CGameHandler.cpp 195 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/CStack.h"
  18. #include "../lib/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 bool end2;
  48. #ifdef min
  49. #undef min
  50. #endif
  51. #ifdef max
  52. #undef max
  53. #endif
  54. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  55. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  56. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  57. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  58. class ServerSpellCastEnvironment: public SpellCastEnvironment
  59. {
  60. public:
  61. ServerSpellCastEnvironment(CGameHandler * gh);
  62. ~ServerSpellCastEnvironment(){};
  63. void sendAndApply(CPackForClient * info) const override;
  64. CRandomGenerator & getRandomGenerator() const override;
  65. void complain(const std::string & problem) const override;
  66. const CMap * getMap() const override;
  67. const CGameInfoCallback * getCb() const override;
  68. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  69. private:
  70. mutable CGameHandler * gh;
  71. };
  72. CondSh<bool> battleMadeAction(false);
  73. CondSh<BattleResult *> battleResult(nullptr);
  74. template <typename T> class CApplyOnGH;
  75. class CBaseForGHApply
  76. {
  77. public:
  78. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  79. virtual ~CBaseForGHApply(){}
  80. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  81. {
  82. return new CApplyOnGH<U>;
  83. }
  84. };
  85. template <typename T> class CApplyOnGH : public CBaseForGHApply
  86. {
  87. public:
  88. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  89. {
  90. T *ptr = static_cast<T*>(pack);
  91. ptr->c = c;
  92. ptr->player = player;
  93. return ptr->applyGh(gh);
  94. }
  95. };
  96. template <>
  97. class CApplyOnGH<CPack> : public CBaseForGHApply
  98. {
  99. public:
  100. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  101. {
  102. logGlobal->error("Cannot apply on GH plain CPack!");
  103. assert(0);
  104. return false;
  105. }
  106. };
  107. static CApplier<CBaseForGHApply> *applier = nullptr;
  108. CMP_stack cmpst ;
  109. static inline double distance(int3 a, int3 b)
  110. {
  111. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  112. }
  113. static void giveExp(BattleResult &r)
  114. {
  115. if (r.winner > 1)
  116. {
  117. // draw
  118. return;
  119. }
  120. r.exp[0] = 0;
  121. r.exp[1] = 0;
  122. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  123. {
  124. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  125. }
  126. }
  127. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, bool targetIsAttacker, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  128. {
  129. int x = targetPosition.getX();
  130. int y = targetPosition.getY();
  131. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  132. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  133. else
  134. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  135. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  136. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  137. {
  138. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  139. {
  140. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  141. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  142. }
  143. else
  144. { //add back-side guardians for two-hex target, side guardians for one-hex
  145. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  146. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  147. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  148. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  149. else if (targetIsTwoHex)//front-side guardians for two-hex target
  150. {
  151. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  152. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  153. if (x > 3) //back guard for two-hex
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  155. }
  156. }
  157. }
  158. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  159. {
  160. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  161. {
  162. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  163. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  164. }
  165. else
  166. {
  167. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  168. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  169. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  170. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  171. else if (targetIsTwoHex)
  172. {
  173. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  174. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  175. if (x < GameConstants::BFIELD_WIDTH - 4)
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  177. }
  178. }
  179. }
  180. else if (!targetIsAttacker && y % 2 == 0)
  181. {
  182. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  183. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  184. }
  185. else if (targetIsAttacker && y % 2 == 1)
  186. {
  187. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  188. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  189. }
  190. }
  191. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  192. {
  193. boost::unique_lock<boost::mutex> l(mx);
  194. if (players.find(player) != players.end())
  195. {
  196. return players.at(player);
  197. }
  198. else
  199. {
  200. throw std::runtime_error("No such player!");
  201. }
  202. }
  203. void PlayerStatuses::addPlayer(PlayerColor player)
  204. {
  205. boost::unique_lock<boost::mutex> l(mx);
  206. players[player];
  207. }
  208. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  209. {
  210. boost::unique_lock<boost::mutex> l(mx);
  211. if (players.find(player) != players.end())
  212. {
  213. return players[player].*flag;
  214. }
  215. else
  216. {
  217. throw std::runtime_error("No such player!");
  218. }
  219. }
  220. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  221. {
  222. boost::unique_lock<boost::mutex> l(mx);
  223. if (players.find(player) != players.end())
  224. {
  225. players[player].*flag = val;
  226. }
  227. else
  228. {
  229. throw std::runtime_error("No such player!");
  230. }
  231. cv.notify_all();
  232. }
  233. template <typename T>
  234. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  235. {
  236. fun(args[which]);
  237. }
  238. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  239. {
  240. changeSecSkill(hero, skill, 1, 0);
  241. expGiven(hero);
  242. }
  243. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  244. {
  245. // required exp for at least 1 lvl-up hasn't been reached
  246. if (!hero->gainsLevel())
  247. {
  248. return;
  249. }
  250. // give primary skill
  251. logGlobal->trace("%s got level %d", hero->name, hero->level);
  252. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  253. SetPrimSkill sps;
  254. sps.id = hero->id;
  255. sps.which = primarySkill;
  256. sps.abs = false;
  257. sps.val = 1;
  258. sendAndApply(&sps);
  259. PrepareHeroLevelUp pre;
  260. pre.hero = hero;
  261. sendAndApply(&pre);
  262. HeroLevelUp hlu;
  263. hlu.hero = hero;
  264. hlu.primskill = primarySkill;
  265. hlu.skills = pre.skills;
  266. if (hlu.skills.size() == 0)
  267. {
  268. sendAndApply(&hlu);
  269. levelUpHero(hero);
  270. }
  271. else if (hlu.skills.size() == 1)
  272. {
  273. sendAndApply(&hlu);
  274. levelUpHero(hero, pre.skills.front());
  275. }
  276. else if (hlu.skills.size() > 1)
  277. {
  278. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  279. hlu.queryID = levelUpQuery->queryID;
  280. queries.addQuery(levelUpQuery);
  281. sendAndApply(&hlu);
  282. //level up will be called on query reply
  283. }
  284. }
  285. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  286. {
  287. SetCommanderProperty scp;
  288. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  289. if (hero)
  290. scp.heroid = hero->id;
  291. else
  292. {
  293. complain ("Commander is not led by hero!");
  294. return;
  295. }
  296. scp.accumulatedBonus.subtype = 0;
  297. scp.accumulatedBonus.additionalInfo = 0;
  298. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  299. scp.accumulatedBonus.turnsRemain = 0;
  300. scp.accumulatedBonus.source = Bonus::COMMANDER;
  301. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  302. if (skill <= ECommander::SPELL_POWER)
  303. {
  304. scp.which = SetCommanderProperty::BONUS;
  305. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  306. {
  307. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  308. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  309. };
  310. switch (skill)
  311. {
  312. case ECommander::ATTACK:
  313. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  314. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  315. break;
  316. case ECommander::DEFENSE:
  317. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  318. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  319. break;
  320. case ECommander::HEALTH:
  321. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  322. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  323. break;
  324. case ECommander::DAMAGE:
  325. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  326. scp.accumulatedBonus.subtype = 0;
  327. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  328. break;
  329. case ECommander::SPEED:
  330. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  331. break;
  332. case ECommander::SPELL_POWER:
  333. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  334. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  335. sendAndApply (&scp); //additional pack
  336. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  337. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  338. sendAndApply (&scp); //additional pack
  339. scp.accumulatedBonus.type = Bonus::CASTS;
  340. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  341. sendAndApply (&scp); //additional pack
  342. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  343. break;
  344. }
  345. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  346. sendAndApply (&scp);
  347. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  348. scp.additionalInfo = skill;
  349. scp.amount = c->secondarySkills.at(skill) + 1;
  350. sendAndApply (&scp);
  351. }
  352. else if (skill >= 100)
  353. {
  354. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  355. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  356. scp.additionalInfo = skill; //unnormalized
  357. sendAndApply (&scp);
  358. }
  359. expGiven(hero);
  360. }
  361. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  362. {
  363. if (!c->gainsLevel())
  364. {
  365. return;
  366. }
  367. CommanderLevelUp clu;
  368. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  369. if (hero)
  370. clu.hero = hero;
  371. else
  372. {
  373. complain ("Commander is not led by hero!");
  374. return;
  375. }
  376. //picking sec. skills for choice
  377. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  378. {
  379. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  380. clu.skills.push_back(i);
  381. }
  382. int i = 100;
  383. for (auto specialSkill : VLC->creh->skillRequirements)
  384. {
  385. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  386. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  387. && !vstd::contains (c->specialSKills, i))
  388. clu.skills.push_back (i);
  389. ++i;
  390. }
  391. int skillAmount = clu.skills.size();
  392. if (!skillAmount)
  393. {
  394. sendAndApply(&clu);
  395. levelUpCommander(c);
  396. }
  397. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  398. {
  399. sendAndApply(&clu);
  400. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  401. }
  402. else if (skillAmount > 1) //apply and ask for secondary skill
  403. {
  404. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  405. clu.queryID = commanderLevelUp->queryID;
  406. queries.addQuery(commanderLevelUp);
  407. sendAndApply(&clu);
  408. }
  409. }
  410. void CGameHandler::expGiven(const CGHeroInstance *hero)
  411. {
  412. if (hero->gainsLevel())
  413. levelUpHero(hero);
  414. else if (hero->commander && hero->commander->gainsLevel())
  415. levelUpCommander(hero->commander);
  416. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  417. // levelUpCommander(hero->commander);
  418. // else
  419. // levelUpHero(hero);
  420. }
  421. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  422. {
  423. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  424. {
  425. if (gs->map->levelLimit != 0)
  426. {
  427. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  428. TExpType resultingExp = abs ? val : hero->exp + val;
  429. if (resultingExp > expLimit)
  430. {
  431. // set given experience to max possible, but don't decrease if hero already over top
  432. abs = true;
  433. val = std::max(expLimit, hero->exp);
  434. InfoWindow iw;
  435. iw.player = hero->tempOwner;
  436. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  437. iw.text.addReplacement(hero->name);
  438. sendAndApply(&iw);
  439. }
  440. }
  441. }
  442. SetPrimSkill sps;
  443. sps.id = hero->id;
  444. sps.which = which;
  445. sps.abs = abs;
  446. sps.val = val;
  447. sendAndApply(&sps);
  448. //only for exp - hero may level up
  449. if (which == PrimarySkill::EXPERIENCE)
  450. {
  451. if (hero->commander && hero->commander->alive)
  452. {
  453. //FIXME: trim experience according to map limit?
  454. SetCommanderProperty scp;
  455. scp.heroid = hero->id;
  456. scp.which = SetCommanderProperty::EXPERIENCE;
  457. scp.amount = val;
  458. sendAndApply (&scp);
  459. CBonusSystemNode::treeHasChanged();
  460. }
  461. expGiven(hero);
  462. }
  463. }
  464. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/)
  465. {
  466. if(!hero)
  467. {
  468. logGlobal->error("changeSecSkill provided no hero");
  469. return;
  470. }
  471. SetSecSkill sss;
  472. sss.id = hero->id;
  473. sss.which = which;
  474. sss.val = val;
  475. sss.abs = abs;
  476. sendAndApply(&sss);
  477. if (which == SecondarySkill::WISDOM)
  478. {
  479. if (hero->visitedTown)
  480. giveSpells(hero->visitedTown, hero);
  481. }
  482. }
  483. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  484. {
  485. LOG_TRACE(logGlobal);
  486. //Fill BattleResult structure with exp info
  487. giveExp(*battleResult.data);
  488. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  489. {
  490. if (hero1)
  491. battleResult.data->exp[1] += 500;
  492. if (hero2)
  493. battleResult.data->exp[0] += 500;
  494. }
  495. if (hero1)
  496. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  497. if (hero2)
  498. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  499. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  500. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  501. const BattleResult::EResult result = battleResult.get()->result;
  502. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  503. {
  504. for (auto &q : queries.allQueries())
  505. {
  506. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  507. if (bq->bi == gs->curB)
  508. return bq;
  509. }
  510. return std::shared_ptr<CBattleQuery>();
  511. };
  512. auto battleQuery = findBattleQuery();
  513. if (!battleQuery)
  514. {
  515. logGlobal->error("Cannot find battle query!");
  516. if (gs->initialOpts->mode == StartInfo::DUEL)
  517. {
  518. battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  519. }
  520. }
  521. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  522. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  523. battleQuery->result = *battleResult.data;
  524. //Check how many battle queries were created (number of players blocked by battle)
  525. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  526. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  527. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  528. if (finishingBattle->duel)
  529. {
  530. duelFinished();
  531. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  532. return;
  533. }
  534. ChangeSpells cs; //for Eagle Eye
  535. if (finishingBattle->winnerHero)
  536. {
  537. if (int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  538. {
  539. int maxLevel = eagleEyeLevel + 1;
  540. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  541. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  542. if (sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  543. cs.spells.insert(sp->id);
  544. }
  545. }
  546. std::vector<const CArtifactInstance *> arts; //display them in window
  547. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  548. {
  549. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  550. {
  551. arts.push_back(art);
  552. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  553. sendAndApply(ma);
  554. };
  555. if (finishingBattle->loserHero)
  556. {
  557. //TODO: wrap it into a function, somehow (boost::variant -_-)
  558. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  559. for (auto artSlot : artifactsWorn)
  560. {
  561. MoveArtifact ma;
  562. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  563. const CArtifactInstance * art = ma.src.getArt();
  564. if (art && !art->artType->isBig() &&
  565. art->artType->id != ArtifactID::SPELLBOOK)
  566. // don't move war machines or locked arts (spellbook)
  567. {
  568. sendMoveArtifact(art, &ma);
  569. }
  570. }
  571. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  572. {
  573. //we assume that no big artifacts can be found
  574. MoveArtifact ma;
  575. ma.src = ArtifactLocation(finishingBattle->loserHero,
  576. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  577. const CArtifactInstance * art = ma.src.getArt();
  578. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  579. {
  580. sendMoveArtifact(art, &ma);
  581. }
  582. }
  583. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  584. {
  585. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  586. for (auto artSlot : artifactsWorn)
  587. {
  588. MoveArtifact ma;
  589. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  590. const CArtifactInstance * art = ma.src.getArt();
  591. if (art && !art->artType->isBig())
  592. {
  593. sendMoveArtifact(art, &ma);
  594. }
  595. }
  596. }
  597. }
  598. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  599. {
  600. auto artifactsWorn = armySlot.second->artifactsWorn;
  601. for (auto artSlot : artifactsWorn)
  602. {
  603. MoveArtifact ma;
  604. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  605. const CArtifactInstance * art = ma.src.getArt();
  606. if (art && !art->artType->isBig())
  607. {
  608. sendMoveArtifact(art, &ma);
  609. }
  610. }
  611. }
  612. }
  613. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  614. if (arts.size()) //display loot
  615. {
  616. InfoWindow iw;
  617. iw.player = finishingBattle->winnerHero->tempOwner;
  618. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  619. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  620. {
  621. iw.components.push_back(Component(
  622. Component::ARTIFACT, art->artType->id,
  623. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  624. if (iw.components.size() >= 14)
  625. {
  626. sendAndApply(&iw);
  627. iw.components.clear();
  628. }
  629. }
  630. if (iw.components.size())
  631. {
  632. sendAndApply(&iw);
  633. }
  634. }
  635. //Eagle Eye secondary skill handling
  636. if (!cs.spells.empty())
  637. {
  638. cs.learn = 1;
  639. cs.hid = finishingBattle->winnerHero->id;
  640. InfoWindow iw;
  641. iw.player = finishingBattle->winnerHero->tempOwner;
  642. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  643. iw.text.addReplacement(finishingBattle->winnerHero->name);
  644. std::ostringstream names;
  645. for (int i = 0; i < cs.spells.size(); i++)
  646. {
  647. names << "%s";
  648. if (i < cs.spells.size() - 2)
  649. names << ", ";
  650. else if (i < cs.spells.size() - 1)
  651. names << "%s";
  652. }
  653. names << ".";
  654. iw.text.addReplacement(names.str());
  655. auto it = cs.spells.begin();
  656. for (int i = 0; i < cs.spells.size(); i++, it++)
  657. {
  658. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  659. if (i == cs.spells.size() - 2) //we just added pre-last name
  660. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  661. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  662. }
  663. sendAndApply(&iw);
  664. sendAndApply(&cs);
  665. }
  666. cab1.updateArmy(this);
  667. cab2.updateArmy(this); //take casualties after battle is deleted
  668. //if one hero has lost we will erase him
  669. if (battleResult.data->winner!=0 && hero1)
  670. {
  671. RemoveObject ro(hero1->id);
  672. sendAndApply(&ro);
  673. }
  674. if (battleResult.data->winner!=1 && hero2)
  675. {
  676. auto town = hero2->visitedTown;
  677. RemoveObject ro(hero2->id);
  678. sendAndApply(&ro);
  679. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  680. town->battleFinished(hero1, *battleResult.get());
  681. }
  682. //give exp
  683. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  684. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  685. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  686. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  687. queries.popIfTop(battleQuery);
  688. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  689. }
  690. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  691. {
  692. LOG_TRACE(logGlobal);
  693. finishingBattle->remainingBattleQueriesCount--;
  694. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  695. if (finishingBattle->remainingBattleQueriesCount > 0)
  696. //Battle results will be handled when all battle queries are closed
  697. return;
  698. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  699. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  700. // Still, it looks like a hole.
  701. // Necromancy if applicable.
  702. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  703. // Give raised units to winner and show dialog, if any were raised,
  704. // units will be given after casualties are taken
  705. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  706. if (necroSlot != SlotID())
  707. {
  708. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  709. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  710. }
  711. BattleResultsApplied resultsApplied;
  712. resultsApplied.player1 = finishingBattle->victor;
  713. resultsApplied.player2 = finishingBattle->loser;
  714. sendAndApply(&resultsApplied);
  715. setBattle(nullptr);
  716. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  717. {
  718. logGlobal->trace("post-victory visit");
  719. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  720. }
  721. visitObjectAfterVictory = false;
  722. //handle victory/loss of engaged players
  723. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  724. checkVictoryLossConditions(playerColors);
  725. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  726. {
  727. SetAvailableHeroes sah;
  728. sah.player = finishingBattle->loser;
  729. sah.hid[0] = finishingBattle->loserHero->subID;
  730. if (result.result == BattleResult::ESCAPE) //retreat
  731. {
  732. sah.army[0].clear();
  733. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  734. }
  735. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  736. sah.hid[1] = another->subID;
  737. else
  738. sah.hid[1] = -1;
  739. sendAndApply(&sah);
  740. }
  741. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  742. {
  743. RemoveObject ro(finishingBattle->winnerHero->id);
  744. sendAndApply(&ro);
  745. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  746. {
  747. SetAvailableHeroes sah;
  748. sah.player = finishingBattle->victor;
  749. sah.hid[0] = finishingBattle->winnerHero->subID;
  750. sah.army[0].clear();
  751. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  752. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  753. sah.hid[1] = another->subID;
  754. else
  755. sah.hid[1] = -1;
  756. sendAndApply(&sah);
  757. }
  758. }
  759. }
  760. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  761. {
  762. bat.bsa.clear();
  763. bat.stackAttacking = att->ID;
  764. const int attackerLuck = att->LuckVal();
  765. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  766. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  767. {
  768. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  769. {
  770. bat.flags |= BattleAttack::LUCKY;
  771. }
  772. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  773. {
  774. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  775. {
  776. bat.flags |= BattleAttack::UNLUCKY;
  777. }
  778. }
  779. }
  780. if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  781. {
  782. bat.flags |= BattleAttack::DEATH_BLOW;
  783. }
  784. if (att->getCreature()->idNumber == CreatureID::BALLISTA)
  785. {
  786. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  787. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  788. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  789. if (chance > getRandomGenerator().nextInt(99))
  790. {
  791. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  792. }
  793. }
  794. // only primary target
  795. applyBattleEffects(bat, att, def, distance, false);
  796. if (!bat.shot()) //multiple-hex attack - only in meele
  797. {
  798. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  799. for (const CStack * stack : attackedCreatures)
  800. {
  801. if (stack != def) //do not hit same stack twice
  802. {
  803. applyBattleEffects(bat, att, stack, distance, true);
  804. }
  805. }
  806. }
  807. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  808. if (bonus && (bat.shot())) //TODO: make it work in melee?
