CGameHandler.cpp 202 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "CGameHandler.h"
  41. #include "CVCMIServer.h"
  42. #include "../lib/CCreatureSet.h"
  43. #include "../lib/CThreadHelper.h"
  44. #include "../lib/GameConstants.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/Connection.h"
  48. #ifndef _MSC_VER
  49. #include <boost/thread/xtime.hpp>
  50. #endif
  51. extern std::atomic<bool> serverShuttingDown;
  52. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  53. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  54. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  55. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  56. class ServerSpellCastEnvironment : public SpellCastEnvironment
  57. {
  58. public:
  59. ServerSpellCastEnvironment(CGameHandler * gh);
  60. ~ServerSpellCastEnvironment() = default;
  61. void sendAndApply(CPackForClient * info) const override;
  62. CRandomGenerator & getRandomGenerator() const override;
  63. void complain(const std::string & problem) const override;
  64. const CMap * getMap() const override;
  65. const CGameInfoCallback * getCb() const override;
  66. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;
  67. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;
  68. private:
  69. mutable CGameHandler * gh;
  70. };
  71. namespace spells
  72. {
  73. class ObstacleCasterProxy : public Caster
  74. {
  75. public:
  76. ObstacleCasterProxy(const CGameHandler * gh_, const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  77. : gh(gh_),
  78. owner(owner_),
  79. hero(hero_),
  80. obs(obs_)
  81. {
  82. };
  83. ~ObstacleCasterProxy() = default;
  84. int32_t getCasterUnitId() const override
  85. {
  86. if(hero)
  87. return hero->getCasterUnitId();
  88. else
  89. return -1;
  90. }
  91. ui8 getSpellSchoolLevel(const Spell * spell, int * outSelectedSchool = nullptr) const override
  92. {
  93. return obs->spellLevel;
  94. }
  95. int getEffectLevel(const Spell * spell) const override
  96. {
  97. return obs->spellLevel;
  98. }
  99. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  100. {
  101. if(hero)
  102. return hero->getSpellBonus(spell, base, affectedStack);
  103. else
  104. return base;
  105. }
  106. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  107. {
  108. if(hero)
  109. return hero->getSpecificSpellBonus(spell, base);
  110. else
  111. return base;
  112. }
  113. int getEffectPower(const Spell * spell) const override
  114. {
  115. return obs->casterSpellPower;
  116. }
  117. int getEnchantPower(const Spell * spell) const override
  118. {
  119. return obs->casterSpellPower;
  120. }
  121. int64_t getEffectValue(const Spell * spell) const override
  122. {
  123. if(hero)
  124. return hero->getEffectValue(spell);
  125. else
  126. return 0;
  127. }
  128. const PlayerColor getOwner() const override
  129. {
  130. return owner;
  131. }
  132. void getCasterName(MetaString & text) const override
  133. {
  134. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  135. }
  136. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  137. {
  138. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  139. }
  140. void spendMana(const PacketSender * server, const int spellCost) const override
  141. {
  142. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  143. }
  144. private:
  145. const CGHeroInstance * hero;
  146. const CGameHandler * gh;
  147. const PlayerColor owner;
  148. const SpellCreatedObstacle * obs;
  149. };
  150. }//
  151. CondSh<bool> battleMadeAction(false);
  152. CondSh<BattleResult *> battleResult(nullptr);
  153. template <typename T> class CApplyOnGH;
  154. class CBaseForGHApply
  155. {
  156. public:
  157. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  158. virtual ~CBaseForGHApply(){}
  159. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  160. {
  161. return new CApplyOnGH<U>();
  162. }
  163. };
  164. template <typename T> class CApplyOnGH : public CBaseForGHApply
  165. {
  166. public:
  167. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  168. {
  169. T *ptr = static_cast<T*>(pack);
  170. ptr->c = c;
  171. ptr->player = player;
  172. try
  173. {
  174. return ptr->applyGh(gh);
  175. }
  176. catch(ExceptionNotAllowedAction & e)
  177. {
  178. return false;
  179. }
  180. catch(...)
  181. {
  182. throw;
  183. }
  184. }
  185. };
  186. template <>
  187. class CApplyOnGH<CPack> : public CBaseForGHApply
  188. {
  189. public:
  190. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  191. {
  192. logGlobal->error("Cannot apply on GH plain CPack!");
  193. assert(0);
  194. return false;
  195. }
  196. };
  197. static CApplier<CBaseForGHApply> *applier = nullptr;
  198. static inline double distance(int3 a, int3 b)
  199. {
  200. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  201. }
  202. static void giveExp(BattleResult &r)
  203. {
  204. if (r.winner > 1)
  205. {
  206. // draw
  207. return;
  208. }
  209. r.exp[0] = 0;
  210. r.exp[1] = 0;
  211. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  212. {
  213. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  214. }
  215. }
  216. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  217. {
  218. int x = targetPosition.getX();
  219. int y = targetPosition.getY();
  220. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  221. 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...
  222. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  223. else
  224. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  225. //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
  226. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  227. {
  228. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  229. {
  230. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  231. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  232. }
  233. else
  234. { //add back-side guardians for two-hex target, side guardians for one-hex
  235. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  236. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  237. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  238. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  239. else if (targetIsTwoHex)//front-side guardians for two-hex target
  240. {
  241. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  242. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  243. if (x > 3) //back guard for two-hex
  244. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  245. }
  246. }
  247. }
  248. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  249. {
  250. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  251. {
  252. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  254. }
  255. else
  256. {
  257. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  258. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  259. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  260. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  261. else if (targetIsTwoHex)
  262. {
  263. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  264. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  265. if (x < GameConstants::BFIELD_WIDTH - 4)
  266. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  267. }
  268. }
  269. }
  270. else if (!targetIsAttacker && y % 2 == 0)
  271. {
  272. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  273. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  274. }
  275. else if (targetIsAttacker && y % 2 == 1)
  276. {
  277. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  278. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  279. }
  280. }
  281. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  282. {
  283. boost::unique_lock<boost::mutex> l(mx);
  284. if (players.find(player) != players.end())
  285. {
  286. return players.at(player);
  287. }
  288. else
  289. {
  290. throw std::runtime_error("No such player!");
  291. }
  292. }
  293. void PlayerStatuses::addPlayer(PlayerColor player)
  294. {
  295. boost::unique_lock<boost::mutex> l(mx);
  296. players[player];
  297. }
  298. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  299. {
  300. boost::unique_lock<boost::mutex> l(mx);
  301. if (players.find(player) != players.end())
  302. {
  303. return players[player].*flag;
  304. }
  305. else
  306. {
  307. throw std::runtime_error("No such player!");
  308. }
  309. }
  310. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  311. {
  312. boost::unique_lock<boost::mutex> l(mx);
  313. if (players.find(player) != players.end())
  314. {
  315. players[player].*flag = val;
  316. }
  317. else
  318. {
  319. throw std::runtime_error("No such player!");
  320. }
  321. cv.notify_all();
  322. }
  323. template <typename T>
  324. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  325. {
  326. fun(args[which]);
  327. }
  328. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  329. {
  330. changeSecSkill(hero, skill, 1, 0);
  331. expGiven(hero);
  332. }
  333. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  334. {
  335. // required exp for at least 1 lvl-up hasn't been reached
  336. if (!hero->gainsLevel())
  337. {
  338. return;
  339. }
  340. // give primary skill
  341. logGlobal->trace("%s got level %d", hero->name, hero->level);
  342. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  343. SetPrimSkill sps;
  344. sps.id = hero->id;
  345. sps.which = primarySkill;
  346. sps.abs = false;
  347. sps.val = 1;
  348. sendAndApply(&sps);
  349. PrepareHeroLevelUp pre;
  350. pre.hero = hero;
  351. sendAndApply(&pre);
  352. HeroLevelUp hlu;
  353. hlu.hero = hero;
  354. hlu.primskill = primarySkill;
  355. hlu.skills = pre.skills;
  356. if (hlu.skills.size() == 0)
  357. {
  358. sendAndApply(&hlu);
  359. levelUpHero(hero);
  360. }
  361. else if (hlu.skills.size() == 1)
  362. {
  363. sendAndApply(&hlu);
  364. levelUpHero(hero, pre.skills.front());
  365. }
  366. else if (hlu.skills.size() > 1)
  367. {
  368. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu);
  369. hlu.queryID = levelUpQuery->queryID;
  370. queries.addQuery(levelUpQuery);
  371. sendAndApply(&hlu);
  372. //level up will be called on query reply
  373. }
  374. }
  375. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  376. {
  377. SetCommanderProperty scp;
  378. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  379. if (hero)
  380. scp.heroid = hero->id;
  381. else
  382. {
  383. complain ("Commander is not led by hero!");
  384. return;
  385. }
  386. scp.accumulatedBonus.subtype = 0;
  387. scp.accumulatedBonus.additionalInfo = 0;
  388. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  389. scp.accumulatedBonus.turnsRemain = 0;
  390. scp.accumulatedBonus.source = Bonus::COMMANDER;
  391. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  392. if (skill <= ECommander::SPELL_POWER)
  393. {
  394. scp.which = SetCommanderProperty::BONUS;
  395. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  396. {
  397. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  398. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  399. };
  400. switch (skill)
  401. {
  402. case ECommander::ATTACK:
  403. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  404. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  405. break;
  406. case ECommander::DEFENSE:
  407. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  408. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  409. break;
  410. case ECommander::HEALTH:
  411. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  412. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  413. break;
  414. case ECommander::DAMAGE:
  415. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  416. scp.accumulatedBonus.subtype = 0;
  417. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  418. break;
  419. case ECommander::SPEED:
  420. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  421. break;
  422. case ECommander::SPELL_POWER:
  423. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  424. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  425. sendAndApply (&scp); //additional pack
  426. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  427. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  428. sendAndApply (&scp); //additional pack
  429. scp.accumulatedBonus.type = Bonus::CASTS;
  430. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  431. sendAndApply (&scp); //additional pack
  432. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  433. break;
  434. }
  435. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  436. sendAndApply (&scp);
  437. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  438. scp.additionalInfo = skill;
  439. scp.amount = c->secondarySkills.at(skill) + 1;
  440. sendAndApply (&scp);
  441. }
  442. else if (skill >= 100)
  443. {
  444. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  445. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  446. scp.additionalInfo = skill; //unnormalized
  447. sendAndApply (&scp);
  448. }
  449. expGiven(hero);
  450. }
  451. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  452. {
  453. if (!c->gainsLevel())
  454. {
  455. return;
  456. }
  457. CommanderLevelUp clu;
  458. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  459. if (hero)
  460. clu.hero = hero;
  461. else
  462. {
  463. complain ("Commander is not led by hero!");
  464. return;
  465. }
  466. //picking sec. skills for choice
  467. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  468. {
  469. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  470. clu.skills.push_back(i);
  471. }
  472. int i = 100;
  473. for (auto specialSkill : VLC->creh->skillRequirements)
  474. {
  475. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  476. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  477. && !vstd::contains (c->specialSKills, i))
  478. clu.skills.push_back (i);
  479. ++i;
  480. }
  481. int skillAmount = clu.skills.size();
  482. if (!skillAmount)
  483. {
  484. sendAndApply(&clu);
  485. levelUpCommander(c);
  486. }
  487. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  488. {
  489. sendAndApply(&clu);
  490. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  491. }
  492. else if (skillAmount > 1) //apply and ask for secondary skill
  493. {
  494. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu);
  495. clu.queryID = commanderLevelUp->queryID;
  496. queries.addQuery(commanderLevelUp);
  497. sendAndApply(&clu);
  498. }
  499. }
  500. void CGameHandler::expGiven(const CGHeroInstance *hero)
  501. {
  502. if (hero->gainsLevel())
  503. levelUpHero(hero);
  504. else if (hero->commander && hero->commander->gainsLevel())
  505. levelUpCommander(hero->commander);
  506. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  507. // levelUpCommander(hero->commander);
  508. // else
  509. // levelUpHero(hero);
  510. }
  511. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  512. {
  513. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  514. {
  515. if (gs->map->levelLimit != 0)
  516. {
  517. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  518. TExpType resultingExp = abs ? val : hero->exp + val;
  519. if (resultingExp > expLimit)
  520. {
  521. // set given experience to max possible, but don't decrease if hero already over top
  522. abs = true;
  523. val = std::max(expLimit, hero->exp);
  524. InfoWindow iw;
  525. iw.player = hero->tempOwner;
  526. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  527. iw.text.addReplacement(hero->name);
  528. sendAndApply(&iw);
  529. }
  530. }
  531. }
  532. SetPrimSkill sps;
  533. sps.id = hero->id;
  534. sps.which = which;
  535. sps.abs = abs;
  536. sps.val = val;
  537. sendAndApply(&sps);
  538. //only for exp - hero may level up
  539. if (which == PrimarySkill::EXPERIENCE)
  540. {
  541. if (hero->commander && hero->commander->alive)
  542. {
  543. //FIXME: trim experience according to map limit?
