CGameHandler.cpp 195 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238623962406241624262436244624562466247624862496250625162526253625462556256625762586259626062616262626362646265626662676268626962706271627262736274627562766277627862796280628162826283628462856286628762886289629062916292629362946295629662976298629963006301630263036304630563066307630863096310631163126313631463156316631763186319632063216322632363246325632663276328632963306331633263336334633563366337633863396340634163426343634463456346634763486349635063516352635363546355635663576358635963606361636263636364636563666367636863696370637163726373637463756376637763786379638063816382638363846385638663876388638963906391639263936394639563966397639863996400640164026403640464056406640764086409641064116412641364146415641664176418641964206421642264236424642564266427642864296430643164326433643464356436643764386439644064416442644364446445644664476448644964506451645264536454645564566457645864596460646164626463646464656466646764686469647064716472647364746475647664776478647964806481648264836484648564866487648864896490649164926493649464956496649764986499650065016502650365046505650665076508650965106511651265136514651565166517651865196520652165226523652465256526652765286529653065316532653365346535653665376538653965406541
  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/CStack.h"
  18. #include "../lib/battle/BattleInfo.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/rmg/CMapGenOptions.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/ScopeGuard.h"
  26. #include "../lib/CSoundBase.h"
  27. #include "CGameHandler.h"
  28. #include "CVCMIServer.h"
  29. #include "../lib/CCreatureSet.h"
  30. #include "../lib/CThreadHelper.h"
  31. #include "../lib/GameConstants.h"
  32. #include "../lib/registerTypes/RegisterTypes.h"
  33. #include "../lib/serializer/CTypeList.h"
  34. #include "../lib/serializer/Connection.h"
  35. /*
  36. * CGameHandler.cpp, part of VCMI engine
  37. *
  38. * Authors: listed in file AUTHORS in main folder
  39. *
  40. * License: GNU General Public License v2.0 or later
  41. * Full text of license available in license.txt file, in main folder
  42. *
  43. */
  44. #ifndef _MSC_VER
  45. #include <boost/thread/xtime.hpp>
  46. #endif
  47. extern std::atomic<bool> serverShuttingDown;
  48. #ifdef min
  49. #undef min
  50. #endif
  51. #ifdef max
  52. #undef max
  53. #endif
  54. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  55. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  56. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  57. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  58. class ServerSpellCastEnvironment: public SpellCastEnvironment
  59. {
  60. public:
  61. ServerSpellCastEnvironment(CGameHandler * gh);
  62. ~ServerSpellCastEnvironment(){};
  63. void sendAndApply(CPackForClient * info) const override;
  64. CRandomGenerator & getRandomGenerator() const override;
  65. void complain(const std::string & problem) const override;
  66. const CMap * getMap() const override;
  67. const CGameInfoCallback * getCb() const override;
  68. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;
  69. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;
  70. private:
  71. mutable CGameHandler * gh;
  72. };
  73. CondSh<bool> battleMadeAction(false);
  74. CondSh<BattleResult *> battleResult(nullptr);
  75. template <typename T> class CApplyOnGH;
  76. class CBaseForGHApply
  77. {
  78. public:
  79. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  80. virtual ~CBaseForGHApply(){}
  81. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  82. {
  83. return new CApplyOnGH<U>;
  84. }
  85. };
  86. template <typename T> class CApplyOnGH : public CBaseForGHApply
  87. {
  88. public:
  89. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  90. {
  91. T *ptr = static_cast<T*>(pack);
  92. ptr->c = c;
  93. ptr->player = player;
  94. return ptr->applyGh(gh);
  95. }
  96. };
  97. template <>
  98. class CApplyOnGH<CPack> : public CBaseForGHApply
  99. {
  100. public:
  101. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  102. {
  103. logGlobal->error("Cannot apply on GH plain CPack!");
  104. assert(0);
  105. return false;
  106. }
  107. };
  108. static CApplier<CBaseForGHApply> *applier = nullptr;
  109. CMP_stack cmpst ;
  110. static inline double distance(int3 a, int3 b)
  111. {
  112. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  113. }
  114. static void giveExp(BattleResult &r)
  115. {
  116. if (r.winner > 1)
  117. {
  118. // draw
  119. return;
  120. }
  121. r.exp[0] = 0;
  122. r.exp[1] = 0;
  123. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  124. {
  125. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  126. }
  127. }
  128. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  129. {
  130. int x = targetPosition.getX();
  131. int y = targetPosition.getY();
  132. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  133. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  134. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  135. else
  136. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  137. //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
  138. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  139. {
  140. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  141. {
  142. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  143. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  144. }
  145. else
  146. { //add back-side guardians for two-hex target, side guardians for one-hex
  147. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  148. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  149. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  150. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  151. else if (targetIsTwoHex)//front-side guardians for two-hex target
  152. {
  153. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  155. if (x > 3) //back guard for two-hex
  156. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  157. }
  158. }
  159. }
  160. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  161. {
  162. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  163. {
  164. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  165. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  166. }
  167. else
  168. {
  169. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  170. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  171. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  172. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  173. else if (targetIsTwoHex)
  174. {
  175. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  177. if (x < GameConstants::BFIELD_WIDTH - 4)
  178. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  179. }
  180. }
  181. }
  182. else if (!targetIsAttacker && y % 2 == 0)
  183. {
  184. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  185. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  186. }
  187. else if (targetIsAttacker && y % 2 == 1)
  188. {
  189. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  190. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  191. }
  192. }
  193. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  194. {
  195. boost::unique_lock<boost::mutex> l(mx);
  196. if (players.find(player) != players.end())
  197. {
  198. return players.at(player);
  199. }
  200. else
  201. {
  202. throw std::runtime_error("No such player!");
  203. }
  204. }
  205. void PlayerStatuses::addPlayer(PlayerColor player)
  206. {
  207. boost::unique_lock<boost::mutex> l(mx);
  208. players[player];
  209. }
  210. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  211. {
  212. boost::unique_lock<boost::mutex> l(mx);
  213. if (players.find(player) != players.end())
  214. {
  215. return players[player].*flag;
  216. }
  217. else
  218. {
  219. throw std::runtime_error("No such player!");
  220. }
  221. }
  222. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  223. {
  224. boost::unique_lock<boost::mutex> l(mx);
  225. if (players.find(player) != players.end())
  226. {
  227. players[player].*flag = val;
  228. }
  229. else
  230. {
  231. throw std::runtime_error("No such player!");
  232. }
  233. cv.notify_all();
  234. }
  235. template <typename T>
  236. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  237. {
  238. fun(args[which]);
  239. }
  240. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  241. {
  242. changeSecSkill(hero, skill, 1, 0);
  243. expGiven(hero);
  244. }
  245. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  246. {
  247. // required exp for at least 1 lvl-up hasn't been reached
  248. if (!hero->gainsLevel())
  249. {
  250. return;
  251. }
  252. // give primary skill
  253. logGlobal->trace("%s got level %d", hero->name, hero->level);
  254. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  255. SetPrimSkill sps;
  256. sps.id = hero->id;
  257. sps.which = primarySkill;
  258. sps.abs = false;
  259. sps.val = 1;
  260. sendAndApply(&sps);
  261. PrepareHeroLevelUp pre;
  262. pre.hero = hero;
  263. sendAndApply(&pre);
  264. HeroLevelUp hlu;
  265. hlu.hero = hero;
  266. hlu.primskill = primarySkill;
  267. hlu.skills = pre.skills;
  268. if (hlu.skills.size() == 0)
  269. {
  270. sendAndApply(&hlu);
  271. levelUpHero(hero);
  272. }
  273. else if (hlu.skills.size() == 1)
  274. {
  275. sendAndApply(&hlu);
  276. levelUpHero(hero, pre.skills.front());
  277. }
  278. else if (hlu.skills.size() > 1)
  279. {
  280. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu);
  281. hlu.queryID = levelUpQuery->queryID;
  282. queries.addQuery(levelUpQuery);
  283. sendAndApply(&hlu);
  284. //level up will be called on query reply
  285. }
  286. }
  287. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  288. {
  289. SetCommanderProperty scp;
  290. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  291. if (hero)
  292. scp.heroid = hero->id;
  293. else
  294. {
  295. complain ("Commander is not led by hero!");
  296. return;
  297. }
  298. scp.accumulatedBonus.subtype = 0;
  299. scp.accumulatedBonus.additionalInfo = 0;
  300. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  301. scp.accumulatedBonus.turnsRemain = 0;
  302. scp.accumulatedBonus.source = Bonus::COMMANDER;
  303. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  304. if (skill <= ECommander::SPELL_POWER)
  305. {
  306. scp.which = SetCommanderProperty::BONUS;
  307. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  308. {
  309. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  310. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  311. };
  312. switch (skill)
  313. {
  314. case ECommander::ATTACK:
  315. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  316. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  317. break;
  318. case ECommander::DEFENSE:
  319. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  320. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  321. break;
  322. case ECommander::HEALTH:
  323. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  324. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  325. break;
  326. case ECommander::DAMAGE:
  327. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  328. scp.accumulatedBonus.subtype = 0;
  329. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  330. break;
  331. case ECommander::SPEED:
  332. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  333. break;
  334. case ECommander::SPELL_POWER:
  335. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  336. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  337. sendAndApply (&scp); //additional pack
  338. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  339. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  340. sendAndApply (&scp); //additional pack
  341. scp.accumulatedBonus.type = Bonus::CASTS;
  342. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  343. sendAndApply (&scp); //additional pack
  344. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  345. break;
  346. }
  347. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  348. sendAndApply (&scp);
  349. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  350. scp.additionalInfo = skill;
  351. scp.amount = c->secondarySkills.at(skill) + 1;
  352. sendAndApply (&scp);
  353. }
  354. else if (skill >= 100)
  355. {
  356. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  357. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  358. scp.additionalInfo = skill; //unnormalized
  359. sendAndApply (&scp);
  360. }
  361. expGiven(hero);
  362. }
  363. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  364. {
  365. if (!c->gainsLevel())
  366. {
  367. return;
  368. }
  369. CommanderLevelUp clu;
  370. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  371. if (hero)
  372. clu.hero = hero;
  373. else
  374. {
  375. complain ("Commander is not led by hero!");
  376. return;
  377. }
  378. //picking sec. skills for choice
  379. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  380. {
  381. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  382. clu.skills.push_back(i);
  383. }
  384. int i = 100;
  385. for (auto specialSkill : VLC->creh->skillRequirements)
  386. {
  387. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  388. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  389. && !vstd::contains (c->specialSKills, i))
  390. clu.skills.push_back (i);
  391. ++i;
  392. }
  393. int skillAmount = clu.skills.size();
  394. if (!skillAmount)
  395. {
  396. sendAndApply(&clu);
  397. levelUpCommander(c);
  398. }
  399. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  400. {
  401. sendAndApply(&clu);
  402. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  403. }
  404. else if (skillAmount > 1) //apply and ask for secondary skill
  405. {
  406. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu);
  407. clu.queryID = commanderLevelUp->queryID;
  408. queries.addQuery(commanderLevelUp);
  409. sendAndApply(&clu);
  410. }
  411. }
  412. void CGameHandler::expGiven(const CGHeroInstance *hero)
  413. {
  414. if (hero->gainsLevel())
  415. levelUpHero(hero);
  416. else if (hero->commander && hero->commander->gainsLevel())
  417. levelUpCommander(hero->commander);
  418. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  419. // levelUpCommander(hero->commander);
  420. // else
  421. // levelUpHero(hero);
  422. }
  423. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  424. {
  425. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  426. {
  427. if (gs->map->levelLimit != 0)
  428. {
  429. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  430. TExpType resultingExp = abs ? val : hero->exp + val;
  431. if (resultingExp > expLimit)
  432. {
  433. // set given experience to max possible, but don't decrease if hero already over top
  434. abs = true;
  435. val = std::max(expLimit, hero->exp);
  436. InfoWindow iw;
  437. iw.player = hero->tempOwner;
  438. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  439. iw.text.addReplacement(hero->name);
  440. sendAndApply(&iw);
  441. }
  442. }
  443. }
  444. SetPrimSkill sps;
  445. sps.id = hero->id;
  446. sps.which = which;
  447. sps.abs = abs;
  448. sps.val = val;
  449. sendAndApply(&sps);
  450. //only for exp - hero may level up
  451. if (which == PrimarySkill::EXPERIENCE)
  452. {
  453. if (hero->commander && hero->commander->alive)
  454. {
  455. //FIXME: trim experience according to map limit?
  456. SetCommanderProperty scp;
  457. scp.heroid = hero->id;
  458. scp.which = SetCommanderProperty::EXPERIENCE;
  459. scp.amount = val;
  460. sendAndApply (&scp);
  461. CBonusSystemNode::treeHasChanged();
  462. }
  463. expGiven(hero);
  464. }
  465. }
  466. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/)
  467. {
  468. if(!hero)
  469. {
  470. logGlobal->error("changeSecSkill provided no hero");
  471. return;
  472. }
  473. SetSecSkill sss;
  474. sss.id = hero->id;
  475. sss.which = which;
  476. sss.val = val;
  477. sss.abs = abs;
  478. sendAndApply(&sss);
  479. if (which == SecondarySkill::WISDOM)
  480. {
  481. if (hero->visitedTown)
  482. giveSpells(hero->visitedTown, hero);
  483. }
  484. }
  485. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  486. {
  487. LOG_TRACE(logGlobal);
  488. //Fill BattleResult structure with exp info
  489. giveExp(*battleResult.data);
  490. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  491. {
  492. if (hero1)
  493. battleResult.data->exp[1] += 500;
  494. if (hero2)
  495. battleResult.data->exp[0] += 500;
  496. }
  497. if (hero1)
  498. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  499. if (hero2)
  500. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  501. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  502. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  503. const BattleResult::EResult result = battleResult.get()->result;
  504. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  505. {
  506. for (auto &q : queries.allQueries())
  507. {
  508. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  509. if (bq->bi == gs->curB)
  510. return bq;
  511. }
  512. return std::shared_ptr<CBattleQuery>();
  513. };
  514. auto battleQuery = findBattleQuery();
  515. if (!battleQuery)
  516. {
  517. logGlobal->error("Cannot find battle query!");
  518. }
  519. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  520. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  521. battleQuery->result = *battleResult.data;
  522. //Check how many battle queries were created (number of players blocked by battle)
  523. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  524. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  525. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  526. ChangeSpells cs; //for Eagle Eye
  527. if (finishingBattle->winnerHero)
  528. {
  529. if (int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  530. {
  531. int maxLevel = eagleEyeLevel + 1;
  532. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  533. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  534. if (sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  535. cs.spells.insert(sp->id);
  536. }
  537. }
  538. std::vector<const CArtifactInstance *> arts; //display them in window
  539. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  540. {
  541. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  542. {
  543. arts.push_back(art);
  544. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  545. sendAndApply(ma);
  546. };
  547. if (finishingBattle->loserHero)
  548. {
  549. //TODO: wrap it into a function, somehow (boost::variant -_-)
  550. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  551. for (auto artSlot : artifactsWorn)
  552. {
  553. MoveArtifact ma;
  554. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  555. const CArtifactInstance * art = ma.src.getArt();
  556. if (art && !art->artType->isBig() &&
  557. art->artType->id != ArtifactID::SPELLBOOK)
  558. // don't move war machines or locked arts (spellbook)
  559. {
  560. sendMoveArtifact(art, &ma);
  561. }
  562. }
  563. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  564. {
  565. //we assume that no big artifacts can be found
  566. MoveArtifact ma;
  567. ma.src = ArtifactLocation(finishingBattle->loserHero,
  568. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  569. const CArtifactInstance * art = ma.src.getArt();
  570. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  571. {
  572. sendMoveArtifact(art, &ma);
  573. }
  574. }
  575. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  576. {
  577. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  578. for (auto artSlot : artifactsWorn)
  579. {
  580. MoveArtifact ma;
  581. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  582. const CArtifactInstance * art = ma.src.getArt();
  583. if (art && !art->artType->isBig())
  584. {
  585. sendMoveArtifact(art, &ma);
  586. }
  587. }
  588. }
  589. }
  590. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  591. {
  592. auto artifactsWorn = armySlot.second->artifactsWorn;
  593. for (auto artSlot : artifactsWorn)
  594. {
  595. MoveArtifact ma;
  596. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  597. const CArtifactInstance * art = ma.src.getArt();
  598. if (art && !art->artType->isBig())
  599. {
  600. sendMoveArtifact(art, &ma);
  601. }
  602. }
  603. }
  604. }
  605. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  606. if (arts.size()) //display loot
  607. {
  608. InfoWindow iw;
  609. iw.player = finishingBattle->winnerHero->tempOwner;
  610. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  611. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  612. {
  613. iw.components.push_back(Component(
  614. Component::ARTIFACT, art->artType->id,
  615. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  616. if (iw.components.size() >= 14)
  617. {
  618. sendAndApply(&iw);
  619. iw.components.clear();
  620. }
  621. }
  622. if (iw.components.size())
  623. {
  624. sendAndApply(&iw);
  625. }
  626. }
  627. //Eagle Eye secondary skill handling
  628. if (!cs.spells.empty())
  629. {
  630. cs.learn = 1;
  631. cs.hid = finishingBattle->winnerHero->id;
  632. InfoWindow iw;
  633. iw.player = finishingBattle->winnerHero->tempOwner;
  634. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  635. iw.text.addReplacement(finishingBattle->winnerHero->name);
  636. std::ostringstream names;
  637. for (int i = 0; i < cs.spells.size(); i++)
  638. {
  639. names << "%s";
  640. if (i < cs.spells.size() - 2)
  641. names << ", ";
  642. else if (i < cs.spells.size() - 1)
  643. names << "%s";
  644. }
  645. names << ".";
  646. iw.text.addReplacement(names.str());
  647. auto it = cs.spells.begin();
  648. for (int i = 0; i < cs.spells.size(); i++, it++)
  649. {
  650. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  651. if (i == cs.spells.size() - 2) //we just added pre-last name
  652. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  653. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  654. }
  655. sendAndApply(&iw);
  656. sendAndApply(&cs);
  657. }
  658. cab1.updateArmy(this);
  659. cab2.updateArmy(this); //take casualties after battle is deleted
  660. //if one hero has lost we will erase him
  661. if (battleResult.data->winner!=0 && hero1)
  662. {
  663. RemoveObject ro(hero1->id);
  664. sendAndApply(&ro);
  665. }
  666. if (battleResult.data->winner!=1 && hero2)
  667. {
  668. auto town = hero2->visitedTown;
  669. RemoveObject ro(hero2->id);
  670. sendAndApply(&ro);
  671. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  672. town->battleFinished(hero1, *battleResult.get());
  673. }
  674. //give exp
  675. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  676. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  677. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  678. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  679. queries.popIfTop(battleQuery);
  680. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  681. }
  682. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  683. {
  684. LOG_TRACE(logGlobal);
  685. finishingBattle->remainingBattleQueriesCount--;
  686. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  687. if (finishingBattle->remainingBattleQueriesCount > 0)
  688. //Battle results will be handled when all battle queries are closed
  689. return;
  690. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  691. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  692. // Still, it looks like a hole.
  693. // Necromancy if applicable.