  809. {
  810. //this is need for displaying hit animation
  811. bat.flags |= BattleAttack::SPELL_LIKE;
  812. bat.spellID = SpellID(bonus->subtype);
  813. //TODO: should spell override creature`s projectile?
  814. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  815. //TODO: get exact attacked hex for defender
  816. for (const CStack * stack : attackedCreatures)
  817. {
  818. if (stack != def) //do not hit same stack twice
  819. {
  820. applyBattleEffects(bat, att, stack, distance, true);
  821. }
  822. }
  823. //now add effect info for all attacked stacks
  824. for (BattleStackAttacked & bsa : bat.bsa)
  825. {
  826. if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  827. {
  828. //this is need for displaying affect animation
  829. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  830. bsa.spellID = SpellID(bonus->subtype);
  831. }
  832. }
  833. }
  834. }
  835. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  836. {
  837. BattleStackAttacked bsa;
  838. if (secondary)
  839. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  840. bsa.attackerID = att->ID;
  841. bsa.stackAttacked = def->ID;
  842. bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  843. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  844. //life drain handling
  845. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  846. {
  847. StacksHealedOrResurrected shi;
  848. shi.lifeDrain = true;
  849. shi.tentHealing = false;
  850. shi.cure = false;
  851. shi.drainedFrom = def->ID;
  852. StacksHealedOrResurrected::HealInfo hi;
  853. hi.stackID = att->ID;
  854. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  855. hi.lowLevelResurrection = false;
  856. shi.healedStacks.push_back(hi);
  857. if (hi.healedHP > 0)
  858. {
  859. bsa.healedStacks.push_back(shi);
  860. }
  861. }
  862. //soul steal handling
  863. if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  864. {
  865. StacksHealedOrResurrected shi;
  866. shi.lifeDrain = true;
  867. shi.tentHealing = false;
  868. shi.cure = false;
  869. shi.canOverheal = true;
  870. shi.drainedFrom = def->ID;
  871. for (int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
  872. {
  873. if (att->hasBonusOfType(Bonus::SOUL_STEAL, i))
  874. {
  875. StacksHealedOrResurrected::HealInfo hi;
  876. hi.stackID = att->ID;
  877. hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
  878. hi.lowLevelResurrection = (bool)i;
  879. shi.healedStacks.push_back(hi);
  880. }
  881. }
  882. if (std::any_of(shi.healedStacks.begin(), shi.healedStacks.end(), [](StacksHealedOrResurrected::HealInfo healInfo) { return healInfo.healedHP > 0; }))
  883. {
  884. bsa.healedStacks.push_back(shi);
  885. }
  886. }
  887. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  888. //fire shield handling
  889. if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
  890. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  891. {
  892. // TODO: Fire shield damage should be calculated separately after BattleAttack applied.
  893. // Currently it looks like attacking stack damage itself with defenders fire shield.
  894. // So no separate message on spell damage in log and experience calculation is likely wrong too.
  895. BattleStackAttacked bsa2;
  896. bsa2.stackAttacked = att->ID; //invert
  897. bsa2.attackerID = def->ID;
  898. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  899. bsa2.effect = 11;
  900. bsa2.damageAmount = (std::min(def->totalHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  901. att->prepareAttacked(bsa2, getRandomGenerator());
  902. bat.bsa.push_back(bsa2);
  903. }
  904. }
  905. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  906. {
  907. setThreadName("CGameHandler::handleConnection");
  908. auto handleDisconnection = [&](const std::exception & e)
  909. {
  910. assert(!c.connected); //make sure that connection has been marked as broken
  911. logGlobal->error(e.what());
  912. conns -= &c;
  913. for(auto playerConn : connections)
  914. {
  915. if(playerConn.second == &c)
  916. {
  917. gs->getPlayer(playerConn.first)->enteredLosingCheatCode = 1;
  918. checkVictoryLossConditionsForPlayer(playerConn.first);
  919. }
  920. }
  921. };
  922. try
  923. {
  924. while(1)//server should never shut connection first //was: while(!end2)
  925. {
  926. CPack *pack = nullptr;
  927. PlayerColor player = PlayerColor::NEUTRAL;
  928. si32 requestID = -999;
  929. int packType = 0;
  930. {
  931. boost::unique_lock<boost::mutex> lock(*c.rmx);
  932. if(!c.connected)
  933. throw clientDisconnectedException();
  934. c >> player >> requestID >> pack; //get the package
  935. if (!pack)
  936. {
  937. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  938. }
  939. else
  940. {
  941. packType = typeList.getTypeID(pack); //get the id of type
  942. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  943. requestID, player, player.getStr(), packType, typeid(*pack).name());
  944. }
  945. }
  946. //prepare struct informing that action was applied
  947. auto sendPackageResponse = [&](bool succesfullyApplied)
  948. {
  949. //dont reply to disconnected client
  950. //TODO: this must be implemented as option of CPackForServer
  951. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  952. return;
  953. PackageApplied applied;
  954. applied.player = player;
  955. applied.result = succesfullyApplied;
  956. applied.packType = packType;
  957. applied.requestID = requestID;
  958. boost::unique_lock<boost::mutex> lock(*c.wmx);
  959. c << &applied;
  960. };
  961. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  962. if(isBlockedByQueries(pack, player))
  963. {
  964. sendPackageResponse(false);
  965. }
  966. else if (apply)
  967. {
  968. const bool result = apply->applyOnGH(this, &c, pack, player);
  969. if (result)
  970. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  971. else
  972. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  973. % typeid(*pack).name()).str());
  974. sendPackageResponse(true);
  975. }
  976. else
  977. {
  978. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  979. sendPackageResponse(false);
  980. }
  981. vstd::clear_pointer(pack);
  982. }
  983. }
  984. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  985. {
  986. handleDisconnection(e);
  987. }
  988. catch(clientDisconnectedException & e)
  989. {
  990. handleDisconnection(e);
  991. }
  992. catch(...)
  993. {
  994. end2 = true;
  995. handleException();
  996. throw;
  997. }
  998. logGlobal->error("Ended handling connection");
  999. }
  1000. int CGameHandler::moveStack(int stack, BattleHex dest)
  1001. {
  1002. int ret = 0;
  1003. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1004. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1005. assert(curStack);
  1006. assert(dest < GameConstants::BFIELD_SIZE);
  1007. if (gs->curB->tacticDistance)
  1008. {
  1009. assert(gs->curB->isInTacticRange(dest));
  1010. }
  1011. auto start = curStack->position;
  1012. if (start == dest)
  1013. return 0;
  1014. //initing necessary tables
  1015. auto accessibility = getAccesibility(curStack);
  1016. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1017. if (!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1018. {
  1019. if (curStack->attackerOwned)
  1020. {
  1021. if (accessibility.accessible(dest+1, curStack))
  1022. dest += BattleHex::RIGHT;
  1023. }
  1024. else
  1025. {
  1026. if (accessibility.accessible(dest-1, curStack))
  1027. dest += BattleHex::LEFT;
  1028. }
  1029. }
  1030. if ((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1031. {
  1032. complain("Given destination is not accessible!");
  1033. return 0;
  1034. }
  1035. bool canUseGate = false;
  1036. auto dbState = gs->curB->si.gateState;
  1037. if (battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  1038. dbState != EGateState::DESTROYED &&
  1039. dbState != EGateState::BLOCKED)
  1040. {
  1041. canUseGate = true;
  1042. }
  1043. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1044. ret = path.second;
  1045. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  1046. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1047. {
  1048. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1049. return true;
  1050. if (hex == ESiegeHex::GATE_OUTER)
  1051. return true;
  1052. if (hex == ESiegeHex::GATE_INNER)
  1053. return true;
  1054. return false;
  1055. };
  1056. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1057. {
  1058. if (isGateDrawbridgeHex(hex))
  1059. return true;
  1060. if (curStack->doubleWide())
  1061. {
  1062. BattleHex otherHex = curStack->occupiedHex(hex);
  1063. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1064. return true;
  1065. }
  1066. return false;
  1067. };
  1068. if (curStack->hasBonusOfType(Bonus::FLYING))
  1069. {
  1070. if (path.second <= creSpeed && path.first.size() > 0)
  1071. {
  1072. if (canUseGate && dbState != EGateState::OPENED &&
  1073. occupyGateDrawbridgeHex(dest))
  1074. {
  1075. BattleUpdateGateState db;
  1076. db.state = EGateState::OPENED;
  1077. sendAndApply(&db);
  1078. }
  1079. //inform clients about move
  1080. BattleStackMoved sm;
  1081. sm.stack = curStack->ID;
  1082. std::vector<BattleHex> tiles;
  1083. tiles.push_back(path.first[0]);
  1084. sm.tilesToMove = tiles;
  1085. sm.distance = path.second;
  1086. sm.teleporting = false;
  1087. sendAndApply(&sm);
  1088. }
  1089. }
  1090. else //for non-flying creatures
  1091. {
  1092. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  1093. std::vector<BattleHex> tiles;
  1094. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1095. int v = path.first.size()-1;
  1096. path.first.push_back(start);
  1097. // check if gate need to be open or closed at some point
  1098. BattleHex openGateAtHex, gateMayCloseAtHex;
  1099. if (canUseGate)
  1100. {
  1101. for (int i = path.first.size()-1; i >= 0; i--)
  1102. {
  1103. auto needOpenGates = [&](BattleHex hex) -> bool
  1104. {
  1105. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1106. return true;
  1107. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1108. return true;
  1109. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1110. return true;
  1111. return false;
  1112. };
  1113. auto hex = path.first[i];
  1114. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1115. {
  1116. if (needOpenGates(hex))
  1117. openGateAtHex = path.first[i+1];
  1118. //TODO we need find batter way to handle double-wide stacks
  1119. //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.
  1120. if (curStack->doubleWide())
  1121. {
  1122. BattleHex otherHex = curStack->occupiedHex(hex);
  1123. if (otherHex.isValid() && needOpenGates(otherHex))
  1124. openGateAtHex = path.first[i+2];
  1125. }
  1126. //gate may be opened and then closed during stack movement, but not other way around
  1127. if (openGateAtHex.isValid())
  1128. dbState = EGateState::OPENED;
  1129. }
  1130. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1131. {
  1132. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1133. {
  1134. gateMayCloseAtHex = path.first[i-1];
  1135. }
  1136. if (gs->curB->town->subID == ETownType::FORTRESS)
  1137. {
  1138. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1139. {
  1140. gateMayCloseAtHex = path.first[i-1];
  1141. }
  1142. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1143. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1144. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1145. {
  1146. gateMayCloseAtHex = path.first[i-1];
  1147. }
  1148. }
  1149. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1150. {
  1151. gateMayCloseAtHex = path.first[i-1];
  1152. }
  1153. }
  1154. }
  1155. }
  1156. bool stackIsMoving = true;
  1157. while(stackIsMoving)
  1158. {
  1159. if (v<tilesToMove)
  1160. {
  1161. logGlobal->error("Movement terminated abnormally");
  1162. break;
  1163. }
  1164. bool gateStateChanging = false;
  1165. //special handling for opening gate on from starting hex
  1166. if (openGateAtHex.isValid() && openGateAtHex == start)
  1167. gateStateChanging = true;
  1168. else
  1169. {
  1170. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1171. {
  1172. BattleHex hex = path.first[v];
  1173. tiles.push_back(hex);
  1174. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1175. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1176. {
  1177. gateStateChanging = true;
  1178. }
  1179. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1180. if ((obstacle = battleGetObstacleOnPos(hex, false)))
  1181. obstacleHit = true;
  1182. if (curStack->doubleWide())
  1183. {
  1184. BattleHex otherHex = curStack->occupiedHex(hex);
  1185. //two hex creature hit obstacle by backside
  1186. if (otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1187. obstacleHit = true;
  1188. }
  1189. }
  1190. }
  1191. if (tiles.size() > 0)
  1192. {
  1193. //commit movement
  1194. BattleStackMoved sm;
  1195. sm.stack = curStack->ID;
  1196. sm.distance = path.second;
  1197. sm.teleporting = false;
  1198. sm.tilesToMove = tiles;
  1199. sendAndApply(&sm);
  1200. tiles.clear();
  1201. }
  1202. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1203. if (curStack->position != dest)
  1204. {
  1205. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1206. {
  1207. if (obs)
  1208. {
  1209. handleDamageFromObstacle(*obs, curStack);
  1210. //if stack die in explosion or interrupted by obstacle, abort movement
  1211. if (obs->stopsMovement() || !curStack->alive())
  1212. stackIsMoving = false;
  1213. obs.reset();
  1214. }
  1215. };
  1216. processObstacle(obstacle);
  1217. if (curStack->alive())
  1218. processObstacle(obstacle2);
  1219. if (gateStateChanging)
  1220. {
  1221. if (curStack->position == openGateAtHex)
  1222. {
  1223. openGateAtHex = BattleHex();
  1224. //only open gate if stack is still alive
  1225. if (curStack->alive())
  1226. {
  1227. BattleUpdateGateState db;
  1228. db.state = EGateState::OPENED;
  1229. sendAndApply(&db);
  1230. }
  1231. }
  1232. else if (curStack->position == gateMayCloseAtHex)
  1233. {
  1234. gateMayCloseAtHex = BattleHex();
  1235. updateGateState();
  1236. }
  1237. }
  1238. }
  1239. else
  1240. //movement finished normally: we reached destination
  1241. stackIsMoving = false;
  1242. }
  1243. }
  1244. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1245. if (curStack->alive())
  1246. {
  1247. if (auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1248. {
  1249. handleDamageFromObstacle(*theLastObstacle, curStack);
  1250. }
  1251. }
  1252. if (curStack->alive() && curStack->doubleWide())
  1253. {
  1254. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1255. if (otherHex.isValid())
  1256. if (auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1257. {
  1258. //two hex creature hit obstacle by backside
  1259. handleDamageFromObstacle(*theLastObstacle, curStack);
  1260. }
  1261. }
  1262. return ret;
  1263. }
  1264. CGameHandler::CGameHandler(void)
  1265. {
  1266. QID = 1;
  1267. //gs = nullptr;
  1268. IObjectInterface::cb = this;
  1269. applier = new CApplier<CBaseForGHApply>;
  1270. registerTypesServerPacks(*applier);
  1271. visitObjectAfterVictory = false;
  1272. queries.gh = this;
  1273. spellEnv = new ServerSpellCastEnvironment(this);
  1274. }
  1275. CGameHandler::~CGameHandler(void)
  1276. {
  1277. delete spellEnv;
  1278. delete applier;
  1279. applier = nullptr;
  1280. delete gs;
  1281. }
  1282. void CGameHandler::init(StartInfo *si)
  1283. {
  1284. if (si->seedToBeUsed == 0)
  1285. {
  1286. si->seedToBeUsed = std::time(nullptr);
  1287. }
  1288. gs = new CGameState();
  1289. logGlobal->info("Gamestate created!");
  1290. gs->init(si);
  1291. logGlobal->info("Gamestate initialized!");
  1292. // reset seed, so that clients can't predict any following random values
  1293. getRandomGenerator().resetSeed();
  1294. for (auto & elem : gs->players)
  1295. {
  1296. states.addPlayer(elem.first);
  1297. }
  1298. }
  1299. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1300. {
  1301. return a.earlierThan(b);
  1302. }
  1303. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1304. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1305. const PlayerState * p = getPlayer(town->tempOwner);
  1306. if (!p)
  1307. {
  1308. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1309. return;
  1310. }
  1311. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1312. {
  1313. SetAvailableCreatures ssi;
  1314. ssi.tid = town->id;
  1315. ssi.creatures = town->creatures;
  1316. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1317. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1318. if (dwellings.empty())//no dwellings - just remove
  1319. {
  1320. sendAndApply(&ssi);
  1321. return;
  1322. }
  1323. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1324. // for multi-creature dwellings like Golem Factory
  1325. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1326. if (clear)
  1327. {
  1328. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1329. }
  1330. else
  1331. {
  1332. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1333. }
  1334. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1335. sendAndApply(&ssi);
  1336. }
  1337. }
  1338. void CGameHandler::newTurn()
  1339. {
  1340. logGlobal->trace("Turn %d", gs->day+1);
  1341. NewTurn n;
  1342. n.specialWeek = NewTurn::NO_ACTION;
  1343. n.creatureid = CreatureID::NONE;
  1344. n.day = gs->day + 1;
  1345. bool firstTurn = !getDate(Date::DAY);
  1346. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1347. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1348. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1349. if (firstTurn)
  1350. {
  1351. for (auto obj : gs->map->objects)
  1352. {
  1353. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1354. {
  1355. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1356. }
  1357. }
  1358. }
  1359. if (newWeek && !firstTurn)
  1360. {
  1361. n.specialWeek = NewTurn::NORMAL;
  1362. bool deityOfFireBuilt = false;
  1363. for (const CGTownInstance *t : gs->map->towns)
  1364. {
  1365. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1366. {
  1367. deityOfFireBuilt = true;
  1368. break;
  1369. }
  1370. }
  1371. if (deityOfFireBuilt)
  1372. {
  1373. n.specialWeek = NewTurn::DEITYOFFIRE;
  1374. n.creatureid = CreatureID::IMP;
  1375. }
  1376. else
  1377. {
  1378. int monthType = getRandomGenerator().nextInt(99);
  1379. if (newMonth) //new month
  1380. {
  1381. if (monthType < 40) //double growth
  1382. {
  1383. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1384. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1385. {
  1386. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1387. n.creatureid = newMonster.second;
  1388. }
  1389. else if (VLC->creh->doubledCreatures.size())
  1390. {
  1391. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1392. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1393. }
  1394. else
  1395. {
  1396. complain("Cannot find creature that can be spawned!");
  1397. n.specialWeek = NewTurn::NORMAL;
  1398. }
  1399. }
  1400. else if (monthType < 50)
  1401. n.specialWeek = NewTurn::PLAGUE;
  1402. }
  1403. else //it's a week, but not full month
  1404. {
  1405. if (monthType < 25)
  1406. {
  1407. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1408. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1409. //TODO do not pick neutrals
  1410. n.creatureid = newMonster.second;
  1411. }
  1412. }
  1413. }
  1414. }
  1415. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1416. for (auto& hp : pool)
  1417. {
  1418. auto hero = hp.second;
  1419. if (hero->isInitialized() && hero->stacks.size())
  1420. {
  1421. // reset retreated or surrendered heroes
  1422. auto maxmove = hero->maxMovePoints(true);
  1423. // if movement is greater than maxmove, we should decrease it
  1424. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1425. {
  1426. NewTurn::Hero hth;
  1427. hth.id = hero->id;
  1428. hth.move = maxmove;
  1429. hth.mana = hero->getManaNewTurn();
  1430. n.heroes.insert(hth);
  1431. }
  1432. }
  1433. }
  1434. for (auto & elem : gs->players)
  1435. {
  1436. if (elem.first == PlayerColor::NEUTRAL)
  1437. continue;
  1438. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1439. assert(0); //illegal player number!
