CGameHandler.cpp 196 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/CStack.h"
  18. #include "../lib/BattleInfo.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/rmg/CMapGenOptions.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/ScopeGuard.h"
  26. #include "../lib/CSoundBase.h"
  27. #include "CGameHandler.h"
  28. #include "CVCMIServer.h"
  29. #include "../lib/CCreatureSet.h"
  30. #include "../lib/CThreadHelper.h"
  31. #include "../lib/GameConstants.h"
  32. #include "../lib/registerTypes/RegisterTypes.h"
  33. #include "../lib/serializer/CTypeList.h"
  34. #include "../lib/serializer/Connection.h"
  35. /*
  36. * CGameHandler.cpp, part of VCMI engine
  37. *
  38. * Authors: listed in file AUTHORS in main folder
  39. *
  40. * License: GNU General Public License v2.0 or later
  41. * Full text of license available in license.txt file, in main folder
  42. *
  43. */
  44. #ifndef _MSC_VER
  45. #include <boost/thread/xtime.hpp>
  46. #endif
  47. extern 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, bool targetIsAttacker, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  128. {
  129. int x = targetPosition.getX();
  130. int y = targetPosition.getY();
  131. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  132. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  133. else
  134. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  135. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  136. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  137. {
  138. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  139. {
  140. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  141. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  142. }
  143. else
  144. { //add back-side guardians for two-hex target, side guardians for one-hex
  145. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  146. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  147. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  148. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  149. else if (targetIsTwoHex)//front-side guardians for two-hex target
  150. {
  151. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  152. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  153. if (x > 3) //back guard for two-hex
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  155. }
  156. }
  157. }
  158. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  159. {
  160. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  161. {
  162. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  163. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  164. }
  165. else
  166. {
  167. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  168. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  169. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  170. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  171. else if (targetIsTwoHex)
  172. {
  173. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  174. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  175. if (x < GameConstants::BFIELD_WIDTH - 4)
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  177. }
  178. }
  179. }
  180. else if (!targetIsAttacker && y % 2 == 0)
  181. {
  182. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  183. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  184. }
  185. else if (targetIsAttacker && y % 2 == 1)
  186. {
  187. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  188. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  189. }
  190. }
  191. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  192. {
  193. boost::unique_lock<boost::mutex> l(mx);
  194. if (players.find(player) != players.end())
  195. {
  196. return players.at(player);
  197. }
  198. else
  199. {
  200. throw std::runtime_error("No such player!");
  201. }
  202. }
  203. void PlayerStatuses::addPlayer(PlayerColor player)
  204. {
  205. boost::unique_lock<boost::mutex> l(mx);
  206. players[player];
  207. }
  208. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  209. {
  210. boost::unique_lock<boost::mutex> l(mx);
  211. if (players.find(player) != players.end())
  212. {
  213. return players[player].*flag;
  214. }
  215. else
  216. {
  217. throw std::runtime_error("No such player!");
  218. }
  219. }
  220. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  221. {
  222. boost::unique_lock<boost::mutex> l(mx);
  223. if (players.find(player) != players.end())
  224. {
  225. players[player].*flag = val;
  226. }
  227. else
  228. {
  229. throw std::runtime_error("No such player!");
  230. }
  231. cv.notify_all();
  232. }
  233. template <typename T>
  234. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  235. {
  236. fun(args[which]);
  237. }
  238. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  239. {
  240. changeSecSkill(hero, skill, 1, 0);
  241. expGiven(hero);
  242. }
  243. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  244. {
  245. // required exp for at least 1 lvl-up hasn't been reached
  246. if (!hero->gainsLevel())
  247. {
  248. return;
  249. }
  250. // give primary skill
  251. logGlobal->trace("%s got level %d", hero->name, hero->level);
  252. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  253. SetPrimSkill sps;
  254. sps.id = hero->id;
  255. sps.which = primarySkill;
  256. sps.abs = false;
  257. sps.val = 1;
  258. sendAndApply(&sps);
  259. PrepareHeroLevelUp pre;
  260. pre.hero = hero;
  261. sendAndApply(&pre);
  262. HeroLevelUp hlu;
  263. hlu.hero = hero;
  264. hlu.primskill = primarySkill;
  265. hlu.skills = pre.skills;
  266. if (hlu.skills.size() == 0)
  267. {
  268. sendAndApply(&hlu);
  269. levelUpHero(hero);
  270. }
  271. else if (hlu.skills.size() == 1)
  272. {
  273. sendAndApply(&hlu);
  274. levelUpHero(hero, pre.skills.front());
  275. }
  276. else if (hlu.skills.size() > 1)
  277. {
  278. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  279. hlu.queryID = levelUpQuery->queryID;
  280. queries.addQuery(levelUpQuery);
  281. sendAndApply(&hlu);
  282. //level up will be called on query reply
  283. }
  284. }
  285. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  286. {
  287. SetCommanderProperty scp;
  288. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  289. if (hero)
  290. scp.heroid = hero->id;
  291. else
  292. {
  293. complain ("Commander is not led by hero!");
  294. return;
  295. }
  296. scp.accumulatedBonus.subtype = 0;
  297. scp.accumulatedBonus.additionalInfo = 0;
  298. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  299. scp.accumulatedBonus.turnsRemain = 0;
  300. scp.accumulatedBonus.source = Bonus::COMMANDER;
  301. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  302. if (skill <= ECommander::SPELL_POWER)
  303. {
  304. scp.which = SetCommanderProperty::BONUS;
  305. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  306. {
  307. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  308. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  309. };
  310. switch (skill)
  311. {
  312. case ECommander::ATTACK:
  313. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  314. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  315. break;
  316. case ECommander::DEFENSE:
  317. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  318. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  319. break;
  320. case ECommander::HEALTH:
  321. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  322. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  323. break;
  324. case ECommander::DAMAGE:
  325. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  326. scp.accumulatedBonus.subtype = 0;
  327. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  328. break;
  329. case ECommander::SPEED:
  330. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  331. break;
  332. case ECommander::SPELL_POWER:
  333. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  334. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  335. sendAndApply (&scp); //additional pack
  336. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  337. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  338. sendAndApply (&scp); //additional pack
  339. scp.accumulatedBonus.type = Bonus::CASTS;
  340. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  341. sendAndApply (&scp); //additional pack
  342. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  343. break;
  344. }
  345. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  346. sendAndApply (&scp);
  347. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  348. scp.additionalInfo = skill;
  349. scp.amount = c->secondarySkills.at(skill) + 1;
  350. sendAndApply (&scp);
  351. }
  352. else if (skill >= 100)
  353. {
  354. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  355. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  356. scp.additionalInfo = skill; //unnormalized
  357. sendAndApply (&scp);
  358. }
  359. expGiven(hero);
  360. }
  361. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  362. {
  363. if (!c->gainsLevel())
  364. {
  365. return;
  366. }
  367. CommanderLevelUp clu;
  368. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  369. if (hero)
  370. clu.hero = hero;
  371. else
  372. {
  373. complain ("Commander is not led by hero!");
  374. return;
  375. }
  376. //picking sec. skills for choice
  377. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  378. {
  379. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  380. clu.skills.push_back(i);
  381. }
  382. int i = 100;
  383. for (auto specialSkill : VLC->creh->skillRequirements)
  384. {
  385. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  386. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  387. && !vstd::contains (c->specialSKills, i))
  388. clu.skills.push_back (i);
  389. ++i;
  390. }
  391. int skillAmount = clu.skills.size();
  392. if (!skillAmount)
  393. {
  394. sendAndApply(&clu);
  395. levelUpCommander(c);
  396. }
  397. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  398. {
  399. sendAndApply(&clu);
  400. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  401. }
  402. else if (skillAmount > 1) //apply and ask for secondary skill
  403. {
  404. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  405. clu.queryID = commanderLevelUp->queryID;
  406. queries.addQuery(commanderLevelUp);
  407. sendAndApply(&clu);
  408. }
  409. }
  410. void CGameHandler::expGiven(const CGHeroInstance *hero)
  411. {
  412. if (hero->gainsLevel())
  413. levelUpHero(hero);
  414. else if (hero->commander && hero->commander->gainsLevel())
  415. levelUpCommander(hero->commander);
  416. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  417. // levelUpCommander(hero->commander);
  418. // else
  419. // levelUpHero(hero);
  420. }
  421. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  422. {
  423. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  424. {
  425. if (gs->map->levelLimit != 0)
  426. {
  427. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  428. TExpType resultingExp = abs ? val : hero->exp + val;
  429. if (resultingExp > expLimit)
  430. {
  431. // set given experience to max possible, but don't decrease if hero already over top
  432. abs = true;
  433. val = std::max(expLimit, hero->exp);
  434. InfoWindow iw;
  435. iw.player = hero->tempOwner;
  436. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  437. iw.text.addReplacement(hero->name);
  438. sendAndApply(&iw);
  439. }
  440. }
  441. }
  442. SetPrimSkill sps;
  443. sps.id = hero->id;
  444. sps.which = which;
  445. sps.abs = abs;
  446. sps.val = val;
  447. sendAndApply(&sps);
  448. //only for exp - hero may level up
  449. if (which == PrimarySkill::EXPERIENCE)
  450. {
  451. if (hero->commander && hero->commander->alive)
  452. {
  453. //FIXME: trim experience according to map limit?
  454. SetCommanderProperty scp;
  455. scp.heroid = hero->id;
  456. scp.which = SetCommanderProperty::EXPERIENCE;
  457. scp.amount = val;
  458. sendAndApply (&scp);
  459. CBonusSystemNode::treeHasChanged();
  460. }
  461. expGiven(hero);
  462. }
  463. }
  464. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/)
  465. {
  466. if(!hero)
  467. {
  468. logGlobal->error("changeSecSkill provided no hero");
  469. return;
  470. }
  471. SetSecSkill sss;
  472. sss.id = hero->id;
  473. sss.which = which;
  474. sss.val = val;
  475. sss.abs = abs;
  476. sendAndApply(&sss);
  477. if (which == SecondarySkill::WISDOM)
  478. {
  479. if (hero->visitedTown)
  480. giveSpells(hero->visitedTown, hero);
  481. }
  482. }
  483. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  484. {
  485. LOG_TRACE(logGlobal);
  486. //Fill BattleResult structure with exp info
  487. giveExp(*battleResult.data);
  488. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  489. {
  490. if (hero1)
  491. battleResult.data->exp[1] += 500;
  492. if (hero2)
  493. battleResult.data->exp[0] += 500;
  494. }
  495. if (hero1)
  496. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  497. if (hero2)
  498. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  499. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  500. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  501. const BattleResult::EResult result = battleResult.get()->result;
  502. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  503. {
  504. for (auto &q : queries.allQueries())
  505. {
  506. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  507. if (bq->bi == gs->curB)
  508. return bq;
  509. }
  510. return std::shared_ptr<CBattleQuery>();
  511. };
  512. auto battleQuery = findBattleQuery();
  513. if (!battleQuery)
  514. {
  515. logGlobal->error("Cannot find battle query!");
  516. if (gs->initialOpts->mode == StartInfo::DUEL)
  517. {
  518. battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  519. }
  520. }
  521. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  522. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  523. battleQuery->result = *battleResult.data;
  524. //Check how many battle queries were created (number of players blocked by battle)
  525. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  526. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  527. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  528. if (finishingBattle->duel)
  529. {
  530. duelFinished();
  531. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  532. return;
  533. }
  534. ChangeSpells cs; //for Eagle Eye
  535. if (finishingBattle->winnerHero)
  536. {
  537. if (int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  538. {
  539. int maxLevel = eagleEyeLevel + 1;
  540. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  541. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  542. if (sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  543. cs.spells.insert(sp->id);
  544. }
  545. }
  546. std::vector<const CArtifactInstance *> arts; //display them in window
  547. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  548. {
  549. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  550. {
  551. arts.push_back(art);
  552. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  553. sendAndApply(ma);
  554. };
  555. if (finishingBattle->loserHero)
  556. {
  557. //TODO: wrap it into a function, somehow (boost::variant -_-)
  558. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  559. for (auto artSlot : artifactsWorn)
  560. {
  561. MoveArtifact ma;
  562. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  563. const CArtifactInstance * art = ma.src.getArt();
  564. if (art && !art->artType->isBig() &&
  565. art->artType->id != ArtifactID::SPELLBOOK)
  566. // don't move war machines or locked arts (spellbook)
  567. {
  568. sendMoveArtifact(art, &ma);
  569. }
  570. }
  571. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  572. {
  573. //we assume that no big artifacts can be found
  574. MoveArtifact ma;
  575. ma.src = ArtifactLocation(finishingBattle->loserHero,
  576. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  577. const CArtifactInstance * art = ma.src.getArt();
  578. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  579. {
  580. sendMoveArtifact(art, &ma);
  581. }
  582. }
  583. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  584. {
  585. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  586. for (auto artSlot : artifactsWorn)
  587. {
  588. MoveArtifact ma;
  589. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  590. const CArtifactInstance * art = ma.src.getArt();
  591. if (art && !art->artType->isBig())
  592. {
  593. sendMoveArtifact(art, &ma);
  594. }
  595. }
  596. }
  597. }
  598. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  599. {
  600. auto artifactsWorn = armySlot.second->artifactsWorn;
  601. for (auto artSlot : artifactsWorn)
  602. {
  603. MoveArtifact ma;
  604. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  605. const CArtifactInstance * art = ma.src.getArt();
  606. if (art && !art->artType->isBig())
  607. {
  608. sendMoveArtifact(art, &ma);
  609. }
  610. }
  611. }
  612. }
  613. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  614. if (arts.size()) //display loot
  615. {
  616. InfoWindow iw;
  617. iw.player = finishingBattle->winnerHero->tempOwner;
  618. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  619. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  620. {
  621. iw.components.push_back(Component(
  622. Component::ARTIFACT, art->artType->id,
  623. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  624. if (iw.components.size() >= 14)
  625. {
  626. sendAndApply(&iw);
  627. iw.components.clear();
  628. }
  629. }
  630. if (iw.components.size())
  631. {
  632. sendAndApply(&iw);
  633. }
  634. }
  635. //Eagle Eye secondary skill handling
  636. if (!cs.spells.empty())
  637. {
  638. cs.learn = 1;
  639. cs.hid = finishingBattle->winnerHero->id;
  640. InfoWindow iw;
  641. iw.player = finishingBattle->winnerHero->tempOwner;
  642. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  643. iw.text.addReplacement(finishingBattle->winnerHero->name);
  644. std::ostringstream names;
  645. for (int i = 0; i < cs.spells.size(); i++)
  646. {
  647. names << "%s";
  648. if (i < cs.spells.size() - 2)
  649. names << ", ";
  650. else if (i < cs.spells.size() - 1)
  651. names << "%s";
  652. }
  653. names << ".";
  654. iw.text.addReplacement(names.str());
  655. auto it = cs.spells.begin();
  656. for (int i = 0; i < cs.spells.size(); i++, it++)
  657. {
  658. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  659. if (i == cs.spells.size() - 2) //we just added pre-last name
  660. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  661. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  662. }
  663. sendAndApply(&iw);
  664. sendAndApply(&cs);
  665. }
  666. cab1.updateArmy(this);
  667. cab2.updateArmy(this); //take casualties after battle is deleted
  668. //if one hero has lost we will erase him
  669. if (battleResult.data->winner!=0 && hero1)
  670. {
  671. RemoveObject ro(hero1->id);
  672. sendAndApply(&ro);
  673. }
  674. if (battleResult.data->winner!=1 && hero2)
  675. {
  676. auto town = hero2->visitedTown;
  677. RemoveObject ro(hero2->id);
  678. sendAndApply(&ro);
  679. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  680. town->battleFinished(hero1, *battleResult.get());
  681. }
  682. //give exp
  683. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  684. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  685. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  686. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  687. queries.popIfTop(battleQuery);
  688. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  689. }
  690. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  691. {
  692. LOG_TRACE(logGlobal);
  693. finishingBattle->remainingBattleQueriesCount--;
  694. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  695. if (finishingBattle->remainingBattleQueriesCount > 0)
  696. //Battle results will be handled when all battle queries are closed
  697. return;
  698. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  699. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  700. // Still, it looks like a hole.
  701. // Necromancy if applicable.
  702. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  703. // Give raised units to winner and show dialog, if any were raised,
  704. // units will be given after casualties are taken
  705. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  706. if (necroSlot != SlotID())
  707. {
  708. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  709. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  710. }
  711. BattleResultsApplied resultsApplied;
  712. resultsApplied.player1 = finishingBattle->victor;
  713. resultsApplied.player2 = finishingBattle->loser;
  714. sendAndApply(&resultsApplied);
  715. setBattle(nullptr);
  716. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  717. {
  718. logGlobal->trace("post-victory visit");
  719. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  720. }
  721. visitObjectAfterVictory = false;
  722. //handle victory/loss of engaged players
  723. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  724. checkVictoryLossConditions(playerColors);
  725. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  726. {
  727. SetAvailableHeroes sah;
  728. sah.player = finishingBattle->loser;
  729. sah.hid[0] = finishingBattle->loserHero->subID;
  730. if (result.result == BattleResult::ESCAPE) //retreat
  731. {
  732. sah.army[0].clear();
  733. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  734. }
  735. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  736. sah.hid[1] = another->subID;
  737. else
  738. sah.hid[1] = -1;
  739. sendAndApply(&sah);
  740. }
  741. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  742. {
  743. RemoveObject ro(finishingBattle->winnerHero->id);
  744. sendAndApply(&ro);
  745. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  746. {
  747. SetAvailableHeroes sah;
  748. sah.player = finishingBattle->victor;
  749. sah.hid[0] = finishingBattle->winnerHero->subID;
  750. sah.army[0].clear();
  751. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  752. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  753. sah.hid[1] = another->subID;
  754. else
  755. sah.hid[1] = -1;
  756. sendAndApply(&sah);
  757. }
  758. }
  759. }
  760. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  761. {
  762. bat.bsa.clear();
  763. bat.stackAttacking = att->ID;
  764. const int attackerLuck = att->LuckVal();
  765. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  766. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  767. {
  768. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  769. {
  770. bat.flags |= BattleAttack::LUCKY;
  771. }
  772. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  773. {
  774. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  775. {
  776. bat.flags |= BattleAttack::UNLUCKY;
  777. }
  778. }
  779. }
  780. if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  781. {
  782. bat.flags |= BattleAttack::DEATH_BLOW;
  783. }
  784. if (att->getCreature()->idNumber == CreatureID::BALLISTA)
  785. {
  786. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  787. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  788. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  789. if (chance > getRandomGenerator().nextInt(99))
  790. {
  791. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  792. }
  793. }
  794. // only primary target
  795. applyBattleEffects(bat, att, def, distance, false);
  796. if (!bat.shot()) //multiple-hex attack - only in meele
  797. {
  798. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  799. for (const CStack * stack : attackedCreatures)
  800. {
  801. if (stack != def) //do not hit same stack twice
  802. {
  803. applyBattleEffects(bat, att, stack, distance, true);
  804. }
  805. }
  806. }
  807. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  808. if (bonus && (bat.shot())) //TODO: make it work in melee?
  809. {
  810. //this is need for displaying hit animation
  811. bat.flags |= BattleAttack::SPELL_LIKE;
  812. bat.spellID = SpellID(bonus->subtype);
  813. //TODO: should spell override creature`s projectile?