  694. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  695. // Give raised units to winner and show dialog, if any were raised,
  696. // units will be given after casualties are taken
  697. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  698. if (necroSlot != SlotID())
  699. {
  700. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  701. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  702. }
  703. BattleResultsApplied resultsApplied;
  704. resultsApplied.player1 = finishingBattle->victor;
  705. resultsApplied.player2 = finishingBattle->loser;
  706. sendAndApply(&resultsApplied);
  707. setBattle(nullptr);
  708. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  709. {
  710. logGlobal->trace("post-victory visit");
  711. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  712. }
  713. visitObjectAfterVictory = false;
  714. //handle victory/loss of engaged players
  715. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  716. checkVictoryLossConditions(playerColors);
  717. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  718. {
  719. SetAvailableHeroes sah;
  720. sah.player = finishingBattle->loser;
  721. sah.hid[0] = finishingBattle->loserHero->subID;
  722. if (result.result == BattleResult::ESCAPE) //retreat
  723. {
  724. sah.army[0].clear();
  725. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  726. }
  727. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  728. sah.hid[1] = another->subID;
  729. else
  730. sah.hid[1] = -1;
  731. sendAndApply(&sah);
  732. }
  733. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  734. {
  735. RemoveObject ro(finishingBattle->winnerHero->id);
  736. sendAndApply(&ro);
  737. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  738. {
  739. SetAvailableHeroes sah;
  740. sah.player = finishingBattle->victor;
  741. sah.hid[0] = finishingBattle->winnerHero->subID;
  742. sah.army[0].clear();
  743. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  744. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  745. sah.hid[1] = another->subID;
  746. else
  747. sah.hid[1] = -1;
  748. sendAndApply(&sah);
  749. }
  750. }
  751. }
  752. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  753. {
  754. bat.bsa.clear();
  755. bat.stackAttacking = att->ID;
  756. const int attackerLuck = att->LuckVal();
  757. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  758. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  759. {
  760. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  761. {
  762. bat.flags |= BattleAttack::LUCKY;
  763. }
  764. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  765. {
  766. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  767. {
  768. bat.flags |= BattleAttack::UNLUCKY;
  769. }
  770. }
  771. }
  772. if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  773. {
  774. bat.flags |= BattleAttack::DEATH_BLOW;
  775. }
  776. if (att->getCreature()->idNumber == CreatureID::BALLISTA)
  777. {
  778. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  779. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  780. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  781. if (chance > getRandomGenerator().nextInt(99))
  782. {
  783. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  784. }
  785. }
  786. // only primary target
  787. applyBattleEffects(bat, att, def, distance, false);
  788. if (!bat.shot()) //multiple-hex attack - only in meele
  789. {
  790. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  791. for (const CStack * stack : attackedCreatures)
  792. {
  793. if (stack != def) //do not hit same stack twice
  794. {
  795. applyBattleEffects(bat, att, stack, distance, true);
  796. }
  797. }
  798. }
  799. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  800. if (bonus && (bat.shot())) //TODO: make it work in melee?
  801. {
  802. //this is need for displaying hit animation
  803. bat.flags |= BattleAttack::SPELL_LIKE;
  804. bat.spellID = SpellID(bonus->subtype);
  805. //TODO: should spell override creature`s projectile?
  806. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  807. //TODO: get exact attacked hex for defender
  808. for (const CStack * stack : attackedCreatures)
  809. {
  810. if (stack != def) //do not hit same stack twice
  811. {
  812. applyBattleEffects(bat, att, stack, distance, true);
  813. }
  814. }
  815. //now add effect info for all attacked stacks
  816. for (BattleStackAttacked & bsa : bat.bsa)
  817. {
  818. if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  819. {
  820. //this is need for displaying affect animation
  821. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  822. bsa.spellID = SpellID(bonus->subtype);
  823. }
  824. }
  825. }
  826. }
  827. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  828. {
  829. BattleStackAttacked bsa;
  830. if (secondary)
  831. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  832. bsa.attackerID = att->ID;
  833. bsa.stackAttacked = def->ID;
  834. bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  835. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  836. //life drain handling
  837. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  838. {
  839. StacksHealedOrResurrected shi;
  840. shi.lifeDrain = true;
  841. shi.tentHealing = false;
  842. shi.cure = false;
  843. shi.drainedFrom = def->ID;
  844. StacksHealedOrResurrected::HealInfo hi;
  845. hi.stackID = att->ID;
  846. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  847. hi.lowLevelResurrection = false;
  848. shi.healedStacks.push_back(hi);
  849. if (hi.healedHP > 0)
  850. {
  851. bsa.healedStacks.push_back(shi);
  852. }
  853. }
  854. //soul steal handling
  855. if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  856. {
  857. StacksHealedOrResurrected shi;
  858. shi.lifeDrain = true;
  859. shi.tentHealing = false;
  860. shi.cure = false;
  861. shi.canOverheal = true;
  862. shi.drainedFrom = def->ID;
  863. for (int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
  864. {
  865. if (att->hasBonusOfType(Bonus::SOUL_STEAL, i))
  866. {
  867. StacksHealedOrResurrected::HealInfo hi;
  868. hi.stackID = att->ID;
  869. hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
  870. hi.lowLevelResurrection = (bool)i;
  871. shi.healedStacks.push_back(hi);
  872. }
  873. }
  874. if (std::any_of(shi.healedStacks.begin(), shi.healedStacks.end(), [](StacksHealedOrResurrected::HealInfo healInfo) { return healInfo.healedHP > 0; }))
  875. {
  876. bsa.healedStacks.push_back(shi);
  877. }
  878. }
  879. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  880. //fire shield handling
  881. if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
  882. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  883. {
  884. // TODO: Fire shield damage should be calculated separately after BattleAttack applied.
  885. // Currently it looks like attacking stack damage itself with defenders fire shield.
  886. // So no separate message on spell damage in log and experience calculation is likely wrong too.
  887. BattleStackAttacked bsa2;
  888. bsa2.stackAttacked = att->ID; //invert
  889. bsa2.attackerID = def->ID;
  890. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  891. bsa2.effect = 11;
  892. bsa2.damageAmount = (std::min(def->totalHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  893. att->prepareAttacked(bsa2, getRandomGenerator());
  894. bat.bsa.push_back(bsa2);
  895. }
  896. }
  897. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  898. {
  899. setThreadName("CGameHandler::handleConnection");
  900. auto handleDisconnection = [&](const std::exception & e)
  901. {
  902. boost::unique_lock<boost::mutex> lock(*c.wmx);
  903. assert(!c.connected); //make sure that connection has been marked as broken
  904. logGlobal->error(e.what());
  905. conns -= &c;
  906. for(auto playerConn : connections)
  907. {
  908. if(!serverShuttingDown && playerConn.second == &c)
  909. {
  910. PlayerCheated pc;
  911. pc.player = playerConn.first;
  912. pc.losingCheatCode = true;
  913. sendAndApply(&pc);
  914. checkVictoryLossConditionsForPlayer(playerConn.first);
  915. }
  916. }
  917. };
  918. try
  919. {
  920. while(1)//server should never shut connection first //was: while(!end2)
  921. {
  922. CPack *pack = nullptr;
  923. PlayerColor player = PlayerColor::NEUTRAL;
  924. si32 requestID = -999;
  925. int packType = 0;
  926. {
  927. boost::unique_lock<boost::mutex> lock(*c.rmx);
  928. if(!c.connected)
  929. throw clientDisconnectedException();
  930. c >> player >> requestID >> pack; //get the package
  931. if (!pack)
  932. {
  933. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  934. }
  935. else
  936. {
  937. packType = typeList.getTypeID(pack); //get the id of type
  938. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  939. requestID, player, player.getStr(), packType, typeid(*pack).name());
  940. }
  941. }
  942. //prepare struct informing that action was applied
  943. auto sendPackageResponse = [&](bool succesfullyApplied)
  944. {
  945. //dont reply to disconnected client
  946. //TODO: this must be implemented as option of CPackForServer
  947. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  948. return;
  949. PackageApplied applied;
  950. applied.player = player;
  951. applied.result = succesfullyApplied;
  952. applied.packType = packType;
  953. applied.requestID = requestID;
  954. boost::unique_lock<boost::mutex> lock(*c.wmx);
  955. c << &applied;
  956. };
  957. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  958. if(isBlockedByQueries(pack, player))
  959. {
  960. sendPackageResponse(false);
  961. }
  962. else if (apply)
  963. {
  964. const bool result = apply->applyOnGH(this, &c, pack, player);
  965. if (result)
  966. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  967. else
  968. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  969. % typeid(*pack).name()).str());
  970. sendPackageResponse(true);
  971. }
  972. else
  973. {
  974. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  975. sendPackageResponse(false);
  976. }
  977. vstd::clear_pointer(pack);
  978. }
  979. }
  980. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  981. {
  982. handleDisconnection(e);
  983. }
  984. catch(clientDisconnectedException & e)
  985. {
  986. handleDisconnection(e);
  987. }
  988. catch(...)
  989. {
  990. serverShuttingDown = true;
  991. handleException();
  992. throw;
  993. }
  994. logGlobal->error("Ended handling connection");
  995. }
  996. int CGameHandler::moveStack(int stack, BattleHex dest)
  997. {
  998. int ret = 0;
  999. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1000. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1001. assert(curStack);
  1002. assert(dest < GameConstants::BFIELD_SIZE);
  1003. if (gs->curB->tacticDistance)
  1004. {
  1005. assert(gs->curB->isInTacticRange(dest));
  1006. }
  1007. auto start = curStack->position;
  1008. if (start == dest)
  1009. return 0;
  1010. //initing necessary tables
  1011. auto accessibility = getAccesibility(curStack);
  1012. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1013. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1014. {
  1015. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1016. if(accessibility.accessible(shifted, curStack))
  1017. dest = shifted;
  1018. }
  1019. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1020. {
  1021. complain("Given destination is not accessible!");
  1022. return 0;
  1023. }
  1024. bool canUseGate = false;
  1025. auto dbState = gs->curB->si.gateState;
  1026. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1027. dbState != EGateState::DESTROYED &&
  1028. dbState != EGateState::BLOCKED)
  1029. {
  1030. canUseGate = true;
  1031. }
  1032. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1033. ret = path.second;
  1034. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  1035. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1036. {
  1037. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1038. return true;
  1039. if (hex == ESiegeHex::GATE_OUTER)
  1040. return true;
  1041. if (hex == ESiegeHex::GATE_INNER)
  1042. return true;
  1043. return false;
  1044. };
  1045. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1046. {
  1047. if (isGateDrawbridgeHex(hex))
  1048. return true;
  1049. if (curStack->doubleWide())
  1050. {
  1051. BattleHex otherHex = curStack->occupiedHex(hex);
  1052. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1053. return true;
  1054. }
  1055. return false;
  1056. };
  1057. if (curStack->hasBonusOfType(Bonus::FLYING))
  1058. {
  1059. if (path.second <= creSpeed && path.first.size() > 0)
  1060. {
  1061. if (canUseGate && dbState != EGateState::OPENED &&
  1062. occupyGateDrawbridgeHex(dest))
  1063. {
  1064. BattleUpdateGateState db;
  1065. db.state = EGateState::OPENED;
  1066. sendAndApply(&db);
  1067. }
  1068. //inform clients about move
  1069. BattleStackMoved sm;
  1070. sm.stack = curStack->ID;
  1071. std::vector<BattleHex> tiles;
  1072. tiles.push_back(path.first[0]);
  1073. sm.tilesToMove = tiles;
  1074. sm.distance = path.second;
  1075. sm.teleporting = false;
  1076. sendAndApply(&sm);
  1077. }
  1078. }
  1079. else //for non-flying creatures
  1080. {
  1081. std::vector<std::shared_ptr<const CObstacleInstance>> obstacle, obstacle2; //obstacle that interrupted movement
  1082. std::vector<BattleHex> tiles;
  1083. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1084. int v = path.first.size()-1;
  1085. path.first.push_back(start);
  1086. // check if gate need to be open or closed at some point
  1087. BattleHex openGateAtHex, gateMayCloseAtHex;
  1088. if (canUseGate)
  1089. {
  1090. for (int i = path.first.size()-1; i >= 0; i--)
  1091. {
  1092. auto needOpenGates = [&](BattleHex hex) -> bool
  1093. {
  1094. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1095. return true;
  1096. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1097. return true;
  1098. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1099. return true;
  1100. return false;
  1101. };
  1102. auto hex = path.first[i];
  1103. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1104. {
  1105. if (needOpenGates(hex))
  1106. openGateAtHex = path.first[i+1];
  1107. //TODO we need find batter way to handle double-wide stacks
  1108. //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.
  1109. if (curStack->doubleWide())
  1110. {
  1111. BattleHex otherHex = curStack->occupiedHex(hex);
  1112. if (otherHex.isValid() && needOpenGates(otherHex))
  1113. openGateAtHex = path.first[i+2];
  1114. }
  1115. //gate may be opened and then closed during stack movement, but not other way around
  1116. if (openGateAtHex.isValid())
  1117. dbState = EGateState::OPENED;
  1118. }
  1119. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1120. {
  1121. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1122. {
  1123. gateMayCloseAtHex = path.first[i-1];
  1124. }
  1125. if (gs->curB->town->subID == ETownType::FORTRESS)
  1126. {
  1127. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1128. {
  1129. gateMayCloseAtHex = path.first[i-1];
  1130. }
  1131. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1132. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1133. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1134. {
  1135. gateMayCloseAtHex = path.first[i-1];
  1136. }
  1137. }
  1138. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1139. {
  1140. gateMayCloseAtHex = path.first[i-1];
  1141. }
  1142. }
  1143. }
  1144. }
  1145. bool stackIsMoving = true;
  1146. while(stackIsMoving)
  1147. {
  1148. if (v<tilesToMove)
  1149. {
  1150. logGlobal->error("Movement terminated abnormally");
  1151. break;
  1152. }
  1153. bool gateStateChanging = false;
  1154. //special handling for opening gate on from starting hex
  1155. if (openGateAtHex.isValid() && openGateAtHex == start)
  1156. gateStateChanging = true;
  1157. else
  1158. {
  1159. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1160. {
  1161. BattleHex hex = path.first[v];
  1162. tiles.push_back(hex);
  1163. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1164. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1165. {
  1166. gateStateChanging = true;
  1167. }
  1168. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1169. obstacle = battleGetAllObstaclesOnPos(hex, false);
  1170. if(!obstacle.empty())
  1171. obstacleHit = true;
  1172. if (curStack->doubleWide())
  1173. {
  1174. BattleHex otherHex = curStack->occupiedHex(hex);
  1175. //two hex creature hit obstacle by backside
  1176. obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1177. if(otherHex.isValid() && !obstacle2.empty())
  1178. obstacleHit = true;
  1179. }
  1180. }
  1181. }
  1182. if (tiles.size() > 0)
  1183. {
  1184. //commit movement
  1185. BattleStackMoved sm;
  1186. sm.stack = curStack->ID;
  1187. sm.distance = path.second;
  1188. sm.teleporting = false;
  1189. sm.tilesToMove = tiles;
  1190. sendAndApply(&sm);
  1191. tiles.clear();
  1192. }
  1193. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1194. if (curStack->position != dest)
  1195. {
  1196. auto processObstacle = [&](std::vector<std::shared_ptr<const CObstacleInstance>> & obs)
  1197. {
  1198. if(!obs.empty())
  1199. {
  1200. for(auto & i : obs)
  1201. {
  1202. //if stack die in explosion or interrupted by obstacle, abort movement
  1203. if(i->stopsMovement() || !curStack->alive())
  1204. stackIsMoving = false;
  1205. else if(stackIsMoving)
  1206. handleDamageFromObstacle(*i, curStack);
  1207. i.reset();
  1208. }
  1209. }
  1210. };
  1211. processObstacle(obstacle);
  1212. if (curStack->alive())
  1213. processObstacle(obstacle2);
  1214. if (gateStateChanging)
  1215. {
  1216. if (curStack->position == openGateAtHex)
  1217. {
  1218. openGateAtHex = BattleHex();
  1219. //only open gate if stack is still alive
  1220. if (curStack->alive())
  1221. {
  1222. BattleUpdateGateState db;
  1223. db.state = EGateState::OPENED;
  1224. sendAndApply(&db);
  1225. }
  1226. }
  1227. else if (curStack->position == gateMayCloseAtHex)
  1228. {
  1229. gateMayCloseAtHex = BattleHex();
  1230. updateGateState();
  1231. }
  1232. }
  1233. }
  1234. else
  1235. //movement finished normally: we reached destination
  1236. stackIsMoving = false;
  1237. }
  1238. }
  1239. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1240. if (curStack->alive())
  1241. {
  1242. auto theLastObstacle = battleGetAllObstaclesOnPos(curStack->position, false);
  1243. for(auto & i : theLastObstacle)
  1244. if(curStack->alive())
  1245. handleDamageFromObstacle(*i, curStack);
  1246. }
  1247. if (curStack->alive() && curStack->doubleWide())
  1248. {
  1249. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1250. if (otherHex.isValid())
  1251. {
  1252. //two hex creature hit obstacle by backside
  1253. auto theLastObstacle = battleGetAllObstaclesOnPos(otherHex, false);
  1254. for(auto & i : theLastObstacle)
  1255. if(curStack->alive())
  1256. handleDamageFromObstacle(*i, curStack);
  1257. }
  1258. }
  1259. return ret;
  1260. }
  1261. CGameHandler::CGameHandler(void)
  1262. {
  1263. QID = 1;
  1264. //gs = nullptr;
  1265. IObjectInterface::cb = this;
  1266. applier = new CApplier<CBaseForGHApply>;
  1267. registerTypesServerPacks(*applier);
  1268. visitObjectAfterVictory = false;
  1269. spellEnv = new ServerSpellCastEnvironment(this);
  1270. }
  1271. CGameHandler::~CGameHandler(void)
  1272. {
  1273. delete spellEnv;
  1274. delete applier;
  1275. applier = nullptr;
  1276. delete gs;
  1277. }
  1278. void CGameHandler::init(StartInfo *si)
  1279. {
  1280. if (si->seedToBeUsed == 0)
  1281. {
  1282. si->seedToBeUsed = std::time(nullptr);
  1283. }
  1284. gs = new CGameState();
  1285. logGlobal->info("Gamestate created!");
  1286. gs->init(si);
  1287. logGlobal->info("Gamestate initialized!");
  1288. // reset seed, so that clients can't predict any following random values
  1289. getRandomGenerator().resetSeed();
  1290. for (auto & elem : gs->players)
  1291. {
  1292. states.addPlayer(elem.first);
  1293. }
  1294. }
  1295. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1296. {
  1297. return a.earlierThan(b);
  1298. }
  1299. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1300. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1301. const PlayerState * p = getPlayer(town->tempOwner);
  1302. if (!p)
  1303. {
  1304. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1305. return;
  1306. }
  1307. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1308. {
  1309. SetAvailableCreatures ssi;
  1310. ssi.tid = town->id;
  1311. ssi.creatures = town->creatures;
  1312. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1313. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1314. if (dwellings.empty())//no dwellings - just remove
  1315. {
  1316. sendAndApply(&ssi);
  1317. return;
  1318. }
  1319. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1320. // for multi-creature dwellings like Golem Factory
  1321. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1322. if (clear)
  1323. {
  1324. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1325. }
  1326. else
  1327. {
  1328. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1329. }
  1330. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1331. sendAndApply(&ssi);
  1332. }
  1333. }
  1334. void CGameHandler::newTurn()
  1335. {
  1336. logGlobal->trace("Turn %d", gs->day+1);
  1337. NewTurn n;
  1338. n.specialWeek = NewTurn::NO_ACTION;
  1339. n.creatureid = CreatureID::NONE;
  1340. n.day = gs->day + 1;
  1341. bool firstTurn = !getDate(Date::DAY);
  1342. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1343. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1344. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1345. if (firstTurn)
  1346. {
  1347. for (auto obj : gs->map->objects)
  1348. {
  1349. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1350. {
  1351. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1352. }
  1353. }
  1354. }
  1355. if (newWeek && !firstTurn)
  1356. {
  1357. n.specialWeek = NewTurn::NORMAL;
  1358. bool deityOfFireBuilt = false;
  1359. for (const CGTownInstance *t : gs->map->towns)
  1360. {
  1361. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1362. {
  1363. deityOfFireBuilt = true;
  1364. break;
  1365. }
  1366. }
  1367. if (deityOfFireBuilt)
  1368. {
  1369. n.specialWeek = NewTurn::DEITYOFFIRE;
  1370. n.creatureid = CreatureID::IMP;
  1371. }
  1372. else
  1373. {
  1374. int monthType = getRandomGenerator().nextInt(99);
  1375. if (newMonth) //new month
  1376. {
  1377. if (monthType < 40) //double growth
  1378. {
  1379. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1380. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1381. {
  1382. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1383. n.creatureid = newMonster.second;
  1384. }
  1385. else if (VLC->creh->doubledCreatures.size())
  1386. {
  1387. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1388. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1389. }
  1390. else
  1391. {
  1392. complain("Cannot find creature that can be spawned!");
  1393. n.specialWeek = NewTurn::NORMAL;
  1394. }
  1395. }
  1396. else if (monthType < 50)
  1397. n.specialWeek = NewTurn::PLAGUE;
  1398. }
  1399. else //it's a week, but not full month
  1400. {
  1401. if (monthType < 25)
  1402. {
  1403. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1404. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1405. //TODO do not pick neutrals
  1406. n.creatureid = newMonster.second;
  1407. }
  1408. }
  1409. }
  1410. }
  1411. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1412. for (auto& hp : pool)
  1413. {
  1414. auto hero = hp.second;
  1415. if (hero->isInitialized() && hero->stacks.size())
  1416. {
  1417. // reset retreated or surrendered heroes
  1418. auto maxmove = hero->maxMovePoints(true);
  1419. // if movement is greater than maxmove, we should decrease it
  1420. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1421. {
  1422. NewTurn::Hero hth;
  1423. hth.id = hero->id;
  1424. hth.move = maxmove;
  1425. hth.mana = hero->getManaNewTurn();
  1426. n.heroes.insert(hth);
  1427. }
  1428. }
  1429. }
  1430. for (auto & elem : gs->players)
  1431. {
  1432. if (elem.first == PlayerColor::NEUTRAL)
  1433. continue;
  1434. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1435. assert(0); //illegal player number!