  1440. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1441. hadGold.insert(playerGold);
  1442. if (newWeek) //new heroes in tavern
  1443. {
  1444. SetAvailableHeroes sah;
  1445. sah.player = elem.first;
  1446. //pick heroes and their armies
  1447. CHeroClass *banned = nullptr;
  1448. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1449. {
  1450. //first hero - native if possible, second hero -> any other class
  1451. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1452. {
  1453. sah.hid[j] = h->subID;
  1454. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1455. banned = h->type->heroClass;
  1456. }
  1457. else
  1458. {
  1459. sah.hid[j] = -1;
  1460. }
  1461. }
  1462. sendAndApply(&sah);
  1463. }
  1464. n.res[elem.first] = elem.second.resources;
  1465. for (CGHeroInstance *h : (elem).second.heroes)
  1466. {
  1467. if (h->visitedTown)
  1468. giveSpells(h->visitedTown, h);
  1469. NewTurn::Hero hth;
  1470. hth.id = h->id;
  1471. auto ti = make_unique<TurnInfo>(h, 1);
  1472. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1473. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1474. hth.mana = h->getManaNewTurn();
  1475. n.heroes.insert(hth);
  1476. if (!firstTurn) //not first day
  1477. {
  1478. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1479. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1480. {
  1481. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1482. }
  1483. }
  1484. }
  1485. }
  1486. for (CGTownInstance *t : gs->map->towns)
  1487. {
  1488. PlayerColor player = t->tempOwner;
  1489. handleTownEvents(t, n);
  1490. if (newWeek) //first day of week
  1491. {
  1492. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1493. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1494. if (!firstTurn)
  1495. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1496. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1497. if (!vstd::contains(n.cres, t->id))
  1498. {
  1499. n.cres[t->id].tid = t->id;
  1500. n.cres[t->id].creatures = t->creatures;
  1501. }
  1502. auto & sac = n.cres.at(t->id);
  1503. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1504. {
  1505. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1506. {
  1507. ui32 &availableCount = sac.creatures.at(k).first;
  1508. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1509. if (n.specialWeek == NewTurn::PLAGUE)
  1510. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1511. else
  1512. {
  1513. if (firstTurn) //first day of game: use only basic growths
  1514. availableCount = cre->growth;
  1515. else
  1516. availableCount += t->creatureGrowth(k);
  1517. //Deity of fire week - upgrade both imps and upgrades
  1518. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1519. availableCount += 15;
  1520. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1521. {
  1522. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1523. availableCount *= 2;
  1524. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1525. availableCount += 5;
  1526. }
  1527. }
  1528. }
  1529. }
  1530. }
  1531. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1532. {
  1533. n.res[player] = n.res[player] + t->dailyIncome();
  1534. }
  1535. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1536. {
  1537. // Skyship, probably easier to handle same as Veil of darkness
  1538. //do it every new day after veils apply
  1539. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1540. {
  1541. FoWChange fw;
  1542. fw.mode = 1;
  1543. fw.player = player;
  1544. // find all hidden tiles
  1545. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1546. for (size_t i=0; i<fow.size(); i++)
  1547. for (size_t j=0; j<fow.at(i).size(); j++)
  1548. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1549. if (!fow.at(i).at(j).at(k))
  1550. fw.tiles.insert(int3(i,j,k));
  1551. sendAndApply (&fw);
  1552. }
  1553. }
  1554. if (t->hasBonusOfType (Bonus::DARKNESS))
  1555. {
  1556. for (auto & player : gs->players)
  1557. {
  1558. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1559. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1560. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1561. }
  1562. }
  1563. }
  1564. if (newMonth)
  1565. {
  1566. SetAvailableArtifacts saa;
  1567. saa.id = -1;
  1568. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1569. sendAndApply(&saa);
  1570. }
  1571. sendAndApply(&n);
  1572. if (newWeek)
  1573. {
  1574. //spawn wandering monsters
  1575. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1576. {
  1577. spawnWanderingMonsters(n.creatureid);
  1578. }
  1579. //new week info popup
  1580. if (!firstTurn)
  1581. {
  1582. InfoWindow iw;
  1583. switch (n.specialWeek)
  1584. {
  1585. case NewTurn::DOUBLE_GROWTH:
  1586. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1587. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1588. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1589. break;
  1590. case NewTurn::PLAGUE:
  1591. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1592. break;
  1593. case NewTurn::BONUS_GROWTH:
  1594. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1595. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1596. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1597. break;
  1598. case NewTurn::DEITYOFFIRE:
  1599. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1600. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1601. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1602. iw.text.addReplacement2(15); //%+d 15
  1603. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1604. iw.text.addReplacement2(15); //%+d 15
  1605. break;
  1606. default:
  1607. if (newMonth)
  1608. {
  1609. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1610. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1611. }
  1612. else
  1613. {
  1614. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1615. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1616. }
  1617. }
  1618. for (auto & elem : gs->players)
  1619. {
  1620. iw.player = elem.first;
  1621. sendAndApply(&iw);
  1622. }
  1623. }
  1624. }
  1625. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1626. handleTimeEvents();
  1627. //call objects
  1628. for (auto & elem : gs->map->objects)
  1629. {
  1630. if (elem)
  1631. elem->newTurn(getRandomGenerator());
  1632. }
  1633. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1634. }
  1635. void CGameHandler::run(bool resume)
  1636. {
  1637. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1638. using namespace boost::posix_time;
  1639. for (CConnection *cc : conns)
  1640. {
  1641. if (!resume)
  1642. {
  1643. (*cc) << gs->initialOpts; // gs->scenarioOps
  1644. }
  1645. std::set<PlayerColor> players;
  1646. (*cc) >> players; //how many players will be handled at that client
  1647. std::stringstream sbuffer;
  1648. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1649. for (PlayerColor color : players)
  1650. {
  1651. sbuffer << color << " ";
  1652. {
  1653. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1654. connections[color] = cc;
  1655. }
  1656. }
  1657. logGlobal->info(sbuffer.str());
  1658. cc->addStdVecItems(gs);
  1659. cc->enableStackSendingByID();
  1660. cc->disableSmartPointerSerialization();
  1661. }
  1662. for (auto & elem : conns)
  1663. {
  1664. std::set<PlayerColor> pom;
  1665. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1666. if (j->second == elem)
  1667. pom.insert(j->first);
  1668. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1669. }
  1670. if (gs->scenarioOps->mode == StartInfo::DUEL)
  1671. {
  1672. runBattle();
  1673. end2 = true;
  1674. while(conns.size() && (*conns.begin())->isOpen())
  1675. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1676. return;
  1677. }
  1678. auto playerTurnOrder = generatePlayerTurnOrder();
  1679. while(!end2)
  1680. {
  1681. if (!resume) newTurn();
  1682. std::list<PlayerColor>::iterator it;
  1683. if (resume)
  1684. {
  1685. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1686. }
  1687. else
  1688. {
  1689. it = playerTurnOrder.begin();
  1690. }
  1691. resume = false;
  1692. for (; it != playerTurnOrder.end(); it++)
  1693. {
  1694. auto playerColor = *it;
  1695. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1696. if (playerState->status == EPlayerStatus::INGAME)
  1697. {
  1698. //if player runs out of time, he shouldn't get the turn (especially AI)
  1699. checkVictoryLossConditionsForAll();
  1700. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1701. { //player lost at the beginning of his turn
  1702. continue;
  1703. }
  1704. else //give normal turn
  1705. {
  1706. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1707. YourTurn yt;
  1708. yt.player = playerColor;
  1709. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1710. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1711. applyAndSend(&yt);
  1712. //wait till turn is done
  1713. boost::unique_lock<boost::mutex> lock(states.mx);
  1714. while (states.players.at(playerColor).makingTurn && !end2)
  1715. {
  1716. static time_duration p = milliseconds(100);
  1717. states.cv.timed_wait(lock, p);
  1718. }
  1719. }
  1720. }
  1721. }
  1722. //additional check that game is not finished
  1723. bool activePlayer = false;
  1724. for (auto player : playerTurnOrder)
  1725. {
  1726. if (gs->players[player].status == EPlayerStatus::INGAME)
  1727. activePlayer = true;
  1728. }
  1729. if (!activePlayer)
  1730. end2 = true;
  1731. }
  1732. while(conns.size() && (*conns.begin())->isOpen())
  1733. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1734. }
  1735. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1736. {
  1737. // Generate player turn order
  1738. std::list<PlayerColor> playerTurnOrder;
  1739. for (const auto & player : gs->players) // add human players first
  1740. {
  1741. if (player.second.human)
  1742. playerTurnOrder.push_back(player.first);
  1743. }
  1744. for (const auto & player : gs->players) // then add non-human players
  1745. {
  1746. if (!player.second.human)
  1747. playerTurnOrder.push_back(player.first);
  1748. }
  1749. return playerTurnOrder;
  1750. }
  1751. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1752. {
  1753. battleResult.set(nullptr);
  1754. const auto t = getTile(tile);
  1755. ETerrainType terrain = t->terType;
  1756. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1757. terrain = ETerrainType::SAND;
  1758. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1759. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1760. terType = BFieldType::SHIP_TO_SHIP;
  1761. //send info about battles
  1762. BattleStart bs;
  1763. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1764. sendAndApply(&bs);
  1765. }
  1766. void CGameHandler::checkBattleStateChanges()
  1767. {
  1768. //check if drawbridge state need to be changes
  1769. if (battleGetSiegeLevel() > 0)
  1770. updateGateState();
  1771. //check if battle ended
  1772. if (auto result = battleIsFinished())
  1773. {
  1774. setBattleResult(BattleResult::NORMAL, *result);
  1775. }
  1776. }
  1777. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1778. {
  1779. if (!h->hasSpellbook())
  1780. return; //hero hasn't spellbook
  1781. ChangeSpells cs;
  1782. cs.hid = h->id;
  1783. cs.learn = true;
  1784. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1785. {
  1786. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1787. for (int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1788. {
  1789. std::vector<SpellID> spells;
  1790. getAllowedSpells(spells, i+1);
  1791. for (auto & spell : spells)
  1792. cs.spells.insert(spell);
  1793. }
  1794. }
  1795. else
  1796. {
  1797. for (int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1798. {
  1799. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1800. {
  1801. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1802. cs.spells.insert(t->spells.at(i).at(j));
  1803. }
  1804. }
  1805. }
  1806. if (!cs.spells.empty())
  1807. sendAndApply(&cs);
  1808. }
  1809. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1810. {
  1811. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1812. sendAndApply(&sop);
  1813. }
  1814. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1815. {
  1816. if (!obj || !getObj(obj->id))
  1817. {
  1818. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1819. return false;
  1820. }
  1821. RemoveObject ro;
  1822. ro.id = obj->id;
  1823. sendAndApply(&ro);
  1824. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1825. return true;
  1826. }
  1827. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1828. {
  1829. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1830. sendAndApply(&sop);
  1831. }
  1832. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/)
  1833. {
  1834. const CGHeroInstance *h = getHero(hid);
  1835. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1836. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1837. {
  1838. logGlobal->error("Illegal call to move hero!");
  1839. return false;
  1840. }
  1841. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
  1842. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1843. if (!gs->map->isInTheMap(hmpos))
  1844. {
  1845. logGlobal->error("Destination tile is outside the map!");
  1846. return false;
  1847. }
  1848. const TerrainTile t = *getTile(hmpos);
  1849. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1850. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1851. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1852. //result structure for start - movement failed, no move points used
  1853. TryMoveHero tmh;
  1854. tmh.id = hid;
  1855. tmh.start = h->pos;
  1856. tmh.end = dst;
  1857. tmh.result = TryMoveHero::FAILED;
  1858. tmh.movePoints = h->movement;
  1859. //check if destination tile is available
  1860. auto ti = make_unique<TurnInfo>(h);
  1861. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1862. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1863. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1864. //it's a rock or blocked and not visitable tile
  1865. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1866. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1867. && complain("Cannot move hero, destination tile is blocked!"))
  1868. || ((!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)
  1869. && complain("Cannot move hero, destination tile is on water!"))
  1870. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1871. && complain("Cannot disembark hero, tile is blocked!"))
  1872. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1873. && complain("Tiles are not neighboring!"))
  1874. || ((h->inTownGarrison)
  1875. && complain("Can not move garrisoned hero!"))
  1876. || ((h->movement < cost && dst != h->pos && !teleporting)
  1877. && complain("Hero doesn't have any movement points left!"))
  1878. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1879. && complain("Hero cannot transit over this tile!"))
  1880. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1881. && complain("Cannot move hero during the battle"))*/)
  1882. {
  1883. //send info about movement failure
  1884. sendAndApply(&tmh);
  1885. return false;
  1886. }
  1887. //several generic blocks of code
  1888. // should be called if hero changes tile but before applying TryMoveHero package
  1889. auto leaveTile = [&]()
  1890. {
  1891. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1892. {
  1893. obj->onHeroLeave(h);
  1894. }
  1895. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1896. };
  1897. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1898. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1899. {
  1900. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1901. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1902. queries.addQuery(moveQuery);
  1903. if (leavingTile == LEAVING_TILE)
  1904. leaveTile();
  1905. tmh.result = result;
  1906. sendAndApply(&tmh);
  1907. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1908. { // Hero should be always able to visit any object he staying on even if there guards around
  1909. visitObjectOnTile(t, h);
  1910. }
  1911. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1912. {
  1913. tmh.attackedFrom = guardPos;
  1914. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1915. objectVisited(guardTile.visitableObjects.back(), h);
  1916. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1917. }
  1918. else if (visitDest == VISIT_DEST)
  1919. {
  1920. visitObjectOnTile(t, h);
  1921. }
  1922. queries.popIfTop(moveQuery);
  1923. logGlobal->trace("Hero %s ends movement", h->name);
  1924. return result != TryMoveHero::FAILED;
  1925. };
  1926. //interaction with blocking object (like resources)
  1927. auto blockingVisit = [&]() -> bool
  1928. {
  1929. for (CGObjectInstance *obj : t.visitableObjects)
  1930. {
  1931. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1932. {
  1933. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1934. //this-> is needed for MVS2010 to recognize scope (?)
  1935. }
  1936. }
  1937. return false;
  1938. };
  1939. if (!transit && embarking)
  1940. {
  1941. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1942. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1943. // In H3 embark ignore guards
  1944. }
  1945. if (disembarking)
  1946. {
  1947. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1948. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1949. }
  1950. if (teleporting)
  1951. {
  1952. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1953. return true;
  1954. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1955. // visit town for town portal \ castle gates
  1956. // do not use generic visitObjectOnTile to avoid double-teleporting
  1957. // if this moveHero call was triggered by teleporter
  1958. if (!t.visitableObjects.empty())
  1959. {
  1960. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1961. town->onHeroVisit(h);
  1962. }
  1963. return true;
  1964. }
  1965. //still here? it is standard movement!
  1966. {
  1967. tmh.movePoints = h->movement >= cost
  1968. ? h->movement - cost
  1969. : 0;
  1970. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1971. EVisitDest visitDest = VISIT_DEST;
  1972. if (transit)
  1973. {
  1974. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1975. visitDest = DONT_VISIT_DEST;
  1976. if (canFly)
  1977. {
  1978. lookForGuards = IGNORE_GUARDS;
  1979. visitDest = DONT_VISIT_DEST;
  1980. }
  1981. }
  1982. else if (blockingVisit())
  1983. return true;
  1984. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1985. return true;
  1986. }
  1987. }
  1988. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1989. {
  1990. const CGHeroInstance *h = getHero(hid);
  1991. const CGTownInstance *t = getTown(dstid);
  1992. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1993. COMPLAIN_RET("Invalid call to teleportHero!");
  1994. const CGTownInstance *from = h->visitedTown;
  1995. if (((h->getOwner() != t->getOwner())
  1996. && complain("Cannot teleport hero to another player"))
  1997. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1998. && complain("Hero must be in town with Castle gate for teleporting"))
  1999. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  2000. && complain("Cannot teleport hero to town without Castle gate in it")))
  2001. return false;
  2002. int3 pos = t->visitablePos();
  2003. pos += h->getVisitableOffset();
  2004. moveHero(hid,pos,1);
  2005. return true;
  2006. }
  2007. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  2008. {
  2009. PlayerColor oldOwner = getOwner(obj->id);
  2010. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2011. sendAndApply(&sop);
  2012. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2013. checkVictoryLossConditions(playerColors);
  2014. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2015. if (town) //town captured
  2016. {
  2017. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2018. {
  2019. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2020. setPortalDwelling(town, true, false);
  2021. }
  2022. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2023. {
  2024. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2025. {
  2026. InfoWindow iw;
  2027. iw.player = oldOwner;
  2028. 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.
