3182. case Battle::MONSTER_SPELL:
  3183. if(!stack)
  3184. {
  3185. complain("No such stack!");
  3186. return false;
  3187. }
  3188. if(!stack->alive())
  3189. {
  3190. complain("This stack is dead: " + stack->nodeName());
  3191. return false;
  3192. }
  3193. if(battleTacticDist())
  3194. {
  3195. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  3196. {
  3197. complain("This is not a stack of side that has tactics!");
  3198. return false;
  3199. }
  3200. }
  3201. else if(!isAboutActiveStack)
  3202. {
  3203. complain("Action has to be about active stack!");
  3204. return false;
  3205. }
  3206. }
  3207. switch(ba.actionType)
  3208. {
  3209. case Battle::END_TACTIC_PHASE: //wait
  3210. case Battle::BAD_MORALE:
  3211. case Battle::NO_ACTION:
  3212. {
  3213. StartAction start_action(ba);
  3214. sendAndApply(&start_action);
  3215. sendAndApply(&end_action);
  3216. break;
  3217. }
  3218. case Battle::WALK:
  3219. {
  3220. StartAction start_action(ba);
  3221. sendAndApply(&start_action); //start movement
  3222. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3223. if(!walkedTiles)
  3224. complain("Stack failed movement!");
  3225. sendAndApply(&end_action);
  3226. break;
  3227. }
  3228. case Battle::DEFEND:
  3229. {
  3230. //defensive stance //TODO: remove this bonus when stack becomes active
  3231. SetStackEffect sse;
  3232. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  3233. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3234. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3235. sse.stacks.push_back(ba.stackNumber);
  3236. sendAndApply(&sse);
  3237. //don't break - we share code with next case
  3238. }
  3239. case Battle::WAIT:
  3240. {
  3241. StartAction start_action(ba);
  3242. sendAndApply(&start_action);
  3243. sendAndApply(&end_action);
  3244. break;
  3245. }
  3246. case Battle::RETREAT: //retreat/flee
  3247. {
  3248. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3249. complain("Cannot retreat!");
  3250. else
  3251. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3252. break;
  3253. }
  3254. case Battle::SURRENDER:
  3255. {
  3256. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3257. int cost = gs->curB->battleGetSurrenderCost(player);
  3258. if(cost < 0)
  3259. complain("Cannot surrender!");
  3260. else if(getResource(player, Res::GOLD) < cost)
  3261. complain("Not enough gold to surrender!");
  3262. else
  3263. {
  3264. giveResource(player, Res::GOLD, -cost);
  3265. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3266. }
  3267. break;
  3268. }
  3269. case Battle::WALK_AND_ATTACK: //walk or attack
  3270. {
  3271. StartAction start_action(ba);
  3272. sendAndApply(&start_action); //start movement and attack
  3273. if(!stack || !destinationStack)
  3274. {
  3275. sendAndApply(&end_action);
  3276. break;
  3277. }
  3278. BattleHex startingPos = stack->position;
  3279. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3280. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3281. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3282. && !(stack->doubleWide()
  3283. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  3284. ) //nor occupy specified hex
  3285. )
  3286. {
  3287. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3288. ok = false;
  3289. sendAndApply(&end_action);
  3290. break;
  3291. }
  3292. if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3293. {
  3294. destinationStack = nullptr;
  3295. }
  3296. if(!destinationStack)
  3297. {
  3298. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3299. ok = false;
  3300. sendAndApply(&end_action);
  3301. break;
  3302. }
  3303. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  3304. {
  3305. complain("Attack cannot be performed!");
  3306. sendAndApply(&end_action);
  3307. ok = false;
  3308. break;
  3309. }
  3310. //attack
  3311. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3312. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3313. for (int i = 0; i < totalAttacks; ++i)
  3314. {
  3315. if (stack &&
  3316. stack->alive() && //move can cause death, eg. by walking into the moat
  3317. destinationStack->alive())
  3318. {
  3319. BattleAttack bat;
  3320. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3321. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3322. handleAttackBeforeCasting(bat); //only before first attack
  3323. sendAndApply(&bat);
  3324. handleAfterAttackCasting(bat);
  3325. }
  3326. //counterattack
  3327. if (destinationStack
  3328. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3329. && destinationStack->ableToRetaliate()
  3330. && stack->alive()) //attacker may have died (fire shield)
  3331. {
  3332. BattleAttack bat;
  3333. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3334. bat.flags |= BattleAttack::COUNTER;
  3335. sendAndApply(&bat);
  3336. handleAfterAttackCasting(bat);
  3337. }
  3338. }
  3339. //return
  3340. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3341. {
  3342. moveStack(ba.stackNumber, startingPos);
  3343. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3344. }
  3345. sendAndApply(&end_action);
  3346. break;
  3347. }
  3348. case Battle::SHOOT:
  3349. {
  3350. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3351. {
  3352. complain("Cannot shoot!");
  3353. break;
  3354. }
  3355. StartAction start_action(ba);
  3356. sendAndApply(&start_action); //start shooting
  3357. {
  3358. BattleAttack bat;
  3359. bat.flags |= BattleAttack::SHOT;
  3360. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3361. handleAttackBeforeCasting(bat);
  3362. sendAndApply(&bat);
  3363. handleAfterAttackCasting(bat);
  3364. }
  3365. //second shot for ballista, only if hero has advanced artillery
  3366. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3367. if( destinationStack->alive()
  3368. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3369. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3370. )
  3371. {
  3372. BattleAttack bat2;
  3373. bat2.flags |= BattleAttack::SHOT;
  3374. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3375. sendAndApply(&bat2);
  3376. }
  3377. //allow more than one additional attack
  3378. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3379. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3380. for (int i = 0; i < additionalAttacks; ++i)
  3381. {
  3382. if(
  3383. stack->alive()
  3384. && destinationStack->alive()
  3385. && stack->shots
  3386. )
  3387. {
  3388. BattleAttack bat;
  3389. bat.flags |= BattleAttack::SHOT;
  3390. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3391. sendAndApply(&bat);
  3392. handleAfterAttackCasting(bat);
  3393. }
  3394. }
  3395. sendAndApply(&end_action);
  3396. break;
  3397. }
  3398. case Battle::CATAPULT:
  3399. {
  3400. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3401. {
  3402. switch(part)
  3403. {
  3404. case EWallPart::GATE:
  3405. return sbi.gate;
  3406. case EWallPart::KEEP:
  3407. return sbi.keep;
  3408. case EWallPart::BOTTOM_TOWER:
  3409. case EWallPart::UPPER_TOWER:
  3410. return sbi.tower;
  3411. case EWallPart::BOTTOM_WALL:
  3412. case EWallPart::BELOW_GATE:
  3413. case EWallPart::OVER_GATE:
  3414. case EWallPart::UPPER_WALL:
  3415. return sbi.wall;
  3416. default:
  3417. return 0;
  3418. }
  3419. };
  3420. StartAction start_action(ba);
  3421. sendAndApply(&start_action);
  3422. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3423. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3424. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3425. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3426. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3427. {
  3428. complain("catapult tried to attack non-catapultable hex!");
  3429. break;
  3430. }
  3431. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3432. auto &currentHP = gs->curB->si.wallState;
  3433. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3434. {
  3435. complain("catapult tried to attack already destroyed wall part!");
  3436. break;
  3437. }
  3438. for(int g=0; g<sbi.shots; ++g)
  3439. {
  3440. bool hitSuccessfull = false;
  3441. auto attackedPart = wallPart;
  3442. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3443. {
  3444. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3445. currentHP.at(attackedPart) != EWallState::NONE &&
  3446. gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3447. {
  3448. hitSuccessfull = true;
  3449. }
  3450. else // select new target
  3451. {
  3452. std::vector<EWallPart::EWallPart> allowedTargets;
  3453. for (size_t i=0; i< currentHP.size(); i++)
  3454. {
  3455. if (currentHP.at(i) != EWallState::DESTROYED &&
  3456. currentHP.at(i) != EWallState::NONE)
  3457. allowedTargets.push_back(EWallPart::EWallPart(i));
  3458. }
  3459. if (allowedTargets.empty())
  3460. break;
  3461. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
  3462. }
  3463. }
  3464. while (!hitSuccessfull);
  3465. if (!hitSuccessfull) // break triggered - no target to shoot at
  3466. break;
  3467. CatapultAttack ca; //package for clients
  3468. CatapultAttack::AttackInfo attack;
  3469. attack.attackedPart = attackedPart;
  3470. attack.destinationTile = ba.destinationTile;
  3471. attack.damageDealt = 0;
  3472. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3473. int dmgRand = gs->getRandomGenerator().nextInt(99);
  3474. //accumulating dmgChance
  3475. dmgChance[1] += dmgChance[0];
  3476. dmgChance[2] += dmgChance[1];
  3477. //calculating dealt damage
  3478. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3479. {
  3480. if(dmgRand <= dmgChance[damage])
  3481. {
  3482. attack.damageDealt = damage;
  3483. break;
  3484. }
  3485. }
  3486. // attacked tile may have changed - update destination
  3487. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3488. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3489. //removing creatures in turrets / keep if one is destroyed
  3490. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3491. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3492. {
  3493. int posRemove = -1;
  3494. switch(attackedPart)
  3495. {
  3496. case EWallPart::KEEP:
  3497. posRemove = -2;
  3498. break;
  3499. case EWallPart::BOTTOM_TOWER:
  3500. posRemove = -3;
  3501. break;
  3502. case EWallPart::UPPER_TOWER:
  3503. posRemove = -4;
  3504. break;
  3505. }
  3506. BattleStacksRemoved bsr;
  3507. for(auto & elem : gs->curB->stacks)
  3508. {
  3509. if(elem->position == posRemove)
  3510. {
  3511. bsr.stackIDs.insert( elem->ID );
  3512. break;
  3513. }
  3514. }
  3515. sendAndApply(&bsr);
  3516. }
  3517. ca.attacker = ba.stackNumber;
  3518. ca.attackedParts.push_back(attack);
  3519. sendAndApply(&ca);
  3520. }
  3521. //finish by scope guard
  3522. break;
  3523. }
  3524. case Battle::STACK_HEAL: //healing with First Aid Tent
  3525. {
  3526. StartAction start_action(ba);
  3527. sendAndApply(&start_action);
  3528. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3529. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3530. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3531. ui32 healed = 0;
  3532. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3533. {
  3534. complain("There is either no healer, no destination, or healer cannot heal :P");
  3535. }
  3536. else
  3537. {
  3538. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3539. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3540. }
  3541. if(healed == 0)
  3542. {
  3543. //nothing to heal.. should we complain?