  814. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  815. //TODO: get exact attacked hex for defender
  816. for (const CStack * stack : attackedCreatures)
  817. {
  818. if (stack != def) //do not hit same stack twice
  819. {
  820. applyBattleEffects(bat, att, stack, distance, true);
  821. }
  822. }
  823. //now add effect info for all attacked stacks
  824. for (BattleStackAttacked & bsa : bat.bsa)
  825. {
  826. if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  827. {
  828. //this is need for displaying affect animation
  829. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  830. bsa.spellID = SpellID(bonus->subtype);
  831. }
  832. }
  833. }
  834. }
  835. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  836. {
  837. BattleStackAttacked bsa;
  838. if (secondary)
  839. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  840. bsa.attackerID = att->ID;
  841. bsa.stackAttacked = def->ID;
  842. bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  843. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  844. //life drain handling
  845. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  846. {
  847. StacksHealedOrResurrected shi;
  848. shi.lifeDrain = true;
  849. shi.tentHealing = false;
  850. shi.cure = false;
  851. shi.drainedFrom = def->ID;
  852. StacksHealedOrResurrected::HealInfo hi;
  853. hi.stackID = att->ID;
  854. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  855. hi.lowLevelResurrection = false;
  856. shi.healedStacks.push_back(hi);
  857. if (hi.healedHP > 0)
  858. {
  859. bsa.healedStacks.push_back(shi);
  860. }
  861. }
  862. //soul steal handling
  863. if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  864. {
  865. StacksHealedOrResurrected shi;
  866. shi.lifeDrain = true;
  867. shi.tentHealing = false;
  868. shi.cure = false;
  869. shi.canOverheal = true;
  870. shi.drainedFrom = def->ID;
  871. for (int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
  872. {
  873. if (att->hasBonusOfType(Bonus::SOUL_STEAL, i))
  874. {
  875. StacksHealedOrResurrected::HealInfo hi;
  876. hi.stackID = att->ID;
  877. hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
  878. hi.lowLevelResurrection = (bool)i;
  879. shi.healedStacks.push_back(hi);
  880. }
  881. }
  882. if (std::any_of(shi.healedStacks.begin(), shi.healedStacks.end(), [](StacksHealedOrResurrected::HealInfo healInfo) { return healInfo.healedHP > 0; }))
  883. {
  884. bsa.healedStacks.push_back(shi);
  885. }
  886. }
  887. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  888. //fire shield handling
  889. if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
  890. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  891. {
  892. // TODO: Fire shield damage should be calculated separately after BattleAttack applied.
  893. // Currently it looks like attacking stack damage itself with defenders fire shield.
  894. // So no separate message on spell damage in log and experience calculation is likely wrong too.
  895. BattleStackAttacked bsa2;
  896. bsa2.stackAttacked = att->ID; //invert
  897. bsa2.attackerID = def->ID;
  898. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  899. bsa2.effect = 11;
  900. bsa2.damageAmount = (std::min(def->totalHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  901. att->prepareAttacked(bsa2, getRandomGenerator());
  902. bat.bsa.push_back(bsa2);
  903. }
  904. }
  905. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  906. {
  907. setThreadName("CGameHandler::handleConnection");
  908. auto handleDisconnection = [&](const std::exception & e)
  909. {
  910. boost::unique_lock<boost::mutex> lock(*c.wmx);
  911. assert(!c.connected); //make sure that connection has been marked as broken
  912. logGlobal->error(e.what());
  913. conns -= &c;
  914. for(auto playerConn : connections)
  915. {
  916. if(!serverShuttingDown && playerConn.second == &c)
  917. {
  918. PlayerCheated pc;
  919. pc.player = playerConn.first;
  920. pc.losingCheatCode = true;
  921. sendAndApply(&pc);
  922. checkVictoryLossConditionsForPlayer(playerConn.first);
  923. }
  924. }
  925. };
  926. try
  927. {
  928. while(1)//server should never shut connection first //was: while(!end2)
  929. {
  930. CPack *pack = nullptr;
  931. PlayerColor player = PlayerColor::NEUTRAL;
  932. si32 requestID = -999;
  933. int packType = 0;
  934. {
  935. boost::unique_lock<boost::mutex> lock(*c.rmx);
  936. if(!c.connected)
  937. throw clientDisconnectedException();
  938. c >> player >> requestID >> pack; //get the package
  939. if (!pack)
  940. {
  941. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  942. }
  943. else
  944. {
  945. packType = typeList.getTypeID(pack); //get the id of type
  946. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  947. requestID, player, player.getStr(), packType, typeid(*pack).name());
  948. }
  949. }
  950. //prepare struct informing that action was applied
  951. auto sendPackageResponse = [&](bool succesfullyApplied)
  952. {
  953. //dont reply to disconnected client
  954. //TODO: this must be implemented as option of CPackForServer
  955. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  956. return;
  957. PackageApplied applied;
  958. applied.player = player;
  959. applied.result = succesfullyApplied;
  960. applied.packType = packType;
  961. applied.requestID = requestID;
  962. boost::unique_lock<boost::mutex> lock(*c.wmx);
  963. c << &applied;
  964. };
  965. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  966. if(isBlockedByQueries(pack, player))
  967. {
  968. sendPackageResponse(false);
  969. }
  970. else if (apply)
  971. {
  972. const bool result = apply->applyOnGH(this, &c, pack, player);
  973. if (result)
  974. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  975. else
  976. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  977. % typeid(*pack).name()).str());
  978. sendPackageResponse(true);
  979. }
  980. else
  981. {
  982. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  983. sendPackageResponse(false);
  984. }
  985. vstd::clear_pointer(pack);
  986. }
  987. }
  988. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  989. {
  990. handleDisconnection(e);
  991. }
  992. catch(clientDisconnectedException & e)
  993. {
  994. handleDisconnection(e);
  995. }
  996. catch(...)
  997. {
  998. serverShuttingDown = true;
  999. handleException();
  1000. throw;
  1001. }
  1002. logGlobal->error("Ended handling connection");
  1003. }
  1004. int CGameHandler::moveStack(int stack, BattleHex dest)
  1005. {
  1006. int ret = 0;
  1007. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1008. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1009. assert(curStack);
  1010. assert(dest < GameConstants::BFIELD_SIZE);
  1011. if (gs->curB->tacticDistance)
  1012. {
  1013. assert(gs->curB->isInTacticRange(dest));
  1014. }
  1015. auto start = curStack->position;
  1016. if (start == dest)
  1017. return 0;
  1018. //initing necessary tables
  1019. auto accessibility = getAccesibility(curStack);
  1020. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1021. if (!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1022. {
  1023. if (curStack->attackerOwned)
  1024. {
  1025. if (accessibility.accessible(dest+1, curStack))
  1026. dest += BattleHex::RIGHT;
  1027. }
  1028. else
  1029. {
  1030. if (accessibility.accessible(dest-1, curStack))
  1031. dest += BattleHex::LEFT;
  1032. }
  1033. }
  1034. if ((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1035. {
  1036. complain("Given destination is not accessible!");
  1037. return 0;
  1038. }
  1039. bool canUseGate = false;
  1040. auto dbState = gs->curB->si.gateState;
  1041. if (battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  1042. dbState != EGateState::DESTROYED &&
  1043. dbState != EGateState::BLOCKED)
  1044. {
  1045. canUseGate = true;
  1046. }
  1047. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1048. ret = path.second;
  1049. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  1050. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1051. {
  1052. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1053. return true;
  1054. if (hex == ESiegeHex::GATE_OUTER)
  1055. return true;
  1056. if (hex == ESiegeHex::GATE_INNER)
  1057. return true;
  1058. return false;
  1059. };
  1060. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1061. {
  1062. if (isGateDrawbridgeHex(hex))
  1063. return true;
  1064. if (curStack->doubleWide())
  1065. {
  1066. BattleHex otherHex = curStack->occupiedHex(hex);
  1067. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1068. return true;
  1069. }
  1070. return false;
  1071. };
  1072. if (curStack->hasBonusOfType(Bonus::FLYING))
  1073. {
  1074. if (path.second <= creSpeed && path.first.size() > 0)
  1075. {
  1076. if (canUseGate && dbState != EGateState::OPENED &&
  1077. occupyGateDrawbridgeHex(dest))
  1078. {
  1079. BattleUpdateGateState db;
  1080. db.state = EGateState::OPENED;
  1081. sendAndApply(&db);
  1082. }
  1083. //inform clients about move
  1084. BattleStackMoved sm;
  1085. sm.stack = curStack->ID;
  1086. std::vector<BattleHex> tiles;
  1087. tiles.push_back(path.first[0]);
  1088. sm.tilesToMove = tiles;
  1089. sm.distance = path.second;
  1090. sm.teleporting = false;
  1091. sendAndApply(&sm);
  1092. }
  1093. }
  1094. else //for non-flying creatures
  1095. {
  1096. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  1097. std::vector<BattleHex> tiles;
  1098. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1099. int v = path.first.size()-1;
  1100. path.first.push_back(start);
  1101. // check if gate need to be open or closed at some point
  1102. BattleHex openGateAtHex, gateMayCloseAtHex;
  1103. if (canUseGate)
  1104. {
  1105. for (int i = path.first.size()-1; i >= 0; i--)
  1106. {
  1107. auto needOpenGates = [&](BattleHex hex) -> bool
  1108. {
  1109. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1110. return true;
  1111. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1112. return true;
  1113. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1114. return true;
  1115. return false;
  1116. };
  1117. auto hex = path.first[i];
  1118. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1119. {
  1120. if (needOpenGates(hex))
  1121. openGateAtHex = path.first[i+1];
  1122. //TODO we need find batter way to handle double-wide stacks
  1123. //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.
  1124. if (curStack->doubleWide())
  1125. {
  1126. BattleHex otherHex = curStack->occupiedHex(hex);
  1127. if (otherHex.isValid() && needOpenGates(otherHex))
  1128. openGateAtHex = path.first[i+2];
  1129. }
  1130. //gate may be opened and then closed during stack movement, but not other way around
  1131. if (openGateAtHex.isValid())
  1132. dbState = EGateState::OPENED;
  1133. }
  1134. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1135. {
  1136. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1137. {
  1138. gateMayCloseAtHex = path.first[i-1];
  1139. }
  1140. if (gs->curB->town->subID == ETownType::FORTRESS)
  1141. {
  1142. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1143. {
  1144. gateMayCloseAtHex = path.first[i-1];
  1145. }
  1146. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1147. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1148. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1149. {
  1150. gateMayCloseAtHex = path.first[i-1];
  1151. }
  1152. }
  1153. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1154. {
  1155. gateMayCloseAtHex = path.first[i-1];
  1156. }
  1157. }
  1158. }
  1159. }
  1160. bool stackIsMoving = true;
  1161. while(stackIsMoving)
  1162. {
  1163. if (v<tilesToMove)
  1164. {
  1165. logGlobal->error("Movement terminated abnormally");
  1166. break;
  1167. }
  1168. bool gateStateChanging = false;
  1169. //special handling for opening gate on from starting hex
  1170. if (openGateAtHex.isValid() && openGateAtHex == start)
  1171. gateStateChanging = true;
  1172. else
  1173. {
  1174. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1175. {
  1176. BattleHex hex = path.first[v];
  1177. tiles.push_back(hex);
  1178. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1179. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1180. {
  1181. gateStateChanging = true;
  1182. }
  1183. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1184. if ((obstacle = battleGetObstacleOnPos(hex, false)))
  1185. obstacleHit = true;
  1186. if (curStack->doubleWide())
  1187. {
  1188. BattleHex otherHex = curStack->occupiedHex(hex);
  1189. //two hex creature hit obstacle by backside
  1190. if (otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1191. obstacleHit = true;
  1192. }
  1193. }
  1194. }
  1195. if (tiles.size() > 0)
  1196. {
  1197. //commit movement
  1198. BattleStackMoved sm;
  1199. sm.stack = curStack->ID;
  1200. sm.distance = path.second;
  1201. sm.teleporting = false;
  1202. sm.tilesToMove = tiles;
  1203. sendAndApply(&sm);
  1204. tiles.clear();
  1205. }
  1206. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1207. if (curStack->position != dest)
  1208. {
  1209. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1210. {
  1211. if (obs)
  1212. {
  1213. handleDamageFromObstacle(*obs, curStack);
  1214. //if stack die in explosion or interrupted by obstacle, abort movement
  1215. if (obs->stopsMovement() || !curStack->alive())
  1216. stackIsMoving = false;
  1217. obs.reset();
  1218. }
  1219. };
  1220. processObstacle(obstacle);
  1221. if (curStack->alive())
  1222. processObstacle(obstacle2);
  1223. if (gateStateChanging)
  1224. {
  1225. if (curStack->position == openGateAtHex)
  1226. {
  1227. openGateAtHex = BattleHex();
  1228. //only open gate if stack is still alive
  1229. if (curStack->alive())
  1230. {
  1231. BattleUpdateGateState db;
  1232. db.state = EGateState::OPENED;
  1233. sendAndApply(&db);
  1234. }
  1235. }
  1236. else if (curStack->position == gateMayCloseAtHex)
  1237. {
  1238. gateMayCloseAtHex = BattleHex();
  1239. updateGateState();
  1240. }
  1241. }
  1242. }
  1243. else
  1244. //movement finished normally: we reached destination
  1245. stackIsMoving = false;
  1246. }
  1247. }
  1248. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1249. if (curStack->alive())
  1250. {
  1251. if (auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1252. {
  1253. handleDamageFromObstacle(*theLastObstacle, curStack);
  1254. }
  1255. }
  1256. if (curStack->alive() && curStack->doubleWide())
  1257. {
  1258. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1259. if (otherHex.isValid())
  1260. if (auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1261. {
  1262. //two hex creature hit obstacle by backside
  1263. handleDamageFromObstacle(*theLastObstacle, curStack);
  1264. }
  1265. }
  1266. return ret;
  1267. }
  1268. CGameHandler::CGameHandler(void)
  1269. {
  1270. QID = 1;
  1271. //gs = nullptr;
  1272. IObjectInterface::cb = this;
  1273. applier = new CApplier<CBaseForGHApply>;
  1274. registerTypesServerPacks(*applier);
  1275. visitObjectAfterVictory = false;
  1276. queries.gh = this;
  1277. spellEnv = new ServerSpellCastEnvironment(this);
  1278. }
  1279. CGameHandler::~CGameHandler(void)
  1280. {
  1281. delete spellEnv;
  1282. delete applier;
  1283. applier = nullptr;
  1284. delete gs;
  1285. }
  1286. void CGameHandler::init(StartInfo *si)
  1287. {
  1288. if (si->seedToBeUsed == 0)
  1289. {
  1290. si->seedToBeUsed = std::time(nullptr);
  1291. }
  1292. gs = new CGameState();
  1293. logGlobal->info("Gamestate created!");
  1294. gs->init(si);
  1295. logGlobal->info("Gamestate initialized!");
  1296. // reset seed, so that clients can't predict any following random values
  1297. getRandomGenerator().resetSeed();
  1298. for (auto & elem : gs->players)
  1299. {
  1300. states.addPlayer(elem.first);
  1301. }
  1302. }
  1303. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1304. {
  1305. return a.earlierThan(b);
  1306. }
  1307. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1308. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1309. const PlayerState * p = getPlayer(town->tempOwner);
  1310. if (!p)
  1311. {
  1312. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1313. return;
  1314. }
  1315. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1316. {
  1317. SetAvailableCreatures ssi;
  1318. ssi.tid = town->id;
  1319. ssi.creatures = town->creatures;
  1320. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1321. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1322. if (dwellings.empty())//no dwellings - just remove
  1323. {
  1324. sendAndApply(&ssi);
  1325. return;
  1326. }
  1327. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1328. // for multi-creature dwellings like Golem Factory
  1329. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1330. if (clear)
  1331. {
  1332. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1333. }
  1334. else
  1335. {
  1336. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1337. }
  1338. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1339. sendAndApply(&ssi);
  1340. }
  1341. }
  1342. void CGameHandler::newTurn()
  1343. {
  1344. logGlobal->trace("Turn %d", gs->day+1);
  1345. NewTurn n;
  1346. n.specialWeek = NewTurn::NO_ACTION;
  1347. n.creatureid = CreatureID::NONE;
  1348. n.day = gs->day + 1;
  1349. bool firstTurn = !getDate(Date::DAY);
  1350. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1351. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1352. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1353. if (firstTurn)
  1354. {
  1355. for (auto obj : gs->map->objects)
  1356. {
  1357. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1358. {
  1359. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1360. }
  1361. }
  1362. }
  1363. if (newWeek && !firstTurn)
  1364. {
  1365. n.specialWeek = NewTurn::NORMAL;
  1366. bool deityOfFireBuilt = false;
  1367. for (const CGTownInstance *t : gs->map->towns)
  1368. {
  1369. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1370. {
  1371. deityOfFireBuilt = true;
  1372. break;
  1373. }
  1374. }
  1375. if (deityOfFireBuilt)
  1376. {
  1377. n.specialWeek = NewTurn::DEITYOFFIRE;
  1378. n.creatureid = CreatureID::IMP;
  1379. }
  1380. else
  1381. {
  1382. int monthType = getRandomGenerator().nextInt(99);
  1383. if (newMonth) //new month
  1384. {
  1385. if (monthType < 40) //double growth
  1386. {
  1387. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1388. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1389. {
  1390. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1391. n.creatureid = newMonster.second;
  1392. }
  1393. else if (VLC->creh->doubledCreatures.size())
  1394. {
  1395. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1396. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1397. }
  1398. else
  1399. {
  1400. complain("Cannot find creature that can be spawned!");
  1401. n.specialWeek = NewTurn::NORMAL;
  1402. }
  1403. }
  1404. else if (monthType < 50)
  1405. n.specialWeek = NewTurn::PLAGUE;
  1406. }
  1407. else //it's a week, but not full month
  1408. {
  1409. if (monthType < 25)
  1410. {
  1411. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1412. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1413. //TODO do not pick neutrals
  1414. n.creatureid = newMonster.second;
  1415. }
  1416. }
  1417. }
  1418. }
  1419. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1420. for (auto& hp : pool)
  1421. {
  1422. auto hero = hp.second;
  1423. if (hero->isInitialized() && hero->stacks.size())
  1424. {
  1425. // reset retreated or surrendered heroes
  1426. auto maxmove = hero->maxMovePoints(true);
  1427. // if movement is greater than maxmove, we should decrease it
  1428. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1429. {
  1430. NewTurn::Hero hth;
  1431. hth.id = hero->id;
  1432. hth.move = maxmove;
  1433. hth.mana = hero->getManaNewTurn();
  1434. n.heroes.insert(hth);
  1435. }
  1436. }
  1437. }
  1438. for (auto & elem : gs->players)
  1439. {
  1440. if (elem.first == PlayerColor::NEUTRAL)
  1441. continue;
  1442. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1443. assert(0); //illegal player number!