  2029. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2030. sendAndApply(&iw);
  2031. }
  2032. }
  2033. }
  2034. const PlayerState * p = getPlayer(owner);
  2035. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2036. {
  2037. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2038. {
  2039. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2040. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2041. }
  2042. }
  2043. }
  2044. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2045. {
  2046. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  2047. queries.addQuery(dialogQuery);
  2048. iw->queryID = dialogQuery->queryID;
  2049. sendToAllClients(iw);
  2050. }
  2051. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2052. {
  2053. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  2054. queries.addQuery(dialogQuery);
  2055. iw->queryID = dialogQuery->queryID;
  2056. sendToAllClients(iw);
  2057. }
  2058. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2059. {
  2060. if (!val) return; //don't waste time on empty call
  2061. TResources resources;
  2062. resources.at(which) = val;
  2063. giveResources(player, resources);
  2064. }
  2065. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2066. {
  2067. SetResources sr;
  2068. sr.abs = false;
  2069. sr.player = player;
  2070. sr.res = resources;
  2071. sendAndApply(&sr);
  2072. }
  2073. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2074. {
  2075. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2076. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2077. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2078. //first we move creatures to give to make them army of object-source
  2079. for (auto & elem : creatures.Slots())
  2080. {
  2081. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2082. }
  2083. tryJoiningArmy(obj, h, remove, true);
  2084. }
  2085. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2086. {
  2087. std::vector<CStackBasicDescriptor> cres = creatures;
  2088. if (cres.size() <= 0)
  2089. return;
  2090. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2091. for (CStackBasicDescriptor &sbd : cres)
  2092. {
  2093. TQuantity collected = 0;
  2094. while(collected < sbd.count)
  2095. {
  2096. bool foundSth = false;
  2097. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2098. {
  2099. if (i->second->type == sbd.type)
  2100. {
  2101. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2102. changeStackCount(StackLocation(obj, i->first), -take, false);
  2103. collected += take;
  2104. foundSth = true;
  2105. break;
  2106. }
  2107. }
  2108. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2109. {
  2110. complain("Unexpected failure during taking creatures!");
  2111. return;
  2112. }
  2113. }
  2114. }
  2115. }
  2116. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2117. {
  2118. sendToAllClients(comp);
  2119. }
  2120. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2121. {
  2122. HeroVisitCastle vc;
  2123. vc.hid = hero->id;
  2124. vc.tid = obj->id;
  2125. vc.flags |= 1;
  2126. sendAndApply(&vc);
  2127. vistiCastleObjects (obj, hero);
  2128. giveSpells (obj, hero);
  2129. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2130. }
  2131. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2132. {
  2133. std::vector<CGTownBuilding*>::const_iterator i;
  2134. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2135. (*i)->onHeroVisit (h);
  2136. }
  2137. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2138. {
  2139. HeroVisitCastle vc;
  2140. vc.hid = hero->id;
  2141. vc.tid = obj->id;
  2142. sendAndApply(&vc);
  2143. }
  2144. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2145. {
  2146. EraseArtifact ea;
  2147. ea.al = al;
  2148. sendAndApply(&ea);
  2149. }
  2150. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2151. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2152. const CGTownInstance *town) //use hero=nullptr for no hero
  2153. {
  2154. engageIntoBattle(army1->tempOwner);
  2155. engageIntoBattle(army2->tempOwner);
  2156. static const CArmedInstance *armies[2];
  2157. armies[0] = army1;
  2158. armies[1] = army2;
  2159. static const CGHeroInstance*heroes[2];
  2160. heroes[0] = hero1;
  2161. heroes[1] = hero2;
  2162. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2163. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2164. queries.addQuery(battleQuery);
  2165. boost::thread(&CGameHandler::runBattle, this);
  2166. }
  2167. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2168. {
  2169. startBattlePrimary(army1, army2, tile,
  2170. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2171. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2172. creatureBank);
  2173. }
  2174. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2175. {
  2176. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2177. }
  2178. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2179. {
  2180. ChangeSpells cs;
  2181. cs.hid = hero->id;
  2182. cs.spells = spells;
  2183. cs.learn = give;
  2184. sendAndApply(&cs);
  2185. }
  2186. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2187. {
  2188. SystemMessage sm;
  2189. sm.text = message;
  2190. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2191. c << &sm;
  2192. }
  2193. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2194. {
  2195. sendAndApply(bonus);
  2196. }
  2197. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2198. {
  2199. sendAndApply(smp);
  2200. }
  2201. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2202. {
  2203. SetMana sm;
  2204. sm.hid = hid;
  2205. sm.val = val;
  2206. sm.absolute = true;
  2207. sendAndApply(&sm);
  2208. }
  2209. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2210. {
  2211. GiveHero gh;
  2212. gh.id = id;
  2213. gh.player = player;
  2214. sendAndApply(&gh);
  2215. }
  2216. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2217. {
  2218. ChangeObjPos cop;
  2219. cop.objid = objid;
  2220. cop.nPos = newPos;
  2221. cop.flags = flags;
  2222. sendAndApply(&cop);
  2223. }
  2224. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2225. {
  2226. const CGHeroInstance * h1 = getHero(fromHero);
  2227. const CGHeroInstance * h2 = getHero(toHero);
  2228. if (h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR))
  2229. {
  2230. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2231. std::swap(fromHero, toHero);
  2232. }
  2233. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2234. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2235. return;//no scholar skill or no spellbook
  2236. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2237. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2238. ChangeSpells cs1;
  2239. cs1.learn = true;
  2240. cs1.hid = toHero;//giving spells to first hero
  2241. for (auto it : h1->spells)
  2242. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2243. cs1.spells.insert(it);//spell to learn
  2244. ChangeSpells cs2;
  2245. cs2.learn = true;
  2246. cs2.hid = fromHero;
  2247. for (auto it : h2->spells)
  2248. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2249. cs2.spells.insert(it);
  2250. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2251. {
  2252. InfoWindow iw;
  2253. iw.player = h1->tempOwner;
  2254. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2255. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2256. iw.text.addReplacement(h1->name);
  2257. if (!cs2.spells.empty())//if found new spell - apply
  2258. {
  2259. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2260. int size = cs2.spells.size();
  2261. for (auto it : cs2.spells)
  2262. {
  2263. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2264. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2265. switch (size--)
  2266. {
  2267. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2268. case 1: break;
  2269. default: iw.text << ", ";
  2270. }
  2271. }
  2272. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2273. iw.text.addReplacement(h2->name);
  2274. sendAndApply(&cs2);
  2275. }
  2276. if (!cs1.spells.empty() && !cs2.spells.empty())
  2277. {
  2278. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2279. }
  2280. if (!cs1.spells.empty())
  2281. {
  2282. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2283. int size = cs1.spells.size();
  2284. for (auto it : cs1.spells)
  2285. {
  2286. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2287. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2288. switch (size--)
  2289. {
  2290. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2291. case 1: break;
  2292. default: iw.text << ", ";
  2293. } }
  2294. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2295. iw.text.addReplacement(h2->name);
  2296. sendAndApply(&cs1);
  2297. }
  2298. sendAndApply(&iw);
  2299. }
  2300. }
  2301. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2302. {
  2303. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2304. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2305. {
  2306. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2307. ExchangeDialog hex;
  2308. hex.queryID = exchange->queryID;
  2309. hex.heroes[0] = getHero(hero1);
  2310. hex.heroes[1] = getHero(hero2);
  2311. sendAndApply(&hex);
  2312. useScholarSkill(hero1,hero2);
  2313. queries.addQuery(exchange);
  2314. }
  2315. }
  2316. void CGameHandler::sendToAllClients(CPackForClient * info)
  2317. {
  2318. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2319. for (auto & elem : conns)
  2320. {
  2321. if(!elem->isOpen())
  2322. continue;
  2323. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2324. *elem << info;
  2325. }
  2326. }
  2327. void CGameHandler::sendAndApply(CPackForClient * info)
  2328. {
  2329. sendToAllClients(info);
  2330. gs->apply(info);
  2331. }
  2332. void CGameHandler::applyAndSend(CPackForClient * info)
  2333. {
  2334. gs->apply(info);
  2335. sendToAllClients(info);
  2336. }
  2337. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2338. {
  2339. sendAndApply(static_cast<CPackForClient*>(info));
  2340. checkVictoryLossConditionsForAll();
  2341. }
  2342. void CGameHandler::sendAndApply(SetResources * info)
  2343. {
  2344. sendAndApply(static_cast<CPackForClient*>(info));
  2345. checkVictoryLossConditionsForPlayer(info->player);
  2346. }
  2347. void CGameHandler::sendAndApply(NewStructures * info)
  2348. {
  2349. sendAndApply(static_cast<CPackForClient*>(info));
  2350. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2351. }
  2352. void CGameHandler::save(const std::string & filename)
  2353. {
  2354. logGlobal->info("Saving to %s", filename);
  2355. const auto stem = FileInfo::GetPathStem(filename);
  2356. const auto savefname = stem.to_string() + ".vsgm1";
  2357. CResourceHandler::get("local")->createResource(savefname);
  2358. {
  2359. logGlobal->info("Ordering clients to serialize...");
  2360. SaveGame sg(savefname);
  2361. sendToAllClients(&sg);
  2362. }
  2363. try
  2364. {
  2365. {
  2366. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2367. saveCommonState(save);
  2368. logGlobal->info("Saving server state");
  2369. save << *this;
  2370. }
  2371. logGlobal->info("Game has been successfully saved!");
  2372. }
  2373. catch(std::exception &e)
  2374. {
  2375. logGlobal->error("Failed to save game: %s", e.what());
  2376. }
  2377. }
  2378. void CGameHandler::close()
  2379. {
  2380. logGlobal->info("We have been requested to close.");
  2381. if (gs->initialOpts->mode == StartInfo::DUEL)
  2382. {
  2383. exit(0);
  2384. }
  2385. end2 = true;
  2386. for (auto & elem : conns)
  2387. {
  2388. if(!elem->isOpen())
  2389. continue;
  2390. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2391. elem->close();
  2392. elem->connected = false;
  2393. }
  2394. exit(0);
  2395. }
  2396. void CGameHandler::playerLeftGame(int cid)
  2397. {
  2398. for (auto & elem : conns)
  2399. {
  2400. if(elem->isOpen() && elem->connectionID == cid)
  2401. {
  2402. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2403. elem->close();
  2404. elem->connected = false;
  2405. break;
  2406. }
  2407. }
  2408. }
  2409. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2410. {
  2411. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2412. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2413. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2414. StackLocation sl1(s1, p1), sl2(s2, p2);
  2415. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2416. {
  2417. complain("Invalid slot accessed!");
  2418. return false;
  2419. }
  2420. if (!isAllowedExchange(id1,id2))
  2421. {
  2422. complain("Cannot exchange stacks between these two objects!\n");
  2423. return false;
  2424. }
  2425. // We can always put stacks into locked garrison, but not take them out of it
  2426. auto notRemovable = [&](const CArmedInstance * army)
  2427. {
  2428. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2429. {
  2430. auto g = dynamic_cast<const CGGarrison *>(army);
  2431. if (g && !g->removableUnits)
  2432. {
  2433. complain("Stacks in this garrison are not removable!\n");
  2434. return true;
  2435. }
  2436. }
  2437. return false;
  2438. };
  2439. if (what==1) //swap
  2440. {
  2441. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2442. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2443. {
  2444. complain("Can't take troops from another player!");
  2445. return false;
  2446. }
  2447. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2448. {
  2449. complain("Cannot swap stacks - slots are the same!");
  2450. return false;
  2451. }
  2452. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2453. {
  2454. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2455. return false;
  2456. }
  2457. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2458. return false;
  2459. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2460. return false;
  2461. swapStacks(sl1, sl2);
  2462. }
  2463. else if (what==2)//merge
  2464. {
  2465. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2466. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2467. return false;
  2468. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2469. {
  2470. complain("Cannot merge empty stack!");
  2471. return false;
  2472. }
  2473. else if (notRemovable(sl1.army))
  2474. return false;
  2475. moveStack(sl1, sl2);
  2476. }
  2477. else if (what==3) //split
  2478. {
  2479. const int countToMove = val - s2->getStackCount(p2);
  2480. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2481. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2482. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2483. {
  2484. complain("Can't move troops of another player!");
  2485. return false;
  2486. }
  2487. //general conditions checking
  2488. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2489. || (val<1 && complain("no creatures to split")) )
  2490. {
  2491. return false;
  2492. }
  2493. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2494. {
  2495. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2496. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2497. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2498. )
  2499. {
  2500. return false;
  2501. }
  2502. if (notRemovable(sl1.army))
  2503. {
  2504. if (s1->getStackCount(p1) > countLeftOnSrc)
  2505. return false;
  2506. }
  2507. else if (notRemovable(sl2.army))
  2508. {
  2509. if (s2->getStackCount(p1) < countLeftOnSrc)
  2510. return false;
  2511. }
  2512. moveStack(sl1, sl2, countToMove);
  2513. //S2.slots[p2]->count = val;
  2514. //S1.slots[p1]->count = total - val;
  2515. }
  2516. else //split one stack to the two
  2517. {
  2518. if (s1->getStackCount(p1) < val)//not enough creatures
  2519. {
  2520. complain("Cannot split that stack, not enough creatures!");
  2521. return false;
  2522. }
  2523. if (notRemovable(sl1.army))
  2524. return false;
  2525. moveStack(sl1, sl2, val);
  2526. }
  2527. }
  2528. return true;
  2529. }
  2530. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2531. {
  2532. std::set<PlayerColor> all;
  2533. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2534. if (i->second == c)
  2535. all.insert(i->first);
  2536. switch(all.size())
  2537. {
  2538. case 0:
  2539. return PlayerColor::NEUTRAL;
  2540. case 1:
  2541. return *all.begin();
  2542. default:
  2543. {
  2544. //if we have more than one player at this connection, try to pick active one
  2545. if (vstd::contains(all, gs->currentPlayer))
  2546. return gs->currentPlayer;
  2547. else
  2548. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2549. }
  2550. }
  2551. }
  2552. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2553. {
  2554. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2555. if (!vstd::contains(s1->stacks,pos))
  2556. {
  2557. complain("Illegal call to disbandCreature - no such stack in army!");
  2558. return false;
  2559. }
  2560. eraseStack(StackLocation(s1, pos));
  2561. return true;
  2562. }
  2563. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/)
  2564. {
  2565. const CGTownInstance * t = getTown(tid);
  2566. if (!t)
  2567. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2568. if (!t->town->buildings.count(requestedID))
  2569. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2570. if (t->hasBuilt(requestedID))
  2571. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2572. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2573. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2574. std::vector<const CBuilding*> remainingAutoBuildings;
  2575. std::set<BuildingID> buildingsThatWillBe;
  2576. //Check validity of request
  2577. if (!force)
  2578. {
  2579. switch (requestedBuilding->mode)
  2580. {
  2581. case CBuilding::BUILD_NORMAL :
  2582. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2583. COMPLAIN_RET("Cannot build that building!");
  2584. break;
  2585. case CBuilding::BUILD_AUTO :
  2586. case CBuilding::BUILD_SPECIAL:
  2587. COMPLAIN_RET("This building can not be constructed normally!");
  2588. case CBuilding::BUILD_GRAIL :
  2589. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2590. {
  2591. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2592. COMPLAIN_RET("Cannot build this without grail!")
  2593. else
  2594. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2595. }
  2596. break;
  2597. }
  2598. }
  2599. //Performs stuff that has to be done before new building is built
  2600. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2601. {
  2602. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2603. {
  2604. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2605. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2606. if (upgradeNumber >= t->town->creatures.at(level).size())
  2607. {
  2608. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2609. "no creature found (upgrade number %d, level %d!")
  2610. % buildingID % upgradeNumber % level));
  2611. return;
  2612. }
  2613. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2614. SetAvailableCreatures ssi;
  2615. ssi.tid = t->id;
  2616. ssi.creatures = t->creatures;
  2617. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2618. ssi.creatures[level].first = crea->growth;
  2619. ssi.creatures[level].second.push_back(crea->idNumber);
  2620. sendAndApply(&ssi);
  2621. }
  2622. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2623. {
  2624. setPortalDwelling(t);
  2625. }
  2626. };
  2627. //Performs stuff that has to be done after new building is built
  2628. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2629. {
  2630. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2631. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2632. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2633. {
  2634. if (t->visitingHero)
  2635. giveSpells(t,t->visitingHero);
  2636. if (t->garrisonHero)
  2637. giveSpells(t,t->garrisonHero);
  2638. }
  2639. };
  2640. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2641. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2642. {
  2643. return buildingsThatWillBe.count(buildID);
  2644. };
  2645. //Init the vectors
  2646. for (auto & build : t->town->buildings)
  2647. {
  2648. if (t->hasBuilt(build.first))
  2649. buildingsThatWillBe.insert(build.first);
  2650. else
  2651. {
  2652. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2653. remainingAutoBuildings.push_back(build.second);
  2654. }
  2655. }
  2656. //Prepare structure (list of building ids will be filled later)
  2657. NewStructures ns;
  2658. ns.tid = tid;
  2659. ns.builded = force ? t->builded : (t->builded+1);
  2660. std::queue<const CBuilding*> buildingsToAdd;
  2661. buildingsToAdd.push(requestedBuilding);
  2662. while(!buildingsToAdd.empty())
  2663. {
  2664. auto b = buildingsToAdd.front();
  2665. buildingsToAdd.pop();
  2666. ns.bid.insert(b->bid);
  2667. buildingsThatWillBe.insert(b->bid);
  2668. remainingAutoBuildings -= b;
  2669. for (auto autoBuilding : remainingAutoBuildings)
  2670. {
  2671. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2672. buildingsToAdd.push(autoBuilding);
  2673. }
  2674. }
  2675. // 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.
  2676. for (auto builtID : ns.bid)
  2677. processBeforeBuiltStructure(builtID);
  2678. //Take cost
  2679. if (!force)
  2680. {
  2681. giveResources(t->tempOwner, -requestedBuilding->resources);
  2682. }
  2683. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2684. sendAndApply(&ns);
  2685. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2686. for (auto builtID : ns.bid)
  2687. processAfterBuiltStructure(builtID);
  2688. // now when everything is built - reveal tiles for lookout tower
  2689. FoWChange fw;
  2690. fw.player = t->tempOwner;
  2691. fw.mode = 1;
  2692. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2693. sendAndApply(&fw);
  2694. if (t->visitingHero)
  2695. vistiCastleObjects (t, t->visitingHero);
  2696. if (t->garrisonHero)
  2697. vistiCastleObjects (t, t->garrisonHero);
  2698. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2699. return true;
  2700. }
  2701. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2702. {
  2703. ///incomplete, simply erases target building
  2704. const CGTownInstance * t = getTown(tid);
  2705. if (!vstd::contains(t->builtBuildings, bid))
  2706. return false;
  2707. RazeStructures rs;
  2708. rs.tid = tid;
  2709. rs.bid.insert(bid);
  2710. rs.destroyed = t->destroyed + 1;
  2711. sendAndApply(&rs);
  2712. //TODO: Remove dwellers
  2713. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2714. // {
  2715. // RemoveBonus rb(RemoveBonus::TOWN);
  2716. // rb.whoID = t->id;
  2717. // rb.source = Bonus::TOWN_STRUCTURE;
  2718. // rb.id = 17;
  2719. // sendAndApply(&rb);
  2720. // }
  2721. return true;
  2722. }
  2723. void CGameHandler::sendMessageToAll(const std::string &message)
  2724. {
  2725. SystemMessage sm;
  2726. sm.text = message;
  2727. sendToAllClients(&sm);
  2728. }
  2729. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2730. {
  2731. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2732. const CArmedInstance *dst = nullptr;
  2733. const CCreature *c = VLC->creh->creatures.at(crid);
  2734. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2735. //TODO: test for owning
  2736. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2737. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2738. assert(dw && dst);
  2739. //verify
  2740. bool found = false;
  2741. int level = 0;
  2742. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2743. {
  2744. if ((fromLvl != -1) && (level !=fromLvl))
  2745. continue;
  2746. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2747. int i = 0;
  2748. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2749. if (cur.second.at(i) == crid)
  2750. break;
  2751. if (i < cur.second.size())
  2752. {
  2753. found = true;
  2754. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2755. break;
  2756. }
  2757. }
  2758. SlotID slot = dst->getSlotFor(crid);
  2759. if ((!found && complain("Cannot recruit: no such creatures!"))
  2760. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2761. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2762. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2763. {
  2764. return false;
  2765. }
  2766. //recruit
  2767. giveResources(dst->tempOwner, -(c->cost * cram));
  2768. SetAvailableCreatures sac;
  2769. sac.tid = objid;
  2770. sac.creatures = dw->creatures;
  2771. sac.creatures[level].first -= cram;
  2772. sendAndApply(&sac);
  2773. if (warMachine)
  2774. {
  2775. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2776. if (!h)
  2777. COMPLAIN_RET("Only hero can buy war machines");
  2778. switch(crid)
  2779. {
  2780. case CreatureID::BALLISTA:
  2781. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2782. break;
  2783. case CreatureID::FIRST_AID_TENT:
  2784. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2785. break;
  2786. case CreatureID::AMMO_CART:
  2787. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2788. break;
  2789. default:
  2790. complain("This war machine cannot be recruited!");
  2791. return false;
  2792. }
  2793. }
  2794. else
  2795. {
  2796. addToSlot(StackLocation(dst, slot), c, cram);
  2797. }
  2798. return true;
  2799. }
  2800. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2801. {
  2802. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2803. if (!obj->hasStackAtSlot(pos))
  2804. {
  2805. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2806. }
  2807. UpgradeInfo ui;
  2808. getUpgradeInfo(obj, pos, ui);
  2809. PlayerColor player = obj->tempOwner;
  2810. const PlayerState *p = getPlayer(player);
  2811. int crQuantity = obj->stacks.at(pos)->count;
  2812. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2813. //check if upgrade is possible
  2814. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2815. {
  2816. return false;
  2817. }
  2818. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2819. //check if player has enough resources
  2820. if (!p->resources.canAfford(totalCost))
  2821. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2822. //take resources
  2823. giveResources(player, -totalCost);
  2824. //upgrade creature
  2825. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2826. return true;
  2827. }
  2828. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2829. {
  2830. if (!sl.army->hasStackAtSlot(sl.slot))
  2831. COMPLAIN_RET("Cannot find a stack to change type");
  2832. SetStackType sst;
  2833. sst.sl = sl;
  2834. sst.type = c;
  2835. sendAndApply(&sst);
  2836. return true;
  2837. }
  2838. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2839. {
  2840. assert(src->canBeMergedWith(*dst, allowMerging));
  2841. while(src->stacksCount())//while there are unmoved creatures
  2842. {
  2843. auto i = src->Slots().begin(); //iterator to stack to move
  2844. StackLocation sl(src, i->first); //location of stack to move
  2845. SlotID pos = dst->getSlotFor(i->second->type);
  2846. if (!pos.validSlot())
  2847. {
  2848. //try to merge two other stacks to make place
  2849. std::pair<SlotID, SlotID> toMerge;
  2850. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2851. {
  2852. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2853. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2854. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2855. }
  2856. else
  2857. {
  2858. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2859. return;
  2860. }
  2861. }
  2862. else
  2863. {
  2864. moveStack(sl, StackLocation(dst, pos));
  2865. }
  2866. }
  2867. }
  2868. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2869. {
  2870. const CGTownInstance * town = getTown(tid);
  2871. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2872. {
  2873. if (!town->visitingHero->canBeMergedWith(*town))
  2874. {
  2875. complain("Cannot make garrison swap, not enough free slots!");
  2876. return false;
  2877. }
  2878. moveArmy(town, town->visitingHero, true);
  2879. SetHeroesInTown intown;
  2880. intown.tid = tid;
  2881. intown.visiting = ObjectInstanceID();
  2882. intown.garrison = town->visitingHero->id;
  2883. sendAndApply(&intown);
  2884. return true;
  2885. }
  2886. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2887. {
  2888. //check if moving hero out of town will break 8 wandering heroes limit
  2889. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2890. {
  2891. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2892. return false;
  2893. }
  2894. SetHeroesInTown intown;
  2895. intown.tid = tid;
  2896. intown.garrison = ObjectInstanceID();
  2897. intown.visiting = town->garrisonHero->id;
  2898. sendAndApply(&intown);
  2899. return true;
  2900. }
  2901. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2902. {
  2903. SetHeroesInTown intown;
  2904. intown.tid = tid;
  2905. intown.garrison = town->visitingHero->id;
  2906. intown.visiting = town->garrisonHero->id;
  2907. sendAndApply(&intown);
  2908. return true;
  2909. }
  2910. else
  2911. {
  2912. complain("Cannot swap garrison hero!");
  2913. return false;
  2914. }
  2915. }
  2916. // With the amount of changes done to the function, it's more like transferArtifacts.
  2917. // 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.
  2918. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2919. {
  2920. ArtifactLocation src = al1, dst = al2;
  2921. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2922. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2923. // Make sure exchange is even possible between the two heroes.
  2924. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2925. COMPLAIN_RET("That heroes cannot make any exchange!");
  2926. const CArtifactInstance *srcArtifact = src.getArt();
  2927. const CArtifactInstance *destArtifact = dst.getArt();
  2928. if (srcArtifact == nullptr)
  2929. COMPLAIN_RET("No artifact to move!");
  2930. if (destArtifact && srcPlayer != dstPlayer)
  2931. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2932. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2933. // Moving to the backpack is always allowed.