  3544. }
  3545. else
  3546. {
  3547. StacksHealedOrResurrected shr;
  3548. shr.lifeDrain = false;
  3549. shr.tentHealing = true;
  3550. shr.drainedFrom = ba.stackNumber;
  3551. StacksHealedOrResurrected::HealInfo hi;
  3552. hi.healedHP = healed;
  3553. hi.lowLevelResurrection = false;
  3554. hi.stackID = destStack->ID;
  3555. shr.healedStacks.push_back(hi);
  3556. sendAndApply(&shr);
  3557. }
  3558. sendAndApply(&end_action);
  3559. break;
  3560. }
  3561. case Battle::DAEMON_SUMMONING:
  3562. //TODO: From Strategija:
  3563. //Summon Demon is a level 2 spell.
  3564. {
  3565. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3566. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3567. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3568. BattleStackAdded bsa;
  3569. bsa.attacker = summoner->attackerOwned;
  3570. bsa.creID = summonedType;
  3571. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3572. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3573. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3574. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3575. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3576. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3577. bsa.summoned = false;
  3578. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3579. {
  3580. StartAction start_action(ba);
  3581. sendAndApply(&start_action);
  3582. BattleStacksRemoved bsr; //remove body
  3583. bsr.stackIDs.insert(destStack->ID);
  3584. sendAndApply(&bsr);
  3585. sendAndApply(&bsa);
  3586. BattleSetStackProperty ssp;
  3587. ssp.stackID = ba.stackNumber;
  3588. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3589. ssp.val = -1;
  3590. ssp.absolute = false;
  3591. sendAndApply(&ssp);
  3592. sendAndApply(&end_action);
  3593. }
  3594. break;
  3595. }
  3596. case Battle::MONSTER_SPELL:
  3597. {
  3598. StartAction start_action(ba);
  3599. sendAndApply(&start_action);
  3600. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3601. SpellID spellID = SpellID(ba.additionalInfo);
  3602. BattleHex destination(ba.destinationTile);
  3603. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3604. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3605. //TODO special bonus for genies ability
  3606. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3607. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3608. if(spellID < 0)
  3609. complain("That stack can't cast spells!");
  3610. else
  3611. {
  3612. const CSpell * spell = SpellID(spellID).toSpell();
  3613. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3614. parameters.spellLvl = 0;
  3615. if (spellcaster)
  3616. vstd::amax(parameters.spellLvl, spellcaster->val);
  3617. if (randSpellcaster)
  3618. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3619. vstd::amin (parameters.spellLvl, 3);
  3620. parameters.effectLevel = parameters.spellLvl;
  3621. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3622. parameters.aimToHex(destination);//todo: allow multiple destinations
  3623. parameters.cast(spellEnv);
  3624. }
  3625. sendAndApply(&end_action);
  3626. break;
  3627. }
  3628. }
  3629. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3630. battleMadeAction.setn(true);
  3631. return ok;
  3632. }
  3633. void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
  3634. {
  3635. bool cheated=true;
  3636. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3637. sendAndApply(&temp_message);
  3638. if(message == "vcmiistari") //give all spells and 999 mana
  3639. {
  3640. SetMana sm;
  3641. GiveBonus giveBonus(GiveBonus::HERO);
  3642. CGHeroInstance *h = gs->getHero(currObj);
  3643. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3644. sm.hid = h->id;
  3645. giveBonus.id = h->id.getNum();
  3646. //give all spells with bonus (to allow banned spells)
  3647. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  3648. //start with level 0 to skip abilities
  3649. for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  3650. {
  3651. giveBonus.bonus.subtype = level;
  3652. sendAndApply(&giveBonus);
  3653. }
  3654. //give mana
  3655. sm.val = 999;
  3656. sm.absolute = true;
  3657. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3658. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); //give spellbook
  3659. sendAndApply(&sm);
  3660. }
  3661. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3662. {
  3663. CGHeroInstance *hero = gs->getHero(currObj);
  3664. CGTownInstance *town;
  3665. if (hero)
  3666. town = hero->visitedTown;
  3667. else
  3668. town = gs->getTown(currObj);
  3669. if (town)
  3670. {
  3671. for (auto & build : town->town->buildings)
  3672. {
  3673. if (!town->hasBuilt(build.first)
  3674. && !build.second->Name().empty()
  3675. && build.first != BuildingID::SHIP)
  3676. {
  3677. buildStructure(town->id, build.first, true);
  3678. }
  3679. }
  3680. }
  3681. }
  3682. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3683. {
  3684. CGHeroInstance *hero = gs->getHero(currObj);
  3685. const CCreature *archangel = VLC->creh->creatures.at(13);
  3686. if(!hero) return;
  3687. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3688. if(!hero->hasStackAtSlot(SlotID(i)))
  3689. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3690. }
  3691. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3692. {
  3693. CGHeroInstance *hero = gs->getHero(currObj);
  3694. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3695. if(!hero) return;
  3696. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3697. if(!hero->hasStackAtSlot(SlotID(i)))
  3698. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3699. }
  3700. else if(message == "vcmiglaurung") //gives 5000 crystal dragons into each slot
  3701. {
  3702. CGHeroInstance *hero = gs->getHero(currObj);
  3703. const CCreature *crystalDragon = VLC->creh->creatures.at(133);
  3704. if(!hero) return;
  3705. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3706. if(!hero->hasStackAtSlot(SlotID(i)))
  3707. insertNewStack(StackLocation(hero, SlotID(i)), crystalDragon, 5000);
  3708. }
  3709. else if(message == "vcminoldor") //all war machines
  3710. {
  3711. CGHeroInstance *hero = gs->getHero(currObj);
  3712. if(!hero) return;
  3713. if(!hero->getArt(ArtifactPosition::MACH1))
  3714. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  3715. if(!hero->getArt(ArtifactPosition::MACH2))
  3716. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  3717. if(!hero->getArt(ArtifactPosition::MACH3))
  3718. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  3719. }
  3720. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3721. {
  3722. CGHeroInstance *hero = gs->getHero(currObj);
  3723. if(!hero) return;
  3724. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3725. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3726. }
  3727. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3728. {
  3729. CGHeroInstance *hero = gs->getHero(currObj);
  3730. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3731. }
  3732. else if(message == "vcminahar") //1000000 movement points
  3733. {
  3734. CGHeroInstance *hero = gs->getHero(currObj);
  3735. if(!hero) return;
  3736. SetMovePoints smp;
  3737. smp.hid = hero->id;
  3738. smp.val = 1000000;
  3739. sendAndApply(&smp);
  3740. }
  3741. else if(message == "vcmiformenos") //give resources
  3742. {
  3743. SetResources sr;
  3744. sr.player = player;
  3745. sr.res = gs->getPlayer(player)->resources;
  3746. for(int i=0;i<Res::GOLD;i++)
  3747. sr.res[i] += 100;
  3748. sr.res[Res::GOLD] += 100000; //100k
  3749. sendAndApply(&sr);
  3750. }
  3751. else if(message == "vcmieagles") //reveal FoW
  3752. {
  3753. FoWChange fc;
  3754. fc.mode = 1;
  3755. fc.player = player;
  3756. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3757. int lastUnc = 0;
  3758. for(int i=0;i<gs->map->width;i++)