  1444. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1445. hadGold.insert(playerGold);
  1446. if (newWeek) //new heroes in tavern
  1447. {
  1448. SetAvailableHeroes sah;
  1449. sah.player = elem.first;
  1450. //pick heroes and their armies
  1451. CHeroClass *banned = nullptr;
  1452. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1453. {
  1454. //first hero - native if possible, second hero -> any other class
  1455. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1456. {
  1457. sah.hid[j] = h->subID;
  1458. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1459. banned = h->type->heroClass;
  1460. }
  1461. else
  1462. {
  1463. sah.hid[j] = -1;
  1464. }
  1465. }
  1466. sendAndApply(&sah);
  1467. }
  1468. n.res[elem.first] = elem.second.resources;
  1469. for (CGHeroInstance *h : (elem).second.heroes)
  1470. {
  1471. if (h->visitedTown)
  1472. giveSpells(h->visitedTown, h);
  1473. NewTurn::Hero hth;
  1474. hth.id = h->id;
  1475. auto ti = make_unique<TurnInfo>(h, 1);
  1476. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1477. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1478. hth.mana = h->getManaNewTurn();
  1479. n.heroes.insert(hth);
  1480. if (!firstTurn) //not first day
  1481. {
  1482. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1483. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1484. {
  1485. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1486. }
  1487. }
  1488. }
  1489. }
  1490. for (CGTownInstance *t : gs->map->towns)
  1491. {
  1492. PlayerColor player = t->tempOwner;
  1493. handleTownEvents(t, n);
  1494. if (newWeek) //first day of week
  1495. {
  1496. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1497. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1498. if (!firstTurn)
  1499. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1500. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1501. if (!vstd::contains(n.cres, t->id))
  1502. {
  1503. n.cres[t->id].tid = t->id;
  1504. n.cres[t->id].creatures = t->creatures;
  1505. }
  1506. auto & sac = n.cres.at(t->id);
  1507. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1508. {
  1509. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1510. {
  1511. ui32 &availableCount = sac.creatures.at(k).first;
  1512. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1513. if (n.specialWeek == NewTurn::PLAGUE)
  1514. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1515. else
  1516. {
  1517. if (firstTurn) //first day of game: use only basic growths
  1518. availableCount = cre->growth;
  1519. else
  1520. availableCount += t->creatureGrowth(k);
  1521. //Deity of fire week - upgrade both imps and upgrades
  1522. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1523. availableCount += 15;
  1524. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1525. {
  1526. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1527. availableCount *= 2;
  1528. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1529. availableCount += 5;
  1530. }
  1531. }
  1532. }
  1533. }
  1534. }
  1535. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1536. {
  1537. n.res[player] = n.res[player] + t->dailyIncome();
  1538. }
  1539. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1540. {
  1541. // Skyship, probably easier to handle same as Veil of darkness
  1542. //do it every new day after veils apply
  1543. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1544. {
  1545. FoWChange fw;
  1546. fw.mode = 1;
  1547. fw.player = player;
  1548. // find all hidden tiles
  1549. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1550. for (size_t i=0; i<fow.size(); i++)
  1551. for (size_t j=0; j<fow.at(i).size(); j++)
  1552. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1553. if (!fow.at(i).at(j).at(k))
  1554. fw.tiles.insert(int3(i,j,k));
  1555. sendAndApply (&fw);
  1556. }
  1557. }
  1558. if (t->hasBonusOfType (Bonus::DARKNESS))
  1559. {
  1560. for (auto & player : gs->players)
  1561. {
  1562. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1563. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1564. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1565. }
  1566. }
  1567. }
  1568. if (newMonth)
  1569. {
  1570. SetAvailableArtifacts saa;
  1571. saa.id = -1;
  1572. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1573. sendAndApply(&saa);
  1574. }
  1575. sendAndApply(&n);
  1576. if (newWeek)
  1577. {
  1578. //spawn wandering monsters
  1579. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1580. {
  1581. spawnWanderingMonsters(n.creatureid);
  1582. }
  1583. //new week info popup
  1584. if (!firstTurn)
  1585. {
  1586. InfoWindow iw;
  1587. switch (n.specialWeek)
  1588. {
  1589. case NewTurn::DOUBLE_GROWTH:
  1590. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1591. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1592. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1593. break;
  1594. case NewTurn::PLAGUE:
  1595. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1596. break;
  1597. case NewTurn::BONUS_GROWTH:
  1598. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1599. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1600. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1601. break;
  1602. case NewTurn::DEITYOFFIRE:
  1603. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1604. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1605. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1606. iw.text.addReplacement2(15); //%+d 15
  1607. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1608. iw.text.addReplacement2(15); //%+d 15
  1609. break;
  1610. default:
  1611. if (newMonth)
  1612. {
  1613. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1614. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1615. }
  1616. else
  1617. {
  1618. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1619. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1620. }
  1621. }
  1622. for (auto & elem : gs->players)
  1623. {
  1624. iw.player = elem.first;
  1625. sendAndApply(&iw);
  1626. }
  1627. }
  1628. }
  1629. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1630. handleTimeEvents();
  1631. //call objects
  1632. for (auto & elem : gs->map->objects)
  1633. {
  1634. if (elem)
  1635. elem->newTurn(getRandomGenerator());
  1636. }
  1637. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1638. }
  1639. void CGameHandler::run(bool resume)
  1640. {
  1641. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1642. using namespace boost::posix_time;
  1643. for (CConnection *cc : conns)
  1644. {
  1645. if (!resume)
  1646. {
  1647. (*cc) << gs->initialOpts; // gs->scenarioOps
  1648. }
  1649. std::set<PlayerColor> players;
  1650. (*cc) >> players; //how many players will be handled at that client
  1651. std::stringstream sbuffer;
  1652. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1653. for (PlayerColor color : players)
  1654. {
  1655. sbuffer << color << " ";
  1656. {
  1657. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1658. if(!color.isSpectator()) // there can be more than one spectator
  1659. connections[color] = cc;
  1660. }
  1661. }
  1662. logGlobal->info(sbuffer.str());
  1663. cc->addStdVecItems(gs);
  1664. cc->enableStackSendingByID();
  1665. cc->disableSmartPointerSerialization();
  1666. }
  1667. for (auto & elem : conns)
  1668. {
  1669. std::set<PlayerColor> pom;
  1670. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1671. if (j->second == elem)
  1672. pom.insert(j->first);
  1673. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1674. }
  1675. if (gs->scenarioOps->mode == StartInfo::DUEL)
  1676. {
  1677. runBattle();
  1678. serverShuttingDown = true;
  1679. while(conns.size() && (*conns.begin())->isOpen())
  1680. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1681. return;
  1682. }
  1683. auto playerTurnOrder = generatePlayerTurnOrder();
  1684. while(!serverShuttingDown)
  1685. {
  1686. if (!resume) newTurn();
  1687. std::list<PlayerColor>::iterator it;
  1688. if (resume)
  1689. {
  1690. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1691. }
  1692. else
  1693. {
  1694. it = playerTurnOrder.begin();
  1695. }
  1696. resume = false;
  1697. for (; it != playerTurnOrder.end(); it++)
  1698. {
  1699. auto playerColor = *it;
  1700. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1701. if (playerState->status == EPlayerStatus::INGAME)
  1702. {
  1703. //if player runs out of time, he shouldn't get the turn (especially AI)
  1704. checkVictoryLossConditionsForAll();
  1705. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1706. { //player lost at the beginning of his turn
  1707. continue;
  1708. }
  1709. else //give normal turn
  1710. {
  1711. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1712. YourTurn yt;
  1713. yt.player = playerColor;
  1714. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1715. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1716. applyAndSend(&yt);
  1717. //wait till turn is done
  1718. boost::unique_lock<boost::mutex> lock(states.mx);
  1719. while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
  1720. {
  1721. static time_duration p = milliseconds(100);
  1722. states.cv.timed_wait(lock, p);
  1723. }
  1724. }
  1725. }
  1726. }
  1727. //additional check that game is not finished
  1728. bool activePlayer = false;
  1729. for (auto player : playerTurnOrder)
  1730. {
  1731. if (gs->players[player].status == EPlayerStatus::INGAME)
  1732. activePlayer = true;
  1733. }
  1734. if (!activePlayer)
  1735. serverShuttingDown = true;
  1736. }
  1737. while(conns.size() && (*conns.begin())->isOpen())
  1738. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1739. }
  1740. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1741. {
  1742. // Generate player turn order
  1743. std::list<PlayerColor> playerTurnOrder;
  1744. for (const auto & player : gs->players) // add human players first
  1745. {
  1746. if (player.second.human)
  1747. playerTurnOrder.push_back(player.first);
  1748. }
  1749. for (const auto & player : gs->players) // then add non-human players
  1750. {
  1751. if (!player.second.human)
  1752. playerTurnOrder.push_back(player.first);
  1753. }
  1754. return playerTurnOrder;
  1755. }
  1756. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1757. {
  1758. battleResult.set(nullptr);
  1759. const auto t = getTile(tile);
  1760. ETerrainType terrain = t->terType;
  1761. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1762. terrain = ETerrainType::SAND;
  1763. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1764. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1765. terType = BFieldType::SHIP_TO_SHIP;
  1766. //send info about battles
  1767. BattleStart bs;
  1768. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1769. sendAndApply(&bs);
  1770. }
  1771. void CGameHandler::checkBattleStateChanges()
  1772. {
  1773. //check if drawbridge state need to be changes
  1774. if (battleGetSiegeLevel() > 0)
  1775. updateGateState();
  1776. //check if battle ended
  1777. if (auto result = battleIsFinished())
  1778. {
  1779. setBattleResult(BattleResult::NORMAL, *result);
  1780. }
  1781. }
  1782. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1783. {
  1784. if (!h->hasSpellbook())
  1785. return; //hero hasn't spellbook
  1786. ChangeSpells cs;
  1787. cs.hid = h->id;
  1788. cs.learn = true;
  1789. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1790. {
  1791. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1792. for (int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1793. {
  1794. std::vector<SpellID> spells;
  1795. getAllowedSpells(spells, i+1);
  1796. for (auto & spell : spells)
  1797. cs.spells.insert(spell);
  1798. }
  1799. }
  1800. else
  1801. {
  1802. for (int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1803. {
  1804. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1805. {
  1806. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1807. cs.spells.insert(t->spells.at(i).at(j));
  1808. }
  1809. }
  1810. }
  1811. if (!cs.spells.empty())
  1812. sendAndApply(&cs);
  1813. }
  1814. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1815. {
  1816. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1817. sendAndApply(&sop);
  1818. }
  1819. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1820. {
  1821. if (!obj || !getObj(obj->id))
  1822. {
  1823. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1824. return false;
  1825. }
  1826. RemoveObject ro;
  1827. ro.id = obj->id;
  1828. sendAndApply(&ro);
  1829. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1830. return true;
  1831. }
  1832. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1833. {
  1834. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1835. sendAndApply(&sop);
  1836. }
  1837. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/)
  1838. {
  1839. const CGHeroInstance *h = getHero(hid);
  1840. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1841. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1842. {
  1843. logGlobal->error("Illegal call to move hero!");
  1844. return false;
  1845. }
  1846. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
  1847. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1848. if (!gs->map->isInTheMap(hmpos))
  1849. {
  1850. logGlobal->error("Destination tile is outside the map!");
  1851. return false;
  1852. }
  1853. const TerrainTile t = *getTile(hmpos);
  1854. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1855. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1856. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1857. //result structure for start - movement failed, no move points used
  1858. TryMoveHero tmh;
  1859. tmh.id = hid;
  1860. tmh.start = h->pos;
  1861. tmh.end = dst;
  1862. tmh.result = TryMoveHero::FAILED;
  1863. tmh.movePoints = h->movement;
  1864. //check if destination tile is available
  1865. auto ti = make_unique<TurnInfo>(h);
  1866. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1867. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1868. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1869. //it's a rock or blocked and not visitable tile
  1870. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1871. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1872. && complain("Cannot move hero, destination tile is blocked!"))
  1873. || ((!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)
  1874. && complain("Cannot move hero, destination tile is on water!"))
  1875. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1876. && complain("Cannot disembark hero, tile is blocked!"))
  1877. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1878. && complain("Tiles are not neighboring!"))
  1879. || ((h->inTownGarrison)
  1880. && complain("Can not move garrisoned hero!"))
  1881. || ((h->movement < cost && dst != h->pos && !teleporting)
  1882. && complain("Hero doesn't have any movement points left!"))
  1883. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1884. && complain("Hero cannot transit over this tile!"))
  1885. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1886. && complain("Cannot move hero during the battle"))*/)
  1887. {
  1888. //send info about movement failure
  1889. sendAndApply(&tmh);
  1890. return false;
  1891. }
  1892. //several generic blocks of code
  1893. // should be called if hero changes tile but before applying TryMoveHero package
  1894. auto leaveTile = [&]()
  1895. {
  1896. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1897. {
  1898. obj->onHeroLeave(h);
  1899. }
  1900. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1901. };
  1902. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1903. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1904. {
  1905. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1906. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1907. queries.addQuery(moveQuery);
  1908. if (leavingTile == LEAVING_TILE)
  1909. leaveTile();
  1910. tmh.result = result;
  1911. sendAndApply(&tmh);
  1912. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1913. { // Hero should be always able to visit any object he staying on even if there guards around
  1914. visitObjectOnTile(t, h);
  1915. }
  1916. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1917. {
  1918. tmh.attackedFrom = guardPos;
  1919. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1920. objectVisited(guardTile.visitableObjects.back(), h);
  1921. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1922. }
  1923. else if (visitDest == VISIT_DEST)
  1924. {
  1925. visitObjectOnTile(t, h);
  1926. }
  1927. queries.popIfTop(moveQuery);
  1928. logGlobal->trace("Hero %s ends movement", h->name);
  1929. return result != TryMoveHero::FAILED;
  1930. };
  1931. //interaction with blocking object (like resources)
  1932. auto blockingVisit = [&]() -> bool
  1933. {
  1934. for (CGObjectInstance *obj : t.visitableObjects)
  1935. {
  1936. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1937. {
  1938. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1939. //this-> is needed for MVS2010 to recognize scope (?)
  1940. }
  1941. }
  1942. return false;
  1943. };
  1944. if (!transit && embarking)
  1945. {
  1946. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1947. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1948. // In H3 embark ignore guards
  1949. }
  1950. if (disembarking)
  1951. {
  1952. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1953. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1954. }
  1955. if (teleporting)
  1956. {
  1957. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1958. return true;
  1959. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1960. // visit town for town portal \ castle gates
  1961. // do not use generic visitObjectOnTile to avoid double-teleporting
  1962. // if this moveHero call was triggered by teleporter
  1963. if (!t.visitableObjects.empty())
  1964. {
  1965. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1966. town->onHeroVisit(h);
  1967. }
  1968. return true;
  1969. }
  1970. //still here? it is standard movement!
  1971. {
  1972. tmh.movePoints = h->movement >= cost
  1973. ? h->movement - cost
  1974. : 0;
  1975. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1976. EVisitDest visitDest = VISIT_DEST;
  1977. if (transit)
  1978. {
  1979. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1980. visitDest = DONT_VISIT_DEST;
  1981. if (canFly)
  1982. {
  1983. lookForGuards = IGNORE_GUARDS;
  1984. visitDest = DONT_VISIT_DEST;
  1985. }
  1986. }
  1987. else if (blockingVisit())
  1988. return true;
  1989. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1990. return true;
  1991. }
  1992. }
  1993. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1994. {
  1995. const CGHeroInstance *h = getHero(hid);
  1996. const CGTownInstance *t = getTown(dstid);
  1997. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1998. COMPLAIN_RET("Invalid call to teleportHero!");
  1999. const CGTownInstance *from = h->visitedTown;
  2000. if (((h->getOwner() != t->getOwner())
  2001. && complain("Cannot teleport hero to another player"))
  2002. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  2003. && complain("Hero must be in town with Castle gate for teleporting"))
  2004. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  2005. && complain("Cannot teleport hero to town without Castle gate in it")))
  2006. return false;
  2007. int3 pos = t->visitablePos();
  2008. pos += h->getVisitableOffset();
  2009. moveHero(hid,pos,1);
  2010. return true;
  2011. }
  2012. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  2013. {
  2014. PlayerColor oldOwner = getOwner(obj->id);
  2015. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2016. sendAndApply(&sop);
  2017. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2018. checkVictoryLossConditions(playerColors);
  2019. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2020. if (town) //town captured
  2021. {
  2022. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2023. {
  2024. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2025. setPortalDwelling(town, true, false);
  2026. }
  2027. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2028. {
  2029. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2030. {
  2031. InfoWindow iw;
  2032. iw.player = oldOwner;
  2033. 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.
  2034. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2035. sendAndApply(&iw);
  2036. }
  2037. }
  2038. }
  2039. const PlayerState * p = getPlayer(owner);
  2040. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2041. {
  2042. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2043. {
  2044. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2045. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2046. }
  2047. }
  2048. }
  2049. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2050. {
  2051. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  2052. queries.addQuery(dialogQuery);
  2053. iw->queryID = dialogQuery->queryID;
  2054. sendToAllClients(iw);
  2055. }
  2056. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2057. {
  2058. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  2059. queries.addQuery(dialogQuery);
  2060. iw->queryID = dialogQuery->queryID;
  2061. sendToAllClients(iw);
  2062. }
  2063. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2064. {
  2065. if (!val) return; //don't waste time on empty call
  2066. TResources resources;
  2067. resources.at(which) = val;
  2068. giveResources(player, resources);
  2069. }
  2070. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2071. {
  2072. SetResources sr;
  2073. sr.abs = false;
  2074. sr.player = player;
  2075. sr.res = resources;
  2076. sendAndApply(&sr);
  2077. }
  2078. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2079. {
  2080. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2081. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2082. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2083. //first we move creatures to give to make them army of object-source
  2084. for (auto & elem : creatures.Slots())
  2085. {
  2086. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2087. }
  2088. tryJoiningArmy(obj, h, remove, true);
  2089. }
  2090. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2091. {
  2092. std::vector<CStackBasicDescriptor> cres = creatures;
  2093. if (cres.size() <= 0)
  2094. return;
  2095. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2096. for (CStackBasicDescriptor &sbd : cres)
  2097. {
  2098. TQuantity collected = 0;
  2099. while(collected < sbd.count)
  2100. {
  2101. bool foundSth = false;
  2102. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2103. {
  2104. if (i->second->type == sbd.type)
  2105. {
  2106. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2107. changeStackCount(StackLocation(obj, i->first), -take, false);
  2108. collected += take;
  2109. foundSth = true;
  2110. break;
  2111. }
  2112. }
  2113. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2114. {
  2115. complain("Unexpected failure during taking creatures!");
  2116. return;
  2117. }
  2118. }
  2119. }
  2120. }
  2121. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2122. {
  2123. sendToAllClients(comp);
  2124. }
  2125. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2126. {
  2127. HeroVisitCastle vc;
  2128. vc.hid = hero->id;
  2129. vc.tid = obj->id;
  2130. vc.flags |= 1;
  2131. sendAndApply(&vc);
  2132. vistiCastleObjects (obj, hero);
  2133. giveSpells (obj, hero);
  2134. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2135. }
  2136. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2137. {
  2138. std::vector<CGTownBuilding*>::const_iterator i;
  2139. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2140. (*i)->onHeroVisit (h);
  2141. }
  2142. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2143. {
  2144. HeroVisitCastle vc;
  2145. vc.hid = hero->id;
  2146. vc.tid = obj->id;
  2147. sendAndApply(&vc);
  2148. }
  2149. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2150. {
  2151. EraseArtifact ea;
  2152. ea.al = al;
  2153. sendAndApply(&ea);
  2154. }
  2155. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2156. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2157. const CGTownInstance *town) //use hero=nullptr for no hero
  2158. {
  2159. engageIntoBattle(army1->tempOwner);
  2160. engageIntoBattle(army2->tempOwner);
  2161. static const CArmedInstance *armies[2];
  2162. armies[0] = army1;
  2163. armies[1] = army2;
  2164. static const CGHeroInstance*heroes[2];
  2165. heroes[0] = hero1;
  2166. heroes[1] = hero2;
  2167. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2168. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2169. queries.addQuery(battleQuery);
  2170. boost::thread(&CGameHandler::runBattle, this);
  2171. }
  2172. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2173. {
  2174. startBattlePrimary(army1, army2, tile,
  2175. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2176. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2177. creatureBank);
  2178. }
  2179. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2180. {
  2181. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2182. }
  2183. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2184. {
  2185. ChangeSpells cs;
  2186. cs.hid = hero->id;
  2187. cs.spells = spells;
  2188. cs.learn = give;
  2189. sendAndApply(&cs);
  2190. }
  2191. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2192. {
  2193. SystemMessage sm;
  2194. sm.text = message;
  2195. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2196. c << &sm;
  2197. }
  2198. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2199. {
  2200. sendAndApply(bonus);
  2201. }
  2202. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2203. {
  2204. sendAndApply(smp);