  2934. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2935. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2936. COMPLAIN_RET("Cannot move artifact!");
  2937. auto srcSlot = src.getSlot();
  2938. auto dstSlot = dst.getSlot();
  2939. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2940. COMPLAIN_RET("Cannot move artifact locks.");
  2941. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2942. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2943. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2944. COMPLAIN_RET("Cannot move catapult!");
  2945. if (dst.slot >= GameConstants::BACKPACK_START)
  2946. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2947. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2948. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2949. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2950. {
  2951. //old artifact must be removed first
  2952. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2953. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2954. }
  2955. MoveArtifact ma;
  2956. ma.src = src;
  2957. ma.dst = dst;
  2958. sendAndApply(&ma);
  2959. return true;
  2960. }
  2961. /**
  2962. * Assembles or disassembles a combination artifact.
  2963. * @param heroID ID of hero holding the artifact(s).
  2964. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2965. * @param assemble True for assembly operation, false for disassembly.
  2966. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2967. * artifact to assemble to. Otherwise it's not used.
  2968. */
  2969. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2970. {
  2971. const CGHeroInstance * hero = getHero(heroID);
  2972. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2973. if (!destArtifact)
  2974. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2975. if (assemble)
  2976. {
  2977. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2978. if (!combinedArt->constituents)
  2979. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2980. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2981. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2982. AssembledArtifact aa;
  2983. aa.al = ArtifactLocation(hero, artifactSlot);
  2984. aa.builtArt = combinedArt;
  2985. sendAndApply(&aa);
  2986. }
  2987. else
  2988. {
  2989. if (!destArtifact->artType->constituents)
  2990. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2991. DisassembledArtifact da;
  2992. da.al = ArtifactLocation(hero, artifactSlot);
  2993. sendAndApply(&da);
  2994. }
  2995. return true;
  2996. }
  2997. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2998. {
  2999. const CGHeroInstance * hero = getHero(hid);
  3000. const CGTownInstance * town = hero->visitedTown;
  3001. if (aid==ArtifactID::SPELLBOOK)
  3002. {
  3003. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3004. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3005. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3006. )
  3007. return false;
  3008. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3009. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3010. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3011. giveSpells(town,hero);
  3012. return true;
  3013. }
  3014. else if (aid < 7 && aid > 3) //war machine
  3015. {
  3016. int price = VLC->arth->artifacts[aid]->price;
  3017. if ((hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  3018. || (getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  3019. {
  3020. return false;
  3021. }
  3022. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3023. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  3024. {
  3025. giveResource(hero->getOwner(),Res::GOLD,-price);
  3026. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  3027. return true;
  3028. }
  3029. else
  3030. COMPLAIN_RET("This machine is unavailable here!");
  3031. }
  3032. return false;
  3033. }
  3034. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3035. {
  3036. if(!h)
  3037. COMPLAIN_RET("Only hero can buy artifacts!");
  3038. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3039. COMPLAIN_RET("That artifact is unavailable!");
  3040. int b1, b2;
  3041. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3042. if (getResource(h->tempOwner, rid) < b1)
  3043. COMPLAIN_RET("You can't afford to buy this artifact!");
  3044. giveResource(h->tempOwner, rid, -b1);
  3045. SetAvailableArtifacts saa;
  3046. if (m->o->ID == Obj::TOWN)
  3047. {
  3048. saa.id = -1;
  3049. saa.arts = CGTownInstance::merchantArtifacts;
  3050. }
  3051. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3052. {
  3053. saa.id = bm->id.getNum();
  3054. saa.arts = bm->artifacts;
  3055. }
  3056. else
  3057. COMPLAIN_RET("Wrong marktet...");
  3058. bool found = false;
  3059. for (const CArtifact *&art : saa.arts)
  3060. {
  3061. if (art && art->id == aid)
  3062. {
  3063. art = nullptr;
  3064. found = true;
  3065. break;
  3066. }
  3067. }
  3068. if (!found)
  3069. COMPLAIN_RET("Cannot find selected artifact on the list");
  3070. sendAndApply(&saa);
  3071. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3072. return true;
  3073. }
  3074. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3075. {
  3076. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3077. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3078. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3079. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3080. int resVal = 0, dump = 1;
  3081. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3082. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3083. giveResource(h->tempOwner, rid, resVal);
  3084. return true;
  3085. }
  3086. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3087. {
  3088. if (!h)
  3089. COMPLAIN_RET("You need hero to buy a skill!");
  3090. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3091. COMPLAIN_RET("Hero already know this skill");
  3092. if (!h->canLearnSkill())
  3093. COMPLAIN_RET("Hero can't learn any more skills");
  3094. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3095. COMPLAIN_RET("The hero can't learn this skill!");
  3096. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3097. COMPLAIN_RET("That skill is unavailable!");
  3098. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3099. COMPLAIN_RET("You can't afford to buy this skill");
  3100. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3101. changeSecSkill(h, skill, 1, true);
  3102. return true;
  3103. }
  3104. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3105. {
  3106. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3107. vstd::amin(val, r1); //can't trade more resources than have
  3108. int b1, b2; //base quantities for trade
  3109. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3110. int units = val / b1; //how many base quantities we trade
  3111. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3112. {
  3113. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3114. }
  3115. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3116. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3117. return true;
  3118. }
  3119. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3120. {
  3121. if(!hero)
  3122. COMPLAIN_RET("Only hero can sell creatures!");
  3123. if (!vstd::contains(hero->Slots(), slot))
  3124. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3125. const CStackInstance &s = hero->getStack(slot);
  3126. if (s.count < count //can't sell more creatures than have
  3127. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3128. {
  3129. COMPLAIN_RET("Not enough creatures in army!");
  3130. }
  3131. int b1, b2; //base quantities for trade
  3132. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3133. int units = count / b1; //how many base quantities we trade
  3134. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3135. {
  3136. //TODO: complain?
  3137. assert(0);
  3138. }
  3139. changeStackCount(StackLocation(hero, slot), -count);
  3140. giveResource(hero->tempOwner, resourceID, b2 * units);
  3141. return true;
  3142. }
  3143. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3144. {
  3145. const CArmedInstance *army = nullptr;
  3146. if (hero)
  3147. army = hero;
  3148. else
  3149. army = dynamic_cast<const CGTownInstance *>(market->o);
  3150. if (!army)
  3151. COMPLAIN_RET("Incorrect call to transform in undead!");
  3152. if (!army->hasStackAtSlot(slot))
  3153. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3154. const CStackInstance &s = army->getStack(slot);
  3155. //resulting creature - bone dragons or skeletons
  3156. CreatureID resCreature = CreatureID::SKELETON;
  3157. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3158. || (s.getCreatureID() == CreatureID::HYDRA)
  3159. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3160. resCreature = CreatureID::BONE_DRAGON;
  3161. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3162. return true;
  3163. }
  3164. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3165. {
  3166. const PlayerState *p2 = getPlayer(r2, false);
  3167. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3168. {
  3169. complain("Dest player must be in game!");
  3170. return false;
  3171. }
  3172. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3173. vstd::amin(val, curRes1);
  3174. giveResource(player, r1, -val);
  3175. giveResource(r2, r1, val);
  3176. return true;
  3177. }
  3178. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3179. {
  3180. const CGHeroInstance *h = getHero(hid);
  3181. if (!h)
  3182. {
  3183. logGlobal->error("Hero doesn't exist!");
  3184. return false;
  3185. }
  3186. ChangeFormation cf;
  3187. cf.hid = hid;
  3188. cf.formation = formation;
  3189. sendAndApply(&cf);
  3190. return true;
  3191. }
  3192. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3193. {
  3194. const PlayerState * p = getPlayer(player);
  3195. const CGTownInstance * t = getTown(obj->id);
  3196. //common preconditions
  3197. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3198. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3199. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3200. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3201. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3202. {
  3203. return false;
  3204. }
  3205. if (t) //tavern in town
  3206. {
  3207. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3208. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3209. {
  3210. return false;
  3211. }
  3212. }
  3213. else if (obj->ID == Obj::TAVERN)
  3214. {
  3215. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3216. {
  3217. return false;
  3218. }
  3219. }
  3220. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3221. if (!nh)
  3222. {
  3223. complain ("Hero is not available for hiring!");
  3224. return false;
  3225. }
  3226. HeroRecruited hr;
  3227. hr.tid = obj->id;
  3228. hr.hid = nh->subID;
  3229. hr.player = player;
  3230. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3231. sendAndApply(&hr);
  3232. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3233. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3234. const CGHeroInstance *newHero = nullptr;
  3235. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3236. {
  3237. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3238. }
  3239. SetAvailableHeroes sah;
  3240. sah.player = player;
  3241. if (newHero)
  3242. {
  3243. sah.hid[hid] = newHero->subID;
  3244. sah.army[hid].clear();
  3245. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3246. }
  3247. else
  3248. {
  3249. sah.hid[hid] = -1;
  3250. }
  3251. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3252. sendAndApply(&sah);
  3253. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3254. if (t)
  3255. {
  3256. vistiCastleObjects (t, nh);
  3257. giveSpells (t,nh);
  3258. }
  3259. return true;
  3260. }
  3261. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3262. {
  3263. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3264. logGlobal->trace("Player %s attempts answering query %d with answer %d", player, qid, answer);
  3265. auto topQuery = queries.topQuery(player);
  3266. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3267. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3268. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3269. if (auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3270. dialogQuery->answer = answer;
  3271. queries.popQuery(topQuery);
  3272. return true;
  3273. }
  3274. static EndAction end_action;
  3275. void CGameHandler::updateGateState()
  3276. {
  3277. BattleUpdateGateState db;
  3278. db.state = gs->curB->si.gateState;
  3279. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3280. {
  3281. db.state = EGateState::DESTROYED;
  3282. }
  3283. else if (db.state == EGateState::OPENED)
  3284. {
  3285. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3286. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3287. {
  3288. if (gs->curB->town->subID == ETownType::FORTRESS)
  3289. {
  3290. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3291. db.state = EGateState::CLOSED;
  3292. }
  3293. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3294. db.state = EGateState::BLOCKED;
  3295. else
  3296. db.state = EGateState::CLOSED;
  3297. }
  3298. }
  3299. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3300. db.state = EGateState::BLOCKED;
  3301. else
  3302. db.state = EGateState::CLOSED;
  3303. if (db.state != gs->curB->si.gateState)
  3304. sendAndApply(&db);
  3305. }
  3306. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3307. {
  3308. bool ok = true;
  3309. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3310. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3311. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3312. : nullptr;
  3313. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3314. logGlobal->trace(
  3315. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3316. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3317. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3318. switch(ba.actionType)
  3319. {
  3320. case Battle::WALK: //walk
  3321. case Battle::DEFEND: //defend
  3322. case Battle::WAIT: //wait
  3323. case Battle::WALK_AND_ATTACK: //walk or attack
  3324. case Battle::SHOOT: //shoot
  3325. case Battle::CATAPULT: //catapult
  3326. case Battle::STACK_HEAL: //healing with First Aid Tent
  3327. case Battle::DAEMON_SUMMONING:
  3328. case Battle::MONSTER_SPELL:
  3329. if (!stack)
  3330. {
  3331. complain("No such stack!");
  3332. return false;
  3333. }
  3334. if (!stack->alive())
  3335. {
  3336. complain("This stack is dead: " + stack->nodeName());
  3337. return false;
  3338. }
  3339. if (battleTacticDist())
  3340. {
  3341. if (stack && !stack->attackerOwned != battleGetTacticsSide())
  3342. {
  3343. complain("This is not a stack of side that has tactics!");
  3344. return false;
  3345. }
  3346. }
  3347. else if (!isAboutActiveStack)
  3348. {
  3349. complain("Action has to be about active stack!");
  3350. return false;
  3351. }
  3352. }
  3353. auto wrapAction = [this](BattleAction &ba)
  3354. {
  3355. StartAction startAction(ba);
  3356. sendAndApply(&startAction);
  3357. return vstd::makeScopeGuard([&]
  3358. {
  3359. sendAndApply(&end_action);
  3360. });
  3361. };
  3362. switch(ba.actionType)
  3363. {
  3364. case Battle::END_TACTIC_PHASE: //wait
  3365. case Battle::BAD_MORALE:
  3366. case Battle::NO_ACTION:
  3367. {
  3368. auto wrapper = wrapAction(ba);
  3369. break;
  3370. }
  3371. case Battle::WALK:
  3372. {
  3373. auto wrapper = wrapAction(ba);
  3374. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3375. if (!walkedTiles)
  3376. complain("Stack failed movement!");
  3377. break;
  3378. }
  3379. case Battle::DEFEND:
  3380. {
  3381. //defensive stance //TODO: remove this bonus when stack becomes active
  3382. SetStackEffect sse;
  3383. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL));
  3384. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3385. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3386. sse.stacks.push_back(ba.stackNumber);
  3387. sendAndApply(&sse);
  3388. //don't break - we share code with next case
  3389. }
  3390. case Battle::WAIT:
  3391. {
  3392. auto wrapper = wrapAction(ba);
  3393. break;
  3394. }
  3395. case Battle::RETREAT: //retreat/flee
  3396. {
  3397. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3398. complain("Cannot retreat!");
  3399. else
  3400. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3401. break;
  3402. }
  3403. case Battle::SURRENDER:
  3404. {
  3405. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3406. int cost = gs->curB->battleGetSurrenderCost(player);
  3407. if (cost < 0)
  3408. complain("Cannot surrender!");
  3409. else if (getResource(player, Res::GOLD) < cost)
  3410. complain("Not enough gold to surrender!");
  3411. else
  3412. {
  3413. giveResource(player, Res::GOLD, -cost);
  3414. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3415. }
  3416. break;
  3417. }
  3418. case Battle::WALK_AND_ATTACK: //walk or attack
  3419. {
  3420. auto wrapper = wrapAction(ba);
  3421. if (!stack || !destinationStack)
  3422. {
  3423. break;
  3424. }
  3425. BattleHex startingPos = stack->position;
  3426. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3427. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3428. if (stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3429. && !(stack->doubleWide()
  3430. && (stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1))
  3431. ) //nor occupy specified hex
  3432. )
  3433. {
  3434. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3435. ok = false;
  3436. break;
  3437. }
  3438. if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3439. {
  3440. destinationStack = nullptr;
  3441. }
  3442. if (!destinationStack)
  3443. {
  3444. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3445. ok = false;
  3446. break;
  3447. }
  3448. if (!CStack::isMeleeAttackPossible(stack, destinationStack))
  3449. {
  3450. complain("Attack cannot be performed!");
  3451. ok = false;
  3452. break;
  3453. }
  3454. //attack
  3455. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3456. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3457. for (int i = 0; i < totalAttacks; ++i)
  3458. {
  3459. if (stack &&
  3460. stack->alive() && //move can cause death, eg. by walking into the moat
  3461. destinationStack->alive())
  3462. {
  3463. BattleAttack bat;
  3464. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3465. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3466. handleAttackBeforeCasting(&bat); //only before first attack
  3467. sendAndApply(&bat);
  3468. handleAfterAttackCasting(bat);
  3469. }
  3470. //counterattack
  3471. if (i == 0 && destinationStack
  3472. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3473. && destinationStack->ableToRetaliate()
  3474. && stack->alive()) //attacker may have died (fire shield)
  3475. {
  3476. BattleAttack bat;
  3477. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3478. bat.flags |= BattleAttack::COUNTER;
  3479. sendAndApply(&bat);
  3480. handleAfterAttackCasting(bat);
  3481. }
  3482. }
  3483. //return
  3484. if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3485. {
  3486. moveStack(ba.stackNumber, startingPos);
  3487. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3488. }
  3489. break;
  3490. }
  3491. case Battle::SHOOT:
  3492. {
  3493. if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
  3494. {
  3495. complain("Cannot shoot!");
  3496. break;
  3497. }
  3498. if (!destinationStack)
  3499. {
  3500. complain("No target to shoot!");
  3501. break;
  3502. }
  3503. auto wrapper = wrapAction(ba);
  3504. {
  3505. BattleAttack bat;
  3506. bat.flags |= BattleAttack::SHOT;
  3507. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3508. handleAttackBeforeCasting(&bat);
  3509. sendAndApply(&bat);
  3510. handleAfterAttackCasting(bat);
  3511. }
  3512. //ranged counterattack
  3513. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3514. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3515. && destinationStack->ableToRetaliate()
  3516. && stack->alive()) //attacker may have died (fire shield)
  3517. {
  3518. BattleAttack bat;
  3519. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3520. bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;
  3521. sendAndApply(&bat);
  3522. handleAfterAttackCasting(bat);
  3523. }
  3524. //second shot for ballista, only if hero has advanced artillery
  3525. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3526. if (destinationStack->alive()
  3527. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3528. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3529. )
  3530. {
  3531. BattleAttack bat2;
  3532. bat2.flags |= BattleAttack::SHOT;
  3533. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3534. sendAndApply(&bat2);
  3535. }
  3536. //allow more than one additional attack
  3537. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3538. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3539. for (int i = 0; i < additionalAttacks; ++i)
  3540. {
  3541. if (
  3542. stack->alive()
  3543. && destinationStack->alive()
  3544. && stack->shots
  3545. )
  3546. {
  3547. BattleAttack bat;
  3548. bat.flags |= BattleAttack::SHOT;
  3549. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3550. sendAndApply(&bat);
  3551. handleAfterAttackCasting(bat);
  3552. }
  3553. }
  3554. break;
  3555. }
  3556. case Battle::CATAPULT:
  3557. {
  3558. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3559. {
  3560. switch(part)
  3561. {
  3562. case EWallPart::GATE:
  3563. return sbi.gate;
  3564. case EWallPart::KEEP:
  3565. return sbi.keep;
  3566. case EWallPart::BOTTOM_TOWER:
  3567. case EWallPart::UPPER_TOWER:
  3568. return sbi.tower;
  3569. case EWallPart::BOTTOM_WALL:
  3570. case EWallPart::BELOW_GATE:
  3571. case EWallPart::OVER_GATE:
  3572. case EWallPart::UPPER_WALL:
  3573. return sbi.wall;
  3574. default:
  3575. return 0;
  3576. }
  3577. };
  3578. auto wrapper = wrapAction(ba);
  3579. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3580. CHeroHandler::SBallisticsLevelInfo sbi;
  3581. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3582. sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3583. else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
  3584. {
  3585. sbi = VLC->heroh->ballistics.at(1);
  3586. sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  3587. }
  3588. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3589. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3590. {
  3591. complain("catapult tried to attack non-catapultable hex!");
  3592. break;
  3593. }
  3594. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3595. auto &currentHP = gs->curB->si.wallState;
  3596. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3597. {
  3598. complain("catapult tried to attack already destroyed wall part!");
  3599. break;
  3600. }
  3601. for (int g=0; g<sbi.shots; ++g)
  3602. {
  3603. bool hitSuccessfull = false;
  3604. auto attackedPart = wallPart;
  3605. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3606. {
  3607. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3608. currentHP.at(attackedPart) != EWallState::NONE &&
  3609. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3610. {
  3611. hitSuccessfull = true;
  3612. }
  3613. else // select new target
  3614. {
  3615. std::vector<EWallPart::EWallPart> allowedTargets;
  3616. for (size_t i=0; i< currentHP.size(); i++)
  3617. {
  3618. if (currentHP.at(i) != EWallState::DESTROYED &&
  3619. currentHP.at(i) != EWallState::NONE)
  3620. allowedTargets.push_back(EWallPart::EWallPart(i));
  3621. }
  3622. if (allowedTargets.empty())
  3623. break;
  3624. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3625. }
  3626. }
  3627. while (!hitSuccessfull);
  3628. if (!hitSuccessfull) // break triggered - no target to shoot at
  3629. break;
  3630. CatapultAttack ca; //package for clients
  3631. CatapultAttack::AttackInfo attack;
  3632. attack.attackedPart = attackedPart;
  3633. attack.destinationTile = ba.destinationTile;
  3634. attack.damageDealt = 0;
  3635. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3636. int dmgRand = getRandomGenerator().nextInt(99);
  3637. //accumulating dmgChance
  3638. dmgChance[1] += dmgChance[0];
  3639. dmgChance[2] += dmgChance[1];
  3640. //calculating dealt damage
  3641. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3642. {
  3643. if (dmgRand <= dmgChance[damage])
  3644. {
  3645. attack.damageDealt = damage;
  3646. break;
  3647. }
  3648. }
  3649. // attacked tile may have changed - update destination
  3650. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3651. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3652. //removing creatures in turrets / keep if one is destroyed
  3653. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3654. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3655. {
  3656. int posRemove = -1;
  3657. switch(attackedPart)
  3658. {
  3659. case EWallPart::KEEP:
  3660. posRemove = -2;
  3661. break;
  3662. case EWallPart::BOTTOM_TOWER:
  3663. posRemove = -3;
  3664. break;
  3665. case EWallPart::UPPER_TOWER:
  3666. posRemove = -4;
  3667. break;
  3668. }
  3669. BattleStacksRemoved bsr;
  3670. for (auto & elem : gs->curB->stacks)
  3671. {
  3672. if (elem->position == posRemove)
  3673. {
  3674. bsr.stackIDs.insert(elem->ID);
  3675. break;
  3676. }
  3677. }
  3678. sendAndApply(&bsr);
  3679. }
  3680. ca.attacker = ba.stackNumber;
  3681. ca.attackedParts.push_back(attack);
  3682. sendAndApply(&ca);
  3683. }
  3684. //finish by scope guard
  3685. break;
  3686. }
  3687. case Battle::STACK_HEAL: //healing with First Aid Tent
  3688. {
  3689. auto wrapper = wrapAction(ba);
  3690. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3691. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3692. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3693. ui32 healed = 0;
  3694. if (healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3695. {
  3696. complain("There is either no healer, no destination, or healer cannot heal :P");
  3697. }
  3698. else
  3699. {
  3700. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3701. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3702. }
  3703. if (healed == 0)
  3704. {
  3705. //nothing to heal.. should we complain?