  3759. for(int j=0;j<gs->map->height;j++)
  3760. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3761. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3762. hlp_tab[lastUnc++] = int3(i,j,k);
  3763. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3764. delete [] hlp_tab;
  3765. sendAndApply(&fc);
  3766. }
  3767. else if(message == "vcmisilmaril") //player wins
  3768. {
  3769. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3770. }
  3771. else if(message == "vcmimelkor") //player looses
  3772. {
  3773. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3774. }
  3775. else
  3776. cheated = false;
  3777. if(cheated)
  3778. {
  3779. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3780. sendAndApply(&temp_message);
  3781. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3782. }
  3783. }
  3784. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3785. {
  3786. switch(ba.actionType)
  3787. {
  3788. case Battle::HERO_SPELL:
  3789. {
  3790. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3791. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3792. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3793. if(ba.additionalInfo < 0 || ba.additionalInfo >= VLC->spellh->objects.size())
  3794. {
  3795. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3796. return false;
  3797. }
  3798. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3799. BattleSpellCastParameters parameters(gs->curB, h, s);
  3800. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3801. parameters.mode = ECastingMode::HERO_CASTING;
  3802. if(ba.selectedStack >= 0)
  3803. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3804. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3805. if(escp != ESpellCastProblem::OK)
  3806. {
  3807. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3808. return false;
  3809. }
  3810. StartAction start_action(ba);
  3811. sendAndApply(&start_action); //start spell casting
  3812. parameters.cast(spellEnv);
  3813. sendAndApply(&end_action);
  3814. if( !gs->curB->battleGetStackByID(gs->curB->activeStack))
  3815. {
  3816. battleMadeAction.setn(true);
  3817. }
  3818. checkBattleStateChanges();
  3819. if(battleResult.get())
  3820. {
  3821. battleMadeAction.setn(true);
  3822. //battle will be ended by startBattle function
  3823. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3824. }
  3825. return true;
  3826. }
  3827. }
  3828. return false;
  3829. }
  3830. void CGameHandler::stackTurnTrigger(const CStack * st)
  3831. {
  3832. BattleTriggerEffect bte;
  3833. bte.stackID = st->ID;
  3834. bte.effect = -1;
  3835. bte.val = 0;
  3836. bte.additionalInfo = 0;
  3837. if (st->alive())
  3838. {
  3839. //unbind
  3840. if (st->getEffect (SpellID::BIND))
  3841. {
  3842. bool unbind = true;
  3843. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3844. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3845. for(Bonus * b : bl)
  3846. {
  3847. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3848. if (stack)
  3849. {
  3850. if (vstd::contains(stacks, stack)) //binding stack is still present
  3851. {
  3852. unbind = false;
  3853. }
  3854. }
  3855. }
  3856. if (unbind)
  3857. {
  3858. BattleSetStackProperty ssp;
  3859. ssp.which = BattleSetStackProperty::UNBIND;
  3860. ssp.stackID = st->ID;
  3861. sendAndApply(&ssp);
  3862. }
  3863. }
  3864. //regeneration
  3865. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3866. {
  3867. bte.effect = Bonus::HP_REGENERATION;
  3868. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3869. }
  3870. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3871. {
  3872. bte.effect = Bonus::HP_REGENERATION;
  3873. bte.val = st->MaxHealth() - st->firstHPleft;
  3874. }
  3875. if (bte.val) //anything to heal
  3876. sendAndApply(&bte);
  3877. if(st->hasBonusOfType(Bonus::POISON))
  3878. {
  3879. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3880. if (b) //TODO: what if not?...
  3881. {
  3882. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3883. if (bte.val < b->val) //(negative) poison effect increases - update it
  3884. {
  3885. bte.effect = Bonus::POISON;
  3886. sendAndApply(&bte);
  3887. }
  3888. }
  3889. }
  3890. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3891. {
  3892. const PlayerColor opponent = gs->curB->theOtherPlayer(st->owner);
  3893. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3894. if (opponentHero)
  3895. {
  3896. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3897. vstd::amin(manaDrained, opponentHero->mana);
  3898. if (manaDrained)
  3899. {
  3900. bte.effect = Bonus::MANA_DRAIN;
  3901. bte.val = manaDrained;
  3902. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3903. sendAndApply(&bte);
  3904. }
  3905. }
  3906. }
  3907. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3908. {
  3909. bool fearsomeCreature = false;
  3910. for(CStack * stack : gs->curB->stacks)
  3911. {
  3912. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3913. {
  3914. fearsomeCreature = true;
  3915. break;
  3916. }
  3917. }
  3918. if (fearsomeCreature)
  3919. {
  3920. if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3921. {
  3922. bte.effect = Bonus::FEAR;
  3923. sendAndApply(&bte);
  3924. }
  3925. }
  3926. }
  3927. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3928. int side = gs->curB->whatSide(st->owner);
  3929. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3930. {
  3931. bool cast = false;
  3932. while (!bl.empty() && !cast)
  3933. {
  3934. auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
  3935. auto spellID = SpellID(bonus->subtype);
  3936. const CSpell * spell = SpellID(spellID).toSpell();
  3937. bl.remove_if([&bonus](Bonus * b){return b==bonus;});
  3938. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  3939. {
  3940. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3941. parameters.spellLvl = bonus->val;
  3942. parameters.effectLevel = bonus->val;//todo: recheck
  3943. parameters.aimToHex(BattleHex::INVALID);
  3944. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3945. parameters.cast(spellEnv);
  3946. //todo: move to mechanics
  3947. BattleSetStackProperty ssp;
  3948. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3949. ssp.absolute = false;
  3950. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3951. ssp.stackID = st->ID;
  3952. sendAndApply(&ssp);
  3953. cast = true;
  3954. }
  3955. };
  3956. }
  3957. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3958. for (auto b : bl)
  3959. {
  3960. SetStackEffect sse;
  3961. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3962. if (val > 3)
  3963. {
  3964. for (auto s : gs->curB->battleGetAllStacks())
  3965. {
  3966. if (st->owner == s->owner && s->isValidTarget()) //all allied
  3967. sse.stacks.push_back (s->ID);
  3968. }
  3969. }
  3970. else
  3971. sse.stacks.push_back (st->ID);
  3972. Bonus pseudoBonus;
  3973. pseudoBonus.sid = b->subtype;
  3974. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3975. pseudoBonus.turnsRemain = 50;
  3976. st->stackEffectToFeature (sse.effect, pseudoBonus);
  3977. if (sse.effect.size())
  3978. sendAndApply (&sse);
  3979. }
  3980. }
  3981. }
  3982. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  3983. {
  3984. //we want to determine following vars depending on obstacle type
  3985. int damage = -1;
  3986. int effect = -1;
  3987. bool oneTimeObstacle = false;
  3988. //helper info
  3989. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  3990. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  3991. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  3992. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  3993. {
  3994. damage = battleGetMoatDmg();
  3995. }
  3996. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  3997. {
  3998. //You don't get hit by a Mine you can see.
