CGameHandler.cpp 185 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/BattleState.h"
  18. #include "../lib/CondSh.h"
  19. #include "../lib/NetPacks.h"
  20. #include "../lib/VCMI_Lib.h"
  21. #include "../lib/mapping/CMap.h"
  22. #include "../lib/VCMIDirs.h"
  23. #include "../lib/ScopeGuard.h"
  24. #include "../lib/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "CVCMIServer.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/CThreadHelper.h"
  29. #include "../lib/GameConstants.h"
  30. #include "../lib/registerTypes/RegisterTypes.h"
  31. /*
  32. * CGameHandler.cpp, part of VCMI engine
  33. *
  34. * Authors: listed in file AUTHORS in main folder
  35. *
  36. * License: GNU General Public License v2.0 or later
  37. * Full text of license available in license.txt file, in main folder
  38. *
  39. */
  40. #ifndef _MSC_VER
  41. #include <boost/thread/xtime.hpp>
  42. #endif
  43. extern bool end2;
  44. #ifdef min
  45. #undef min
  46. #endif
  47. #ifdef max
  48. #undef max
  49. #endif
  50. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  51. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  52. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. #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->errorStream() << "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->traceStream() << hero->name << " got level "<< 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->errorStream() << "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->traceStream() << "Decremented queries count to " << 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->traceStream() << "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. std::set<const CStack*> attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att->owner, bonus->val, targetHex, att);
  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 ->errorStream() << boost::format("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->traceStream() << boost::format("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. {
  850. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  851. % typeid(*pack).name()).str());
  852. }
  853. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  854. sendPackageResponse(true);
  855. }
  856. else
  857. {
  858. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  859. sendPackageResponse(false);
  860. }
  861. vstd::clear_pointer(pack);
  862. }
  863. }
  864. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  865. {
  866. assert(!c.connected); //make sure that connection has been marked as broken
  867. logGlobal->errorStream() << e.what();
  868. end2 = true;
  869. }
  870. catch(...)
  871. {
  872. end2 = true;
  873. handleException();
  874. throw;
  875. }
  876. logGlobal->errorStream() << "Ended handling connection";
  877. }
  878. int CGameHandler::moveStack(int stack, BattleHex dest)
  879. {
  880. int ret = 0;
  881. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  882. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  883. assert(curStack);
  884. assert(dest < GameConstants::BFIELD_SIZE);
  885. if (gs->curB->tacticDistance)
  886. {
  887. assert(gs->curB->isInTacticRange(dest));
  888. }
  889. auto start = curStack->position;
  890. if(start == dest)
  891. return 0;
  892. //initing necessary tables
  893. auto accessibility = getAccesibility(curStack);
  894. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  895. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  896. {
  897. if(curStack->attackerOwned)
  898. {
  899. if(accessibility.accessible(dest+1, curStack))
  900. dest += BattleHex::RIGHT;
  901. }
  902. else
  903. {
  904. if(accessibility.accessible(dest-1, curStack))
  905. dest += BattleHex::LEFT;
  906. }
  907. }
  908. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  909. {
  910. complain("Given destination is not accessible!");
  911. return 0;
  912. }
  913. bool canUseGate = false;
  914. auto dbState = gs->curB->si.gateState;
  915. if(battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  916. dbState != EGateState::DESTROYED &&
  917. dbState != EGateState::BLOCKED)
  918. {
  919. canUseGate = true;
  920. }
  921. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  922. ret = path.second;
  923. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  924. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  925. {
  926. if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  927. return true;
  928. if(hex == ESiegeHex::GATE_OUTER)
  929. return true;
  930. if(hex == ESiegeHex::GATE_INNER)
  931. return true;
  932. return false;
  933. };
  934. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  935. {
  936. if(isGateDrawbridgeHex(hex))
  937. return true;
  938. if(curStack->doubleWide())
  939. {
  940. BattleHex otherHex = curStack->occupiedHex(hex);
  941. if(otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  942. return true;
  943. }
  944. return false;
  945. };
  946. if(curStack->hasBonusOfType(Bonus::FLYING))
  947. {
  948. if(path.second <= creSpeed && path.first.size() > 0)
  949. {
  950. if(canUseGate && dbState != EGateState::OPENED &&
  951. occupyGateDrawbridgeHex(dest))
  952. {
  953. BattleUpdateGateState db;
  954. db.state = EGateState::OPENED;
  955. sendAndApply(&db);
  956. }
  957. //inform clients about move
  958. BattleStackMoved sm;
  959. sm.stack = curStack->ID;
  960. std::vector<BattleHex> tiles;
  961. tiles.push_back(path.first[0]);
  962. sm.tilesToMove = tiles;
  963. sm.distance = path.second;
  964. sm.teleporting = false;
  965. sendAndApply(&sm);
  966. }
  967. }
  968. else //for non-flying creatures
  969. {
  970. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  971. std::vector<BattleHex> tiles;
  972. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  973. int v = path.first.size()-1;
  974. path.first.push_back(start);
  975. // check if gate need to be open or closed at some point
  976. BattleHex openGateAtHex, gateMayCloseAtHex;
  977. if(canUseGate)
  978. {
  979. for(int i = path.first.size()-1; i >= 0; i--)
  980. {
  981. auto needOpenGates = [&](BattleHex hex) -> bool
  982. {
  983. if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  984. return true;
  985. if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  986. return true;
  987. else if(hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  988. return true;
  989. return false;
  990. };
  991. auto hex = path.first[i];
  992. if(!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  993. {
  994. if(needOpenGates(hex))
  995. openGateAtHex = path.first[i+1];
  996. //TODO we need find batter way to handle double-wide stacks
  997. //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
  998. if(curStack->doubleWide())
  999. {
  1000. BattleHex otherHex = curStack->occupiedHex(hex);
  1001. if(otherHex.isValid() && needOpenGates(otherHex))
  1002. openGateAtHex = path.first[i+2];
  1003. }
  1004. //gate may be opened and then closed during stack movement, but not other way around
  1005. if(openGateAtHex.isValid())
  1006. dbState = EGateState::OPENED;
  1007. }
  1008. if(!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1009. {
  1010. if(hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1011. {
  1012. gateMayCloseAtHex = path.first[i-1];
  1013. }
  1014. if(gs->curB->town->subID == ETownType::FORTRESS)
  1015. {
  1016. if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1017. {
  1018. gateMayCloseAtHex = path.first[i-1];
  1019. }
  1020. else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1021. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1022. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1023. {
  1024. gateMayCloseAtHex = path.first[i-1];
  1025. }
  1026. }
  1027. else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1028. {
  1029. gateMayCloseAtHex = path.first[i-1];
  1030. }
  1031. }
  1032. }
  1033. }
  1034. bool stackIsMoving = true;
  1035. while(stackIsMoving)
  1036. {
  1037. if(v<tilesToMove)
  1038. {
  1039. logGlobal->error("Movement terminated abnormally");
  1040. break;
  1041. }
  1042. bool gateStateChanging = false;
  1043. //special handling for opening gate on from starting hex
  1044. if(openGateAtHex.isValid() && openGateAtHex == start)
  1045. gateStateChanging = true;
  1046. else
  1047. {
  1048. for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1049. {
  1050. BattleHex hex = path.first[v];
  1051. tiles.push_back(hex);
  1052. if((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1053. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1054. {
  1055. gateStateChanging = true;
  1056. }
  1057. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1058. if((obstacle = battleGetObstacleOnPos(hex, false)))
  1059. obstacleHit = true;
  1060. if(curStack->doubleWide())
  1061. {
  1062. BattleHex otherHex = curStack->occupiedHex(hex);
  1063. //two hex creature hit obstacle by backside
  1064. if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1065. obstacleHit = true;
  1066. }
  1067. }
  1068. }
  1069. if(tiles.size() > 0)
  1070. {
  1071. //commit movement
  1072. BattleStackMoved sm;
  1073. sm.stack = curStack->ID;
  1074. sm.distance = path.second;
  1075. sm.teleporting = false;
  1076. sm.tilesToMove = tiles;
  1077. sendAndApply(&sm);
  1078. tiles.clear();
  1079. }
  1080. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1081. if(curStack->position != dest)
  1082. {
  1083. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1084. {
  1085. if(obs)
  1086. {
  1087. handleDamageFromObstacle(*obs, curStack);
  1088. //if stack die in explosion or interrupted by obstacle, abort movement
  1089. if(obs->stopsMovement() || !curStack->alive())
  1090. stackIsMoving = false;
  1091. obs.reset();
  1092. }
  1093. };
  1094. processObstacle(obstacle);
  1095. if(curStack->alive())
  1096. processObstacle(obstacle2);
  1097. if(gateStateChanging)
  1098. {
  1099. if(curStack->position == openGateAtHex)
  1100. {
  1101. openGateAtHex = BattleHex();
  1102. //only open gate if stack is still alive
  1103. if(curStack->alive())
  1104. {
  1105. BattleUpdateGateState db;
  1106. db.state = EGateState::OPENED;
  1107. sendAndApply(&db);
  1108. }
  1109. }
  1110. else if(curStack->position == gateMayCloseAtHex)
  1111. {
  1112. gateMayCloseAtHex = BattleHex();
  1113. updateGateState();
  1114. }
  1115. }
  1116. }
  1117. else
  1118. //movement finished normally: we reached destination
  1119. stackIsMoving = false;
  1120. }
  1121. }
  1122. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1123. if(curStack->alive())
  1124. {
  1125. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1126. {
  1127. handleDamageFromObstacle(*theLastObstacle, curStack);
  1128. }
  1129. }
  1130. if(curStack->alive() && curStack->doubleWide())
  1131. {
  1132. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1133. if(otherHex.isValid())
  1134. if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1135. {
  1136. //two hex creature hit obstacle by backside
  1137. handleDamageFromObstacle(*theLastObstacle, curStack);
  1138. }
  1139. }
  1140. return ret;
  1141. }
  1142. CGameHandler::CGameHandler(void)
  1143. {
  1144. QID = 1;
  1145. //gs = nullptr;
  1146. IObjectInterface::cb = this;
  1147. applier = new CApplier<CBaseForGHApply>;
  1148. registerTypesServerPacks(*applier);
  1149. visitObjectAfterVictory = false;
  1150. queries.gh = this;
  1151. spellEnv = new ServerSpellCastEnvironment(this);
  1152. }
  1153. CGameHandler::~CGameHandler(void)
  1154. {
  1155. delete spellEnv;
  1156. delete applier;
  1157. applier = nullptr;
  1158. delete gs;
  1159. }
  1160. void CGameHandler::init(StartInfo *si)
  1161. {
  1162. if(si->seedToBeUsed == 0)
  1163. {
  1164. si->seedToBeUsed = std::time(nullptr);
  1165. }
  1166. gs = new CGameState();
  1167. logGlobal->infoStream() << "Gamestate created!";
  1168. gs->init(si);
  1169. logGlobal->infoStream() << "Gamestate initialized!";
  1170. // reset seed, so that clients can't predict any following random values
  1171. gs->getRandomGenerator().resetSeed();
  1172. for(auto & elem : gs->players)
  1173. {
  1174. states.addPlayer(elem.first);
  1175. }
  1176. }
  1177. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1178. {
  1179. return a.earlierThan(b);
  1180. }
  1181. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1182. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1183. const PlayerState *p = gs->getPlayer(town->tempOwner);
  1184. if(!p)
  1185. {
  1186. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  1187. return;
  1188. }
  1189. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1190. {
  1191. SetAvailableCreatures ssi;
  1192. ssi.tid = town->id;
  1193. ssi.creatures = town->creatures;
  1194. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1195. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1196. if (dwellings.empty())//no dwellings - just remove
  1197. {
  1198. sendAndApply(&ssi);
  1199. return;
  1200. }
  1201. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator());
  1202. // for multi-creature dwellings like Golem Factory
  1203. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
  1204. if(clear)
  1205. {
  1206. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1207. }
  1208. else
  1209. {
  1210. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1211. }
  1212. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1213. sendAndApply(&ssi);
  1214. }
  1215. }
  1216. void CGameHandler::newTurn()
  1217. {
  1218. logGlobal->traceStream() << "Turn " << gs->day+1;
  1219. NewTurn n;
  1220. n.specialWeek = NewTurn::NO_ACTION;
  1221. n.creatureid = CreatureID::NONE;
  1222. n.day = gs->day + 1;
  1223. bool firstTurn = !getDate(Date::DAY);
  1224. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1225. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1226. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1227. if (firstTurn)
  1228. {
  1229. for (auto obj : gs->map->objects)
  1230. {
  1231. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1232. {
  1233. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1234. }
  1235. }
  1236. }
  1237. if (newWeek && !firstTurn)
  1238. {
  1239. n.specialWeek = NewTurn::NORMAL;
  1240. bool deityOfFireBuilt = false;
  1241. for(const CGTownInstance *t : gs->map->towns)
  1242. {
  1243. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1244. {
  1245. deityOfFireBuilt = true;
  1246. break;
  1247. }
  1248. }
  1249. if(deityOfFireBuilt)
  1250. {
  1251. n.specialWeek = NewTurn::DEITYOFFIRE;
  1252. n.creatureid = CreatureID::IMP;
  1253. }
  1254. else
  1255. {
  1256. int monthType = gs->getRandomGenerator().nextInt(99);
  1257. if(newMonth) //new month
  1258. {
  1259. if (monthType < 40) //double growth
  1260. {
  1261. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1262. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1263. {
  1264. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1265. n.creatureid = newMonster.second;
  1266. }
  1267. else if(VLC->creh->doubledCreatures.size())
  1268. {
  1269. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1270. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
  1271. }
  1272. else
  1273. {
  1274. complain("Cannot find creature that can be spawned!");
  1275. n.specialWeek = NewTurn::NORMAL;
  1276. }
  1277. }
  1278. else if (monthType < 50)
  1279. n.specialWeek = NewTurn::PLAGUE;
  1280. }
  1281. else //it's a week, but not full month
  1282. {
  1283. if (monthType < 25)
  1284. {
  1285. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1286. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1287. //TODO do not pick neutrals
  1288. n.creatureid = newMonster.second;
  1289. }
  1290. }
  1291. }
  1292. }
  1293. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1294. for(auto& hp : pool)
  1295. {
  1296. auto hero = hp.second;
  1297. if(hero->isInitialized() && hero->stacks.size())
  1298. {
  1299. // reset retreated or surrendered heroes
  1300. auto maxmove = hero->maxMovePoints(true);
  1301. // if movement is greater than maxmove, we should decrease it
  1302. if(hero->movement != maxmove || hero->mana < hero->manaLimit())
  1303. {
  1304. NewTurn::Hero hth;
  1305. hth.id = hero->id;
  1306. hth.move = maxmove;
  1307. hth.mana = hero->getManaNewTurn();
  1308. n.heroes.insert(hth);
  1309. }
  1310. }
  1311. }
  1312. for (auto & elem : gs->players)
  1313. {
  1314. if(elem.first == PlayerColor::NEUTRAL)
  1315. continue;
  1316. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1317. assert(0); //illegal player number!