  3706. }
  3707. else
  3708. {
  3709. StacksHealedOrResurrected shr;
  3710. shr.lifeDrain = false;
  3711. shr.tentHealing = true;
  3712. shr.cure = false;
  3713. shr.drainedFrom = ba.stackNumber;
  3714. StacksHealedOrResurrected::HealInfo hi;
  3715. hi.healedHP = healed;
  3716. hi.lowLevelResurrection = false;
  3717. hi.stackID = destStack->ID;
  3718. shr.healedStacks.push_back(hi);
  3719. sendAndApply(&shr);
  3720. }
  3721. break;
  3722. }
  3723. case Battle::DAEMON_SUMMONING:
  3724. //TODO: From Strategija:
  3725. //Summon Demon is a level 2 spell.
  3726. {
  3727. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3728. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3729. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3730. BattleStackAdded bsa;
  3731. bsa.attacker = summoner->attackerOwned;
  3732. bsa.creID = summonedType;
  3733. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3734. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3735. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3736. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3737. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3738. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3739. bsa.summoned = false;
  3740. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3741. {
  3742. auto wrapper = wrapAction(ba);
  3743. BattleStacksRemoved bsr; //remove body
  3744. bsr.stackIDs.insert(destStack->ID);
  3745. sendAndApply(&bsr);
  3746. sendAndApply(&bsa);
  3747. BattleSetStackProperty ssp;
  3748. ssp.stackID = ba.stackNumber;
  3749. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3750. ssp.val = -1;
  3751. ssp.absolute = false;
  3752. sendAndApply(&ssp);
  3753. }
  3754. break;
  3755. }
  3756. case Battle::MONSTER_SPELL:
  3757. {
  3758. auto wrapper = wrapAction(ba);
  3759. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3760. SpellID spellID = SpellID(ba.additionalInfo);
  3761. BattleHex destination(ba.destinationTile);
  3762. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3763. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3764. //TODO special bonus for genies ability
  3765. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3766. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3767. if (spellID < 0)
  3768. complain("That stack can't cast spells!");
  3769. else
  3770. {
  3771. const CSpell * spell = SpellID(spellID).toSpell();
  3772. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3773. parameters.spellLvl = 0;
  3774. if (spellcaster)
  3775. vstd::amax(parameters.spellLvl, spellcaster->val);
  3776. if (randSpellcaster)
  3777. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3778. vstd::amin(parameters.spellLvl, 3);
  3779. parameters.effectLevel = parameters.spellLvl;
  3780. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3781. parameters.aimToHex(destination);//todo: allow multiple destinations
  3782. parameters.cast(spellEnv);
  3783. }
  3784. break;
  3785. }
  3786. }
  3787. if (ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3788. battleMadeAction.setn(true);
  3789. return ok;
  3790. }
  3791. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3792. {
  3793. bool cheated = true;
  3794. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3795. sendAndApply(&temp_message);
  3796. std::vector<std::string> cheat;
  3797. boost::split(cheat, message, boost::is_any_of(" "));
  3798. int obj = 0;
  3799. if (cheat.size() == 2)
  3800. {
  3801. obj = std::atoi(cheat[1].c_str());
  3802. if (obj)
  3803. currObj = ObjectInstanceID(obj);
  3804. }
  3805. const CGHeroInstance * hero = getHero(currObj);
  3806. const CGTownInstance * town = getTown(currObj);
  3807. if (!town && hero)
  3808. town = hero->visitedTown;
  3809. if (cheat.size() == 1 || obj)
  3810. handleCheatCode(cheat[0], player, hero, town, cheated);
  3811. else
  3812. {
  3813. for (const auto & i : gs->players)
  3814. {
  3815. if (i.first == PlayerColor::NEUTRAL)
  3816. continue;
  3817. if (cheat[1] == "ai")
  3818. {
  3819. if (i.second.human)
  3820. continue;
  3821. }
  3822. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3823. continue;
  3824. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3825. {
  3826. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3827. }
  3828. else if (cheat[0] == "vcmiarmenelos")
  3829. {
  3830. for (const auto & t : i.second.towns)
  3831. {
  3832. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3833. }
  3834. }
  3835. else
  3836. {
  3837. for (const auto & h : i.second.heroes)
  3838. {
  3839. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3840. }
  3841. }
  3842. }
  3843. }
  3844. if (cheated)
  3845. {
  3846. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3847. sendAndApply(&temp_message);
  3848. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3849. }
  3850. }
  3851. bool CGameHandler::makeCustomAction(BattleAction &ba)
  3852. {
  3853. switch(ba.actionType)
  3854. {
  3855. case Battle::HERO_SPELL:
  3856. {
  3857. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3858. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3859. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3860. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3861. if (!s)
  3862. {
  3863. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3864. return false;
  3865. }
  3866. BattleSpellCastParameters parameters(gs->curB, h, s);
  3867. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3868. parameters.mode = ECastingMode::HERO_CASTING;
  3869. if (ba.selectedStack >= 0)
  3870. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3871. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3872. if (escp != ESpellCastProblem::OK)
  3873. {
  3874. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3875. return false;
  3876. }
  3877. StartAction start_action(ba);
  3878. sendAndApply(&start_action); //start spell casting
  3879. parameters.cast(spellEnv);
  3880. sendAndApply(&end_action);
  3881. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3882. {
  3883. battleMadeAction.setn(true);
  3884. }
  3885. checkBattleStateChanges();
  3886. if (battleResult.get())
  3887. {
  3888. battleMadeAction.setn(true);
  3889. //battle will be ended by startBattle function
  3890. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3891. }
  3892. return true;
  3893. }
  3894. }
  3895. return false;
  3896. }
  3897. void CGameHandler::stackAppearTrigger(const CStack *st)
  3898. {
  3899. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3900. for (auto b : bl)
  3901. {
  3902. SetStackEffect sse;
  3903. int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3904. if (val > 3)
  3905. {
  3906. for (auto s : gs->curB->battleGetAllStacks())
  3907. {
  3908. if (battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3909. sse.stacks.push_back (s->ID);
  3910. }
  3911. }
  3912. else
  3913. sse.stacks.push_back (st->ID);
  3914. Bonus pseudoBonus;
  3915. pseudoBonus.sid = b->subtype;
  3916. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3917. pseudoBonus.turnsRemain = 50;
  3918. st->stackEffectToFeature(sse.effect, pseudoBonus);
  3919. if (sse.effect.size())
  3920. sendAndApply(&sse);
  3921. }
  3922. }
  3923. void CGameHandler::stackTurnTrigger(const CStack *st)
  3924. {
  3925. BattleTriggerEffect bte;
  3926. bte.stackID = st->ID;
  3927. bte.effect = -1;
  3928. bte.val = 0;
  3929. bte.additionalInfo = 0;
  3930. if (st->alive())
  3931. {
  3932. stackAppearTrigger(st);
  3933. //unbind
  3934. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  3935. {
  3936. bool unbind = true;
  3937. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3938. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3939. for (auto b : bl)
  3940. {
  3941. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3942. if (stack)
  3943. {
  3944. if (vstd::contains(stacks, stack)) //binding stack is still present
  3945. {
  3946. unbind = false;
  3947. }
  3948. }
  3949. }
  3950. if (unbind)
  3951. {
  3952. BattleSetStackProperty ssp;
  3953. ssp.which = BattleSetStackProperty::UNBIND;
  3954. ssp.stackID = st->ID;
  3955. sendAndApply(&ssp);
  3956. }
  3957. }
  3958. //regeneration
  3959. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  3960. {
  3961. bte.effect = Bonus::HP_REGENERATION;
  3962. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3963. }
  3964. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3965. {
  3966. bte.effect = Bonus::HP_REGENERATION;
  3967. bte.val = st->MaxHealth() - st->firstHPleft;
  3968. }
  3969. if (bte.val) //anything to heal
  3970. sendAndApply(&bte);
  3971. if (st->hasBonusOfType(Bonus::POISON))
  3972. {
  3973. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3974. if (b) //TODO: what if not?...
  3975. {
  3976. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3977. if (bte.val < b->val) //(negative) poison effect increases - update it
  3978. {
  3979. bte.effect = Bonus::POISON;
  3980. sendAndApply(&bte);
  3981. }
  3982. }
  3983. }
  3984. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3985. {
  3986. const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
  3987. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3988. if (opponentHero)
  3989. {
  3990. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3991. vstd::amin(manaDrained, opponentHero->mana);
  3992. if (manaDrained)
  3993. {
  3994. bte.effect = Bonus::MANA_DRAIN;
  3995. bte.val = manaDrained;
  3996. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3997. sendAndApply(&bte);
  3998. }
  3999. }
  4000. }
  4001. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4002. {
  4003. bool fearsomeCreature = false;
  4004. for (CStack * stack : gs->curB->stacks)
  4005. {
  4006. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4007. {
  4008. fearsomeCreature = true;
  4009. break;
  4010. }
  4011. }
  4012. if (fearsomeCreature)
  4013. {
  4014. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4015. {
  4016. bte.effect = Bonus::FEAR;
  4017. sendAndApply(&bte);
  4018. }
  4019. }
  4020. }
  4021. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4022. int side = gs->curB->whatSide(st->owner);
  4023. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  4024. {
  4025. bool cast = false;
  4026. while (!bl.empty() && !cast)
  4027. {
  4028. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4029. auto spellID = SpellID(bonus->subtype);
  4030. const CSpell * spell = SpellID(spellID).toSpell();
  4031. bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
  4032. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  4033. {
  4034. BattleSpellCastParameters parameters(gs->curB, st, spell);
  4035. parameters.spellLvl = bonus->val;
  4036. parameters.effectLevel = bonus->val;//todo: recheck
  4037. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  4038. parameters.cast(spellEnv);
  4039. //todo: move to mechanics
  4040. BattleSetStackProperty ssp;
  4041. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4042. ssp.absolute = false;
  4043. ssp.val = bonus->additionalInfo; //increase cooldown counter
  4044. ssp.stackID = st->ID;
  4045. sendAndApply(&ssp);
  4046. cast = true;
  4047. }
  4048. }
  4049. }
  4050. }
  4051. }
  4052. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4053. {
  4054. //we want to determine following vars depending on obstacle type
  4055. int damage = -1;
  4056. int effect = -1;
  4057. bool oneTimeObstacle = false;
  4058. //helper info
  4059. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4060. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4061. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4062. if (obstacle.obstacleType == CObstacleInstance::MOAT)
  4063. {
  4064. damage = battleGetMoatDmg();
  4065. }
  4066. else if (obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4067. {
  4068. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4069. //You don't get hit by a Mine you can see.
  4070. if (gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4071. return;
  4072. oneTimeObstacle = true;
  4073. effect = 82; //makes
  4074. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4075. if (sp->isImmuneByStack(hero, curStack))
  4076. return;
  4077. damage = sp->calculateDamage(hero, curStack,
  4078. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4079. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4080. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4081. }
  4082. else if (obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4083. {
  4084. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4085. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4086. if (sp->isImmuneByStack(hero, curStack))
  4087. return;
  4088. damage = sp->calculateDamage(hero, curStack,
  4089. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4090. }
  4091. else
  4092. {
  4093. //no other obstacle does damage to stack
  4094. return;
  4095. }
  4096. BattleStackAttacked bsa;
  4097. if (effect >= 0)
  4098. {
  4099. bsa.flags |= BattleStackAttacked::EFFECT;
  4100. bsa.effect = effect; //makes POOF
  4101. }
  4102. bsa.damageAmount = damage;
  4103. bsa.stackAttacked = curStack->ID;
  4104. bsa.attackerID = -1;
  4105. curStack->prepareAttacked(bsa, getRandomGenerator());
  4106. StacksInjured si;
  4107. si.stacks.push_back(bsa);
  4108. sendAndApply(&si);
  4109. if (oneTimeObstacle)
  4110. removeObstacle(obstacle);
  4111. }
  4112. void CGameHandler::handleTimeEvents()
  4113. {
  4114. gs->map->events.sort(evntCmp);
  4115. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4116. {
  4117. CMapEvent ev = gs->map->events.front();
  4118. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4119. {
  4120. auto color = PlayerColor(player);
  4121. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4122. if (pinfo //player exists
  4123. && (ev.players & 1<<player) //event is enabled to this player
  4124. && ((ev.computerAffected && !pinfo->human)
  4125. || (ev.humanAffected && pinfo->human)
  4126. )
  4127. )
  4128. {
  4129. //give resources
  4130. giveResources(color, ev.resources);
  4131. //prepare dialog
  4132. InfoWindow iw;
  4133. iw.player = color;
  4134. iw.text << ev.message;
  4135. for (int i=0; i<ev.resources.size(); i++)
  4136. {
  4137. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4138. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4139. }
  4140. sendAndApply(&iw); //show dialog
  4141. }
  4142. } //PLAYERS LOOP
  4143. if (ev.nextOccurence)
  4144. {
  4145. gs->map->events.pop_front();
  4146. ev.firstOccurence += ev.nextOccurence;
  4147. auto it = gs->map->events.begin();
  4148. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4149. it++;
  4150. gs->map->events.insert(it, ev);
  4151. }
  4152. else
  4153. {
  4154. gs->map->events.pop_front();
  4155. }
  4156. }
  4157. //TODO send only if changed
  4158. UpdateMapEvents ume;
  4159. ume.events = gs->map->events;
  4160. sendAndApply(&ume);
  4161. }
  4162. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4163. {
  4164. town->events.sort(evntCmp);
  4165. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4166. {
  4167. PlayerColor player = town->tempOwner;
  4168. CCastleEvent ev = town->events.front();
  4169. const PlayerState * pinfo = getPlayer(player, false);
  4170. if (pinfo //player exists
  4171. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4172. && ((ev.computerAffected && !pinfo->human)
  4173. || (ev.humanAffected && pinfo->human)))
  4174. {
  4175. // dialog
  4176. InfoWindow iw;
  4177. iw.player = player;
  4178. iw.text << ev.message;
  4179. if (ev.resources.nonZero())
  4180. {
  4181. TResources was = n.res[player];
  4182. n.res[player] += ev.resources;
  4183. n.res[player].amax(0);
  4184. for (int i=0; i<ev.resources.size(); i++)
  4185. 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
  4186. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4187. }
  4188. for (auto & i : ev.buildings)
  4189. {
  4190. if (!town->hasBuilt(i))
  4191. {
  4192. buildStructure(town->id, i, true);
  4193. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4194. }
  4195. }
  4196. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4197. {
  4198. n.cres[town->id].tid = town->id;
  4199. n.cres[town->id].creatures = town->creatures;
  4200. }
  4201. auto & sac = n.cres[town->id];
  4202. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4203. {
  4204. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4205. {
  4206. sac.creatures[i].first += ev.creatures.at(i);
  4207. iw.components.push_back(Component(Component::CREATURE,
  4208. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4209. }
  4210. }
  4211. sendAndApply(&iw); //show dialog
  4212. }
  4213. if (ev.nextOccurence)
  4214. {
  4215. town->events.pop_front();
  4216. ev.firstOccurence += ev.nextOccurence;
  4217. auto it = town->events.begin();
  4218. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4219. it++;
  4220. town->events.insert(it, ev);
  4221. }
  4222. else
  4223. {
  4224. town->events.pop_front();
  4225. }
  4226. }
  4227. //TODO send only if changed
  4228. UpdateCastleEvents uce;
  4229. uce.town = town->id;
  4230. uce.events = town->events;
  4231. sendAndApply(&uce);
  4232. }
  4233. bool CGameHandler::complain(const std::string &problem)
  4234. {
  4235. sendMessageToAll("Server encountered a problem: " + problem);
  4236. logGlobal->error(problem);
  4237. return true;
  4238. }
  4239. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4240. {
  4241. //PlayerColor player = getOwner(hid);
  4242. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4243. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4244. assert(lowerArmy);
  4245. assert(upperArmy);
  4246. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4247. queries.addQuery(garrisonQuery);
  4248. GarrisonDialog gd;
  4249. gd.hid = hid;
  4250. gd.objid = upobj;
  4251. gd.removableUnits = removableUnits;
  4252. gd.queryID = garrisonQuery->queryID;
  4253. sendAndApply(&gd);
  4254. }
  4255. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4256. {
  4257. OpenWindow ow;
  4258. ow.window = OpenWindow::THIEVES_GUILD;
  4259. ow.id1 = player.getNum();
  4260. ow.id2 = requestingObjId.getNum();
  4261. sendAndApply(&ow);
  4262. }
  4263. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4264. {
  4265. if (id1 == id2)
  4266. return true;
  4267. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4268. if (!o1 || !o2)
  4269. return true; //arranging stacks within an object should be always allowed
  4270. if (o1 && o2)
  4271. {
  4272. if (o1->ID == Obj::TOWN)
  4273. {
  4274. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4275. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4276. return true;
  4277. }
  4278. if (o2->ID == Obj::TOWN)
  4279. {
  4280. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4281. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4282. return true;
  4283. }
  4284. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4285. {
  4286. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4287. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4288. // two heroes in same town (garrisoned and visiting)
  4289. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4290. return true;
  4291. }
  4292. //Ongoing garrison exchange
  4293. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4294. {
  4295. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4296. return true;
  4297. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4298. return true;
  4299. }
  4300. }
  4301. return false;
  4302. }
  4303. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4304. {
  4305. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4306. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4307. queries.addQuery(visitQuery); //TODO real visit pos
  4308. HeroVisit hv;
  4309. hv.obj = obj;
  4310. hv.hero = h;
  4311. hv.player = h->tempOwner;
  4312. hv.starting = true;
  4313. sendAndApply(&hv);
  4314. obj->onHeroVisit(h);
  4315. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4316. }
  4317. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4318. {
  4319. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4320. HeroVisit hv;
  4321. hv.player = query.players.front();
  4322. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4323. hv.hero = query.visitingHero;
  4324. assert(hv.hero);
  4325. hv.starting = false;
  4326. sendAndApply(&hv);
  4327. }
  4328. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4329. {
  4330. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4331. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4332. {
  4333. complain("Cannot build boat in this shipyard!");
  4334. return false;
  4335. }
  4336. else if (obj->o->ID == Obj::TOWN
  4337. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4338. {
  4339. complain("Cannot build boat in the town - no shipyard!");
