CGameHandler.cpp 185 KB

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