  1318. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1319. hadGold.insert(playerGold);
  1320. if(newWeek) //new heroes in tavern
  1321. {
  1322. SetAvailableHeroes sah;
  1323. sah.player = elem.first;
  1324. //pick heroes and their armies
  1325. CHeroClass *banned = nullptr;
  1326. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1327. {
  1328. //first hero - native if possible, second hero -> any other class
  1329. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
  1330. {
  1331. sah.hid[j] = h->subID;
  1332. h->initArmy(&sah.army[j]);
  1333. banned = h->type->heroClass;
  1334. }
  1335. else
  1336. {
  1337. sah.hid[j] = -1;
  1338. }
  1339. }
  1340. sendAndApply(&sah);
  1341. }
  1342. n.res[elem.first] = elem.second.resources;
  1343. for(CGHeroInstance *h : (elem).second.heroes)
  1344. {
  1345. if(h->visitedTown)
  1346. giveSpells(h->visitedTown, h);
  1347. NewTurn::Hero hth;
  1348. hth.id = h->id;
  1349. auto ti = make_unique<TurnInfo>(h, 1);
  1350. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1351. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1352. hth.mana = h->getManaNewTurn();
  1353. n.heroes.insert(hth);
  1354. if(!firstTurn) //not first day
  1355. {
  1356. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1357. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1358. {
  1359. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1360. }
  1361. }
  1362. }
  1363. }
  1364. for(CGTownInstance *t : gs->map->towns)
  1365. {
  1366. PlayerColor player = t->tempOwner;
  1367. handleTownEvents(t, n);
  1368. if(newWeek) //first day of week
  1369. {
  1370. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1371. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1372. if(!firstTurn)
  1373. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1374. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1375. if (!vstd::contains(n.cres, t->id))
  1376. {
  1377. n.cres[t->id].tid = t->id;
  1378. n.cres[t->id].creatures = t->creatures;
  1379. }
  1380. auto & sac = n.cres.at(t->id);
  1381. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1382. {
  1383. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1384. {
  1385. ui32 &availableCount = sac.creatures.at(k).first;
  1386. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1387. if (n.specialWeek == NewTurn::PLAGUE)
  1388. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1389. else
  1390. {
  1391. if(firstTurn) //first day of game: use only basic growths
  1392. availableCount = cre->growth;
  1393. else
  1394. availableCount += t->creatureGrowth(k);
  1395. //Deity of fire week - upgrade both imps and upgrades
  1396. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1397. availableCount += 15;
  1398. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1399. {
  1400. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1401. availableCount *= 2;
  1402. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1403. availableCount += 5;
  1404. }
  1405. }
  1406. }
  1407. }
  1408. }
  1409. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1410. {
  1411. n.res[player] = n.res[player] + t->dailyIncome();
  1412. }
  1413. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1414. {
  1415. // Skyship, probably easier to handle same as Veil of darkness
  1416. //do it every new day after veils apply
  1417. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1418. {
  1419. FoWChange fw;
  1420. fw.mode = 1;
  1421. fw.player = player;
  1422. // find all hidden tiles
  1423. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1424. for (size_t i=0; i<fow.size(); i++)
  1425. for (size_t j=0; j<fow.at(i).size(); j++)
  1426. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1427. if (!fow.at(i).at(j).at(k))
  1428. fw.tiles.insert(int3(i,j,k));
  1429. sendAndApply (&fw);
  1430. }
  1431. }
  1432. if (t->hasBonusOfType (Bonus::DARKNESS))
  1433. {
  1434. for (auto & player : gameState()->players)
  1435. {
  1436. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1437. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1438. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1439. }
  1440. }
  1441. }
  1442. if(newMonth)
  1443. {
  1444. SetAvailableArtifacts saa;
  1445. saa.id = -1;
  1446. pickAllowedArtsSet(saa.arts);
  1447. sendAndApply(&saa);
  1448. }
  1449. sendAndApply(&n);
  1450. if(newWeek)
  1451. {
  1452. //spawn wandering monsters
  1453. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1454. {
  1455. spawnWanderingMonsters(n.creatureid);
  1456. }
  1457. //new week info popup
  1458. if(!firstTurn)
  1459. {
  1460. InfoWindow iw;
  1461. switch (n.specialWeek)
  1462. {
  1463. case NewTurn::DOUBLE_GROWTH:
  1464. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1465. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1466. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1467. break;
  1468. case NewTurn::PLAGUE:
  1469. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1470. break;
  1471. case NewTurn::BONUS_GROWTH:
  1472. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1473. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1474. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1475. break;
  1476. case NewTurn::DEITYOFFIRE:
  1477. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1478. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1479. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1480. iw.text.addReplacement2(15); //%+d 15
  1481. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1482. iw.text.addReplacement2(15); //%+d 15
  1483. break;
  1484. default:
  1485. if (newMonth)
  1486. {
  1487. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1488. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
  1489. }
  1490. else
  1491. {
  1492. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1493. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
  1494. }
  1495. }
  1496. for (auto & elem : gs->players)
  1497. {
  1498. iw.player = elem.first;
  1499. sendAndApply(&iw);
  1500. }
  1501. }
  1502. }
  1503. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1504. handleTimeEvents();
  1505. //call objects
  1506. for(auto & elem : gs->map->objects)
  1507. {
  1508. if(elem)
  1509. elem->newTurn();
  1510. }
  1511. //count days without town for all players, regardless of their turn order
  1512. for (auto &p : gs->players)
  1513. {
  1514. PlayerState & playerState = p.second;
  1515. if (playerState.status == EPlayerStatus::INGAME)
  1516. {
  1517. if (playerState.towns.empty())
  1518. {
  1519. if (playerState.daysWithoutCastle)
  1520. ++(*playerState.daysWithoutCastle);
  1521. else playerState.daysWithoutCastle = 0;
  1522. }
  1523. else
  1524. {
  1525. playerState.daysWithoutCastle = boost::none;
  1526. }
  1527. }
  1528. }
  1529. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1530. }
  1531. void CGameHandler::run(bool resume)
  1532. {
  1533. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1534. using namespace boost::posix_time;
  1535. for(CConnection *cc : conns)
  1536. {
  1537. if(!resume)
  1538. {
  1539. (*cc) << gs->initialOpts; // gs->scenarioOps
  1540. }
  1541. std::set<PlayerColor> players;
  1542. (*cc) >> players; //how many players will be handled at that client
  1543. std::stringstream sbuffer;
  1544. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1545. for(PlayerColor color : players)
  1546. {
  1547. sbuffer << color << " ";
  1548. {
  1549. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1550. connections[color] = cc;
  1551. }
  1552. }
  1553. logGlobal->infoStream() << sbuffer.str();
  1554. cc->addStdVecItems(gs);
  1555. cc->enableStackSendingByID();
  1556. cc->disableSmartPointerSerialization();
  1557. }
  1558. for(auto & elem : conns)
  1559. {
  1560. std::set<PlayerColor> pom;
  1561. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1562. if(j->second == elem)
  1563. pom.insert(j->first);
  1564. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1565. }
  1566. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1567. {
  1568. runBattle();
  1569. end2 = true;
  1570. while(conns.size() && (*conns.begin())->isOpen())
  1571. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1572. return;
  1573. }
  1574. auto playerTurnOrder = generatePlayerTurnOrder();
  1575. while(!end2)
  1576. {
  1577. if(!resume) newTurn();
  1578. std::list<PlayerColor>::iterator it;
  1579. if(resume)
  1580. {
  1581. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1582. }
  1583. else
  1584. {
  1585. it = playerTurnOrder.begin();
  1586. }
  1587. resume = false;
  1588. for (; it != playerTurnOrder.end(); it++)
  1589. {
  1590. auto playerColor = *it;
  1591. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1592. if (playerState->status == EPlayerStatus::INGAME)
  1593. {
  1594. //if player runs out of time, he shouldn't get the turn (especially AI)
  1595. checkVictoryLossConditionsForAll();
  1596. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1597. { //player lost at the beginning of his turn
  1598. continue;
  1599. }
  1600. else //give normal turn
  1601. {
  1602. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1603. YourTurn yt;
  1604. yt.player = playerColor;
  1605. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1606. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1607. applyAndSend(&yt);
  1608. //wait till turn is done
  1609. boost::unique_lock<boost::mutex> lock(states.mx);
  1610. while (states.players.at(playerColor).makingTurn && !end2)
  1611. {
  1612. static time_duration p = milliseconds(100);
  1613. states.cv.timed_wait(lock, p);
  1614. }
  1615. }
  1616. }
  1617. }
  1618. //additional check that game is not finished
  1619. bool activePlayer = false;
  1620. for(auto player : playerTurnOrder)
  1621. {
  1622. if(gs->players[player].status == EPlayerStatus::INGAME)
  1623. activePlayer = true;
  1624. }
  1625. if(!activePlayer)
  1626. end2 = true;
  1627. }
  1628. while(conns.size() && (*conns.begin())->isOpen())
  1629. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1630. }
  1631. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1632. {
  1633. // Generate player turn order
  1634. std::list<PlayerColor> playerTurnOrder;
  1635. for(const auto & player : gs->players) // add human players first
  1636. {
  1637. if(player.second.human)
  1638. playerTurnOrder.push_back(player.first);
  1639. }
  1640. for(const auto & player : gs->players) // then add non-human players
  1641. {
  1642. if(!player.second.human)
  1643. playerTurnOrder.push_back(player.first);
  1644. }
  1645. return playerTurnOrder;
  1646. }
  1647. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1648. {
  1649. battleResult.set(nullptr);
  1650. //send info about battles
  1651. BattleStart bs;
  1652. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1653. sendAndApply(&bs);
  1654. }
  1655. void CGameHandler::checkBattleStateChanges()
  1656. {
  1657. //check if drawbridge state need to be changes
  1658. if(battleGetSiegeLevel() > 0)
  1659. updateGateState();
  1660. //check if battle ended
  1661. if(auto result = battleIsFinished())
  1662. {
  1663. setBattleResult(BattleResult::NORMAL, *result);
  1664. }
  1665. }
  1666. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1667. {
  1668. if(!h->hasSpellbook())
  1669. return; //hero hasn't spellbook
  1670. ChangeSpells cs;
  1671. cs.hid = h->id;
  1672. cs.learn = true;
  1673. if(t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1674. {
  1675. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1676. for(int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1677. {
  1678. std::vector<SpellID> spells;
  1679. getAllowedSpells(spells, i+1);
  1680. for(auto & spell : spells)
  1681. cs.spells.insert(spell);
  1682. }
  1683. }
  1684. else
  1685. {
  1686. for(int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1687. {
  1688. for(int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1689. {
  1690. if(!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1691. cs.spells.insert(t->spells.at(i).at(j));
  1692. }
  1693. }
  1694. }
  1695. if(!cs.spells.empty())
  1696. sendAndApply(&cs);
  1697. }
  1698. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1699. {
  1700. SetObjectProperty sop(objid,2,bv);
  1701. sendAndApply(&sop);
  1702. }
  1703. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1704. {
  1705. if(!obj || !getObj(obj->id))
  1706. {
  1707. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1708. return false;
  1709. }
  1710. RemoveObject ro;
  1711. ro.id = obj->id;
  1712. sendAndApply(&ro);
  1713. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1714. return true;
  1715. }
  1716. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1717. {
  1718. SetObjectProperty sop(objid,3,val);
  1719. sendAndApply(&sop);
  1720. }
  1721. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
  1722. {
  1723. const CGHeroInstance *h = getHero(hid);
  1724. 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)
  1725. )
  1726. {
  1727. logGlobal->errorStream() << "Illegal call to move hero!";
  1728. return false;
  1729. }
  1730. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1731. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1732. if(!gs->map->isInTheMap(hmpos))
  1733. {
  1734. logGlobal->errorStream() << "Destination tile is outside the map!";
  1735. return false;
  1736. }
  1737. const TerrainTile t = *gs->getTile(hmpos);
  1738. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1739. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1740. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1741. //result structure for start - movement failed, no move points used
  1742. TryMoveHero tmh;
  1743. tmh.id = hid;
  1744. tmh.start = h->pos;
  1745. tmh.end = dst;
  1746. tmh.result = TryMoveHero::FAILED;
  1747. tmh.movePoints = h->movement;
  1748. //check if destination tile is available
  1749. auto ti = make_unique<TurnInfo>(h);
  1750. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1751. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1752. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1753. //it's a rock or blocked and not visitable tile
  1754. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1755. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1756. && complain("Cannot move hero, destination tile is blocked!"))
  1757. || ((!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)
  1758. && complain("Cannot move hero, destination tile is on water!"))
  1759. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1760. && complain("Cannot disembark hero, tile is blocked!"))
  1761. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1762. && complain("Tiles are not neighboring!"))
  1763. || ( (h->inTownGarrison)
  1764. && complain("Can not move garrisoned hero!"))
  1765. || ((h->movement < cost && dst != h->pos && !teleporting)
  1766. && complain("Hero doesn't have any movement points left!"))
  1767. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1768. && complain("Hero cannot transit over this tile!"))
  1769. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1770. && complain("Cannot move hero during the battle"))*/)
  1771. {
  1772. //send info about movement failure
  1773. sendAndApply(&tmh);
  1774. return false;
  1775. }
  1776. //several generic blocks of code
  1777. // should be called if hero changes tile but before applying TryMoveHero package
  1778. auto leaveTile = [&]()
  1779. {
  1780. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1781. {
  1782. obj->onHeroLeave(h);
  1783. }
  1784. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1785. };
  1786. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1787. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1788. {
  1789. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1790. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1791. queries.addQuery(moveQuery);
  1792. if(leavingTile == LEAVING_TILE)
  1793. leaveTile();
  1794. tmh.result = result;
  1795. sendAndApply(&tmh);
  1796. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1797. { // Hero should be always able to visit any object he staying on even if there guards around
  1798. visitObjectOnTile(t, h);
  1799. }
  1800. else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1801. {
  1802. tmh.attackedFrom = guardPos;
  1803. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1804. objectVisited(guardTile.visitableObjects.back(), h);
  1805. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1806. }
  1807. else if(visitDest == VISIT_DEST)
  1808. {
  1809. visitObjectOnTile(t, h);
  1810. }
  1811. queries.popIfTop(moveQuery);
  1812. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1813. return result != TryMoveHero::FAILED;
  1814. };
  1815. //interaction with blocking object (like resources)
  1816. auto blockingVisit = [&]() -> bool
  1817. {
  1818. for(CGObjectInstance *obj : t.visitableObjects)
  1819. {
  1820. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1821. {
  1822. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1823. //this-> is needed for MVS2010 to recognize scope (?)
  1824. }
  1825. }
  1826. return false;
  1827. };
  1828. if(!transit && embarking)
  1829. {
  1830. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1831. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1832. // In H3 embark ignore guards
  1833. }
  1834. if(disembarking)
  1835. {
  1836. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1837. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1838. }
  1839. if(teleporting)
  1840. {
  1841. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1842. return true;
  1843. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1844. // visit town for town portal \ castle gates
  1845. // do not use generic visitObjectOnTile to avoid double-teleporting
  1846. // if this moveHero call was triggered by teleporter
  1847. if (!t.visitableObjects.empty())
  1848. {
  1849. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1850. town->onHeroVisit(h);
  1851. }
  1852. return true;
  1853. }
  1854. //still here? it is standard movement!
  1855. {
  1856. tmh.movePoints = h->movement >= cost
  1857. ? h->movement - cost
  1858. : 0;
  1859. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1860. EVisitDest visitDest = VISIT_DEST;
  1861. if(transit)
  1862. {
  1863. if(CGTeleport::isTeleport(t.topVisitableObj()))
  1864. visitDest = DONT_VISIT_DEST;
  1865. if(canFly)
  1866. {
  1867. lookForGuards = IGNORE_GUARDS;
  1868. visitDest = DONT_VISIT_DEST;
  1869. }
  1870. }
  1871. else if(blockingVisit())
  1872. return true;
  1873. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1874. return true;
  1875. }
  1876. }
  1877. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1878. {
  1879. const CGHeroInstance *h = getHero(hid);
  1880. const CGTownInstance *t = getTown(dstid);
  1881. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1882. logGlobal->errorStream() << "Invalid call to teleportHero!";
  1883. const CGTownInstance *from = h->visitedTown;
  1884. if(((h->getOwner() != t->getOwner())
  1885. && complain("Cannot teleport hero to another player"))
  1886. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1887. && complain("Hero must be in town with Castle gate for teleporting"))
  1888. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1889. && complain("Cannot teleport hero to town without Castle gate in it")))
  1890. return false;
  1891. int3 pos = t->visitablePos();
  1892. pos += h->getVisitableOffset();
  1893. moveHero(hid,pos,1);
  1894. return true;
  1895. }
  1896. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1897. {
  1898. PlayerColor oldOwner = getOwner(obj->id);
  1899. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1900. sendAndApply(&sop);
  1901. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1902. checkVictoryLossConditions(playerColors);
  1903. if(dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1904. {
  1905. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1906. {
  1907. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1908. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1909. setPortalDwelling(town, true, false);
  1910. gs->getPlayer(owner)->daysWithoutCastle = boost::none; // reset counter
  1911. }
  1912. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1913. {
  1914. if (gs->getPlayer(oldOwner)->towns.empty())//previous player lost last last town
  1915. {
  1916. InfoWindow iw;
  1917. iw.player = oldOwner;
  1918. 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.