  4340. return false;
  4341. }
  4342. const PlayerColor playerID = obj->o->tempOwner;
  4343. TResources boatCost;
  4344. obj->getBoatCost(boatCost);
  4345. TResources aviable = getPlayer(playerID)->resources;
  4346. if (!aviable.canAfford(boatCost))
  4347. {
  4348. complain("Not enough resources to build a boat!");
  4349. return false;
  4350. }
  4351. int3 tile = obj->bestLocation();
  4352. if (!gs->map->isInTheMap(tile))
  4353. {
  4354. complain("Cannot find appropriate tile for a boat!");
  4355. return false;
  4356. }
  4357. //take boat cost
  4358. giveResources(playerID, -boatCost);
  4359. //create boat
  4360. NewObject no;
  4361. no.ID = Obj::BOAT;
  4362. no.subID = obj->getBoatType();
  4363. no.pos = tile + int3(1,0,0);
  4364. sendAndApply(&no);
  4365. return true;
  4366. }
  4367. void CGameHandler::engageIntoBattle(PlayerColor player)
  4368. {
  4369. //notify interfaces
  4370. PlayerBlocked pb;
  4371. pb.player = player;
  4372. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4373. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4374. sendAndApply(&pb);
  4375. }
  4376. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4377. {
  4378. for (auto playerColor : playerColors)
  4379. {
  4380. if (getPlayer(playerColor, false))
  4381. checkVictoryLossConditionsForPlayer(playerColor);
  4382. }
  4383. }
  4384. void CGameHandler::checkVictoryLossConditionsForAll()
  4385. {
  4386. std::set<PlayerColor> playerColors;
  4387. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4388. {
  4389. playerColors.insert(PlayerColor(i));
  4390. }
  4391. checkVictoryLossConditions(playerColors);
  4392. }
  4393. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4394. {
  4395. const PlayerState * p = getPlayer(player);
  4396. if (p->status != EPlayerStatus::INGAME) return;
  4397. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4398. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4399. {
  4400. InfoWindow iw;
  4401. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4402. sendAndApply(&iw);
  4403. PlayerEndsGame peg;
  4404. peg.player = player;
  4405. peg.victoryLossCheckResult = victoryLossCheckResult;
  4406. sendAndApply(&peg);
  4407. if (victoryLossCheckResult.victory())
  4408. {
  4409. //one player won -> all enemies lost
  4410. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4411. {
  4412. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4413. {
  4414. peg.player = i->first;
  4415. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4416. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4417. InfoWindow iw;
  4418. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4419. iw.player = i->first;
  4420. sendAndApply(&iw);
  4421. sendAndApply(&peg);
  4422. }
  4423. }
  4424. if (p->human)
  4425. {
  4426. end2 = true;
  4427. if (gs->scenarioOps->campState)
  4428. {
  4429. std::vector<CGHeroInstance *> crossoverHeroes;
  4430. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4431. {
  4432. if (hero->tempOwner == player)
  4433. {
  4434. // keep all heroes from the winning player
  4435. crossoverHeroes.push_back(hero);
  4436. }
  4437. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4438. {
  4439. // keep hero whether lost or won (like Xeron in AB campaign)
  4440. crossoverHeroes.push_back(hero);
  4441. }
  4442. }
  4443. // keep lost heroes which are in heroes pool
  4444. for (auto & heroPair : gs->hpool.heroesPool)
  4445. {
  4446. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4447. {
  4448. crossoverHeroes.push_back(heroPair.second.get());
  4449. }
  4450. }
  4451. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4452. //Request clients to change connection mode
  4453. PrepareForAdvancingCampaign pfac;
  4454. sendAndApply(&pfac);
  4455. //Change connection mode
  4456. if (getPlayer(player)->human && getStartInfo()->campState)
  4457. {
  4458. for (auto connection : conns)
  4459. connection->prepareForSendingHeroes();
  4460. }
  4461. UpdateCampaignState ucs;
  4462. ucs.camp = gs->scenarioOps->campState;
  4463. sendAndApply(&ucs);
  4464. }
  4465. }
  4466. }
  4467. else
  4468. {
  4469. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4470. auto hlp = p->heroes;
  4471. for (auto h : hlp) //eliminate heroes
  4472. {
  4473. if (h.get())
  4474. removeObject(h);
  4475. }
  4476. //player lost -> all his objects become unflagged (neutral)
  4477. for (auto obj : gs->map->objects) //unflag objs
  4478. {
  4479. if (obj.get() && obj->tempOwner == player)
  4480. setOwner(obj, PlayerColor::NEUTRAL);
  4481. }
  4482. //eliminating one player may cause victory of another:
  4483. std::set<PlayerColor> playerColors;
  4484. //do not copy player state (CBonusSystemNode) by value
  4485. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4486. {
  4487. if (p.first != player)
  4488. playerColors.insert(p.first);
  4489. }
  4490. //notify all players
  4491. for (auto pc : playerColors)
  4492. {
  4493. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4494. {
  4495. InfoWindow iw;
  4496. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4497. iw.player = pc;
  4498. sendAndApply(&iw);
  4499. }
  4500. }
  4501. checkVictoryLossConditions(playerColors);
  4502. }
  4503. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4504. // If we are called before the actual game start, there might be no current player
  4505. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4506. {
  4507. // If player making turn has lost his turn must be over as well
  4508. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4509. }
  4510. }
  4511. }
  4512. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4513. {
  4514. out.player = player;
  4515. out.text.clear();
  4516. out.text << victoryLossCheckResult.messageToSelf;
  4517. // hackish, insert one player-specific string, if applicable
  4518. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4519. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4520. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4521. }
  4522. bool CGameHandler::dig(const CGHeroInstance *h)
  4523. {
  4524. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4525. {
  4526. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4527. {
  4528. complain("Cannot dig - there is already a hole under the hero!");
  4529. return false;
  4530. }
  4531. }
  4532. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4533. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4534. //create a hole
  4535. NewObject no;
  4536. no.ID = Obj::HOLE;
  4537. no.pos = h->getPosition();
  4538. no.subID = 0;
  4539. sendAndApply(&no);
  4540. //take MPs
  4541. SetMovePoints smp;
  4542. smp.hid = h->id;
  4543. smp.val = 0;
  4544. sendAndApply(&smp);
  4545. InfoWindow iw;
  4546. iw.player = h->tempOwner;
  4547. if (gs->map->grailPos == h->getPosition())
  4548. {
  4549. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4550. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4551. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4552. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4553. sendAndApply(&iw);
  4554. iw.soundID = soundBase::invalid;
  4555. iw.text.clear();
  4556. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4557. sendAndApply(&iw);
  4558. }
  4559. else
  4560. {
  4561. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4562. iw.soundID = soundBase::Dig;
  4563. sendAndApply(&iw);
  4564. }
  4565. return true;
  4566. }
  4567. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4568. {
  4569. if (attacker->hasBonusOfType(attackMode))
  4570. {
  4571. std::set<SpellID> spellsToCast;
  4572. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4573. for (const std::shared_ptr<Bonus> sf : *spells)
  4574. {
  4575. spellsToCast.insert(SpellID(sf->subtype));
  4576. }
  4577. for (SpellID spellID : spellsToCast)
  4578. {
  4579. const CStack * oneOfAttacked = nullptr;
  4580. for (auto & elem : bat.bsa)
  4581. {
  4582. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4583. {
  4584. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4585. break;
  4586. }
  4587. }
  4588. bool castMe = false;
  4589. if (oneOfAttacked == nullptr)
  4590. {
  4591. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4592. return;
  4593. }
  4594. int spellLevel = 0;
  4595. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4596. for (const std::shared_ptr<Bonus> sf : *spellsByType)
  4597. {
  4598. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4599. int meleeRanged = sf->additionalInfo / 1000;
  4600. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4601. castMe = true;
  4602. }
  4603. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4604. vstd::amin(chance, 100);
  4605. const CSpell * spell = SpellID(spellID).toSpell();
  4606. if (gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4607. continue;
  4608. //check if spell should be cast (probability handling)
  4609. if (getRandomGenerator().nextInt(99) >= chance)
  4610. continue;
  4611. //casting
  4612. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4613. {
  4614. logGlobal->debug("battle spell cast");
  4615. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4616. parameters.spellLvl = spellLevel;
  4617. parameters.effectLevel = spellLevel;
  4618. parameters.aimToStack(oneOfAttacked);
  4619. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4620. parameters.cast(spellEnv);
  4621. }
  4622. }
  4623. }
  4624. }
  4625. void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
  4626. {
  4627. const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
  4628. attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4629. // filter possibly dead stacks
  4630. bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
  4631. [this](const BattleStackAttacked &bsa)
  4632. {
  4633. return battleGetStackByID(bsa.stackAttacked) == nullptr;
  4634. }),
  4635. bat->bsa.end());
  4636. }
  4637. void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
  4638. {
  4639. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4640. if (!attacker || bat.bsa.empty()) // can be already dead
  4641. return;
  4642. const CStack *defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
  4643. auto cast = [=](SpellID spellID, int power)
  4644. {
  4645. const CSpell * spell = SpellID(spellID).toSpell();
  4646. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4647. parameters.spellLvl = 0;
  4648. parameters.effectLevel = 0;
  4649. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4650. parameters.effectPower = power;
  4651. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4652. parameters.cast(spellEnv);
  4653. };
  4654. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4655. if (bat.bsa.at(0).newAmount <= 0)
  4656. {
  4657. //don't try death stare or acid breath on dead stack (crash!)
  4658. return;
  4659. }
  4660. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4661. {
  4662. // mechanics of Death Stare as in H3:
  4663. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4664. //original formula x = min(x, (gorgons_count + 9)/10);
  4665. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4666. vstd::amin(chanceToKill, 1); //cap at 100%
  4667. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4668. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4669. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4670. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4671. vstd::amin(staredCreatures, maxToKill);
  4672. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4673. if (staredCreatures)
  4674. {
  4675. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4676. cast(SpellID::DEATH_STARE, staredCreatures);
  4677. }
  4678. }
  4679. int acidDamage = 0;
  4680. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4681. for (const std::shared_ptr<Bonus> b : *acidBreath)
  4682. {
  4683. if (b->additionalInfo > getRandomGenerator().nextInt(99))
  4684. acidDamage += b->val;
  4685. }
  4686. if (acidDamage)
  4687. {
  4688. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4689. }
  4690. if (attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4691. {
  4692. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4693. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4694. if (getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4695. return;
  4696. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4697. if (defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4698. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4699. return;
  4700. BattleStackAdded resurrectInfo;
  4701. resurrectInfo.pos = defender->position;
  4702. if (bonusAdditionalInfo != -1)
  4703. resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
  4704. else
  4705. resurrectInfo.creID = attacker->getCreature()->idNumber;
  4706. if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4707. {
  4708. resurrectInfo.amount = std::max((defender->count * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
  4709. }
  4710. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4711. resurrectInfo.amount = defender->count;
  4712. else
  4713. return; //wrong subtype
  4714. BattleStacksRemoved victimInfo;
  4715. victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
  4716. sendAndApply(&victimInfo);
  4717. sendAndApply(&resurrectInfo);
  4718. }
  4719. }
  4720. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4721. {
  4722. const CSpell *s = spellID.toSpell();
  4723. AdventureSpellCastParameters p;
  4724. p.caster = h;
  4725. p.pos = pos;
  4726. return s->adventureCast(spellEnv, p);
  4727. }
  4728. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4729. {
  4730. if (!t.visitableObjects.empty())
  4731. {
  4732. //to prevent self-visiting heroes on space press
  4733. if (t.visitableObjects.back() != h)
  4734. objectVisited(t.visitableObjects.back(), h);
  4735. else if (t.visitableObjects.size() > 1)
  4736. objectVisited(*(t.visitableObjects.end()-2),h);
  4737. }
  4738. }
  4739. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4740. {
  4741. if (!hero)
  4742. COMPLAIN_RET("You need hero to sacrifice creature!");
  4743. int oldCount = hero->getStackCount(slot);
  4744. if (oldCount < count)
  4745. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4746. else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4747. COMPLAIN_RET("Cannot sacrifice last creature!");
  4748. int crid = hero->getStack(slot).type->idNumber;
  4749. changeStackCount(StackLocation(hero, slot), -count);
  4750. int dump, exp;
  4751. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4752. exp *= count;
  4753. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4754. return true;
  4755. }
  4756. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4757. {
  4758. if (!hero)
  4759. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4760. ArtifactLocation al(hero, slot);
  4761. const CArtifactInstance *a = al.getArt();
  4762. COMPLAIN_RET_FALSE_IF(!a,"Cannot find artifact to sacrifice!");
  4763. int dmp, expToGive;
  4764. const CArtifactInstance * art = hero->getArt(slot);
  4765. COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");
  4766. si32 typId = art->artType->id;
  4767. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4768. removeArtifact(al);
  4769. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4770. return true;
  4771. }
  4772. void CGameHandler::makeStackDoNothing(const CStack * next)
  4773. {
  4774. BattleAction doNothing;
  4775. doNothing.actionType = Battle::NO_ACTION;
  4776. doNothing.additionalInfo = 0;
  4777. doNothing.destinationTile = -1;
  4778. doNothing.side = !next->attackerOwned;
  4779. doNothing.stackNumber = next->ID;
  4780. makeAutomaticAction(next, doNothing);
  4781. }
  4782. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4783. {
  4784. if (sl.army->hasStackAtSlot(sl.slot))
  4785. COMPLAIN_RET("Slot is already taken!");
  4786. if (!sl.slot.validSlot())
  4787. COMPLAIN_RET("Cannot insert stack to that slot!");
  4788. InsertNewStack ins;
  4789. ins.sl = sl;
  4790. ins.stack = CStackBasicDescriptor(c, count);
  4791. sendAndApply(&ins);
  4792. return true;
  4793. }
  4794. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4795. {
  4796. if (!sl.army->hasStackAtSlot(sl.slot))
  4797. COMPLAIN_RET("Cannot find a stack to erase");
  4798. if (sl.army->stacksCount() == 1 //from the last stack
  4799. && sl.army->needsLastStack() //that must be left
  4800. && !forceRemoval) //ignore above conditions if we are forcing removal
  4801. {
  4802. COMPLAIN_RET("Cannot erase the last stack!");
  4803. }
  4804. EraseStack es;
  4805. es.sl = sl;
  4806. sendAndApply(&es);
  4807. return true;
  4808. }
  4809. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4810. {
  4811. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4812. if ((absoluteValue && count < 0)
  4813. || (!absoluteValue && -count > currentCount))
  4814. {
  4815. COMPLAIN_RET("Cannot take more stacks than present!");
  4816. }
  4817. if ((currentCount == -count && !absoluteValue)
  4818. || (!count && absoluteValue))
  4819. {
  4820. eraseStack(sl);
  4821. }
  4822. else
  4823. {
  4824. ChangeStackCount csc;
  4825. csc.sl = sl;
  4826. csc.count = count;
  4827. csc.absoluteValue = absoluteValue;
  4828. sendAndApply(&csc);
  4829. }
  4830. return true;
  4831. }
  4832. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4833. {
  4834. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4835. if (!slotC) //slot is empty
  4836. insertNewStack(sl, c, count);
  4837. else if (c == slotC)
  4838. changeStackCount(sl, count);
  4839. else
  4840. {
  4841. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4842. }
  4843. return true;
  4844. }
  4845. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4846. {
  4847. if (removeObjWhenFinished)
  4848. removeAfterVisit(src);
  4849. if (!src->canBeMergedWith(*dst, allowMerging))
  4850. {
  4851. if (allowMerging) //do that, add all matching creatures.
  4852. {
  4853. bool cont = true;
  4854. while (cont)
  4855. {
  4856. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4857. {
  4858. SlotID pos = dst->getSlotFor(i->second->type);
  4859. if (pos.validSlot())
  4860. {
  4861. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4862. cont = true;
  4863. break; //or iterator crashes
  4864. }
  4865. cont = false;
  4866. }
  4867. }
  4868. }
  4869. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4870. }
  4871. else //merge
  4872. {
  4873. moveArmy(src, dst, allowMerging);
  4874. }
  4875. }
  4876. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4877. {
  4878. if (!src.army->hasStackAtSlot(src.slot))
  4879. COMPLAIN_RET("No stack to move!");
  4880. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4881. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4882. if (!dst.slot.validSlot())
  4883. COMPLAIN_RET("Cannot move stack to that slot!");
  4884. if (count == -1)
  4885. {
  4886. count = src.army->getStackCount(src.slot);
  4887. }
  4888. if (src.army != dst.army //moving away
  4889. && count == src.army->getStackCount(src.slot) //all creatures
  4890. && src.army->stacksCount() == 1 //from the last stack
  4891. && src.army->needsLastStack()) //that must be left
  4892. {
  4893. COMPLAIN_RET("Cannot move away the last creature!");
  4894. }
  4895. RebalanceStacks rs;
  4896. rs.src = src;
  4897. rs.dst = dst;
  4898. rs.count = count;
  4899. sendAndApply(&rs);
  4900. return true;
  4901. }
  4902. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4903. {
  4904. if (!sl1.army->hasStackAtSlot(sl1.slot))
  4905. return moveStack(sl2, sl1);
  4906. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  4907. return moveStack(sl1, sl2);
  4908. else
  4909. {
  4910. SwapStacks ss;
  4911. ss.sl1 = sl1;
  4912. ss.sl2 = sl2;
  4913. sendAndApply(&ss);
  4914. return true;
  4915. }
  4916. }
  4917. void CGameHandler::runBattle()
  4918. {
  4919. setBattle(gs->curB);
  4920. assert(gs->curB);
  4921. //TODO: pre-tactic stuff, call scripts etc.
  4922. //tactic round
  4923. {
  4924. while (gs->curB->tacticDistance && !battleResult.get())
  4925. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4926. }
  4927. //initial stacks appearance triggers, e.g. built-in bonus spells
  4928. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  4929. for (CStack * stack : initialStacks)
  4930. {
  4931. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  4932. {
  4933. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  4934. auto accessibility = getAccesibility();
  4935. CreatureID creatureData = CreatureID(summonInfo->subtype);
  4936. std::vector<BattleHex> targetHexes;
  4937. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  4938. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  4939. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  4940. For one-hex targets there are four guardians - front, back and one per side (up + down).
