CGameHandler.cpp 195 KB

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