  1919. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1920. sendAndApply(&iw);
  1921. }
  1922. }
  1923. }
  1924. const PlayerState * p = gs->getPlayer(owner);
  1925. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1926. {
  1927. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1928. {
  1929. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1930. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1931. }
  1932. }
  1933. }
  1934. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1935. {
  1936. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  1937. queries.addQuery(dialogQuery);
  1938. iw->queryID = dialogQuery->queryID;
  1939. sendToAllClients(iw);
  1940. }
  1941. void CGameHandler::showTeleportDialog( TeleportDialog *iw )
  1942. {
  1943. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  1944. queries.addQuery(dialogQuery);
  1945. iw->queryID = dialogQuery->queryID;
  1946. sendToAllClients(iw);
  1947. }
  1948. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1949. {
  1950. if(!val) return; //don't waste time on empty call
  1951. SetResource sr;
  1952. sr.player = player;
  1953. sr.resid = which;
  1954. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1955. sendAndApply(&sr);
  1956. }
  1957. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1958. {
  1959. for(TResources::nziterator i(resources); i.valid(); i++)
  1960. giveResource(player, i->resType, i->resVal);
  1961. }
  1962. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1963. {
  1964. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1965. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1966. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1967. //first we move creatures to give to make them army of object-source
  1968. for (auto & elem : creatures.Slots())
  1969. {
  1970. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1971. }
  1972. tryJoiningArmy(obj, h, remove, true);
  1973. }
  1974. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1975. {
  1976. std::vector<CStackBasicDescriptor> cres = creatures;
  1977. if (cres.size() <= 0)
  1978. return;
  1979. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1980. for(CStackBasicDescriptor &sbd : cres)
  1981. {
  1982. TQuantity collected = 0;
  1983. while(collected < sbd.count)
  1984. {
  1985. bool foundSth = false;
  1986. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1987. {
  1988. if(i->second->type == sbd.type)
  1989. {
  1990. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1991. changeStackCount(StackLocation(obj, i->first), -take, false);
  1992. collected += take;
  1993. foundSth = true;
  1994. break;
  1995. }
  1996. }
  1997. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1998. {
  1999. complain("Unexpected failure during taking creatures!");
  2000. return;
  2001. }
  2002. }
  2003. }
  2004. }
  2005. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2006. {
  2007. sendToAllClients(comp);
  2008. }
  2009. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2010. {
  2011. HeroVisitCastle vc;
  2012. vc.hid = hero->id;
  2013. vc.tid = obj->id;
  2014. vc.flags |= 1;
  2015. sendAndApply(&vc);
  2016. vistiCastleObjects (obj, hero);
  2017. giveSpells (obj, hero);
  2018. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2019. }
  2020. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2021. {
  2022. std::vector<CGTownBuilding*>::const_iterator i;
  2023. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2024. (*i)->onHeroVisit (h);
  2025. }
  2026. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2027. {
  2028. HeroVisitCastle vc;
  2029. vc.hid = hero->id;
  2030. vc.tid = obj->id;
  2031. sendAndApply(&vc);
  2032. }
  2033. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2034. {
  2035. EraseArtifact ea;
  2036. ea.al = al;
  2037. sendAndApply(&ea);
  2038. }
  2039. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2040. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2041. const CGTownInstance *town) //use hero=nullptr for no hero
  2042. {
  2043. engageIntoBattle(army1->tempOwner);
  2044. engageIntoBattle(army2->tempOwner);
  2045. static const CArmedInstance *armies[2];
  2046. armies[0] = army1;
  2047. armies[1] = army2;
  2048. static const CGHeroInstance*heroes[2];
  2049. heroes[0] = hero1;
  2050. heroes[1] = hero2;
  2051. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2052. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2053. queries.addQuery(battleQuery);
  2054. boost::thread(&CGameHandler::runBattle, this);
  2055. }
  2056. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  2057. {
  2058. startBattlePrimary(army1, army2, tile,
  2059. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2060. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2061. creatureBank);
  2062. }
  2063. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2064. {
  2065. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2066. }
  2067. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  2068. {
  2069. ChangeSpells cs;
  2070. cs.hid = hero->id;
  2071. cs.spells = spells;
  2072. cs.learn = give;
  2073. sendAndApply(&cs);
  2074. }
  2075. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  2076. {
  2077. SystemMessage sm;
  2078. sm.text = message;
  2079. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2080. c << &sm;
  2081. }
  2082. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  2083. {
  2084. sendAndApply(bonus);
  2085. }
  2086. void CGameHandler::setMovePoints( SetMovePoints * smp )
  2087. {
  2088. sendAndApply(smp);
  2089. }
  2090. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  2091. {
  2092. SetMana sm;
  2093. sm.hid = hid;
  2094. sm.val = val;
  2095. sm.absolute = true;
  2096. sendAndApply(&sm);
  2097. }
  2098. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  2099. {
  2100. GiveHero gh;
  2101. gh.id = id;
  2102. gh.player = player;
  2103. sendAndApply(&gh);
  2104. }
  2105. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  2106. {
  2107. ChangeObjPos cop;
  2108. cop.objid = objid;
  2109. cop.nPos = newPos;
  2110. cop.flags = flags;
  2111. sendAndApply(&cop);
  2112. }
  2113. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2114. {
  2115. const CGHeroInstance * h1 = getHero(fromHero);
  2116. const CGHeroInstance * h2 = getHero(toHero);
  2117. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  2118. {
  2119. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2120. std::swap(fromHero, toHero);
  2121. }
  2122. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2123. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  2124. return;//no scholar skill or no spellbook
  2125. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2126. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2127. ChangeSpells cs1;
  2128. cs1.learn = true;
  2129. cs1.hid = toHero;//giving spells to first hero
  2130. for(auto it : h1->spells)
  2131. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2132. cs1.spells.insert(it);//spell to learn
  2133. ChangeSpells cs2;
  2134. cs2.learn = true;
  2135. cs2.hid = fromHero;
  2136. for(auto it : h2->spells)
  2137. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2138. cs2.spells.insert(it);
  2139. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2140. {
  2141. InfoWindow iw;
  2142. iw.player = h1->tempOwner;
  2143. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2144. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2145. iw.text.addReplacement(h1->name);
  2146. if (!cs2.spells.empty())//if found new spell - apply
  2147. {
  2148. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2149. int size = cs2.spells.size();
  2150. for(auto it : cs2.spells)
  2151. {
  2152. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2153. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2154. switch (size--)
  2155. {
  2156. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2157. case 1: break;
  2158. default: iw.text << ", ";
  2159. }
  2160. }
  2161. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2162. iw.text.addReplacement(h2->name);
  2163. sendAndApply(&cs2);
  2164. }
  2165. if (!cs1.spells.empty() && !cs2.spells.empty() )
  2166. {
  2167. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2168. }
  2169. if (!cs1.spells.empty())
  2170. {
  2171. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2172. int size = cs1.spells.size();
  2173. for(auto it : cs1.spells)
  2174. {
  2175. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2176. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2177. switch (size--)
  2178. {
  2179. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2180. case 1: break;
  2181. default: iw.text << ", ";
  2182. } }
  2183. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2184. iw.text.addReplacement(h2->name);
  2185. sendAndApply(&cs1);
  2186. }
  2187. sendAndApply(&iw);
  2188. }
  2189. }
  2190. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2191. {
  2192. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2193. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2194. {
  2195. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2196. ExchangeDialog hex;
  2197. hex.queryID = exchange->queryID;
  2198. hex.heroes[0] = getHero(hero1);
  2199. hex.heroes[1] = getHero(hero2);
  2200. sendAndApply(&hex);
  2201. useScholarSkill(hero1,hero2);
  2202. queries.addQuery(exchange);
  2203. }
  2204. }
  2205. void CGameHandler::sendToAllClients( CPackForClient * info )
  2206. {
  2207. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  2208. for(auto & elem : conns)
  2209. {
  2210. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2211. *elem << info;
  2212. }
  2213. }
  2214. void CGameHandler::sendAndApply(CPackForClient * info)
  2215. {
  2216. sendToAllClients(info);
  2217. gs->apply(info);
  2218. }
  2219. void CGameHandler::applyAndSend(CPackForClient * info)
  2220. {
  2221. gs->apply(info);
  2222. sendToAllClients(info);
  2223. }
  2224. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2225. {
  2226. sendAndApply(static_cast<CPackForClient*>(info));
  2227. checkVictoryLossConditionsForAll();
  2228. }
  2229. void CGameHandler::sendAndApply( SetResource * info )
  2230. {
  2231. sendAndApply(static_cast<CPackForClient*>(info));
  2232. checkVictoryLossConditionsForPlayer(info->player);
  2233. }
  2234. void CGameHandler::sendAndApply( SetResources * info )
  2235. {
  2236. sendAndApply(static_cast<CPackForClient*>(info));
  2237. checkVictoryLossConditionsForPlayer(info->player);
  2238. }
  2239. void CGameHandler::sendAndApply( NewStructures * info )
  2240. {
  2241. sendAndApply(static_cast<CPackForClient*>(info));
  2242. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2243. }
  2244. void CGameHandler::save(const std::string & filename )
  2245. {
  2246. logGlobal->infoStream() << "Saving to " << filename;
  2247. const auto stem = FileInfo::GetPathStem(filename);
  2248. const auto savefname = stem.to_string() + ".vsgm1";
  2249. CResourceHandler::get("local")->createResource(savefname);
  2250. {
  2251. logGlobal->infoStream() << "Ordering clients to serialize...";
  2252. SaveGame sg(savefname);
  2253. sendToAllClients(&sg);
  2254. }
  2255. try
  2256. {
  2257. // {
  2258. // logGlobal->infoStream() << "Serializing game info...";
  2259. // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  2260. // // char hlp[8] = "VCMISVG";
  2261. // // save << hlp;
  2262. // saveCommonState(save);
  2263. // }
  2264. {
  2265. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2266. saveCommonState(save);
  2267. logGlobal->infoStream() << "Saving server state";
  2268. save << *this;
  2269. }
  2270. logGlobal->infoStream() << "Game has been successfully saved!";
  2271. }
  2272. catch(std::exception &e)
  2273. {
  2274. logGlobal->errorStream() << "Failed to save game: " << e.what();
  2275. }
  2276. }
  2277. void CGameHandler::close()
  2278. {
  2279. logGlobal->infoStream() << "We have been requested to close.";
  2280. if(gs->initialOpts->mode == StartInfo::DUEL)
  2281. {
  2282. exit(0);
  2283. }
  2284. //for(CConnection *cc : conns)
  2285. // if(cc && cc->socket && cc->socket->is_open())
  2286. // cc->socket->close();
  2287. //exit(0);
  2288. }
  2289. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  2290. {
  2291. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  2292. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  2293. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2294. StackLocation sl1(s1, p1), sl2(s2, p2);
  2295. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2296. {
  2297. complain("Invalid slot accessed!");
  2298. return false;
  2299. }
  2300. if(!isAllowedExchange(id1,id2))
  2301. {
  2302. complain("Cannot exchange stacks between these two objects!\n");
  2303. return false;
  2304. }
  2305. if(what==1) //swap
  2306. {
  2307. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2308. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2309. {
  2310. complain("Can't take troops from another player!");
  2311. return false;
  2312. }
  2313. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2314. {
  2315. complain("Cannot swap stacks - slots are the same!");
  2316. return false;
  2317. }
  2318. swapStacks(sl1, sl2);
  2319. }
  2320. else if(what==2)//merge
  2321. {
  2322. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2323. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2324. return false;
  2325. moveStack(sl1, sl2);
  2326. }
  2327. else if(what==3) //split
  2328. {
  2329. const int countToMove = val - s2->getStackCount(p2);
  2330. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2331. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2332. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2333. {
  2334. complain("Can't move troops of another player!");
  2335. return false;
  2336. }
  2337. //general conditions checking
  2338. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2339. || (val<1 && complain("no creatures to split")) )
  2340. {
  2341. return false;
  2342. }
  2343. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2344. {
  2345. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2346. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2347. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2348. )
  2349. {
  2350. return false;
  2351. }
  2352. moveStack(sl1, sl2, countToMove);
  2353. //S2.slots[p2]->count = val;
  2354. //S1.slots[p1]->count = total - val;
  2355. }
  2356. else //split one stack to the two
  2357. {
  2358. if(s1->getStackCount(p1) < val)//not enough creatures
  2359. {
  2360. complain("Cannot split that stack, not enough creatures!");
  2361. return false;
  2362. }
  2363. moveStack(sl1, sl2, val);
  2364. }
  2365. }
  2366. return true;
  2367. }
  2368. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2369. {
  2370. std::set<PlayerColor> all;
  2371. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2372. if(i->second == c)
  2373. all.insert(i->first);
  2374. switch(all.size())
  2375. {
  2376. case 0:
  2377. return PlayerColor::NEUTRAL;
  2378. case 1:
  2379. return *all.begin();
  2380. default:
  2381. {
  2382. //if we have more than one player at this connection, try to pick active one
  2383. if(vstd::contains(all, gs->currentPlayer))
  2384. return gs->currentPlayer;
  2385. else
  2386. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2387. }
  2388. }
  2389. }
  2390. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2391. {
  2392. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2393. if(!vstd::contains(s1->stacks,pos))
  2394. {
  2395. complain("Illegal call to disbandCreature - no such stack in army!");
  2396. return false;
  2397. }
  2398. eraseStack(StackLocation(s1, pos));
  2399. return true;
  2400. }
  2401. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2402. {
  2403. const CGTownInstance * t = getTown(tid);
  2404. if(!t)
  2405. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2406. if(!t->town->buildings.count(requestedID))
  2407. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2408. if (t->hasBuilt(requestedID))
  2409. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2410. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2411. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2412. std::vector<const CBuilding*> remainingAutoBuildings;
  2413. std::set<BuildingID> buildingsThatWillBe;
  2414. //Check validity of request
  2415. if(!force)
  2416. {
  2417. switch (requestedBuilding->mode)
  2418. {
  2419. case CBuilding::BUILD_NORMAL :
  2420. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2421. COMPLAIN_RET("Cannot build that building!");
  2422. break;
  2423. case CBuilding::BUILD_AUTO :
  2424. case CBuilding::BUILD_SPECIAL:
  2425. COMPLAIN_RET("This building can not be constructed normally!");
  2426. case CBuilding::BUILD_GRAIL :
  2427. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2428. {
  2429. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2430. COMPLAIN_RET("Cannot build this without grail!")
  2431. else
  2432. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2433. }
  2434. break;
  2435. }
  2436. }
  2437. //Performs stuff that has to be done before new building is built
  2438. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2439. {
  2440. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2441. {
  2442. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2443. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2444. if (upgradeNumber >= t->town->creatures.at(level).size())
  2445. {
  2446. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2447. "no creature found (upgrade number %d, level %d!")
  2448. % buildingID % upgradeNumber % level));
  2449. return;
  2450. }
  2451. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2452. SetAvailableCreatures ssi;
  2453. ssi.tid = t->id;
  2454. ssi.creatures = t->creatures;
  2455. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2456. ssi.creatures[level].first = crea->growth;
  2457. ssi.creatures[level].second.push_back(crea->idNumber);
  2458. sendAndApply(&ssi);
  2459. }
  2460. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2461. {
  2462. setPortalDwelling(t);
  2463. }
  2464. };
  2465. //Performs stuff that has to be done after new building is built
  2466. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2467. {
  2468. if(buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2469. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2470. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2471. {
  2472. if(t->visitingHero)
  2473. giveSpells(t,t->visitingHero);
  2474. if(t->garrisonHero)
  2475. giveSpells(t,t->garrisonHero);
  2476. }
  2477. };
  2478. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2479. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2480. {
  2481. return buildingsThatWillBe.count(buildID);
  2482. };
  2483. //Init the vectors
  2484. for(auto & build : t->town->buildings)
  2485. {
  2486. if(t->hasBuilt(build.first))
  2487. buildingsThatWillBe.insert(build.first);
  2488. else
  2489. {
  2490. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2491. remainingAutoBuildings.push_back(build.second);
  2492. }
  2493. }
  2494. //Prepare structure (list of building ids will be filled later)
  2495. NewStructures ns;
  2496. ns.tid = tid;
  2497. ns.builded = force ? t->builded : (t->builded+1);
  2498. std::queue<const CBuilding*> buildingsToAdd;
  2499. buildingsToAdd.push(requestedBuilding);
  2500. while(!buildingsToAdd.empty())
  2501. {
  2502. auto b = buildingsToAdd.front();
  2503. buildingsToAdd.pop();
  2504. ns.bid.insert(b->bid);
  2505. buildingsThatWillBe.insert(b->bid);
  2506. remainingAutoBuildings -= b;
  2507. for(auto autoBuilding : remainingAutoBuildings)
  2508. {
  2509. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2510. buildingsToAdd.push(autoBuilding);
  2511. }
  2512. }
  2513. // 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.
  2514. for(auto builtID : ns.bid)
  2515. processBeforeBuiltStructure(builtID);
  2516. //Take cost
  2517. if (!force)
  2518. {
  2519. SetResources sr;
  2520. sr.player = t->tempOwner;
  2521. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2522. sendAndApply(&sr);
  2523. }
  2524. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2525. sendAndApply(&ns);
  2526. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2527. for(auto builtID : ns.bid)
  2528. processAfterBuiltStructure(builtID);
  2529. // now when everything is built - reveal tiles for lookout tower
  2530. FoWChange fw;
  2531. fw.player = t->tempOwner;
  2532. fw.mode = 1;
  2533. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2534. sendAndApply(&fw);
  2535. if(t->visitingHero)
  2536. vistiCastleObjects (t, t->visitingHero);
  2537. if(t->garrisonHero)
  2538. vistiCastleObjects (t, t->garrisonHero);
  2539. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2540. return true;
  2541. }
  2542. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2543. {
  2544. ///incomplete, simply erases target building
  2545. const CGTownInstance * t = getTown(tid);
  2546. if (!vstd::contains(t->builtBuildings, bid))
  2547. return false;
  2548. RazeStructures rs;
  2549. rs.tid = tid;
  2550. rs.bid.insert(bid);
  2551. rs.destroyed = t->destroyed + 1;
  2552. sendAndApply(&rs);
  2553. //TODO: Remove dwellers
  2554. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2555. // {
  2556. // RemoveBonus rb(RemoveBonus::TOWN);
  2557. // rb.whoID = t->id;
  2558. // rb.source = Bonus::TOWN_STRUCTURE;
  2559. // rb.id = 17;
  2560. // sendAndApply(&rb);
  2561. // }
  2562. return true;
  2563. }
  2564. void CGameHandler::sendMessageToAll( const std::string &message )
  2565. {
  2566. SystemMessage sm;
  2567. sm.text = message;
  2568. sendToAllClients(&sm);
  2569. }
  2570. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
  2571. {
  2572. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2573. const CArmedInstance *dst = nullptr;
  2574. const CCreature *c = VLC->creh->creatures.at(crid);
  2575. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2576. //TODO: test for owning
  2577. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2578. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2579. assert(dw && dst);
  2580. //verify
  2581. bool found = false;
  2582. int level = 0;
  2583. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2584. {
  2585. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2586. continue;
  2587. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2588. int i = 0;
  2589. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2590. if(cur.second.at(i) == crid)
  2591. break;
  2592. if(i < cur.second.size())
  2593. {
  2594. found = true;
  2595. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2596. break;
  2597. }
  2598. }
  2599. SlotID slot = dst->getSlotFor(crid);
  2600. if( (!found && complain("Cannot recruit: no such creatures!"))