  4941. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  4942. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  4943. if (!guardianIsBig)
  4944. targetHexes = stack->getSurroundingHexes();
  4945. else
  4946. summonGuardiansHelper(targetHexes, stack->position, stack->attackerOwned, targetIsBig);
  4947. for (auto hex : targetHexes)
  4948. {
  4949. if (accessibility.accessible(hex, guardianIsBig, stack->attackerOwned)) //without this multiple creatures can occupy one hex
  4950. {
  4951. BattleStackAdded newStack;
  4952. newStack.amount = std::max(1, (int)(stack->count * 0.01 * summonInfo->val));
  4953. newStack.creID = creatureData.num;
  4954. newStack.attacker = stack->attackerOwned;
  4955. newStack.summoned = true;
  4956. newStack.pos = hex.hex;
  4957. sendAndApply(&newStack);
  4958. }
  4959. }
  4960. }
  4961. stackAppearTrigger(stack);
  4962. }
  4963. //spells opening battle
  4964. for (int i = 0; i < 2; ++i)
  4965. {
  4966. auto h = gs->curB->battleGetFightingHero(i);
  4967. if (h)
  4968. {
  4969. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4970. for (auto b : *bl)
  4971. {
  4972. const CSpell * spell = SpellID(b->subtype).toSpell();
  4973. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4974. parameters.spellLvl = 3;
  4975. parameters.effectLevel = 3;
  4976. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4977. parameters.enchantPower = b->val;
  4978. parameters.castIfPossible(spellEnv);
  4979. }
  4980. }
  4981. }
  4982. //main loop
  4983. while (!battleResult.get()) //till the end of the battle ;]
  4984. {
  4985. BattleNextRound bnr;
  4986. bnr.round = gs->curB->round + 1;
  4987. sendAndApply(&bnr);
  4988. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4989. for (auto &obstPtr : obstacles)
  4990. {
  4991. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4992. if (sco->turnsRemaining == 0)
  4993. removeObstacle(*obstPtr);
  4994. }
  4995. const BattleInfo & curB = *gs->curB;
  4996. //stack loop
  4997. const CStack *next;
  4998. while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4999. {
  5000. std::set <const CStack *> stacksToRemove;
  5001. for (auto stack : curB.stacks)
  5002. {
  5003. if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  5004. stacksToRemove.insert(stack);
  5005. }
  5006. for (auto stack : stacksToRemove)
  5007. {
  5008. BattleStacksRemoved bsr;
  5009. bsr.stackIDs.insert(stack->ID);
  5010. sendAndApply(&bsr);
  5011. }
  5012. //check for bad morale => freeze
  5013. int nextStackMorale = next->MoraleVal();
  5014. if (nextStackMorale < 0 &&
  5015. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5016. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5017. )
  5018. {
  5019. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5020. {
  5021. //unit loses its turn - empty freeze action
  5022. BattleAction ba;
  5023. ba.actionType = Battle::BAD_MORALE;
  5024. ba.additionalInfo = 1;
  5025. ba.side = !next->attackerOwned;
  5026. ba.stackNumber = next->ID;
  5027. makeAutomaticAction(next, ba);
  5028. continue;
  5029. }
  5030. }
  5031. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5032. {
  5033. logGlobal->debug("Handle Berserk effect");
  5034. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5035. if (attackInfo.first != nullptr)
  5036. {
  5037. BattleAction attack;
  5038. attack.actionType = Battle::WALK_AND_ATTACK;
  5039. attack.side = !next->attackerOwned;
  5040. attack.stackNumber = next->ID;
  5041. attack.additionalInfo = attackInfo.first->position;
  5042. attack.destinationTile = attackInfo.second;
  5043. makeAutomaticAction(next, attack);
  5044. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  5045. }
  5046. else
  5047. {
  5048. makeStackDoNothing(next);
  5049. logGlobal->debug("No target found");
  5050. }
  5051. continue;
  5052. }
  5053. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5054. if ((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5055. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5056. {
  5057. BattleAction attack;
  5058. attack.actionType = Battle::SHOOT;
  5059. attack.side = !next->attackerOwned;
  5060. attack.stackNumber = next->ID;
  5061. for (auto & elem : gs->curB->stacks)
  5062. {
  5063. if (elem->owner != next->owner && elem->isValidTarget())
  5064. {
  5065. attack.destinationTile = elem->position;
  5066. break;
  5067. }
  5068. }
  5069. makeAutomaticAction(next, attack);
  5070. continue;
  5071. }
  5072. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5073. {
  5074. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5075. if (attackableBattleHexes.empty())
  5076. {
  5077. makeStackDoNothing(next);
  5078. continue;
  5079. }
  5080. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  5081. {
  5082. BattleAction attack;
  5083. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  5084. getRandomGenerator());
  5085. attack.actionType = Battle::CATAPULT;
  5086. attack.additionalInfo = 0;
  5087. attack.side = !next->attackerOwned;
  5088. attack.stackNumber = next->ID;
  5089. makeAutomaticAction(next, attack);
  5090. continue;
  5091. }
  5092. }
  5093. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5094. {
  5095. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5096. {
  5097. return s->owner == next->owner && s->canBeHealed();
  5098. });
  5099. if (!possibleStacks.size())
  5100. {
  5101. makeStackDoNothing(next);
  5102. continue;
  5103. }
  5104. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5105. {
  5106. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5107. const CStack * toBeHealed = possibleStacks.front();
  5108. BattleAction heal;
  5109. heal.actionType = Battle::STACK_HEAL;
  5110. heal.additionalInfo = 0;
  5111. heal.destinationTile = toBeHealed->position;
  5112. heal.side = !next->attackerOwned;
  5113. heal.stackNumber = next->ID;
  5114. makeAutomaticAction(next, heal);
  5115. continue;
  5116. }
  5117. }
  5118. int numberOfAsks = 1;
  5119. bool breakOuter = false;
  5120. do
  5121. {//ask interface and wait for answer
  5122. if (!battleResult.get())
  5123. {
  5124. stackTurnTrigger(next); //various effects
  5125. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5126. {
  5127. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5128. }
  5129. else
  5130. {
  5131. logGlobal->trace("Activating %s", next->nodeName());
  5132. auto nextId = next->ID;
  5133. BattleSetActiveStack sas;
  5134. sas.stack = nextId;
  5135. sendAndApply(&sas);
  5136. auto actionWasMade = [&]() -> bool
  5137. {
  5138. if (battleMadeAction.data)//active stack has made its action
  5139. return true;
  5140. if (battleResult.get())// battle is finished
  5141. return true;
  5142. if (next == nullptr)//active stack was been removed
  5143. return true;
  5144. return !next->alive();//active stack is dead
  5145. };
  5146. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5147. battleMadeAction.data = false;
  5148. while (!actionWasMade())
  5149. {
  5150. battleMadeAction.cond.wait(lock);
  5151. if (battleGetStackByID(nextId, false) != next)
  5152. next = nullptr; //it may be removed, while we wait
  5153. }
  5154. }
  5155. }
  5156. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5157. {
  5158. breakOuter = true;
  5159. break;
  5160. }
  5161. //we're after action, all results applied
  5162. checkBattleStateChanges(); //check if this action ended the battle
  5163. if (next != nullptr)
  5164. {
  5165. //check for good morale
  5166. nextStackMorale = next->MoraleVal();
  5167. if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5168. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5169. && !next->waited()
  5170. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5171. && next->alive()
  5172. && nextStackMorale > 0
  5173. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5174. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5175. )
  5176. {
  5177. if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5178. {
  5179. BattleTriggerEffect bte;
  5180. bte.stackID = next->ID;
  5181. bte.effect = Bonus::MORALE;
  5182. bte.val = 1;
  5183. bte.additionalInfo = 0;
  5184. sendAndApply(&bte); //play animation
  5185. ++numberOfAsks; //move this stack once more
  5186. }
  5187. }
  5188. }
  5189. --numberOfAsks;
  5190. } while (numberOfAsks > 0);
  5191. if (breakOuter)
  5192. {
  5193. break;
  5194. }
  5195. }
  5196. }
  5197. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5198. }
  5199. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5200. {
  5201. BattleSetActiveStack bsa;
  5202. bsa.stack = stack->ID;
  5203. bsa.askPlayerInterface = false;
  5204. sendAndApply(&bsa);
  5205. bool ret = makeBattleAction(ba);
  5206. checkBattleStateChanges();
  5207. return ret;
  5208. }
  5209. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5210. {
  5211. assert(a->artType);
  5212. ArtifactLocation al;
  5213. al.artHolder = const_cast<CGHeroInstance*>(h);
  5214. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5215. if (pos < 0)
  5216. {
  5217. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5218. slot = a->firstAvailableSlot(h);
  5219. else
  5220. slot = a->firstBackpackSlot(h);
  5221. }
  5222. else
  5223. {
  5224. slot = pos;
  5225. }
  5226. al.slot = slot;
  5227. if (slot < 0 || !a->canBePutAt(al))
  5228. {
  5229. complain("Cannot put artifact in that slot!");
  5230. return;
  5231. }
  5232. putArtifact(al, a);
  5233. }
  5234. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5235. {
  5236. PutArtifact pa;
  5237. pa.art = a;
  5238. pa.al = al;
  5239. sendAndApply(&pa);
  5240. }
  5241. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5242. {
  5243. CArtifactInstance *a = nullptr;
  5244. if (!artType->constituents)
  5245. {
  5246. a = new CArtifactInstance();
  5247. }
  5248. else
  5249. {
  5250. a = new CCombinedArtifactInstance();
  5251. }
  5252. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5253. NewArtifact na;
  5254. na.art = a;
  5255. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5256. giveHeroArtifact(h, a, pos);
  5257. }
  5258. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5259. {
  5260. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5261. if (battleResult.data)
  5262. {
  5263. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5264. % battleResult.data->result % resultType).str());
  5265. return;
  5266. }
  5267. auto br = new BattleResult;
  5268. br->result = resultType;
  5269. br->winner = victoriusSide; //surrendering side loses
  5270. gs->curB->calculateCasualties(br->casualties);
  5271. battleResult.data = br;
  5272. }
  5273. void CGameHandler::commitPackage(CPackForClient *pack)
  5274. {
  5275. sendAndApply(pack);
  5276. }
  5277. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5278. {
  5279. std::vector<int3>::iterator tile;
  5280. std::vector<int3> tiles;
  5281. getFreeTiles(tiles);
  5282. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5283. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5284. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5285. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5286. for (int i = 0; i < amount; ++i)
  5287. {
  5288. tile = tiles.begin();
  5289. logGlobal->trace("\tSpawning monster at %s",(*tile)());
  5290. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5291. tiles.erase(tile); //not use it again
  5292. }
  5293. }
  5294. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5295. {
  5296. if (cheat == "vcmiistari")
  5297. {
  5298. if (!hero) return;
  5299. ///Give hero spellbook
  5300. if (!hero->hasSpellbook())
  5301. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5302. ///Give all spells with bonus (to allow banned spells)
  5303. GiveBonus giveBonus(GiveBonus::HERO);
  5304. giveBonus.id = hero->id.getNum();
  5305. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5306. //start with level 0 to skip abilities
  5307. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5308. {
  5309. giveBonus.bonus.subtype = level;
  5310. sendAndApply(&giveBonus);
  5311. }
  5312. ///Give mana
  5313. SetMana sm;
  5314. sm.hid = hero->id;
  5315. sm.val = 999;
  5316. sm.absolute = true;
  5317. sendAndApply(&sm);
  5318. }
  5319. else if (cheat == "vcmiarmenelos")
  5320. {
  5321. if (!town) return;
  5322. ///Build all buildings in selected town
  5323. for (auto & build : town->town->buildings)
  5324. {
  5325. if (!town->hasBuilt(build.first)
  5326. && !build.second->Name().empty()
  5327. && build.first != BuildingID::SHIP)
  5328. {
  5329. buildStructure(town->id, build.first, true);
  5330. }
  5331. }
  5332. }
  5333. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5334. {
  5335. if (!hero) return;
  5336. ///Gives N creatures into each slot
  5337. std::map<std::string, std::pair<int, int>> creatures;
  5338. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5339. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5340. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5341. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5342. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5343. if (!hero->hasStackAtSlot(SlotID(i)))
  5344. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5345. }
  5346. else if (cheat == "vcminoldor")
  5347. {
  5348. if (!hero) return;
  5349. ///Give all war machines to hero
  5350. if (!hero->getArt(ArtifactPosition::MACH1))
  5351. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5352. if (!hero->getArt(ArtifactPosition::MACH2))
  5353. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5354. if (!hero->getArt(ArtifactPosition::MACH3))
  5355. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5356. }
  5357. else if (cheat == "vcmiforgeofnoldorking")
  5358. {
  5359. if (!hero) return;
  5360. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5361. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5362. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5363. }
  5364. else if (cheat == "vcmiglorfindel")
  5365. {
  5366. if (!hero) return;
  5367. ///selected hero gains a new level
  5368. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5369. }
  5370. else if (cheat == "vcminahar")
  5371. {
  5372. if (!hero) return;
  5373. ///Give 1000000 movement points to hero
  5374. SetMovePoints smp;
  5375. smp.hid = hero->id;
  5376. smp.val = 1000000;
  5377. sendAndApply(&smp);
  5378. }
  5379. else if (cheat == "vcmiformenos")
  5380. {
  5381. ///Give resources to player
  5382. TResources resources;
  5383. resources[Res::GOLD] = 100000;
  5384. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5385. resources[i] = 100;
  5386. giveResources(player, resources);
  5387. }
  5388. else if (cheat == "vcmisilmaril")
  5389. {
  5390. ///Player wins
  5391. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  5392. }
  5393. else if (cheat == "vcmimelkor")
  5394. {
  5395. ///Player looses
  5396. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  5397. }
  5398. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5399. {
  5400. ///Reveal or conceal FoW
  5401. FoWChange fc;
  5402. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5403. fc.player = player;
  5404. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5405. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5406. int lastUnc = 0;
  5407. for (int i = 0; i < gs->map->width; i++)
  5408. for (int j = 0; j < gs->map->height; j++)
  5409. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5410. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5411. hlp_tab[lastUnc++] = int3(i, j, k);
  5412. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5413. delete [] hlp_tab;
  5414. sendAndApply(&fc);
  5415. }
  5416. else
  5417. cheated = false;
  5418. }
  5419. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5420. {
  5421. ObstaclesRemoved obsRem;
  5422. obsRem.obstacles.insert(obstacle.uniqueID);
  5423. sendAndApply(&obsRem);
  5424. }
  5425. void CGameHandler::synchronizeArtifactHandlerLists()
  5426. {
  5427. UpdateArtHandlerLists uahl;
  5428. uahl.treasures = VLC->arth->treasures;
  5429. uahl.minors = VLC->arth->minors;
  5430. uahl.majors = VLC->arth->majors;
  5431. uahl.relics = VLC->arth->relics;
  5432. sendAndApply(&uahl);
  5433. }
  5434. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5435. {
  5436. return vstd::contains(gs->map->objects, obj);
  5437. }
  5438. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5439. {
  5440. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5441. return false;
  5442. auto query = queries.topQuery(player);
  5443. if (query && query->blocksPack(pack))
  5444. {
  5445. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5446. return true;
  5447. }
  5448. return false;
  5449. }
  5450. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5451. {
  5452. //If the object is being visited, there must be a matching query
  5453. for (const auto &query : queries.allQueries())
  5454. {
  5455. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5456. {
  5457. if (someVistQuery->visitedObject == object)
  5458. {
  5459. someVistQuery->removeObjectAfterVisit = true;
  5460. return;
  5461. }
  5462. }
  5463. };
  5464. //If we haven't returned so far, there is no query and no visit, call was wrong
  5465. assert("This function needs to be called during the object visit!");
  5466. }
  5467. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5468. {
  5469. std::unordered_set<int3, ShashInt3> tiles;
  5470. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5471. if (hide)
  5472. {
  5473. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5474. auto p = getPlayer(player);
  5475. for (auto h : p->heroes)
  5476. {
  5477. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5478. }
  5479. for (auto t : p->towns)
  5480. {
  5481. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5482. }
  5483. for (auto tile : observedTiles)
  5484. vstd::erase_if_present (tiles, tile);
  5485. }
  5486. changeFogOfWar(tiles, player, hide);
  5487. }
  5488. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5489. {
  5490. FoWChange fow;
  5491. fow.tiles = tiles;
  5492. fow.player = player;
  5493. fow.mode = hide? 0 : 1;
  5494. sendAndApply(&fow);
  5495. }
  5496. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5497. {
  5498. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5499. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5500. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5501. return true;
  5502. }
  5503. void CGameHandler::duelFinished()
  5504. {
  5505. auto si = getStartInfo();
  5506. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5507. int casualtiesPoints = 0;
  5508. logGlobal->debug("Winner side %d\nWinner casualties:", (int)battleResult.data->winner);
  5509. for (auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5510. {
  5511. const CCreature *c = VLC->creh->creatures[elem.first];
  5512. logGlobal->debug("\t* %d of %s", elem.second, c->namePl);
  5513. casualtiesPoints += c->AIValue * elem.second;
  5514. }
  5515. logGlobal->debug("Total casualties points: %d", casualtiesPoints);
  5516. time_t timeNow;
  5517. time(&timeNow);
  5518. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5519. if (out)
  5520. {
  5521. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5522. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5523. % asctime(localtime(&timeNow));
  5524. }
  5525. else
  5526. {
  5527. logGlobal->error("Cannot open to write %s", cmdLineOptions["resultsFile"].as<std::string>());
  5528. }
  5529. CSaveFile resultFile("result.vdrst");
  5530. resultFile << *battleResult.data;
  5531. BattleResultsApplied resultsApplied;
  5532. resultsApplied.player1 = finishingBattle->victor;
  5533. resultsApplied.player2 = finishingBattle->loser;
  5534. sendAndApply(&resultsApplied);
  5535. return;
  5536. }
  5537. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5538. army(_army)
  5539. {
  5540. heroWithDeadCommander = ObjectInstanceID();
  5541. PlayerColor color = army->tempOwner;
  5542. if (color == PlayerColor::UNFLAGGABLE)
  5543. color = PlayerColor::NEUTRAL;
  5544. for (CStack *st : bat->stacks)
  5545. {
  5546. if (vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5547. continue;
  5548. if (st->owner != color) //remove only our stacks
  5549. continue;
  5550. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5551. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5552. st->count = std::max (0, st->count - st->resurrected);
  5553. if (st->slot == SlotID::ARROW_TOWERS_SLOT)
  5554. {
  5555. //do nothing
  5556. logGlobal->debug("Ignored arrow towers stack.");
  5557. }
  5558. else if (st->slot == SlotID::WAR_MACHINES_SLOT)
  5559. {
  5560. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5561. if (warMachine == ArtifactID::NONE)
  5562. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5563. //catapult artifact remain even if "creature" killed in siege
  5564. else if (warMachine != ArtifactID::CATAPULT && !st->count)
  5565. {
  5566. logGlobal->debug("War machine has been destroyed");
  5567. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5568. if (hero)
  5569. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5570. else
  5571. logGlobal->error("War machine in army without hero");
  5572. }
  5573. }
  5574. else if (st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5575. {
  5576. if (st->alive() && st->count > 0)
  5577. {
  5578. logGlobal->debug("Permanently summoned %d units.", st->count);
  5579. const CreatureID summonedType = st->type->idNumber;
  5580. summoned[summonedType] += st->count;
  5581. }
  5582. }
  5583. else if (st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5584. {
  5585. if (nullptr == st->base)
  5586. {
  5587. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5588. }
  5589. else
  5590. {
  5591. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5592. if (c)
  5593. {
  5594. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5595. if (h && h->commander == c && (st->count == 0 || !st->alive()))
  5596. {
  5597. logGlobal->debug("Commander is dead.");
  5598. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5599. }
  5600. }
  5601. else
  5602. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5603. }
  5604. }
  5605. else if (st->base && !army->slotEmpty(st->slot))
  5606. {
  5607. if (st->count == 0 || !st->alive())
  5608. {
  5609. logGlobal->debug("Stack has been destroyed.");
  5610. StackLocation sl(army, st->slot);
  5611. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5612. }
  5613. else if (st->count < army->getStackCount(st->slot))
  5614. {
  5615. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
  5616. StackLocation sl(army, st->slot);
  5617. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5618. }
  5619. else if (st->count > army->getStackCount(st->slot))
  5620. {
  5621. logGlobal->debug("Stack gained %d units.", st->count - army->getStackCount(st->slot));
  5622. StackLocation sl(army, st->slot);
  5623. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5624. }
  5625. }
  5626. else
  5627. {
  5628. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5629. }
  5630. }
  5631. }
  5632. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5633. {
  5634. for (TStackAndItsNewCount &ncount : newStackCounts)
  5635. {
  5636. if (ncount.second > 0)
  5637. gh->changeStackCount(ncount.first, ncount.second, true);
  5638. else
  5639. gh->eraseStack(ncount.first, true);
  5640. }
  5641. for (auto summoned_iter : summoned)
  5642. {
  5643. SlotID slot = army->getSlotFor(summoned_iter.first);
  5644. if (slot.validSlot())
  5645. {
  5646. StackLocation location(army, slot);
  5647. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5648. }
  5649. else
  5650. {
  5651. //even if it will be possible to summon anything permanently it should be checked for free slot
  5652. //necromancy is handled separately
  5653. gh->complain("No free slot to put summoned creature");
  5654. }
  5655. }
  5656. for (auto al : removedWarMachines)
  5657. {
  5658. gh->removeArtifact(al);
  5659. }
  5660. if (heroWithDeadCommander != ObjectInstanceID())
  5661. {
  5662. SetCommanderProperty scp;
  5663. scp.heroid = heroWithDeadCommander;
  5664. scp.which = SetCommanderProperty::ALIVE;
  5665. scp.amount = 0;
  5666. gh->sendAndApply(&scp);
  5667. }
  5668. }
  5669. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5670. {
  5671. assert(Query->result);
  5672. assert(Query->bi);
  5673. auto &result = *Query->result;
  5674. auto &info = *Query->bi;
  5675. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5676. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5677. victor = info.sides[result.winner].color;
  5678. loser = info.sides[!result.winner].color;
  5679. duel = Duel;
  5680. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5681. }
  5682. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5683. {
  5684. winnerHero = loserHero = nullptr;
  5685. duel = false;
  5686. remainingBattleQueriesCount = 0;
  5687. }
  5688. CRandomGenerator & CGameHandler::getRandomGenerator()
  5689. {
  5690. return CRandomGenerator::getDefault();
  5691. }
  5692. ///ServerSpellCastEnvironment
  5693. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5694. {
  5695. }
  5696. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5697. {
  5698. gh->sendAndApply(info);
  5699. }
  5700. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5701. {
  5702. return gh->getRandomGenerator();
  5703. }
  5704. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5705. {
  5706. gh->complain(problem);
  5707. }
  5708. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5709. {
  5710. return gh;
  5711. }
  5712. const CMap * ServerSpellCastEnvironment::getMap() const
  5713. {
  5714. return gh->gameState()->map;
  5715. }
  5716. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5717. {
  5718. return gh->moveHero(hid, dst, teleporting, false, asker);
  5719. }