  2205. }
  2206. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2207. {
  2208. SetMana sm;
  2209. sm.hid = hid;
  2210. sm.val = val;
  2211. sm.absolute = true;
  2212. sendAndApply(&sm);
  2213. }
  2214. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2215. {
  2216. GiveHero gh;
  2217. gh.id = id;
  2218. gh.player = player;
  2219. sendAndApply(&gh);
  2220. }
  2221. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2222. {
  2223. ChangeObjPos cop;
  2224. cop.objid = objid;
  2225. cop.nPos = newPos;
  2226. cop.flags = flags;
  2227. sendAndApply(&cop);
  2228. }
  2229. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2230. {
  2231. const CGHeroInstance * h1 = getHero(fromHero);
  2232. const CGHeroInstance * h2 = getHero(toHero);
  2233. if (h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR))
  2234. {
  2235. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2236. std::swap(fromHero, toHero);
  2237. }
  2238. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2239. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2240. return;//no scholar skill or no spellbook
  2241. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2242. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2243. ChangeSpells cs1;
  2244. cs1.learn = true;
  2245. cs1.hid = toHero;//giving spells to first hero
  2246. for (auto it : h1->spells)
  2247. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2248. cs1.spells.insert(it);//spell to learn
  2249. ChangeSpells cs2;
  2250. cs2.learn = true;
  2251. cs2.hid = fromHero;
  2252. for (auto it : h2->spells)
  2253. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2254. cs2.spells.insert(it);
  2255. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2256. {
  2257. InfoWindow iw;
  2258. iw.player = h1->tempOwner;
  2259. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2260. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2261. iw.text.addReplacement(h1->name);
  2262. if (!cs2.spells.empty())//if found new spell - apply
  2263. {
  2264. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2265. int size = cs2.spells.size();
  2266. for (auto it : cs2.spells)
  2267. {
  2268. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2269. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2270. switch (size--)
  2271. {
  2272. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2273. case 1: break;
  2274. default: iw.text << ", ";
  2275. }
  2276. }
  2277. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2278. iw.text.addReplacement(h2->name);
  2279. sendAndApply(&cs2);
  2280. }
  2281. if (!cs1.spells.empty() && !cs2.spells.empty())
  2282. {
  2283. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2284. }
  2285. if (!cs1.spells.empty())
  2286. {
  2287. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2288. int size = cs1.spells.size();
  2289. for (auto it : cs1.spells)
  2290. {
  2291. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2292. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2293. switch (size--)
  2294. {
  2295. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2296. case 1: break;
  2297. default: iw.text << ", ";
  2298. } }
  2299. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2300. iw.text.addReplacement(h2->name);
  2301. sendAndApply(&cs1);
  2302. }
  2303. sendAndApply(&iw);
  2304. }
  2305. }
  2306. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2307. {
  2308. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2309. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2310. {
  2311. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2312. ExchangeDialog hex;
  2313. hex.queryID = exchange->queryID;
  2314. hex.heroes[0] = getHero(hero1);
  2315. hex.heroes[1] = getHero(hero2);
  2316. sendAndApply(&hex);
  2317. useScholarSkill(hero1,hero2);
  2318. queries.addQuery(exchange);
  2319. }
  2320. }
  2321. void CGameHandler::sendToAllClients(CPackForClient * info)
  2322. {
  2323. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2324. for (auto & elem : conns)
  2325. {
  2326. if(!elem->isOpen())
  2327. continue;
  2328. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2329. *elem << info;
  2330. }
  2331. }
  2332. void CGameHandler::sendAndApply(CPackForClient * info)
  2333. {
  2334. sendToAllClients(info);
  2335. gs->apply(info);
  2336. }
  2337. void CGameHandler::applyAndSend(CPackForClient * info)
  2338. {
  2339. gs->apply(info);
  2340. sendToAllClients(info);
  2341. }
  2342. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2343. {
  2344. sendAndApply(static_cast<CPackForClient*>(info));
  2345. checkVictoryLossConditionsForAll();
  2346. }
  2347. void CGameHandler::sendAndApply(SetResources * info)
  2348. {
  2349. sendAndApply(static_cast<CPackForClient*>(info));
  2350. checkVictoryLossConditionsForPlayer(info->player);
  2351. }
  2352. void CGameHandler::sendAndApply(NewStructures * info)
  2353. {
  2354. sendAndApply(static_cast<CPackForClient*>(info));
  2355. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2356. }
  2357. void CGameHandler::save(const std::string & filename)
  2358. {
  2359. logGlobal->info("Saving to %s", filename);
  2360. const auto stem = FileInfo::GetPathStem(filename);
  2361. const auto savefname = stem.to_string() + ".vsgm1";
  2362. CResourceHandler::get("local")->createResource(savefname);
  2363. {
  2364. logGlobal->info("Ordering clients to serialize...");
  2365. SaveGame sg(savefname);
  2366. sendToAllClients(&sg);
  2367. }
  2368. try
  2369. {
  2370. {
  2371. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2372. saveCommonState(save);
  2373. logGlobal->info("Saving server state");
  2374. save << *this;
  2375. }
  2376. logGlobal->info("Game has been successfully saved!");
  2377. }
  2378. catch(std::exception &e)
  2379. {
  2380. logGlobal->error("Failed to save game: %s", e.what());
  2381. }
  2382. }
  2383. void CGameHandler::close()
  2384. {
  2385. logGlobal->info("We have been requested to close.");
  2386. if (gs->initialOpts->mode == StartInfo::DUEL)
  2387. {
  2388. exit(0);
  2389. }
  2390. serverShuttingDown = true;
  2391. for (auto & elem : conns)
  2392. {
  2393. if(!elem->isOpen())
  2394. continue;
  2395. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2396. elem->close();
  2397. elem->connected = false;
  2398. }
  2399. }
  2400. void CGameHandler::playerLeftGame(int cid)
  2401. {
  2402. for (auto & elem : conns)
  2403. {
  2404. if(elem->isOpen() && elem->connectionID == cid)
  2405. {
  2406. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2407. elem->close();
  2408. elem->connected = false;
  2409. break;
  2410. }
  2411. }
  2412. }
  2413. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2414. {
  2415. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2416. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2417. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2418. StackLocation sl1(s1, p1), sl2(s2, p2);
  2419. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2420. {
  2421. complain("Invalid slot accessed!");
  2422. return false;
  2423. }
  2424. if (!isAllowedExchange(id1,id2))
  2425. {
  2426. complain("Cannot exchange stacks between these two objects!\n");
  2427. return false;
  2428. }
  2429. // We can always put stacks into locked garrison, but not take them out of it
  2430. auto notRemovable = [&](const CArmedInstance * army)
  2431. {
  2432. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2433. {
  2434. auto g = dynamic_cast<const CGGarrison *>(army);
  2435. if (g && !g->removableUnits)
  2436. {
  2437. complain("Stacks in this garrison are not removable!\n");
  2438. return true;
  2439. }
  2440. }
  2441. return false;
  2442. };
  2443. if (what==1) //swap
  2444. {
  2445. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2446. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2447. {
  2448. complain("Can't take troops from another player!");
  2449. return false;
  2450. }
  2451. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2452. {
  2453. complain("Cannot swap stacks - slots are the same!");
  2454. return false;
  2455. }
  2456. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2457. {
  2458. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2459. return false;
  2460. }
  2461. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2462. return false;
  2463. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2464. return false;
  2465. swapStacks(sl1, sl2);
  2466. }
  2467. else if (what==2)//merge
  2468. {
  2469. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2470. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2471. return false;
  2472. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2473. {
  2474. complain("Cannot merge empty stack!");
  2475. return false;
  2476. }
  2477. else if (notRemovable(sl1.army))
  2478. return false;
  2479. moveStack(sl1, sl2);
  2480. }
  2481. else if (what==3) //split
  2482. {
  2483. const int countToMove = val - s2->getStackCount(p2);
  2484. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2485. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2486. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2487. {
  2488. complain("Can't move troops of another player!");
  2489. return false;
  2490. }
  2491. //general conditions checking
  2492. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2493. || (val<1 && complain("no creatures to split")) )
  2494. {
  2495. return false;
  2496. }
  2497. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2498. {
  2499. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2500. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2501. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2502. )
  2503. {
  2504. return false;
  2505. }
  2506. if (notRemovable(sl1.army))
  2507. {
  2508. if (s1->getStackCount(p1) > countLeftOnSrc)
  2509. return false;
  2510. }
  2511. else if (notRemovable(sl2.army))
  2512. {
  2513. if (s2->getStackCount(p1) < countLeftOnSrc)
  2514. return false;
  2515. }
  2516. moveStack(sl1, sl2, countToMove);
  2517. //S2.slots[p2]->count = val;
  2518. //S1.slots[p1]->count = total - val;
  2519. }
  2520. else //split one stack to the two
  2521. {
  2522. if (s1->getStackCount(p1) < val)//not enough creatures
  2523. {
  2524. complain("Cannot split that stack, not enough creatures!");
  2525. return false;
  2526. }
  2527. if (notRemovable(sl1.army))
  2528. return false;
  2529. moveStack(sl1, sl2, val);
  2530. }
  2531. }
  2532. return true;
  2533. }
  2534. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2535. {
  2536. std::set<PlayerColor> all;
  2537. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2538. if (i->second == c)
  2539. all.insert(i->first);
  2540. switch(all.size())
  2541. {
  2542. case 0:
  2543. return PlayerColor::NEUTRAL;
  2544. case 1:
  2545. return *all.begin();
  2546. default:
  2547. {
  2548. //if we have more than one player at this connection, try to pick active one
  2549. if (vstd::contains(all, gs->currentPlayer))
  2550. return gs->currentPlayer;
  2551. else
  2552. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2553. }
  2554. }
  2555. }
  2556. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2557. {
  2558. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2559. if (!vstd::contains(s1->stacks,pos))
  2560. {
  2561. complain("Illegal call to disbandCreature - no such stack in army!");
  2562. return false;
  2563. }
  2564. eraseStack(StackLocation(s1, pos));
  2565. return true;
  2566. }
  2567. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/)
  2568. {
  2569. const CGTownInstance * t = getTown(tid);
  2570. if (!t)
  2571. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2572. if (!t->town->buildings.count(requestedID))
  2573. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2574. if (t->hasBuilt(requestedID))
  2575. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2576. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2577. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2578. std::vector<const CBuilding*> remainingAutoBuildings;
  2579. std::set<BuildingID> buildingsThatWillBe;
  2580. //Check validity of request
  2581. if (!force)
  2582. {
  2583. switch (requestedBuilding->mode)
  2584. {
  2585. case CBuilding::BUILD_NORMAL :
  2586. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2587. COMPLAIN_RET("Cannot build that building!");
  2588. break;
  2589. case CBuilding::BUILD_AUTO :
  2590. case CBuilding::BUILD_SPECIAL:
  2591. COMPLAIN_RET("This building can not be constructed normally!");
  2592. case CBuilding::BUILD_GRAIL :
  2593. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2594. {
  2595. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2596. COMPLAIN_RET("Cannot build this without grail!")
  2597. else
  2598. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2599. }
  2600. break;
  2601. }
  2602. }
  2603. //Performs stuff that has to be done before new building is built
  2604. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2605. {
  2606. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2607. {
  2608. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2609. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2610. if (upgradeNumber >= t->town->creatures.at(level).size())
  2611. {
  2612. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2613. "no creature found (upgrade number %d, level %d!")
  2614. % buildingID % upgradeNumber % level));
  2615. return;
  2616. }
  2617. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2618. SetAvailableCreatures ssi;
  2619. ssi.tid = t->id;
  2620. ssi.creatures = t->creatures;
  2621. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2622. ssi.creatures[level].first = crea->growth;
  2623. ssi.creatures[level].second.push_back(crea->idNumber);
  2624. sendAndApply(&ssi);
  2625. }
  2626. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2627. {
  2628. setPortalDwelling(t);
  2629. }
  2630. };
  2631. //Performs stuff that has to be done after new building is built
  2632. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2633. {
  2634. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2635. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2636. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2637. {
  2638. if (t->visitingHero)
  2639. giveSpells(t,t->visitingHero);
  2640. if (t->garrisonHero)
  2641. giveSpells(t,t->garrisonHero);
  2642. }
  2643. };
  2644. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2645. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2646. {
  2647. return buildingsThatWillBe.count(buildID);
  2648. };
  2649. //Init the vectors
  2650. for (auto & build : t->town->buildings)
  2651. {
  2652. if (t->hasBuilt(build.first))
  2653. buildingsThatWillBe.insert(build.first);
  2654. else
  2655. {
  2656. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2657. remainingAutoBuildings.push_back(build.second);
  2658. }
  2659. }
  2660. //Prepare structure (list of building ids will be filled later)
  2661. NewStructures ns;
  2662. ns.tid = tid;
  2663. ns.builded = force ? t->builded : (t->builded+1);
  2664. std::queue<const CBuilding*> buildingsToAdd;
  2665. buildingsToAdd.push(requestedBuilding);
  2666. while(!buildingsToAdd.empty())
  2667. {
  2668. auto b = buildingsToAdd.front();
  2669. buildingsToAdd.pop();
  2670. ns.bid.insert(b->bid);
  2671. buildingsThatWillBe.insert(b->bid);
  2672. remainingAutoBuildings -= b;
  2673. for (auto autoBuilding : remainingAutoBuildings)
  2674. {
  2675. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2676. buildingsToAdd.push(autoBuilding);
  2677. }
  2678. }
  2679. // 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.
  2680. for (auto builtID : ns.bid)
  2681. processBeforeBuiltStructure(builtID);
  2682. //Take cost
  2683. if (!force)
  2684. {
  2685. giveResources(t->tempOwner, -requestedBuilding->resources);
  2686. }
  2687. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2688. sendAndApply(&ns);
  2689. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2690. for (auto builtID : ns.bid)
  2691. processAfterBuiltStructure(builtID);
  2692. // now when everything is built - reveal tiles for lookout tower
  2693. FoWChange fw;
  2694. fw.player = t->tempOwner;
  2695. fw.mode = 1;
  2696. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2697. sendAndApply(&fw);
  2698. if (t->visitingHero)
  2699. vistiCastleObjects (t, t->visitingHero);
  2700. if (t->garrisonHero)
  2701. vistiCastleObjects (t, t->garrisonHero);
  2702. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2703. return true;
  2704. }
  2705. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2706. {
  2707. ///incomplete, simply erases target building
  2708. const CGTownInstance * t = getTown(tid);
  2709. if (!vstd::contains(t->builtBuildings, bid))
  2710. return false;
  2711. RazeStructures rs;
  2712. rs.tid = tid;
  2713. rs.bid.insert(bid);
  2714. rs.destroyed = t->destroyed + 1;
  2715. sendAndApply(&rs);
  2716. //TODO: Remove dwellers
  2717. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2718. // {
  2719. // RemoveBonus rb(RemoveBonus::TOWN);
  2720. // rb.whoID = t->id;
  2721. // rb.source = Bonus::TOWN_STRUCTURE;
  2722. // rb.id = 17;
  2723. // sendAndApply(&rb);
  2724. // }
  2725. return true;
  2726. }
  2727. void CGameHandler::sendMessageToAll(const std::string &message)
  2728. {
  2729. SystemMessage sm;
  2730. sm.text = message;
  2731. sendToAllClients(&sm);
  2732. }
  2733. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2734. {
  2735. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2736. const CArmedInstance *dst = nullptr;
  2737. const CCreature *c = VLC->creh->creatures.at(crid);
  2738. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2739. //TODO: test for owning
  2740. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2741. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2742. assert(dw && dst);
  2743. //verify
  2744. bool found = false;
  2745. int level = 0;
  2746. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2747. {
  2748. if ((fromLvl != -1) && (level !=fromLvl))
  2749. continue;
  2750. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2751. int i = 0;
  2752. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2753. if (cur.second.at(i) == crid)
  2754. break;
  2755. if (i < cur.second.size())
  2756. {
  2757. found = true;
  2758. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2759. break;
  2760. }
  2761. }
  2762. SlotID slot = dst->getSlotFor(crid);
  2763. if ((!found && complain("Cannot recruit: no such creatures!"))
  2764. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2765. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2766. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2767. {
  2768. return false;
  2769. }
  2770. //recruit
  2771. giveResources(dst->tempOwner, -(c->cost * cram));
  2772. SetAvailableCreatures sac;
  2773. sac.tid = objid;
  2774. sac.creatures = dw->creatures;
  2775. sac.creatures[level].first -= cram;
  2776. sendAndApply(&sac);
  2777. if (warMachine)
  2778. {
  2779. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2780. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2781. ArtifactID artId = c->warMachine;
  2782. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2783. const CArtifact * art = artId.toArtifact();
  2784. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2785. return giveHeroNewArtifact(h, art);
  2786. }
  2787. else
  2788. {
  2789. addToSlot(StackLocation(dst, slot), c, cram);
  2790. }
  2791. return true;
  2792. }
  2793. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2794. {
  2795. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2796. if (!obj->hasStackAtSlot(pos))
  2797. {
  2798. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2799. }
  2800. UpgradeInfo ui;
  2801. getUpgradeInfo(obj, pos, ui);
  2802. PlayerColor player = obj->tempOwner;
  2803. const PlayerState *p = getPlayer(player);
  2804. int crQuantity = obj->stacks.at(pos)->count;
  2805. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2806. //check if upgrade is possible
  2807. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2808. {
  2809. return false;
  2810. }
  2811. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2812. //check if player has enough resources
  2813. if (!p->resources.canAfford(totalCost))
  2814. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2815. //take resources
  2816. giveResources(player, -totalCost);
  2817. //upgrade creature
  2818. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2819. return true;
  2820. }
  2821. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2822. {
  2823. if (!sl.army->hasStackAtSlot(sl.slot))
  2824. COMPLAIN_RET("Cannot find a stack to change type");
  2825. SetStackType sst;
  2826. sst.sl = sl;
  2827. sst.type = c;
  2828. sendAndApply(&sst);
  2829. return true;
  2830. }
  2831. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2832. {
  2833. assert(src->canBeMergedWith(*dst, allowMerging));
  2834. while(src->stacksCount())//while there are unmoved creatures
  2835. {
  2836. auto i = src->Slots().begin(); //iterator to stack to move
  2837. StackLocation sl(src, i->first); //location of stack to move
  2838. SlotID pos = dst->getSlotFor(i->second->type);
  2839. if (!pos.validSlot())
  2840. {
  2841. //try to merge two other stacks to make place
  2842. std::pair<SlotID, SlotID> toMerge;
  2843. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2844. {
  2845. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2846. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2847. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2848. }
  2849. else
  2850. {
  2851. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2852. return;
  2853. }
  2854. }
  2855. else
  2856. {
  2857. moveStack(sl, StackLocation(dst, pos));
  2858. }
  2859. }
  2860. }
  2861. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2862. {
  2863. const CGTownInstance * town = getTown(tid);
  2864. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2865. {
  2866. if (!town->visitingHero->canBeMergedWith(*town))
  2867. {
  2868. complain("Cannot make garrison swap, not enough free slots!");
  2869. return false;
  2870. }
  2871. moveArmy(town, town->visitingHero, true);
  2872. SetHeroesInTown intown;
  2873. intown.tid = tid;
  2874. intown.visiting = ObjectInstanceID();
  2875. intown.garrison = town->visitingHero->id;
  2876. sendAndApply(&intown);
  2877. return true;
  2878. }
  2879. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2880. {
  2881. //check if moving hero out of town will break 8 wandering heroes limit
  2882. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2883. {
  2884. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2885. return false;
  2886. }
  2887. SetHeroesInTown intown;
  2888. intown.tid = tid;
  2889. intown.garrison = ObjectInstanceID();
  2890. intown.visiting = town->garrisonHero->id;
  2891. sendAndApply(&intown);
  2892. return true;
  2893. }
  2894. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2895. {
  2896. SetHeroesInTown intown;
  2897. intown.tid = tid;
  2898. intown.garrison = town->visitingHero->id;
  2899. intown.visiting = town->garrisonHero->id;
  2900. sendAndApply(&intown);
  2901. return true;
  2902. }
  2903. else
  2904. {
  2905. complain("Cannot swap garrison hero!");
  2906. return false;
  2907. }
  2908. }
  2909. // With the amount of changes done to the function, it's more like transferArtifacts.
  2910. // 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.
  2911. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2912. {
  2913. ArtifactLocation src = al1, dst = al2;
  2914. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2915. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2916. // Make sure exchange is even possible between the two heroes.
  2917. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2918. COMPLAIN_RET("That heroes cannot make any exchange!");
  2919. const CArtifactInstance *srcArtifact = src.getArt();
  2920. const CArtifactInstance *destArtifact = dst.getArt();
  2921. if (srcArtifact == nullptr)
  2922. COMPLAIN_RET("No artifact to move!");
  2923. if (destArtifact && srcPlayer != dstPlayer)
  2924. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2925. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2926. // Moving to the backpack is always allowed.
  2927. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2928. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2929. COMPLAIN_RET("Cannot move artifact!");
  2930. auto srcSlot = src.getSlot();
  2931. auto dstSlot = dst.getSlot();
  2932. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2933. COMPLAIN_RET("Cannot move artifact locks.");
  2934. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2935. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2936. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2937. COMPLAIN_RET("Cannot move catapult!");
  2938. if (dst.slot >= GameConstants::BACKPACK_START)
  2939. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2940. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2941. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2942. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2943. {
  2944. //old artifact must be removed first
  2945. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2946. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2947. }
  2948. MoveArtifact ma;
  2949. ma.src = src;
  2950. ma.dst = dst;
  2951. sendAndApply(&ma);
  2952. return true;
  2953. }
  2954. /**
  2955. * Assembles or disassembles a combination artifact.
  2956. * @param heroID ID of hero holding the artifact(s).
  2957. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2958. * @param assemble True for assembly operation, false for disassembly.
  2959. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2960. * artifact to assemble to. Otherwise it's not used.
