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