  3999. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4000. return;
  4001. oneTimeObstacle = true;
  4002. effect = 82; //makes
  4003. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4004. if(sp->isImmuneByStack(hero, curStack))
  4005. return;
  4006. damage = sp->calculateDamage(hero, curStack,
  4007. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4008. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4009. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4010. }
  4011. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4012. {
  4013. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4014. if(sp->isImmuneByStack(hero, curStack))
  4015. return;
  4016. damage = sp->calculateDamage(hero, curStack,
  4017. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4018. }
  4019. else
  4020. {
  4021. //no other obstacle does damage to stack
  4022. return;
  4023. }
  4024. BattleStackAttacked bsa;
  4025. if(effect >= 0)
  4026. {
  4027. bsa.flags |= BattleStackAttacked::EFFECT;
  4028. bsa.effect = effect; //makes POOF
  4029. }
  4030. bsa.damageAmount = damage;
  4031. bsa.stackAttacked = curStack->ID;
  4032. bsa.attackerID = -1;
  4033. curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
  4034. StacksInjured si;
  4035. si.stacks.push_back(bsa);
  4036. sendAndApply(&si);
  4037. if(oneTimeObstacle)
  4038. removeObstacle(obstacle);
  4039. }
  4040. void CGameHandler::handleTimeEvents()
  4041. {
  4042. gs->map->events.sort(evntCmp);
  4043. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4044. {
  4045. CMapEvent ev = gs->map->events.front();
  4046. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4047. {
  4048. auto color = PlayerColor(player);
  4049. PlayerState *pinfo = gs->getPlayer(color, false); //do not output error if player does not exist
  4050. if( pinfo //player exists
  4051. && (ev.players & 1<<player) //event is enabled to this player
  4052. && ((ev.computerAffected && !pinfo->human)
  4053. || (ev.humanAffected && pinfo->human)
  4054. )
  4055. )
  4056. {
  4057. //give resources
  4058. SetResources sr;
  4059. sr.player = color;
  4060. sr.res = pinfo->resources + ev.resources;
  4061. //prepare dialog
  4062. InfoWindow iw;
  4063. iw.player = color;
  4064. iw.text << ev.message;
  4065. for (int i=0; i<ev.resources.size(); i++)
  4066. {
  4067. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4068. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4069. }
  4070. if (iw.components.size())
  4071. {
  4072. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4073. sendAndApply(&sr); //update player resources if changed
  4074. }
  4075. sendAndApply(&iw); //show dialog
  4076. }
  4077. } //PLAYERS LOOP
  4078. if(ev.nextOccurence)
  4079. {
  4080. gs->map->events.pop_front();
  4081. ev.firstOccurence += ev.nextOccurence;
  4082. auto it = gs->map->events.begin();
  4083. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4084. it++;
  4085. gs->map->events.insert(it, ev);
  4086. }
  4087. else
  4088. {
  4089. gs->map->events.pop_front();
  4090. }
  4091. }
  4092. //TODO send only if changed
  4093. UpdateMapEvents ume;
  4094. ume.events = gs->map->events;
  4095. sendAndApply(&ume);
  4096. }
  4097. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4098. {
  4099. town->events.sort(evntCmp);
  4100. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4101. {
  4102. PlayerColor player = town->tempOwner;
  4103. CCastleEvent ev = town->events.front();
  4104. PlayerState *pinfo = gs->getPlayer(player, false);
  4105. if( pinfo //player exists
  4106. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4107. && ((ev.computerAffected && !pinfo->human)
  4108. || (ev.humanAffected && pinfo->human) ) )
  4109. {
  4110. // dialog
  4111. InfoWindow iw;
  4112. iw.player = player;
  4113. iw.text << ev.message;
  4114. if(ev.resources.nonZero())
  4115. {
  4116. TResources was = n.res[player];
  4117. n.res[player] += ev.resources;
  4118. n.res[player].amax(0);
  4119. for (int i=0; i<ev.resources.size(); i++)
  4120. 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
  4121. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4122. }
  4123. for(auto & i : ev.buildings)
  4124. {
  4125. if(!town->hasBuilt(i))
  4126. {
  4127. buildStructure(town->id, i, true);
  4128. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4129. }
  4130. }
  4131. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4132. {
  4133. n.cres[town->id].tid = town->id;
  4134. n.cres[town->id].creatures = town->creatures;
  4135. }
  4136. auto & sac = n.cres[town->id];
  4137. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4138. {
  4139. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4140. {
  4141. sac.creatures[i].first += ev.creatures.at(i);
  4142. iw.components.push_back(Component(Component::CREATURE,
  4143. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4144. }
  4145. }
  4146. sendAndApply(&iw); //show dialog
  4147. }
  4148. if(ev.nextOccurence)
  4149. {
  4150. town->events.pop_front();
  4151. ev.firstOccurence += ev.nextOccurence;
  4152. auto it = town->events.begin();
  4153. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4154. it++;
  4155. town->events.insert(it, ev);
  4156. }
  4157. else
  4158. {
  4159. town->events.pop_front();
  4160. }
  4161. }
  4162. //TODO send only if changed
  4163. UpdateCastleEvents uce;
  4164. uce.town = town->id;
  4165. uce.events = town->events;
  4166. sendAndApply(&uce);
  4167. }
  4168. bool CGameHandler::complain( const std::string &problem )
  4169. {
  4170. sendMessageToAll("Server encountered a problem: " + problem);
  4171. logGlobal->error(problem);
  4172. return true;
  4173. }
  4174. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4175. {
  4176. //PlayerColor player = getOwner(hid);
  4177. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4178. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4179. assert(lowerArmy);
  4180. assert(upperArmy);
  4181. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4182. queries.addQuery(garrisonQuery);
  4183. GarrisonDialog gd;
  4184. gd.hid = hid;
  4185. gd.objid = upobj;
  4186. gd.removableUnits = removableUnits;
  4187. gd.queryID = garrisonQuery->queryID;
  4188. sendAndApply(&gd);
  4189. }
  4190. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4191. {
  4192. OpenWindow ow;
  4193. ow.window = OpenWindow::THIEVES_GUILD;
  4194. ow.id1 = player.getNum();
  4195. ow.id2 = requestingObjId.getNum();
  4196. sendAndApply(&ow);
  4197. }
  4198. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4199. {
  4200. if(id1 == id2)
  4201. return true;
  4202. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4203. if(!o1 || !o2)
  4204. return true; //arranging stacks within an object should be always allowed
  4205. if (o1 && o2)
  4206. {
  4207. if(o1->ID == Obj::TOWN)
  4208. {
  4209. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4210. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4211. return true;
  4212. }
  4213. if(o2->ID == Obj::TOWN)
  4214. {
  4215. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4216. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4217. return true;
  4218. }
  4219. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4220. {
  4221. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4222. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4223. // two heroes in same town (garrisoned and visiting)
  4224. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4225. return true;
  4226. }
  4227. //Ongoing garrison exchange
  4228. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4229. {
  4230. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4231. return true;
  4232. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4233. return true;
  4234. }
  4235. }
  4236. return false;
  4237. }
  4238. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4239. {
  4240. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4241. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4242. queries.addQuery(visitQuery); //TODO real visit pos
  4243. HeroVisit hv;
  4244. hv.obj = obj;
  4245. hv.hero = h;
  4246. hv.player = h->tempOwner;
  4247. hv.starting = true;
  4248. sendAndApply(&hv);
  4249. obj->onHeroVisit(h);
  4250. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4251. }
  4252. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4253. {
  4254. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4255. HeroVisit hv;
  4256. hv.player = query.players.front();
  4257. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4258. hv.hero = query.visitingHero;
  4259. assert(hv.hero);
  4260. hv.starting = false;
  4261. sendAndApply(&hv);
  4262. }
  4263. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4264. {
  4265. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4266. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4267. {
  4268. complain("Cannot build boat in this shipyard!");
  4269. return false;
  4270. }
  4271. else if(obj->o->ID == Obj::TOWN
  4272. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4273. {
  4274. complain("Cannot build boat in the town - no shipyard!");
  4275. return false;
  4276. }
  4277. const PlayerColor playerID = obj->o->tempOwner;
  4278. TResources boatCost;
  4279. obj->getBoatCost(boatCost);
  4280. TResources aviable = gs->getPlayer(playerID)->resources;
  4281. if (!aviable.canAfford(boatCost))
  4282. {
  4283. complain("Not enough resources to build a boat!");
  4284. return false;
  4285. }
  4286. int3 tile = obj->bestLocation();
  4287. if(!gs->map->isInTheMap(tile))
  4288. {
  4289. complain("Cannot find appropriate tile for a boat!");
  4290. return false;
  4291. }
  4292. //take boat cost
  4293. SetResources sr;
  4294. sr.player = playerID;