  2601. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2602. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2603. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2604. {
  2605. return false;
  2606. }
  2607. //recruit
  2608. SetResources sr;
  2609. sr.player = dst->tempOwner;
  2610. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2611. SetAvailableCreatures sac;
  2612. sac.tid = objid;
  2613. sac.creatures = dw->creatures;
  2614. sac.creatures[level].first -= cram;
  2615. sendAndApply(&sr);
  2616. sendAndApply(&sac);
  2617. if(warMachine)
  2618. {
  2619. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2620. if(!h)
  2621. COMPLAIN_RET("Only hero can buy war machines");
  2622. switch(crid)
  2623. {
  2624. case CreatureID::BALLISTA:
  2625. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2626. break;
  2627. case CreatureID::FIRST_AID_TENT:
  2628. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2629. break;
  2630. case CreatureID::AMMO_CART:
  2631. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2632. break;
  2633. default:
  2634. complain("This war machine cannot be recruited!");
  2635. return false;
  2636. }
  2637. }
  2638. else
  2639. {
  2640. addToSlot(StackLocation(dst, slot), c, cram);
  2641. }
  2642. return true;
  2643. }
  2644. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2645. {
  2646. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2647. if (!obj->hasStackAtSlot(pos))
  2648. {
  2649. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2650. }
  2651. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2652. PlayerColor player = obj->tempOwner;
  2653. const PlayerState *p = getPlayer(player);
  2654. int crQuantity = obj->stacks.at(pos)->count;
  2655. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2656. //check if upgrade is possible
  2657. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2658. {
  2659. return false;
  2660. }
  2661. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2662. //check if player has enough resources
  2663. if(!p->resources.canAfford(totalCost))
  2664. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2665. //take resources
  2666. SetResources sr;
  2667. sr.player = player;
  2668. sr.res = p->resources - totalCost;
  2669. sendAndApply(&sr);
  2670. //upgrade creature
  2671. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2672. return true;
  2673. }
  2674. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2675. {
  2676. if(!sl.army->hasStackAtSlot(sl.slot))
  2677. COMPLAIN_RET("Cannot find a stack to change type");
  2678. SetStackType sst;
  2679. sst.sl = sl;
  2680. sst.type = c;
  2681. sendAndApply(&sst);
  2682. return true;
  2683. }
  2684. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2685. {
  2686. assert(src->canBeMergedWith(*dst, allowMerging));
  2687. while(src->stacksCount())//while there are unmoved creatures
  2688. {
  2689. auto i = src->Slots().begin(); //iterator to stack to move
  2690. StackLocation sl(src, i->first); //location of stack to move
  2691. SlotID pos = dst->getSlotFor(i->second->type);
  2692. if(!pos.validSlot())
  2693. {
  2694. //try to merge two other stacks to make place
  2695. std::pair<SlotID, SlotID> toMerge;
  2696. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2697. {
  2698. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2699. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2700. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2701. }
  2702. else
  2703. {
  2704. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2705. return;
  2706. }
  2707. }
  2708. else
  2709. {
  2710. moveStack(sl, StackLocation(dst, pos));
  2711. }
  2712. }
  2713. }
  2714. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2715. {
  2716. CGTownInstance *town = gs->getTown(tid);
  2717. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2718. {
  2719. if(!town->visitingHero->canBeMergedWith(*town))
  2720. {
  2721. complain("Cannot make garrison swap, not enough free slots!");
  2722. return false;
  2723. }
  2724. moveArmy(town, town->visitingHero, true);
  2725. SetHeroesInTown intown;
  2726. intown.tid = tid;
  2727. intown.visiting = ObjectInstanceID();
  2728. intown.garrison = town->visitingHero->id;
  2729. sendAndApply(&intown);
  2730. return true;
  2731. }
  2732. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2733. {
  2734. //check if moving hero out of town will break 8 wandering heroes limit
  2735. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2736. {
  2737. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2738. return false;
  2739. }
  2740. SetHeroesInTown intown;
  2741. intown.tid = tid;
  2742. intown.garrison = ObjectInstanceID();
  2743. intown.visiting = town->garrisonHero->id;
  2744. sendAndApply(&intown);
  2745. return true;
  2746. }
  2747. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2748. {
  2749. SetHeroesInTown intown;
  2750. intown.tid = tid;
  2751. intown.garrison = town->visitingHero->id;
  2752. intown.visiting = town->garrisonHero->id;
  2753. sendAndApply(&intown);
  2754. return true;
  2755. }
  2756. else
  2757. {
  2758. complain("Cannot swap garrison hero!");
  2759. return false;
  2760. }
  2761. }
  2762. // With the amount of changes done to the function, it's more like transferArtifacts.
  2763. // 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.
  2764. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2765. {
  2766. ArtifactLocation src = al1, dst = al2;
  2767. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2768. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2769. // Make sure exchange is even possible between the two heroes.
  2770. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2771. COMPLAIN_RET("That heroes cannot make any exchange!");
  2772. const CArtifactInstance *srcArtifact = src.getArt();
  2773. const CArtifactInstance *destArtifact = dst.getArt();
  2774. if (srcArtifact == nullptr)
  2775. COMPLAIN_RET("No artifact to move!");
  2776. if (destArtifact && srcPlayer != dstPlayer)
  2777. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2778. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2779. // Moving to the backpack is always allowed.
  2780. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2781. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2782. COMPLAIN_RET("Cannot move artifact!");
  2783. auto srcSlot = src.getSlot();
  2784. auto dstSlot = dst.getSlot();
  2785. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2786. COMPLAIN_RET("Cannot move artifact locks.");
  2787. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2788. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2789. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2790. COMPLAIN_RET("Cannot move catapult!");
  2791. if(dst.slot >= GameConstants::BACKPACK_START)
  2792. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2793. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2794. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2795. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2796. {
  2797. //old artifact must be removed first
  2798. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2799. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2800. }
  2801. MoveArtifact ma;
  2802. ma.src = src;
  2803. ma.dst = dst;
  2804. sendAndApply(&ma);
  2805. return true;
  2806. }
  2807. /**
  2808. * Assembles or disassembles a combination artifact.
  2809. * @param heroID ID of hero holding the artifact(s).
  2810. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2811. * @param assemble True for assembly operation, false for disassembly.
  2812. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2813. * artifact to assemble to. Otherwise it's not used.
  2814. */
  2815. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2816. {
  2817. CGHeroInstance *hero = gs->getHero(heroID);
  2818. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2819. if(!destArtifact)
  2820. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2821. if(assemble)
  2822. {
  2823. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2824. if(!combinedArt->constituents)
  2825. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2826. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2827. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2828. AssembledArtifact aa;
  2829. aa.al = ArtifactLocation(hero, artifactSlot);
  2830. aa.builtArt = combinedArt;
  2831. sendAndApply(&aa);
  2832. }
  2833. else
  2834. {
  2835. if(!destArtifact->artType->constituents)
  2836. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2837. DisassembledArtifact da;
  2838. da.al = ArtifactLocation(hero, artifactSlot);
  2839. sendAndApply(&da);
  2840. }
  2841. return true;
  2842. }
  2843. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2844. {
  2845. CGHeroInstance *hero = gs->getHero(hid);
  2846. CGTownInstance *town = hero->visitedTown;
  2847. if(aid==ArtifactID::SPELLBOOK)
  2848. {
  2849. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2850. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2851. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2852. )
  2853. return false;
  2854. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2855. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2856. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2857. giveSpells(town,hero);
  2858. return true;
  2859. }
  2860. else if(aid < 7 && aid > 3) //war machine
  2861. {
  2862. int price = VLC->arth->artifacts[aid]->price;
  2863. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2864. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2865. {
  2866. return false;
  2867. }
  2868. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2869. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2870. {
  2871. giveResource(hero->getOwner(),Res::GOLD,-price);
  2872. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2873. return true;
  2874. }
  2875. else
  2876. COMPLAIN_RET("This machine is unavailable here!");
  2877. }
  2878. return false;
  2879. }
  2880. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2881. {
  2882. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2883. COMPLAIN_RET("That artifact is unavailable!");
  2884. int b1, b2;
  2885. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2886. if(getResource(h->tempOwner, rid) < b1)
  2887. COMPLAIN_RET("You can't afford to buy this artifact!");
  2888. SetResource sr;
  2889. sr.player = h->tempOwner;
  2890. sr.resid = rid;
  2891. sr.val = getResource(h->tempOwner, rid) - b1;
  2892. sendAndApply(&sr);
  2893. SetAvailableArtifacts saa;
  2894. if(m->o->ID == Obj::TOWN)
  2895. {
  2896. saa.id = -1;
  2897. saa.arts = CGTownInstance::merchantArtifacts;
  2898. }
  2899. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2900. {
  2901. saa.id = bm->id.getNum();
  2902. saa.arts = bm->artifacts;
  2903. }
  2904. else
  2905. COMPLAIN_RET("Wrong marktet...");
  2906. bool found = false;
  2907. for(const CArtifact *&art : saa.arts)
  2908. {
  2909. if(art && art->id == aid)
  2910. {
  2911. art = nullptr;
  2912. found = true;
  2913. break;
  2914. }
  2915. }
  2916. if(!found)
  2917. COMPLAIN_RET("Cannot find selected artifact on the list");
  2918. sendAndApply(&saa);
  2919. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2920. return true;
  2921. }
  2922. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2923. {
  2924. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2925. if(!art)
  2926. COMPLAIN_RET("There is no artifact to sell!");
  2927. if(!art->artType->isTradable())
  2928. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2929. int resVal = 0, dump = 1;
  2930. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2931. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2932. giveResource(h->tempOwner, rid, resVal);
  2933. return true;
  2934. }
  2935. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2936. //{
  2937. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2938. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2939. // {
  2940. // }
  2941. //}
  2942. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2943. {
  2944. if (!h)
  2945. COMPLAIN_RET("You need hero to buy a skill!");
  2946. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2947. COMPLAIN_RET("Hero already know this skill");
  2948. if (!h->canLearnSkill())
  2949. COMPLAIN_RET("Hero can't learn any more skills");
  2950. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2951. COMPLAIN_RET("The hero can't learn this skill!");
  2952. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2953. COMPLAIN_RET("That skill is unavailable!");
  2954. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2955. COMPLAIN_RET("You can't afford to buy this skill");
  2956. SetResource sr;
  2957. sr.player = h->tempOwner;
  2958. sr.resid = Res::GOLD;
  2959. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2960. sendAndApply(&sr);
  2961. changeSecSkill(h, skill, 1, true);
  2962. return true;
  2963. }
  2964. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2965. {
  2966. int r1 = gs->getPlayer(player)->resources.at(id1),
  2967. r2 = gs->getPlayer(player)->resources.at(id2);
  2968. vstd::amin(val, r1); //can't trade more resources than have
  2969. int b1, b2; //base quantities for trade
  2970. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2971. int units = val / b1; //how many base quantities we trade
  2972. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2973. {
  2974. //TODO: complain?
  2975. assert(0);
  2976. }
  2977. SetResource sr;
  2978. sr.player = player;
  2979. sr.resid = static_cast<Res::ERes>(id1);
  2980. sr.val = r1 - b1 * units;
  2981. sendAndApply(&sr);
  2982. sr.resid = static_cast<Res::ERes>(id2);
  2983. sr.val = r2 + b2 * units;
  2984. sendAndApply(&sr);
  2985. return true;
  2986. }
  2987. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2988. {
  2989. if(!vstd::contains(hero->Slots(), slot))
  2990. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2991. const CStackInstance &s = hero->getStack(slot);
  2992. if( s.count < count //can't sell more creatures than have
  2993. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2994. {
  2995. COMPLAIN_RET("Not enough creatures in army!");
  2996. }
  2997. int b1, b2; //base quantities for trade
  2998. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2999. int units = count / b1; //how many base quantities we trade
  3000. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3001. {
  3002. //TODO: complain?