  544. SetCommanderProperty scp;
  545. scp.heroid = hero->id;
  546. scp.which = SetCommanderProperty::EXPERIENCE;
  547. scp.amount = val;
  548. sendAndApply (&scp);
  549. CBonusSystemNode::treeHasChanged();
  550. }
  551. expGiven(hero);
  552. }
  553. }
  554. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  555. {
  556. if(!hero)
  557. {
  558. logGlobal->error("changeSecSkill provided no hero");
  559. return;
  560. }
  561. SetSecSkill sss;
  562. sss.id = hero->id;
  563. sss.which = which;
  564. sss.val = val;
  565. sss.abs = abs;
  566. sendAndApply(&sss);
  567. if (which == SecondarySkill::WISDOM)
  568. {
  569. if (hero->visitedTown)
  570. giveSpells(hero->visitedTown, hero);
  571. }
  572. }
  573. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  574. {
  575. LOG_TRACE(logGlobal);
  576. //Fill BattleResult structure with exp info
  577. giveExp(*battleResult.data);
  578. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  579. {
  580. if (hero1)
  581. battleResult.data->exp[1] += 500;
  582. if (hero2)
  583. battleResult.data->exp[0] += 500;
  584. }
  585. if (hero1)
  586. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  587. if (hero2)
  588. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  589. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  590. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  591. const BattleResult::EResult result = battleResult.get()->result;
  592. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  593. {
  594. for (auto &q : queries.allQueries())
  595. {
  596. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  597. if (bq->bi == gs->curB)
  598. return bq;
  599. }
  600. return std::shared_ptr<CBattleQuery>();
  601. };
  602. auto battleQuery = findBattleQuery();
  603. if (!battleQuery)
  604. {
  605. logGlobal->error("Cannot find battle query!");
  606. }
  607. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  608. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  609. battleQuery->result = boost::make_optional(*battleResult.data);
  610. //Check how many battle queries were created (number of players blocked by battle)
  611. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  612. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  613. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  614. ChangeSpells cs; //for Eagle Eye
  615. if (finishingBattle->winnerHero)
  616. {
  617. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  618. {
  619. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  620. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  621. if (sp->level <= eagleEyeLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  622. cs.spells.insert(sp->id);
  623. }
  624. }
  625. std::vector<const CArtifactInstance *> arts; //display them in window
  626. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  627. {
  628. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  629. {
  630. arts.push_back(art);
  631. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  632. sendAndApply(ma);
  633. };
  634. if (finishingBattle->loserHero)
  635. {
  636. //TODO: wrap it into a function, somehow (boost::variant -_-)
  637. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  638. for (auto artSlot : artifactsWorn)
  639. {
  640. MoveArtifact ma;
  641. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  642. const CArtifactInstance * art = ma.src.getArt();
  643. if (art && !art->artType->isBig() &&
  644. art->artType->id != ArtifactID::SPELLBOOK)
  645. // don't move war machines or locked arts (spellbook)
  646. {
  647. sendMoveArtifact(art, &ma);
  648. }
  649. }
  650. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  651. {
  652. //we assume that no big artifacts can be found
  653. MoveArtifact ma;
  654. ma.src = ArtifactLocation(finishingBattle->loserHero,
  655. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  656. const CArtifactInstance * art = ma.src.getArt();
  657. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  658. {
  659. sendMoveArtifact(art, &ma);
  660. }
  661. }
  662. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  663. {
  664. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  665. for (auto artSlot : artifactsWorn)
  666. {
  667. MoveArtifact ma;
  668. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  669. const CArtifactInstance * art = ma.src.getArt();
  670. if (art && !art->artType->isBig())
  671. {
  672. sendMoveArtifact(art, &ma);
  673. }
  674. }
  675. }
  676. }
  677. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  678. {
  679. auto artifactsWorn = armySlot.second->artifactsWorn;
  680. for (auto artSlot : artifactsWorn)
  681. {
  682. MoveArtifact ma;
  683. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  684. const CArtifactInstance * art = ma.src.getArt();
  685. if (art && !art->artType->isBig())
  686. {
  687. sendMoveArtifact(art, &ma);
  688. }
  689. }
  690. }
  691. }
  692. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  693. if (arts.size()) //display loot
  694. {
  695. InfoWindow iw;
  696. iw.player = finishingBattle->winnerHero->tempOwner;
  697. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  698. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  699. {
  700. iw.components.push_back(Component(
  701. Component::ARTIFACT, art->artType->id,
  702. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  703. if (iw.components.size() >= 14)
  704. {
  705. sendAndApply(&iw);
  706. iw.components.clear();
  707. }
  708. }
  709. if (iw.components.size())
  710. {
  711. sendAndApply(&iw);
  712. }
  713. }
  714. //Eagle Eye secondary skill handling
  715. if (!cs.spells.empty())
  716. {
  717. cs.learn = 1;
  718. cs.hid = finishingBattle->winnerHero->id;
  719. InfoWindow iw;
  720. iw.player = finishingBattle->winnerHero->tempOwner;
  721. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  722. iw.text.addReplacement(finishingBattle->winnerHero->name);
  723. std::ostringstream names;
  724. for (int i = 0; i < cs.spells.size(); i++)
  725. {
  726. names << "%s";
  727. if (i < cs.spells.size() - 2)
  728. names << ", ";
  729. else if (i < cs.spells.size() - 1)
  730. names << "%s";
  731. }
  732. names << ".";
  733. iw.text.addReplacement(names.str());
  734. auto it = cs.spells.begin();
  735. for (int i = 0; i < cs.spells.size(); i++, it++)
  736. {
  737. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  738. if (i == cs.spells.size() - 2) //we just added pre-last name
  739. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  740. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  741. }
  742. sendAndApply(&iw);
  743. sendAndApply(&cs);
  744. }
  745. cab1.updateArmy(this);
  746. cab2.updateArmy(this); //take casualties after battle is deleted
  747. //if one hero has lost we will erase him
  748. if (battleResult.data->winner!=0 && hero1)
  749. {
  750. RemoveObject ro(hero1->id);
  751. sendAndApply(&ro);
  752. }
  753. if (battleResult.data->winner!=1 && hero2)
  754. {
  755. auto town = hero2->visitedTown;
  756. RemoveObject ro(hero2->id);
  757. sendAndApply(&ro);
  758. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  759. town->battleFinished(hero1, *battleResult.get());
  760. }
  761. //give exp
  762. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  763. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  764. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  765. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  766. queries.popIfTop(battleQuery);
  767. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  768. }
  769. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  770. {
  771. LOG_TRACE(logGlobal);
  772. finishingBattle->remainingBattleQueriesCount--;
  773. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  774. if (finishingBattle->remainingBattleQueriesCount > 0)
  775. //Battle results will be handled when all battle queries are closed
  776. return;
  777. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  778. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  779. // Still, it looks like a hole.
  780. // Necromancy if applicable.
  781. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  782. // Give raised units to winner and show dialog, if any were raised,
  783. // units will be given after casualties are taken
  784. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  785. if (necroSlot != SlotID())
  786. {
  787. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  788. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  789. }
  790. BattleResultsApplied resultsApplied;
  791. resultsApplied.player1 = finishingBattle->victor;
  792. resultsApplied.player2 = finishingBattle->loser;
  793. sendAndApply(&resultsApplied);
  794. setBattle(nullptr);
  795. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  796. {
  797. logGlobal->trace("post-victory visit");
  798. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  799. }
  800. visitObjectAfterVictory = false;
  801. //handle victory/loss of engaged players
  802. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  803. checkVictoryLossConditions(playerColors);
  804. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  805. {
  806. SetAvailableHeroes sah;
  807. sah.player = finishingBattle->loser;
  808. sah.hid[0] = finishingBattle->loserHero->subID;
  809. if (result.result == BattleResult::ESCAPE) //retreat
  810. {
  811. sah.army[0].clear();
  812. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  813. }
  814. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  815. sah.hid[1] = another->subID;
  816. else
  817. sah.hid[1] = -1;
  818. sendAndApply(&sah);
  819. }
  820. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  821. {
  822. RemoveObject ro(finishingBattle->winnerHero->id);
  823. sendAndApply(&ro);
  824. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  825. {
  826. SetAvailableHeroes sah;
  827. sah.player = finishingBattle->victor;
  828. sah.hid[0] = finishingBattle->winnerHero->subID;
  829. sah.army[0].clear();
  830. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  831. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  832. sah.hid[1] = another->subID;
  833. else
  834. sah.hid[1] = -1;
  835. sendAndApply(&sah);
  836. }
  837. }
  838. }
  839. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  840. {
  841. if(first && !counter)
  842. handleAttackBeforeCasting(ranged, attacker, defender);
  843. FireShieldInfo fireShield;
  844. BattleAttack bat;
  845. bat.stackAttacking = attacker->unitId();
  846. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  847. if(ranged)
  848. bat.flags |= BattleAttack::SHOT;
  849. if(counter)
  850. bat.flags |= BattleAttack::COUNTER;
  851. const int attackerLuck = attacker->LuckVal();
  852. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  853. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  854. {
  855. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  856. {
  857. bat.flags |= BattleAttack::LUCKY;
  858. }
  859. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  860. {
  861. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  862. {
  863. bat.flags |= BattleAttack::UNLUCKY;
  864. }
  865. }
  866. }
  867. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  868. {
  869. bat.flags |= BattleAttack::DEATH_BLOW;
  870. }
  871. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  872. {
  873. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  874. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  875. if (chance > getRandomGenerator().nextInt(99))
  876. {
  877. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  878. }
  879. }
  880. // only primary target
  881. if(defender->alive())
  882. applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  883. //multiple-hex normal attack
  884. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  885. for(const CStack * stack : attackedCreatures)
  886. {
  887. if(stack != defender && stack->alive()) //do not hit same stack twice
  888. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  889. }
  890. const std::shared_ptr<Bonus> bonus = attacker->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  891. if(bonus && ranged) //TODO: make it work in melee?
  892. {
  893. //this is need for displaying hit animation
  894. bat.flags |= BattleAttack::SPELL_LIKE;
  895. bat.spellID = SpellID(bonus->subtype);
  896. //TODO: should spell override creature`s projectile?
  897. battle::Target target;
  898. target.emplace_back(defender);
  899. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, spells::Mode::SPELL_LIKE_ATTACK, attacker, bonus->val, target);
  900. //TODO: get exact attacked hex for defender
  901. for(const CStack * stack : attackedCreatures)
  902. {
  903. if(stack != defender && stack->alive()) //do not hit same stack twice
  904. {
  905. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  906. }
  907. }
  908. //now add effect info for all attacked stacks
  909. for (BattleStackAttacked & bsa : bat.bsa)
  910. {
  911. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  912. {
  913. //this is need for displaying affect animation
  914. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  915. bsa.spellID = SpellID(bonus->subtype);
  916. }
  917. }
  918. }
  919. attackerState->afterAttack(ranged, counter);
  920. {
  921. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  922. attackerState->save(info.data);
  923. bat.attackerChanges.changedStacks.push_back(info);
  924. }
  925. sendAndApply(&bat);
  926. if(!fireShield.empty())
  927. {
  928. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  929. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  930. StacksInjured pack;
  931. int64_t totalDamage = 0;
  932. for(const auto & item : fireShield)
  933. {
  934. const CStack * actor = item.first;
  935. int64_t rawDamage = item.second;
  936. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  937. if(actorOwner)
  938. {
  939. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  940. }
  941. else
  942. {
  943. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  944. }
  945. totalDamage+=rawDamage;
  946. //FIXME: add custom effect on actor
  947. }
  948. BattleStackAttacked bsa;
  949. bsa.stackAttacked = attacker->ID; //invert
  950. bsa.attackerID = uint32_t(-1);
  951. bsa.flags |= BattleStackAttacked::EFFECT;
  952. bsa.effect = 11;
  953. bsa.damageAmount = totalDamage;
  954. attacker->prepareAttacked(bsa, getRandomGenerator());
  955. pack.stacks.push_back(bsa);
  956. sendAndApply(&pack);
  957. }
  958. handleAfterAttackCasting(ranged, attacker, defender);
  959. }
  960. void CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  961. {
  962. BattleStackAttacked bsa;
  963. if(secondary)
  964. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  965. bsa.attackerID = attackerState->unitId();
  966. bsa.stackAttacked = def->unitId();
  967. {
  968. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  969. bai.chargedFields = distance;
  970. if(bat.deathBlow())
  971. bai.additiveBonus += 1.0;
  972. if(bat.ballistaDoubleDmg())
  973. bai.additiveBonus += 1.0;
  974. if(bat.lucky())
  975. bai.additiveBonus += 1.0;
  976. //unlucky hit, used only if negative luck is enabled
  977. if(bat.unlucky())
  978. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  979. auto range = gs->curB->calculateDmgRange(bai);
  980. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  981. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  982. }
  983. auto addLifeDrain = [&](int64_t & toHeal, EHealLevel level, EHealPower power)
  984. {
  985. attackerState->heal(toHeal, level, power);
  986. if(toHeal > 0)
  987. {
  988. CustomEffectInfo customEffect;
  989. customEffect.sound = soundBase::DRAINLIF;
  990. customEffect.effect = 52;
  991. customEffect.stack = attackerState->unitId();
  992. bat.customEffects.push_back(customEffect);
  993. MetaString text;
  994. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  995. attackerState->addNameReplacement(text, false);
  996. text.addReplacement(toHeal);
  997. def->addNameReplacement(text, true);
  998. bat.battleLog.push_back(text);
  999. }
  1000. };
  1001. //life drain handling
  1002. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1003. {
  1004. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1005. if(toHeal > 0)
  1006. addLifeDrain(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1007. }
  1008. //soul steal handling
  1009. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1010. {
  1011. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1012. //try to use permanent first, use only one of two
  1013. for(si32 subtype = 1; subtype >= 0; subtype--)
  1014. {
  1015. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1016. {
  1017. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1018. addLifeDrain(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1019. break;
  1020. }
  1021. }
  1022. }
  1023. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1024. //fire shield handling
  1025. if(!bat.shot() && !def->isClone() &&
  1026. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  1027. {
  1028. //TODO: use damage with bonus but without penalties
  1029. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1030. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1031. }
  1032. }
  1033. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  1034. {
  1035. setThreadName("CGameHandler::handleConnection");
  1036. auto handleDisconnection = [&](const std::exception & e)
  1037. {
  1038. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1039. assert(!c.connected); //make sure that connection has been marked as broken
  1040. logGlobal->error(e.what());
  1041. conns -= &c;
  1042. for(auto playerConn : connections)
  1043. {
  1044. if(!serverShuttingDown && playerConn.second == &c)
  1045. {
  1046. PlayerCheated pc;
  1047. pc.player = playerConn.first;
  1048. pc.losingCheatCode = true;
  1049. sendAndApply(&pc);
  1050. checkVictoryLossConditionsForPlayer(playerConn.first);
  1051. }
  1052. }
  1053. };
  1054. try
  1055. {
  1056. while(1)//server should never shut connection first //was: while(!end2)
  1057. {
  1058. CPack *pack = nullptr;
  1059. PlayerColor player = PlayerColor::NEUTRAL;
  1060. si32 requestID = -999;
  1061. int packType = 0;
  1062. {
  1063. boost::unique_lock<boost::mutex> lock(*c.rmx);
  1064. if(!c.connected)
  1065. throw clientDisconnectedException();
  1066. c >> player >> requestID >> pack; //get the package
  1067. if (!pack)
  1068. {
  1069. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  1070. }
  1071. else
  1072. {
  1073. packType = typeList.getTypeID(pack); //get the id of type
  1074. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  1075. requestID, player, player.getStr(), packType, typeid(*pack).name());
  1076. }
  1077. }
  1078. //prepare struct informing that action was applied
  1079. auto sendPackageResponse = [&](bool succesfullyApplied)
  1080. {
  1081. //dont reply to disconnected client
  1082. //TODO: this must be implemented as option of CPackForServer
  1083. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  1084. return;
  1085. PackageApplied applied;
  1086. applied.player = player;
  1087. applied.result = succesfullyApplied;
  1088. applied.packType = packType;
  1089. applied.requestID = requestID;
  1090. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1091. c << &applied;
  1092. };
  1093. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  1094. if(isBlockedByQueries(pack, player))
  1095. {
  1096. sendPackageResponse(false);
  1097. }
  1098. else if (apply)
  1099. {
  1100. const bool result = apply->applyOnGH(this, &c, pack, player);
  1101. if (result)
  1102. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1103. else
  1104. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1105. % typeid(*pack).name()).str());
  1106. sendPackageResponse(true);
  1107. }
  1108. else
  1109. {
  1110. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1111. sendPackageResponse(false);
  1112. }
  1113. vstd::clear_pointer(pack);
  1114. }
  1115. }
  1116. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  1117. {
  1118. handleDisconnection(e);
  1119. }
  1120. catch(clientDisconnectedException & e)
  1121. {
  1122. handleDisconnection(e);
  1123. }
  1124. catch(...)