  4295. sr.res = (aviable - boatCost);
  4296. sendAndApply(&sr);
  4297. //create boat
  4298. NewObject no;
  4299. no.ID = Obj::BOAT;
  4300. no.subID = obj->getBoatType();
  4301. no.pos = tile + int3(1,0,0);
  4302. sendAndApply(&no);
  4303. return true;
  4304. }
  4305. void CGameHandler::engageIntoBattle( PlayerColor player )
  4306. {
  4307. //notify interfaces
  4308. PlayerBlocked pb;
  4309. pb.player = player;
  4310. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4311. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4312. sendAndApply(&pb);
  4313. }
  4314. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4315. {
  4316. for(auto playerColor : playerColors)
  4317. {
  4318. if(gs->getPlayer(playerColor, false))
  4319. checkVictoryLossConditionsForPlayer(playerColor);
  4320. }
  4321. }
  4322. void CGameHandler::checkVictoryLossConditionsForAll()
  4323. {
  4324. std::set<PlayerColor> playerColors;
  4325. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4326. {
  4327. playerColors.insert(PlayerColor(i));
  4328. }
  4329. checkVictoryLossConditions(playerColors);
  4330. }
  4331. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4332. {
  4333. const PlayerState *p = gs->getPlayer(player);
  4334. if(p->status != EPlayerStatus::INGAME) return;
  4335. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4336. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4337. {
  4338. InfoWindow iw;
  4339. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4340. sendAndApply(&iw);
  4341. PlayerEndsGame peg;
  4342. peg.player = player;
  4343. peg.victoryLossCheckResult = victoryLossCheckResult;
  4344. sendAndApply(&peg);
  4345. if(victoryLossCheckResult.victory())
  4346. {
  4347. //one player won -> all enemies lost
  4348. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4349. {
  4350. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4351. {
  4352. peg.player = i->first;
  4353. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4354. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4355. InfoWindow iw;
  4356. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4357. iw.player = i->first;
  4358. sendAndApply(&iw);
  4359. sendAndApply(&peg);
  4360. }
  4361. }
  4362. if(p->human)
  4363. {
  4364. end2 = true;
  4365. if(gs->scenarioOps->campState)
  4366. {
  4367. std::vector<CGHeroInstance *> crossoverHeroes;
  4368. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4369. {
  4370. if(hero->tempOwner == player)
  4371. {
  4372. // keep all heroes from the winning player
  4373. crossoverHeroes.push_back(hero);
  4374. }
  4375. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4376. {
  4377. // keep hero whether lost or won (like Xeron in AB campaign)
  4378. crossoverHeroes.push_back(hero);
  4379. }
  4380. }
  4381. // keep lost heroes which are in heroes pool
  4382. for(auto & heroPair : gs->hpool.heroesPool)
  4383. {
  4384. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4385. {
  4386. crossoverHeroes.push_back(heroPair.second.get());
  4387. }
  4388. }
  4389. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4390. //Request clients to change connection mode
  4391. PrepareForAdvancingCampaign pfac;
  4392. sendAndApply(&pfac);
  4393. //Change connection mode
  4394. if(getPlayer(player)->human && getStartInfo()->campState)
  4395. {
  4396. for(auto connection : conns)
  4397. connection->prepareForSendingHeroes();
  4398. }
  4399. UpdateCampaignState ucs;
  4400. ucs.camp = gs->scenarioOps->campState;
  4401. sendAndApply(&ucs);
  4402. }
  4403. }
  4404. }
  4405. else
  4406. {
  4407. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4408. auto hlp = p->heroes;
  4409. for(auto h : hlp) //eliminate heroes
  4410. {
  4411. if(h.get())
  4412. removeObject(h);
  4413. }
  4414. //player lost -> all his objects become unflagged (neutral)
  4415. for (auto obj : gs->map->objects) //unflag objs
  4416. {
  4417. if(obj.get() && obj->tempOwner == player)
  4418. setOwner(obj, PlayerColor::NEUTRAL);
  4419. }
  4420. //eliminating one player may cause victory of another:
  4421. std::set<PlayerColor> playerColors;
  4422. //do not copy player state (CBonusSystemNode) by value
  4423. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4424. {
  4425. if (p.first != player)
  4426. playerColors.insert(p.first);
  4427. }
  4428. //notify all players
  4429. for (auto pc : playerColors)
  4430. {
  4431. if (gs->getPlayer(pc)->status == EPlayerStatus::INGAME)
  4432. {
  4433. InfoWindow iw;
  4434. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4435. iw.player = pc;
  4436. sendAndApply(&iw);
  4437. }
  4438. }
  4439. checkVictoryLossConditions(playerColors);
  4440. }
  4441. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4442. // If we are called before the actual game start, there might be no current player
  4443. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4444. {
  4445. // If player making turn has lost his turn must be over as well
  4446. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4447. }
  4448. }
  4449. }
  4450. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4451. {
  4452. out.player = player;
  4453. out.text.clear();
  4454. out.text << victoryLossCheckResult.messageToSelf;
  4455. // hackish, insert one player-specific string, if applicable
  4456. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4457. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4458. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4459. }
  4460. bool CGameHandler::dig( const CGHeroInstance *h )
  4461. {
  4462. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4463. {
  4464. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4465. {
  4466. complain("Cannot dig - there is already a hole under the hero!");
  4467. return false;
  4468. }
  4469. }
  4470. if(h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4471. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4472. //create a hole
  4473. NewObject no;
  4474. no.ID = Obj::HOLE;
  4475. no.pos = h->getPosition();
  4476. no.subID = 0;
  4477. sendAndApply(&no);
  4478. //take MPs
  4479. SetMovePoints smp;
  4480. smp.hid = h->id;
  4481. smp.val = 0;
  4482. sendAndApply(&smp);
  4483. InfoWindow iw;
  4484. iw.player = h->tempOwner;
  4485. if(gs->map->grailPos == h->getPosition())
  4486. {
  4487. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4488. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4489. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4490. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4491. sendAndApply(&iw);
  4492. iw.soundID = soundBase::invalid;
  4493. iw.text.clear();
  4494. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4495. sendAndApply(&iw);
  4496. }
  4497. else
  4498. {
  4499. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4500. iw.soundID = soundBase::Dig;
  4501. sendAndApply(&iw);
  4502. }
  4503. return true;
  4504. }
  4505. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4506. {
  4507. if(attacker->hasBonusOfType(attackMode))
  4508. {
  4509. std::set<SpellID> spellsToCast;
  4510. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4511. for(const Bonus *sf : *spells)
  4512. {
  4513. spellsToCast.insert (SpellID(sf->subtype));
  4514. }
  4515. for(SpellID spellID : spellsToCast)
  4516. {
  4517. const CStack * oneOfAttacked = nullptr;
  4518. for (auto & elem : bat.bsa)
  4519. {
  4520. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4521. {
  4522. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4523. break;
  4524. }
  4525. }
  4526. bool castMe = false;
  4527. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4528. return;
  4529. int spellLevel = 0;
  4530. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4531. for(const Bonus *sf : *spellsByType)
  4532. {
  4533. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4534. int meleeRanged = sf->additionalInfo / 1000;
  4535. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4536. castMe = true;
  4537. }
  4538. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4539. vstd::amin (chance, 100);
  4540. const CSpell * spell = SpellID(spellID).toSpell();
  4541. if(gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4542. continue;
  4543. //check if spell should be cast (probability handling)
  4544. if(gs->getRandomGenerator().nextInt(99) >= chance)
  4545. continue;
  4546. //casting
  4547. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4548. {
  4549. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4550. parameters.spellLvl = spellLevel;
  4551. parameters.effectLevel = spellLevel;
  4552. parameters.aimToStack(oneOfAttacked);
  4553. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4554. parameters.cast(spellEnv);
  4555. }
  4556. }
  4557. }
  4558. }
  4559. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4560. {
  4561. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4562. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4563. }
  4564. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4565. {
  4566. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4567. if (!attacker) //could be already dead
  4568. return;
  4569. auto cast = [=](SpellID spellID, int power)
  4570. {
  4571. const CSpell * spell = SpellID(spellID).toSpell();
  4572. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4573. parameters.spellLvl = 0;
  4574. parameters.effectLevel = 0;
  4575. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4576. parameters.effectPower = power;
  4577. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4578. parameters.cast(spellEnv);
  4579. };
  4580. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4581. if(bat.bsa.at(0).newAmount <= 0)
  4582. {
  4583. //don't try death stare or acid breath on dead stack (crash!)