  3003. assert(0);
  3004. }
  3005. changeStackCount(StackLocation(hero, slot), -count);
  3006. SetResource sr;
  3007. sr.player = hero->tempOwner;
  3008. sr.resid = resourceID;
  3009. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  3010. sendAndApply(&sr);
  3011. return true;
  3012. }
  3013. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3014. {
  3015. const CArmedInstance *army = nullptr;
  3016. if (hero)
  3017. army = hero;
  3018. else
  3019. army = dynamic_cast<const CGTownInstance *>(market->o);
  3020. if (!army)
  3021. COMPLAIN_RET("Incorrect call to transform in undead!");
  3022. if(!army->hasStackAtSlot(slot))
  3023. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3024. const CStackInstance &s = army->getStack(slot);
  3025. //resulting creature - bone dragons or skeletons
  3026. CreatureID resCreature = CreatureID::SKELETON;
  3027. if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3028. || (s.getCreatureID() == CreatureID::HYDRA)
  3029. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3030. resCreature = CreatureID::BONE_DRAGON;
  3031. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3032. return true;
  3033. }
  3034. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3035. {
  3036. const PlayerState *p2 = gs->getPlayer(r2, false);
  3037. if(!p2 || p2->status != EPlayerStatus::INGAME)
  3038. {
  3039. complain("Dest player must be in game!");
  3040. return false;
  3041. }
  3042. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  3043. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  3044. val = std::min(si32(val),curRes1);
  3045. SetResource sr;
  3046. sr.player = player;
  3047. sr.resid = r1;
  3048. sr.val = curRes1 - val;
  3049. sendAndApply(&sr);
  3050. sr.player = r2;
  3051. sr.val = curRes2 + val;
  3052. sendAndApply(&sr);
  3053. return true;
  3054. }
  3055. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  3056. {
  3057. gs->getHero(hid)-> formation = formation;
  3058. return true;
  3059. }
  3060. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3061. {
  3062. const PlayerState *p = gs->getPlayer(player);
  3063. const CGTownInstance *t = gs->getTown(obj->id);
  3064. //common preconditions
  3065. // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3066. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3067. if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3068. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3069. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
  3070. {
  3071. return false;
  3072. }
  3073. if(t) //tavern in town
  3074. {
  3075. if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3076. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3077. {
  3078. return false;
  3079. }
  3080. }
  3081. else if(obj->ID == Obj::TAVERN)
  3082. {
  3083. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3084. {
  3085. return false;
  3086. }
  3087. }
  3088. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3089. if (!nh)
  3090. {
  3091. complain ("Hero is not available for hiring!");
  3092. return false;
  3093. }
  3094. HeroRecruited hr;
  3095. hr.tid = obj->id;
  3096. hr.hid = nh->subID;
  3097. hr.player = player;
  3098. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3099. sendAndApply(&hr);
  3100. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3101. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3102. const CGHeroInstance *newHero = nullptr;
  3103. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3104. {
  3105. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
  3106. }
  3107. SetAvailableHeroes sah;
  3108. sah.player = player;
  3109. if(newHero)
  3110. {
  3111. sah.hid[hid] = newHero->subID;
  3112. sah.army[hid].clear();
  3113. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3114. }
  3115. else
  3116. {
  3117. sah.hid[hid] = -1;
  3118. }
  3119. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3120. sendAndApply(&sah);
  3121. SetResource sr;
  3122. sr.player = player;
  3123. sr.resid = Res::GOLD;
  3124. sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
  3125. sendAndApply(&sr);
  3126. if(t)
  3127. {
  3128. vistiCastleObjects (t, nh);
  3129. giveSpells (t,nh);
  3130. }
  3131. return true;
  3132. }
  3133. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3134. {
  3135. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3136. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  3137. auto topQuery = queries.topQuery(player);
  3138. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3139. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3140. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3141. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3142. dialogQuery->answer = answer;
  3143. queries.popQuery(topQuery);
  3144. return true;
  3145. }
  3146. static EndAction end_action;
  3147. void CGameHandler::updateGateState()
  3148. {
  3149. BattleUpdateGateState db;
  3150. db.state = gs->curB->si.gateState;
  3151. if(gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3152. {
  3153. db.state = EGateState::DESTROYED;
  3154. }
  3155. else if(db.state == EGateState::OPENED)
  3156. {
  3157. if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3158. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3159. {
  3160. if(gs->curB->town->subID == ETownType::FORTRESS)
  3161. {
  3162. if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3163. db.state = EGateState::CLOSED;
  3164. }
  3165. else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3166. db.state = EGateState::BLOCKED;
  3167. else
  3168. db.state = EGateState::CLOSED;
  3169. }
  3170. }
  3171. else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3172. db.state = EGateState::BLOCKED;
  3173. else
  3174. db.state = EGateState::CLOSED;
  3175. if(db.state != gs->curB->si.gateState)
  3176. sendAndApply(&db);
  3177. }
  3178. bool CGameHandler::makeBattleAction( BattleAction &ba )
  3179. {
  3180. bool ok = true;
  3181. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3182. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3183. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3184. : nullptr;
  3185. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3186. logGlobal->traceStream() << boost::format(
  3187. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  3188. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  3189. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  3190. switch(ba.actionType)
  3191. {
  3192. case Battle::WALK: //walk
  3193. case Battle::DEFEND: //defend
  3194. case Battle::WAIT: //wait
  3195. case Battle::WALK_AND_ATTACK: //walk or attack
  3196. case Battle::SHOOT: //shoot
  3197. case Battle::CATAPULT: //catapult
  3198. case Battle::STACK_HEAL: //healing with First Aid Tent
  3199. case Battle::DAEMON_SUMMONING:
  3200. case Battle::MONSTER_SPELL:
  3201. if(!stack)
  3202. {
  3203. complain("No such stack!");
  3204. return false;
  3205. }
  3206. if(!stack->alive())
  3207. {
  3208. complain("This stack is dead: " + stack->nodeName());
  3209. return false;
  3210. }
  3211. if(battleTacticDist())
  3212. {
  3213. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  3214. {
  3215. complain("This is not a stack of side that has tactics!");
  3216. return false;
  3217. }
  3218. }
  3219. else if(!isAboutActiveStack)
  3220. {
  3221. complain("Action has to be about active stack!");
  3222. return false;
  3223. }
  3224. }
  3225. switch(ba.actionType)
  3226. {
  3227. case Battle::END_TACTIC_PHASE: //wait
  3228. case Battle::BAD_MORALE:
  3229. case Battle::NO_ACTION:
  3230. {
  3231. StartAction start_action(ba);
  3232. sendAndApply(&start_action);
  3233. sendAndApply(&end_action);
  3234. break;
  3235. }
  3236. case Battle::WALK:
  3237. {
  3238. StartAction start_action(ba);
  3239. sendAndApply(&start_action); //start movement
  3240. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3241. if(!walkedTiles)
  3242. complain("Stack failed movement!");
  3243. sendAndApply(&end_action);
  3244. break;
  3245. }
  3246. case Battle::DEFEND:
  3247. {
  3248. //defensive stance //TODO: remove this bonus when stack becomes active
  3249. SetStackEffect sse;
  3250. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  3251. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3252. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3253. sse.stacks.push_back(ba.stackNumber);
  3254. sendAndApply(&sse);
  3255. //don't break - we share code with next case
  3256. }
  3257. case Battle::WAIT:
  3258. {
  3259. StartAction start_action(ba);
  3260. sendAndApply(&start_action);
  3261. sendAndApply(&end_action);
  3262. break;
  3263. }
  3264. case Battle::RETREAT: //retreat/flee
  3265. {
  3266. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3267. complain("Cannot retreat!");
  3268. else
  3269. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3270. break;
  3271. }
  3272. case Battle::SURRENDER:
  3273. {
  3274. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3275. int cost = gs->curB->battleGetSurrenderCost(player);
  3276. if(cost < 0)
  3277. complain("Cannot surrender!");
  3278. else if(getResource(player, Res::GOLD) < cost)
  3279. complain("Not enough gold to surrender!");
  3280. else
  3281. {
  3282. giveResource(player, Res::GOLD, -cost);
  3283. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3284. }
  3285. break;
  3286. }
  3287. case Battle::WALK_AND_ATTACK: //walk or attack
  3288. {
  3289. StartAction start_action(ba);
  3290. sendAndApply(&start_action); //start movement and attack
  3291. if(!stack || !destinationStack)
  3292. {
  3293. sendAndApply(&end_action);
  3294. break;
  3295. }
  3296. BattleHex startingPos = stack->position;
  3297. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3298. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  3299. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3300. && !(stack->doubleWide()
  3301. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  3302. ) //nor occupy specified hex
  3303. )
  3304. {
  3305. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  3306. logGlobal->warnStream() << problem;
  3307. complain(problem);
  3308. ok = false;
  3309. sendAndApply(&end_action);
  3310. break;
  3311. }
  3312. if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3313. {
  3314. destinationStack = nullptr;
  3315. }
  3316. if(!destinationStack)
  3317. {
  3318. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3319. ok = false;
  3320. sendAndApply(&end_action);
  3321. break;
  3322. }
  3323. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  3324. {
  3325. complain("Attack cannot be performed!");
  3326. sendAndApply(&end_action);
  3327. ok = false;
  3328. break;
  3329. }
  3330. //attack
  3331. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3332. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3333. for (int i = 0; i < totalAttacks; ++i)
  3334. {
  3335. if (stack &&
  3336. stack->alive() && //move can cause death, eg. by walking into the moat
  3337. destinationStack->alive())
  3338. {
  3339. BattleAttack bat;
  3340. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3341. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3342. handleAttackBeforeCasting(bat); //only before first attack
  3343. sendAndApply(&bat);
  3344. handleAfterAttackCasting(bat);
  3345. }
  3346. //counterattack
  3347. if (destinationStack
  3348. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3349. && destinationStack->ableToRetaliate()
  3350. && stack->alive()) //attacker may have died (fire shield)
  3351. {
  3352. BattleAttack bat;
  3353. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3354. bat.flags |= BattleAttack::COUNTER;
  3355. sendAndApply(&bat);
  3356. handleAfterAttackCasting(bat);
  3357. }
  3358. }
  3359. //return
  3360. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3361. {
  3362. moveStack(ba.stackNumber, startingPos);
  3363. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3364. }
  3365. sendAndApply(&end_action);
  3366. break;
  3367. }
  3368. case Battle::SHOOT:
  3369. {
  3370. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3371. {
  3372. complain("Cannot shoot!");
  3373. break;
  3374. }
  3375. StartAction start_action(ba);
  3376. sendAndApply(&start_action); //start shooting
  3377. {
  3378. BattleAttack bat;
  3379. bat.flags |= BattleAttack::SHOT;
  3380. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3381. handleAttackBeforeCasting(bat);
  3382. sendAndApply(&bat);
  3383. handleAfterAttackCasting(bat);
  3384. }
  3385. //second shot for ballista, only if hero has advanced artillery
  3386. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3387. if( destinationStack->alive()
  3388. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3389. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3390. )
  3391. {
  3392. BattleAttack bat2;
  3393. bat2.flags |= BattleAttack::SHOT;
  3394. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3395. sendAndApply(&bat2);
  3396. }
  3397. //allow more than one additional attack
  3398. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3399. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3400. for (int i = 0; i < additionalAttacks; ++i)
  3401. {
  3402. if(
  3403. stack->alive()
  3404. && destinationStack->alive()
  3405. && stack->shots
  3406. )
  3407. {
  3408. BattleAttack bat;
  3409. bat.flags |= BattleAttack::SHOT;
  3410. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3411. sendAndApply(&bat);
  3412. handleAfterAttackCasting(bat);
  3413. }
  3414. }
  3415. sendAndApply(&end_action);
  3416. break;
  3417. }
  3418. case Battle::CATAPULT:
  3419. {
  3420. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3421. {
  3422. switch(part)
  3423. {
  3424. case EWallPart::GATE:
  3425. return sbi.gate;
  3426. case EWallPart::KEEP:
  3427. return sbi.keep;
  3428. case EWallPart::BOTTOM_TOWER:
  3429. case EWallPart::UPPER_TOWER:
  3430. return sbi.tower;
  3431. case EWallPart::BOTTOM_WALL:
  3432. case EWallPart::BELOW_GATE:
  3433. case EWallPart::OVER_GATE:
  3434. case EWallPart::UPPER_WALL:
  3435. return sbi.wall;
  3436. default:
  3437. return 0;
  3438. }
  3439. };
  3440. StartAction start_action(ba);
  3441. sendAndApply(&start_action);
  3442. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3443. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3444. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3445. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3446. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3447. {
  3448. complain("catapult tried to attack non-catapultable hex!");
  3449. break;
  3450. }
  3451. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3452. auto &currentHP = gs->curB->si.wallState;
  3453. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3454. {
  3455. complain("catapult tried to attack already destroyed wall part!");
  3456. break;
  3457. }
  3458. for(int g=0; g<sbi.shots; ++g)
  3459. {
  3460. bool hitSuccessfull = false;
  3461. auto attackedPart = wallPart;
  3462. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3463. {
  3464. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3465. currentHP.at(attackedPart) != EWallState::NONE &&
  3466. gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3467. {
  3468. hitSuccessfull = true;
  3469. }
  3470. else // select new target
  3471. {
  3472. std::vector<EWallPart::EWallPart> allowedTargets;
  3473. for (size_t i=0; i< currentHP.size(); i++)
  3474. {
  3475. if (currentHP.at(i) != EWallState::DESTROYED &&
  3476. currentHP.at(i) != EWallState::NONE)
  3477. allowedTargets.push_back(EWallPart::EWallPart(i));
  3478. }
  3479. if (allowedTargets.empty())
  3480. break;
  3481. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
  3482. }
  3483. }
  3484. while (!hitSuccessfull);
  3485. if (!hitSuccessfull) // break triggered - no target to shoot at
  3486. break;
  3487. CatapultAttack ca; //package for clients
  3488. CatapultAttack::AttackInfo attack;
  3489. attack.attackedPart = attackedPart;
  3490. attack.destinationTile = ba.destinationTile;
  3491. attack.damageDealt = 0;
  3492. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3493. int dmgRand = gs->getRandomGenerator().nextInt(99);
  3494. //accumulating dmgChance
  3495. dmgChance[1] += dmgChance[0];
  3496. dmgChance[2] += dmgChance[1];
  3497. //calculating dealt damage
  3498. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3499. {
  3500. if(dmgRand <= dmgChance[damage])
  3501. {
  3502. attack.damageDealt = damage;
  3503. break;
  3504. }
  3505. }
  3506. // attacked tile may have changed - update destination
  3507. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3508. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3509. << " dealing " << (int)attack.damageDealt << " damage";
  3510. //removing creatures in turrets / keep if one is destroyed
  3511. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3512. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3513. {
  3514. int posRemove = -1;
  3515. switch(attackedPart)
  3516. {
  3517. case EWallPart::KEEP:
  3518. posRemove = -2;
  3519. break;
  3520. case EWallPart::BOTTOM_TOWER:
  3521. posRemove = -3;
  3522. break;
  3523. case EWallPart::UPPER_TOWER:
  3524. posRemove = -4;
  3525. break;
  3526. }
  3527. BattleStacksRemoved bsr;
  3528. for(auto & elem : gs->curB->stacks)
  3529. {
  3530. if(elem->position == posRemove)
  3531. {
  3532. bsr.stackIDs.insert( elem->ID );
  3533. break;
  3534. }
  3535. }
  3536. sendAndApply(&bsr);
  3537. }
  3538. ca.attacker = ba.stackNumber;
  3539. ca.attackedParts.push_back(attack);
  3540. sendAndApply(&ca);
  3541. }
  3542. //finish by scope guard
  3543. break;
  3544. }
  3545. case Battle::STACK_HEAL: //healing with First Aid Tent
  3546. {
  3547. StartAction start_action(ba);
  3548. sendAndApply(&start_action);
  3549. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3550. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3551. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3552. ui32 healed = 0;
  3553. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3554. {
  3555. complain("There is either no healer, no destination, or healer cannot heal :P");
  3556. }
  3557. else
  3558. {
  3559. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3560. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3561. }
  3562. if(healed == 0)
  3563. {
  3564. //nothing to heal.. should we complain?
  3565. }
  3566. else
  3567. {
  3568. StacksHealedOrResurrected shr;
  3569. shr.lifeDrain = false;
  3570. shr.tentHealing = true;
  3571. shr.drainedFrom = ba.stackNumber;
  3572. StacksHealedOrResurrected::HealInfo hi;
  3573. hi.healedHP = healed;
  3574. hi.lowLevelResurrection = false;
  3575. hi.stackID = destStack->ID;
  3576. shr.healedStacks.push_back(hi);
  3577. sendAndApply(&shr);
  3578. }
  3579. sendAndApply(&end_action);
  3580. break;
  3581. }
  3582. case Battle::DAEMON_SUMMONING:
  3583. //TODO: From Strategija:
  3584. //Summon Demon is a level 2 spell.