  1125. {
  1126. serverShuttingDown = true;
  1127. handleException();
  1128. throw;
  1129. }
  1130. logGlobal->error("Ended handling connection");
  1131. }
  1132. int CGameHandler::moveStack(int stack, BattleHex dest)
  1133. {
  1134. int ret = 0;
  1135. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1136. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1137. assert(curStack);
  1138. assert(dest < GameConstants::BFIELD_SIZE);
  1139. if (gs->curB->tacticDistance)
  1140. {
  1141. assert(gs->curB->isInTacticRange(dest));
  1142. }
  1143. auto start = curStack->getPosition();
  1144. if (start == dest)
  1145. return 0;
  1146. //initing necessary tables
  1147. auto accessibility = getAccesibility(curStack);
  1148. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1149. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1150. {
  1151. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1152. if(accessibility.accessible(shifted, curStack))
  1153. dest = shifted;
  1154. }
  1155. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1156. {
  1157. complain("Given destination is not accessible!");
  1158. return 0;
  1159. }
  1160. bool canUseGate = false;
  1161. auto dbState = gs->curB->si.gateState;
  1162. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1163. dbState != EGateState::DESTROYED &&
  1164. dbState != EGateState::BLOCKED)
  1165. {
  1166. canUseGate = true;
  1167. }
  1168. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1169. ret = path.second;
  1170. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1171. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1172. {
  1173. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1174. return true;
  1175. if (hex == ESiegeHex::GATE_OUTER)
  1176. return true;
  1177. if (hex == ESiegeHex::GATE_INNER)
  1178. return true;
  1179. return false;
  1180. };
  1181. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1182. {
  1183. if (isGateDrawbridgeHex(hex))
  1184. return true;
  1185. if (curStack->doubleWide())
  1186. {
  1187. BattleHex otherHex = curStack->occupiedHex(hex);
  1188. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1189. return true;
  1190. }
  1191. return false;
  1192. };
  1193. if (curStack->hasBonusOfType(Bonus::FLYING))
  1194. {
  1195. if (path.second <= creSpeed && path.first.size() > 0)
  1196. {
  1197. if (canUseGate && dbState != EGateState::OPENED &&
  1198. occupyGateDrawbridgeHex(dest))
  1199. {
  1200. BattleUpdateGateState db;
  1201. db.state = EGateState::OPENED;
  1202. sendAndApply(&db);
  1203. }
  1204. //inform clients about move
  1205. BattleStackMoved sm;
  1206. sm.stack = curStack->ID;
  1207. std::vector<BattleHex> tiles;
  1208. tiles.push_back(path.first[0]);
  1209. sm.tilesToMove = tiles;
  1210. sm.distance = path.second;
  1211. sm.teleporting = false;
  1212. sendAndApply(&sm);
  1213. }
  1214. }
  1215. else //for non-flying creatures
  1216. {
  1217. std::vector<BattleHex> tiles;
  1218. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1219. int v = path.first.size()-1;
  1220. path.first.push_back(start);
  1221. // check if gate need to be open or closed at some point
  1222. BattleHex openGateAtHex, gateMayCloseAtHex;
  1223. if (canUseGate)
  1224. {
  1225. for (int i = path.first.size()-1; i >= 0; i--)
  1226. {
  1227. auto needOpenGates = [&](BattleHex hex) -> bool
  1228. {
  1229. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1230. return true;
  1231. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1232. return true;
  1233. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1234. return true;
  1235. return false;
  1236. };
  1237. auto hex = path.first[i];
  1238. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1239. {
  1240. if (needOpenGates(hex))
  1241. openGateAtHex = path.first[i+1];
  1242. //TODO we need find batter way to handle double-wide stacks
  1243. //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.
  1244. if (curStack->doubleWide())
  1245. {
  1246. BattleHex otherHex = curStack->occupiedHex(hex);
  1247. if (otherHex.isValid() && needOpenGates(otherHex))
  1248. openGateAtHex = path.first[i+2];
  1249. }
  1250. //gate may be opened and then closed during stack movement, but not other way around
  1251. if (openGateAtHex.isValid())
  1252. dbState = EGateState::OPENED;
  1253. }
  1254. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1255. {
  1256. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1257. {
  1258. gateMayCloseAtHex = path.first[i-1];
  1259. }
  1260. if (gs->curB->town->subID == ETownType::FORTRESS)
  1261. {
  1262. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1263. {
  1264. gateMayCloseAtHex = path.first[i-1];
  1265. }
  1266. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1267. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1268. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1269. {
  1270. gateMayCloseAtHex = path.first[i-1];
  1271. }
  1272. }
  1273. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1274. {
  1275. gateMayCloseAtHex = path.first[i-1];
  1276. }
  1277. }
  1278. }
  1279. }
  1280. bool stackIsMoving = true;
  1281. while(stackIsMoving)
  1282. {
  1283. if (v<tilesToMove)
  1284. {
  1285. logGlobal->error("Movement terminated abnormally");
  1286. break;
  1287. }
  1288. bool gateStateChanging = false;
  1289. //special handling for opening gate on from starting hex
  1290. if (openGateAtHex.isValid() && openGateAtHex == start)
  1291. gateStateChanging = true;
  1292. else
  1293. {
  1294. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1295. {
  1296. BattleHex hex = path.first[v];
  1297. tiles.push_back(hex);
  1298. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1299. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1300. {
  1301. gateStateChanging = true;
  1302. }
  1303. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1304. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1305. obstacleHit = true;
  1306. if (curStack->doubleWide())
  1307. {
  1308. BattleHex otherHex = curStack->occupiedHex(hex);
  1309. //two hex creature hit obstacle by backside
  1310. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1311. if(otherHex.isValid() && !obstacle2.empty())
  1312. obstacleHit = true;
  1313. }
  1314. }
  1315. }
  1316. if (tiles.size() > 0)
  1317. {
  1318. //commit movement
  1319. BattleStackMoved sm;
  1320. sm.stack = curStack->ID;
  1321. sm.distance = path.second;
  1322. sm.teleporting = false;
  1323. sm.tilesToMove = tiles;
  1324. sendAndApply(&sm);
  1325. tiles.clear();
  1326. }
  1327. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1328. if (curStack->getPosition() != dest)
  1329. {
  1330. if(stackIsMoving && start != curStack->getPosition())
  1331. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1332. if (gateStateChanging)
  1333. {
  1334. if (curStack->getPosition() == openGateAtHex)
  1335. {
  1336. openGateAtHex = BattleHex();
  1337. //only open gate if stack is still alive
  1338. if (curStack->alive())
  1339. {
  1340. BattleUpdateGateState db;
  1341. db.state = EGateState::OPENED;
  1342. sendAndApply(&db);
  1343. }
  1344. }
  1345. else if (curStack->getPosition() == gateMayCloseAtHex)
  1346. {
  1347. gateMayCloseAtHex = BattleHex();
  1348. updateGateState();
  1349. }
  1350. }
  1351. }
  1352. else
  1353. //movement finished normally: we reached destination
  1354. stackIsMoving = false;
  1355. }
  1356. }
  1357. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1358. handleDamageFromObstacle(curStack);
  1359. return ret;
  1360. }
  1361. CGameHandler::CGameHandler()
  1362. {
  1363. QID = 1;
  1364. //gs = nullptr;
  1365. IObjectInterface::cb = this;
  1366. applier = new CApplier<CBaseForGHApply>();
  1367. registerTypesServerPacks(*applier);
  1368. visitObjectAfterVictory = false;
  1369. spellEnv = new ServerSpellCastEnvironment(this);
  1370. }
  1371. CGameHandler::~CGameHandler()
  1372. {
  1373. delete spellEnv;
  1374. delete applier;
  1375. applier = nullptr;
  1376. delete gs;
  1377. }
  1378. void CGameHandler::init(StartInfo *si)
  1379. {
  1380. if (si->seedToBeUsed == 0)
  1381. {
  1382. si->seedToBeUsed = std::time(nullptr);
  1383. }
  1384. CMapService mapService;
  1385. gs = new CGameState();
  1386. logGlobal->info("Gamestate created!");
  1387. gs->init(&mapService, si);
  1388. logGlobal->info("Gamestate initialized!");
  1389. // reset seed, so that clients can't predict any following random values
  1390. getRandomGenerator().resetSeed();
  1391. for (auto & elem : gs->players)
  1392. {
  1393. states.addPlayer(elem.first);
  1394. }
  1395. }
  1396. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1397. {
  1398. return a.earlierThan(b);
  1399. }
  1400. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1401. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1402. const PlayerState * p = getPlayer(town->tempOwner);
  1403. if (!p)
  1404. {
  1405. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1406. return;
  1407. }
  1408. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1409. {
  1410. SetAvailableCreatures ssi;
  1411. ssi.tid = town->id;
  1412. ssi.creatures = town->creatures;
  1413. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1414. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1415. if (dwellings.empty())//no dwellings - just remove
  1416. {
  1417. sendAndApply(&ssi);
  1418. return;
  1419. }
  1420. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1421. // for multi-creature dwellings like Golem Factory
  1422. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1423. if (clear)
  1424. {
  1425. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1426. }
  1427. else
  1428. {
  1429. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1430. }
  1431. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1432. sendAndApply(&ssi);
  1433. }
  1434. }
  1435. void CGameHandler::newTurn()
  1436. {
  1437. logGlobal->trace("Turn %d", gs->day+1);
  1438. NewTurn n;
  1439. n.specialWeek = NewTurn::NO_ACTION;
  1440. n.creatureid = CreatureID::NONE;
  1441. n.day = gs->day + 1;
  1442. bool firstTurn = !getDate(Date::DAY);
  1443. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1444. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1445. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1446. if (firstTurn)
  1447. {
  1448. for (auto obj : gs->map->objects)
  1449. {
  1450. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1451. {
  1452. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1453. }
  1454. }
  1455. }
  1456. if (newWeek && !firstTurn)
  1457. {
  1458. n.specialWeek = NewTurn::NORMAL;
  1459. bool deityOfFireBuilt = false;
  1460. for (const CGTownInstance *t : gs->map->towns)
  1461. {
  1462. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1463. {
  1464. deityOfFireBuilt = true;
  1465. break;
  1466. }
  1467. }
  1468. if (deityOfFireBuilt)
  1469. {
  1470. n.specialWeek = NewTurn::DEITYOFFIRE;
  1471. n.creatureid = CreatureID::IMP;
  1472. }
  1473. else
  1474. {
  1475. int monthType = getRandomGenerator().nextInt(99);
  1476. if (newMonth) //new month
  1477. {
  1478. if (monthType < 40) //double growth
  1479. {
  1480. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1481. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1482. {
  1483. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1484. n.creatureid = newMonster.second;
  1485. }
  1486. else if (VLC->creh->doubledCreatures.size())
  1487. {
  1488. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1489. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1490. }
  1491. else
  1492. {
  1493. complain("Cannot find creature that can be spawned!");
  1494. n.specialWeek = NewTurn::NORMAL;
  1495. }
  1496. }
  1497. else if (monthType < 50)
  1498. n.specialWeek = NewTurn::PLAGUE;
  1499. }
  1500. else //it's a week, but not full month
  1501. {
  1502. if (monthType < 25)
  1503. {
  1504. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1505. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1506. //TODO do not pick neutrals
  1507. n.creatureid = newMonster.second;
  1508. }
  1509. }
  1510. }
  1511. }
  1512. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1513. for (auto& hp : pool)
  1514. {
  1515. auto hero = hp.second;
  1516. if (hero->isInitialized() && hero->stacks.size())
  1517. {
  1518. // reset retreated or surrendered heroes
  1519. auto maxmove = hero->maxMovePoints(true);
  1520. // if movement is greater than maxmove, we should decrease it
  1521. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1522. {
  1523. NewTurn::Hero hth;
  1524. hth.id = hero->id;
  1525. hth.move = maxmove;
  1526. hth.mana = hero->getManaNewTurn();
  1527. n.heroes.insert(hth);
  1528. }
  1529. }
  1530. }
  1531. for (auto & elem : gs->players)
  1532. {
  1533. if (elem.first == PlayerColor::NEUTRAL)
  1534. continue;
  1535. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1536. assert(0); //illegal player number!