  1436. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1437. hadGold.insert(playerGold);
  1438. if (newWeek) //new heroes in tavern
  1439. {
  1440. SetAvailableHeroes sah;
  1441. sah.player = elem.first;
  1442. //pick heroes and their armies
  1443. CHeroClass *banned = nullptr;
  1444. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1445. {
  1446. //first hero - native if possible, second hero -> any other class
  1447. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1448. {
  1449. sah.hid[j] = h->subID;
  1450. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1451. banned = h->type->heroClass;
  1452. }
  1453. else
  1454. {
  1455. sah.hid[j] = -1;
  1456. }
  1457. }
  1458. sendAndApply(&sah);
  1459. }
  1460. n.res[elem.first] = elem.second.resources;
  1461. for (CGHeroInstance *h : (elem).second.heroes)
  1462. {
  1463. if (h->visitedTown)
  1464. giveSpells(h->visitedTown, h);
  1465. NewTurn::Hero hth;
  1466. hth.id = h->id;
  1467. auto ti = make_unique<TurnInfo>(h, 1);
  1468. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1469. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1470. hth.mana = h->getManaNewTurn();
  1471. n.heroes.insert(hth);
  1472. if (!firstTurn) //not first day
  1473. {
  1474. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1475. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1476. {
  1477. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1478. }
  1479. }
  1480. }
  1481. }
  1482. for (CGTownInstance *t : gs->map->towns)
  1483. {
  1484. PlayerColor player = t->tempOwner;
  1485. handleTownEvents(t, n);
  1486. if (newWeek) //first day of week
  1487. {
  1488. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1489. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1490. if (!firstTurn)
  1491. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1492. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1493. if (!vstd::contains(n.cres, t->id))
  1494. {
  1495. n.cres[t->id].tid = t->id;
  1496. n.cres[t->id].creatures = t->creatures;
  1497. }
  1498. auto & sac = n.cres.at(t->id);
  1499. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1500. {
  1501. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1502. {
  1503. ui32 &availableCount = sac.creatures.at(k).first;
  1504. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1505. if (n.specialWeek == NewTurn::PLAGUE)
  1506. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1507. else
  1508. {
  1509. if (firstTurn) //first day of game: use only basic growths
  1510. availableCount = cre->growth;
  1511. else
  1512. availableCount += t->creatureGrowth(k);
  1513. //Deity of fire week - upgrade both imps and upgrades
  1514. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1515. availableCount += 15;
  1516. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1517. {
  1518. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1519. availableCount *= 2;
  1520. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1521. availableCount += 5;
  1522. }
  1523. }
  1524. }
  1525. }
  1526. }
  1527. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1528. {
  1529. n.res[player] = n.res[player] + t->dailyIncome();
  1530. }
  1531. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1532. {
  1533. // Skyship, probably easier to handle same as Veil of darkness
  1534. //do it every new day after veils apply
  1535. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1536. {
  1537. FoWChange fw;
  1538. fw.mode = 1;
  1539. fw.player = player;
  1540. // find all hidden tiles
  1541. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1542. for (size_t i=0; i<fow.size(); i++)
  1543. for (size_t j=0; j<fow.at(i).size(); j++)
  1544. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1545. if (!fow.at(i).at(j).at(k))
  1546. fw.tiles.insert(int3(i,j,k));
  1547. sendAndApply (&fw);
  1548. }
  1549. }
  1550. if (t->hasBonusOfType (Bonus::DARKNESS))
  1551. {
  1552. for (auto & player : gs->players)
  1553. {
  1554. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1555. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1556. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1557. }
  1558. }
  1559. }
  1560. if (newMonth)
  1561. {
  1562. SetAvailableArtifacts saa;
  1563. saa.id = -1;
  1564. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1565. sendAndApply(&saa);
  1566. }
  1567. sendAndApply(&n);
  1568. if (newWeek)
  1569. {
  1570. //spawn wandering monsters
  1571. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1572. {
  1573. spawnWanderingMonsters(n.creatureid);
  1574. }
  1575. //new week info popup
  1576. if (!firstTurn)
  1577. {
  1578. InfoWindow iw;
  1579. switch (n.specialWeek)
  1580. {
  1581. case NewTurn::DOUBLE_GROWTH:
  1582. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1583. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1584. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1585. break;
  1586. case NewTurn::PLAGUE:
  1587. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1588. break;
  1589. case NewTurn::BONUS_GROWTH:
  1590. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1591. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1592. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1593. break;
  1594. case NewTurn::DEITYOFFIRE:
  1595. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1596. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1597. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1598. iw.text.addReplacement2(15); //%+d 15
  1599. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1600. iw.text.addReplacement2(15); //%+d 15
  1601. break;
  1602. default:
  1603. if (newMonth)
  1604. {
  1605. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1606. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1607. }
  1608. else
  1609. {
  1610. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1611. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1612. }
  1613. }
  1614. for (auto & elem : gs->players)
  1615. {
  1616. iw.player = elem.first;
  1617. sendAndApply(&iw);
  1618. }
  1619. }
  1620. }
  1621. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1622. handleTimeEvents();
  1623. //call objects
  1624. for (auto & elem : gs->map->objects)
  1625. {
  1626. if (elem)
  1627. elem->newTurn(getRandomGenerator());
  1628. }
  1629. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1630. }
  1631. void CGameHandler::run(bool resume)
  1632. {
  1633. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1634. using namespace boost::posix_time;
  1635. for (CConnection *cc : conns)
  1636. {
  1637. if (!resume)
  1638. {
  1639. (*cc) << gs->initialOpts; // gs->scenarioOps
  1640. }
  1641. std::set<PlayerColor> players;
  1642. (*cc) >> players; //how many players will be handled at that client
  1643. std::stringstream sbuffer;
  1644. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1645. for (PlayerColor color : players)
  1646. {
  1647. sbuffer << color << " ";
  1648. {
  1649. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1650. if(!color.isSpectator()) // there can be more than one spectator
  1651. connections[color] = cc;
  1652. }
  1653. }
  1654. logGlobal->info(sbuffer.str());
  1655. cc->addStdVecItems(gs);
  1656. cc->enableStackSendingByID();
  1657. cc->disableSmartPointerSerialization();
  1658. }
  1659. for (auto & elem : conns)
  1660. {
  1661. std::set<PlayerColor> pom;
  1662. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1663. if (j->second == elem)
  1664. pom.insert(j->first);
  1665. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1666. }
  1667. auto playerTurnOrder = generatePlayerTurnOrder();
  1668. while(!serverShuttingDown)
  1669. {
  1670. if (!resume) newTurn();
  1671. std::list<PlayerColor>::iterator it;
  1672. if (resume)
  1673. {
  1674. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1675. }
  1676. else
  1677. {
  1678. it = playerTurnOrder.begin();
  1679. }
  1680. resume = false;
  1681. for (; it != playerTurnOrder.end(); it++)
  1682. {
  1683. auto playerColor = *it;
  1684. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1685. if (playerState->status == EPlayerStatus::INGAME)
  1686. {
  1687. //if player runs out of time, he shouldn't get the turn (especially AI)
  1688. checkVictoryLossConditionsForAll();
  1689. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1690. { //player lost at the beginning of his turn
  1691. continue;
  1692. }
  1693. else //give normal turn
  1694. {
  1695. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1696. YourTurn yt;
  1697. yt.player = playerColor;
  1698. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1699. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1700. applyAndSend(&yt);
  1701. //wait till turn is done
  1702. boost::unique_lock<boost::mutex> lock(states.mx);
  1703. while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
  1704. {
  1705. static time_duration p = milliseconds(100);
  1706. states.cv.timed_wait(lock, p);
  1707. }
  1708. }
  1709. }
  1710. }
  1711. //additional check that game is not finished
  1712. bool activePlayer = false;
  1713. for (auto player : playerTurnOrder)
  1714. {
  1715. if (gs->players[player].status == EPlayerStatus::INGAME)
  1716. activePlayer = true;
  1717. }
  1718. if (!activePlayer)
  1719. serverShuttingDown = true;
  1720. }
  1721. while(conns.size() && (*conns.begin())->isOpen())
  1722. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1723. }
  1724. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1725. {
  1726. // Generate player turn order
  1727. std::list<PlayerColor> playerTurnOrder;
  1728. for (const auto & player : gs->players) // add human players first
  1729. {
  1730. if (player.second.human)
  1731. playerTurnOrder.push_back(player.first);
  1732. }
  1733. for (const auto & player : gs->players) // then add non-human players
  1734. {
  1735. if (!player.second.human)
  1736. playerTurnOrder.push_back(player.first);
  1737. }
  1738. return playerTurnOrder;
  1739. }
  1740. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1741. {
  1742. battleResult.set(nullptr);
  1743. const auto t = getTile(tile);
  1744. ETerrainType terrain = t->terType;
  1745. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1746. terrain = ETerrainType::SAND;
  1747. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1748. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1749. terType = BFieldType::SHIP_TO_SHIP;
  1750. //send info about battles
  1751. BattleStart bs;
  1752. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1753. sendAndApply(&bs);
  1754. }
  1755. void CGameHandler::checkBattleStateChanges()
  1756. {
  1757. //check if drawbridge state need to be changes
  1758. if (battleGetSiegeLevel() > 0)
  1759. updateGateState();
  1760. //check if battle ended
  1761. if (auto result = battleIsFinished())
  1762. {
  1763. setBattleResult(BattleResult::NORMAL, *result);
  1764. }
  1765. }
  1766. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1767. {
  1768. if (!h->hasSpellbook())
  1769. return; //hero hasn't spellbook
  1770. ChangeSpells cs;
  1771. cs.hid = h->id;
  1772. cs.learn = true;
  1773. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1774. {
  1775. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1776. for (int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1777. {
  1778. std::vector<SpellID> spells;
  1779. getAllowedSpells(spells, i+1);
  1780. for (auto & spell : spells)
  1781. cs.spells.insert(spell);
  1782. }
  1783. }
  1784. else
  1785. {
  1786. for (int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1787. {
  1788. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1789. {
  1790. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1791. cs.spells.insert(t->spells.at(i).at(j));
  1792. }
  1793. }
  1794. }
  1795. if (!cs.spells.empty())
  1796. sendAndApply(&cs);
  1797. }
  1798. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1799. {
  1800. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1801. sendAndApply(&sop);
  1802. }
  1803. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1804. {
  1805. if (!obj || !getObj(obj->id))
  1806. {
  1807. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1808. return false;
  1809. }
  1810. RemoveObject ro;
  1811. ro.id = obj->id;
  1812. sendAndApply(&ro);
  1813. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1814. return true;
  1815. }
  1816. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1817. {
  1818. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1819. sendAndApply(&sop);
  1820. }
  1821. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/)
  1822. {
  1823. const CGHeroInstance *h = getHero(hid);
  1824. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1825. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1826. {
  1827. logGlobal->error("Illegal call to move hero!");
  1828. return false;
  1829. }
  1830. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
  1831. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1832. if (!gs->map->isInTheMap(hmpos))
  1833. {
  1834. logGlobal->error("Destination tile is outside the map!");
  1835. return false;
  1836. }
  1837. const TerrainTile t = *getTile(hmpos);
  1838. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1839. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1840. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1841. //result structure for start - movement failed, no move points used
  1842. TryMoveHero tmh;
  1843. tmh.id = hid;
  1844. tmh.start = h->pos;
  1845. tmh.end = dst;
  1846. tmh.result = TryMoveHero::FAILED;
  1847. tmh.movePoints = h->movement;
  1848. //check if destination tile is available
  1849. auto ti = make_unique<TurnInfo>(h);
  1850. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1851. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1852. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1853. //it's a rock or blocked and not visitable tile
  1854. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1855. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1856. && complain("Cannot move hero, destination tile is blocked!"))
  1857. || ((!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)
  1858. && complain("Cannot move hero, destination tile is on water!"))
  1859. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1860. && complain("Cannot disembark hero, tile is blocked!"))
  1861. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1862. && complain("Tiles are not neighboring!"))
  1863. || ((h->inTownGarrison)
  1864. && complain("Can not move garrisoned hero!"))
  1865. || ((h->movement < cost && dst != h->pos && !teleporting)
  1866. && complain("Hero doesn't have any movement points left!"))
  1867. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1868. && complain("Hero cannot transit over this tile!"))
  1869. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1870. && complain("Cannot move hero during the battle"))*/)
  1871. {
  1872. //send info about movement failure
  1873. sendAndApply(&tmh);
  1874. return false;
  1875. }
  1876. //several generic blocks of code
  1877. // should be called if hero changes tile but before applying TryMoveHero package
  1878. auto leaveTile = [&]()
  1879. {
  1880. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1881. {
  1882. obj->onHeroLeave(h);
  1883. }
  1884. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1885. };
  1886. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1887. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1888. {
  1889. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1890. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1891. queries.addQuery(moveQuery);
  1892. if (leavingTile == LEAVING_TILE)
  1893. leaveTile();
  1894. tmh.result = result;
  1895. sendAndApply(&tmh);
  1896. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1897. { // Hero should be always able to visit any object he staying on even if there guards around
  1898. visitObjectOnTile(t, h);
  1899. }
  1900. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1901. {
  1902. tmh.attackedFrom = guardPos;
  1903. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1904. objectVisited(guardTile.visitableObjects.back(), h);
  1905. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1906. }
  1907. else if (visitDest == VISIT_DEST)
  1908. {
  1909. visitObjectOnTile(t, h);
  1910. }
  1911. queries.popIfTop(moveQuery);
  1912. logGlobal->trace("Hero %s ends movement", h->name);
  1913. return result != TryMoveHero::FAILED;
  1914. };
  1915. //interaction with blocking object (like resources)
  1916. auto blockingVisit = [&]() -> bool
  1917. {
  1918. for (CGObjectInstance *obj : t.visitableObjects)
  1919. {
  1920. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1921. {
  1922. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1923. //this-> is needed for MVS2010 to recognize scope (?)
  1924. }
  1925. }
  1926. return false;
  1927. };
  1928. if (!transit && embarking)
  1929. {
  1930. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1931. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1932. // In H3 embark ignore guards
  1933. }
  1934. if (disembarking)
  1935. {
  1936. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1937. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1938. }
  1939. if (teleporting)
  1940. {
  1941. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1942. return true;
  1943. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1944. // visit town for town portal \ castle gates
  1945. // do not use generic visitObjectOnTile to avoid double-teleporting
  1946. // if this moveHero call was triggered by teleporter
  1947. if (!t.visitableObjects.empty())
  1948. {
  1949. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1950. town->onHeroVisit(h);
  1951. }
  1952. return true;
  1953. }
  1954. //still here? it is standard movement!
  1955. {
  1956. tmh.movePoints = h->movement >= cost
  1957. ? h->movement - cost
  1958. : 0;
  1959. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1960. EVisitDest visitDest = VISIT_DEST;
  1961. if (transit)
  1962. {
  1963. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1964. visitDest = DONT_VISIT_DEST;
  1965. if (canFly)
  1966. {
  1967. lookForGuards = IGNORE_GUARDS;
  1968. visitDest = DONT_VISIT_DEST;
  1969. }
  1970. }
  1971. else if (blockingVisit())
  1972. return true;
  1973. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1974. return true;
  1975. }
  1976. }
  1977. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1978. {
  1979. const CGHeroInstance *h = getHero(hid);
  1980. const CGTownInstance *t = getTown(dstid);
  1981. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1982. COMPLAIN_RET("Invalid call to teleportHero!");
  1983. const CGTownInstance *from = h->visitedTown;
  1984. if (((h->getOwner() != t->getOwner())
  1985. && complain("Cannot teleport hero to another player"))
  1986. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1987. && complain("Hero must be in town with Castle gate for teleporting"))
  1988. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1989. && complain("Cannot teleport hero to town without Castle gate in it")))
  1990. return false;
  1991. int3 pos = t->visitablePos();
  1992. pos += h->getVisitableOffset();
  1993. moveHero(hid,pos,1);
  1994. return true;
  1995. }
  1996. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1997. {
  1998. PlayerColor oldOwner = getOwner(obj->id);
  1999. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2000. sendAndApply(&sop);
  2001. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2002. checkVictoryLossConditions(playerColors);
  2003. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2004. if (town) //town captured
  2005. {
  2006. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2007. {
  2008. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2009. setPortalDwelling(town, true, false);
  2010. }
  2011. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2012. {
  2013. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2014. {
  2015. InfoWindow iw;
  2016. iw.player = oldOwner;
  2017. 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.