  2961. */
  2962. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2963. {
  2964. const CGHeroInstance * hero = getHero(heroID);
  2965. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2966. if (!destArtifact)
  2967. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2968. if (assemble)
  2969. {
  2970. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2971. if (!combinedArt->constituents)
  2972. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2973. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2974. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2975. AssembledArtifact aa;
  2976. aa.al = ArtifactLocation(hero, artifactSlot);
  2977. aa.builtArt = combinedArt;
  2978. sendAndApply(&aa);
  2979. }
  2980. else
  2981. {
  2982. if (!destArtifact->artType->constituents)
  2983. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2984. DisassembledArtifact da;
  2985. da.al = ArtifactLocation(hero, artifactSlot);
  2986. sendAndApply(&da);
  2987. }
  2988. return true;
  2989. }
  2990. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2991. {
  2992. const CGHeroInstance * hero = getHero(hid);
  2993. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2994. const CGTownInstance * town = hero->visitedTown;
  2995. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2996. if (aid==ArtifactID::SPELLBOOK)
  2997. {
  2998. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2999. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3000. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3001. )
  3002. return false;
  3003. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3004. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3005. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3006. giveSpells(town,hero);
  3007. return true;
  3008. }
  3009. else
  3010. {
  3011. const CArtifact * art = aid.toArtifact();
  3012. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3013. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3014. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3015. const int price = art->price;
  3016. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3017. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3018. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  3019. {
  3020. giveResource(hero->getOwner(),Res::GOLD,-price);
  3021. return giveHeroNewArtifact(hero, art);
  3022. }
  3023. else
  3024. COMPLAIN_RET("This machine is unavailable here!");
  3025. }
  3026. }
  3027. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3028. {
  3029. if(!h)
  3030. COMPLAIN_RET("Only hero can buy artifacts!");
  3031. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3032. COMPLAIN_RET("That artifact is unavailable!");
  3033. int b1, b2;
  3034. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3035. if (getResource(h->tempOwner, rid) < b1)
  3036. COMPLAIN_RET("You can't afford to buy this artifact!");
  3037. giveResource(h->tempOwner, rid, -b1);
  3038. SetAvailableArtifacts saa;
  3039. if (m->o->ID == Obj::TOWN)
  3040. {
  3041. saa.id = -1;
  3042. saa.arts = CGTownInstance::merchantArtifacts;
  3043. }
  3044. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3045. {
  3046. saa.id = bm->id.getNum();
  3047. saa.arts = bm->artifacts;
  3048. }
  3049. else
  3050. COMPLAIN_RET("Wrong marktet...");
  3051. bool found = false;
  3052. for (const CArtifact *&art : saa.arts)
  3053. {
  3054. if (art && art->id == aid)
  3055. {
  3056. art = nullptr;
  3057. found = true;
  3058. break;
  3059. }
  3060. }
  3061. if (!found)
  3062. COMPLAIN_RET("Cannot find selected artifact on the list");
  3063. sendAndApply(&saa);
  3064. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3065. return true;
  3066. }
  3067. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3068. {
  3069. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3070. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3071. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3072. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3073. int resVal = 0, dump = 1;
  3074. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3075. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3076. giveResource(h->tempOwner, rid, resVal);
  3077. return true;
  3078. }
  3079. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3080. {
  3081. if (!h)
  3082. COMPLAIN_RET("You need hero to buy a skill!");
  3083. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3084. COMPLAIN_RET("Hero already know this skill");
  3085. if (!h->canLearnSkill())
  3086. COMPLAIN_RET("Hero can't learn any more skills");
  3087. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3088. COMPLAIN_RET("The hero can't learn this skill!");
  3089. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3090. COMPLAIN_RET("That skill is unavailable!");
  3091. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3092. COMPLAIN_RET("You can't afford to buy this skill");
  3093. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3094. changeSecSkill(h, skill, 1, true);
  3095. return true;
  3096. }
  3097. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3098. {
  3099. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3100. vstd::amin(val, r1); //can't trade more resources than have
  3101. int b1, b2; //base quantities for trade
  3102. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3103. int units = val / b1; //how many base quantities we trade
  3104. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3105. {
  3106. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3107. }
  3108. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3109. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3110. return true;
  3111. }
  3112. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3113. {
  3114. if(!hero)
  3115. COMPLAIN_RET("Only hero can sell creatures!");
  3116. if (!vstd::contains(hero->Slots(), slot))
  3117. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3118. const CStackInstance &s = hero->getStack(slot);
  3119. if (s.count < count //can't sell more creatures than have
  3120. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3121. {
  3122. COMPLAIN_RET("Not enough creatures in army!");
  3123. }
  3124. int b1, b2; //base quantities for trade
  3125. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3126. int units = count / b1; //how many base quantities we trade
  3127. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3128. {
  3129. //TODO: complain?
  3130. assert(0);
  3131. }
  3132. changeStackCount(StackLocation(hero, slot), -count);
  3133. giveResource(hero->tempOwner, resourceID, b2 * units);
  3134. return true;
  3135. }
  3136. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3137. {
  3138. const CArmedInstance *army = nullptr;
  3139. if (hero)
  3140. army = hero;
  3141. else
  3142. army = dynamic_cast<const CGTownInstance *>(market->o);
  3143. if (!army)
  3144. COMPLAIN_RET("Incorrect call to transform in undead!");
  3145. if (!army->hasStackAtSlot(slot))
  3146. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3147. const CStackInstance &s = army->getStack(slot);
  3148. //resulting creature - bone dragons or skeletons
  3149. CreatureID resCreature = CreatureID::SKELETON;
  3150. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3151. || (s.getCreatureID() == CreatureID::HYDRA)
  3152. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3153. resCreature = CreatureID::BONE_DRAGON;
  3154. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3155. return true;
  3156. }
  3157. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3158. {
  3159. const PlayerState *p2 = getPlayer(r2, false);
  3160. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3161. {
  3162. complain("Dest player must be in game!");
  3163. return false;
  3164. }
  3165. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3166. vstd::amin(val, curRes1);
  3167. giveResource(player, r1, -val);
  3168. giveResource(r2, r1, val);
  3169. return true;
  3170. }
  3171. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3172. {
  3173. const CGHeroInstance *h = getHero(hid);
  3174. if (!h)
  3175. {
  3176. logGlobal->error("Hero doesn't exist!");
  3177. return false;
  3178. }
  3179. ChangeFormation cf;
  3180. cf.hid = hid;
  3181. cf.formation = formation;
  3182. sendAndApply(&cf);
  3183. return true;
  3184. }
  3185. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3186. {
  3187. const PlayerState * p = getPlayer(player);
  3188. const CGTownInstance * t = getTown(obj->id);
  3189. //common preconditions
  3190. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3191. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3192. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3193. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3194. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3195. {
  3196. return false;
  3197. }
  3198. if (t) //tavern in town
  3199. {
  3200. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3201. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3202. {
  3203. return false;
  3204. }
  3205. }
  3206. else if (obj->ID == Obj::TAVERN)
  3207. {
  3208. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3209. {
  3210. return false;
  3211. }
  3212. }
  3213. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3214. if (!nh)
  3215. {
  3216. complain ("Hero is not available for hiring!");
  3217. return false;
  3218. }
  3219. HeroRecruited hr;
  3220. hr.tid = obj->id;
  3221. hr.hid = nh->subID;
  3222. hr.player = player;
  3223. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3224. sendAndApply(&hr);
  3225. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3226. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3227. const CGHeroInstance *newHero = nullptr;
  3228. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3229. {
  3230. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3231. }
  3232. SetAvailableHeroes sah;
  3233. sah.player = player;
  3234. if (newHero)
  3235. {
  3236. sah.hid[hid] = newHero->subID;
  3237. sah.army[hid].clear();
  3238. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3239. }
  3240. else
  3241. {
  3242. sah.hid[hid] = -1;
  3243. }
  3244. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3245. sendAndApply(&sah);
  3246. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3247. if (t)
  3248. {
  3249. vistiCastleObjects (t, nh);
  3250. giveSpells (t,nh);
  3251. }
  3252. return true;
  3253. }
  3254. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3255. {
  3256. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3257. logGlobal->trace("Player %s attempts answering query %d with answer %d", player, qid, answer);
  3258. auto topQuery = queries.topQuery(player);
  3259. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3260. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3261. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3262. if (auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3263. dialogQuery->answer = answer;
  3264. queries.popQuery(topQuery);
  3265. return true;
  3266. }
  3267. static EndAction end_action;
  3268. void CGameHandler::updateGateState()
  3269. {
  3270. BattleUpdateGateState db;
  3271. db.state = gs->curB->si.gateState;
  3272. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3273. {
  3274. db.state = EGateState::DESTROYED;
  3275. }
  3276. else if (db.state == EGateState::OPENED)
  3277. {
  3278. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3279. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3280. {
  3281. if (gs->curB->town->subID == ETownType::FORTRESS)
  3282. {
  3283. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3284. db.state = EGateState::CLOSED;
  3285. }
  3286. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3287. db.state = EGateState::BLOCKED;
  3288. else
  3289. db.state = EGateState::CLOSED;
  3290. }
  3291. }
  3292. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3293. db.state = EGateState::BLOCKED;
  3294. else
  3295. db.state = EGateState::CLOSED;
  3296. if (db.state != gs->curB->si.gateState)
  3297. sendAndApply(&db);
  3298. }
  3299. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3300. {
  3301. bool ok = true;
  3302. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3303. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3304. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3305. : nullptr;
  3306. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3307. logGlobal->trace(
  3308. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3309. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3310. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3311. switch(ba.actionType)
  3312. {
  3313. case Battle::WALK: //walk
  3314. case Battle::DEFEND: //defend
  3315. case Battle::WAIT: //wait
  3316. case Battle::WALK_AND_ATTACK: //walk or attack
  3317. case Battle::SHOOT: //shoot
  3318. case Battle::CATAPULT: //catapult
  3319. case Battle::STACK_HEAL: //healing with First Aid Tent
  3320. case Battle::DAEMON_SUMMONING:
  3321. case Battle::MONSTER_SPELL:
  3322. if (!stack)
  3323. {
  3324. complain("No such stack!");
  3325. return false;
  3326. }
  3327. if (!stack->alive())
  3328. {
  3329. complain("This stack is dead: " + stack->nodeName());
  3330. return false;
  3331. }
  3332. if (battleTacticDist())
  3333. {
  3334. if (stack && !stack->attackerOwned != battleGetTacticsSide())
  3335. {
  3336. complain("This is not a stack of side that has tactics!");
  3337. return false;
  3338. }
  3339. }
  3340. else if (!isAboutActiveStack)
  3341. {
  3342. complain("Action has to be about active stack!");
  3343. return false;
  3344. }
  3345. }
  3346. auto wrapAction = [this](BattleAction &ba)
  3347. {
  3348. StartAction startAction(ba);
  3349. sendAndApply(&startAction);
  3350. return vstd::makeScopeGuard([&]
  3351. {
  3352. sendAndApply(&end_action);
  3353. });
  3354. };
  3355. switch(ba.actionType)
  3356. {
  3357. case Battle::END_TACTIC_PHASE: //wait
  3358. case Battle::BAD_MORALE:
  3359. case Battle::NO_ACTION:
  3360. {
  3361. auto wrapper = wrapAction(ba);
  3362. break;
  3363. }
  3364. case Battle::WALK:
  3365. {
  3366. auto wrapper = wrapAction(ba);
  3367. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3368. if (!walkedTiles)
  3369. complain("Stack failed movement!");
  3370. break;
  3371. }
  3372. case Battle::DEFEND:
  3373. {
  3374. //defensive stance //TODO: remove this bonus when stack becomes active
  3375. SetStackEffect sse;
  3376. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL));
  3377. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3378. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3379. sse.stacks.push_back(ba.stackNumber);
  3380. sendAndApply(&sse);
  3381. //don't break - we share code with next case
  3382. }
  3383. case Battle::WAIT:
  3384. {
  3385. auto wrapper = wrapAction(ba);
  3386. break;
  3387. }
  3388. case Battle::RETREAT: //retreat/flee
  3389. {
  3390. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3391. complain("Cannot retreat!");
  3392. else
  3393. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3394. break;
  3395. }
  3396. case Battle::SURRENDER:
  3397. {
  3398. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3399. int cost = gs->curB->battleGetSurrenderCost(player);
  3400. if (cost < 0)
  3401. complain("Cannot surrender!");
  3402. else if (getResource(player, Res::GOLD) < cost)
  3403. complain("Not enough gold to surrender!");
  3404. else
  3405. {
  3406. giveResource(player, Res::GOLD, -cost);
  3407. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3408. }
  3409. break;
  3410. }
  3411. case Battle::WALK_AND_ATTACK: //walk or attack
  3412. {
  3413. auto wrapper = wrapAction(ba);
  3414. if (!stack || !destinationStack)
  3415. {
  3416. break;
  3417. }
  3418. BattleHex startingPos = stack->position;
  3419. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3420. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3421. if (stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3422. && !(stack->doubleWide()
  3423. && (stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1))
  3424. ) //nor occupy specified hex
  3425. )
  3426. {
  3427. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3428. ok = false;
  3429. break;
  3430. }
  3431. if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3432. {
  3433. destinationStack = nullptr;
  3434. }
  3435. if (!destinationStack)
  3436. {
  3437. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3438. ok = false;
  3439. break;
  3440. }
  3441. if (!CStack::isMeleeAttackPossible(stack, destinationStack))
  3442. {
  3443. complain("Attack cannot be performed!");
  3444. ok = false;
  3445. break;
  3446. }
  3447. //attack
  3448. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3449. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3450. for (int i = 0; i < totalAttacks; ++i)
  3451. {
  3452. if (stack &&
  3453. stack->alive() && //move can cause death, eg. by walking into the moat
  3454. destinationStack->alive())
  3455. {
  3456. BattleAttack bat;
  3457. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3458. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3459. handleAttackBeforeCasting(&bat); //only before first attack
  3460. sendAndApply(&bat);
  3461. handleAfterAttackCasting(bat);
  3462. }
  3463. //counterattack
  3464. if (i == 0 && destinationStack
  3465. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3466. && destinationStack->ableToRetaliate()
  3467. && stack->alive()) //attacker may have died (fire shield)
  3468. {
  3469. BattleAttack bat;
  3470. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3471. bat.flags |= BattleAttack::COUNTER;
  3472. sendAndApply(&bat);
  3473. handleAfterAttackCasting(bat);
  3474. }
  3475. }
  3476. //return
  3477. if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3478. {
  3479. moveStack(ba.stackNumber, startingPos);
  3480. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3481. }
  3482. break;
  3483. }
  3484. case Battle::SHOOT:
  3485. {
  3486. if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
  3487. {
  3488. complain("Cannot shoot!");
  3489. break;
  3490. }
  3491. if (!destinationStack)
  3492. {
  3493. complain("No target to shoot!");
  3494. break;
  3495. }
  3496. auto wrapper = wrapAction(ba);
  3497. {
  3498. BattleAttack bat;
  3499. bat.flags |= BattleAttack::SHOT;
  3500. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3501. handleAttackBeforeCasting(&bat);
  3502. sendAndApply(&bat);
  3503. handleAfterAttackCasting(bat);
  3504. }
  3505. //ranged counterattack
  3506. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3507. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3508. && destinationStack->ableToRetaliate()
  3509. && stack->alive()) //attacker may have died (fire shield)
  3510. {
  3511. BattleAttack bat;
  3512. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3513. bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;
  3514. sendAndApply(&bat);
  3515. handleAfterAttackCasting(bat);
  3516. }
  3517. //second shot for ballista, only if hero has advanced artillery
  3518. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3519. if (destinationStack->alive()
  3520. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3521. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3522. )
  3523. {
  3524. BattleAttack bat2;
  3525. bat2.flags |= BattleAttack::SHOT;
  3526. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3527. sendAndApply(&bat2);
  3528. }
  3529. //allow more than one additional attack
  3530. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3531. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3532. for (int i = 0; i < additionalAttacks; ++i)
  3533. {
  3534. if (
  3535. stack->alive()
  3536. && destinationStack->alive()
  3537. && stack->shots
  3538. )
  3539. {
  3540. BattleAttack bat;
  3541. bat.flags |= BattleAttack::SHOT;
  3542. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3543. sendAndApply(&bat);
  3544. handleAfterAttackCasting(bat);
  3545. }
  3546. }
  3547. break;
  3548. }
  3549. case Battle::CATAPULT:
  3550. {
  3551. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3552. {
  3553. switch(part)
  3554. {
  3555. case EWallPart::GATE:
  3556. return sbi.gate;
  3557. case EWallPart::KEEP:
  3558. return sbi.keep;
  3559. case EWallPart::BOTTOM_TOWER:
  3560. case EWallPart::UPPER_TOWER:
  3561. return sbi.tower;
  3562. case EWallPart::BOTTOM_WALL:
  3563. case EWallPart::BELOW_GATE:
  3564. case EWallPart::OVER_GATE:
  3565. case EWallPart::UPPER_WALL:
  3566. return sbi.wall;
  3567. default:
  3568. return 0;
  3569. }
  3570. };
  3571. auto wrapper = wrapAction(ba);
  3572. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3573. CHeroHandler::SBallisticsLevelInfo sbi;
  3574. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3575. sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3576. else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
  3577. {
  3578. sbi = VLC->heroh->ballistics.at(1);
  3579. sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  3580. }
  3581. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3582. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3583. {
  3584. complain("catapult tried to attack non-catapultable hex!");
  3585. break;
  3586. }
  3587. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3588. auto &currentHP = gs->curB->si.wallState;
  3589. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3590. {
  3591. complain("catapult tried to attack already destroyed wall part!");
  3592. break;
  3593. }
  3594. for (int g=0; g<sbi.shots; ++g)
  3595. {
  3596. bool hitSuccessfull = false;
  3597. auto attackedPart = wallPart;
  3598. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3599. {
  3600. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3601. currentHP.at(attackedPart) != EWallState::NONE &&
  3602. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3603. {
  3604. hitSuccessfull = true;
  3605. }
  3606. else // select new target
  3607. {
  3608. std::vector<EWallPart::EWallPart> allowedTargets;
  3609. for (size_t i=0; i< currentHP.size(); i++)
  3610. {
  3611. if (currentHP.at(i) != EWallState::DESTROYED &&
  3612. currentHP.at(i) != EWallState::NONE)
  3613. allowedTargets.push_back(EWallPart::EWallPart(i));
  3614. }
  3615. if (allowedTargets.empty())
  3616. break;
  3617. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3618. }
  3619. }
  3620. while (!hitSuccessfull);
  3621. if (!hitSuccessfull) // break triggered - no target to shoot at
  3622. break;
  3623. CatapultAttack ca; //package for clients
  3624. CatapultAttack::AttackInfo attack;
  3625. attack.attackedPart = attackedPart;
  3626. attack.destinationTile = ba.destinationTile;
  3627. attack.damageDealt = 0;
  3628. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3629. int dmgRand = getRandomGenerator().nextInt(99);
  3630. //accumulating dmgChance
  3631. dmgChance[1] += dmgChance[0];
  3632. dmgChance[2] += dmgChance[1];
  3633. //calculating dealt damage
  3634. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3635. {
  3636. if (dmgRand <= dmgChance[damage])
  3637. {
  3638. attack.damageDealt = damage;
  3639. break;
  3640. }
  3641. }
  3642. // attacked tile may have changed - update destination
  3643. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3644. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3645. //removing creatures in turrets / keep if one is destroyed
  3646. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3647. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3648. {
  3649. int posRemove = -1;
  3650. switch(attackedPart)
  3651. {
  3652. case EWallPart::KEEP:
  3653. posRemove = -2;
  3654. break;
  3655. case EWallPart::BOTTOM_TOWER:
  3656. posRemove = -3;
  3657. break;
  3658. case EWallPart::UPPER_TOWER:
  3659. posRemove = -4;
  3660. break;
  3661. }
  3662. BattleStacksRemoved bsr;
  3663. for (auto & elem : gs->curB->stacks)
  3664. {
  3665. if (elem->position == posRemove)
  3666. {
  3667. bsr.stackIDs.insert(elem->ID);
  3668. break;
  3669. }
  3670. }
  3671. sendAndApply(&bsr);
  3672. }
  3673. ca.attacker = ba.stackNumber;
  3674. ca.attackedParts.push_back(attack);
  3675. sendAndApply(&ca);
  3676. }
  3677. //finish by scope guard
  3678. break;
  3679. }
  3680. case Battle::STACK_HEAL: //healing with First Aid Tent
  3681. {
  3682. auto wrapper = wrapAction(ba);
  3683. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3684. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3685. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3686. ui32 healed = 0;
  3687. if (healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3688. {
  3689. complain("There is either no healer, no destination, or healer cannot heal :P");
  3690. }
  3691. else
  3692. {
  3693. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3694. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3695. }
  3696. if (healed == 0)
  3697. {
  3698. //nothing to heal.. should we complain?