  3585. {
  3586. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3587. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3588. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3589. BattleStackAdded bsa;
  3590. bsa.attacker = summoner->attackerOwned;
  3591. bsa.creID = summonedType;
  3592. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3593. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;//todo: ignore AGE effect
  3594. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3595. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3596. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3597. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3598. bsa.summoned = false;
  3599. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3600. {
  3601. StartAction start_action(ba);
  3602. sendAndApply(&start_action);
  3603. BattleStacksRemoved bsr; //remove body
  3604. bsr.stackIDs.insert(destStack->ID);
  3605. sendAndApply(&bsr);
  3606. sendAndApply(&bsa);
  3607. BattleSetStackProperty ssp;
  3608. ssp.stackID = ba.stackNumber;
  3609. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3610. ssp.val = -1;
  3611. ssp.absolute = false;
  3612. sendAndApply(&ssp);
  3613. sendAndApply(&end_action);
  3614. }
  3615. break;
  3616. }
  3617. case Battle::MONSTER_SPELL:
  3618. {
  3619. StartAction start_action(ba);
  3620. sendAndApply(&start_action);
  3621. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3622. SpellID spellID = SpellID(ba.additionalInfo);
  3623. BattleHex destination(ba.destinationTile);
  3624. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3625. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3626. //TODO special bonus for genies ability
  3627. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3628. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3629. if(spellID < 0)
  3630. complain("That stack can't cast spells!");
  3631. else
  3632. {
  3633. const CSpell * spell = SpellID(spellID).toSpell();
  3634. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3635. parameters.spellLvl = 0;
  3636. if (spellcaster)
  3637. vstd::amax(parameters.spellLvl, spellcaster->val);
  3638. if (randSpellcaster)
  3639. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3640. vstd::amin (parameters.spellLvl, 3);
  3641. parameters.effectLevel = parameters.spellLvl;
  3642. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3643. parameters.aimToHex(destination);//todo: allow multiple destinations
  3644. parameters.selectedStack = nullptr;
  3645. spell->battleCast(spellEnv, parameters);
  3646. }
  3647. sendAndApply(&end_action);
  3648. break;
  3649. }
  3650. }
  3651. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3652. battleMadeAction.setn(true);
  3653. return ok;
  3654. }
  3655. void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
  3656. {
  3657. bool cheated=true;
  3658. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3659. sendAndApply(&temp_message);
  3660. if(message == "vcmiistari") //give all spells and 999 mana
  3661. {
  3662. SetMana sm;
  3663. GiveBonus giveBonus(GiveBonus::HERO);
  3664. CGHeroInstance *h = gs->getHero(currObj);
  3665. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3666. sm.hid = h->id;
  3667. giveBonus.id = h->id.getNum();
  3668. //give all spells with bonus (to allow banned spells)
  3669. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  3670. //start with level 0 to skip abilities
  3671. for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  3672. {
  3673. giveBonus.bonus.subtype = level;
  3674. sendAndApply(&giveBonus);
  3675. }
  3676. //give mana
  3677. sm.val = 999;
  3678. sm.absolute = true;
  3679. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3680. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); //give spellbook
  3681. sendAndApply(&sm);
  3682. }
  3683. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3684. {
  3685. CGHeroInstance *hero = gs->getHero(currObj);
  3686. CGTownInstance *town;
  3687. if (hero)
  3688. town = hero->visitedTown;
  3689. else
  3690. town = gs->getTown(currObj);
  3691. if (town)
  3692. {
  3693. for (auto & build : town->town->buildings)
  3694. {
  3695. if (!town->hasBuilt(build.first)
  3696. && !build.second->Name().empty()
  3697. && build.first != BuildingID::SHIP)
  3698. {
  3699. buildStructure(town->id, build.first, true);
  3700. }
  3701. }
  3702. }
  3703. }
  3704. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3705. {
  3706. CGHeroInstance *hero = gs->getHero(currObj);
  3707. const CCreature *archangel = VLC->creh->creatures.at(13);
  3708. if(!hero) return;
  3709. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3710. if(!hero->hasStackAtSlot(SlotID(i)))
  3711. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3712. }
  3713. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3714. {
  3715. CGHeroInstance *hero = gs->getHero(currObj);
  3716. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3717. if(!hero) return;
  3718. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3719. if(!hero->hasStackAtSlot(SlotID(i)))
  3720. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3721. }
  3722. else if(message == "vcmiglaurung") //gives 5000 crystal dragons into each slot
  3723. {
  3724. CGHeroInstance *hero = gs->getHero(currObj);
  3725. const CCreature *crystalDragon = VLC->creh->creatures.at(133);
  3726. if(!hero) return;
  3727. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3728. if(!hero->hasStackAtSlot(SlotID(i)))
  3729. insertNewStack(StackLocation(hero, SlotID(i)), crystalDragon, 5000);
  3730. }
  3731. else if(message == "vcminoldor") //all war machines
  3732. {
  3733. CGHeroInstance *hero = gs->getHero(currObj);
  3734. if(!hero) return;
  3735. if(!hero->getArt(ArtifactPosition::MACH1))
  3736. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  3737. if(!hero->getArt(ArtifactPosition::MACH2))
  3738. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  3739. if(!hero->getArt(ArtifactPosition::MACH3))
  3740. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  3741. }
  3742. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3743. {
  3744. CGHeroInstance *hero = gs->getHero(currObj);
  3745. if(!hero) return;
  3746. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3747. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3748. }
  3749. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3750. {
  3751. CGHeroInstance *hero = gs->getHero(currObj);
  3752. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3753. }
  3754. else if(message == "vcminahar") //1000000 movement points
  3755. {
  3756. CGHeroInstance *hero = gs->getHero(currObj);
  3757. if(!hero) return;
  3758. SetMovePoints smp;
  3759. smp.hid = hero->id;
  3760. smp.val = 1000000;
  3761. sendAndApply(&smp);
  3762. }
  3763. else if(message == "vcmiformenos") //give resources
  3764. {
  3765. SetResources sr;
  3766. sr.player = player;
  3767. sr.res = gs->getPlayer(player)->resources;
  3768. for(int i=0;i<Res::GOLD;i++)
  3769. sr.res[i] += 100;
  3770. sr.res[Res::GOLD] += 100000; //100k
  3771. sendAndApply(&sr);
  3772. }
  3773. else if(message == "vcmieagles") //reveal FoW
  3774. {
  3775. FoWChange fc;
  3776. fc.mode = 1;
  3777. fc.player = player;
  3778. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3779. int lastUnc = 0;
  3780. for(int i=0;i<gs->map->width;i++)
  3781. for(int j=0;j<gs->map->height;j++)
  3782. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3783. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3784. hlp_tab[lastUnc++] = int3(i,j,k);
  3785. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3786. delete [] hlp_tab;
  3787. sendAndApply(&fc);
  3788. }
  3789. else if(message == "vcmisilmaril") //player wins
  3790. {
  3791. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3792. }
  3793. else if(message == "vcmimelkor") //player looses
  3794. {
  3795. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3796. }
  3797. else
  3798. cheated = false;
  3799. if(cheated)
  3800. {
  3801. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3802. sendAndApply(&temp_message);
  3803. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3804. }
  3805. }
  3806. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3807. {
  3808. switch(ba.actionType)
  3809. {
  3810. case Battle::HERO_SPELL:
  3811. {
  3812. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3813. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3814. if(!h)
  3815. {
  3816. logGlobal->warnStream() << "Wrong caster!";
  3817. return false;
  3818. }
  3819. if(ba.additionalInfo >= VLC->spellh->objects.size())
  3820. {
  3821. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3822. return false;
  3823. }
  3824. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3825. BattleSpellCastParameters parameters(gs->curB, h, s);
  3826. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3827. parameters.mode = ECastingMode::HERO_CASTING;
  3828. parameters.selectedStack = gs->curB->battleGetStackByID(ba.selectedStack, false);
  3829. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3830. if(escp != ESpellCastProblem::OK)
  3831. {
  3832. logGlobal->warnStream() << "Spell cannot be cast!";
  3833. logGlobal->warnStream() << "Problem : " << escp;
  3834. return false;
  3835. }
  3836. StartAction start_action(ba);
  3837. sendAndApply(&start_action); //start spell casting
  3838. s->battleCast(spellEnv, parameters);
  3839. sendAndApply(&end_action);
  3840. if( !gs->curB->battleGetStackByID(gs->curB->activeStack))
  3841. {
  3842. battleMadeAction.setn(true);
  3843. }
  3844. checkBattleStateChanges();
  3845. if(battleResult.get())
  3846. {
  3847. battleMadeAction.setn(true);
  3848. //battle will be ended by startBattle function
  3849. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3850. }
  3851. return true;
  3852. }
  3853. }
  3854. return false;
  3855. }
  3856. void CGameHandler::stackTurnTrigger(const CStack * st)
  3857. {
  3858. BattleTriggerEffect bte;
  3859. bte.stackID = st->ID;
  3860. bte.effect = -1;
  3861. bte.val = 0;
  3862. bte.additionalInfo = 0;
  3863. if (st->alive())
  3864. {
  3865. //unbind
  3866. if (st->getEffect (SpellID::BIND))
  3867. {
  3868. bool unbind = true;
  3869. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3870. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3871. for(Bonus * b : bl)
  3872. {
  3873. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3874. if (stack)
  3875. {
  3876. if (vstd::contains(stacks, stack)) //binding stack is still present
  3877. {
  3878. unbind = false;
  3879. }
  3880. }
  3881. }
  3882. if (unbind)
  3883. {
  3884. BattleSetStackProperty ssp;
  3885. ssp.which = BattleSetStackProperty::UNBIND;
  3886. ssp.stackID = st->ID;
  3887. sendAndApply(&ssp);
  3888. }
  3889. }
  3890. //regeneration
  3891. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3892. {
  3893. bte.effect = Bonus::HP_REGENERATION;
  3894. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3895. }
  3896. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3897. {
  3898. bte.effect = Bonus::HP_REGENERATION;
  3899. bte.val = st->MaxHealth() - st->firstHPleft;
  3900. }
  3901. if (bte.val) //anything to heal
  3902. sendAndApply(&bte);
  3903. if(st->hasBonusOfType(Bonus::POISON))
  3904. {
  3905. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3906. if (b) //TODO: what if not?...
  3907. {
  3908. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3909. if (bte.val < b->val) //(negative) poison effect increases - update it
  3910. {
  3911. bte.effect = Bonus::POISON;
  3912. sendAndApply(&bte);
  3913. }
  3914. }
  3915. }
  3916. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3917. {
  3918. const PlayerColor opponent = gs->curB->theOtherPlayer(st->owner);
  3919. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3920. if (opponentHero)
  3921. {
  3922. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3923. vstd::amin(manaDrained, opponentHero->mana);
  3924. if (manaDrained)
  3925. {
  3926. bte.effect = Bonus::MANA_DRAIN;
  3927. bte.val = manaDrained;
  3928. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3929. sendAndApply(&bte);
  3930. }
  3931. }
  3932. }
  3933. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3934. {
  3935. bool fearsomeCreature = false;
  3936. for(CStack * stack : gs->curB->stacks)
  3937. {
  3938. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3939. {
  3940. fearsomeCreature = true;
  3941. break;
  3942. }
  3943. }
  3944. if (fearsomeCreature)
  3945. {
  3946. if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3947. {
  3948. bte.effect = Bonus::FEAR;
  3949. sendAndApply(&bte);
  3950. }
  3951. }
  3952. }
  3953. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3954. int side = gs->curB->whatSide(st->owner);
  3955. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3956. {
  3957. bool cast = false;
  3958. while (!bl.empty() && !cast)
  3959. {
  3960. auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
  3961. auto spellID = SpellID(bonus->subtype);
  3962. const CSpell * spell = SpellID(spellID).toSpell();
  3963. bl.remove_if([&bonus](Bonus * b){return b==bonus;});
  3964. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  3965. {
  3966. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3967. parameters.spellLvl = bonus->val;
  3968. parameters.effectLevel = bonus->val;//todo: recheck
  3969. parameters.aimToHex(BattleHex::INVALID);
  3970. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3971. parameters.selectedStack = nullptr;
  3972. spell->battleCast(spellEnv, parameters);
  3973. //todo: move to mechanics
  3974. BattleSetStackProperty ssp;
  3975. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3976. ssp.absolute = false;
  3977. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3978. ssp.stackID = st->ID;
  3979. sendAndApply(&ssp);
  3980. cast = true;
  3981. }
  3982. };
  3983. }
  3984. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3985. for (auto b : bl)
  3986. {
  3987. SetStackEffect sse;
  3988. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3989. if (val > 3)
  3990. {
  3991. for (auto s : gs->curB->battleGetAllStacks())
  3992. {
  3993. if (st->owner == s->owner && s->isValidTarget()) //all allied
  3994. sse.stacks.push_back (s->ID);
  3995. }
  3996. }
  3997. else
  3998. sse.stacks.push_back (st->ID);
  3999. Bonus pseudoBonus;
  4000. pseudoBonus.sid = b->subtype;
  4001. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4002. pseudoBonus.turnsRemain = 50;
  4003. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4004. if (sse.effect.size())
  4005. sendAndApply (&sse);
  4006. }
  4007. }
  4008. }
  4009. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4010. {
  4011. //we want to determine following vars depending on obstacle type
  4012. int damage = -1;
  4013. int effect = -1;
  4014. bool oneTimeObstacle = false;
  4015. //helper info
  4016. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4017. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4018. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4019. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4020. {
  4021. damage = battleGetMoatDmg();
  4022. }
  4023. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4024. {
  4025. //You don't get hit by a Mine you can see.
  4026. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4027. return;
  4028. oneTimeObstacle = true;
  4029. effect = 82; //makes
  4030. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4031. if(sp->isImmuneByStack(hero, curStack))
  4032. return;
  4033. damage = sp->calculateDamage(hero, curStack,
  4034. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4035. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4036. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4037. }
  4038. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4039. {
  4040. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4041. if(sp->isImmuneByStack(hero, curStack))
  4042. return;
  4043. damage = sp->calculateDamage(hero, curStack,
  4044. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4045. }
  4046. else
  4047. {
  4048. //no other obstacle does damage to stack
  4049. return;
  4050. }
  4051. BattleStackAttacked bsa;
  4052. if(effect >= 0)
  4053. {
  4054. bsa.flags |= BattleStackAttacked::EFFECT;
  4055. bsa.effect = effect; //makes POOF
  4056. }
  4057. bsa.damageAmount = damage;
  4058. bsa.stackAttacked = curStack->ID;
  4059. bsa.attackerID = -1;
  4060. curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
  4061. StacksInjured si;
  4062. si.stacks.push_back(bsa);
  4063. sendAndApply(&si);
  4064. if(oneTimeObstacle)
  4065. removeObstacle(obstacle);
  4066. }
  4067. void CGameHandler::handleTimeEvents()
  4068. {
  4069. gs->map->events.sort(evntCmp);
  4070. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4071. {
  4072. CMapEvent ev = gs->map->events.front();
  4073. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4074. {
  4075. auto color = PlayerColor(player);
  4076. PlayerState *pinfo = gs->getPlayer(color, false); //do not output error if player does not exist
  4077. if( pinfo //player exists
  4078. && (ev.players & 1<<player) //event is enabled to this player
  4079. && ((ev.computerAffected && !pinfo->human)
  4080. || (ev.humanAffected && pinfo->human)
  4081. )
  4082. )
  4083. {
  4084. //give resources
  4085. SetResources sr;
  4086. sr.player = color;
  4087. sr.res = pinfo->resources + ev.resources;
  4088. //prepare dialog
  4089. InfoWindow iw;
  4090. iw.player = color;
  4091. iw.text << ev.message;
  4092. for (int i=0; i<ev.resources.size(); i++)
  4093. {
  4094. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4095. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4096. }
  4097. if (iw.components.size())
  4098. {
  4099. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4100. sendAndApply(&sr); //update player resources if changed
  4101. }
  4102. sendAndApply(&iw); //show dialog
  4103. }
  4104. } //PLAYERS LOOP
  4105. if(ev.nextOccurence)
  4106. {
  4107. gs->map->events.pop_front();
  4108. ev.firstOccurence += ev.nextOccurence;
  4109. auto it = gs->map->events.begin();
  4110. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4111. it++;
  4112. gs->map->events.insert(it, ev);
  4113. }
  4114. else
  4115. {
  4116. gs->map->events.pop_front();
  4117. }
  4118. }
  4119. //TODO send only if changed
  4120. UpdateMapEvents ume;
  4121. ume.events = gs->map->events;
  4122. sendAndApply(&ume);
  4123. }
  4124. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4125. {
  4126. town->events.sort(evntCmp);
  4127. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4128. {
  4129. PlayerColor player = town->tempOwner;
  4130. CCastleEvent ev = town->events.front();
  4131. PlayerState *pinfo = gs->getPlayer(player, false);
  4132. if( pinfo //player exists
  4133. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4134. && ((ev.computerAffected && !pinfo->human)
  4135. || (ev.humanAffected && pinfo->human) ) )
  4136. {
  4137. // dialog
  4138. InfoWindow iw;
  4139. iw.player = player;
  4140. iw.text << ev.message;
  4141. if(ev.resources.nonZero())
  4142. {
  4143. TResources was = n.res[player];
  4144. n.res[player] += ev.resources;
  4145. n.res[player].amax(0);
  4146. for (int i=0; i<ev.resources.size(); i++)
  4147. 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
  4148. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4149. }
  4150. for(auto & i : ev.buildings)
  4151. {
  4152. if(!town->hasBuilt(i))
  4153. {
  4154. buildStructure(town->id, i, true);
  4155. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4156. }
  4157. }
  4158. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4159. {
  4160. n.cres[town->id].tid = town->id;
  4161. n.cres[town->id].creatures = town->creatures;
  4162. }
  4163. auto & sac = n.cres[town->id];
  4164. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4165. {
  4166. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4167. {
  4168. sac.creatures[i].first += ev.creatures.at(i);
  4169. iw.components.push_back(Component(Component::CREATURE,
  4170. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4171. }
  4172. }
  4173. sendAndApply(&iw); //show dialog
  4174. }
  4175. if(ev.nextOccurence)
  4176. {
  4177. town->events.pop_front();
  4178. ev.firstOccurence += ev.nextOccurence;
  4179. auto it = town->events.begin();
  4180. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4181. it++;
  4182. town->events.insert(it, ev);
  4183. }
  4184. else
  4185. {
  4186. town->events.pop_front();
  4187. }
  4188. }
  4189. //TODO send only if changed
  4190. UpdateCastleEvents uce;
  4191. uce.town = town->id;
  4192. uce.events = town->events;
  4193. sendAndApply(&uce);
  4194. }
  4195. bool CGameHandler::complain( const std::string &problem )
  4196. {
  4197. sendMessageToAll("Server encountered a problem: " + problem);
  4198. logGlobal->errorStream() << problem;
  4199. return true;
  4200. }
  4201. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4202. {
  4203. //PlayerColor player = getOwner(hid);
  4204. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4205. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4206. assert(lowerArmy);
  4207. assert(upperArmy);