  4584. return;
  4585. }
  4586. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4587. {
  4588. // mechanics of Death Stare as in H3:
  4589. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4590. //original formula x = min(x, (gorgons_count + 9)/10);
  4591. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4592. vstd::amin(chanceToKill, 1); //cap at 100%
  4593. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4594. std::mt19937 rng(std::time(nullptr));
  4595. int staredCreatures = distribution(rng);
  4596. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4597. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4598. vstd::amin(staredCreatures, maxToKill);
  4599. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4600. if (staredCreatures)
  4601. {
  4602. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4603. cast(SpellID::DEATH_STARE, staredCreatures);
  4604. }
  4605. }
  4606. int acidDamage = 0;
  4607. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4608. for(const Bonus *b : *acidBreath)
  4609. {
  4610. if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
  4611. acidDamage += b->val;
  4612. }
  4613. if (acidDamage)
  4614. {
  4615. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4616. }
  4617. }
  4618. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4619. {
  4620. const CSpell *s = spellID.toSpell();
  4621. AdventureSpellCastParameters p;
  4622. p.caster = h;
  4623. p.pos = pos;
  4624. return s->adventureCast(spellEnv, p);
  4625. }
  4626. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4627. {
  4628. if (!t.visitableObjects.empty())
  4629. {
  4630. //to prevent self-visiting heroes on space press
  4631. if(t.visitableObjects.back() != h)
  4632. objectVisited(t.visitableObjects.back(), h);
  4633. else if(t.visitableObjects.size() > 1)
  4634. objectVisited(*(t.visitableObjects.end()-2),h);
  4635. }
  4636. }
  4637. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4638. {
  4639. int oldCount = hero->getStackCount(slot);
  4640. if(oldCount < count)
  4641. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4642. else if(oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4643. COMPLAIN_RET("Cannot sacrifice last creature!");
  4644. int crid = hero->getStack(slot).type->idNumber;
  4645. changeStackCount(StackLocation(hero, slot), -count);
  4646. int dump, exp;
  4647. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4648. exp *= count;
  4649. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4650. return true;
  4651. }
  4652. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4653. {
  4654. ArtifactLocation al(hero, slot);
  4655. const CArtifactInstance *a = al.getArt();
  4656. if(!a)
  4657. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4658. int dmp, expToGive;
  4659. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4660. removeArtifact(al);
  4661. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4662. return true;
  4663. }
  4664. void CGameHandler::makeStackDoNothing(const CStack * next)
  4665. {
  4666. BattleAction doNothing;
  4667. doNothing.actionType = Battle::NO_ACTION;
  4668. doNothing.additionalInfo = 0;
  4669. doNothing.destinationTile = -1;
  4670. doNothing.side = !next->attackerOwned;
  4671. doNothing.stackNumber = next->ID;
  4672. makeAutomaticAction(next, doNothing);
  4673. }
  4674. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4675. {
  4676. if(sl.army->hasStackAtSlot(sl.slot))
  4677. COMPLAIN_RET("Slot is already taken!");
  4678. if(!sl.slot.validSlot())
  4679. COMPLAIN_RET("Cannot insert stack to that slot!");
  4680. InsertNewStack ins;
  4681. ins.sl = sl;
  4682. ins.stack = CStackBasicDescriptor(c, count);
  4683. sendAndApply(&ins);
  4684. return true;
  4685. }
  4686. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4687. {
  4688. if(!sl.army->hasStackAtSlot(sl.slot))
  4689. COMPLAIN_RET("Cannot find a stack to erase");
  4690. if(sl.army->stacksCount() == 1 //from the last stack
  4691. && sl.army->needsLastStack() //that must be left
  4692. && !forceRemoval) //ignore above conditions if we are forcing removal
  4693. {
  4694. COMPLAIN_RET("Cannot erase the last stack!");
  4695. }
  4696. EraseStack es;
  4697. es.sl = sl;
  4698. sendAndApply(&es);
  4699. return true;
  4700. }
  4701. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4702. {
  4703. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4704. if((absoluteValue && count < 0)
  4705. || (!absoluteValue && -count > currentCount))
  4706. {
  4707. COMPLAIN_RET("Cannot take more stacks than present!");
  4708. }
  4709. if((currentCount == -count && !absoluteValue)
  4710. || (!count && absoluteValue))
  4711. {
  4712. eraseStack(sl);
  4713. }
  4714. else
  4715. {
  4716. ChangeStackCount csc;
  4717. csc.sl = sl;
  4718. csc.count = count;
  4719. csc.absoluteValue = absoluteValue;
  4720. sendAndApply(&csc);
  4721. }
  4722. return true;
  4723. }
  4724. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4725. {
  4726. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4727. if(!slotC) //slot is empty
  4728. insertNewStack(sl, c, count);
  4729. else if(c == slotC)
  4730. changeStackCount(sl, count);
  4731. else
  4732. {
  4733. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4734. }
  4735. return true;
  4736. }
  4737. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4738. {
  4739. if(removeObjWhenFinished)
  4740. removeAfterVisit(src);
  4741. if(!src->canBeMergedWith(*dst, allowMerging))
  4742. {
  4743. if (allowMerging) //do that, add all matching creatures.
  4744. {
  4745. bool cont = true;
  4746. while (cont)
  4747. {
  4748. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4749. {
  4750. SlotID pos = dst->getSlotFor(i->second->type);
  4751. if(pos.validSlot())
  4752. {
  4753. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4754. cont = true;
  4755. break; //or iterator crashes
  4756. }
  4757. cont = false;
  4758. }
  4759. }
  4760. }
  4761. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4762. }
  4763. else //merge
  4764. {
  4765. moveArmy(src, dst, allowMerging);
  4766. }
  4767. }
  4768. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4769. {
  4770. if(!src.army->hasStackAtSlot(src.slot))
  4771. COMPLAIN_RET("No stack to move!");
  4772. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4773. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4774. if(!dst.slot.validSlot())
  4775. COMPLAIN_RET("Cannot move stack to that slot!");
  4776. if(count == -1)
  4777. {
  4778. count = src.army->getStackCount(src.slot);
  4779. }
  4780. if(src.army != dst.army //moving away
  4781. && count == src.army->getStackCount(src.slot) //all creatures
  4782. && src.army->stacksCount() == 1 //from the last stack
  4783. && src.army->needsLastStack()) //that must be left
  4784. {
  4785. COMPLAIN_RET("Cannot move away the last creature!");
  4786. }
  4787. RebalanceStacks rs;
  4788. rs.src = src;
  4789. rs.dst = dst;
  4790. rs.count = count;
  4791. sendAndApply(&rs);
  4792. return true;
  4793. }
  4794. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4795. {
  4796. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4797. return moveStack(sl2, sl1);
  4798. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4799. return moveStack(sl1, sl2);
  4800. else
  4801. {
  4802. SwapStacks ss;
  4803. ss.sl1 = sl1;
  4804. ss.sl2 = sl2;
  4805. sendAndApply(&ss);
  4806. return true;
  4807. }
  4808. }
  4809. void CGameHandler::runBattle()
  4810. {
  4811. setBattle(gs->curB);
  4812. assert(gs->curB);
  4813. //TODO: pre-tactic stuff, call scripts etc.