  2018. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2019. sendAndApply(&iw);
  2020. }
  2021. }
  2022. }
  2023. const PlayerState * p = getPlayer(owner);
  2024. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2025. {
  2026. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2027. {
  2028. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2029. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2030. }
  2031. }
  2032. }
  2033. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2034. {
  2035. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2036. queries.addQuery(dialogQuery);
  2037. iw->queryID = dialogQuery->queryID;
  2038. sendToAllClients(iw);
  2039. }
  2040. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2041. {
  2042. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2043. queries.addQuery(dialogQuery);
  2044. iw->queryID = dialogQuery->queryID;
  2045. sendToAllClients(iw);
  2046. }
  2047. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2048. {
  2049. if (!val) return; //don't waste time on empty call
  2050. TResources resources;
  2051. resources.at(which) = val;
  2052. giveResources(player, resources);
  2053. }
  2054. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2055. {
  2056. SetResources sr;
  2057. sr.abs = false;
  2058. sr.player = player;
  2059. sr.res = resources;
  2060. sendAndApply(&sr);
  2061. }
  2062. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2063. {
  2064. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2065. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2066. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2067. //first we move creatures to give to make them army of object-source
  2068. for (auto & elem : creatures.Slots())
  2069. {
  2070. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2071. }
  2072. tryJoiningArmy(obj, h, remove, true);
  2073. }
  2074. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2075. {
  2076. std::vector<CStackBasicDescriptor> cres = creatures;
  2077. if (cres.size() <= 0)
  2078. return;
  2079. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2080. for (CStackBasicDescriptor &sbd : cres)
  2081. {
  2082. TQuantity collected = 0;
  2083. while(collected < sbd.count)
  2084. {
  2085. bool foundSth = false;
  2086. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2087. {
  2088. if (i->second->type == sbd.type)
  2089. {
  2090. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2091. changeStackCount(StackLocation(obj, i->first), -take, false);
  2092. collected += take;
  2093. foundSth = true;
  2094. break;
  2095. }
  2096. }
  2097. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2098. {
  2099. complain("Unexpected failure during taking creatures!");
  2100. return;
  2101. }
  2102. }
  2103. }
  2104. }
  2105. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2106. {
  2107. sendToAllClients(comp);
  2108. }
  2109. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2110. {
  2111. HeroVisitCastle vc;
  2112. vc.hid = hero->id;
  2113. vc.tid = obj->id;
  2114. vc.flags |= 1;
  2115. sendAndApply(&vc);
  2116. vistiCastleObjects (obj, hero);
  2117. giveSpells (obj, hero);
  2118. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2119. }
  2120. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2121. {
  2122. std::vector<CGTownBuilding*>::const_iterator i;
  2123. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2124. (*i)->onHeroVisit (h);
  2125. }
  2126. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2127. {
  2128. HeroVisitCastle vc;
  2129. vc.hid = hero->id;
  2130. vc.tid = obj->id;
  2131. sendAndApply(&vc);
  2132. }
  2133. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2134. {
  2135. EraseArtifact ea;
  2136. ea.al = al;
  2137. sendAndApply(&ea);
  2138. }
  2139. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2140. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2141. const CGTownInstance *town) //use hero=nullptr for no hero
  2142. {
  2143. engageIntoBattle(army1->tempOwner);
  2144. engageIntoBattle(army2->tempOwner);
  2145. static const CArmedInstance *armies[2];
  2146. armies[0] = army1;
  2147. armies[1] = army2;
  2148. static const CGHeroInstance*heroes[2];
  2149. heroes[0] = hero1;
  2150. heroes[1] = hero2;
  2151. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2152. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2153. queries.addQuery(battleQuery);
  2154. boost::thread(&CGameHandler::runBattle, this);
  2155. }
  2156. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2157. {
  2158. startBattlePrimary(army1, army2, tile,
  2159. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2160. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2161. creatureBank);
  2162. }
  2163. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2164. {
  2165. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2166. }
  2167. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2168. {
  2169. ChangeSpells cs;
  2170. cs.hid = hero->id;
  2171. cs.spells = spells;
  2172. cs.learn = give;
  2173. sendAndApply(&cs);
  2174. }
  2175. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2176. {
  2177. SystemMessage sm;
  2178. sm.text = message;
  2179. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2180. c << &sm;
  2181. }
  2182. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2183. {
  2184. sendAndApply(bonus);
  2185. }
  2186. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2187. {
  2188. sendAndApply(smp);
  2189. }
  2190. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2191. {
  2192. SetMana sm;
  2193. sm.hid = hid;
  2194. sm.val = val;
  2195. sm.absolute = true;
  2196. sendAndApply(&sm);
  2197. }
  2198. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2199. {
  2200. GiveHero gh;
  2201. gh.id = id;
  2202. gh.player = player;
  2203. sendAndApply(&gh);
  2204. }
  2205. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2206. {
  2207. ChangeObjPos cop;
  2208. cop.objid = objid;
  2209. cop.nPos = newPos;
  2210. cop.flags = flags;
  2211. sendAndApply(&cop);
  2212. }
  2213. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2214. {
  2215. const CGHeroInstance * h1 = getHero(fromHero);
  2216. const CGHeroInstance * h2 = getHero(toHero);
  2217. if (h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR))
  2218. {
  2219. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2220. std::swap(fromHero, toHero);
  2221. }
  2222. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2223. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2224. return;//no scholar skill or no spellbook
  2225. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2226. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2227. ChangeSpells cs1;
  2228. cs1.learn = true;
  2229. cs1.hid = toHero;//giving spells to first hero
  2230. for (auto it : h1->spells)
  2231. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2232. cs1.spells.insert(it);//spell to learn
  2233. ChangeSpells cs2;
  2234. cs2.learn = true;
  2235. cs2.hid = fromHero;
  2236. for (auto it : h2->spells)
  2237. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2238. cs2.spells.insert(it);
  2239. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2240. {
  2241. InfoWindow iw;
  2242. iw.player = h1->tempOwner;
  2243. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2244. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2245. iw.text.addReplacement(h1->name);
  2246. if (!cs2.spells.empty())//if found new spell - apply
  2247. {
  2248. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2249. int size = cs2.spells.size();
  2250. for (auto it : cs2.spells)
  2251. {
  2252. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2253. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2254. switch (size--)
  2255. {
  2256. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2257. case 1: break;
  2258. default: iw.text << ", ";
  2259. }
  2260. }
  2261. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2262. iw.text.addReplacement(h2->name);
  2263. sendAndApply(&cs2);
  2264. }
  2265. if (!cs1.spells.empty() && !cs2.spells.empty())
  2266. {
  2267. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2268. }
  2269. if (!cs1.spells.empty())
  2270. {
  2271. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2272. int size = cs1.spells.size();
  2273. for (auto it : cs1.spells)
  2274. {
  2275. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2276. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2277. switch (size--)
  2278. {
  2279. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2280. case 1: break;
  2281. default: iw.text << ", ";
  2282. } }
  2283. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2284. iw.text.addReplacement(h2->name);
  2285. sendAndApply(&cs1);
  2286. }
  2287. sendAndApply(&iw);
  2288. }
  2289. }
  2290. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2291. {
  2292. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2293. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2294. {
  2295. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2296. ExchangeDialog hex;
  2297. hex.queryID = exchange->queryID;
  2298. hex.heroes[0] = getHero(hero1);
  2299. hex.heroes[1] = getHero(hero2);
  2300. sendAndApply(&hex);
  2301. useScholarSkill(hero1,hero2);
  2302. queries.addQuery(exchange);
  2303. }
  2304. }
  2305. void CGameHandler::sendToAllClients(CPackForClient * info)
  2306. {
  2307. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2308. for (auto & elem : conns)
  2309. {
  2310. if(!elem->isOpen())
  2311. continue;
  2312. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2313. *elem << info;
  2314. }
  2315. }
  2316. void CGameHandler::sendAndApply(CPackForClient * info)
  2317. {
  2318. sendToAllClients(info);
  2319. gs->apply(info);
  2320. }
  2321. void CGameHandler::applyAndSend(CPackForClient * info)
  2322. {
  2323. gs->apply(info);
  2324. sendToAllClients(info);
  2325. }
  2326. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2327. {
  2328. sendAndApply(static_cast<CPackForClient*>(info));
  2329. checkVictoryLossConditionsForAll();
  2330. }
  2331. void CGameHandler::sendAndApply(SetResources * info)
  2332. {
  2333. sendAndApply(static_cast<CPackForClient*>(info));
  2334. checkVictoryLossConditionsForPlayer(info->player);
  2335. }
  2336. void CGameHandler::sendAndApply(NewStructures * info)
  2337. {
  2338. sendAndApply(static_cast<CPackForClient*>(info));
  2339. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2340. }
  2341. void CGameHandler::save(const std::string & filename)
  2342. {
  2343. logGlobal->info("Saving to %s", filename);
  2344. const auto stem = FileInfo::GetPathStem(filename);
  2345. const auto savefname = stem.to_string() + ".vsgm1";
  2346. CResourceHandler::get("local")->createResource(savefname);
  2347. {
  2348. logGlobal->info("Ordering clients to serialize...");
  2349. SaveGame sg(savefname);
  2350. sendToAllClients(&sg);
  2351. }
  2352. try
  2353. {
  2354. {
  2355. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2356. saveCommonState(save);
  2357. logGlobal->info("Saving server state");
  2358. save << *this;
  2359. }
  2360. logGlobal->info("Game has been successfully saved!");
  2361. }
  2362. catch(std::exception &e)
  2363. {
  2364. logGlobal->error("Failed to save game: %s", e.what());
  2365. }
  2366. }
  2367. void CGameHandler::close()
  2368. {
  2369. logGlobal->info("We have been requested to close.");
  2370. serverShuttingDown = true;
  2371. for (auto & elem : conns)
  2372. {
  2373. if(!elem->isOpen())
  2374. continue;
  2375. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2376. elem->close();
  2377. elem->connected = false;
  2378. }
  2379. }
  2380. void CGameHandler::playerLeftGame(int cid)
  2381. {
  2382. for (auto & elem : conns)
  2383. {
  2384. if(elem->isOpen() && elem->connectionID == cid)
  2385. {
  2386. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2387. elem->close();
  2388. elem->connected = false;
  2389. break;
  2390. }
  2391. }
  2392. }
  2393. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2394. {
  2395. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2396. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2397. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2398. StackLocation sl1(s1, p1), sl2(s2, p2);
  2399. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2400. {
  2401. complain("Invalid slot accessed!");
  2402. return false;
  2403. }
  2404. if (!isAllowedExchange(id1,id2))
  2405. {
  2406. complain("Cannot exchange stacks between these two objects!\n");
  2407. return false;
  2408. }
  2409. // We can always put stacks into locked garrison, but not take them out of it
  2410. auto notRemovable = [&](const CArmedInstance * army)
  2411. {
  2412. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2413. {
  2414. auto g = dynamic_cast<const CGGarrison *>(army);
  2415. if (g && !g->removableUnits)
  2416. {
  2417. complain("Stacks in this garrison are not removable!\n");
  2418. return true;
  2419. }
  2420. }
  2421. return false;
  2422. };
  2423. if (what==1) //swap
  2424. {
  2425. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2426. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2427. {
  2428. complain("Can't take troops from another player!");
  2429. return false;
  2430. }
  2431. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2432. {
  2433. complain("Cannot swap stacks - slots are the same!");
  2434. return false;
  2435. }
  2436. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2437. {
  2438. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2439. return false;
  2440. }
  2441. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2442. return false;
  2443. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2444. return false;
  2445. swapStacks(sl1, sl2);
  2446. }
  2447. else if (what==2)//merge
  2448. {
  2449. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2450. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2451. return false;
  2452. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2453. {
  2454. complain("Cannot merge empty stack!");
  2455. return false;
  2456. }
  2457. else if (notRemovable(sl1.army))
  2458. return false;
  2459. moveStack(sl1, sl2);
  2460. }
  2461. else if (what==3) //split
  2462. {
  2463. const int countToMove = val - s2->getStackCount(p2);
  2464. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2465. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2466. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2467. {
  2468. complain("Can't move troops of another player!");
  2469. return false;
  2470. }
  2471. //general conditions checking
  2472. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2473. || (val<1 && complain("no creatures to split")) )
  2474. {
  2475. return false;
  2476. }
  2477. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2478. {
  2479. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2480. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2481. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2482. )
  2483. {
  2484. return false;
  2485. }
  2486. if (notRemovable(sl1.army))
  2487. {
  2488. if (s1->getStackCount(p1) > countLeftOnSrc)
  2489. return false;
  2490. }
  2491. else if (notRemovable(sl2.army))
  2492. {
  2493. if (s2->getStackCount(p1) < countLeftOnSrc)
  2494. return false;
  2495. }
  2496. moveStack(sl1, sl2, countToMove);
  2497. //S2.slots[p2]->count = val;
  2498. //S1.slots[p1]->count = total - val;
  2499. }
  2500. else //split one stack to the two
  2501. {
  2502. if (s1->getStackCount(p1) < val)//not enough creatures
  2503. {
  2504. complain("Cannot split that stack, not enough creatures!");
  2505. return false;
  2506. }
  2507. if (notRemovable(sl1.army))
  2508. return false;
  2509. moveStack(sl1, sl2, val);
  2510. }
  2511. }
  2512. return true;
  2513. }
  2514. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2515. {
  2516. std::set<PlayerColor> all;
  2517. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2518. if (i->second == c)
  2519. all.insert(i->first);
  2520. switch(all.size())
  2521. {
  2522. case 0:
  2523. return PlayerColor::NEUTRAL;
  2524. case 1:
  2525. return *all.begin();
  2526. default:
  2527. {
  2528. //if we have more than one player at this connection, try to pick active one
  2529. if (vstd::contains(all, gs->currentPlayer))
  2530. return gs->currentPlayer;
  2531. else
  2532. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2533. }
  2534. }
  2535. }
  2536. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2537. {
  2538. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2539. if (!vstd::contains(s1->stacks,pos))
  2540. {
  2541. complain("Illegal call to disbandCreature - no such stack in army!");
  2542. return false;
  2543. }
  2544. eraseStack(StackLocation(s1, pos));
  2545. return true;
  2546. }
  2547. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/)
  2548. {
  2549. const CGTownInstance * t = getTown(tid);
  2550. if (!t)
  2551. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2552. if (!t->town->buildings.count(requestedID))
  2553. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2554. if (t->hasBuilt(requestedID))
  2555. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2556. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2557. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2558. std::vector<const CBuilding*> remainingAutoBuildings;
  2559. std::set<BuildingID> buildingsThatWillBe;
  2560. //Check validity of request
  2561. if (!force)
  2562. {
  2563. switch (requestedBuilding->mode)
  2564. {
  2565. case CBuilding::BUILD_NORMAL :
  2566. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2567. COMPLAIN_RET("Cannot build that building!");
  2568. break;
  2569. case CBuilding::BUILD_AUTO :
  2570. case CBuilding::BUILD_SPECIAL:
  2571. COMPLAIN_RET("This building can not be constructed normally!");
  2572. case CBuilding::BUILD_GRAIL :
  2573. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2574. {
  2575. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2576. COMPLAIN_RET("Cannot build this without grail!")
  2577. else
  2578. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2579. }
  2580. break;
  2581. }
  2582. }
  2583. //Performs stuff that has to be done before new building is built
  2584. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2585. {
  2586. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2587. {
  2588. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2589. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2590. if (upgradeNumber >= t->town->creatures.at(level).size())
  2591. {
  2592. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2593. "no creature found (upgrade number %d, level %d!")
  2594. % buildingID % upgradeNumber % level));
  2595. return;
  2596. }
  2597. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2598. SetAvailableCreatures ssi;
  2599. ssi.tid = t->id;
  2600. ssi.creatures = t->creatures;
  2601. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2602. ssi.creatures[level].first = crea->growth;
  2603. ssi.creatures[level].second.push_back(crea->idNumber);
  2604. sendAndApply(&ssi);
  2605. }
  2606. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2607. {
  2608. setPortalDwelling(t);
  2609. }
  2610. };
  2611. //Performs stuff that has to be done after new building is built
  2612. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2613. {
  2614. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2615. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2616. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2617. {
  2618. if (t->visitingHero)
  2619. giveSpells(t,t->visitingHero);
  2620. if (t->garrisonHero)
  2621. giveSpells(t,t->garrisonHero);
  2622. }
  2623. };
  2624. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2625. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2626. {
  2627. return buildingsThatWillBe.count(buildID);
  2628. };
  2629. //Init the vectors
  2630. for (auto & build : t->town->buildings)
  2631. {
  2632. if (t->hasBuilt(build.first))
  2633. buildingsThatWillBe.insert(build.first);
  2634. else
  2635. {
  2636. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2637. remainingAutoBuildings.push_back(build.second);
  2638. }
  2639. }
  2640. //Prepare structure (list of building ids will be filled later)
  2641. NewStructures ns;
  2642. ns.tid = tid;
  2643. ns.builded = force ? t->builded : (t->builded+1);
  2644. std::queue<const CBuilding*> buildingsToAdd;
  2645. buildingsToAdd.push(requestedBuilding);
  2646. while(!buildingsToAdd.empty())
  2647. {
  2648. auto b = buildingsToAdd.front();
  2649. buildingsToAdd.pop();
  2650. ns.bid.insert(b->bid);
  2651. buildingsThatWillBe.insert(b->bid);
  2652. remainingAutoBuildings -= b;
  2653. for (auto autoBuilding : remainingAutoBuildings)
  2654. {
  2655. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2656. buildingsToAdd.push(autoBuilding);
  2657. }
  2658. }
  2659. // 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.
  2660. for (auto builtID : ns.bid)
  2661. processBeforeBuiltStructure(builtID);
  2662. //Take cost
  2663. if (!force)
  2664. {
  2665. giveResources(t->tempOwner, -requestedBuilding->resources);
  2666. }
  2667. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2668. sendAndApply(&ns);
  2669. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2670. for (auto builtID : ns.bid)
  2671. processAfterBuiltStructure(builtID);
  2672. // now when everything is built - reveal tiles for lookout tower
  2673. FoWChange fw;
  2674. fw.player = t->tempOwner;
  2675. fw.mode = 1;
  2676. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2677. sendAndApply(&fw);
  2678. if (t->visitingHero)
  2679. vistiCastleObjects (t, t->visitingHero);
  2680. if (t->garrisonHero)
  2681. vistiCastleObjects (t, t->garrisonHero);
  2682. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2683. return true;
  2684. }
  2685. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2686. {
  2687. ///incomplete, simply erases target building
  2688. const CGTownInstance * t = getTown(tid);
  2689. if (!vstd::contains(t->builtBuildings, bid))
  2690. return false;
  2691. RazeStructures rs;
  2692. rs.tid = tid;
  2693. rs.bid.insert(bid);
  2694. rs.destroyed = t->destroyed + 1;
  2695. sendAndApply(&rs);
  2696. //TODO: Remove dwellers
  2697. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2698. // {
  2699. // RemoveBonus rb(RemoveBonus::TOWN);
  2700. // rb.whoID = t->id;
  2701. // rb.source = Bonus::TOWN_STRUCTURE;
  2702. // rb.id = 17;
  2703. // sendAndApply(&rb);
  2704. // }
  2705. return true;
  2706. }
  2707. void CGameHandler::sendMessageToAll(const std::string &message)
  2708. {
  2709. SystemMessage sm;
  2710. sm.text = message;
  2711. sendToAllClients(&sm);
  2712. }
  2713. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2714. {
  2715. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2716. const CArmedInstance *dst = nullptr;
  2717. const CCreature *c = VLC->creh->creatures.at(crid);
  2718. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2719. //TODO: test for owning
  2720. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2721. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2722. assert(dw && dst);
  2723. //verify
  2724. bool found = false;
  2725. int level = 0;
  2726. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2727. {
  2728. if ((fromLvl != -1) && (level !=fromLvl))
  2729. continue;
  2730. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2731. int i = 0;
  2732. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2733. if (cur.second.at(i) == crid)
  2734. break;
  2735. if (i < cur.second.size())
  2736. {
  2737. found = true;
  2738. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2739. break;
  2740. }
  2741. }
  2742. SlotID slot = dst->getSlotFor(crid);
  2743. if ((!found && complain("Cannot recruit: no such creatures!"))
  2744. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2745. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2746. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2747. {
  2748. return false;
  2749. }
  2750. //recruit
  2751. giveResources(dst->tempOwner, -(c->cost * cram));
  2752. SetAvailableCreatures sac;
  2753. sac.tid = objid;
  2754. sac.creatures = dw->creatures;
  2755. sac.creatures[level].first -= cram;
  2756. sendAndApply(&sac);
  2757. if (warMachine)
  2758. {
  2759. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2760. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2761. ArtifactID artId = c->warMachine;
  2762. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2763. const CArtifact * art = artId.toArtifact();
  2764. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2765. return giveHeroNewArtifact(h, art);
  2766. }
  2767. else
  2768. {
  2769. addToSlot(StackLocation(dst, slot), c, cram);
  2770. }
  2771. return true;
  2772. }
  2773. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2774. {
  2775. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2776. if (!obj->hasStackAtSlot(pos))
  2777. {
  2778. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2779. }
  2780. UpgradeInfo ui;
  2781. getUpgradeInfo(obj, pos, ui);
  2782. PlayerColor player = obj->tempOwner;
  2783. const PlayerState *p = getPlayer(player);
  2784. int crQuantity = obj->stacks.at(pos)->count;
  2785. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2786. //check if upgrade is possible
  2787. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2788. {
  2789. return false;
  2790. }
  2791. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2792. //check if player has enough resources
  2793. if (!p->resources.canAfford(totalCost))
  2794. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2795. //take resources
  2796. giveResources(player, -totalCost);
  2797. //upgrade creature
  2798. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2799. return true;
  2800. }
  2801. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2802. {
  2803. if (!sl.army->hasStackAtSlot(sl.slot))
  2804. COMPLAIN_RET("Cannot find a stack to change type");
  2805. SetStackType sst;
  2806. sst.sl = sl;
  2807. sst.type = c;
  2808. sendAndApply(&sst);
  2809. return true;
  2810. }
  2811. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2812. {
  2813. assert(src->canBeMergedWith(*dst, allowMerging));
  2814. while(src->stacksCount())//while there are unmoved creatures
  2815. {
  2816. auto i = src->Slots().begin(); //iterator to stack to move
  2817. StackLocation sl(src, i->first); //location of stack to move
  2818. SlotID pos = dst->getSlotFor(i->second->type);
  2819. if (!pos.validSlot())
  2820. {
  2821. //try to merge two other stacks to make place
  2822. std::pair<SlotID, SlotID> toMerge;
  2823. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2824. {
  2825. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2826. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2827. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2828. }
  2829. else
  2830. {
  2831. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2832. return;
  2833. }
  2834. }
  2835. else
  2836. {
  2837. moveStack(sl, StackLocation(dst, pos));
  2838. }
  2839. }
  2840. }
  2841. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2842. {
  2843. const CGTownInstance * town = getTown(tid);
  2844. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2845. {
  2846. if (!town->visitingHero->canBeMergedWith(*town))
  2847. {
  2848. complain("Cannot make garrison swap, not enough free slots!");
  2849. return false;
  2850. }
  2851. moveArmy(town, town->visitingHero, true);
  2852. SetHeroesInTown intown;
  2853. intown.tid = tid;
  2854. intown.visiting = ObjectInstanceID();
  2855. intown.garrison = town->visitingHero->id;
  2856. sendAndApply(&intown);
  2857. return true;
  2858. }
  2859. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2860. {
  2861. //check if moving hero out of town will break 8 wandering heroes limit
  2862. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2863. {
  2864. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2865. return false;
  2866. }
  2867. SetHeroesInTown intown;
  2868. intown.tid = tid;
  2869. intown.garrison = ObjectInstanceID();
  2870. intown.visiting = town->garrisonHero->id;
  2871. sendAndApply(&intown);
  2872. return true;
  2873. }
  2874. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2875. {
  2876. SetHeroesInTown intown;
  2877. intown.tid = tid;
  2878. intown.garrison = town->visitingHero->id;
  2879. intown.visiting = town->garrisonHero->id;
  2880. sendAndApply(&intown);
  2881. return true;
  2882. }
  2883. else
  2884. {
  2885. complain("Cannot swap garrison hero!");
  2886. return false;
  2887. }
  2888. }
  2889. // With the amount of changes done to the function, it's more like transferArtifacts.