  4208. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4209. queries.addQuery(garrisonQuery);
  4210. GarrisonDialog gd;
  4211. gd.hid = hid;
  4212. gd.objid = upobj;
  4213. gd.removableUnits = removableUnits;
  4214. gd.queryID = garrisonQuery->queryID;
  4215. sendAndApply(&gd);
  4216. }
  4217. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4218. {
  4219. OpenWindow ow;
  4220. ow.window = OpenWindow::THIEVES_GUILD;
  4221. ow.id1 = player.getNum();
  4222. ow.id2 = requestingObjId.getNum();
  4223. sendAndApply(&ow);
  4224. }
  4225. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4226. {
  4227. if(id1 == id2)
  4228. return true;
  4229. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4230. if(!o1 || !o2)
  4231. return true; //arranging stacks within an object should be always allowed
  4232. if (o1 && o2)
  4233. {
  4234. if(o1->ID == Obj::TOWN)
  4235. {
  4236. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4237. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4238. return true;
  4239. }
  4240. if(o2->ID == Obj::TOWN)
  4241. {
  4242. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4243. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4244. return true;
  4245. }
  4246. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4247. {
  4248. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4249. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4250. // two heroes in same town (garrisoned and visiting)
  4251. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4252. return true;
  4253. }
  4254. //Ongoing garrison exchange
  4255. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4256. {
  4257. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4258. return true;
  4259. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4260. return true;
  4261. }
  4262. }
  4263. return false;
  4264. }
  4265. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4266. {
  4267. logGlobal->debugStream() << h->nodeName() << " visits " << obj->getObjectName() << "(" << obj->ID << ":" << obj->subID << ")";
  4268. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4269. queries.addQuery(visitQuery); //TODO real visit pos
  4270. HeroVisit hv;
  4271. hv.obj = obj;
  4272. hv.hero = h;
  4273. hv.player = h->tempOwner;
  4274. hv.starting = true;
  4275. sendAndApply(&hv);
  4276. obj->onHeroVisit(h);
  4277. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4278. }
  4279. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4280. {
  4281. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4282. HeroVisit hv;
  4283. hv.player = query.players.front();
  4284. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4285. hv.hero = query.visitingHero;
  4286. assert(hv.hero);
  4287. hv.starting = false;
  4288. sendAndApply(&hv);
  4289. }
  4290. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4291. {
  4292. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4293. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4294. {
  4295. complain("Cannot build boat in this shipyard!");
  4296. return false;
  4297. }
  4298. else if(obj->o->ID == Obj::TOWN
  4299. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4300. {
  4301. complain("Cannot build boat in the town - no shipyard!");
  4302. return false;
  4303. }
  4304. const PlayerColor playerID = obj->o->tempOwner;
  4305. TResources boatCost;
  4306. obj->getBoatCost(boatCost);
  4307. TResources aviable = gs->getPlayer(playerID)->resources;
  4308. if (!aviable.canAfford(boatCost))
  4309. {
  4310. complain("Not enough resources to build a boat!");
  4311. return false;
  4312. }
  4313. int3 tile = obj->bestLocation();
  4314. if(!gs->map->isInTheMap(tile))
  4315. {
  4316. complain("Cannot find appropriate tile for a boat!");
  4317. return false;
  4318. }
  4319. //take boat cost
  4320. SetResources sr;
  4321. sr.player = playerID;
  4322. sr.res = (aviable - boatCost);
  4323. sendAndApply(&sr);
  4324. //create boat
  4325. NewObject no;
  4326. no.ID = Obj::BOAT;
  4327. no.subID = obj->getBoatType();
  4328. no.pos = tile + int3(1,0,0);
  4329. sendAndApply(&no);
  4330. return true;
  4331. }
  4332. void CGameHandler::engageIntoBattle( PlayerColor player )
  4333. {
  4334. //notify interfaces
  4335. PlayerBlocked pb;
  4336. pb.player = player;
  4337. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4338. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4339. sendAndApply(&pb);
  4340. }
  4341. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4342. {
  4343. for(auto playerColor : playerColors)
  4344. {
  4345. if(gs->getPlayer(playerColor, false))
  4346. checkVictoryLossConditionsForPlayer(playerColor);
  4347. }
  4348. }
  4349. void CGameHandler::checkVictoryLossConditionsForAll()
  4350. {
  4351. std::set<PlayerColor> playerColors;
  4352. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4353. {
  4354. playerColors.insert(PlayerColor(i));
  4355. }
  4356. checkVictoryLossConditions(playerColors);
  4357. }
  4358. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4359. {
  4360. const PlayerState *p = gs->getPlayer(player);
  4361. if(p->status != EPlayerStatus::INGAME) return;
  4362. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4363. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4364. {
  4365. InfoWindow iw;
  4366. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4367. sendAndApply(&iw);
  4368. PlayerEndsGame peg;
  4369. peg.player = player;
  4370. peg.victoryLossCheckResult = victoryLossCheckResult;
  4371. sendAndApply(&peg);
  4372. if(victoryLossCheckResult.victory())
  4373. {
  4374. //one player won -> all enemies lost
  4375. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4376. {
  4377. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4378. {
  4379. peg.player = i->first;
  4380. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4381. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4382. InfoWindow iw;
  4383. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4384. iw.player = i->first;
  4385. sendAndApply(&iw);
  4386. sendAndApply(&peg);
  4387. }
  4388. }
  4389. if(p->human)
  4390. {
  4391. end2 = true;
  4392. if(gs->scenarioOps->campState)
  4393. {
  4394. std::vector<CGHeroInstance *> crossoverHeroes;
  4395. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4396. {
  4397. if(hero->tempOwner == player)
  4398. {
  4399. // keep all heroes from the winning player
  4400. crossoverHeroes.push_back(hero);
  4401. }
  4402. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4403. {
  4404. // keep hero whether lost or won (like Xeron in AB campaign)
  4405. crossoverHeroes.push_back(hero);
  4406. }
  4407. }
  4408. // keep lost heroes which are in heroes pool
  4409. for(auto & heroPair : gs->hpool.heroesPool)
  4410. {
  4411. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4412. {
  4413. crossoverHeroes.push_back(heroPair.second.get());
  4414. }
  4415. }
  4416. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4417. //Request clients to change connection mode
  4418. PrepareForAdvancingCampaign pfac;
  4419. sendAndApply(&pfac);
  4420. //Change connection mode
  4421. if(getPlayer(player)->human && getStartInfo()->campState)
  4422. {
  4423. for(auto connection : conns)
  4424. connection->prepareForSendingHeroes();
  4425. }
  4426. UpdateCampaignState ucs;
  4427. ucs.camp = gs->scenarioOps->campState;
  4428. sendAndApply(&ucs);
  4429. }
  4430. }
  4431. }
  4432. else
  4433. {
  4434. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4435. auto hlp = p->heroes;
  4436. for(auto h : hlp) //eliminate heroes
  4437. {
  4438. if(h.get())
  4439. removeObject(h);
  4440. }
  4441. //player lost -> all his objects become unflagged (neutral)
  4442. for (auto obj : gs->map->objects) //unflag objs
  4443. {
  4444. if(obj.get() && obj->tempOwner == player)
  4445. setOwner(obj, PlayerColor::NEUTRAL);
  4446. }
  4447. //eliminating one player may cause victory of another:
  4448. std::set<PlayerColor> playerColors;
  4449. //do not copy player state (CBonusSystemNode) by value
  4450. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4451. {
  4452. if (p.first != player)
  4453. playerColors.insert(p.first);
  4454. }
  4455. //notify all players
  4456. for (auto pc : playerColors)
  4457. {
  4458. if (gs->getPlayer(pc)->status == EPlayerStatus::INGAME)
  4459. {
  4460. InfoWindow iw;
  4461. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4462. iw.player = pc;
  4463. sendAndApply(&iw);
  4464. }
  4465. }
  4466. checkVictoryLossConditions(playerColors);
  4467. }
  4468. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4469. // If we are called before the actual game start, there might be no current player
  4470. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4471. {
  4472. // If player making turn has lost his turn must be over as well
  4473. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4474. }
  4475. }
  4476. }
  4477. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4478. {
  4479. out.player = player;
  4480. out.text.clear();
  4481. out.text << victoryLossCheckResult.messageToSelf;
  4482. // hackish, insert one player-specific string, if applicable
  4483. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4484. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4485. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4486. }
  4487. bool CGameHandler::dig( const CGHeroInstance *h )
  4488. {
  4489. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4490. {
  4491. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4492. {
  4493. complain("Cannot dig - there is already a hole under the hero!");
  4494. return false;
  4495. }
  4496. }
  4497. if(h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4498. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4499. //create a hole
  4500. NewObject no;
  4501. no.ID = Obj::HOLE;
  4502. no.pos = h->getPosition();
  4503. no.subID = 0;
  4504. sendAndApply(&no);
  4505. //take MPs
  4506. SetMovePoints smp;
  4507. smp.hid = h->id;
  4508. smp.val = 0;
  4509. sendAndApply(&smp);
  4510. InfoWindow iw;
  4511. iw.player = h->tempOwner;
  4512. if(gs->map->grailPos == h->getPosition())
  4513. {
  4514. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4515. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4516. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4517. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4518. sendAndApply(&iw);
  4519. iw.soundID = soundBase::invalid;
  4520. iw.text.clear();
  4521. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4522. sendAndApply(&iw);
  4523. }
  4524. else
  4525. {
  4526. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4527. iw.soundID = soundBase::Dig;
  4528. sendAndApply(&iw);
  4529. }
  4530. return true;
  4531. }
  4532. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4533. {
  4534. if(attacker->hasBonusOfType(attackMode))
  4535. {
  4536. std::set<SpellID> spellsToCast;
  4537. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4538. for(const Bonus *sf : *spells)
  4539. {
  4540. spellsToCast.insert (SpellID(sf->subtype));
  4541. }
  4542. for(SpellID spellID : spellsToCast)
  4543. {
  4544. const CStack * oneOfAttacked = nullptr;
  4545. for (auto & elem : bat.bsa)
  4546. {
  4547. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4548. {
  4549. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4550. break;
  4551. }
  4552. }
  4553. bool castMe = false;
  4554. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4555. return;
  4556. int spellLevel = 0;
  4557. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4558. for(const Bonus *sf : *spellsByType)
  4559. {
  4560. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4561. int meleeRanged = sf->additionalInfo / 1000;
  4562. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4563. castMe = true;
  4564. }
  4565. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4566. vstd::amin (chance, 100);
  4567. const CSpell * spell = SpellID(spellID).toSpell();
  4568. if(gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4569. continue;
  4570. //check if spell should be cast (probability handling)
  4571. if(gs->getRandomGenerator().nextInt(99) >= chance)
  4572. continue;
  4573. //casting
  4574. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4575. {
  4576. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4577. parameters.spellLvl = spellLevel;
  4578. parameters.effectLevel = spellLevel;
  4579. parameters.aimToStack(oneOfAttacked);
  4580. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4581. parameters.selectedStack = nullptr;
  4582. spell->battleCast(spellEnv, parameters);
  4583. }
  4584. }
  4585. }
  4586. }
  4587. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4588. {
  4589. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4590. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4591. }
  4592. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4593. {
  4594. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4595. if (!attacker) //could be already dead
  4596. return;
  4597. auto cast = [=](SpellID spellID, int power)
  4598. {
  4599. const CSpell * spell = SpellID(spellID).toSpell();
  4600. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4601. parameters.spellLvl = 0;
  4602. parameters.effectLevel = 0;
  4603. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4604. parameters.effectPower = power;
  4605. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4606. parameters.selectedStack = nullptr;
  4607. spell->battleCast(this->spellEnv, parameters);
  4608. };
  4609. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4610. if(bat.bsa.at(0).newAmount <= 0)
  4611. {
  4612. //don't try death stare or acid breath on dead stack (crash!)
  4613. return;
  4614. }
  4615. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4616. {
  4617. // mechanics of Death Stare as in H3:
  4618. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4619. //original formula x = min(x, (gorgons_count + 9)/10);
  4620. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4621. vstd::amin(chanceToKill, 1); //cap at 100%
  4622. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4623. std::mt19937 rng(std::time(nullptr));
  4624. int staredCreatures = distribution(rng);
  4625. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4626. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4627. vstd::amin(staredCreatures, maxToKill);
  4628. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4629. if (staredCreatures)
  4630. {
  4631. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4632. cast(SpellID::DEATH_STARE, staredCreatures);
  4633. }
  4634. }
  4635. int acidDamage = 0;
  4636. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4637. for(const Bonus *b : *acidBreath)
  4638. {
  4639. if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
  4640. acidDamage += b->val;
  4641. }
  4642. if (acidDamage)
  4643. {
  4644. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4645. }
  4646. }
  4647. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4648. {
  4649. const CSpell *s = spellID.toSpell();
  4650. AdventureSpellCastParameters p;
  4651. p.caster = h;
  4652. p.pos = pos;
  4653. return s->adventureCast(spellEnv, p);
  4654. }
  4655. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4656. {
  4657. if (!t.visitableObjects.empty())
  4658. {
  4659. //to prevent self-visiting heroes on space press
  4660. if(t.visitableObjects.back() != h)
  4661. objectVisited(t.visitableObjects.back(), h);
  4662. else if(t.visitableObjects.size() > 1)
  4663. objectVisited(*(t.visitableObjects.end()-2),h);
  4664. }
  4665. }
  4666. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4667. {
  4668. int oldCount = hero->getStackCount(slot);
  4669. if(oldCount < count)
  4670. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4671. else if(oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4672. COMPLAIN_RET("Cannot sacrifice last creature!");
  4673. int crid = hero->getStack(slot).type->idNumber;
  4674. changeStackCount(StackLocation(hero, slot), -count);
  4675. int dump, exp;
  4676. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4677. exp *= count;
  4678. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4679. return true;
  4680. }
  4681. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4682. {
  4683. ArtifactLocation al(hero, slot);
  4684. const CArtifactInstance *a = al.getArt();
  4685. if(!a)
  4686. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4687. int dmp, expToGive;
  4688. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4689. removeArtifact(al);
  4690. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4691. return true;
  4692. }
  4693. void CGameHandler::makeStackDoNothing(const CStack * next)
  4694. {
  4695. BattleAction doNothing;
  4696. doNothing.actionType = Battle::NO_ACTION;
  4697. doNothing.additionalInfo = 0;
  4698. doNothing.destinationTile = -1;
  4699. doNothing.side = !next->attackerOwned;
  4700. doNothing.stackNumber = next->ID;
  4701. makeAutomaticAction(next, doNothing);
  4702. }
  4703. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4704. {
  4705. if(sl.army->hasStackAtSlot(sl.slot))
  4706. COMPLAIN_RET("Slot is already taken!");
  4707. if(!sl.slot.validSlot())
  4708. COMPLAIN_RET("Cannot insert stack to that slot!");
  4709. InsertNewStack ins;
  4710. ins.sl = sl;
  4711. ins.stack = CStackBasicDescriptor(c, count);
  4712. sendAndApply(&ins);
  4713. return true;
  4714. }
  4715. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4716. {
  4717. if(!sl.army->hasStackAtSlot(sl.slot))
  4718. COMPLAIN_RET("Cannot find a stack to erase");
  4719. if(sl.army->stacksCount() == 1 //from the last stack
  4720. && sl.army->needsLastStack() //that must be left
  4721. && !forceRemoval) //ignore above conditions if we are forcing removal
  4722. {
  4723. COMPLAIN_RET("Cannot erase the last stack!");
  4724. }
  4725. EraseStack es;
  4726. es.sl = sl;
  4727. sendAndApply(&es);
  4728. return true;
  4729. }
  4730. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4731. {
  4732. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4733. if((absoluteValue && count < 0)
  4734. || (!absoluteValue && -count > currentCount))
  4735. {
  4736. COMPLAIN_RET("Cannot take more stacks than present!");
  4737. }
  4738. if((currentCount == -count && !absoluteValue)
  4739. || (!count && absoluteValue))
  4740. {
  4741. eraseStack(sl);
  4742. }
  4743. else
  4744. {
  4745. ChangeStackCount csc;
  4746. csc.sl = sl;
  4747. csc.count = count;
  4748. csc.absoluteValue = absoluteValue;
  4749. sendAndApply(&csc);
  4750. }
  4751. return true;
  4752. }
  4753. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4754. {
  4755. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4756. if(!slotC) //slot is empty
  4757. insertNewStack(sl, c, count);
  4758. else if(c == slotC)
  4759. changeStackCount(sl, count);
  4760. else
  4761. {
  4762. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4763. }
  4764. return true;
  4765. }
  4766. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4767. {
  4768. if(removeObjWhenFinished)
  4769. removeAfterVisit(src);
  4770. if(!src->canBeMergedWith(*dst, allowMerging))
  4771. {
  4772. if (allowMerging) //do that, add all matching creatures.
  4773. {
  4774. bool cont = true;
  4775. while (cont)
  4776. {
  4777. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4778. {
  4779. SlotID pos = dst->getSlotFor(i->second->type);
  4780. if(pos.validSlot())
  4781. {
  4782. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4783. cont = true;
  4784. break; //or iterator crashes
  4785. }
  4786. cont = false;
  4787. }
  4788. }
  4789. }
  4790. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4791. }
  4792. else //merge
  4793. {
  4794. moveArmy(src, dst, allowMerging);
  4795. }
  4796. }
  4797. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4798. {
  4799. if(!src.army->hasStackAtSlot(src.slot))
  4800. COMPLAIN_RET("No stack to move!");
  4801. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4802. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4803. if(!dst.slot.validSlot())
  4804. COMPLAIN_RET("Cannot move stack to that slot!");
  4805. if(count == -1)
  4806. {
  4807. count = src.army->getStackCount(src.slot);
  4808. }
  4809. if(src.army != dst.army //moving away
  4810. && count == src.army->getStackCount(src.slot) //all creatures
  4811. && src.army->stacksCount() == 1 //from the last stack
  4812. && src.army->needsLastStack()) //that must be left
  4813. {
  4814. COMPLAIN_RET("Cannot move away the last creature!");
  4815. }
  4816. RebalanceStacks rs;
  4817. rs.src = src;
  4818. rs.dst = dst;
  4819. rs.count = count;
  4820. sendAndApply(&rs);
  4821. return true;
  4822. }
  4823. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4824. {
  4825. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4826. return moveStack(sl2, sl1);
  4827. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4828. return moveStack(sl1, sl2);
  4829. else
  4830. {
  4831. SwapStacks ss;
  4832. ss.sl1 = sl1;
  4833. ss.sl2 = sl2;
  4834. sendAndApply(&ss);
  4835. return true;
  4836. }
  4837. }
  4838. void CGameHandler::runBattle()
  4839. {
  4840. setBattle(gs->curB);
  4841. assert(gs->curB);
  4842. //TODO: pre-tactic stuff, call scripts etc.