  1537. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1538. hadGold.insert(playerGold);
  1539. if (newWeek) //new heroes in tavern
  1540. {
  1541. SetAvailableHeroes sah;
  1542. sah.player = elem.first;
  1543. //pick heroes and their armies
  1544. CHeroClass *banned = nullptr;
  1545. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1546. {
  1547. //first hero - native if possible, second hero -> any other class
  1548. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1549. {
  1550. sah.hid[j] = h->subID;
  1551. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1552. banned = h->type->heroClass;
  1553. }
  1554. else
  1555. {
  1556. sah.hid[j] = -1;
  1557. }
  1558. }
  1559. sendAndApply(&sah);
  1560. }
  1561. n.res[elem.first] = elem.second.resources;
  1562. for (CGHeroInstance *h : (elem).second.heroes)
  1563. {
  1564. if (h->visitedTown)
  1565. giveSpells(h->visitedTown, h);
  1566. NewTurn::Hero hth;
  1567. hth.id = h->id;
  1568. auto ti = make_unique<TurnInfo>(h, 1);
  1569. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1570. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1571. hth.mana = h->getManaNewTurn();
  1572. n.heroes.insert(hth);
  1573. if (!firstTurn) //not first day
  1574. {
  1575. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1576. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1577. {
  1578. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1579. }
  1580. }
  1581. }
  1582. }
  1583. for (CGTownInstance *t : gs->map->towns)
  1584. {
  1585. PlayerColor player = t->tempOwner;
  1586. handleTownEvents(t, n);
  1587. if (newWeek) //first day of week
  1588. {
  1589. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1590. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1591. if (!firstTurn)
  1592. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1593. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1594. if (!vstd::contains(n.cres, t->id))
  1595. {
  1596. n.cres[t->id].tid = t->id;
  1597. n.cres[t->id].creatures = t->creatures;
  1598. }
  1599. auto & sac = n.cres.at(t->id);
  1600. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1601. {
  1602. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1603. {
  1604. ui32 &availableCount = sac.creatures.at(k).first;
  1605. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1606. if (n.specialWeek == NewTurn::PLAGUE)
  1607. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1608. else
  1609. {
  1610. if (firstTurn) //first day of game: use only basic growths
  1611. availableCount = cre->growth;
  1612. else
  1613. availableCount += t->creatureGrowth(k);
  1614. //Deity of fire week - upgrade both imps and upgrades
  1615. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1616. availableCount += 15;
  1617. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1618. {
  1619. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1620. availableCount *= 2;
  1621. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1622. availableCount += 5;
  1623. }
  1624. }
  1625. }
  1626. }
  1627. }
  1628. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1629. {
  1630. n.res[player] = n.res[player] + t->dailyIncome();
  1631. }
  1632. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1633. {
  1634. // Skyship, probably easier to handle same as Veil of darkness
  1635. //do it every new day after veils apply
  1636. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1637. {
  1638. FoWChange fw;
  1639. fw.mode = 1;
  1640. fw.player = player;
  1641. // find all hidden tiles
  1642. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1643. for (size_t i=0; i<fow.size(); i++)
  1644. for (size_t j=0; j<fow.at(i).size(); j++)
  1645. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1646. if (!fow.at(i).at(j).at(k))
  1647. fw.tiles.insert(int3(i,j,k));
  1648. sendAndApply (&fw);
  1649. }
  1650. }
  1651. if (t->hasBonusOfType (Bonus::DARKNESS))
  1652. {
  1653. for (auto & player : gs->players)
  1654. {
  1655. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1656. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1657. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1658. }
  1659. }
  1660. }
  1661. if (newMonth)
  1662. {
  1663. SetAvailableArtifacts saa;
  1664. saa.id = -1;
  1665. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1666. sendAndApply(&saa);
  1667. }
  1668. sendAndApply(&n);
  1669. if (newWeek)
  1670. {
  1671. //spawn wandering monsters
  1672. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1673. {
  1674. spawnWanderingMonsters(n.creatureid);
  1675. }
  1676. //new week info popup
  1677. if (!firstTurn)
  1678. {
  1679. InfoWindow iw;
  1680. switch (n.specialWeek)
  1681. {
  1682. case NewTurn::DOUBLE_GROWTH:
  1683. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1684. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1685. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1686. break;
  1687. case NewTurn::PLAGUE:
  1688. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1689. break;
  1690. case NewTurn::BONUS_GROWTH:
  1691. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1692. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1693. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1694. break;
  1695. case NewTurn::DEITYOFFIRE:
  1696. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1697. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1698. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1699. iw.text.addReplacement2(15); //%+d 15
  1700. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1701. iw.text.addReplacement2(15); //%+d 15
  1702. break;
  1703. default:
  1704. if (newMonth)
  1705. {
  1706. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1707. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1708. }
  1709. else
  1710. {
  1711. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1712. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1713. }
  1714. }
  1715. for (auto & elem : gs->players)
  1716. {
  1717. iw.player = elem.first;
  1718. sendAndApply(&iw);
  1719. }
  1720. }
  1721. }
  1722. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1723. handleTimeEvents();
  1724. //call objects
  1725. for (auto & elem : gs->map->objects)
  1726. {
  1727. if (elem)
  1728. elem->newTurn(getRandomGenerator());
  1729. }
  1730. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1731. }
  1732. void CGameHandler::run(bool resume)
  1733. {
  1734. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1735. using namespace boost::posix_time;
  1736. for (CConnection *cc : conns)
  1737. {
  1738. if (!resume)
  1739. {
  1740. (*cc) << gs->initialOpts; // gs->scenarioOps
  1741. }
  1742. std::set<PlayerColor> players;
  1743. (*cc) >> players; //how many players will be handled at that client
  1744. std::stringstream sbuffer;
  1745. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1746. for (PlayerColor color : players)
  1747. {
  1748. sbuffer << color << " ";
  1749. {
  1750. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1751. if(!color.isSpectator()) // there can be more than one spectator
  1752. connections[color] = cc;
  1753. }
  1754. }
  1755. logGlobal->info(sbuffer.str());
  1756. cc->addStdVecItems(gs);
  1757. cc->enableStackSendingByID();
  1758. cc->disableSmartPointerSerialization();
  1759. }
  1760. for (auto & elem : conns)
  1761. {
  1762. std::set<PlayerColor> pom;
  1763. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1764. if (j->second == elem)
  1765. pom.insert(j->first);
  1766. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1767. }
  1768. auto playerTurnOrder = generatePlayerTurnOrder();
  1769. while(!serverShuttingDown)
  1770. {
  1771. if (!resume) newTurn();
  1772. std::list<PlayerColor>::iterator it;
  1773. if (resume)
  1774. {
  1775. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1776. }
  1777. else
  1778. {
  1779. it = playerTurnOrder.begin();
  1780. }
  1781. resume = false;
  1782. for (; it != playerTurnOrder.end(); it++)
  1783. {
  1784. auto playerColor = *it;
  1785. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1786. if (playerState->status == EPlayerStatus::INGAME)
  1787. {
  1788. //if player runs out of time, he shouldn't get the turn (especially AI)
  1789. checkVictoryLossConditionsForAll();
  1790. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1791. { //player lost at the beginning of his turn
  1792. continue;
  1793. }
  1794. else //give normal turn
  1795. {
  1796. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1797. YourTurn yt;
  1798. yt.player = playerColor;
  1799. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1800. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1801. applyAndSend(&yt);
  1802. //wait till turn is done
  1803. boost::unique_lock<boost::mutex> lock(states.mx);
  1804. while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
  1805. {
  1806. static time_duration p = milliseconds(100);
  1807. states.cv.timed_wait(lock, p);
  1808. }
  1809. }
  1810. }
  1811. }
  1812. //additional check that game is not finished
  1813. bool activePlayer = false;
  1814. for (auto player : playerTurnOrder)
  1815. {
  1816. if (gs->players[player].status == EPlayerStatus::INGAME)
  1817. activePlayer = true;
  1818. }
  1819. if (!activePlayer)
  1820. serverShuttingDown = true;
  1821. }
  1822. while(conns.size() && (*conns.begin())->isOpen())
  1823. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1824. }
  1825. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1826. {
  1827. // Generate player turn order
  1828. std::list<PlayerColor> playerTurnOrder;
  1829. for (const auto & player : gs->players) // add human players first
  1830. {
  1831. if (player.second.human)
  1832. playerTurnOrder.push_back(player.first);
  1833. }
  1834. for (const auto & player : gs->players) // then add non-human players
  1835. {
  1836. if (!player.second.human)
  1837. playerTurnOrder.push_back(player.first);
  1838. }
  1839. return playerTurnOrder;
  1840. }
  1841. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1842. {
  1843. battleResult.set(nullptr);
  1844. const auto t = getTile(tile);
  1845. ETerrainType terrain = t->terType;
  1846. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1847. terrain = ETerrainType::SAND;
  1848. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1849. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1850. terType = BFieldType::SHIP_TO_SHIP;
  1851. //send info about battles
  1852. BattleStart bs;
  1853. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1854. sendAndApply(&bs);
  1855. }
  1856. void CGameHandler::checkBattleStateChanges()
  1857. {
  1858. //check if drawbridge state need to be changes
  1859. if (battleGetSiegeLevel() > 0)
  1860. updateGateState();
  1861. //check if battle ended
  1862. if (auto result = battleIsFinished())
  1863. {
  1864. setBattleResult(BattleResult::NORMAL, *result);
  1865. }
  1866. }
  1867. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1868. {
  1869. if (!h->hasSpellbook())
  1870. return; //hero hasn't spellbook
  1871. ChangeSpells cs;
  1872. cs.hid = h->id;
  1873. cs.learn = true;
  1874. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1875. {
  1876. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1877. for (int i = 0; i < h->maxSpellLevel(); i++)
  1878. {
  1879. std::vector<SpellID> spells;
  1880. getAllowedSpells(spells, i+1);
  1881. for (auto & spell : spells)
  1882. cs.spells.insert(spell);
  1883. }
  1884. }
  1885. else
  1886. {
  1887. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1888. {
  1889. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1890. {
  1891. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1892. cs.spells.insert(t->spells.at(i).at(j));
  1893. }
  1894. }
  1895. }
  1896. if (!cs.spells.empty())
  1897. sendAndApply(&cs);
  1898. }
  1899. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1900. {
  1901. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1902. sendAndApply(&sop);
  1903. }
  1904. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1905. {
  1906. if (!obj || !getObj(obj->id))
  1907. {
  1908. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1909. return false;
  1910. }
  1911. RemoveObject ro;
  1912. ro.id = obj->id;
  1913. sendAndApply(&ro);
  1914. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1915. return true;
  1916. }
  1917. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1918. {
  1919. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1920. sendAndApply(&sop);
  1921. }
  1922. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1923. {
  1924. const CGHeroInstance *h = getHero(hid);
  1925. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1926. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1927. {
  1928. logGlobal->error("Illegal call to move hero!");
  1929. return false;
  1930. }
  1931. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1932. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1933. if (!gs->map->isInTheMap(hmpos))
  1934. {
  1935. logGlobal->error("Destination tile is outside the map!");
  1936. return false;
  1937. }
  1938. const TerrainTile t = *getTile(hmpos);
  1939. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1940. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1941. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1942. //result structure for start - movement failed, no move points used
  1943. TryMoveHero tmh;
  1944. tmh.id = hid;
  1945. tmh.start = h->pos;
  1946. tmh.end = dst;
  1947. tmh.result = TryMoveHero::FAILED;
  1948. tmh.movePoints = h->movement;
  1949. //check if destination tile is available
  1950. auto ti = make_unique<TurnInfo>(h);
  1951. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1952. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1953. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1954. //it's a rock or blocked and not visitable tile
  1955. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1956. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1957. && complain("Cannot move hero, destination tile is blocked!"))