  2890. // 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.
  2891. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2892. {
  2893. ArtifactLocation src = al1, dst = al2;
  2894. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2895. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2896. // Make sure exchange is even possible between the two heroes.
  2897. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2898. COMPLAIN_RET("That heroes cannot make any exchange!");
  2899. const CArtifactInstance *srcArtifact = src.getArt();
  2900. const CArtifactInstance *destArtifact = dst.getArt();
  2901. if (srcArtifact == nullptr)
  2902. COMPLAIN_RET("No artifact to move!");
  2903. if (destArtifact && srcPlayer != dstPlayer)
  2904. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2905. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2906. // Moving to the backpack is always allowed.
  2907. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2908. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2909. COMPLAIN_RET("Cannot move artifact!");
  2910. auto srcSlot = src.getSlot();
  2911. auto dstSlot = dst.getSlot();
  2912. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2913. COMPLAIN_RET("Cannot move artifact locks.");
  2914. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2915. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2916. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2917. COMPLAIN_RET("Cannot move catapult!");
  2918. if (dst.slot >= GameConstants::BACKPACK_START)
  2919. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2920. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2921. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2922. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2923. {
  2924. //old artifact must be removed first
  2925. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2926. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2927. }
  2928. MoveArtifact ma;
  2929. ma.src = src;
  2930. ma.dst = dst;
  2931. sendAndApply(&ma);
  2932. return true;
  2933. }
  2934. /**
  2935. * Assembles or disassembles a combination artifact.
  2936. * @param heroID ID of hero holding the artifact(s).
  2937. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2938. * @param assemble True for assembly operation, false for disassembly.
  2939. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2940. * artifact to assemble to. Otherwise it's not used.
  2941. */
  2942. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2943. {
  2944. const CGHeroInstance * hero = getHero(heroID);
  2945. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2946. if (!destArtifact)
  2947. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2948. if (assemble)
  2949. {
  2950. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2951. if (!combinedArt->constituents)
  2952. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2953. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2954. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2955. AssembledArtifact aa;
  2956. aa.al = ArtifactLocation(hero, artifactSlot);
  2957. aa.builtArt = combinedArt;
  2958. sendAndApply(&aa);
  2959. }
  2960. else
  2961. {
  2962. if (!destArtifact->artType->constituents)
  2963. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2964. DisassembledArtifact da;
  2965. da.al = ArtifactLocation(hero, artifactSlot);
  2966. sendAndApply(&da);
  2967. }
  2968. return true;
  2969. }
  2970. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2971. {
  2972. const CGHeroInstance * hero = getHero(hid);
  2973. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2974. const CGTownInstance * town = hero->visitedTown;
  2975. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2976. if (aid==ArtifactID::SPELLBOOK)
  2977. {
  2978. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2979. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2980. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2981. )
  2982. return false;
  2983. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2984. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2985. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2986. giveSpells(town,hero);
  2987. return true;
  2988. }
  2989. else
  2990. {
  2991. const CArtifact * art = aid.toArtifact();
  2992. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2993. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  2994. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2995. const int price = art->price;
  2996. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  2997. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2998. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2999. {
  3000. giveResource(hero->getOwner(),Res::GOLD,-price);
  3001. return giveHeroNewArtifact(hero, art);
  3002. }
  3003. else
  3004. COMPLAIN_RET("This machine is unavailable here!");
  3005. }
  3006. }
  3007. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3008. {
  3009. if(!h)
  3010. COMPLAIN_RET("Only hero can buy artifacts!");
  3011. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3012. COMPLAIN_RET("That artifact is unavailable!");
  3013. int b1, b2;
  3014. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3015. if (getResource(h->tempOwner, rid) < b1)
  3016. COMPLAIN_RET("You can't afford to buy this artifact!");
  3017. giveResource(h->tempOwner, rid, -b1);
  3018. SetAvailableArtifacts saa;
  3019. if (m->o->ID == Obj::TOWN)
  3020. {
  3021. saa.id = -1;
  3022. saa.arts = CGTownInstance::merchantArtifacts;
  3023. }
  3024. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3025. {
  3026. saa.id = bm->id.getNum();
  3027. saa.arts = bm->artifacts;
  3028. }
  3029. else
  3030. COMPLAIN_RET("Wrong marktet...");
  3031. bool found = false;
  3032. for (const CArtifact *&art : saa.arts)
  3033. {
  3034. if (art && art->id == aid)
  3035. {
  3036. art = nullptr;
  3037. found = true;
  3038. break;
  3039. }
  3040. }
  3041. if (!found)
  3042. COMPLAIN_RET("Cannot find selected artifact on the list");
  3043. sendAndApply(&saa);
  3044. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3045. return true;
  3046. }
  3047. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3048. {
  3049. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3050. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3051. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3052. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3053. int resVal = 0, dump = 1;
  3054. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3055. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3056. giveResource(h->tempOwner, rid, resVal);
  3057. return true;
  3058. }
  3059. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3060. {
  3061. if (!h)
  3062. COMPLAIN_RET("You need hero to buy a skill!");
  3063. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3064. COMPLAIN_RET("Hero already know this skill");
  3065. if (!h->canLearnSkill())
  3066. COMPLAIN_RET("Hero can't learn any more skills");
  3067. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3068. COMPLAIN_RET("The hero can't learn this skill!");
  3069. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3070. COMPLAIN_RET("That skill is unavailable!");
  3071. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3072. COMPLAIN_RET("You can't afford to buy this skill");
  3073. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3074. changeSecSkill(h, skill, 1, true);
  3075. return true;
  3076. }
  3077. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3078. {
  3079. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3080. vstd::amin(val, r1); //can't trade more resources than have
  3081. int b1, b2; //base quantities for trade
  3082. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3083. int units = val / b1; //how many base quantities we trade
  3084. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3085. {
  3086. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3087. }
  3088. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3089. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3090. return true;
  3091. }
  3092. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3093. {
  3094. if(!hero)
  3095. COMPLAIN_RET("Only hero can sell creatures!");
  3096. if (!vstd::contains(hero->Slots(), slot))
  3097. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3098. const CStackInstance &s = hero->getStack(slot);
  3099. if (s.count < count //can't sell more creatures than have
  3100. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3101. {
  3102. COMPLAIN_RET("Not enough creatures in army!");
  3103. }
  3104. int b1, b2; //base quantities for trade
  3105. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3106. int units = count / b1; //how many base quantities we trade
  3107. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3108. {
  3109. //TODO: complain?
  3110. assert(0);
  3111. }
  3112. changeStackCount(StackLocation(hero, slot), -count);
  3113. giveResource(hero->tempOwner, resourceID, b2 * units);
  3114. return true;
  3115. }
  3116. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3117. {
  3118. const CArmedInstance *army = nullptr;
  3119. if (hero)
  3120. army = hero;
  3121. else
  3122. army = dynamic_cast<const CGTownInstance *>(market->o);
  3123. if (!army)
  3124. COMPLAIN_RET("Incorrect call to transform in undead!");
  3125. if (!army->hasStackAtSlot(slot))
  3126. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3127. const CStackInstance &s = army->getStack(slot);
  3128. //resulting creature - bone dragons or skeletons
  3129. CreatureID resCreature = CreatureID::SKELETON;
  3130. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3131. || (s.getCreatureID() == CreatureID::HYDRA)
  3132. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3133. resCreature = CreatureID::BONE_DRAGON;
  3134. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3135. return true;
  3136. }
  3137. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3138. {
  3139. const PlayerState *p2 = getPlayer(r2, false);
  3140. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3141. {
  3142. complain("Dest player must be in game!");
  3143. return false;
  3144. }
  3145. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3146. vstd::amin(val, curRes1);
  3147. giveResource(player, r1, -val);
  3148. giveResource(r2, r1, val);
  3149. return true;
  3150. }
  3151. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3152. {
  3153. const CGHeroInstance *h = getHero(hid);
  3154. if (!h)
  3155. {
  3156. logGlobal->error("Hero doesn't exist!");
  3157. return false;
  3158. }
  3159. ChangeFormation cf;
  3160. cf.hid = hid;
  3161. cf.formation = formation;
  3162. sendAndApply(&cf);
  3163. return true;
  3164. }
  3165. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3166. {
  3167. const PlayerState * p = getPlayer(player);
  3168. const CGTownInstance * t = getTown(obj->id);
  3169. //common preconditions
  3170. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3171. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3172. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3173. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3174. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3175. {
  3176. return false;
  3177. }
  3178. if (t) //tavern in town
  3179. {
  3180. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3181. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3182. {
  3183. return false;
  3184. }
  3185. }
  3186. else if (obj->ID == Obj::TAVERN)
  3187. {
  3188. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3189. {
  3190. return false;
  3191. }
  3192. }
  3193. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3194. if (!nh)
  3195. {
  3196. complain ("Hero is not available for hiring!");
  3197. return false;
  3198. }
  3199. HeroRecruited hr;
  3200. hr.tid = obj->id;
  3201. hr.hid = nh->subID;
  3202. hr.player = player;
  3203. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3204. sendAndApply(&hr);
  3205. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3206. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3207. const CGHeroInstance *newHero = nullptr;
  3208. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3209. {
  3210. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3211. }
  3212. SetAvailableHeroes sah;
  3213. sah.player = player;
  3214. if (newHero)
  3215. {
  3216. sah.hid[hid] = newHero->subID;
  3217. sah.army[hid].clear();
  3218. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3219. }
  3220. else
  3221. {
  3222. sah.hid[hid] = -1;
  3223. }
  3224. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3225. sendAndApply(&sah);
  3226. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3227. if (t)
  3228. {
  3229. vistiCastleObjects (t, nh);
  3230. giveSpells (t,nh);
  3231. }
  3232. return true;
  3233. }
  3234. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3235. {
  3236. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3237. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3238. logGlobal->traceStream() << answer;
  3239. auto topQuery = queries.topQuery(player);
  3240. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3241. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3242. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3243. topQuery->setReply(answer);
  3244. queries.popQuery(topQuery);
  3245. return true;
  3246. }
  3247. static EndAction end_action;
  3248. void CGameHandler::updateGateState()
  3249. {
  3250. BattleUpdateGateState db;
  3251. db.state = gs->curB->si.gateState;
  3252. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3253. {
  3254. db.state = EGateState::DESTROYED;
  3255. }
  3256. else if (db.state == EGateState::OPENED)
  3257. {
  3258. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3259. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3260. {
  3261. if (gs->curB->town->subID == ETownType::FORTRESS)
  3262. {
  3263. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3264. db.state = EGateState::CLOSED;
  3265. }
  3266. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3267. db.state = EGateState::BLOCKED;
  3268. else
  3269. db.state = EGateState::CLOSED;
  3270. }
  3271. }
  3272. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3273. db.state = EGateState::BLOCKED;
  3274. else
  3275. db.state = EGateState::CLOSED;
  3276. if (db.state != gs->curB->si.gateState)
  3277. sendAndApply(&db);
  3278. }
  3279. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3280. {
  3281. bool ok = true;
  3282. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3283. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3284. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3285. : nullptr;
  3286. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3287. logGlobal->trace(
  3288. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3289. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3290. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3291. switch(ba.actionType)
  3292. {
  3293. case Battle::WALK: //walk
  3294. case Battle::DEFEND: //defend
  3295. case Battle::WAIT: //wait
  3296. case Battle::WALK_AND_ATTACK: //walk or attack
  3297. case Battle::SHOOT: //shoot
  3298. case Battle::CATAPULT: //catapult
  3299. case Battle::STACK_HEAL: //healing with First Aid Tent
  3300. case Battle::DAEMON_SUMMONING:
  3301. case Battle::MONSTER_SPELL:
  3302. if (!stack)
  3303. {
  3304. complain("No such stack!");
  3305. return false;
  3306. }
  3307. if (!stack->alive())
  3308. {
  3309. complain("This stack is dead: " + stack->nodeName());
  3310. return false;
  3311. }
  3312. if (battleTacticDist())
  3313. {
  3314. if (stack && stack->side != battleGetTacticsSide())
  3315. {
  3316. complain("This is not a stack of side that has tactics!");
  3317. return false;
  3318. }
  3319. }
  3320. else if (!isAboutActiveStack)
  3321. {
  3322. complain("Action has to be about active stack!");
  3323. return false;
  3324. }
  3325. }
  3326. auto wrapAction = [this](BattleAction &ba)
  3327. {
  3328. StartAction startAction(ba);
  3329. sendAndApply(&startAction);
  3330. return vstd::makeScopeGuard([&]
  3331. {
  3332. sendAndApply(&end_action);
  3333. });
  3334. };
  3335. switch(ba.actionType)
  3336. {
  3337. case Battle::END_TACTIC_PHASE: //wait
  3338. case Battle::BAD_MORALE:
  3339. case Battle::NO_ACTION:
  3340. {
  3341. auto wrapper = wrapAction(ba);
  3342. break;
  3343. }
  3344. case Battle::WALK:
  3345. {
  3346. auto wrapper = wrapAction(ba);
  3347. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3348. if (!walkedTiles)
  3349. complain("Stack failed movement!");
  3350. break;
  3351. }
  3352. case Battle::DEFEND:
  3353. {
  3354. //defensive stance //TODO: remove this bonus when stack becomes active
  3355. SetStackEffect sse;
  3356. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL));
  3357. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3358. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3359. sse.stacks.push_back(ba.stackNumber);
  3360. sendAndApply(&sse);
  3361. //don't break - we share code with next case
  3362. }
  3363. case Battle::WAIT:
  3364. {
  3365. auto wrapper = wrapAction(ba);
  3366. break;
  3367. }
  3368. case Battle::RETREAT: //retreat/flee
  3369. {
  3370. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3371. complain("Cannot retreat!");
  3372. else
  3373. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3374. break;
  3375. }
  3376. case Battle::SURRENDER:
  3377. {
  3378. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3379. int cost = gs->curB->battleGetSurrenderCost(player);
  3380. if (cost < 0)
  3381. complain("Cannot surrender!");
  3382. else if (getResource(player, Res::GOLD) < cost)
  3383. complain("Not enough gold to surrender!");
  3384. else
  3385. {
  3386. giveResource(player, Res::GOLD, -cost);
  3387. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3388. }
  3389. break;
  3390. }
  3391. case Battle::WALK_AND_ATTACK: //walk or attack
  3392. {
  3393. auto wrapper = wrapAction(ba);
  3394. if (!stack || !destinationStack)
  3395. {
  3396. break;
  3397. }
  3398. BattleHex startingPos = stack->position;
  3399. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3400. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3401. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3402. && !(stack->doubleWide() && (stack->position == ba.destinationTile.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3403. )
  3404. {
  3405. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3406. ok = false;
  3407. break;
  3408. }
  3409. if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3410. {
  3411. destinationStack = nullptr;
  3412. }
  3413. if (!destinationStack)
  3414. {
  3415. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3416. ok = false;
  3417. break;
  3418. }
  3419. if (!CStack::isMeleeAttackPossible(stack, destinationStack))
  3420. {
  3421. complain("Attack cannot be performed!");
  3422. ok = false;
  3423. break;
  3424. }
  3425. //attack
  3426. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3427. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3428. for (int i = 0; i < totalAttacks; ++i)
  3429. {
  3430. if (stack &&
  3431. stack->alive() && //move can cause death, eg. by walking into the moat
  3432. destinationStack->alive())
  3433. {
  3434. BattleAttack bat;
  3435. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3436. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3437. handleAttackBeforeCasting(&bat); //only before first attack
  3438. sendAndApply(&bat);
  3439. handleAfterAttackCasting(bat);
  3440. }
  3441. //counterattack
  3442. if (i == 0 && destinationStack
  3443. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3444. && destinationStack->ableToRetaliate()
  3445. && stack->alive()) //attacker may have died (fire shield)
  3446. {
  3447. BattleAttack bat;
  3448. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3449. bat.flags |= BattleAttack::COUNTER;
  3450. sendAndApply(&bat);
  3451. handleAfterAttackCasting(bat);
  3452. }
  3453. }
  3454. //return
  3455. if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3456. {
  3457. moveStack(ba.stackNumber, startingPos);
  3458. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3459. }
  3460. break;
  3461. }
  3462. case Battle::SHOOT:
  3463. {
  3464. if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
  3465. {
  3466. complain("Cannot shoot!");
  3467. break;
  3468. }
  3469. if (!destinationStack)
  3470. {
  3471. complain("No target to shoot!");
  3472. break;
  3473. }
  3474. auto wrapper = wrapAction(ba);
  3475. {
  3476. BattleAttack bat;
  3477. bat.flags |= BattleAttack::SHOT;
  3478. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3479. handleAttackBeforeCasting(&bat);
  3480. sendAndApply(&bat);
  3481. handleAfterAttackCasting(bat);
  3482. }
  3483. //ranged counterattack
  3484. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3485. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3486. && destinationStack->ableToRetaliate()
  3487. && stack->alive()) //attacker may have died (fire shield)
  3488. {
  3489. BattleAttack bat;
  3490. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3491. bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;
  3492. sendAndApply(&bat);
  3493. handleAfterAttackCasting(bat);
  3494. }
  3495. //second shot for ballista, only if hero has advanced artillery
  3496. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3497. if (destinationStack->alive()
  3498. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3499. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3500. )
  3501. {
  3502. BattleAttack bat2;
  3503. bat2.flags |= BattleAttack::SHOT;
  3504. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3505. sendAndApply(&bat2);
  3506. }
  3507. //allow more than one additional attack
  3508. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3509. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3510. for (int i = 0; i < additionalAttacks; ++i)
  3511. {
  3512. if (
  3513. stack->alive()
  3514. && destinationStack->alive()
  3515. && stack->shots
  3516. )
  3517. {
  3518. BattleAttack bat;
  3519. bat.flags |= BattleAttack::SHOT;
  3520. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3521. sendAndApply(&bat);
  3522. handleAfterAttackCasting(bat);
  3523. }
  3524. }
  3525. break;
  3526. }
  3527. case Battle::CATAPULT:
  3528. {
  3529. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3530. {
  3531. switch(part)
  3532. {
  3533. case EWallPart::GATE:
  3534. return sbi.gate;
  3535. case EWallPart::KEEP:
  3536. return sbi.keep;
  3537. case EWallPart::BOTTOM_TOWER:
  3538. case EWallPart::UPPER_TOWER:
  3539. return sbi.tower;
  3540. case EWallPart::BOTTOM_WALL:
  3541. case EWallPart::BELOW_GATE:
  3542. case EWallPart::OVER_GATE:
  3543. case EWallPart::UPPER_WALL:
  3544. return sbi.wall;
  3545. default:
  3546. return 0;
  3547. }
  3548. };
  3549. auto wrapper = wrapAction(ba);
  3550. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3551. CHeroHandler::SBallisticsLevelInfo sbi;
  3552. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3553. sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3554. else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
  3555. {
  3556. sbi = VLC->heroh->ballistics.at(1);
  3557. sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  3558. }
  3559. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3560. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3561. {
  3562. complain("catapult tried to attack non-catapultable hex!");
  3563. break;
  3564. }
  3565. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3566. auto &currentHP = gs->curB->si.wallState;
  3567. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3568. {
  3569. complain("catapult tried to attack already destroyed wall part!");
  3570. break;
  3571. }
  3572. for (int g=0; g<sbi.shots; ++g)
  3573. {
  3574. bool hitSuccessfull = false;
  3575. auto attackedPart = wallPart;
  3576. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3577. {
  3578. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3579. currentHP.at(attackedPart) != EWallState::NONE &&
  3580. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3581. {
  3582. hitSuccessfull = true;
  3583. }
  3584. else // select new target
  3585. {
  3586. std::vector<EWallPart::EWallPart> allowedTargets;
  3587. for (size_t i=0; i< currentHP.size(); i++)
  3588. {
  3589. if (currentHP.at(i) != EWallState::DESTROYED &&
  3590. currentHP.at(i) != EWallState::NONE)
  3591. allowedTargets.push_back(EWallPart::EWallPart(i));
  3592. }
  3593. if (allowedTargets.empty())
  3594. break;
  3595. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3596. }
  3597. }
  3598. while (!hitSuccessfull);
  3599. if (!hitSuccessfull) // break triggered - no target to shoot at
  3600. break;
  3601. CatapultAttack ca; //package for clients
  3602. CatapultAttack::AttackInfo attack;
  3603. attack.attackedPart = attackedPart;
  3604. attack.destinationTile = ba.destinationTile;
  3605. attack.damageDealt = 0;
  3606. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3607. int dmgRand = getRandomGenerator().nextInt(99);
  3608. //accumulating dmgChance
  3609. dmgChance[1] += dmgChance[0];
  3610. dmgChance[2] += dmgChance[1];
  3611. //calculating dealt damage
  3612. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3613. {
  3614. if (dmgRand <= dmgChance[damage])
  3615. {
  3616. attack.damageDealt = damage;
  3617. break;
  3618. }
  3619. }
  3620. // attacked tile may have changed - update destination
  3621. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3622. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3623. //removing creatures in turrets / keep if one is destroyed
  3624. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3625. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3626. {
  3627. int posRemove = -1;
  3628. switch(attackedPart)
  3629. {
  3630. case EWallPart::KEEP:
  3631. posRemove = -2;
  3632. break;
  3633. case EWallPart::BOTTOM_TOWER:
  3634. posRemove = -3;
  3635. break;
  3636. case EWallPart::UPPER_TOWER:
  3637. posRemove = -4;
  3638. break;
  3639. }
  3640. BattleStacksRemoved bsr;
  3641. for (auto & elem : gs->curB->stacks)
  3642. {
  3643. if (elem->position == posRemove)
  3644. {
  3645. bsr.stackIDs.insert(elem->ID);
  3646. break;
  3647. }
  3648. }
  3649. sendAndApply(&bsr);
  3650. }
  3651. ca.attacker = ba.stackNumber;
  3652. ca.attackedParts.push_back(attack);
  3653. sendAndApply(&ca);
  3654. }
  3655. //finish by scope guard
  3656. break;
  3657. }
  3658. case Battle::STACK_HEAL: //healing with First Aid Tent
  3659. {
  3660. auto wrapper = wrapAction(ba);
  3661. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3662. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3663. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3664. ui32 healed = 0;
  3665. if (healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3666. {
  3667. complain("There is either no healer, no destination, or healer cannot heal :P");
  3668. }
  3669. else
  3670. {
  3671. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3672. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3673. }
  3674. if (healed == 0)
  3675. {
  3676. //nothing to heal.. should we complain?