  4843. //tactic round
  4844. {
  4845. while(gs->curB->tacticDistance && !battleResult.get())
  4846. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4847. }
  4848. //spells opening battle
  4849. for(int i = 0; i < 2; ++i)
  4850. {
  4851. auto h = gs->curB->battleGetFightingHero(i);
  4852. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4853. {
  4854. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4855. for (Bonus *b : *bl)
  4856. {
  4857. const CSpell * spell = SpellID(b->subtype).toSpell();
  4858. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4859. parameters.spellLvl = 3;
  4860. parameters.effectLevel = 3;
  4861. parameters.aimToHex(BattleHex::INVALID);
  4862. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4863. parameters.selectedStack = nullptr;
  4864. parameters.enchantPower = b->val;
  4865. spell->battleCast(spellEnv, parameters);
  4866. }
  4867. }
  4868. }
  4869. //main loop
  4870. while(!battleResult.get()) //till the end of the battle ;]
  4871. {
  4872. NEW_ROUND;
  4873. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4874. for(auto &obstPtr : obstacles)
  4875. {
  4876. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4877. if(sco->turnsRemaining == 0)
  4878. removeObstacle(*obstPtr);
  4879. }
  4880. const BattleInfo & curB = *gs->curB;
  4881. //stack loop
  4882. const CStack *next;
  4883. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4884. {
  4885. std::set <const CStack *> stacksToRemove;
  4886. for(auto stack : curB.stacks)
  4887. {
  4888. if(vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  4889. stacksToRemove.insert(stack);
  4890. }
  4891. for(auto stack : stacksToRemove)
  4892. {
  4893. BattleStacksRemoved bsr;
  4894. bsr.stackIDs.insert(stack->ID);
  4895. sendAndApply(&bsr);
  4896. }
  4897. //check for bad morale => freeze
  4898. int nextStackMorale = next->MoraleVal();
  4899. if( nextStackMorale < 0 &&
  4900. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4901. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4902. )
  4903. {
  4904. if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4905. {
  4906. //unit loses its turn - empty freeze action
  4907. BattleAction ba;
  4908. ba.actionType = Battle::BAD_MORALE;
  4909. ba.additionalInfo = 1;
  4910. ba.side = !next->attackerOwned;
  4911. ba.stackNumber = next->ID;
  4912. makeAutomaticAction(next, ba);
  4913. continue;
  4914. }
  4915. }
  4916. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4917. { //fixme: stack should not attack itself
  4918. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4919. if(attackInfo.first != nullptr)
  4920. {
  4921. BattleAction attack;
  4922. attack.actionType = Battle::WALK_AND_ATTACK;
  4923. attack.side = !next->attackerOwned;
  4924. attack.stackNumber = next->ID;
  4925. attack.additionalInfo = attackInfo.first->position;
  4926. attack.destinationTile = attackInfo.second;
  4927. makeAutomaticAction(next, attack);
  4928. }
  4929. else
  4930. {
  4931. makeStackDoNothing(next);
  4932. }
  4933. continue;
  4934. }
  4935. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4936. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  4937. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  4938. {
  4939. BattleAction attack;
  4940. attack.actionType = Battle::SHOOT;
  4941. attack.side = !next->attackerOwned;
  4942. attack.stackNumber = next->ID;
  4943. for(auto & elem : gs->curB->stacks)
  4944. {
  4945. if(elem->owner != next->owner && elem->isValidTarget())
  4946. {
  4947. attack.destinationTile = elem->position;
  4948. break;
  4949. }
  4950. }
  4951. makeAutomaticAction(next, attack);
  4952. continue;
  4953. }
  4954. if(next->getCreature()->idNumber == CreatureID::CATAPULT)
  4955. {
  4956. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  4957. if(attackableBattleHexes.empty())
  4958. {
  4959. makeStackDoNothing(next);
  4960. continue;
  4961. }
  4962. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  4963. {
  4964. BattleAction attack;
  4965. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  4966. gs->getRandomGenerator());
  4967. attack.actionType = Battle::CATAPULT;
  4968. attack.additionalInfo = 0;
  4969. attack.side = !next->attackerOwned;
  4970. attack.stackNumber = next->ID;
  4971. makeAutomaticAction(next, attack);
  4972. continue;
  4973. }
  4974. }
  4975. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  4976. {
  4977. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  4978. {
  4979. return s->owner == next->owner && s->canBeHealed();
  4980. });
  4981. if(!possibleStacks.size())
  4982. {
  4983. makeStackDoNothing(next);
  4984. continue;
  4985. }
  4986. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  4987. {
  4988. range::random_shuffle(possibleStacks);
  4989. const CStack * toBeHealed = possibleStacks.front();
  4990. BattleAction heal;
  4991. heal.actionType = Battle::STACK_HEAL;
  4992. heal.additionalInfo = 0;
  4993. heal.destinationTile = toBeHealed->position;
  4994. heal.side = !next->attackerOwned;
  4995. heal.stackNumber = next->ID;
  4996. makeAutomaticAction(next, heal);
  4997. continue;
  4998. }
  4999. }
  5000. int numberOfAsks = 1;
  5001. bool breakOuter = false;
  5002. do
  5003. {//ask interface and wait for answer
  5004. if(!battleResult.get())
  5005. {
  5006. stackTurnTrigger(next); //various effects
  5007. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5008. {
  5009. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5010. }
  5011. else
  5012. {
  5013. logGlobal->traceStream() << "Activating " << next->nodeName();
  5014. auto nextId = next->ID;
  5015. BattleSetActiveStack sas;
  5016. sas.stack = nextId;
  5017. sendAndApply(&sas);
  5018. auto actionWasMade = [&]() -> bool
  5019. {
  5020. if(battleMadeAction.data)//active stack has made its action
  5021. return true;
  5022. if(battleResult.get())// battle is finished
  5023. return true;
  5024. if(next == nullptr)//active stack was been removed
  5025. return true;
  5026. return !next->alive();//active stack is dead
  5027. };
  5028. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5029. battleMadeAction.data = false;
  5030. while(!actionWasMade())
  5031. {
  5032. battleMadeAction.cond.wait(lock);
  5033. if(battleGetStackByID(nextId, false) != next)
  5034. next = nullptr; //it may be removed, while we wait
  5035. }
  5036. }
  5037. }
  5038. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5039. {
  5040. breakOuter = true;
  5041. break;
  5042. }
  5043. //we're after action, all results applied
  5044. checkBattleStateChanges(); //check if this action ended the battle
  5045. if(next != nullptr)
  5046. {
  5047. //check for good morale
  5048. nextStackMorale = next->MoraleVal();
  5049. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5050. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5051. && !next->waited()
  5052. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5053. && next->alive()
  5054. && nextStackMorale > 0
  5055. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5056. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5057. )
  5058. {
  5059. if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5060. {
  5061. BattleTriggerEffect bte;
  5062. bte.stackID = next->ID;
  5063. bte.effect = Bonus::MORALE;
  5064. bte.val = 1;
  5065. bte.additionalInfo = 0;
  5066. sendAndApply(&bte); //play animation
  5067. ++numberOfAsks; //move this stack once more
  5068. }
  5069. }
  5070. }
  5071. --numberOfAsks;
  5072. } while (numberOfAsks > 0);
  5073. if (breakOuter)
  5074. {
  5075. break;
  5076. }
  5077. }
  5078. }
  5079. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5080. }
  5081. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5082. {
  5083. BattleSetActiveStack bsa;
  5084. bsa.stack = stack->ID;
  5085. bsa.askPlayerInterface = false;
  5086. sendAndApply(&bsa);
  5087. bool ret = makeBattleAction(ba);
  5088. checkBattleStateChanges();
  5089. return ret;
  5090. }
  5091. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5092. {
  5093. assert(a->artType);
  5094. ArtifactLocation al;
  5095. al.artHolder = const_cast<CGHeroInstance*>(h);
  5096. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5097. if(pos < 0)
  5098. {
  5099. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5100. slot = a->firstAvailableSlot(h);
  5101. else
  5102. slot = a->firstBackpackSlot(h);
  5103. }
  5104. else
  5105. {
  5106. slot = pos;
  5107. }
  5108. al.slot = slot;
  5109. if(slot < 0 || !a->canBePutAt(al))
  5110. {
  5111. complain("Cannot put artifact in that slot!");
  5112. return;
  5113. }
  5114. putArtifact(al, a);
  5115. }
  5116. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5117. {
  5118. PutArtifact pa;
  5119. pa.art = a;
  5120. pa.al = al;
  5121. sendAndApply(&pa);
  5122. }
  5123. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5124. {
  5125. CArtifactInstance *a = nullptr;
  5126. if(!artType->constituents)
  5127. {
  5128. a = new CArtifactInstance();
  5129. }
  5130. else
  5131. {
  5132. a = new CCombinedArtifactInstance();
  5133. }
  5134. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5135. NewArtifact na;
  5136. na.art = a;
  5137. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5138. giveHeroArtifact(h, a, pos);
  5139. }
  5140. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5141. {
  5142. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5143. if(battleResult.data)
  5144. {
  5145. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5146. % battleResult.data->result % resultType).str());
  5147. return;
  5148. }
  5149. auto br = new BattleResult;
  5150. br->result = resultType;
  5151. br->winner = victoriusSide; //surrendering side loses
  5152. gs->curB->calculateCasualties(br->casualties);
  5153. battleResult.data = br;
  5154. }
  5155. void CGameHandler::commitPackage( CPackForClient *pack )
  5156. {
  5157. sendAndApply(pack);
  5158. }
  5159. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5160. {
  5161. std::vector<int3>::iterator tile;
  5162. std::vector<int3> tiles;
  5163. getFreeTiles(tiles);
  5164. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5165. std::random_shuffle(tiles.begin(), tiles.end());
  5166. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5167. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5168. for (int i = 0; i < amount; ++i)
  5169. {
  5170. tile = tiles.begin();
  5171. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5172. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5173. tiles.erase(tile); //not use it again
  5174. }
  5175. }
  5176. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5177. {
  5178. ObstaclesRemoved obsRem;
  5179. obsRem.obstacles.insert(obstacle.uniqueID);
  5180. sendAndApply(&obsRem);
  5181. }
  5182. void CGameHandler::synchronizeArtifactHandlerLists()
  5183. {
  5184. UpdateArtHandlerLists uahl;
  5185. uahl.treasures = VLC->arth->treasures;
  5186. uahl.minors = VLC->arth->minors;
  5187. uahl.majors = VLC->arth->majors;
  5188. uahl.relics = VLC->arth->relics;
  5189. sendAndApply(&uahl);
  5190. }
  5191. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5192. {
  5193. return vstd::contains(gs->map->objects, obj);
  5194. }
  5195. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5196. {
  5197. if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5198. return false;
  5199. auto query = queries.topQuery(player);
  5200. if(query && query->blocksPack(pack))
  5201. {
  5202. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5203. return true;
  5204. }
  5205. return false;
  5206. }
  5207. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5208. {
  5209. //If the object is being visited, there must be a matching query
  5210. for(const auto &query : queries.allQueries())
  5211. {
  5212. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5213. {
  5214. if(someVistQuery->visitedObject == object)
  5215. {
  5216. someVistQuery->removeObjectAfterVisit = true;
  5217. return;
  5218. }
  5219. }
  5220. };
  5221. //If we haven't returned so far, there is no query and no visit, call was wrong
  5222. assert("This function needs to be called during the object visit!");
  5223. }
  5224. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5225. {
  5226. std::unordered_set<int3, ShashInt3> tiles;
  5227. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5228. if (hide)
  5229. {
  5230. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5231. auto p = gs->getPlayer(player);
  5232. for (auto h : p->heroes)
  5233. {
  5234. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5235. }
  5236. for (auto t : p->towns)
  5237. {
  5238. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5239. }
  5240. for (auto tile : observedTiles)
  5241. vstd::erase_if_present (tiles, tile);
  5242. }
  5243. changeFogOfWar(tiles, player, hide);
  5244. }
  5245. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5246. {
  5247. FoWChange fow;
  5248. fow.tiles = tiles;
  5249. fow.player = player;
  5250. fow.mode = hide? 0 : 1;
  5251. sendAndApply(&fow);
  5252. }
  5253. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5254. {
  5255. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5256. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5257. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5258. return true;
  5259. }
  5260. void CGameHandler::duelFinished()
  5261. {
  5262. auto si = getStartInfo();
  5263. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5264. int casualtiesPoints = 0;
  5265. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5266. % (int)battleResult.data->winner;
  5267. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5268. {
  5269. const CCreature *c = VLC->creh->creatures[elem.first];
  5270. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5271. casualtiesPoints += c->AIValue * elem.second;
  5272. }
  5273. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5274. time_t timeNow;
  5275. time(&timeNow);
  5276. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5277. if(out)
  5278. {
  5279. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5280. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5281. % asctime(localtime(&timeNow));
  5282. }
  5283. else
  5284. {
  5285. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5286. }
  5287. CSaveFile resultFile("result.vdrst");
  5288. resultFile << *battleResult.data;
  5289. BattleResultsApplied resultsApplied;
  5290. resultsApplied.player1 = finishingBattle->victor;
  5291. resultsApplied.player2 = finishingBattle->loser;
  5292. sendAndApply(&resultsApplied);
  5293. return;
  5294. }
  5295. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5296. army(_army)
  5297. {
  5298. heroWithDeadCommander = ObjectInstanceID();
  5299. PlayerColor color = army->tempOwner;
  5300. if(color == PlayerColor::UNFLAGGABLE)
  5301. color = PlayerColor::NEUTRAL;
  5302. for(CStack *st : bat->stacks)
  5303. {
  5304. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5305. continue;
  5306. if (st->owner != color) //remove only our stacks
  5307. continue;
  5308. logGlobal->debugStream() << "Calculating casualties for " << st->nodeName();
  5309. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5310. st->count = std::max (0, st->count - st->resurrected);
  5311. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5312. {
  5313. //do nothing
  5314. logGlobal->debug("Ignored arrow towers stack.");
  5315. }
  5316. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5317. {
  5318. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5319. if(warMachine == ArtifactID::NONE)
  5320. {
  5321. logGlobal->errorStream() << "Invalid creature in war machine virtual slot: " << st->nodeName();
  5322. }
  5323. //catapult artifact remain even if "creature" killed in siege
  5324. else if(warMachine != ArtifactID::CATAPULT && !st->count)
  5325. {
  5326. logGlobal->debug("War machine has been destroyed");
  5327. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5328. if (hero)
  5329. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5330. else
  5331. logGlobal->error("War machine in army without hero");
  5332. }
  5333. }
  5334. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5335. {
  5336. if(st->alive() && st->count > 0)
  5337. {
  5338. logGlobal->debugStream() << "Permanently summoned " << st->count << " units.";
  5339. const CreatureID summonedType = st->type->idNumber;
  5340. summoned[summonedType] += st->count;
  5341. }
  5342. }
  5343. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5344. {
  5345. if(nullptr == st->base)
  5346. {
  5347. logGlobal->error("Stack with no base in commander slot.");
  5348. }
  5349. else
  5350. {
  5351. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5352. if(c)
  5353. {
  5354. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5355. if (h && h->commander == c)
  5356. {
  5357. logGlobal->debug("Commander is dead.");
  5358. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5359. }
  5360. }
  5361. else
  5362. logGlobal->error("Stack with invalid instance in commander slot.");
  5363. }
  5364. }
  5365. else if(st->base && !army->slotEmpty(st->slot))
  5366. {
  5367. if(st->count == 0 || !st->alive())
  5368. {
  5369. logGlobal->debug("Stack has been destroyed.");
  5370. StackLocation sl(army, st->slot);
  5371. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5372. }
  5373. else if(st->count < army->getStackCount(st->slot))
  5374. {
  5375. logGlobal->debugStream() << "Stack lost " << (army->getStackCount(st->slot) - st->count) << " units.";
  5376. StackLocation sl(army, st->slot);
  5377. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5378. }
  5379. }
  5380. else
  5381. {
  5382. logGlobal->warnStream() << "Unable to process stack: " << st->nodeName();
  5383. }
  5384. }
  5385. }
  5386. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5387. {
  5388. for(TStackAndItsNewCount &ncount : newStackCounts)
  5389. {
  5390. if(ncount.second > 0)
  5391. gh->changeStackCount(ncount.first, ncount.second, true);
  5392. else
  5393. gh->eraseStack(ncount.first, true);
  5394. }
  5395. for(auto summoned_iter : summoned)
  5396. {
  5397. SlotID slot = army->getSlotFor(summoned_iter.first);
  5398. if(slot.validSlot())
  5399. {
  5400. StackLocation location(army, slot);
  5401. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5402. }
  5403. else
  5404. {
  5405. //even if it will be possible to summon anything permanently it should be checked for free slot
  5406. //necromancy is handled separately
  5407. gh->complain("No free slot to put summoned creature");
  5408. }
  5409. }
  5410. for (auto al : removedWarMachines)
  5411. {
  5412. gh->removeArtifact(al);
  5413. }
  5414. if (heroWithDeadCommander != ObjectInstanceID())
  5415. {
  5416. SetCommanderProperty scp;
  5417. scp.heroid = heroWithDeadCommander;
  5418. scp.which = SetCommanderProperty::ALIVE;
  5419. scp.amount = 0;
  5420. gh->sendAndApply (&scp);
  5421. }
  5422. }
  5423. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5424. {
  5425. assert(Query->result);
  5426. assert(Query->bi);
  5427. auto &result = *Query->result;
  5428. auto &info = *Query->bi;
  5429. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5430. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5431. victor = info.sides[result.winner].color;
  5432. loser = info.sides[!result.winner].color;
  5433. duel = Duel;
  5434. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5435. }
  5436. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5437. {
  5438. winnerHero = loserHero = nullptr;
  5439. }
  5440. ///ServerSpellCastEnvironment
  5441. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5442. {
  5443. }
  5444. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5445. {
  5446. gh->sendAndApply(info);
  5447. }
  5448. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5449. {
  5450. return gh->gameState()->getRandomGenerator();
  5451. }
  5452. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5453. {
  5454. gh->complain(problem);
  5455. }
  5456. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5457. {
  5458. return gh;
  5459. }
  5460. const CMap * ServerSpellCastEnvironment::getMap() const
  5461. {
  5462. return gh->gameState()->map;
  5463. }
  5464. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5465. {
  5466. return gh->moveHero(hid, dst, teleporting, false, asker);
  5467. }