  1958. || ((!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)
  1959. && complain("Cannot move hero, destination tile is on water!"))
  1960. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1961. && complain("Cannot disembark hero, tile is blocked!"))
  1962. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1963. && complain("Tiles are not neighboring!"))
  1964. || ((h->inTownGarrison)
  1965. && complain("Can not move garrisoned hero!"))
  1966. || ((h->movement < cost && dst != h->pos && !teleporting)
  1967. && complain("Hero doesn't have any movement points left!"))
  1968. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1969. && complain("Hero cannot transit over this tile!"))
  1970. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1971. && complain("Cannot move hero during the battle"))*/)
  1972. {
  1973. //send info about movement failure
  1974. sendAndApply(&tmh);
  1975. return false;
  1976. }
  1977. //several generic blocks of code
  1978. // should be called if hero changes tile but before applying TryMoveHero package
  1979. auto leaveTile = [&]()
  1980. {
  1981. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1982. {
  1983. obj->onHeroLeave(h);
  1984. }
  1985. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1986. };
  1987. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1988. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1989. {
  1990. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  1991. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1992. queries.addQuery(moveQuery);
  1993. if (leavingTile == LEAVING_TILE)
  1994. leaveTile();
  1995. tmh.result = result;
  1996. sendAndApply(&tmh);
  1997. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1998. { // Hero should be always able to visit any object he staying on even if there guards around
  1999. visitObjectOnTile(t, h);
  2000. }
  2001. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2002. {
  2003. tmh.attackedFrom = boost::make_optional(guardPos);
  2004. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2005. objectVisited(guardTile.visitableObjects.back(), h);
  2006. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2007. }
  2008. else if (visitDest == VISIT_DEST)
  2009. {
  2010. visitObjectOnTile(t, h);
  2011. }
  2012. queries.popIfTop(moveQuery);
  2013. logGlobal->trace("Hero %s ends movement", h->name);
  2014. return result != TryMoveHero::FAILED;
  2015. };
  2016. //interaction with blocking object (like resources)
  2017. auto blockingVisit = [&]() -> bool
  2018. {
  2019. for (CGObjectInstance *obj : t.visitableObjects)
  2020. {
  2021. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2022. {
  2023. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2024. //this-> is needed for MVS2010 to recognize scope (?)
  2025. }
  2026. }
  2027. return false;
  2028. };
  2029. if (!transit && embarking)
  2030. {
  2031. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  2032. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2033. // In H3 embark ignore guards
  2034. }
  2035. if (disembarking)
  2036. {
  2037. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  2038. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2039. }
  2040. if (teleporting)
  2041. {
  2042. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2043. return true;
  2044. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2045. // visit town for town portal \ castle gates
  2046. // do not use generic visitObjectOnTile to avoid double-teleporting
  2047. // if this moveHero call was triggered by teleporter
  2048. if (!t.visitableObjects.empty())
  2049. {
  2050. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2051. town->onHeroVisit(h);
  2052. }
  2053. return true;
  2054. }
  2055. //still here? it is standard movement!
  2056. {
  2057. tmh.movePoints = h->movement >= cost
  2058. ? h->movement - cost
  2059. : 0;
  2060. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2061. EVisitDest visitDest = VISIT_DEST;
  2062. if (transit)
  2063. {
  2064. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2065. visitDest = DONT_VISIT_DEST;
  2066. if (canFly)
  2067. {
  2068. lookForGuards = IGNORE_GUARDS;
  2069. visitDest = DONT_VISIT_DEST;
  2070. }
  2071. }
  2072. else if (blockingVisit())
  2073. return true;
  2074. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2075. return true;
  2076. }
  2077. }
  2078. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2079. {
  2080. const CGHeroInstance *h = getHero(hid);
  2081. const CGTownInstance *t = getTown(dstid);
  2082. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2083. COMPLAIN_RET("Invalid call to teleportHero!");
  2084. const CGTownInstance *from = h->visitedTown;
  2085. if (((h->getOwner() != t->getOwner())
  2086. && complain("Cannot teleport hero to another player"))
  2087. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  2088. && complain("Hero must be in town with Castle gate for teleporting"))
  2089. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  2090. && complain("Cannot teleport hero to town without Castle gate in it")))
  2091. return false;
  2092. int3 pos = t->visitablePos();
  2093. pos += h->getVisitableOffset();
  2094. moveHero(hid,pos,1);
  2095. return true;
  2096. }
  2097. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  2098. {
  2099. PlayerColor oldOwner = getOwner(obj->id);
  2100. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2101. sendAndApply(&sop);
  2102. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2103. checkVictoryLossConditions(playerColors);
  2104. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2105. if (town) //town captured
  2106. {
  2107. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2108. {
  2109. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2110. setPortalDwelling(town, true, false);
  2111. }
  2112. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2113. {
  2114. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2115. {
  2116. InfoWindow iw;
  2117. iw.player = oldOwner;
  2118. 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.
  2119. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2120. sendAndApply(&iw);
  2121. }
  2122. }
  2123. }
  2124. const PlayerState * p = getPlayer(owner);
  2125. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2126. {
  2127. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2128. {
  2129. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2130. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2131. }
  2132. }
  2133. }
  2134. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2135. {
  2136. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2137. queries.addQuery(dialogQuery);
  2138. iw->queryID = dialogQuery->queryID;
  2139. sendToAllClients(iw);
  2140. }
  2141. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2142. {
  2143. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2144. queries.addQuery(dialogQuery);
  2145. iw->queryID = dialogQuery->queryID;
  2146. sendToAllClients(iw);
  2147. }
  2148. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2149. {
  2150. if (!val) return; //don't waste time on empty call
  2151. TResources resources;
  2152. resources.at(which) = val;
  2153. giveResources(player, resources);
  2154. }
  2155. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2156. {
  2157. SetResources sr;
  2158. sr.abs = false;
  2159. sr.player = player;
  2160. sr.res = resources;
  2161. sendAndApply(&sr);
  2162. }
  2163. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2164. {
  2165. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2166. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2167. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2168. //first we move creatures to give to make them army of object-source
  2169. for (auto & elem : creatures.Slots())
  2170. {
  2171. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2172. }
  2173. tryJoiningArmy(obj, h, remove, true);
  2174. }
  2175. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2176. {
  2177. std::vector<CStackBasicDescriptor> cres = creatures;
  2178. if (cres.size() <= 0)
  2179. return;
  2180. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2181. for (CStackBasicDescriptor &sbd : cres)
  2182. {
  2183. TQuantity collected = 0;
  2184. while(collected < sbd.count)
  2185. {
  2186. bool foundSth = false;
  2187. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2188. {
  2189. if (i->second->type == sbd.type)
  2190. {
  2191. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2192. changeStackCount(StackLocation(obj, i->first), -take, false);
  2193. collected += take;
  2194. foundSth = true;
  2195. break;
  2196. }
  2197. }
  2198. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2199. {
  2200. complain("Unexpected failure during taking creatures!");
  2201. return;
  2202. }
  2203. }
  2204. }
  2205. }
  2206. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2207. {
  2208. sendToAllClients(comp);
  2209. }
  2210. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2211. {
  2212. HeroVisitCastle vc;
  2213. vc.hid = hero->id;
  2214. vc.tid = obj->id;
  2215. vc.flags |= 1;
  2216. sendAndApply(&vc);
  2217. vistiCastleObjects (obj, hero);
  2218. giveSpells (obj, hero);
  2219. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2220. }
  2221. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2222. {
  2223. std::vector<CGTownBuilding*>::const_iterator i;
  2224. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2225. (*i)->onHeroVisit (h);
  2226. }
  2227. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2228. {
  2229. HeroVisitCastle vc;
  2230. vc.hid = hero->id;
  2231. vc.tid = obj->id;
  2232. sendAndApply(&vc);
  2233. }
  2234. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2235. {
  2236. EraseArtifact ea;
  2237. ea.al = al;
  2238. sendAndApply(&ea);
  2239. }
  2240. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2241. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2242. const CGTownInstance *town) //use hero=nullptr for no hero
  2243. {
  2244. engageIntoBattle(army1->tempOwner);
  2245. engageIntoBattle(army2->tempOwner);
  2246. static const CArmedInstance *armies[2];
  2247. armies[0] = army1;
  2248. armies[1] = army2;
  2249. static const CGHeroInstance*heroes[2];
  2250. heroes[0] = hero1;
  2251. heroes[1] = hero2;
  2252. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2253. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2254. queries.addQuery(battleQuery);
  2255. boost::thread(&CGameHandler::runBattle, this);
  2256. }
  2257. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2258. {
  2259. startBattlePrimary(army1, army2, tile,
  2260. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2261. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2262. creatureBank);
  2263. }
  2264. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2265. {
  2266. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2267. }
  2268. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2269. {
  2270. ChangeSpells cs;
  2271. cs.hid = hero->id;
  2272. cs.spells = spells;
  2273. cs.learn = give;
  2274. sendAndApply(&cs);
  2275. }
  2276. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2277. {
  2278. SystemMessage sm;
  2279. sm.text = message;
  2280. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2281. c << &sm;
  2282. }
  2283. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2284. {
  2285. sendAndApply(bonus);
  2286. }
  2287. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2288. {
  2289. sendAndApply(smp);
  2290. }
  2291. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2292. {
  2293. SetMana sm;
  2294. sm.hid = hid;
  2295. sm.val = val;
  2296. sm.absolute = true;
  2297. sendAndApply(&sm);
  2298. }
  2299. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2300. {
  2301. GiveHero gh;
  2302. gh.id = id;
  2303. gh.player = player;
  2304. sendAndApply(&gh);
  2305. }
  2306. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2307. {
  2308. ChangeObjPos cop;
  2309. cop.objid = objid;
  2310. cop.nPos = newPos;
  2311. cop.flags = flags;
  2312. sendAndApply(&cop);
  2313. }
  2314. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2315. {
  2316. const CGHeroInstance * h1 = getHero(fromHero);
  2317. const CGHeroInstance * h2 = getHero(toHero);
  2318. int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2319. int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2320. if (h1_scholarLevel < h2_scholarLevel)
  2321. {
  2322. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2323. std::swap(fromHero, toHero);
  2324. }
  2325. int ScholarLevel = std::max(h1_scholarLevel, h2_scholarLevel);//heroes can trade up to this level
  2326. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2327. return;//no scholar skill or no spellbook
  2328. int h1Lvl = std::min(ScholarLevel, h1->maxSpellLevel()),
  2329. h2Lvl = std::min(ScholarLevel, h2->maxSpellLevel());//heroes can receive this levels
  2330. ChangeSpells cs1;
  2331. cs1.learn = true;
  2332. cs1.hid = toHero;//giving spells to first hero
  2333. for (auto it : h1->spells)
  2334. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2335. cs1.spells.insert(it);//spell to learn
  2336. ChangeSpells cs2;
  2337. cs2.learn = true;
  2338. cs2.hid = fromHero;
  2339. for (auto it : h2->spells)
  2340. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2341. cs2.spells.insert(it);
  2342. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2343. {
  2344. InfoWindow iw;
  2345. iw.player = h1->tempOwner;
  2346. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2347. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2348. iw.text.addReplacement(h1->name);
  2349. if (!cs2.spells.empty())//if found new spell - apply
  2350. {
  2351. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2352. int size = cs2.spells.size();
  2353. for (auto it : cs2.spells)
  2354. {
  2355. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2356. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2357. switch (size--)
  2358. {
  2359. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2360. case 1: break;
  2361. default: iw.text << ", ";
  2362. }
  2363. }
  2364. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2365. iw.text.addReplacement(h2->name);
  2366. sendAndApply(&cs2);
  2367. }
  2368. if (!cs1.spells.empty() && !cs2.spells.empty())
  2369. {
  2370. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2371. }
  2372. if (!cs1.spells.empty())
  2373. {
  2374. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2375. int size = cs1.spells.size();
  2376. for (auto it : cs1.spells)
  2377. {
  2378. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2379. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2380. switch (size--)
  2381. {
  2382. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2383. case 1: break;
  2384. default: iw.text << ", ";
  2385. } }
  2386. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2387. iw.text.addReplacement(h2->name);
  2388. sendAndApply(&cs1);
  2389. }
  2390. sendAndApply(&iw);
  2391. }
  2392. }
  2393. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2394. {