  3677. }
  3678. else
  3679. {
  3680. StacksHealedOrResurrected shr;
  3681. shr.lifeDrain = false;
  3682. shr.tentHealing = true;
  3683. shr.cure = false;
  3684. shr.drainedFrom = ba.stackNumber;
  3685. StacksHealedOrResurrected::HealInfo hi;
  3686. hi.healedHP = healed;
  3687. hi.lowLevelResurrection = false;
  3688. hi.stackID = destStack->ID;
  3689. shr.healedStacks.push_back(hi);
  3690. sendAndApply(&shr);
  3691. }
  3692. break;
  3693. }
  3694. case Battle::DAEMON_SUMMONING:
  3695. //TODO: From Strategija:
  3696. //Summon Demon is a level 2 spell.
  3697. {
  3698. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3699. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3700. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3701. BattleStackAdded bsa;
  3702. bsa.side = summoner->side;
  3703. bsa.creID = summonedType;
  3704. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3705. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3706. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3707. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3708. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3709. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.side, destStack->position);
  3710. bsa.summoned = false;
  3711. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3712. {
  3713. auto wrapper = wrapAction(ba);
  3714. BattleStacksRemoved bsr; //remove body
  3715. bsr.stackIDs.insert(destStack->ID);
  3716. sendAndApply(&bsr);
  3717. sendAndApply(&bsa);
  3718. BattleSetStackProperty ssp;
  3719. ssp.stackID = ba.stackNumber;
  3720. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3721. ssp.val = -1;
  3722. ssp.absolute = false;
  3723. sendAndApply(&ssp);
  3724. }
  3725. break;
  3726. }
  3727. case Battle::MONSTER_SPELL:
  3728. {
  3729. auto wrapper = wrapAction(ba);
  3730. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3731. SpellID spellID = SpellID(ba.additionalInfo);
  3732. BattleHex destination(ba.destinationTile);
  3733. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3734. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3735. //TODO special bonus for genies ability
  3736. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3737. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3738. if (spellID < 0)
  3739. complain("That stack can't cast spells!");
  3740. else
  3741. {
  3742. const CSpell * spell = SpellID(spellID).toSpell();
  3743. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3744. parameters.spellLvl = 0;
  3745. if (spellcaster)
  3746. vstd::amax(parameters.spellLvl, spellcaster->val);
  3747. if (randSpellcaster)
  3748. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3749. vstd::amin(parameters.spellLvl, 3);
  3750. parameters.effectLevel = parameters.spellLvl;
  3751. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3752. parameters.aimToHex(destination);//todo: allow multiple destinations
  3753. parameters.cast(spellEnv);
  3754. }
  3755. break;
  3756. }
  3757. }
  3758. if (ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3759. battleMadeAction.setn(true);
  3760. return ok;
  3761. }
  3762. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3763. {
  3764. bool cheated = true;
  3765. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3766. sendAndApply(&temp_message);
  3767. std::vector<std::string> cheat;
  3768. boost::split(cheat, message, boost::is_any_of(" "));
  3769. int obj = 0;
  3770. if (cheat.size() == 2)
  3771. {
  3772. obj = std::atoi(cheat[1].c_str());
  3773. if (obj)
  3774. currObj = ObjectInstanceID(obj);
  3775. }
  3776. const CGHeroInstance * hero = getHero(currObj);
  3777. const CGTownInstance * town = getTown(currObj);
  3778. if (!town && hero)
  3779. town = hero->visitedTown;
  3780. if (cheat.size() == 1 || obj)
  3781. handleCheatCode(cheat[0], player, hero, town, cheated);
  3782. else
  3783. {
  3784. for (const auto & i : gs->players)
  3785. {
  3786. if (i.first == PlayerColor::NEUTRAL)
  3787. continue;
  3788. if (cheat[1] == "ai")
  3789. {
  3790. if (i.second.human)
  3791. continue;
  3792. }
  3793. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3794. continue;
  3795. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3796. {
  3797. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3798. }
  3799. else if (cheat[0] == "vcmiarmenelos")
  3800. {
  3801. for (const auto & t : i.second.towns)
  3802. {
  3803. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3804. }
  3805. }
  3806. else
  3807. {
  3808. for (const auto & h : i.second.heroes)
  3809. {
  3810. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3811. }
  3812. }
  3813. }
  3814. }
  3815. if (cheated)
  3816. {
  3817. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3818. sendAndApply(&temp_message);
  3819. if(!player.isSpectator())
  3820. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3821. }
  3822. }
  3823. bool CGameHandler::makeCustomAction(BattleAction &ba)
  3824. {
  3825. switch(ba.actionType)
  3826. {
  3827. case Battle::HERO_SPELL:
  3828. {
  3829. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3830. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3831. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3832. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3833. if (!s)
  3834. {
  3835. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3836. return false;
  3837. }
  3838. BattleSpellCastParameters parameters(gs->curB, h, s);
  3839. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3840. parameters.mode = ECastingMode::HERO_CASTING;
  3841. if (ba.selectedStack >= 0)
  3842. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3843. ESpellCastProblem::ESpellCastProblem escp = s->canBeCast(gs->curB, ECastingMode::HERO_CASTING, h);//todo: should we check aimed cast?
  3844. if (escp != ESpellCastProblem::OK)
  3845. {
  3846. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3847. return false;
  3848. }
  3849. StartAction start_action(ba);
  3850. sendAndApply(&start_action); //start spell casting
  3851. parameters.cast(spellEnv);
  3852. sendAndApply(&end_action);
  3853. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3854. {
  3855. battleMadeAction.setn(true);
  3856. }
  3857. checkBattleStateChanges();
  3858. if (battleResult.get())
  3859. {
  3860. battleMadeAction.setn(true);
  3861. //battle will be ended by startBattle function
  3862. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3863. }
  3864. return true;
  3865. }
  3866. }
  3867. return false;
  3868. }
  3869. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  3870. {
  3871. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3872. for(auto b : bl)
  3873. {
  3874. SetStackEffect sse;
  3875. int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3876. if(val > 3)
  3877. {
  3878. for(auto s : gs->curB->battleGetAllStacks())
  3879. {
  3880. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3881. sse.stacks.push_back (s->ID);
  3882. }
  3883. }
  3884. else
  3885. sse.stacks.push_back (st->ID);
  3886. const CSpell * sp = SpellID(b->subtype).toSpell();
  3887. const int level = ((val > 3) ? (val - 3) : val);
  3888. sp->getEffects(sse.effect, level, false, 50);
  3889. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  3890. sp->getEffects(sse.cumulativeEffects, level, true, 50);
  3891. if(!sse.effect.empty() || !sse.cumulativeEffects.empty())
  3892. sendAndApply(&sse);
  3893. }
  3894. }
  3895. void CGameHandler::stackTurnTrigger(const CStack *st)
  3896. {
  3897. BattleTriggerEffect bte;
  3898. bte.stackID = st->ID;
  3899. bte.effect = -1;
  3900. bte.val = 0;
  3901. bte.additionalInfo = 0;
  3902. if (st->alive())
  3903. {
  3904. //unbind
  3905. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  3906. {
  3907. bool unbind = true;
  3908. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3909. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3910. for (auto b : bl)
  3911. {
  3912. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3913. if (stack)
  3914. {
  3915. if (vstd::contains(stacks, stack)) //binding stack is still present
  3916. {
  3917. unbind = false;
  3918. }
  3919. }
  3920. }
  3921. if (unbind)
  3922. {
  3923. BattleSetStackProperty ssp;
  3924. ssp.which = BattleSetStackProperty::UNBIND;
  3925. ssp.stackID = st->ID;
  3926. sendAndApply(&ssp);
  3927. }
  3928. }
  3929. //regeneration
  3930. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  3931. {
  3932. bte.effect = Bonus::HP_REGENERATION;
  3933. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3934. }
  3935. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3936. {
  3937. bte.effect = Bonus::HP_REGENERATION;
  3938. bte.val = st->MaxHealth() - st->firstHPleft;
  3939. }
  3940. if (bte.val) //anything to heal
  3941. sendAndApply(&bte);
  3942. if (st->hasBonusOfType(Bonus::POISON))
  3943. {
  3944. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3945. if (b) //TODO: what if not?...
  3946. {
  3947. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3948. if (bte.val < b->val) //(negative) poison effect increases - update it
  3949. {
  3950. bte.effect = Bonus::POISON;
  3951. sendAndApply(&bte);
  3952. }
  3953. }
  3954. }
  3955. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3956. {
  3957. const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
  3958. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3959. if (opponentHero)
  3960. {
  3961. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3962. vstd::amin(manaDrained, opponentHero->mana);
  3963. if (manaDrained)
  3964. {
  3965. bte.effect = Bonus::MANA_DRAIN;
  3966. bte.val = manaDrained;
  3967. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3968. sendAndApply(&bte);
  3969. }
  3970. }
  3971. }
  3972. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3973. {
  3974. bool fearsomeCreature = false;
  3975. for (CStack * stack : gs->curB->stacks)
  3976. {
  3977. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3978. {
  3979. fearsomeCreature = true;
  3980. break;
  3981. }
  3982. }
  3983. if (fearsomeCreature)
  3984. {
  3985. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3986. {
  3987. bte.effect = Bonus::FEAR;
  3988. sendAndApply(&bte);
  3989. }
  3990. }
  3991. }
  3992. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3993. int side = gs->curB->whatSide(st->owner);
  3994. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3995. {
  3996. bool cast = false;
  3997. while (!bl.empty() && !cast)
  3998. {
  3999. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4000. auto spellID = SpellID(bonus->subtype);
  4001. const CSpell * spell = SpellID(spellID).toSpell();
  4002. bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
  4003. BattleSpellCastParameters parameters(gs->curB, st, spell);
  4004. parameters.spellLvl = bonus->val;
  4005. parameters.effectLevel = bonus->val;//todo: recheck
  4006. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  4007. cast = parameters.castIfPossible(spellEnv);
  4008. if(cast)
  4009. {
  4010. //todo: move to mechanics
  4011. BattleSetStackProperty ssp;
  4012. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4013. ssp.absolute = false;
  4014. ssp.val = bonus->additionalInfo; //increase cooldown counter
  4015. ssp.stackID = st->ID;
  4016. sendAndApply(&ssp);
  4017. }
  4018. }
  4019. }
  4020. }
  4021. }
  4022. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4023. {
  4024. //we want to determine following vars depending on obstacle type
  4025. int damage = -1;
  4026. int effect = -1;
  4027. bool oneTimeObstacle = false;
  4028. //helper info
  4029. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4030. const ui8 side = curStack->side; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4031. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4032. if (obstacle.obstacleType == CObstacleInstance::MOAT)
  4033. {
  4034. damage = battleGetMoatDmg();
  4035. }
  4036. else if (obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4037. {
  4038. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4039. //You don't get hit by a Mine you can see.
  4040. if (gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4041. return;
  4042. oneTimeObstacle = true;
  4043. effect = 82; //makes
  4044. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4045. if (sp->isImmuneByStack(hero, curStack))
  4046. return;
  4047. damage = sp->calculateDamage(hero, curStack,
  4048. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4049. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4050. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4051. }
  4052. else if (obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4053. {
  4054. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4055. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4056. if (sp->isImmuneByStack(hero, curStack))
  4057. return;
  4058. damage = sp->calculateDamage(hero, curStack,
  4059. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4060. }
  4061. else
  4062. {
  4063. //no other obstacle does damage to stack
  4064. return;
  4065. }
  4066. BattleStackAttacked bsa;
  4067. if (effect >= 0)
  4068. {
  4069. bsa.flags |= BattleStackAttacked::EFFECT;
  4070. bsa.effect = effect; //makes POOF
  4071. }
  4072. bsa.damageAmount = damage;
  4073. bsa.stackAttacked = curStack->ID;
  4074. bsa.attackerID = -1;
  4075. curStack->prepareAttacked(bsa, getRandomGenerator());
  4076. StacksInjured si;
  4077. si.stacks.push_back(bsa);
  4078. sendAndApply(&si);
  4079. if (oneTimeObstacle)
  4080. removeObstacle(obstacle);
  4081. }
  4082. void CGameHandler::handleTimeEvents()
  4083. {
  4084. gs->map->events.sort(evntCmp);
  4085. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4086. {
  4087. CMapEvent ev = gs->map->events.front();
  4088. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4089. {
  4090. auto color = PlayerColor(player);
  4091. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4092. if (pinfo //player exists
  4093. && (ev.players & 1<<player) //event is enabled to this player
  4094. && ((ev.computerAffected && !pinfo->human)
  4095. || (ev.humanAffected && pinfo->human)
  4096. )
  4097. )
  4098. {
  4099. //give resources
  4100. giveResources(color, ev.resources);
  4101. //prepare dialog
  4102. InfoWindow iw;
  4103. iw.player = color;
  4104. iw.text << ev.message;
  4105. for (int i=0; i<ev.resources.size(); i++)
  4106. {
  4107. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4108. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4109. }
  4110. sendAndApply(&iw); //show dialog
  4111. }
  4112. } //PLAYERS LOOP
  4113. if (ev.nextOccurence)
  4114. {
  4115. gs->map->events.pop_front();
  4116. ev.firstOccurence += ev.nextOccurence;
  4117. auto it = gs->map->events.begin();
  4118. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4119. it++;
  4120. gs->map->events.insert(it, ev);
  4121. }
  4122. else
  4123. {
  4124. gs->map->events.pop_front();
  4125. }
  4126. }
  4127. //TODO send only if changed
  4128. UpdateMapEvents ume;
  4129. ume.events = gs->map->events;
  4130. sendAndApply(&ume);
  4131. }
  4132. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4133. {
  4134. town->events.sort(evntCmp);
  4135. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4136. {
  4137. PlayerColor player = town->tempOwner;
  4138. CCastleEvent ev = town->events.front();
  4139. const PlayerState * pinfo = getPlayer(player, false);
  4140. if (pinfo //player exists
  4141. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4142. && ((ev.computerAffected && !pinfo->human)
  4143. || (ev.humanAffected && pinfo->human)))
  4144. {
  4145. // dialog
  4146. InfoWindow iw;
  4147. iw.player = player;
  4148. iw.text << ev.message;
  4149. if (ev.resources.nonZero())
  4150. {
  4151. TResources was = n.res[player];
  4152. n.res[player] += ev.resources;
  4153. n.res[player].amax(0);
  4154. for (int i=0; i<ev.resources.size(); i++)
  4155. if (ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
  4156. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4157. }
  4158. for (auto & i : ev.buildings)
  4159. {
  4160. if (!town->hasBuilt(i))
  4161. {
  4162. buildStructure(town->id, i, true);
  4163. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4164. }
  4165. }
  4166. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4167. {
  4168. n.cres[town->id].tid = town->id;
  4169. n.cres[town->id].creatures = town->creatures;
  4170. }
  4171. auto & sac = n.cres[town->id];
  4172. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4173. {
  4174. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4175. {
  4176. sac.creatures[i].first += ev.creatures.at(i);
  4177. iw.components.push_back(Component(Component::CREATURE,
  4178. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4179. }
  4180. }
  4181. sendAndApply(&iw); //show dialog
  4182. }
  4183. if (ev.nextOccurence)
  4184. {
  4185. town->events.pop_front();
  4186. ev.firstOccurence += ev.nextOccurence;
  4187. auto it = town->events.begin();
  4188. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4189. it++;
  4190. town->events.insert(it, ev);
  4191. }
  4192. else
  4193. {
  4194. town->events.pop_front();
  4195. }
  4196. }
  4197. //TODO send only if changed
  4198. UpdateCastleEvents uce;
  4199. uce.town = town->id;
  4200. uce.events = town->events;
  4201. sendAndApply(&uce);
  4202. }
  4203. bool CGameHandler::complain(const std::string &problem)
  4204. {
  4205. sendMessageToAll("Server encountered a problem: " + problem);
  4206. logGlobal->error(problem);
  4207. return true;
  4208. }
  4209. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4210. {
  4211. //PlayerColor player = getOwner(hid);
  4212. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4213. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4214. assert(lowerArmy);
  4215. assert(upperArmy);
  4216. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4217. queries.addQuery(garrisonQuery);
  4218. GarrisonDialog gd;
  4219. gd.hid = hid;
  4220. gd.objid = upobj;
  4221. gd.removableUnits = removableUnits;
  4222. gd.queryID = garrisonQuery->queryID;
  4223. sendAndApply(&gd);
  4224. }
  4225. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4226. {
  4227. OpenWindow ow;
  4228. ow.window = OpenWindow::THIEVES_GUILD;
  4229. ow.id1 = player.getNum();
  4230. ow.id2 = requestingObjId.getNum();
  4231. sendAndApply(&ow);
  4232. }
  4233. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4234. {
  4235. if (id1 == id2)
  4236. return true;
  4237. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4238. if (!o1 || !o2)
  4239. return true; //arranging stacks within an object should be always allowed
  4240. if (o1 && o2)
  4241. {
  4242. if (o1->ID == Obj::TOWN)
  4243. {
  4244. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4245. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4246. return true;
  4247. }
  4248. if (o2->ID == Obj::TOWN)
  4249. {
  4250. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4251. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4252. return true;
  4253. }
  4254. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4255. {
  4256. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4257. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4258. // two heroes in same town (garrisoned and visiting)
  4259. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4260. return true;
  4261. }
  4262. //Ongoing garrison exchange
  4263. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4264. {
  4265. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4266. return true;
  4267. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4268. return true;
  4269. }
  4270. }
  4271. return false;
  4272. }
  4273. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4274. {
  4275. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4276. auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
  4277. queries.addQuery(visitQuery); //TODO real visit pos
  4278. HeroVisit hv;
  4279. hv.obj = obj;
  4280. hv.hero = h;
  4281. hv.player = h->tempOwner;
  4282. hv.starting = true;
  4283. sendAndApply(&hv);
  4284. obj->onHeroVisit(h);
  4285. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4286. }
  4287. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4288. {
  4289. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4290. HeroVisit hv;
  4291. hv.player = query.players.front();
  4292. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4293. hv.hero = query.visitingHero;
  4294. assert(hv.hero);
  4295. hv.starting = false;
  4296. sendAndApply(&hv);
  4297. }
  4298. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4299. {
  4300. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4301. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4302. {
  4303. complain("Cannot build boat in this shipyard!");
  4304. return false;
  4305. }
  4306. else if (obj->o->ID == Obj::TOWN
  4307. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4308. {
  4309. complain("Cannot build boat in the town - no shipyard!");
  4310. return false;
  4311. }
  4312. const PlayerColor playerID = obj->o->tempOwner;
  4313. TResources boatCost;
  4314. obj->getBoatCost(boatCost);
  4315. TResources aviable = getPlayer(playerID)->resources;
  4316. if (!aviable.canAfford(boatCost))
  4317. {
  4318. complain("Not enough resources to build a boat!");
  4319. return false;
  4320. }
  4321. int3 tile = obj->bestLocation();
  4322. if (!gs->map->isInTheMap(tile))
  4323. {
  4324. complain("Cannot find appropriate tile for a boat!");
  4325. return false;
  4326. }
  4327. //take boat cost