  4814. //tactic round
  4815. {
  4816. while(gs->curB->tacticDistance && !battleResult.get())
  4817. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4818. }
  4819. //spells opening battle
  4820. for(int i = 0; i < 2; ++i)
  4821. {
  4822. auto h = gs->curB->battleGetFightingHero(i);
  4823. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4824. {
  4825. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4826. for (Bonus *b : *bl)
  4827. {
  4828. const CSpell * spell = SpellID(b->subtype).toSpell();
  4829. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4830. parameters.spellLvl = 3;
  4831. parameters.effectLevel = 3;
  4832. parameters.aimToHex(BattleHex::INVALID);
  4833. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4834. parameters.enchantPower = b->val;
  4835. parameters.cast(spellEnv);
  4836. }
  4837. }
  4838. }
  4839. //main loop
  4840. while(!battleResult.get()) //till the end of the battle ;]
  4841. {
  4842. NEW_ROUND;
  4843. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4844. for(auto &obstPtr : obstacles)
  4845. {
  4846. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4847. if(sco->turnsRemaining == 0)
  4848. removeObstacle(*obstPtr);
  4849. }
  4850. const BattleInfo & curB = *gs->curB;
  4851. //stack loop
  4852. const CStack *next;
  4853. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4854. {
  4855. std::set <const CStack *> stacksToRemove;
  4856. for(auto stack : curB.stacks)
  4857. {
  4858. if(vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  4859. stacksToRemove.insert(stack);
  4860. }
  4861. for(auto stack : stacksToRemove)
  4862. {
  4863. BattleStacksRemoved bsr;
  4864. bsr.stackIDs.insert(stack->ID);
  4865. sendAndApply(&bsr);
  4866. }
  4867. //check for bad morale => freeze
  4868. int nextStackMorale = next->MoraleVal();
  4869. if( nextStackMorale < 0 &&
  4870. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4871. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4872. )
  4873. {
  4874. if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4875. {
  4876. //unit loses its turn - empty freeze action
  4877. BattleAction ba;
  4878. ba.actionType = Battle::BAD_MORALE;
  4879. ba.additionalInfo = 1;
  4880. ba.side = !next->attackerOwned;
  4881. ba.stackNumber = next->ID;
  4882. makeAutomaticAction(next, ba);
  4883. continue;
  4884. }
  4885. }
  4886. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4887. { //fixme: stack should not attack itself
  4888. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4889. if(attackInfo.first != nullptr)
  4890. {
  4891. BattleAction attack;
  4892. attack.actionType = Battle::WALK_AND_ATTACK;
  4893. attack.side = !next->attackerOwned;
  4894. attack.stackNumber = next->ID;
  4895. attack.additionalInfo = attackInfo.first->position;
  4896. attack.destinationTile = attackInfo.second;
  4897. makeAutomaticAction(next, attack);
  4898. }
  4899. else
  4900. {
  4901. makeStackDoNothing(next);
  4902. }
  4903. continue;
  4904. }
  4905. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4906. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  4907. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  4908. {
  4909. BattleAction attack;
  4910. attack.actionType = Battle::SHOOT;
  4911. attack.side = !next->attackerOwned;
  4912. attack.stackNumber = next->ID;
  4913. for(auto & elem : gs->curB->stacks)
  4914. {
  4915. if(elem->owner != next->owner && elem->isValidTarget())
  4916. {
  4917. attack.destinationTile = elem->position;
  4918. break;
  4919. }
  4920. }
  4921. makeAutomaticAction(next, attack);
  4922. continue;
  4923. }
  4924. if(next->getCreature()->idNumber == CreatureID::CATAPULT)
  4925. {
  4926. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  4927. if(attackableBattleHexes.empty())
  4928. {
  4929. makeStackDoNothing(next);
  4930. continue;
  4931. }
  4932. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  4933. {
  4934. BattleAction attack;
  4935. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  4936. gs->getRandomGenerator());
  4937. attack.actionType = Battle::CATAPULT;
  4938. attack.additionalInfo = 0;
  4939. attack.side = !next->attackerOwned;
  4940. attack.stackNumber = next->ID;
  4941. makeAutomaticAction(next, attack);
  4942. continue;
  4943. }
  4944. }
  4945. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  4946. {
  4947. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  4948. {
  4949. return s->owner == next->owner && s->canBeHealed();
  4950. });
  4951. if(!possibleStacks.size())
  4952. {
  4953. makeStackDoNothing(next);
  4954. continue;
  4955. }
  4956. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  4957. {
  4958. range::random_shuffle(possibleStacks);
  4959. const CStack * toBeHealed = possibleStacks.front();
  4960. BattleAction heal;
  4961. heal.actionType = Battle::STACK_HEAL;
  4962. heal.additionalInfo = 0;
  4963. heal.destinationTile = toBeHealed->position;
  4964. heal.side = !next->attackerOwned;
  4965. heal.stackNumber = next->ID;
  4966. makeAutomaticAction(next, heal);
  4967. continue;
  4968. }
  4969. }
  4970. int numberOfAsks = 1;
  4971. bool breakOuter = false;
  4972. do
  4973. {//ask interface and wait for answer
  4974. if(!battleResult.get())
  4975. {
  4976. stackTurnTrigger(next); //various effects
  4977. if (vstd::contains(next->state, EBattleStackState::FEAR))
  4978. {
  4979. makeStackDoNothing(next); //end immediately if stack was affected by fear
  4980. }
  4981. else
  4982. {
  4983. logGlobal->trace("Activating %s", next->nodeName());
  4984. auto nextId = next->ID;
  4985. BattleSetActiveStack sas;
  4986. sas.stack = nextId;
  4987. sendAndApply(&sas);
  4988. auto actionWasMade = [&]() -> bool
  4989. {
  4990. if(battleMadeAction.data)//active stack has made its action
  4991. return true;
  4992. if(battleResult.get())// battle is finished
  4993. return true;
  4994. if(next == nullptr)//active stack was been removed
  4995. return true;
  4996. return !next->alive();//active stack is dead
  4997. };
  4998. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  4999. battleMadeAction.data = false;
  5000. while(!actionWasMade())
  5001. {
  5002. battleMadeAction.cond.wait(lock);
  5003. if(battleGetStackByID(nextId, false) != next)
  5004. next = nullptr; //it may be removed, while we wait
  5005. }
  5006. }
  5007. }
  5008. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5009. {
  5010. breakOuter = true;
  5011. break;
  5012. }
  5013. //we're after action, all results applied
  5014. checkBattleStateChanges(); //check if this action ended the battle
  5015. if(next != nullptr)
  5016. {
  5017. //check for good morale
  5018. nextStackMorale = next->MoraleVal();
  5019. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5020. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5021. && !next->waited()
  5022. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5023. && next->alive()
  5024. && nextStackMorale > 0
  5025. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5026. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5027. )
  5028. {
  5029. if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5030. {
  5031. BattleTriggerEffect bte;
  5032. bte.stackID = next->ID;
  5033. bte.effect = Bonus::MORALE;
  5034. bte.val = 1;
  5035. bte.additionalInfo = 0;
  5036. sendAndApply(&bte); //play animation
  5037. ++numberOfAsks; //move this stack once more
  5038. }
  5039. }
  5040. }
  5041. --numberOfAsks;
  5042. } while (numberOfAsks > 0);
  5043. if (breakOuter)
  5044. {
  5045. break;
  5046. }
  5047. }
  5048. }
  5049. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5050. }
  5051. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5052. {
  5053. BattleSetActiveStack bsa;
  5054. bsa.stack = stack->ID;
  5055. bsa.askPlayerInterface = false;
  5056. sendAndApply(&bsa);
  5057. bool ret = makeBattleAction(ba);
  5058. checkBattleStateChanges();
  5059. return ret;
  5060. }
  5061. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5062. {
  5063. assert(a->artType);
  5064. ArtifactLocation al;
  5065. al.artHolder = const_cast<CGHeroInstance*>(h);
  5066. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5067. if(pos < 0)
  5068. {
  5069. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5070. slot = a->firstAvailableSlot(h);
  5071. else
  5072. slot = a->firstBackpackSlot(h);
  5073. }
  5074. else
  5075. {
  5076. slot = pos;
  5077. }
  5078. al.slot = slot;
  5079. if(slot < 0 || !a->canBePutAt(al))
  5080. {
  5081. complain("Cannot put artifact in that slot!");
  5082. return;
  5083. }
  5084. putArtifact(al, a);
  5085. }
  5086. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5087. {
  5088. PutArtifact pa;
  5089. pa.art = a;
  5090. pa.al = al;
  5091. sendAndApply(&pa);
  5092. }
  5093. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5094. {
  5095. CArtifactInstance *a = nullptr;
  5096. if(!artType->constituents)
  5097. {
  5098. a = new CArtifactInstance();
  5099. }
  5100. else
  5101. {
  5102. a = new CCombinedArtifactInstance();
  5103. }
  5104. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5105. NewArtifact na;
  5106. na.art = a;
  5107. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5108. giveHeroArtifact(h, a, pos);
  5109. }
  5110. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5111. {
  5112. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5113. if(battleResult.data)
  5114. {
  5115. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5116. % battleResult.data->result % resultType).str());
  5117. return;
  5118. }
  5119. auto br = new BattleResult;
  5120. br->result = resultType;
  5121. br->winner = victoriusSide; //surrendering side loses
  5122. gs->curB->calculateCasualties(br->casualties);
  5123. battleResult.data = br;
  5124. }
  5125. void CGameHandler::commitPackage( CPackForClient *pack )
  5126. {
  5127. sendAndApply(pack);
  5128. }
  5129. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5130. {
  5131. std::vector<int3>::iterator tile;
  5132. std::vector<int3> tiles;
  5133. getFreeTiles(tiles);