  2395. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2396. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2397. {
  2398. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2399. ExchangeDialog hex;
  2400. hex.queryID = exchange->queryID;
  2401. hex.heroes[0] = getHero(hero1);
  2402. hex.heroes[1] = getHero(hero2);
  2403. sendAndApply(&hex);
  2404. useScholarSkill(hero1,hero2);
  2405. queries.addQuery(exchange);
  2406. }
  2407. }
  2408. void CGameHandler::sendToAllClients(CPackForClient * info)
  2409. {
  2410. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2411. for (auto & elem : conns)
  2412. {
  2413. if(!elem->isOpen())
  2414. continue;
  2415. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2416. *elem << info;
  2417. }
  2418. }
  2419. void CGameHandler::sendAndApply(CPackForClient * info)
  2420. {
  2421. sendToAllClients(info);
  2422. gs->apply(info);
  2423. }
  2424. void CGameHandler::applyAndSend(CPackForClient * info)
  2425. {
  2426. gs->apply(info);
  2427. sendToAllClients(info);
  2428. }
  2429. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2430. {
  2431. sendAndApply(static_cast<CPackForClient*>(info));
  2432. checkVictoryLossConditionsForAll();
  2433. }
  2434. void CGameHandler::sendAndApply(SetResources * info)
  2435. {
  2436. sendAndApply(static_cast<CPackForClient*>(info));
  2437. checkVictoryLossConditionsForPlayer(info->player);
  2438. }
  2439. void CGameHandler::sendAndApply(NewStructures * info)
  2440. {
  2441. sendAndApply(static_cast<CPackForClient*>(info));
  2442. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2443. }
  2444. void CGameHandler::save(const std::string & filename)
  2445. {
  2446. logGlobal->info("Saving to %s", filename);
  2447. const auto stem = FileInfo::GetPathStem(filename);
  2448. const auto savefname = stem.to_string() + ".vsgm1";
  2449. CResourceHandler::get("local")->createResource(savefname);
  2450. {
  2451. logGlobal->info("Ordering clients to serialize...");
  2452. SaveGame sg(savefname);
  2453. sendToAllClients(&sg);
  2454. }
  2455. try
  2456. {
  2457. {
  2458. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2459. saveCommonState(save);
  2460. logGlobal->info("Saving server state");
  2461. save << *this;
  2462. }
  2463. logGlobal->info("Game has been successfully saved!");
  2464. }
  2465. catch(std::exception &e)
  2466. {
  2467. logGlobal->error("Failed to save game: %s", e.what());
  2468. }
  2469. }
  2470. void CGameHandler::close()
  2471. {
  2472. logGlobal->info("We have been requested to close.");
  2473. serverShuttingDown = true;
  2474. for (auto & elem : conns)
  2475. {
  2476. if(!elem->isOpen())
  2477. continue;
  2478. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2479. elem->close();
  2480. elem->connected = false;
  2481. }
  2482. }
  2483. void CGameHandler::playerLeftGame(int cid)
  2484. {
  2485. for (auto & elem : conns)
  2486. {
  2487. if(elem->isOpen() && elem->connectionID == cid)
  2488. {
  2489. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2490. elem->close();
  2491. elem->connected = false;
  2492. break;
  2493. }
  2494. }
  2495. }
  2496. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2497. {
  2498. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2499. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2500. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2501. StackLocation sl1(s1, p1), sl2(s2, p2);
  2502. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2503. {
  2504. complain("Invalid slot accessed!");
  2505. return false;
  2506. }
  2507. if (!isAllowedExchange(id1,id2))
  2508. {
  2509. complain("Cannot exchange stacks between these two objects!\n");
  2510. return false;
  2511. }
  2512. // We can always put stacks into locked garrison, but not take them out of it
  2513. auto notRemovable = [&](const CArmedInstance * army)
  2514. {
  2515. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2516. {
  2517. auto g = dynamic_cast<const CGGarrison *>(army);
  2518. if (g && !g->removableUnits)
  2519. {
  2520. complain("Stacks in this garrison are not removable!\n");
  2521. return true;
  2522. }
  2523. }
  2524. return false;
  2525. };
  2526. if (what==1) //swap
  2527. {
  2528. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2529. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2530. {
  2531. complain("Can't take troops from another player!");
  2532. return false;
  2533. }
  2534. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2535. {
  2536. complain("Cannot swap stacks - slots are the same!");
  2537. return false;
  2538. }
  2539. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2540. {
  2541. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2542. return false;
  2543. }
  2544. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2545. return false;
  2546. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2547. return false;
  2548. swapStacks(sl1, sl2);
  2549. }
  2550. else if (what==2)//merge
  2551. {
  2552. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2553. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2554. return false;
  2555. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2556. {
  2557. complain("Cannot merge empty stack!");
  2558. return false;
  2559. }
  2560. else if (notRemovable(sl1.army))
  2561. return false;
  2562. moveStack(sl1, sl2);
  2563. }
  2564. else if (what==3) //split
  2565. {
  2566. const int countToMove = val - s2->getStackCount(p2);
  2567. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2568. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2569. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2570. {
  2571. complain("Can't move troops of another player!");
  2572. return false;
  2573. }
  2574. //general conditions checking
  2575. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2576. || (val<1 && complain("no creatures to split")) )
  2577. {
  2578. return false;
  2579. }
  2580. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2581. {
  2582. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2583. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2584. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2585. )
  2586. {
  2587. return false;
  2588. }
  2589. if (notRemovable(sl1.army))
  2590. {
  2591. if (s1->getStackCount(p1) > countLeftOnSrc)
  2592. return false;
  2593. }
  2594. else if (notRemovable(sl2.army))
  2595. {
  2596. if (s2->getStackCount(p1) < countLeftOnSrc)
  2597. return false;
  2598. }
  2599. moveStack(sl1, sl2, countToMove);
  2600. //S2.slots[p2]->count = val;
  2601. //S1.slots[p1]->count = total - val;
  2602. }
  2603. else //split one stack to the two
  2604. {
  2605. if (s1->getStackCount(p1) < val)//not enough creatures
  2606. {
  2607. complain("Cannot split that stack, not enough creatures!");
  2608. return false;
  2609. }
  2610. if (notRemovable(sl1.army))
  2611. return false;
  2612. moveStack(sl1, sl2, val);
  2613. }
  2614. }
  2615. return true;
  2616. }
  2617. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2618. {
  2619. std::set<PlayerColor> all;
  2620. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2621. if (i->second == c)
  2622. all.insert(i->first);
  2623. switch(all.size())
  2624. {
  2625. case 0:
  2626. return PlayerColor::NEUTRAL;
  2627. case 1:
  2628. return *all.begin();
  2629. default:
  2630. {
  2631. //if we have more than one player at this connection, try to pick active one
  2632. if (vstd::contains(all, gs->currentPlayer))
  2633. return gs->currentPlayer;
  2634. else
  2635. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2636. }
  2637. }
  2638. }
  2639. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2640. {
  2641. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2642. if (!vstd::contains(s1->stacks,pos))
  2643. {
  2644. complain("Illegal call to disbandCreature - no such stack in army!");
  2645. return false;
  2646. }
  2647. eraseStack(StackLocation(s1, pos));
  2648. return true;
  2649. }
  2650. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2651. {
  2652. const CGTownInstance * t = getTown(tid);
  2653. if (!t)
  2654. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2655. if (!t->town->buildings.count(requestedID))
  2656. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2657. if (t->hasBuilt(requestedID))
  2658. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2659. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2660. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2661. std::vector<const CBuilding*> remainingAutoBuildings;
  2662. std::set<BuildingID> buildingsThatWillBe;
  2663. //Check validity of request
  2664. if (!force)
  2665. {
  2666. switch (requestedBuilding->mode)
  2667. {
  2668. case CBuilding::BUILD_NORMAL :
  2669. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2670. COMPLAIN_RET("Cannot build that building!");
  2671. break;
  2672. case CBuilding::BUILD_AUTO :
  2673. case CBuilding::BUILD_SPECIAL:
  2674. COMPLAIN_RET("This building can not be constructed normally!");
  2675. case CBuilding::BUILD_GRAIL :
  2676. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2677. {
  2678. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2679. COMPLAIN_RET("Cannot build this without grail!")
  2680. else
  2681. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2682. }
  2683. break;
  2684. }
  2685. }
  2686. //Performs stuff that has to be done before new building is built
  2687. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2688. {
  2689. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2690. {
  2691. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2692. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2693. if (upgradeNumber >= t->town->creatures.at(level).size())
  2694. {
  2695. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2696. "no creature found (upgrade number %d, level %d!")
  2697. % buildingID % upgradeNumber % level));
  2698. return;
  2699. }
  2700. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2701. SetAvailableCreatures ssi;
  2702. ssi.tid = t->id;
  2703. ssi.creatures = t->creatures;
  2704. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2705. ssi.creatures[level].first = crea->growth;
  2706. ssi.creatures[level].second.push_back(crea->idNumber);
  2707. sendAndApply(&ssi);
  2708. }
  2709. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2710. {
  2711. setPortalDwelling(t);
  2712. }
  2713. };
  2714. //Performs stuff that has to be done after new building is built
  2715. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2716. {
  2717. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2718. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2719. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2720. {
  2721. if (t->visitingHero)
  2722. giveSpells(t,t->visitingHero);
  2723. if (t->garrisonHero)
  2724. giveSpells(t,t->garrisonHero);
  2725. }
  2726. };
  2727. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2728. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2729. {
  2730. return buildingsThatWillBe.count(buildID);
  2731. };
  2732. //Init the vectors
  2733. for (auto & build : t->town->buildings)
  2734. {
  2735. if (t->hasBuilt(build.first))
  2736. buildingsThatWillBe.insert(build.first);
  2737. else
  2738. {
  2739. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2740. remainingAutoBuildings.push_back(build.second);
  2741. }
  2742. }
  2743. //Prepare structure (list of building ids will be filled later)
  2744. NewStructures ns;
  2745. ns.tid = tid;
  2746. ns.builded = force ? t->builded : (t->builded+1);
  2747. std::queue<const CBuilding*> buildingsToAdd;
  2748. buildingsToAdd.push(requestedBuilding);
  2749. while(!buildingsToAdd.empty())
  2750. {
  2751. auto b = buildingsToAdd.front();
  2752. buildingsToAdd.pop();
  2753. ns.bid.insert(b->bid);
  2754. buildingsThatWillBe.insert(b->bid);
  2755. remainingAutoBuildings -= b;
  2756. for(auto autoBuilding : remainingAutoBuildings)
  2757. {
  2758. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2759. if(actualRequirements.test(areRequirementsFullfilled))
  2760. buildingsToAdd.push(autoBuilding);
  2761. }
  2762. }
  2763. // 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.
  2764. for (auto builtID : ns.bid)
  2765. processBeforeBuiltStructure(builtID);
  2766. //Take cost
  2767. if (!force)
  2768. {
  2769. giveResources(t->tempOwner, -requestedBuilding->resources);
  2770. }
  2771. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2772. sendAndApply(&ns);
  2773. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2774. for (auto builtID : ns.bid)
  2775. processAfterBuiltStructure(builtID);
  2776. // now when everything is built - reveal tiles for lookout tower
  2777. FoWChange fw;
  2778. fw.player = t->tempOwner;
  2779. fw.mode = 1;
  2780. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2781. sendAndApply(&fw);
  2782. if (t->visitingHero)
  2783. vistiCastleObjects (t, t->visitingHero);
  2784. if (t->garrisonHero)
  2785. vistiCastleObjects (t, t->garrisonHero);
  2786. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2787. return true;
  2788. }
  2789. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2790. {
  2791. ///incomplete, simply erases target building
  2792. const CGTownInstance * t = getTown(tid);
  2793. if (!vstd::contains(t->builtBuildings, bid))
  2794. return false;
  2795. RazeStructures rs;
  2796. rs.tid = tid;
  2797. rs.bid.insert(bid);
  2798. rs.destroyed = t->destroyed + 1;
  2799. sendAndApply(&rs);
  2800. //TODO: Remove dwellers
  2801. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2802. // {
  2803. // RemoveBonus rb(RemoveBonus::TOWN);
  2804. // rb.whoID = t->id;
  2805. // rb.source = Bonus::TOWN_STRUCTURE;
  2806. // rb.id = 17;
  2807. // sendAndApply(&rb);
  2808. // }
  2809. return true;
  2810. }
  2811. void CGameHandler::sendMessageToAll(const std::string &message)
  2812. {
  2813. SystemMessage sm;
  2814. sm.text = message;
  2815. sendToAllClients(&sm);
  2816. }
  2817. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2818. {
  2819. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2820. const CArmedInstance *dst = nullptr;
  2821. const CCreature *c = VLC->creh->creatures.at(crid);
  2822. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2823. //TODO: test for owning
  2824. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2825. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2826. assert(dw && dst);
  2827. //verify
  2828. bool found = false;
  2829. int level = 0;
  2830. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2831. {
  2832. if ((fromLvl != -1) && (level !=fromLvl))
  2833. continue;
  2834. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2835. int i = 0;
  2836. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2837. if (cur.second.at(i) == crid)
  2838. break;
  2839. if (i < cur.second.size())
  2840. {
  2841. found = true;
  2842. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2843. break;
  2844. }
  2845. }
  2846. SlotID slot = dst->getSlotFor(crid);
  2847. if ((!found && complain("Cannot recruit: no such creatures!"))