  4328. giveResources(playerID, -boatCost);
  4329. //create boat
  4330. NewObject no;
  4331. no.ID = Obj::BOAT;
  4332. no.subID = obj->getBoatType();
  4333. no.pos = tile + int3(1,0,0);
  4334. sendAndApply(&no);
  4335. return true;
  4336. }
  4337. void CGameHandler::engageIntoBattle(PlayerColor player)
  4338. {
  4339. //notify interfaces
  4340. PlayerBlocked pb;
  4341. pb.player = player;
  4342. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4343. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4344. sendAndApply(&pb);
  4345. }
  4346. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4347. {
  4348. for (auto playerColor : playerColors)
  4349. {
  4350. if (getPlayer(playerColor, false))
  4351. checkVictoryLossConditionsForPlayer(playerColor);
  4352. }
  4353. }
  4354. void CGameHandler::checkVictoryLossConditionsForAll()
  4355. {
  4356. std::set<PlayerColor> playerColors;
  4357. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4358. {
  4359. playerColors.insert(PlayerColor(i));
  4360. }
  4361. checkVictoryLossConditions(playerColors);
  4362. }
  4363. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4364. {
  4365. const PlayerState * p = getPlayer(player);
  4366. if (p->status != EPlayerStatus::INGAME) return;
  4367. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4368. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4369. {
  4370. InfoWindow iw;
  4371. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4372. sendAndApply(&iw);
  4373. PlayerEndsGame peg;
  4374. peg.player = player;
  4375. peg.victoryLossCheckResult = victoryLossCheckResult;
  4376. sendAndApply(&peg);
  4377. if (victoryLossCheckResult.victory())
  4378. {
  4379. //one player won -> all enemies lost
  4380. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4381. {
  4382. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4383. {
  4384. peg.player = i->first;
  4385. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4386. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4387. InfoWindow iw;
  4388. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4389. iw.player = i->first;
  4390. sendAndApply(&iw);
  4391. sendAndApply(&peg);
  4392. }
  4393. }
  4394. if (p->human)
  4395. {
  4396. serverShuttingDown = true;
  4397. if (gs->scenarioOps->campState)
  4398. {
  4399. std::vector<CGHeroInstance *> crossoverHeroes;
  4400. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4401. {
  4402. if (hero->tempOwner == player)
  4403. {
  4404. // keep all heroes from the winning player
  4405. crossoverHeroes.push_back(hero);
  4406. }
  4407. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4408. {
  4409. // keep hero whether lost or won (like Xeron in AB campaign)
  4410. crossoverHeroes.push_back(hero);
  4411. }
  4412. }
  4413. // keep lost heroes which are in heroes pool
  4414. for (auto & heroPair : gs->hpool.heroesPool)
  4415. {
  4416. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4417. {
  4418. crossoverHeroes.push_back(heroPair.second.get());
  4419. }
  4420. }
  4421. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4422. //Request clients to change connection mode
  4423. PrepareForAdvancingCampaign pfac;
  4424. sendAndApply(&pfac);
  4425. //Change connection mode
  4426. if (getPlayer(player)->human && getStartInfo()->campState)
  4427. {
  4428. for (auto connection : conns)
  4429. connection->prepareForSendingHeroes();
  4430. }
  4431. UpdateCampaignState ucs;
  4432. ucs.camp = gs->scenarioOps->campState;
  4433. sendAndApply(&ucs);
  4434. }
  4435. }
  4436. }
  4437. else
  4438. {
  4439. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4440. auto hlp = p->heroes;
  4441. for (auto h : hlp) //eliminate heroes
  4442. {
  4443. if (h.get())
  4444. removeObject(h);
  4445. }
  4446. //player lost -> all his objects become unflagged (neutral)
  4447. for (auto obj : gs->map->objects) //unflag objs
  4448. {
  4449. if (obj.get() && obj->tempOwner == player)
  4450. setOwner(obj, PlayerColor::NEUTRAL);
  4451. }
  4452. //eliminating one player may cause victory of another:
  4453. std::set<PlayerColor> playerColors;
  4454. //do not copy player state (CBonusSystemNode) by value
  4455. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4456. {
  4457. if (p.first != player)
  4458. playerColors.insert(p.first);
  4459. }
  4460. //notify all players
  4461. for (auto pc : playerColors)
  4462. {
  4463. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4464. {
  4465. InfoWindow iw;
  4466. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4467. iw.player = pc;
  4468. sendAndApply(&iw);
  4469. }
  4470. }
  4471. checkVictoryLossConditions(playerColors);
  4472. }
  4473. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4474. // If we are called before the actual game start, there might be no current player
  4475. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4476. {
  4477. // If player making turn has lost his turn must be over as well
  4478. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4479. }
  4480. }
  4481. }
  4482. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4483. {
  4484. out.player = player;
  4485. out.text.clear();
  4486. out.text << victoryLossCheckResult.messageToSelf;
  4487. // hackish, insert one player-specific string, if applicable
  4488. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4489. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4490. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4491. }
  4492. bool CGameHandler::dig(const CGHeroInstance *h)
  4493. {
  4494. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4495. {
  4496. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4497. {
  4498. complain("Cannot dig - there is already a hole under the hero!");
  4499. return false;
  4500. }
  4501. }
  4502. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4503. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4504. //create a hole
  4505. NewObject no;
  4506. no.ID = Obj::HOLE;
  4507. no.pos = h->getPosition();
  4508. no.subID = 0;
  4509. sendAndApply(&no);
  4510. //take MPs
  4511. SetMovePoints smp;
  4512. smp.hid = h->id;
  4513. smp.val = 0;
  4514. sendAndApply(&smp);
  4515. InfoWindow iw;
  4516. iw.player = h->tempOwner;
  4517. if (gs->map->grailPos == h->getPosition())
  4518. {
  4519. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4520. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4521. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4522. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4523. sendAndApply(&iw);
  4524. iw.soundID = soundBase::invalid;
  4525. iw.text.clear();
  4526. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4527. sendAndApply(&iw);
  4528. }
  4529. else
  4530. {
  4531. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4532. iw.soundID = soundBase::Dig;
  4533. sendAndApply(&iw);
  4534. }
  4535. return true;
  4536. }
  4537. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4538. {
  4539. if (attacker->hasBonusOfType(attackMode))
  4540. {
  4541. std::set<SpellID> spellsToCast;
  4542. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4543. for (const std::shared_ptr<Bonus> sf : *spells)
  4544. {
  4545. spellsToCast.insert(SpellID(sf->subtype));
  4546. }
  4547. for (SpellID spellID : spellsToCast)
  4548. {
  4549. const CStack * oneOfAttacked = nullptr;
  4550. for (auto & elem : bat.bsa)
  4551. {
  4552. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4553. {
  4554. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4555. break;
  4556. }
  4557. }
  4558. bool castMe = false;
  4559. if (oneOfAttacked == nullptr)
  4560. {
  4561. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4562. return;
  4563. }
  4564. int spellLevel = 0;
  4565. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4566. for (const std::shared_ptr<Bonus> sf : *spellsByType)
  4567. {
  4568. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4569. int meleeRanged = sf->additionalInfo / 1000;
  4570. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4571. castMe = true;
  4572. }
  4573. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4574. vstd::amin(chance, 100);
  4575. const CSpell * spell = SpellID(spellID).toSpell();
  4576. if(spell->canBeCastAt(gs->curB, attacker, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4577. continue;
  4578. //check if spell should be cast (probability handling)
  4579. if (getRandomGenerator().nextInt(99) >= chance)
  4580. continue;
  4581. //casting
  4582. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4583. {
  4584. logGlobal->debug("battle spell cast");
  4585. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4586. parameters.spellLvl = spellLevel;
  4587. parameters.effectLevel = spellLevel;
  4588. parameters.aimToStack(oneOfAttacked);
  4589. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4590. parameters.cast(spellEnv);
  4591. }
  4592. }
  4593. }
  4594. }
  4595. void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
  4596. {
  4597. const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
  4598. attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4599. // filter possibly dead stacks
  4600. bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
  4601. [this](const BattleStackAttacked &bsa)
  4602. {
  4603. return battleGetStackByID(bsa.stackAttacked) == nullptr;
  4604. }),
  4605. bat->bsa.end());
  4606. }
  4607. void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
  4608. {
  4609. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4610. if (!attacker || bat.bsa.empty()) // can be already dead
  4611. return;
  4612. const CStack *defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
  4613. auto cast = [=](SpellID spellID, int power)
  4614. {
  4615. const CSpell * spell = SpellID(spellID).toSpell();
  4616. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4617. parameters.spellLvl = 0;
  4618. parameters.effectLevel = 0;
  4619. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4620. parameters.effectPower = power;
  4621. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4622. parameters.cast(spellEnv);
  4623. };
  4624. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4625. if (bat.bsa.at(0).newAmount <= 0)
  4626. {
  4627. //don't try death stare or acid breath on dead stack (crash!)
  4628. return;
  4629. }
  4630. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4631. {
  4632. // mechanics of Death Stare as in H3:
  4633. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4634. //original formula x = min(x, (gorgons_count + 9)/10);
  4635. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4636. vstd::amin(chanceToKill, 1); //cap at 100%
  4637. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4638. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4639. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4640. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4641. vstd::amin(staredCreatures, maxToKill);
  4642. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4643. if (staredCreatures)
  4644. {
  4645. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4646. cast(SpellID::DEATH_STARE, staredCreatures);
  4647. }
  4648. }
  4649. int acidDamage = 0;
  4650. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4651. for (const std::shared_ptr<Bonus> b : *acidBreath)
  4652. {
  4653. if (b->additionalInfo > getRandomGenerator().nextInt(99))
  4654. acidDamage += b->val;
  4655. }
  4656. if (acidDamage)
  4657. {
  4658. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4659. }
  4660. if (attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4661. {
  4662. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4663. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4664. if (getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4665. return;
  4666. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4667. if (defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4668. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4669. return;
  4670. BattleStackAdded resurrectInfo;
  4671. resurrectInfo.pos = defender->position;
  4672. resurrectInfo.side = defender->side;
  4673. if (bonusAdditionalInfo != -1)
  4674. resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
  4675. else
  4676. resurrectInfo.creID = attacker->getCreature()->idNumber;
  4677. if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4678. {
  4679. resurrectInfo.amount = std::max((defender->count * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
  4680. }
  4681. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4682. resurrectInfo.amount = defender->count;
  4683. else
  4684. return; //wrong subtype
  4685. BattleStacksRemoved victimInfo;
  4686. victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
  4687. sendAndApply(&victimInfo);
  4688. sendAndApply(&resurrectInfo);
  4689. }
  4690. }
  4691. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4692. {
  4693. if (!t.visitableObjects.empty())
  4694. {
  4695. //to prevent self-visiting heroes on space press
  4696. if (t.visitableObjects.back() != h)
  4697. objectVisited(t.visitableObjects.back(), h);
  4698. else if (t.visitableObjects.size() > 1)
  4699. objectVisited(*(t.visitableObjects.end()-2),h);
  4700. }
  4701. }
  4702. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4703. {
  4704. if (!hero)
  4705. COMPLAIN_RET("You need hero to sacrifice creature!");
  4706. int oldCount = hero->getStackCount(slot);
  4707. if (oldCount < count)
  4708. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4709. else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4710. COMPLAIN_RET("Cannot sacrifice last creature!");
  4711. int crid = hero->getStack(slot).type->idNumber;
  4712. changeStackCount(StackLocation(hero, slot), -count);
  4713. int dump, exp;
  4714. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4715. exp *= count;
  4716. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4717. return true;
  4718. }
  4719. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4720. {
  4721. if (!hero)
  4722. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4723. ArtifactLocation al(hero, slot);
  4724. const CArtifactInstance *a = al.getArt();
  4725. COMPLAIN_RET_FALSE_IF(!a,"Cannot find artifact to sacrifice!");
  4726. int dmp, expToGive;
  4727. const CArtifactInstance * art = hero->getArt(slot);
  4728. COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");
  4729. si32 typId = art->artType->id;
  4730. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4731. removeArtifact(al);
  4732. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4733. return true;
  4734. }
  4735. void CGameHandler::makeStackDoNothing(const CStack * next)
  4736. {
  4737. BattleAction doNothing;
  4738. doNothing.actionType = Battle::NO_ACTION;
  4739. doNothing.additionalInfo = 0;
  4740. doNothing.destinationTile = -1;
  4741. doNothing.side = next->side;
  4742. doNothing.stackNumber = next->ID;
  4743. makeAutomaticAction(next, doNothing);
  4744. }
  4745. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4746. {
  4747. if (sl.army->hasStackAtSlot(sl.slot))
  4748. COMPLAIN_RET("Slot is already taken!");
  4749. if (!sl.slot.validSlot())
  4750. COMPLAIN_RET("Cannot insert stack to that slot!");
  4751. InsertNewStack ins;
  4752. ins.sl = sl;
  4753. ins.stack = CStackBasicDescriptor(c, count);
  4754. sendAndApply(&ins);
  4755. return true;
  4756. }
  4757. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4758. {
  4759. if (!sl.army->hasStackAtSlot(sl.slot))
  4760. COMPLAIN_RET("Cannot find a stack to erase");
  4761. if (sl.army->stacksCount() == 1 //from the last stack
  4762. && sl.army->needsLastStack() //that must be left
  4763. && !forceRemoval) //ignore above conditions if we are forcing removal
  4764. {
  4765. COMPLAIN_RET("Cannot erase the last stack!");
  4766. }
  4767. EraseStack es;
  4768. es.sl = sl;
  4769. sendAndApply(&es);
  4770. return true;
  4771. }
  4772. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4773. {
  4774. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4775. if ((absoluteValue && count < 0)
  4776. || (!absoluteValue && -count > currentCount))
  4777. {
  4778. COMPLAIN_RET("Cannot take more stacks than present!");
  4779. }
  4780. if ((currentCount == -count && !absoluteValue)
  4781. || (!count && absoluteValue))
  4782. {
  4783. eraseStack(sl);
  4784. }
  4785. else
  4786. {
  4787. ChangeStackCount csc;
  4788. csc.sl = sl;
  4789. csc.count = count;
  4790. csc.absoluteValue = absoluteValue;
  4791. sendAndApply(&csc);
  4792. }
  4793. return true;
  4794. }
  4795. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4796. {
  4797. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4798. if (!slotC) //slot is empty
  4799. insertNewStack(sl, c, count);
  4800. else if (c == slotC)
  4801. changeStackCount(sl, count);
  4802. else
  4803. {
  4804. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4805. }
  4806. return true;
  4807. }
  4808. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4809. {
  4810. if (removeObjWhenFinished)
  4811. removeAfterVisit(src);
  4812. if (!src->canBeMergedWith(*dst, allowMerging))
  4813. {
  4814. if (allowMerging) //do that, add all matching creatures.
  4815. {
  4816. bool cont = true;
  4817. while (cont)
  4818. {
  4819. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4820. {
  4821. SlotID pos = dst->getSlotFor(i->second->type);
  4822. if (pos.validSlot())
  4823. {
  4824. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4825. cont = true;
  4826. break; //or iterator crashes
  4827. }
  4828. cont = false;
  4829. }
  4830. }
  4831. }
  4832. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4833. }
  4834. else //merge
  4835. {
  4836. moveArmy(src, dst, allowMerging);
  4837. }
  4838. }
  4839. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4840. {
  4841. if (!src.army->hasStackAtSlot(src.slot))
  4842. COMPLAIN_RET("No stack to move!");
  4843. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4844. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4845. if (!dst.slot.validSlot())
  4846. COMPLAIN_RET("Cannot move stack to that slot!");
  4847. if (count == -1)
  4848. {
  4849. count = src.army->getStackCount(src.slot);
  4850. }
  4851. if (src.army != dst.army //moving away
  4852. && count == src.army->getStackCount(src.slot) //all creatures
  4853. && src.army->stacksCount() == 1 //from the last stack
  4854. && src.army->needsLastStack()) //that must be left
  4855. {
  4856. COMPLAIN_RET("Cannot move away the last creature!");
  4857. }
  4858. RebalanceStacks rs;
  4859. rs.src = src;
  4860. rs.dst = dst;
  4861. rs.count = count;
  4862. sendAndApply(&rs);
  4863. return true;
  4864. }
  4865. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4866. {
  4867. if (!sl1.army->hasStackAtSlot(sl1.slot))
  4868. return moveStack(sl2, sl1);
  4869. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  4870. return moveStack(sl1, sl2);
  4871. else
  4872. {
  4873. SwapStacks ss;
  4874. ss.sl1 = sl1;
  4875. ss.sl2 = sl2;
  4876. sendAndApply(&ss);
  4877. return true;
  4878. }
  4879. }
  4880. void CGameHandler::runBattle()
  4881. {
  4882. setBattle(gs->curB);
  4883. assert(gs->curB);
  4884. //TODO: pre-tactic stuff, call scripts etc.
  4885. //tactic round
  4886. {
  4887. while (gs->curB->tacticDistance && !battleResult.get())
  4888. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4889. }
  4890. //initial stacks appearance triggers, e.g. built-in bonus spells
  4891. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  4892. for (CStack * stack : initialStacks)
  4893. {
  4894. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  4895. {
  4896. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  4897. auto accessibility = getAccesibility();
  4898. CreatureID creatureData = CreatureID(summonInfo->subtype);
  4899. std::vector<BattleHex> targetHexes;
  4900. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  4901. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  4902. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  4903. For one-hex targets there are four guardians - front, back and one per side (up + down).
  4904. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  4905. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  4906. if (!guardianIsBig)
  4907. targetHexes = stack->getSurroundingHexes();
  4908. else
  4909. summonGuardiansHelper(targetHexes, stack->position, stack->side, targetIsBig);
  4910. for (auto hex : targetHexes)
  4911. {
  4912. if (accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  4913. {
  4914. BattleStackAdded newStack;
  4915. newStack.amount = std::max(1, (int)(stack->count * 0.01 * summonInfo->val));
  4916. newStack.creID = creatureData.num;
  4917. newStack.side = stack->side;
  4918. newStack.summoned = true;
  4919. newStack.pos = hex.hex;
  4920. sendAndApply(&newStack);
  4921. }
  4922. }
  4923. }
  4924. stackEnchantedTrigger(stack);
  4925. }
  4926. //spells opening battle
  4927. for (int i = 0; i < 2; ++i)
  4928. {
  4929. auto h = gs->curB->battleGetFightingHero(i);
  4930. if (h)
  4931. {
  4932. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4933. for (auto b : *bl)
  4934. {
  4935. const CSpell * spell = SpellID(b->subtype).toSpell();
  4936. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4937. parameters.spellLvl = 3;
  4938. parameters.effectLevel = 3;
  4939. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4940. parameters.enchantPower = b->val;
  4941. parameters.castIfPossible(spellEnv);
  4942. }
  4943. }
  4944. }
  4945. bool firstRound = true;//FIXME: why first round is -1?