  3699. }
  3700. else
  3701. {
  3702. StacksHealedOrResurrected shr;
  3703. shr.lifeDrain = false;
  3704. shr.tentHealing = true;
  3705. shr.cure = false;
  3706. shr.drainedFrom = ba.stackNumber;
  3707. StacksHealedOrResurrected::HealInfo hi;
  3708. hi.healedHP = healed;
  3709. hi.lowLevelResurrection = false;
  3710. hi.stackID = destStack->ID;
  3711. shr.healedStacks.push_back(hi);
  3712. sendAndApply(&shr);
  3713. }
  3714. break;
  3715. }
  3716. case Battle::DAEMON_SUMMONING:
  3717. //TODO: From Strategija:
  3718. //Summon Demon is a level 2 spell.
  3719. {
  3720. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3721. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3722. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3723. BattleStackAdded bsa;
  3724. bsa.attacker = summoner->attackerOwned;
  3725. bsa.creID = summonedType;
  3726. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3727. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3728. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3729. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3730. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3731. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3732. bsa.summoned = false;
  3733. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3734. {
  3735. auto wrapper = wrapAction(ba);
  3736. BattleStacksRemoved bsr; //remove body
  3737. bsr.stackIDs.insert(destStack->ID);
  3738. sendAndApply(&bsr);
  3739. sendAndApply(&bsa);
  3740. BattleSetStackProperty ssp;
  3741. ssp.stackID = ba.stackNumber;
  3742. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3743. ssp.val = -1;
  3744. ssp.absolute = false;
  3745. sendAndApply(&ssp);
  3746. }
  3747. break;
  3748. }
  3749. case Battle::MONSTER_SPELL:
  3750. {
  3751. auto wrapper = wrapAction(ba);
  3752. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3753. SpellID spellID = SpellID(ba.additionalInfo);
  3754. BattleHex destination(ba.destinationTile);
  3755. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3756. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3757. //TODO special bonus for genies ability
  3758. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3759. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3760. if (spellID < 0)
  3761. complain("That stack can't cast spells!");
  3762. else
  3763. {
  3764. const CSpell * spell = SpellID(spellID).toSpell();
  3765. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3766. parameters.spellLvl = 0;
  3767. if (spellcaster)
  3768. vstd::amax(parameters.spellLvl, spellcaster->val);
  3769. if (randSpellcaster)
  3770. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3771. vstd::amin(parameters.spellLvl, 3);
  3772. parameters.effectLevel = parameters.spellLvl;
  3773. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3774. parameters.aimToHex(destination);//todo: allow multiple destinations
  3775. parameters.cast(spellEnv);
  3776. }
  3777. break;
  3778. }
  3779. }
  3780. if (ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3781. battleMadeAction.setn(true);
  3782. return ok;
  3783. }
  3784. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3785. {
  3786. bool cheated = true;
  3787. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3788. sendAndApply(&temp_message);
  3789. std::vector<std::string> cheat;
  3790. boost::split(cheat, message, boost::is_any_of(" "));
  3791. int obj = 0;
  3792. if (cheat.size() == 2)
  3793. {
  3794. obj = std::atoi(cheat[1].c_str());
  3795. if (obj)
  3796. currObj = ObjectInstanceID(obj);
  3797. }
  3798. const CGHeroInstance * hero = getHero(currObj);
  3799. const CGTownInstance * town = getTown(currObj);
  3800. if (!town && hero)
  3801. town = hero->visitedTown;
  3802. if (cheat.size() == 1 || obj)
  3803. handleCheatCode(cheat[0], player, hero, town, cheated);
  3804. else
  3805. {
  3806. for (const auto & i : gs->players)
  3807. {
  3808. if (i.first == PlayerColor::NEUTRAL)
  3809. continue;
  3810. if (cheat[1] == "ai")
  3811. {
  3812. if (i.second.human)
  3813. continue;
  3814. }
  3815. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3816. continue;
  3817. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3818. {
  3819. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3820. }
  3821. else if (cheat[0] == "vcmiarmenelos")
  3822. {
  3823. for (const auto & t : i.second.towns)
  3824. {
  3825. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3826. }
  3827. }
  3828. else
  3829. {
  3830. for (const auto & h : i.second.heroes)
  3831. {
  3832. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3833. }
  3834. }
  3835. }
  3836. }
  3837. if (cheated)
  3838. {
  3839. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3840. sendAndApply(&temp_message);
  3841. if(!player.isSpectator())
  3842. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3843. }
  3844. }
  3845. bool CGameHandler::makeCustomAction(BattleAction &ba)
  3846. {
  3847. switch(ba.actionType)
  3848. {
  3849. case Battle::HERO_SPELL:
  3850. {
  3851. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3852. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3853. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3854. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3855. if (!s)
  3856. {
  3857. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3858. return false;
  3859. }
  3860. BattleSpellCastParameters parameters(gs->curB, h, s);
  3861. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3862. parameters.mode = ECastingMode::HERO_CASTING;
  3863. if (ba.selectedStack >= 0)
  3864. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3865. ESpellCastProblem::ESpellCastProblem escp = s->canBeCast(gs->curB, ECastingMode::HERO_CASTING, h);//todo: should we check aimed cast?
  3866. if (escp != ESpellCastProblem::OK)
  3867. {
  3868. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3869. return false;
  3870. }
  3871. StartAction start_action(ba);
  3872. sendAndApply(&start_action); //start spell casting
  3873. parameters.cast(spellEnv);
  3874. sendAndApply(&end_action);
  3875. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3876. {
  3877. battleMadeAction.setn(true);
  3878. }
  3879. checkBattleStateChanges();
  3880. if (battleResult.get())
  3881. {
  3882. battleMadeAction.setn(true);
  3883. //battle will be ended by startBattle function
  3884. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3885. }
  3886. return true;
  3887. }
  3888. }
  3889. return false;
  3890. }
  3891. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  3892. {
  3893. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3894. for(auto b : bl)
  3895. {
  3896. SetStackEffect sse;
  3897. int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3898. if(val > 3)
  3899. {
  3900. for(auto s : gs->curB->battleGetAllStacks())
  3901. {
  3902. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3903. sse.stacks.push_back (s->ID);
  3904. }
  3905. }
  3906. else
  3907. sse.stacks.push_back (st->ID);
  3908. const CSpell * sp = SpellID(b->subtype).toSpell();
  3909. const int level = ((val > 3) ? (val - 3) : val);
  3910. sp->getEffects(sse.effect, level, false, 50);
  3911. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  3912. sp->getEffects(sse.cumulativeEffects, level, true, 50);
  3913. if(!sse.effect.empty() || !sse.cumulativeEffects.empty())
  3914. sendAndApply(&sse);
  3915. }
  3916. }
  3917. void CGameHandler::stackTurnTrigger(const CStack *st)
  3918. {
  3919. BattleTriggerEffect bte;
  3920. bte.stackID = st->ID;
  3921. bte.effect = -1;
  3922. bte.val = 0;
  3923. bte.additionalInfo = 0;
  3924. if (st->alive())
  3925. {
  3926. //unbind
  3927. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  3928. {
  3929. bool unbind = true;
  3930. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3931. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3932. for (auto b : bl)
  3933. {
  3934. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3935. if (stack)
  3936. {
  3937. if (vstd::contains(stacks, stack)) //binding stack is still present
  3938. {
  3939. unbind = false;
  3940. }
  3941. }
  3942. }
  3943. if (unbind)
  3944. {
  3945. BattleSetStackProperty ssp;
  3946. ssp.which = BattleSetStackProperty::UNBIND;
  3947. ssp.stackID = st->ID;
  3948. sendAndApply(&ssp);
  3949. }
  3950. }
  3951. //regeneration
  3952. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  3953. {
  3954. bte.effect = Bonus::HP_REGENERATION;
  3955. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3956. }
  3957. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3958. {
  3959. bte.effect = Bonus::HP_REGENERATION;
  3960. bte.val = st->MaxHealth() - st->firstHPleft;
  3961. }
  3962. if (bte.val) //anything to heal
  3963. sendAndApply(&bte);
  3964. if (st->hasBonusOfType(Bonus::POISON))
  3965. {
  3966. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3967. if (b) //TODO: what if not?...
  3968. {
  3969. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3970. if (bte.val < b->val) //(negative) poison effect increases - update it
  3971. {
  3972. bte.effect = Bonus::POISON;
  3973. sendAndApply(&bte);
  3974. }
  3975. }
  3976. }
  3977. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3978. {
  3979. const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
  3980. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3981. if (opponentHero)
  3982. {
  3983. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3984. vstd::amin(manaDrained, opponentHero->mana);
  3985. if (manaDrained)
  3986. {
  3987. bte.effect = Bonus::MANA_DRAIN;
  3988. bte.val = manaDrained;
  3989. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3990. sendAndApply(&bte);
  3991. }
  3992. }
  3993. }
  3994. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3995. {
  3996. bool fearsomeCreature = false;
  3997. for (CStack * stack : gs->curB->stacks)
  3998. {
  3999. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4000. {
  4001. fearsomeCreature = true;
  4002. break;
  4003. }
  4004. }
  4005. if (fearsomeCreature)
  4006. {
  4007. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4008. {
  4009. bte.effect = Bonus::FEAR;
  4010. sendAndApply(&bte);
  4011. }
  4012. }
  4013. }
  4014. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4015. int side = gs->curB->whatSide(st->owner);
  4016. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  4017. {
  4018. bool cast = false;
  4019. while (!bl.empty() && !cast)
  4020. {
  4021. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4022. auto spellID = SpellID(bonus->subtype);
  4023. const CSpell * spell = SpellID(spellID).toSpell();
  4024. bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
  4025. BattleSpellCastParameters parameters(gs->curB, st, spell);
  4026. parameters.spellLvl = bonus->val;
  4027. parameters.effectLevel = bonus->val;//todo: recheck
  4028. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  4029. cast = parameters.castIfPossible(spellEnv);
  4030. if(cast)
  4031. {
  4032. //todo: move to mechanics
  4033. BattleSetStackProperty ssp;
  4034. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4035. ssp.absolute = false;
  4036. ssp.val = bonus->additionalInfo; //increase cooldown counter
  4037. ssp.stackID = st->ID;
  4038. sendAndApply(&ssp);
  4039. }
  4040. }
  4041. }
  4042. }
  4043. }
  4044. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4045. {
  4046. //we want to determine following vars depending on obstacle type
  4047. int damage = -1;
  4048. int effect = -1;
  4049. bool oneTimeObstacle = false;
  4050. //helper info
  4051. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4052. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4053. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4054. if (obstacle.obstacleType == CObstacleInstance::MOAT)
  4055. {
  4056. damage = battleGetMoatDmg();
  4057. }
  4058. else if (obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4059. {
  4060. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4061. //You don't get hit by a Mine you can see.
  4062. if (gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4063. return;
  4064. oneTimeObstacle = true;
  4065. effect = 82; //makes
  4066. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4067. if (sp->isImmuneByStack(hero, curStack))
  4068. return;
  4069. damage = sp->calculateDamage(hero, curStack,
  4070. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4071. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4072. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4073. }
  4074. else if (obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4075. {
  4076. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4077. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4078. if (sp->isImmuneByStack(hero, curStack))
  4079. return;
  4080. damage = sp->calculateDamage(hero, curStack,
  4081. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4082. }
  4083. else
  4084. {
  4085. //no other obstacle does damage to stack
  4086. return;
  4087. }
  4088. BattleStackAttacked bsa;
  4089. if (effect >= 0)
  4090. {
  4091. bsa.flags |= BattleStackAttacked::EFFECT;
  4092. bsa.effect = effect; //makes POOF
  4093. }
  4094. bsa.damageAmount = damage;
  4095. bsa.stackAttacked = curStack->ID;
  4096. bsa.attackerID = -1;
  4097. curStack->prepareAttacked(bsa, getRandomGenerator());
  4098. StacksInjured si;
  4099. si.stacks.push_back(bsa);
  4100. sendAndApply(&si);
  4101. if (oneTimeObstacle)
  4102. removeObstacle(obstacle);
  4103. }
  4104. void CGameHandler::handleTimeEvents()
  4105. {
  4106. gs->map->events.sort(evntCmp);
  4107. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4108. {
  4109. CMapEvent ev = gs->map->events.front();
  4110. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4111. {
  4112. auto color = PlayerColor(player);
  4113. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4114. if (pinfo //player exists
  4115. && (ev.players & 1<<player) //event is enabled to this player
  4116. && ((ev.computerAffected && !pinfo->human)
  4117. || (ev.humanAffected && pinfo->human)
  4118. )
  4119. )
  4120. {
  4121. //give resources
  4122. giveResources(color, ev.resources);
  4123. //prepare dialog
  4124. InfoWindow iw;
  4125. iw.player = color;
  4126. iw.text << ev.message;
  4127. for (int i=0; i<ev.resources.size(); i++)
  4128. {
  4129. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4130. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4131. }
  4132. sendAndApply(&iw); //show dialog
  4133. }
  4134. } //PLAYERS LOOP
  4135. if (ev.nextOccurence)
  4136. {
  4137. gs->map->events.pop_front();
  4138. ev.firstOccurence += ev.nextOccurence;
  4139. auto it = gs->map->events.begin();
  4140. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4141. it++;
  4142. gs->map->events.insert(it, ev);
  4143. }
  4144. else
  4145. {
  4146. gs->map->events.pop_front();
  4147. }
  4148. }
  4149. //TODO send only if changed
  4150. UpdateMapEvents ume;
  4151. ume.events = gs->map->events;
  4152. sendAndApply(&ume);
  4153. }
  4154. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4155. {
  4156. town->events.sort(evntCmp);
  4157. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4158. {
  4159. PlayerColor player = town->tempOwner;
  4160. CCastleEvent ev = town->events.front();
  4161. const PlayerState * pinfo = getPlayer(player, false);
  4162. if (pinfo //player exists
  4163. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4164. && ((ev.computerAffected && !pinfo->human)
  4165. || (ev.humanAffected && pinfo->human)))
  4166. {
  4167. // dialog
  4168. InfoWindow iw;
  4169. iw.player = player;
  4170. iw.text << ev.message;
  4171. if (ev.resources.nonZero())
  4172. {
  4173. TResources was = n.res[player];
  4174. n.res[player] += ev.resources;
  4175. n.res[player].amax(0);
  4176. for (int i=0; i<ev.resources.size(); i++)
  4177. 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
  4178. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4179. }
  4180. for (auto & i : ev.buildings)
  4181. {
  4182. if (!town->hasBuilt(i))
  4183. {
  4184. buildStructure(town->id, i, true);
  4185. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4186. }
  4187. }
  4188. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4189. {
  4190. n.cres[town->id].tid = town->id;
  4191. n.cres[town->id].creatures = town->creatures;
  4192. }
  4193. auto & sac = n.cres[town->id];
  4194. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4195. {
  4196. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4197. {
  4198. sac.creatures[i].first += ev.creatures.at(i);
  4199. iw.components.push_back(Component(Component::CREATURE,
  4200. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4201. }
  4202. }
  4203. sendAndApply(&iw); //show dialog
  4204. }
  4205. if (ev.nextOccurence)
  4206. {
  4207. town->events.pop_front();
  4208. ev.firstOccurence += ev.nextOccurence;
  4209. auto it = town->events.begin();
  4210. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4211. it++;
  4212. town->events.insert(it, ev);
  4213. }
  4214. else
  4215. {
  4216. town->events.pop_front();
  4217. }
  4218. }
  4219. //TODO send only if changed
  4220. UpdateCastleEvents uce;
  4221. uce.town = town->id;
  4222. uce.events = town->events;
  4223. sendAndApply(&uce);
  4224. }
  4225. bool CGameHandler::complain(const std::string &problem)
  4226. {
  4227. sendMessageToAll("Server encountered a problem: " + problem);
  4228. logGlobal->error(problem);
  4229. return true;
  4230. }
  4231. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4232. {
  4233. //PlayerColor player = getOwner(hid);
  4234. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4235. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4236. assert(lowerArmy);
  4237. assert(upperArmy);
  4238. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4239. queries.addQuery(garrisonQuery);
  4240. GarrisonDialog gd;
  4241. gd.hid = hid;
  4242. gd.objid = upobj;
  4243. gd.removableUnits = removableUnits;
  4244. gd.queryID = garrisonQuery->queryID;
  4245. sendAndApply(&gd);
  4246. }
  4247. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4248. {
  4249. OpenWindow ow;
  4250. ow.window = OpenWindow::THIEVES_GUILD;
  4251. ow.id1 = player.getNum();
  4252. ow.id2 = requestingObjId.getNum();
  4253. sendAndApply(&ow);
  4254. }
  4255. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4256. {
  4257. if (id1 == id2)
  4258. return true;
  4259. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4260. if (!o1 || !o2)
  4261. return true; //arranging stacks within an object should be always allowed
  4262. if (o1 && o2)
  4263. {
  4264. if (o1->ID == Obj::TOWN)
  4265. {
  4266. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4267. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4268. return true;
  4269. }
  4270. if (o2->ID == Obj::TOWN)
  4271. {
  4272. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4273. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4274. return true;
  4275. }
  4276. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4277. {
  4278. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4279. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4280. // two heroes in same town (garrisoned and visiting)
  4281. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4282. return true;
  4283. }
  4284. //Ongoing garrison exchange
  4285. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4286. {
  4287. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4288. return true;
  4289. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4290. return true;
  4291. }
  4292. }
  4293. return false;
  4294. }
  4295. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4296. {
  4297. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4298. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4299. queries.addQuery(visitQuery); //TODO real visit pos
  4300. HeroVisit hv;
  4301. hv.obj = obj;
  4302. hv.hero = h;
  4303. hv.player = h->tempOwner;
  4304. hv.starting = true;
  4305. sendAndApply(&hv);
  4306. obj->onHeroVisit(h);
  4307. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4308. }
  4309. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4310. {
  4311. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4312. HeroVisit hv;
  4313. hv.player = query.players.front();
  4314. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4315. hv.hero = query.visitingHero;
  4316. assert(hv.hero);
  4317. hv.starting = false;
  4318. sendAndApply(&hv);
  4319. }
  4320. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4321. {
  4322. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4323. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4324. {
  4325. complain("Cannot build boat in this shipyard!");
  4326. return false;
  4327. }
  4328. else if (obj->o->ID == Obj::TOWN
  4329. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4330. {
  4331. complain("Cannot build boat in the town - no shipyard!");
  4332. return false;
  4333. }
  4334. const PlayerColor playerID = obj->o->tempOwner;
  4335. TResources boatCost;
  4336. obj->getBoatCost(boatCost);
  4337. TResources aviable = getPlayer(playerID)->resources;
  4338. if (!aviable.canAfford(boatCost))
  4339. {
  4340. complain("Not enough resources to build a boat!");
  4341. return false;
  4342. }
  4343. int3 tile = obj->bestLocation();
  4344. if (!gs->map->isInTheMap(tile))
  4345. {
  4346. complain("Cannot find appropriate tile for a boat!");
  4347. return false;
  4348. }
  4349. //take boat cost
  4350. giveResources(playerID, -boatCost);
  4351. //create boat
  4352. NewObject no;
  4353. no.ID = Obj::BOAT;
  4354. no.subID = obj->getBoatType();
  4355. no.pos = tile + int3(1,0,0);