  2848. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2849. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2850. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2851. {
  2852. return false;
  2853. }
  2854. //recruit
  2855. giveResources(dst->tempOwner, -(c->cost * cram));
  2856. SetAvailableCreatures sac;
  2857. sac.tid = objid;
  2858. sac.creatures = dw->creatures;
  2859. sac.creatures[level].first -= cram;
  2860. sendAndApply(&sac);
  2861. if (warMachine)
  2862. {
  2863. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2864. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2865. ArtifactID artId = c->warMachine;
  2866. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2867. const CArtifact * art = artId.toArtifact();
  2868. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2869. return giveHeroNewArtifact(h, art);
  2870. }
  2871. else
  2872. {
  2873. addToSlot(StackLocation(dst, slot), c, cram);
  2874. }
  2875. return true;
  2876. }
  2877. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2878. {
  2879. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2880. if (!obj->hasStackAtSlot(pos))
  2881. {
  2882. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2883. }
  2884. UpgradeInfo ui;
  2885. getUpgradeInfo(obj, pos, ui);
  2886. PlayerColor player = obj->tempOwner;
  2887. const PlayerState *p = getPlayer(player);
  2888. int crQuantity = obj->stacks.at(pos)->count;
  2889. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2890. //check if upgrade is possible
  2891. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2892. {
  2893. return false;
  2894. }
  2895. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2896. //check if player has enough resources
  2897. if (!p->resources.canAfford(totalCost))
  2898. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2899. //take resources
  2900. giveResources(player, -totalCost);
  2901. //upgrade creature
  2902. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2903. return true;
  2904. }
  2905. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2906. {
  2907. if (!sl.army->hasStackAtSlot(sl.slot))
  2908. COMPLAIN_RET("Cannot find a stack to change type");
  2909. SetStackType sst;
  2910. sst.sl = sl;
  2911. sst.type = c;
  2912. sendAndApply(&sst);
  2913. return true;
  2914. }
  2915. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2916. {
  2917. assert(src->canBeMergedWith(*dst, allowMerging));
  2918. while(src->stacksCount())//while there are unmoved creatures
  2919. {
  2920. auto i = src->Slots().begin(); //iterator to stack to move
  2921. StackLocation sl(src, i->first); //location of stack to move
  2922. SlotID pos = dst->getSlotFor(i->second->type);
  2923. if (!pos.validSlot())
  2924. {
  2925. //try to merge two other stacks to make place
  2926. std::pair<SlotID, SlotID> toMerge;
  2927. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2928. {
  2929. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2930. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2931. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2932. }
  2933. else
  2934. {
  2935. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2936. return;
  2937. }
  2938. }
  2939. else
  2940. {
  2941. moveStack(sl, StackLocation(dst, pos));
  2942. }
  2943. }
  2944. }
  2945. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2946. {
  2947. const CGTownInstance * town = getTown(tid);
  2948. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2949. {
  2950. if (!town->visitingHero->canBeMergedWith(*town))
  2951. {
  2952. complain("Cannot make garrison swap, not enough free slots!");
  2953. return false;
  2954. }
  2955. moveArmy(town, town->visitingHero, true);
  2956. SetHeroesInTown intown;
  2957. intown.tid = tid;
  2958. intown.visiting = ObjectInstanceID();
  2959. intown.garrison = town->visitingHero->id;
  2960. sendAndApply(&intown);
  2961. return true;
  2962. }
  2963. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2964. {
  2965. //check if moving hero out of town will break 8 wandering heroes limit
  2966. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2967. {
  2968. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2969. return false;
  2970. }
  2971. SetHeroesInTown intown;
  2972. intown.tid = tid;
  2973. intown.garrison = ObjectInstanceID();
  2974. intown.visiting = town->garrisonHero->id;
  2975. sendAndApply(&intown);
  2976. return true;
  2977. }
  2978. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2979. {
  2980. SetHeroesInTown intown;
  2981. intown.tid = tid;
  2982. intown.garrison = town->visitingHero->id;
  2983. intown.visiting = town->garrisonHero->id;
  2984. sendAndApply(&intown);
  2985. return true;
  2986. }
  2987. else
  2988. {
  2989. complain("Cannot swap garrison hero!");
  2990. return false;
  2991. }
  2992. }
  2993. // With the amount of changes done to the function, it's more like transferArtifacts.
  2994. // 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.
  2995. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2996. {
  2997. ArtifactLocation src = al1, dst = al2;
  2998. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2999. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3000. // Make sure exchange is even possible between the two heroes.
  3001. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3002. COMPLAIN_RET("That heroes cannot make any exchange!");
  3003. const CArtifactInstance *srcArtifact = src.getArt();
  3004. const CArtifactInstance *destArtifact = dst.getArt();
  3005. if (srcArtifact == nullptr)
  3006. COMPLAIN_RET("No artifact to move!");
  3007. if (destArtifact && srcPlayer != dstPlayer)
  3008. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3009. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3010. // Moving to the backpack is always allowed.
  3011. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  3012. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3013. COMPLAIN_RET("Cannot move artifact!");
  3014. auto srcSlot = src.getSlot();
  3015. auto dstSlot = dst.getSlot();
  3016. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3017. COMPLAIN_RET("Cannot move artifact locks.");
  3018. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3019. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3020. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3021. COMPLAIN_RET("Cannot move catapult!");
  3022. if (dst.slot >= GameConstants::BACKPACK_START)
  3023. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  3024. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  3025. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3026. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  3027. {
  3028. //old artifact must be removed first
  3029. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  3030. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  3031. }
  3032. MoveArtifact ma;
  3033. ma.src = src;
  3034. ma.dst = dst;
  3035. sendAndApply(&ma);
  3036. return true;
  3037. }
  3038. /**
  3039. * Assembles or disassembles a combination artifact.
  3040. * @param heroID ID of hero holding the artifact(s).
  3041. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3042. * @param assemble True for assembly operation, false for disassembly.
  3043. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3044. * artifact to assemble to. Otherwise it's not used.
  3045. */
  3046. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3047. {
  3048. const CGHeroInstance * hero = getHero(heroID);
  3049. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3050. if (!destArtifact)
  3051. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3052. if (assemble)
  3053. {
  3054. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  3055. if (!combinedArt->constituents)
  3056. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3057. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  3058. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3059. AssembledArtifact aa;
  3060. aa.al = ArtifactLocation(hero, artifactSlot);
  3061. aa.builtArt = combinedArt;
  3062. sendAndApply(&aa);
  3063. }
  3064. else
  3065. {
  3066. if (!destArtifact->artType->constituents)
  3067. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3068. DisassembledArtifact da;
  3069. da.al = ArtifactLocation(hero, artifactSlot);
  3070. sendAndApply(&da);
  3071. }
  3072. return true;
  3073. }
  3074. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3075. {
  3076. const CGHeroInstance * hero = getHero(hid);
  3077. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3078. const CGTownInstance * town = hero->visitedTown;
  3079. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3080. if (aid==ArtifactID::SPELLBOOK)
  3081. {
  3082. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3083. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3084. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3085. )
  3086. return false;
  3087. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3088. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3089. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3090. giveSpells(town,hero);
  3091. return true;
  3092. }
  3093. else
  3094. {
  3095. const CArtifact * art = aid.toArtifact();
  3096. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3097. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3098. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3099. const int price = art->price;
  3100. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3101. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3102. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  3103. {
  3104. giveResource(hero->getOwner(),Res::GOLD,-price);
  3105. return giveHeroNewArtifact(hero, art);
  3106. }
  3107. else
  3108. COMPLAIN_RET("This machine is unavailable here!");
  3109. }
  3110. }
  3111. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3112. {
  3113. if(!h)
  3114. COMPLAIN_RET("Only hero can buy artifacts!");
  3115. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3116. COMPLAIN_RET("That artifact is unavailable!");
  3117. int b1, b2;
  3118. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3119. if (getResource(h->tempOwner, rid) < b1)
  3120. COMPLAIN_RET("You can't afford to buy this artifact!");
  3121. giveResource(h->tempOwner, rid, -b1);
  3122. SetAvailableArtifacts saa;
  3123. if (m->o->ID == Obj::TOWN)
  3124. {
  3125. saa.id = -1;
  3126. saa.arts = CGTownInstance::merchantArtifacts;
  3127. }
  3128. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3129. {
  3130. saa.id = bm->id.getNum();
  3131. saa.arts = bm->artifacts;
  3132. }
  3133. else
  3134. COMPLAIN_RET("Wrong marktet...");
  3135. bool found = false;
  3136. for (const CArtifact *&art : saa.arts)
  3137. {
  3138. if (art && art->id == aid)
  3139. {
  3140. art = nullptr;
  3141. found = true;
  3142. break;
  3143. }
  3144. }
  3145. if (!found)
  3146. COMPLAIN_RET("Cannot find selected artifact on the list");
  3147. sendAndApply(&saa);
  3148. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3149. return true;
  3150. }
  3151. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3152. {
  3153. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3154. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3155. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3156. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3157. int resVal = 0, dump = 1;
  3158. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3159. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3160. giveResource(h->tempOwner, rid, resVal);
  3161. return true;
  3162. }
  3163. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3164. {
  3165. if (!h)
  3166. COMPLAIN_RET("You need hero to buy a skill!");
  3167. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3168. COMPLAIN_RET("Hero already know this skill");
  3169. if (!h->canLearnSkill())
  3170. COMPLAIN_RET("Hero can't learn any more skills");
  3171. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3172. COMPLAIN_RET("The hero can't learn this skill!");
  3173. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3174. COMPLAIN_RET("That skill is unavailable!");
  3175. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3176. COMPLAIN_RET("You can't afford to buy this skill");
  3177. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3178. changeSecSkill(h, skill, 1, true);
  3179. return true;
  3180. }
  3181. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3182. {
  3183. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3184. vstd::amin(val, r1); //can't trade more resources than have
  3185. int b1, b2; //base quantities for trade
  3186. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3187. int units = val / b1; //how many base quantities we trade
  3188. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3189. {
  3190. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3191. }
  3192. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3193. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3194. return true;
  3195. }
  3196. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3197. {
  3198. if(!hero)
  3199. COMPLAIN_RET("Only hero can sell creatures!");
  3200. if (!vstd::contains(hero->Slots(), slot))
  3201. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3202. const CStackInstance &s = hero->getStack(slot);
  3203. if (s.count < count //can't sell more creatures than have
  3204. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3205. {
  3206. COMPLAIN_RET("Not enough creatures in army!");
  3207. }
  3208. int b1, b2; //base quantities for trade
  3209. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3210. int units = count / b1; //how many base quantities we trade
  3211. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3212. {
  3213. //TODO: complain?
  3214. assert(0);
  3215. }
  3216. changeStackCount(StackLocation(hero, slot), -count);
  3217. giveResource(hero->tempOwner, resourceID, b2 * units);
  3218. return true;
  3219. }
  3220. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3221. {
  3222. const CArmedInstance *army = nullptr;
  3223. if (hero)
  3224. army = hero;
  3225. else
  3226. army = dynamic_cast<const CGTownInstance *>(market->o);
  3227. if (!army)
  3228. COMPLAIN_RET("Incorrect call to transform in undead!");
  3229. if (!army->hasStackAtSlot(slot))
  3230. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3231. const CStackInstance &s = army->getStack(slot);
  3232. //resulting creature - bone dragons or skeletons
  3233. CreatureID resCreature = CreatureID::SKELETON;
  3234. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3235. || (s.getCreatureID() == CreatureID::HYDRA)
  3236. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3237. resCreature = CreatureID::BONE_DRAGON;
  3238. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3239. return true;
  3240. }
  3241. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3242. {
  3243. const PlayerState *p2 = getPlayer(r2, false);
  3244. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3245. {
  3246. complain("Dest player must be in game!");
  3247. return false;
  3248. }
  3249. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3250. vstd::amin(val, curRes1);
  3251. giveResource(player, r1, -val);
  3252. giveResource(r2, r1, val);
  3253. return true;
  3254. }
  3255. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3256. {
  3257. const CGHeroInstance *h = getHero(hid);
  3258. if (!h)
  3259. {
  3260. logGlobal->error("Hero doesn't exist!");
  3261. return false;
  3262. }
  3263. ChangeFormation cf;
  3264. cf.hid = hid;
  3265. cf.formation = formation;
  3266. sendAndApply(&cf);
  3267. return true;
  3268. }
  3269. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3270. {
  3271. const PlayerState * p = getPlayer(player);
  3272. const CGTownInstance * t = getTown(obj->id);
  3273. //common preconditions
  3274. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3275. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3276. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3277. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3278. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3279. {
  3280. return false;
  3281. }
  3282. if (t) //tavern in town
  3283. {
  3284. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3285. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3286. {
  3287. return false;
  3288. }
  3289. }
  3290. else if (obj->ID == Obj::TAVERN)
  3291. {
  3292. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3293. {
  3294. return false;
  3295. }
  3296. }
  3297. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3298. if (!nh)
  3299. {
  3300. complain ("Hero is not available for hiring!");
  3301. return false;
  3302. }
  3303. HeroRecruited hr;
  3304. hr.tid = obj->id;
  3305. hr.hid = nh->subID;
  3306. hr.player = player;