  5134. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5135. std::random_shuffle(tiles.begin(), tiles.end());
  5136. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5137. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5138. for (int i = 0; i < amount; ++i)
  5139. {
  5140. tile = tiles.begin();
  5141. logGlobal->trace("\tSpawning monster at %s",(*tile)());
  5142. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5143. tiles.erase(tile); //not use it again
  5144. }
  5145. }
  5146. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5147. {
  5148. ObstaclesRemoved obsRem;
  5149. obsRem.obstacles.insert(obstacle.uniqueID);
  5150. sendAndApply(&obsRem);
  5151. }
  5152. void CGameHandler::synchronizeArtifactHandlerLists()
  5153. {
  5154. UpdateArtHandlerLists uahl;
  5155. uahl.treasures = VLC->arth->treasures;
  5156. uahl.minors = VLC->arth->minors;
  5157. uahl.majors = VLC->arth->majors;
  5158. uahl.relics = VLC->arth->relics;
  5159. sendAndApply(&uahl);
  5160. }
  5161. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5162. {
  5163. return vstd::contains(gs->map->objects, obj);
  5164. }
  5165. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5166. {
  5167. if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5168. return false;
  5169. auto query = queries.topQuery(player);
  5170. if(query && query->blocksPack(pack))
  5171. {
  5172. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5173. return true;
  5174. }
  5175. return false;
  5176. }
  5177. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5178. {
  5179. //If the object is being visited, there must be a matching query
  5180. for(const auto &query : queries.allQueries())
  5181. {
  5182. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5183. {
  5184. if(someVistQuery->visitedObject == object)
  5185. {
  5186. someVistQuery->removeObjectAfterVisit = true;
  5187. return;
  5188. }
  5189. }
  5190. };
  5191. //If we haven't returned so far, there is no query and no visit, call was wrong
  5192. assert("This function needs to be called during the object visit!");
  5193. }
  5194. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5195. {
  5196. std::unordered_set<int3, ShashInt3> tiles;
  5197. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5198. if (hide)
  5199. {
  5200. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5201. auto p = gs->getPlayer(player);
  5202. for (auto h : p->heroes)
  5203. {
  5204. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5205. }
  5206. for (auto t : p->towns)
  5207. {
  5208. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5209. }
  5210. for (auto tile : observedTiles)
  5211. vstd::erase_if_present (tiles, tile);
  5212. }
  5213. changeFogOfWar(tiles, player, hide);
  5214. }
  5215. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5216. {
  5217. FoWChange fow;
  5218. fow.tiles = tiles;
  5219. fow.player = player;
  5220. fow.mode = hide? 0 : 1;
  5221. sendAndApply(&fow);
  5222. }
  5223. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5224. {
  5225. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5226. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5227. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5228. return true;
  5229. }
  5230. void CGameHandler::duelFinished()
  5231. {
  5232. auto si = getStartInfo();
  5233. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5234. int casualtiesPoints = 0;
  5235. logGlobal->debug("Winner side %d\nWinner casualties:", (int)battleResult.data->winner);
  5236. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5237. {
  5238. const CCreature *c = VLC->creh->creatures[elem.first];
  5239. logGlobal->debug("\t* %d of %s", elem.second, c->namePl);
  5240. casualtiesPoints += c->AIValue * elem.second;
  5241. }
  5242. logGlobal->debug("Total casualties points: %d", casualtiesPoints);
  5243. time_t timeNow;
  5244. time(&timeNow);
  5245. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5246. if(out)
  5247. {
  5248. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5249. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5250. % asctime(localtime(&timeNow));
  5251. }
  5252. else
  5253. {
  5254. logGlobal->error("Cannot open to write %s", cmdLineOptions["resultsFile"].as<std::string>());
  5255. }
  5256. CSaveFile resultFile("result.vdrst");
  5257. resultFile << *battleResult.data;
  5258. BattleResultsApplied resultsApplied;
  5259. resultsApplied.player1 = finishingBattle->victor;
  5260. resultsApplied.player2 = finishingBattle->loser;
  5261. sendAndApply(&resultsApplied);
  5262. return;
  5263. }
  5264. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5265. army(_army)
  5266. {
  5267. heroWithDeadCommander = ObjectInstanceID();
  5268. PlayerColor color = army->tempOwner;
  5269. if(color == PlayerColor::UNFLAGGABLE)
  5270. color = PlayerColor::NEUTRAL;
  5271. for(CStack *st : bat->stacks)
  5272. {
  5273. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5274. continue;
  5275. if (st->owner != color) //remove only our stacks
  5276. continue;
  5277. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5278. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5279. st->count = std::max (0, st->count - st->resurrected);
  5280. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5281. {
  5282. //do nothing
  5283. logGlobal->debug("Ignored arrow towers stack.");
  5284. }
  5285. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5286. {
  5287. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5288. if(warMachine == ArtifactID::NONE)
  5289. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5290. //catapult artifact remain even if "creature" killed in siege
  5291. else if(warMachine != ArtifactID::CATAPULT && !st->count)
  5292. {
  5293. logGlobal->debug("War machine has been destroyed");
  5294. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5295. if (hero)
  5296. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5297. else
  5298. logGlobal->error("War machine in army without hero");
  5299. }
  5300. }
  5301. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5302. {
  5303. if(st->alive() && st->count > 0)
  5304. {
  5305. logGlobal->debug("Permanently summoned %d units.", st->count);
  5306. const CreatureID summonedType = st->type->idNumber;
  5307. summoned[summonedType] += st->count;
  5308. }
  5309. }
  5310. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5311. {
  5312. if(nullptr == st->base)
  5313. {
  5314. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5315. }
  5316. else
  5317. {
  5318. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5319. if(c)
  5320. {
  5321. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5322. if (h && h->commander == c)
  5323. {
  5324. logGlobal->debug("Commander is dead.");
  5325. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5326. }
  5327. }
  5328. else
  5329. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5330. }
  5331. }
  5332. else if(st->base && !army->slotEmpty(st->slot))
  5333. {
  5334. if(st->count == 0 || !st->alive())
  5335. {
  5336. logGlobal->debug("Stack has been destroyed.");
  5337. StackLocation sl(army, st->slot);
  5338. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5339. }
  5340. else if(st->count < army->getStackCount(st->slot))
  5341. {
  5342. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
  5343. StackLocation sl(army, st->slot);
  5344. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5345. }
  5346. }
  5347. else
  5348. {
  5349. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5350. }
  5351. }
  5352. }
  5353. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5354. {
  5355. for(TStackAndItsNewCount &ncount : newStackCounts)
  5356. {
  5357. if(ncount.second > 0)
  5358. gh->changeStackCount(ncount.first, ncount.second, true);
  5359. else
  5360. gh->eraseStack(ncount.first, true);
  5361. }
  5362. for(auto summoned_iter : summoned)
  5363. {
  5364. SlotID slot = army->getSlotFor(summoned_iter.first);
  5365. if(slot.validSlot())
  5366. {
  5367. StackLocation location(army, slot);
  5368. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5369. }
  5370. else
  5371. {
  5372. //even if it will be possible to summon anything permanently it should be checked for free slot
  5373. //necromancy is handled separately
  5374. gh->complain("No free slot to put summoned creature");
  5375. }
  5376. }
  5377. for (auto al : removedWarMachines)
  5378. {
  5379. gh->removeArtifact(al);
  5380. }
  5381. if (heroWithDeadCommander != ObjectInstanceID())
  5382. {
  5383. SetCommanderProperty scp;
  5384. scp.heroid = heroWithDeadCommander;
  5385. scp.which = SetCommanderProperty::ALIVE;
  5386. scp.amount = 0;
  5387. gh->sendAndApply (&scp);
  5388. }
  5389. }
  5390. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5391. {
  5392. assert(Query->result);
  5393. assert(Query->bi);
  5394. auto &result = *Query->result;
  5395. auto &info = *Query->bi;
  5396. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5397. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5398. victor = info.sides[result.winner].color;
  5399. loser = info.sides[!result.winner].color;
  5400. duel = Duel;
  5401. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5402. }
  5403. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5404. {
  5405. winnerHero = loserHero = nullptr;
  5406. }
  5407. ///ServerSpellCastEnvironment
  5408. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5409. {
  5410. }
  5411. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5412. {
  5413. gh->sendAndApply(info);
  5414. }
  5415. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5416. {
  5417. return gh->gameState()->getRandomGenerator();
  5418. }
  5419. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5420. {
  5421. gh->complain(problem);
  5422. }
  5423. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5424. {
  5425. return gh;
  5426. }
  5427. const CMap * ServerSpellCastEnvironment::getMap() const
  5428. {
  5429. return gh->gameState()->map;
  5430. }
  5431. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5432. {
  5433. return gh->moveHero(hid, dst, teleporting, false, asker);
  5434. }