  4356. sendAndApply(&no);
  4357. return true;
  4358. }
  4359. void CGameHandler::engageIntoBattle(PlayerColor player)
  4360. {
  4361. //notify interfaces
  4362. PlayerBlocked pb;
  4363. pb.player = player;
  4364. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4365. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4366. sendAndApply(&pb);
  4367. }
  4368. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4369. {
  4370. for (auto playerColor : playerColors)
  4371. {
  4372. if (getPlayer(playerColor, false))
  4373. checkVictoryLossConditionsForPlayer(playerColor);
  4374. }
  4375. }
  4376. void CGameHandler::checkVictoryLossConditionsForAll()
  4377. {
  4378. std::set<PlayerColor> playerColors;
  4379. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4380. {
  4381. playerColors.insert(PlayerColor(i));
  4382. }
  4383. checkVictoryLossConditions(playerColors);
  4384. }
  4385. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4386. {
  4387. const PlayerState * p = getPlayer(player);
  4388. if (p->status != EPlayerStatus::INGAME) return;
  4389. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4390. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4391. {
  4392. InfoWindow iw;
  4393. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4394. sendAndApply(&iw);
  4395. PlayerEndsGame peg;
  4396. peg.player = player;
  4397. peg.victoryLossCheckResult = victoryLossCheckResult;
  4398. sendAndApply(&peg);
  4399. if (victoryLossCheckResult.victory())
  4400. {
  4401. //one player won -> all enemies lost
  4402. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4403. {
  4404. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4405. {
  4406. peg.player = i->first;
  4407. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4408. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4409. InfoWindow iw;
  4410. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4411. iw.player = i->first;
  4412. sendAndApply(&iw);
  4413. sendAndApply(&peg);
  4414. }
  4415. }
  4416. if (p->human)
  4417. {
  4418. serverShuttingDown = true;
  4419. if (gs->scenarioOps->campState)
  4420. {
  4421. std::vector<CGHeroInstance *> crossoverHeroes;
  4422. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4423. {
  4424. if (hero->tempOwner == player)
  4425. {
  4426. // keep all heroes from the winning player
  4427. crossoverHeroes.push_back(hero);
  4428. }
  4429. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4430. {
  4431. // keep hero whether lost or won (like Xeron in AB campaign)
  4432. crossoverHeroes.push_back(hero);
  4433. }
  4434. }
  4435. // keep lost heroes which are in heroes pool
  4436. for (auto & heroPair : gs->hpool.heroesPool)
  4437. {
  4438. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4439. {
  4440. crossoverHeroes.push_back(heroPair.second.get());
  4441. }
  4442. }
  4443. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4444. //Request clients to change connection mode
  4445. PrepareForAdvancingCampaign pfac;
  4446. sendAndApply(&pfac);
  4447. //Change connection mode
  4448. if (getPlayer(player)->human && getStartInfo()->campState)
  4449. {
  4450. for (auto connection : conns)
  4451. connection->prepareForSendingHeroes();
  4452. }
  4453. UpdateCampaignState ucs;
  4454. ucs.camp = gs->scenarioOps->campState;
  4455. sendAndApply(&ucs);
  4456. }
  4457. }
  4458. }
  4459. else
  4460. {
  4461. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4462. auto hlp = p->heroes;
  4463. for (auto h : hlp) //eliminate heroes
  4464. {
  4465. if (h.get())
  4466. removeObject(h);
  4467. }
  4468. //player lost -> all his objects become unflagged (neutral)
  4469. for (auto obj : gs->map->objects) //unflag objs
  4470. {
  4471. if (obj.get() && obj->tempOwner == player)
  4472. setOwner(obj, PlayerColor::NEUTRAL);
  4473. }
  4474. //eliminating one player may cause victory of another:
  4475. std::set<PlayerColor> playerColors;
  4476. //do not copy player state (CBonusSystemNode) by value
  4477. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4478. {
  4479. if (p.first != player)
  4480. playerColors.insert(p.first);
  4481. }
  4482. //notify all players
  4483. for (auto pc : playerColors)
  4484. {
  4485. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4486. {
  4487. InfoWindow iw;
  4488. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4489. iw.player = pc;
  4490. sendAndApply(&iw);
  4491. }
  4492. }
  4493. checkVictoryLossConditions(playerColors);
  4494. }
  4495. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4496. // If we are called before the actual game start, there might be no current player
  4497. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4498. {
  4499. // If player making turn has lost his turn must be over as well
  4500. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4501. }
  4502. }
  4503. }
  4504. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4505. {
  4506. out.player = player;
  4507. out.text.clear();
  4508. out.text << victoryLossCheckResult.messageToSelf;
  4509. // hackish, insert one player-specific string, if applicable
  4510. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4511. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4512. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4513. }
  4514. bool CGameHandler::dig(const CGHeroInstance *h)
  4515. {
  4516. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4517. {
  4518. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4519. {
  4520. complain("Cannot dig - there is already a hole under the hero!");
  4521. return false;
  4522. }
  4523. }
  4524. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4525. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4526. //create a hole
  4527. NewObject no;
  4528. no.ID = Obj::HOLE;
  4529. no.pos = h->getPosition();
  4530. no.subID = 0;
  4531. sendAndApply(&no);
  4532. //take MPs
  4533. SetMovePoints smp;
  4534. smp.hid = h->id;
  4535. smp.val = 0;
  4536. sendAndApply(&smp);
  4537. InfoWindow iw;
  4538. iw.player = h->tempOwner;
  4539. if (gs->map->grailPos == h->getPosition())
  4540. {
  4541. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4542. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4543. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4544. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4545. sendAndApply(&iw);
  4546. iw.soundID = soundBase::invalid;
  4547. iw.text.clear();
  4548. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4549. sendAndApply(&iw);
  4550. }
  4551. else
  4552. {
  4553. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4554. iw.soundID = soundBase::Dig;
  4555. sendAndApply(&iw);
  4556. }
  4557. return true;
  4558. }
  4559. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4560. {
  4561. if (attacker->hasBonusOfType(attackMode))
  4562. {
  4563. std::set<SpellID> spellsToCast;
  4564. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4565. for (const std::shared_ptr<Bonus> sf : *spells)
  4566. {
  4567. spellsToCast.insert(SpellID(sf->subtype));
  4568. }
  4569. for (SpellID spellID : spellsToCast)
  4570. {
  4571. const CStack * oneOfAttacked = nullptr;
  4572. for (auto & elem : bat.bsa)
  4573. {
  4574. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4575. {
  4576. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4577. break;
  4578. }
  4579. }
  4580. bool castMe = false;
  4581. if (oneOfAttacked == nullptr)
  4582. {
  4583. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4584. return;
  4585. }
  4586. int spellLevel = 0;
  4587. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4588. for (const std::shared_ptr<Bonus> sf : *spellsByType)
  4589. {
  4590. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4591. int meleeRanged = sf->additionalInfo / 1000;
  4592. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4593. castMe = true;
  4594. }
  4595. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4596. vstd::amin(chance, 100);
  4597. const CSpell * spell = SpellID(spellID).toSpell();
  4598. if(spell->canBeCastAt(gs->curB, attacker, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4599. continue;
  4600. //check if spell should be cast (probability handling)
  4601. if (getRandomGenerator().nextInt(99) >= chance)
  4602. continue;
  4603. //casting
  4604. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4605. {
  4606. logGlobal->debug("battle spell cast");
  4607. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4608. parameters.spellLvl = spellLevel;
  4609. parameters.effectLevel = spellLevel;
  4610. parameters.aimToStack(oneOfAttacked);
  4611. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4612. parameters.cast(spellEnv);
  4613. }
  4614. }
  4615. }
  4616. }
  4617. void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
  4618. {
  4619. const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
  4620. attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4621. // filter possibly dead stacks
  4622. bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
  4623. [this](const BattleStackAttacked &bsa)
  4624. {
  4625. return battleGetStackByID(bsa.stackAttacked) == nullptr;
  4626. }),
  4627. bat->bsa.end());
  4628. }
  4629. void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
  4630. {
  4631. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4632. if (!attacker || bat.bsa.empty()) // can be already dead
  4633. return;
  4634. const CStack *defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
  4635. auto cast = [=](SpellID spellID, int power)
  4636. {
  4637. const CSpell * spell = SpellID(spellID).toSpell();
  4638. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4639. parameters.spellLvl = 0;
  4640. parameters.effectLevel = 0;
  4641. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4642. parameters.effectPower = power;
  4643. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4644. parameters.cast(spellEnv);
  4645. };
  4646. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4647. if (bat.bsa.at(0).newAmount <= 0)
  4648. {
  4649. //don't try death stare or acid breath on dead stack (crash!)
  4650. return;
  4651. }
  4652. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4653. {
  4654. // mechanics of Death Stare as in H3:
  4655. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4656. //original formula x = min(x, (gorgons_count + 9)/10);
  4657. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4658. vstd::amin(chanceToKill, 1); //cap at 100%
  4659. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4660. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4661. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4662. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4663. vstd::amin(staredCreatures, maxToKill);
  4664. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4665. if (staredCreatures)
  4666. {
  4667. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4668. cast(SpellID::DEATH_STARE, staredCreatures);
  4669. }
  4670. }
  4671. int acidDamage = 0;
  4672. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4673. for (const std::shared_ptr<Bonus> b : *acidBreath)
  4674. {
  4675. if (b->additionalInfo > getRandomGenerator().nextInt(99))
  4676. acidDamage += b->val;
  4677. }
  4678. if (acidDamage)
  4679. {
  4680. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4681. }
  4682. if (attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4683. {
  4684. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4685. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4686. if (getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4687. return;
  4688. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4689. if (defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4690. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4691. return;
  4692. BattleStackAdded resurrectInfo;
  4693. resurrectInfo.pos = defender->position;
  4694. if (bonusAdditionalInfo != -1)
  4695. resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
  4696. else
  4697. resurrectInfo.creID = attacker->getCreature()->idNumber;
  4698. if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4699. {
  4700. resurrectInfo.amount = std::max((defender->count * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
  4701. }
  4702. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4703. resurrectInfo.amount = defender->count;
  4704. else
  4705. return; //wrong subtype
  4706. BattleStacksRemoved victimInfo;
  4707. victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
  4708. sendAndApply(&victimInfo);
  4709. sendAndApply(&resurrectInfo);
  4710. }
  4711. }
  4712. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4713. {
  4714. const CSpell *s = spellID.toSpell();
  4715. AdventureSpellCastParameters p;
  4716. p.caster = h;
  4717. p.pos = pos;
  4718. return s->adventureCast(spellEnv, p);
  4719. }
  4720. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4721. {
  4722. if (!t.visitableObjects.empty())
  4723. {
  4724. //to prevent self-visiting heroes on space press
  4725. if (t.visitableObjects.back() != h)
  4726. objectVisited(t.visitableObjects.back(), h);
  4727. else if (t.visitableObjects.size() > 1)
  4728. objectVisited(*(t.visitableObjects.end()-2),h);
  4729. }
  4730. }
  4731. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4732. {
  4733. if (!hero)
  4734. COMPLAIN_RET("You need hero to sacrifice creature!");
  4735. int oldCount = hero->getStackCount(slot);
  4736. if (oldCount < count)
  4737. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4738. else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4739. COMPLAIN_RET("Cannot sacrifice last creature!");
  4740. int crid = hero->getStack(slot).type->idNumber;
  4741. changeStackCount(StackLocation(hero, slot), -count);
  4742. int dump, exp;
  4743. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4744. exp *= count;
  4745. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4746. return true;
  4747. }
  4748. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4749. {
  4750. if (!hero)
  4751. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4752. ArtifactLocation al(hero, slot);
  4753. const CArtifactInstance *a = al.getArt();
  4754. COMPLAIN_RET_FALSE_IF(!a,"Cannot find artifact to sacrifice!");
  4755. int dmp, expToGive;
  4756. const CArtifactInstance * art = hero->getArt(slot);
  4757. COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");
  4758. si32 typId = art->artType->id;
  4759. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4760. removeArtifact(al);
  4761. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4762. return true;
  4763. }
  4764. void CGameHandler::makeStackDoNothing(const CStack * next)
  4765. {
  4766. BattleAction doNothing;
  4767. doNothing.actionType = Battle::NO_ACTION;
  4768. doNothing.additionalInfo = 0;
  4769. doNothing.destinationTile = -1;
  4770. doNothing.side = !next->attackerOwned;
  4771. doNothing.stackNumber = next->ID;
  4772. makeAutomaticAction(next, doNothing);
  4773. }
  4774. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4775. {
  4776. if (sl.army->hasStackAtSlot(sl.slot))
  4777. COMPLAIN_RET("Slot is already taken!");
  4778. if (!sl.slot.validSlot())
  4779. COMPLAIN_RET("Cannot insert stack to that slot!");
  4780. InsertNewStack ins;
  4781. ins.sl = sl;
  4782. ins.stack = CStackBasicDescriptor(c, count);
  4783. sendAndApply(&ins);
  4784. return true;
  4785. }
  4786. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4787. {
  4788. if (!sl.army->hasStackAtSlot(sl.slot))
  4789. COMPLAIN_RET("Cannot find a stack to erase");
  4790. if (sl.army->stacksCount() == 1 //from the last stack
  4791. && sl.army->needsLastStack() //that must be left
  4792. && !forceRemoval) //ignore above conditions if we are forcing removal
  4793. {
  4794. COMPLAIN_RET("Cannot erase the last stack!");
  4795. }
  4796. EraseStack es;
  4797. es.sl = sl;
  4798. sendAndApply(&es);
  4799. return true;
  4800. }
  4801. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4802. {
  4803. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4804. if ((absoluteValue && count < 0)
  4805. || (!absoluteValue && -count > currentCount))
  4806. {
  4807. COMPLAIN_RET("Cannot take more stacks than present!");
  4808. }
  4809. if ((currentCount == -count && !absoluteValue)
  4810. || (!count && absoluteValue))
  4811. {
  4812. eraseStack(sl);
  4813. }
  4814. else
  4815. {
  4816. ChangeStackCount csc;
  4817. csc.sl = sl;
  4818. csc.count = count;
  4819. csc.absoluteValue = absoluteValue;
  4820. sendAndApply(&csc);
  4821. }
  4822. return true;
  4823. }
  4824. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4825. {
  4826. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4827. if (!slotC) //slot is empty
  4828. insertNewStack(sl, c, count);
  4829. else if (c == slotC)
  4830. changeStackCount(sl, count);
  4831. else
  4832. {
  4833. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4834. }
  4835. return true;
  4836. }
  4837. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4838. {
  4839. if (removeObjWhenFinished)
  4840. removeAfterVisit(src);
  4841. if (!src->canBeMergedWith(*dst, allowMerging))
  4842. {
  4843. if (allowMerging) //do that, add all matching creatures.
  4844. {
  4845. bool cont = true;
  4846. while (cont)
  4847. {
  4848. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4849. {
  4850. SlotID pos = dst->getSlotFor(i->second->type);
  4851. if (pos.validSlot())
  4852. {
  4853. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4854. cont = true;
  4855. break; //or iterator crashes
  4856. }
  4857. cont = false;
  4858. }
  4859. }
  4860. }
  4861. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4862. }
  4863. else //merge
  4864. {
  4865. moveArmy(src, dst, allowMerging);
  4866. }
  4867. }
  4868. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4869. {
  4870. if (!src.army->hasStackAtSlot(src.slot))
  4871. COMPLAIN_RET("No stack to move!");
  4872. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4873. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4874. if (!dst.slot.validSlot())
  4875. COMPLAIN_RET("Cannot move stack to that slot!");
  4876. if (count == -1)
  4877. {
  4878. count = src.army->getStackCount(src.slot);
  4879. }
  4880. if (src.army != dst.army //moving away
  4881. && count == src.army->getStackCount(src.slot) //all creatures
  4882. && src.army->stacksCount() == 1 //from the last stack
  4883. && src.army->needsLastStack()) //that must be left
  4884. {
  4885. COMPLAIN_RET("Cannot move away the last creature!");
  4886. }
  4887. RebalanceStacks rs;
  4888. rs.src = src;
  4889. rs.dst = dst;
  4890. rs.count = count;
  4891. sendAndApply(&rs);
  4892. return true;
  4893. }
  4894. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4895. {
  4896. if (!sl1.army->hasStackAtSlot(sl1.slot))
  4897. return moveStack(sl2, sl1);
  4898. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  4899. return moveStack(sl1, sl2);
  4900. else
  4901. {
  4902. SwapStacks ss;
  4903. ss.sl1 = sl1;
  4904. ss.sl2 = sl2;
  4905. sendAndApply(&ss);
  4906. return true;
  4907. }
  4908. }
  4909. void CGameHandler::runBattle()
  4910. {
  4911. setBattle(gs->curB);
  4912. assert(gs->curB);
  4913. //TODO: pre-tactic stuff, call scripts etc.
  4914. //tactic round
  4915. {
  4916. while (gs->curB->tacticDistance && !battleResult.get())
  4917. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4918. }
  4919. //initial stacks appearance triggers, e.g. built-in bonus spells
  4920. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  4921. for (CStack * stack : initialStacks)
  4922. {
  4923. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  4924. {
  4925. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  4926. auto accessibility = getAccesibility();
  4927. CreatureID creatureData = CreatureID(summonInfo->subtype);
  4928. std::vector<BattleHex> targetHexes;
  4929. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  4930. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  4931. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  4932. For one-hex targets there are four guardians - front, back and one per side (up + down).
  4933. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  4934. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  4935. if (!guardianIsBig)
  4936. targetHexes = stack->getSurroundingHexes();
  4937. else
  4938. summonGuardiansHelper(targetHexes, stack->position, stack->attackerOwned, targetIsBig);
  4939. for (auto hex : targetHexes)
  4940. {
  4941. if (accessibility.accessible(hex, guardianIsBig, stack->attackerOwned)) //without this multiple creatures can occupy one hex
  4942. {
  4943. BattleStackAdded newStack;
  4944. newStack.amount = std::max(1, (int)(stack->count * 0.01 * summonInfo->val));
  4945. newStack.creID = creatureData.num;
  4946. newStack.attacker = stack->attackerOwned;
  4947. newStack.summoned = true;
  4948. newStack.pos = hex.hex;
  4949. sendAndApply(&newStack);
  4950. }
  4951. }
  4952. }
  4953. stackEnchantedTrigger(stack);
  4954. }
  4955. //spells opening battle
  4956. for (int i = 0; i < 2; ++i)
  4957. {
  4958. auto h = gs->curB->battleGetFightingHero(i);
  4959. if (h)
  4960. {
  4961. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4962. for (auto b : *bl)
  4963. {
  4964. const CSpell * spell = SpellID(b->subtype).toSpell();
  4965. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4966. parameters.spellLvl = 3;
  4967. parameters.effectLevel = 3;
  4968. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4969. parameters.enchantPower = b->val;
  4970. parameters.castIfPossible(spellEnv);
  4971. }
  4972. }
  4973. }
  4974. bool firstRound = true;//FIXME: why first round is -1?