  4946. //main loop
  4947. while (!battleResult.get()) //till the end of the battle ;]
  4948. {
  4949. BattleNextRound bnr;
  4950. bnr.round = gs->curB->round + 1;
  4951. logGlobal->debug("Round %d", bnr.round);
  4952. sendAndApply(&bnr);
  4953. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4954. for (auto &obstPtr : obstacles)
  4955. {
  4956. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4957. if (sco->turnsRemaining == 0)
  4958. removeObstacle(*obstPtr);
  4959. }
  4960. const BattleInfo & curB = *gs->curB;
  4961. for(auto stack : curB.stacks)
  4962. {
  4963. if(stack->alive() && !firstRound)
  4964. stackEnchantedTrigger(stack);
  4965. }
  4966. //stack loop
  4967. const CStack *next;
  4968. while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4969. {
  4970. std::set <const CStack *> stacksToRemove;
  4971. for (auto stack : curB.stacks)
  4972. {
  4973. if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  4974. stacksToRemove.insert(stack);
  4975. }
  4976. for (auto stack : stacksToRemove)
  4977. {
  4978. BattleStacksRemoved bsr;
  4979. bsr.stackIDs.insert(stack->ID);
  4980. sendAndApply(&bsr);
  4981. }
  4982. //check for bad morale => freeze
  4983. int nextStackMorale = next->MoraleVal();
  4984. if (nextStackMorale < 0 &&
  4985. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4986. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4987. )
  4988. {
  4989. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4990. {
  4991. //unit loses its turn - empty freeze action
  4992. BattleAction ba;
  4993. ba.actionType = Battle::BAD_MORALE;
  4994. ba.additionalInfo = 1;
  4995. ba.side = next->side;
  4996. ba.stackNumber = next->ID;
  4997. makeAutomaticAction(next, ba);
  4998. continue;
  4999. }
  5000. }
  5001. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5002. {
  5003. logGlobal->debug("Handle Berserk effect");
  5004. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::none);
  5005. if (attackInfo.first != nullptr)
  5006. {
  5007. BattleAction attack;
  5008. attack.actionType = Battle::WALK_AND_ATTACK;
  5009. attack.side = next->side;
  5010. attack.stackNumber = next->ID;
  5011. attack.additionalInfo = attackInfo.first->position;
  5012. attack.destinationTile = attackInfo.second;
  5013. makeAutomaticAction(next, attack);
  5014. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  5015. }
  5016. else
  5017. {
  5018. makeStackDoNothing(next);
  5019. logGlobal->debug("No target found");
  5020. }
  5021. continue;
  5022. }
  5023. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5024. if ((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5025. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5026. {
  5027. BattleAction attack;
  5028. attack.actionType = Battle::SHOOT;
  5029. attack.side = next->side;
  5030. attack.stackNumber = next->ID;
  5031. for (auto & elem : gs->curB->stacks)
  5032. {
  5033. if (elem->owner != next->owner && elem->isValidTarget())
  5034. {
  5035. attack.destinationTile = elem->position;
  5036. break;
  5037. }
  5038. }
  5039. makeAutomaticAction(next, attack);
  5040. continue;
  5041. }
  5042. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5043. {
  5044. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5045. if (attackableBattleHexes.empty())
  5046. {
  5047. makeStackDoNothing(next);
  5048. continue;
  5049. }
  5050. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  5051. {
  5052. BattleAction attack;
  5053. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  5054. getRandomGenerator());
  5055. attack.actionType = Battle::CATAPULT;
  5056. attack.additionalInfo = 0;
  5057. attack.side = next->side;
  5058. attack.stackNumber = next->ID;
  5059. makeAutomaticAction(next, attack);
  5060. continue;
  5061. }
  5062. }
  5063. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5064. {
  5065. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5066. {
  5067. return s->owner == next->owner && s->canBeHealed();
  5068. });
  5069. if (!possibleStacks.size())
  5070. {
  5071. makeStackDoNothing(next);
  5072. continue;
  5073. }
  5074. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5075. {
  5076. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5077. const CStack * toBeHealed = possibleStacks.front();
  5078. BattleAction heal;
  5079. heal.actionType = Battle::STACK_HEAL;
  5080. heal.additionalInfo = 0;
  5081. heal.destinationTile = toBeHealed->position;
  5082. heal.side = next->side;
  5083. heal.stackNumber = next->ID;
  5084. makeAutomaticAction(next, heal);
  5085. continue;
  5086. }
  5087. }
  5088. int numberOfAsks = 1;
  5089. bool breakOuter = false;
  5090. do
  5091. {//ask interface and wait for answer
  5092. if (!battleResult.get())
  5093. {
  5094. stackTurnTrigger(next); //various effects
  5095. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5096. {
  5097. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5098. }
  5099. else
  5100. {
  5101. logGlobal->trace("Activating %s", next->nodeName());
  5102. auto nextId = next->ID;
  5103. BattleSetActiveStack sas;
  5104. sas.stack = nextId;
  5105. sendAndApply(&sas);
  5106. auto actionWasMade = [&]() -> bool
  5107. {
  5108. if (battleMadeAction.data)//active stack has made its action
  5109. return true;
  5110. if (battleResult.get())// battle is finished
  5111. return true;
  5112. if (next == nullptr)//active stack was been removed
  5113. return true;
  5114. return !next->alive();//active stack is dead
  5115. };
  5116. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5117. battleMadeAction.data = false;
  5118. while (!actionWasMade())
  5119. {
  5120. battleMadeAction.cond.wait(lock);
  5121. if (battleGetStackByID(nextId, false) != next)
  5122. next = nullptr; //it may be removed, while we wait
  5123. }
  5124. }
  5125. }
  5126. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5127. {
  5128. breakOuter = true;
  5129. break;
  5130. }
  5131. //we're after action, all results applied
  5132. checkBattleStateChanges(); //check if this action ended the battle
  5133. if (next != nullptr)
  5134. {
  5135. //check for good morale
  5136. nextStackMorale = next->MoraleVal();
  5137. if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5138. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5139. && !next->waited()
  5140. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5141. && next->alive()
  5142. && nextStackMorale > 0
  5143. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5144. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5145. )
  5146. {
  5147. if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5148. {
  5149. BattleTriggerEffect bte;
  5150. bte.stackID = next->ID;
  5151. bte.effect = Bonus::MORALE;
  5152. bte.val = 1;
  5153. bte.additionalInfo = 0;
  5154. sendAndApply(&bte); //play animation
  5155. ++numberOfAsks; //move this stack once more
  5156. }
  5157. }
  5158. }
  5159. --numberOfAsks;
  5160. } while (numberOfAsks > 0);
  5161. if (breakOuter)
  5162. {
  5163. break;
  5164. }
  5165. }
  5166. firstRound = false;
  5167. }
  5168. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5169. }
  5170. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5171. {
  5172. BattleSetActiveStack bsa;
  5173. bsa.stack = stack->ID;
  5174. bsa.askPlayerInterface = false;
  5175. sendAndApply(&bsa);
  5176. bool ret = makeBattleAction(ba);
  5177. checkBattleStateChanges();
  5178. return ret;
  5179. }
  5180. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5181. {
  5182. assert(a->artType);
  5183. ArtifactLocation al;
  5184. al.artHolder = const_cast<CGHeroInstance*>(h);
  5185. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5186. if (pos < 0)
  5187. {
  5188. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5189. slot = a->firstAvailableSlot(h);
  5190. else
  5191. slot = a->firstBackpackSlot(h);
  5192. }
  5193. else
  5194. {
  5195. slot = pos;
  5196. }
  5197. al.slot = slot;
  5198. if (slot < 0 || !a->canBePutAt(al))
  5199. {
  5200. complain("Cannot put artifact in that slot!");
  5201. return;
  5202. }
  5203. putArtifact(al, a);
  5204. }
  5205. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5206. {
  5207. PutArtifact pa;
  5208. pa.art = a;
  5209. pa.al = al;
  5210. sendAndApply(&pa);
  5211. }
  5212. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5213. {
  5214. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5215. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5216. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5217. giveHeroNewArtifact(h, art, slot);
  5218. return true;
  5219. }
  5220. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5221. {
  5222. CArtifactInstance *a = nullptr;
  5223. if (!artType->constituents)
  5224. {
  5225. a = new CArtifactInstance();
  5226. }
  5227. else
  5228. {
  5229. a = new CCombinedArtifactInstance();
  5230. }
  5231. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5232. NewArtifact na;
  5233. na.art = a;
  5234. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5235. giveHeroArtifact(h, a, pos);
  5236. }
  5237. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5238. {
  5239. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5240. if (battleResult.data)
  5241. {
  5242. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5243. % battleResult.data->result % resultType).str());
  5244. return;
  5245. }
  5246. auto br = new BattleResult;
  5247. br->result = resultType;
  5248. br->winner = victoriusSide; //surrendering side loses
  5249. gs->curB->calculateCasualties(br->casualties);
  5250. battleResult.data = br;
  5251. }
  5252. void CGameHandler::commitPackage(CPackForClient *pack)
  5253. {
  5254. sendAndApply(pack);
  5255. }
  5256. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5257. {
  5258. std::vector<int3>::iterator tile;
  5259. std::vector<int3> tiles;
  5260. getFreeTiles(tiles);
  5261. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5262. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5263. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5264. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5265. for (int i = 0; i < amount; ++i)
  5266. {
  5267. tile = tiles.begin();
  5268. logGlobal->trace("\tSpawning monster at %s",(*tile)());
  5269. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5270. tiles.erase(tile); //not use it again
  5271. }
  5272. }
  5273. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5274. {
  5275. if (cheat == "vcmiistari")
  5276. {
  5277. if (!hero) return;
  5278. ///Give hero spellbook
  5279. if (!hero->hasSpellbook())
  5280. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5281. ///Give all spells with bonus (to allow banned spells)
  5282. GiveBonus giveBonus(GiveBonus::HERO);
  5283. giveBonus.id = hero->id.getNum();
  5284. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5285. //start with level 0 to skip abilities
  5286. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5287. {
  5288. giveBonus.bonus.subtype = level;
  5289. sendAndApply(&giveBonus);
  5290. }
  5291. ///Give mana
  5292. SetMana sm;
  5293. sm.hid = hero->id;
  5294. sm.val = 999;
  5295. sm.absolute = true;
  5296. sendAndApply(&sm);
  5297. }
  5298. else if (cheat == "vcmiarmenelos")
  5299. {
  5300. if (!town) return;
  5301. ///Build all buildings in selected town
  5302. for (auto & build : town->town->buildings)
  5303. {
  5304. if (!town->hasBuilt(build.first)
  5305. && !build.second->Name().empty()
  5306. && build.first != BuildingID::SHIP)
  5307. {
  5308. buildStructure(town->id, build.first, true);
  5309. }
  5310. }
  5311. }
  5312. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5313. {
  5314. if (!hero) return;
  5315. ///Gives N creatures into each slot
  5316. std::map<std::string, std::pair<int, int>> creatures;
  5317. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5318. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5319. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5320. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5321. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5322. if (!hero->hasStackAtSlot(SlotID(i)))
  5323. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5324. }
  5325. else if (cheat == "vcminoldor")
  5326. {
  5327. if (!hero) return;
  5328. ///Give all war machines to hero
  5329. if (!hero->getArt(ArtifactPosition::MACH1))
  5330. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5331. if (!hero->getArt(ArtifactPosition::MACH2))
  5332. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5333. if (!hero->getArt(ArtifactPosition::MACH3))
  5334. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5335. }
  5336. else if (cheat == "vcmiforgeofnoldorking")
  5337. {
  5338. if (!hero) return;
  5339. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5340. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5341. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5342. }
  5343. else if (cheat == "vcmiglorfindel")
  5344. {
  5345. if (!hero) return;
  5346. ///selected hero gains a new level
  5347. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5348. }
  5349. else if (cheat == "vcminahar")
  5350. {
  5351. if (!hero) return;
  5352. ///Give 1000000 movement points to hero
  5353. SetMovePoints smp;
  5354. smp.hid = hero->id;
  5355. smp.val = 1000000;
  5356. sendAndApply(&smp);
  5357. GiveBonus gb(GiveBonus::HERO);
  5358. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5359. gb.bonus.duration = Bonus::ONE_DAY;
  5360. gb.bonus.source = Bonus::OTHER;
  5361. gb.id = hero->id.getNum();
  5362. giveHeroBonus(&gb);
  5363. }
  5364. else if (cheat == "vcmiformenos")
  5365. {
  5366. ///Give resources to player
  5367. TResources resources;
  5368. resources[Res::GOLD] = 100000;
  5369. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5370. resources[i] = 100;
  5371. giveResources(player, resources);
  5372. }
  5373. else if (cheat == "vcmisilmaril")
  5374. {
  5375. ///Player wins
  5376. PlayerCheated pc;
  5377. pc.player = player;
  5378. pc.winningCheatCode = true;
  5379. sendAndApply(&pc);
  5380. }
  5381. else if (cheat == "vcmimelkor")
  5382. {
  5383. ///Player looses
  5384. PlayerCheated pc;
  5385. pc.player = player;
  5386. pc.losingCheatCode = true;
  5387. sendAndApply(&pc);
  5388. }
  5389. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5390. {
  5391. ///Reveal or conceal FoW
  5392. FoWChange fc;
  5393. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5394. fc.player = player;
  5395. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5396. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5397. int lastUnc = 0;
  5398. for (int i = 0; i < gs->map->width; i++)
  5399. for (int j = 0; j < gs->map->height; j++)
  5400. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5401. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5402. hlp_tab[lastUnc++] = int3(i, j, k);
  5403. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5404. delete [] hlp_tab;
  5405. sendAndApply(&fc);
  5406. }
  5407. else
  5408. cheated = false;
  5409. }
  5410. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5411. {
  5412. ObstaclesRemoved obsRem;
  5413. obsRem.obstacles.insert(obstacle.uniqueID);
  5414. sendAndApply(&obsRem);
  5415. }
  5416. void CGameHandler::synchronizeArtifactHandlerLists()
  5417. {
  5418. UpdateArtHandlerLists uahl;
  5419. uahl.treasures = VLC->arth->treasures;
  5420. uahl.minors = VLC->arth->minors;
  5421. uahl.majors = VLC->arth->majors;
  5422. uahl.relics = VLC->arth->relics;
  5423. sendAndApply(&uahl);
  5424. }
  5425. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5426. {
  5427. return vstd::contains(gs->map->objects, obj);
  5428. }
  5429. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5430. {
  5431. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5432. return false;
  5433. auto query = queries.topQuery(player);
  5434. if (query && query->blocksPack(pack))
  5435. {
  5436. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5437. return true;
  5438. }
  5439. return false;
  5440. }
  5441. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5442. {
  5443. //If the object is being visited, there must be a matching query
  5444. for (const auto &query : queries.allQueries())
  5445. {
  5446. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5447. {
  5448. if (someVistQuery->visitedObject == object)
  5449. {
  5450. someVistQuery->removeObjectAfterVisit = true;
  5451. return;
  5452. }
  5453. }
  5454. };
  5455. //If we haven't returned so far, there is no query and no visit, call was wrong
  5456. assert("This function needs to be called during the object visit!");
  5457. }
  5458. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5459. {
  5460. std::unordered_set<int3, ShashInt3> tiles;
  5461. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5462. if (hide)
  5463. {
  5464. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5465. auto p = getPlayer(player);
  5466. for (auto h : p->heroes)
  5467. {
  5468. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5469. }
  5470. for (auto t : p->towns)
  5471. {
  5472. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5473. }
  5474. for (auto tile : observedTiles)
  5475. vstd::erase_if_present (tiles, tile);
  5476. }
  5477. changeFogOfWar(tiles, player, hide);
  5478. }
  5479. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5480. {
  5481. FoWChange fow;
  5482. fow.tiles = tiles;
  5483. fow.player = player;
  5484. fow.mode = hide? 0 : 1;
  5485. sendAndApply(&fow);
  5486. }
  5487. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5488. {
  5489. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5490. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5491. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5492. return true;
  5493. }
  5494. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5495. army(_army)
  5496. {
  5497. heroWithDeadCommander = ObjectInstanceID();
  5498. PlayerColor color = army->tempOwner;
  5499. if (color == PlayerColor::UNFLAGGABLE)
  5500. color = PlayerColor::NEUTRAL;
  5501. for (CStack *st : bat->stacks)
  5502. {
  5503. if (vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5504. continue;
  5505. if (st->owner != color) //remove only our stacks
  5506. continue;
  5507. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5508. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5509. st->count = std::max (0, st->count - st->resurrected);
  5510. if (st->slot == SlotID::ARROW_TOWERS_SLOT)
  5511. {
  5512. //do nothing
  5513. logGlobal->debug("Ignored arrow towers stack.");
  5514. }
  5515. else if (st->slot == SlotID::WAR_MACHINES_SLOT)
  5516. {
  5517. auto warMachine = st->type->warMachine;
  5518. if (warMachine == ArtifactID::NONE)
  5519. {
  5520. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5521. }
  5522. //catapult artifact remain even if "creature" killed in siege
  5523. else if (warMachine != ArtifactID::CATAPULT && !st->count)
  5524. {
  5525. logGlobal->debug("War machine has been destroyed");
  5526. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5527. if (hero)
  5528. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5529. else
  5530. logGlobal->error("War machine in army without hero");
  5531. }
  5532. }
  5533. else if (st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5534. {
  5535. if (st->alive() && st->count > 0)
  5536. {
  5537. logGlobal->debug("Permanently summoned %d units.", st->count);
  5538. const CreatureID summonedType = st->type->idNumber;
  5539. summoned[summonedType] += st->count;
  5540. }
  5541. }
  5542. else if (st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5543. {
  5544. if (nullptr == st->base)
  5545. {
  5546. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5547. }
  5548. else
  5549. {
  5550. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5551. if (c)
  5552. {
  5553. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5554. if (h && h->commander == c && (st->count == 0 || !st->alive()))
  5555. {
  5556. logGlobal->debug("Commander is dead.");
  5557. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5558. }
  5559. }
  5560. else
  5561. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5562. }
  5563. }
  5564. else if (st->base && !army->slotEmpty(st->slot))
  5565. {
  5566. if (st->count == 0 || !st->alive())
  5567. {
  5568. logGlobal->debug("Stack has been destroyed.");
  5569. StackLocation sl(army, st->slot);
  5570. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5571. }
  5572. else if (st->count < army->getStackCount(st->slot))
  5573. {
  5574. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
  5575. StackLocation sl(army, st->slot);
  5576. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5577. }
  5578. else if (st->count > army->getStackCount(st->slot))
  5579. {
  5580. logGlobal->debug("Stack gained %d units.", st->count - army->getStackCount(st->slot));
  5581. StackLocation sl(army, st->slot);
  5582. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5583. }
  5584. }
  5585. else
  5586. {
  5587. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5588. }
  5589. }
  5590. }
  5591. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5592. {
  5593. for (TStackAndItsNewCount &ncount : newStackCounts)
  5594. {
  5595. if (ncount.second > 0)
  5596. gh->changeStackCount(ncount.first, ncount.second, true);
  5597. else
  5598. gh->eraseStack(ncount.first, true);
  5599. }
  5600. for (auto summoned_iter : summoned)
  5601. {
  5602. SlotID slot = army->getSlotFor(summoned_iter.first);
  5603. if (slot.validSlot())
  5604. {
  5605. StackLocation location(army, slot);
  5606. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5607. }
  5608. else
  5609. {
  5610. //even if it will be possible to summon anything permanently it should be checked for free slot
  5611. //necromancy is handled separately
  5612. gh->complain("No free slot to put summoned creature");
  5613. }
  5614. }
  5615. for (auto al : removedWarMachines)
  5616. {
  5617. gh->removeArtifact(al);
  5618. }
  5619. if (heroWithDeadCommander != ObjectInstanceID())
  5620. {
  5621. SetCommanderProperty scp;
  5622. scp.heroid = heroWithDeadCommander;
  5623. scp.which = SetCommanderProperty::ALIVE;
  5624. scp.amount = 0;
  5625. gh->sendAndApply(&scp);
  5626. }
  5627. }
  5628. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5629. {
  5630. assert(Query->result);
  5631. assert(Query->bi);
  5632. auto &result = *Query->result;
  5633. auto &info = *Query->bi;
  5634. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5635. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5636. victor = info.sides[result.winner].color;
  5637. loser = info.sides[!result.winner].color;
  5638. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5639. }
  5640. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5641. {
  5642. winnerHero = loserHero = nullptr;
  5643. remainingBattleQueriesCount = 0;
  5644. }
  5645. CRandomGenerator & CGameHandler::getRandomGenerator()
  5646. {
  5647. return CRandomGenerator::getDefault();
  5648. }
  5649. ///ServerSpellCastEnvironment
  5650. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5651. {
  5652. }
  5653. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5654. {
  5655. gh->sendAndApply(info);
  5656. }
  5657. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5658. {
  5659. return gh->getRandomGenerator();
  5660. }
  5661. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5662. {
  5663. gh->complain(problem);
  5664. }
  5665. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5666. {
  5667. return gh;
  5668. }
  5669. const CMap * ServerSpellCastEnvironment::getMap() const
  5670. {
  5671. return gh->gameState()->map;
  5672. }
  5673. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const
  5674. {
  5675. return gh->moveHero(hid, dst, teleporting, false);
  5676. }
  5677. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback) const
  5678. {
  5679. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  5680. request->queryID = query->queryID;
  5681. gh->queries.addQuery(query);
  5682. gh->sendAndApply(request);
  5683. }