  4975. //main loop
  4976. while (!battleResult.get()) //till the end of the battle ;]
  4977. {
  4978. BattleNextRound bnr;
  4979. bnr.round = gs->curB->round + 1;
  4980. logGlobal->debug("Round %d", bnr.round);
  4981. sendAndApply(&bnr);
  4982. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4983. for (auto &obstPtr : obstacles)
  4984. {
  4985. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4986. if (sco->turnsRemaining == 0)
  4987. removeObstacle(*obstPtr);
  4988. }
  4989. const BattleInfo & curB = *gs->curB;
  4990. for(auto stack : curB.stacks)
  4991. {
  4992. if(stack->alive() && !firstRound)
  4993. stackEnchantedTrigger(stack);
  4994. }
  4995. //stack loop
  4996. const CStack *next;
  4997. while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4998. {
  4999. std::set <const CStack *> stacksToRemove;
  5000. for (auto stack : curB.stacks)
  5001. {
  5002. if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  5003. stacksToRemove.insert(stack);
  5004. }
  5005. for (auto stack : stacksToRemove)
  5006. {
  5007. BattleStacksRemoved bsr;
  5008. bsr.stackIDs.insert(stack->ID);
  5009. sendAndApply(&bsr);
  5010. }
  5011. //check for bad morale => freeze
  5012. int nextStackMorale = next->MoraleVal();
  5013. if (nextStackMorale < 0 &&
  5014. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5015. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5016. )
  5017. {
  5018. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5019. {
  5020. //unit loses its turn - empty freeze action
  5021. BattleAction ba;
  5022. ba.actionType = Battle::BAD_MORALE;
  5023. ba.additionalInfo = 1;
  5024. ba.side = !next->attackerOwned;
  5025. ba.stackNumber = next->ID;
  5026. makeAutomaticAction(next, ba);
  5027. continue;
  5028. }
  5029. }
  5030. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5031. {
  5032. logGlobal->debug("Handle Berserk effect");
  5033. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5034. if (attackInfo.first != nullptr)
  5035. {
  5036. BattleAction attack;
  5037. attack.actionType = Battle::WALK_AND_ATTACK;
  5038. attack.side = !next->attackerOwned;
  5039. attack.stackNumber = next->ID;
  5040. attack.additionalInfo = attackInfo.first->position;
  5041. attack.destinationTile = attackInfo.second;
  5042. makeAutomaticAction(next, attack);
  5043. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  5044. }
  5045. else
  5046. {
  5047. makeStackDoNothing(next);
  5048. logGlobal->debug("No target found");
  5049. }
  5050. continue;
  5051. }
  5052. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5053. if ((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5054. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5055. {
  5056. BattleAction attack;
  5057. attack.actionType = Battle::SHOOT;
  5058. attack.side = !next->attackerOwned;
  5059. attack.stackNumber = next->ID;
  5060. for (auto & elem : gs->curB->stacks)
  5061. {
  5062. if (elem->owner != next->owner && elem->isValidTarget())
  5063. {
  5064. attack.destinationTile = elem->position;
  5065. break;
  5066. }
  5067. }
  5068. makeAutomaticAction(next, attack);
  5069. continue;
  5070. }
  5071. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5072. {
  5073. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5074. if (attackableBattleHexes.empty())
  5075. {
  5076. makeStackDoNothing(next);
  5077. continue;
  5078. }
  5079. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  5080. {
  5081. BattleAction attack;
  5082. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  5083. getRandomGenerator());
  5084. attack.actionType = Battle::CATAPULT;
  5085. attack.additionalInfo = 0;
  5086. attack.side = !next->attackerOwned;
  5087. attack.stackNumber = next->ID;
  5088. makeAutomaticAction(next, attack);
  5089. continue;
  5090. }
  5091. }
  5092. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5093. {
  5094. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5095. {
  5096. return s->owner == next->owner && s->canBeHealed();
  5097. });
  5098. if (!possibleStacks.size())
  5099. {
  5100. makeStackDoNothing(next);
  5101. continue;
  5102. }
  5103. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5104. {
  5105. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5106. const CStack * toBeHealed = possibleStacks.front();
  5107. BattleAction heal;
  5108. heal.actionType = Battle::STACK_HEAL;
  5109. heal.additionalInfo = 0;
  5110. heal.destinationTile = toBeHealed->position;
  5111. heal.side = !next->attackerOwned;
  5112. heal.stackNumber = next->ID;
  5113. makeAutomaticAction(next, heal);
  5114. continue;
  5115. }
  5116. }
  5117. int numberOfAsks = 1;
  5118. bool breakOuter = false;
  5119. do
  5120. {//ask interface and wait for answer
  5121. if (!battleResult.get())
  5122. {
  5123. stackTurnTrigger(next); //various effects
  5124. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5125. {
  5126. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5127. }
  5128. else
  5129. {
  5130. logGlobal->trace("Activating %s", next->nodeName());
  5131. auto nextId = next->ID;
  5132. BattleSetActiveStack sas;
  5133. sas.stack = nextId;
  5134. sendAndApply(&sas);
  5135. auto actionWasMade = [&]() -> bool
  5136. {
  5137. if (battleMadeAction.data)//active stack has made its action
  5138. return true;
  5139. if (battleResult.get())// battle is finished
  5140. return true;
  5141. if (next == nullptr)//active stack was been removed
  5142. return true;
  5143. return !next->alive();//active stack is dead
  5144. };
  5145. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5146. battleMadeAction.data = false;
  5147. while (!actionWasMade())
  5148. {
  5149. battleMadeAction.cond.wait(lock);
  5150. if (battleGetStackByID(nextId, false) != next)
  5151. next = nullptr; //it may be removed, while we wait
  5152. }
  5153. }
  5154. }
  5155. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5156. {
  5157. breakOuter = true;
  5158. break;
  5159. }
  5160. //we're after action, all results applied
  5161. checkBattleStateChanges(); //check if this action ended the battle
  5162. if (next != nullptr)
  5163. {
  5164. //check for good morale
  5165. nextStackMorale = next->MoraleVal();
  5166. if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5167. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5168. && !next->waited()
  5169. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5170. && next->alive()
  5171. && nextStackMorale > 0
  5172. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5173. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5174. )
  5175. {
  5176. if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5177. {
  5178. BattleTriggerEffect bte;
  5179. bte.stackID = next->ID;
  5180. bte.effect = Bonus::MORALE;
  5181. bte.val = 1;
  5182. bte.additionalInfo = 0;
  5183. sendAndApply(&bte); //play animation
  5184. ++numberOfAsks; //move this stack once more
  5185. }
  5186. }
  5187. }
  5188. --numberOfAsks;
  5189. } while (numberOfAsks > 0);
  5190. if (breakOuter)
  5191. {
  5192. break;
  5193. }
  5194. }
  5195. firstRound = false;
  5196. }
  5197. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5198. }
  5199. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5200. {
  5201. BattleSetActiveStack bsa;
  5202. bsa.stack = stack->ID;
  5203. bsa.askPlayerInterface = false;
  5204. sendAndApply(&bsa);
  5205. bool ret = makeBattleAction(ba);
  5206. checkBattleStateChanges();
  5207. return ret;
  5208. }
  5209. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5210. {
  5211. assert(a->artType);
  5212. ArtifactLocation al;
  5213. al.artHolder = const_cast<CGHeroInstance*>(h);
  5214. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5215. if (pos < 0)
  5216. {
  5217. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5218. slot = a->firstAvailableSlot(h);
  5219. else
  5220. slot = a->firstBackpackSlot(h);
  5221. }
  5222. else
  5223. {
  5224. slot = pos;
  5225. }
  5226. al.slot = slot;
  5227. if (slot < 0 || !a->canBePutAt(al))
  5228. {
  5229. complain("Cannot put artifact in that slot!");
  5230. return;
  5231. }
  5232. putArtifact(al, a);
  5233. }
  5234. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5235. {
  5236. PutArtifact pa;
  5237. pa.art = a;
  5238. pa.al = al;
  5239. sendAndApply(&pa);
  5240. }
  5241. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5242. {
  5243. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5244. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5245. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5246. giveHeroNewArtifact(h, art, slot);
  5247. return true;
  5248. }
  5249. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5250. {
  5251. CArtifactInstance *a = nullptr;
  5252. if (!artType->constituents)
  5253. {
  5254. a = new CArtifactInstance();
  5255. }
  5256. else
  5257. {
  5258. a = new CCombinedArtifactInstance();
  5259. }
  5260. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5261. NewArtifact na;
  5262. na.art = a;
  5263. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5264. giveHeroArtifact(h, a, pos);
  5265. }
  5266. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5267. {
  5268. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5269. if (battleResult.data)
  5270. {
  5271. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5272. % battleResult.data->result % resultType).str());
  5273. return;
  5274. }
  5275. auto br = new BattleResult;
  5276. br->result = resultType;
  5277. br->winner = victoriusSide; //surrendering side loses
  5278. gs->curB->calculateCasualties(br->casualties);
  5279. battleResult.data = br;
  5280. }
  5281. void CGameHandler::commitPackage(CPackForClient *pack)
  5282. {
  5283. sendAndApply(pack);
  5284. }
  5285. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5286. {
  5287. std::vector<int3>::iterator tile;
  5288. std::vector<int3> tiles;
  5289. getFreeTiles(tiles);
  5290. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5291. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5292. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5293. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5294. for (int i = 0; i < amount; ++i)
  5295. {
  5296. tile = tiles.begin();
  5297. logGlobal->trace("\tSpawning monster at %s",(*tile)());
  5298. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5299. tiles.erase(tile); //not use it again
  5300. }
  5301. }
  5302. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5303. {
  5304. if (cheat == "vcmiistari")
  5305. {
  5306. if (!hero) return;
  5307. ///Give hero spellbook
  5308. if (!hero->hasSpellbook())
  5309. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5310. ///Give all spells with bonus (to allow banned spells)
  5311. GiveBonus giveBonus(GiveBonus::HERO);
  5312. giveBonus.id = hero->id.getNum();
  5313. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5314. //start with level 0 to skip abilities
  5315. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5316. {
  5317. giveBonus.bonus.subtype = level;
  5318. sendAndApply(&giveBonus);
  5319. }
  5320. ///Give mana
  5321. SetMana sm;
  5322. sm.hid = hero->id;
  5323. sm.val = 999;
  5324. sm.absolute = true;
  5325. sendAndApply(&sm);
  5326. }
  5327. else if (cheat == "vcmiarmenelos")
  5328. {
  5329. if (!town) return;
  5330. ///Build all buildings in selected town
  5331. for (auto & build : town->town->buildings)
  5332. {
  5333. if (!town->hasBuilt(build.first)
  5334. && !build.second->Name().empty()
  5335. && build.first != BuildingID::SHIP)
  5336. {
  5337. buildStructure(town->id, build.first, true);
  5338. }
  5339. }
  5340. }
  5341. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5342. {
  5343. if (!hero) return;
  5344. ///Gives N creatures into each slot
  5345. std::map<std::string, std::pair<int, int>> creatures;
  5346. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5347. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5348. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5349. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5350. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5351. if (!hero->hasStackAtSlot(SlotID(i)))
  5352. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5353. }
  5354. else if (cheat == "vcminoldor")
  5355. {
  5356. if (!hero) return;
  5357. ///Give all war machines to hero
  5358. if (!hero->getArt(ArtifactPosition::MACH1))
  5359. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5360. if (!hero->getArt(ArtifactPosition::MACH2))
  5361. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5362. if (!hero->getArt(ArtifactPosition::MACH3))
  5363. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5364. }
  5365. else if (cheat == "vcmiforgeofnoldorking")
  5366. {
  5367. if (!hero) return;
  5368. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5369. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5370. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5371. }
  5372. else if (cheat == "vcmiglorfindel")
  5373. {
  5374. if (!hero) return;
  5375. ///selected hero gains a new level
  5376. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5377. }
  5378. else if (cheat == "vcminahar")
  5379. {
  5380. if (!hero) return;
  5381. ///Give 1000000 movement points to hero
  5382. SetMovePoints smp;
  5383. smp.hid = hero->id;
  5384. smp.val = 1000000;
  5385. sendAndApply(&smp);
  5386. }
  5387. else if (cheat == "vcmiformenos")
  5388. {
  5389. ///Give resources to player
  5390. TResources resources;
  5391. resources[Res::GOLD] = 100000;
  5392. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5393. resources[i] = 100;
  5394. giveResources(player, resources);
  5395. }
  5396. else if (cheat == "vcmisilmaril")
  5397. {
  5398. ///Player wins
  5399. PlayerCheated pc;
  5400. pc.player = player;
  5401. pc.winningCheatCode = true;
  5402. sendAndApply(&pc);
  5403. }
  5404. else if (cheat == "vcmimelkor")
  5405. {
  5406. ///Player looses
  5407. PlayerCheated pc;
  5408. pc.player = player;
  5409. pc.losingCheatCode = true;
  5410. sendAndApply(&pc);
  5411. }
  5412. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5413. {
  5414. ///Reveal or conceal FoW
  5415. FoWChange fc;
  5416. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5417. fc.player = player;
  5418. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5419. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5420. int lastUnc = 0;
  5421. for (int i = 0; i < gs->map->width; i++)
  5422. for (int j = 0; j < gs->map->height; j++)
  5423. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5424. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5425. hlp_tab[lastUnc++] = int3(i, j, k);
  5426. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5427. delete [] hlp_tab;
  5428. sendAndApply(&fc);
  5429. }
  5430. else
  5431. cheated = false;
  5432. }
  5433. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5434. {
  5435. ObstaclesRemoved obsRem;
  5436. obsRem.obstacles.insert(obstacle.uniqueID);
  5437. sendAndApply(&obsRem);
  5438. }
  5439. void CGameHandler::synchronizeArtifactHandlerLists()
  5440. {
  5441. UpdateArtHandlerLists uahl;
  5442. uahl.treasures = VLC->arth->treasures;
  5443. uahl.minors = VLC->arth->minors;
  5444. uahl.majors = VLC->arth->majors;
  5445. uahl.relics = VLC->arth->relics;
  5446. sendAndApply(&uahl);
  5447. }
  5448. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5449. {
  5450. return vstd::contains(gs->map->objects, obj);
  5451. }
  5452. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5453. {
  5454. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5455. return false;
  5456. auto query = queries.topQuery(player);
  5457. if (query && query->blocksPack(pack))
  5458. {
  5459. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5460. return true;
  5461. }
  5462. return false;
  5463. }
  5464. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5465. {
  5466. //If the object is being visited, there must be a matching query
  5467. for (const auto &query : queries.allQueries())
  5468. {
  5469. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5470. {
  5471. if (someVistQuery->visitedObject == object)
  5472. {
  5473. someVistQuery->removeObjectAfterVisit = true;
  5474. return;
  5475. }
  5476. }
  5477. };
  5478. //If we haven't returned so far, there is no query and no visit, call was wrong
  5479. assert("This function needs to be called during the object visit!");
  5480. }
  5481. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5482. {
  5483. std::unordered_set<int3, ShashInt3> tiles;
  5484. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5485. if (hide)
  5486. {
  5487. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5488. auto p = getPlayer(player);
  5489. for (auto h : p->heroes)
  5490. {
  5491. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5492. }
  5493. for (auto t : p->towns)
  5494. {
  5495. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5496. }
  5497. for (auto tile : observedTiles)
  5498. vstd::erase_if_present (tiles, tile);
  5499. }
  5500. changeFogOfWar(tiles, player, hide);
  5501. }
  5502. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5503. {
  5504. FoWChange fow;
  5505. fow.tiles = tiles;
  5506. fow.player = player;
  5507. fow.mode = hide? 0 : 1;
  5508. sendAndApply(&fow);
  5509. }
  5510. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5511. {
  5512. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5513. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5514. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5515. return true;
  5516. }
  5517. void CGameHandler::duelFinished()
  5518. {
  5519. auto si = getStartInfo();
  5520. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5521. int casualtiesPoints = 0;
  5522. logGlobal->debug("Winner side %d\nWinner casualties:", (int)battleResult.data->winner);
  5523. for (auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5524. {
  5525. const CCreature *c = VLC->creh->creatures[elem.first];
  5526. logGlobal->debug("\t* %d of %s", elem.second, c->namePl);
  5527. casualtiesPoints += c->AIValue * elem.second;
  5528. }
  5529. logGlobal->debug("Total casualties points: %d", casualtiesPoints);
  5530. time_t timeNow;
  5531. time(&timeNow);
  5532. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5533. if (out)
  5534. {
  5535. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5536. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5537. % asctime(localtime(&timeNow));
  5538. }
  5539. else
  5540. {
  5541. logGlobal->error("Cannot open to write %s", cmdLineOptions["resultsFile"].as<std::string>());
  5542. }
  5543. CSaveFile resultFile("result.vdrst");
  5544. resultFile << *battleResult.data;
  5545. BattleResultsApplied resultsApplied;
  5546. resultsApplied.player1 = finishingBattle->victor;
  5547. resultsApplied.player2 = finishingBattle->loser;
  5548. sendAndApply(&resultsApplied);
  5549. return;
  5550. }
  5551. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5552. army(_army)
  5553. {
  5554. heroWithDeadCommander = ObjectInstanceID();
  5555. PlayerColor color = army->tempOwner;
  5556. if (color == PlayerColor::UNFLAGGABLE)
  5557. color = PlayerColor::NEUTRAL;
  5558. for (CStack *st : bat->stacks)
  5559. {
  5560. if (vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5561. continue;
  5562. if (st->owner != color) //remove only our stacks
  5563. continue;
  5564. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5565. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5566. st->count = std::max (0, st->count - st->resurrected);
  5567. if (st->slot == SlotID::ARROW_TOWERS_SLOT)
  5568. {
  5569. //do nothing
  5570. logGlobal->debug("Ignored arrow towers stack.");
  5571. }
  5572. else if (st->slot == SlotID::WAR_MACHINES_SLOT)
  5573. {
  5574. auto warMachine = st->type->warMachine;
  5575. if (warMachine == ArtifactID::NONE)
  5576. {
  5577. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5578. }
  5579. //catapult artifact remain even if "creature" killed in siege
  5580. else if (warMachine != ArtifactID::CATAPULT && !st->count)
  5581. {
  5582. logGlobal->debug("War machine has been destroyed");
  5583. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5584. if (hero)
  5585. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5586. else
  5587. logGlobal->error("War machine in army without hero");
  5588. }
  5589. }
  5590. else if (st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5591. {
  5592. if (st->alive() && st->count > 0)
  5593. {
  5594. logGlobal->debug("Permanently summoned %d units.", st->count);
  5595. const CreatureID summonedType = st->type->idNumber;
  5596. summoned[summonedType] += st->count;
  5597. }
  5598. }
  5599. else if (st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5600. {
  5601. if (nullptr == st->base)
  5602. {
  5603. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5604. }
  5605. else
  5606. {
  5607. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5608. if (c)
  5609. {
  5610. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5611. if (h && h->commander == c && (st->count == 0 || !st->alive()))
  5612. {
  5613. logGlobal->debug("Commander is dead.");
  5614. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5615. }
  5616. }
  5617. else
  5618. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5619. }
  5620. }
  5621. else if (st->base && !army->slotEmpty(st->slot))
  5622. {
  5623. if (st->count == 0 || !st->alive())
  5624. {
  5625. logGlobal->debug("Stack has been destroyed.");
  5626. StackLocation sl(army, st->slot);
  5627. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5628. }
  5629. else if (st->count < army->getStackCount(st->slot))
  5630. {
  5631. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
  5632. StackLocation sl(army, st->slot);
  5633. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5634. }
  5635. else if (st->count > army->getStackCount(st->slot))
  5636. {
  5637. logGlobal->debug("Stack gained %d units.", st->count - army->getStackCount(st->slot));
  5638. StackLocation sl(army, st->slot);
  5639. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5640. }
  5641. }
  5642. else
  5643. {
  5644. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5645. }
  5646. }
  5647. }
  5648. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5649. {
  5650. for (TStackAndItsNewCount &ncount : newStackCounts)
  5651. {
  5652. if (ncount.second > 0)
  5653. gh->changeStackCount(ncount.first, ncount.second, true);
  5654. else
  5655. gh->eraseStack(ncount.first, true);
  5656. }
  5657. for (auto summoned_iter : summoned)
  5658. {
  5659. SlotID slot = army->getSlotFor(summoned_iter.first);
  5660. if (slot.validSlot())
  5661. {
  5662. StackLocation location(army, slot);
  5663. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5664. }
  5665. else
  5666. {
  5667. //even if it will be possible to summon anything permanently it should be checked for free slot
  5668. //necromancy is handled separately
  5669. gh->complain("No free slot to put summoned creature");
  5670. }
  5671. }
  5672. for (auto al : removedWarMachines)
  5673. {
  5674. gh->removeArtifact(al);
  5675. }
  5676. if (heroWithDeadCommander != ObjectInstanceID())
  5677. {
  5678. SetCommanderProperty scp;
  5679. scp.heroid = heroWithDeadCommander;
  5680. scp.which = SetCommanderProperty::ALIVE;
  5681. scp.amount = 0;
  5682. gh->sendAndApply(&scp);
  5683. }
  5684. }
  5685. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5686. {
  5687. assert(Query->result);
  5688. assert(Query->bi);
  5689. auto &result = *Query->result;
  5690. auto &info = *Query->bi;
  5691. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5692. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5693. victor = info.sides[result.winner].color;
  5694. loser = info.sides[!result.winner].color;
  5695. duel = Duel;
  5696. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5697. }
  5698. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5699. {
  5700. winnerHero = loserHero = nullptr;
  5701. duel = false;
  5702. remainingBattleQueriesCount = 0;
  5703. }
  5704. CRandomGenerator & CGameHandler::getRandomGenerator()
  5705. {
  5706. return CRandomGenerator::getDefault();
  5707. }
  5708. ///ServerSpellCastEnvironment
  5709. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5710. {
  5711. }
  5712. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5713. {
  5714. gh->sendAndApply(info);
  5715. }
  5716. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5717. {
  5718. return gh->getRandomGenerator();
  5719. }
  5720. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5721. {
  5722. gh->complain(problem);
  5723. }
  5724. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5725. {
  5726. return gh;
  5727. }
  5728. const CMap * ServerSpellCastEnvironment::getMap() const
  5729. {
  5730. return gh->gameState()->map;
  5731. }
  5732. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5733. {
  5734. return gh->moveHero(hid, dst, teleporting, false, asker);
  5735. }