  3307. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3308. sendAndApply(&hr);
  3309. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3310. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3311. const CGHeroInstance *newHero = nullptr;
  3312. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3313. {
  3314. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3315. }
  3316. SetAvailableHeroes sah;
  3317. sah.player = player;
  3318. if (newHero)
  3319. {
  3320. sah.hid[hid] = newHero->subID;
  3321. sah.army[hid].clear();
  3322. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3323. }
  3324. else
  3325. {
  3326. sah.hid[hid] = -1;
  3327. }
  3328. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3329. sendAndApply(&sah);
  3330. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3331. if (t)
  3332. {
  3333. vistiCastleObjects (t, nh);
  3334. giveSpells (t,nh);
  3335. }
  3336. return true;
  3337. }
  3338. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3339. {
  3340. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3341. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3342. logGlobal->trace(answer.toJson());
  3343. auto topQuery = queries.topQuery(player);
  3344. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3345. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3346. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3347. topQuery->setReply(answer);
  3348. queries.popQuery(topQuery);
  3349. return true;
  3350. }
  3351. static EndAction end_action;
  3352. void CGameHandler::updateGateState()
  3353. {
  3354. BattleUpdateGateState db;
  3355. db.state = gs->curB->si.gateState;
  3356. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3357. {
  3358. db.state = EGateState::DESTROYED;
  3359. }
  3360. else if (db.state == EGateState::OPENED)
  3361. {
  3362. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3363. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3364. {
  3365. if (gs->curB->town->subID == ETownType::FORTRESS)
  3366. {
  3367. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3368. db.state = EGateState::CLOSED;
  3369. }
  3370. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3371. db.state = EGateState::BLOCKED;
  3372. else
  3373. db.state = EGateState::CLOSED;
  3374. }
  3375. }
  3376. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3377. db.state = EGateState::BLOCKED;
  3378. else
  3379. db.state = EGateState::CLOSED;
  3380. if (db.state != gs->curB->si.gateState)
  3381. sendAndApply(&db);
  3382. }
  3383. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3384. {
  3385. bool ok = true;
  3386. battle::Target target = ba.getTarget(gs->curB);
  3387. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3388. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3389. logGlobal->trace("Making action: %s", ba.toString());
  3390. switch(ba.actionType)
  3391. {
  3392. case EActionType::WALK: //walk
  3393. case EActionType::DEFEND: //defend
  3394. case EActionType::WAIT: //wait
  3395. case EActionType::WALK_AND_ATTACK: //walk or attack
  3396. case EActionType::SHOOT: //shoot
  3397. case EActionType::CATAPULT: //catapult
  3398. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3399. case EActionType::DAEMON_SUMMONING:
  3400. case EActionType::MONSTER_SPELL:
  3401. if (!stack)
  3402. {
  3403. complain("No such stack!");
  3404. return false;
  3405. }
  3406. if (!stack->alive())
  3407. {
  3408. complain("This stack is dead: " + stack->nodeName());
  3409. return false;
  3410. }
  3411. if (battleTacticDist())
  3412. {
  3413. if (stack && stack->side != battleGetTacticsSide())
  3414. {
  3415. complain("This is not a stack of side that has tactics!");
  3416. return false;
  3417. }
  3418. }
  3419. else if (!isAboutActiveStack)
  3420. {
  3421. complain("Action has to be about active stack!");
  3422. return false;
  3423. }
  3424. }
  3425. auto wrapAction = [this](BattleAction &ba)
  3426. {
  3427. StartAction startAction(ba);
  3428. sendAndApply(&startAction);
  3429. return vstd::makeScopeGuard([&]()
  3430. {
  3431. sendAndApply(&end_action);
  3432. });
  3433. };
  3434. switch(ba.actionType)
  3435. {
  3436. case EActionType::END_TACTIC_PHASE: //wait
  3437. case EActionType::BAD_MORALE:
  3438. case EActionType::NO_ACTION:
  3439. {
  3440. auto wrapper = wrapAction(ba);
  3441. break;
  3442. }
  3443. case EActionType::WALK:
  3444. {
  3445. auto wrapper = wrapAction(ba);
  3446. if(target.size() < 1)
  3447. {
  3448. complain("Destination required for move action.");
  3449. ok = false;
  3450. break;
  3451. }
  3452. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3453. if (!walkedTiles)
  3454. complain("Stack failed movement!");
  3455. break;
  3456. }
  3457. case EActionType::DEFEND:
  3458. {
  3459. //defensive stance
  3460. SetStackEffect sse;
  3461. Bonus bonus1(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3462. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3463. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3464. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3465. int oldDefenceValue = defence.totalValue();
  3466. defence.push_back(std::make_shared<Bonus>(bonus1));
  3467. defence.push_back(std::make_shared<Bonus>(bonus2));
  3468. int difference = defence.totalValue() - oldDefenceValue;
  3469. MetaString text;
  3470. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3471. stack->addNameReplacement(text);
  3472. text.addReplacement(difference);
  3473. sse.battleLog.push_back(text);
  3474. std::vector<Bonus> buffer;
  3475. buffer.push_back(bonus1);
  3476. buffer.push_back(bonus2);
  3477. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3478. sendAndApply(&sse);
  3479. //don't break - we share code with next case
  3480. }
  3481. FALLTHROUGH
  3482. case EActionType::WAIT:
  3483. {
  3484. auto wrapper = wrapAction(ba);
  3485. break;
  3486. }
  3487. case EActionType::RETREAT: //retreat/flee
  3488. {
  3489. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3490. complain("Cannot retreat!");
  3491. else
  3492. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3493. break;
  3494. }
  3495. case EActionType::SURRENDER:
  3496. {
  3497. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3498. int cost = gs->curB->battleGetSurrenderCost(player);
  3499. if (cost < 0)
  3500. complain("Cannot surrender!");
  3501. else if (getResource(player, Res::GOLD) < cost)
  3502. complain("Not enough gold to surrender!");
  3503. else
  3504. {
  3505. giveResource(player, Res::GOLD, -cost);
  3506. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3507. }
  3508. break;
  3509. }
  3510. case EActionType::WALK_AND_ATTACK: //walk or attack
  3511. {
  3512. auto wrapper = wrapAction(ba);
  3513. if(!stack)
  3514. {
  3515. complain("No attacker");
  3516. ok = false;
  3517. break;
  3518. }
  3519. if(target.size() < 2)
  3520. {
  3521. complain("Two destinations required for attack action.");
  3522. ok = false;
  3523. break;
  3524. }
  3525. BattleHex attackPos = target.at(0).hexValue;
  3526. BattleHex destinationTile = target.at(1).hexValue;
  3527. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3528. if(!destinationStack)
  3529. {
  3530. complain("Invalid target to attack");
  3531. ok = false;
  3532. break;
  3533. }
  3534. BattleHex startingPos = stack->getPosition();
  3535. int distance = moveStack(ba.stackNumber, attackPos);
  3536. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3537. if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
  3538. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3539. )
  3540. {
  3541. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3542. ok = false;
  3543. break;
  3544. }
  3545. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3546. {
  3547. destinationStack = nullptr;
  3548. }
  3549. if(!destinationStack)
  3550. {
  3551. complain("Unit can not attack itself");
  3552. ok = false;
  3553. break;
  3554. }
  3555. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3556. {
  3557. complain("Attack cannot be performed!");
  3558. ok = false;
  3559. break;
  3560. }
  3561. //attack
  3562. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3563. for (int i = 0; i < totalAttacks; ++i)
  3564. {
  3565. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  3566. const bool retaliation = destinationStack->ableToRetaliate();
  3567. //first strike
  3568. if(i == 0 && firstStrike && retaliation)
  3569. {
  3570. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3571. }
  3572. //move can cause death, eg. by walking into the moat
  3573. if(stack->alive() && destinationStack->alive())
  3574. {
  3575. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3576. }
  3577. //counterattack
  3578. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3579. if(stack->alive()
  3580. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3581. && (i > 0 || !firstStrike)
  3582. && retaliation && destinationStack->ableToRetaliate())
  3583. {
  3584. makeAttack(destinationStack, stack, 0, stack->getPosition(), i==0, false, true);
  3585. }
  3586. }
  3587. //return
  3588. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  3589. && target.size() == 3
  3590. && startingPos != stack->getPosition()
  3591. && startingPos == target.at(2).hexValue
  3592. && stack->alive())
  3593. {
  3594. moveStack(ba.stackNumber, startingPos);
  3595. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3596. }
  3597. break;
  3598. }
  3599. case EActionType::SHOOT:
  3600. {
  3601. if(target.size() < 1)
  3602. {
  3603. complain("Destination required for shot action.");
  3604. ok = false;
  3605. break;
  3606. }
  3607. auto destination = target.at(0).hexValue;
  3608. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  3609. if (!gs->curB->battleCanShoot(stack, destination))
  3610. {
  3611. complain("Cannot shoot!");
  3612. break;
  3613. }
  3614. if (!destinationStack)
  3615. {
  3616. complain("No target to shoot!");
  3617. break;
  3618. }
  3619. auto wrapper = wrapAction(ba);
  3620. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  3621. //ranged counterattack
  3622. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3623. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3624. && destinationStack->ableToRetaliate()
  3625. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  3626. && stack->alive()) //attacker may have died (fire shield)
  3627. {
  3628. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  3629. }
  3630. //TODO: move to CUnitState
  3631. //extra shot(s) for ballista, based on artillery skill
  3632. if(stack->creatureIndex() == CreatureID::BALLISTA)
  3633. {
  3634. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3635. if(attackingHero)
  3636. {
  3637. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3638. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3639. {
  3640. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3641. }
  3642. }
  3643. }
  3644. //allow more than one additional attack
  3645. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  3646. for(int i = 1; i < totalRangedAttacks; ++i)
  3647. {
  3648. if(
  3649. stack->alive()
  3650. && destinationStack->alive()
  3651. && stack->shots.canUse()
  3652. )
  3653. {
  3654. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3655. }
  3656. }
  3657. break;
  3658. }
  3659. case EActionType::CATAPULT:
  3660. {
  3661. //TODO: unify with spells::effects:Catapult
  3662. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3663. {
  3664. switch(part)
  3665. {
  3666. case EWallPart::GATE:
  3667. return sbi.gate;
  3668. case EWallPart::KEEP:
  3669. return sbi.keep;
  3670. case EWallPart::BOTTOM_TOWER:
  3671. case EWallPart::UPPER_TOWER:
  3672. return sbi.tower;
  3673. case EWallPart::BOTTOM_WALL:
  3674. case EWallPart::BELOW_GATE:
  3675. case EWallPart::OVER_GATE:
  3676. case EWallPart::UPPER_WALL:
  3677. return sbi.wall;
  3678. default:
  3679. return 0;
  3680. }
  3681. };
  3682. auto wrapper = wrapAction(ba);
  3683. if(target.size() < 1)
  3684. {
  3685. complain("Destination required for catapult action.");
  3686. ok = false;
  3687. break;
  3688. }
  3689. auto destination = target.at(0).hexValue;
  3690. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3691. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
  3692. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3693. stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  3694. else
  3695. {
  3696. if(stack->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS)) //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  3697. {
  3698. stackBallisticsParameters = VLC->heroh->ballistics.at(2);
  3699. stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
  3700. }
  3701. else
  3702. stackBallisticsParameters = VLC->heroh->ballistics.at(1);
  3703. stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
  3704. }
  3705. auto wallPart = gs->curB->battleHexToWallPart(destination);
  3706. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3707. {
  3708. complain("catapult tried to attack non-catapultable hex!");
  3709. break;
  3710. }
  3711. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3712. auto &currentHP = gs->curB->si.wallState;
  3713. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3714. {
  3715. complain("catapult tried to attack already destroyed wall part!");
  3716. break;
  3717. }
  3718. for (int g=0; g<stackBallisticsParameters.shots; ++g)
  3719. {
  3720. bool hitSuccessfull = false;
  3721. auto attackedPart = wallPart;
  3722. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  3723. {
  3724. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3725. currentHP.at(attackedPart) != EWallState::NONE &&
  3726. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
  3727. {
  3728. hitSuccessfull = true;
  3729. }
  3730. else // select new target
  3731. {
  3732. std::vector<EWallPart::EWallPart> allowedTargets;
  3733. for (size_t i=0; i< currentHP.size(); i++)
  3734. {
  3735. if(currentHP.at(i) != EWallState::DESTROYED &&
  3736. currentHP.at(i) != EWallState::NONE)
  3737. allowedTargets.push_back(EWallPart::EWallPart(i));
  3738. }
  3739. if (allowedTargets.empty())
  3740. break;
  3741. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3742. }
  3743. }
  3744. while (!hitSuccessfull);
  3745. if (!hitSuccessfull) // break triggered - no target to shoot at
  3746. break;
  3747. CatapultAttack ca; //package for clients
  3748. CatapultAttack::AttackInfo attack;
  3749. attack.attackedPart = attackedPart;
  3750. attack.destinationTile = destination;
  3751. attack.damageDealt = 0;
  3752. BattleUnitsChanged removeUnits;
  3753. int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3754. int dmgRand = getRandomGenerator().nextInt(99);
  3755. //accumulating dmgChance
  3756. dmgChance[1] += dmgChance[0];
  3757. dmgChance[2] += dmgChance[1];
  3758. //calculating dealt damage
  3759. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3760. {
  3761. if (dmgRand <= dmgChance[damage])
  3762. {
  3763. attack.damageDealt = damage;
  3764. break;
  3765. }
  3766. }
  3767. // attacked tile may have changed - update destination
  3768. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3769. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3770. //removing creatures in turrets / keep if one is destroyed
  3771. if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  3772. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3773. {
  3774. int posRemove = -1;
  3775. switch(attackedPart)
  3776. {
  3777. case EWallPart::KEEP:
  3778. posRemove = -2;
  3779. break;
  3780. case EWallPart::BOTTOM_TOWER:
  3781. posRemove = -3;
  3782. break;
  3783. case EWallPart::UPPER_TOWER:
  3784. posRemove = -4;
  3785. break;
  3786. }
  3787. for(auto & elem : gs->curB->stacks)
  3788. {
  3789. if(elem->initialPosition == posRemove)
  3790. {
  3791. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  3792. break;
  3793. }
  3794. }
  3795. }
  3796. ca.attacker = ba.stackNumber;
  3797. ca.attackedParts.push_back(attack);
  3798. sendAndApply(&ca);
  3799. if(!removeUnits.changedStacks.empty())
  3800. sendAndApply(&removeUnits);
  3801. }
  3802. //finish by scope guard
  3803. break;
  3804. }
  3805. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3806. {
  3807. auto wrapper = wrapAction(ba);
  3808. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3809. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  3810. if(target.size() < 1)
  3811. {
  3812. complain("Destination required for heal action.");
  3813. ok = false;
  3814. break;
  3815. }
  3816. const battle::Unit * destStack = nullptr;
  3817. if(target.at(0).unitValue)
  3818. destStack = target.at(0).unitValue;
  3819. else
  3820. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  3821. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3822. {
  3823. complain("There is either no healer, no destination, or healer cannot heal :P");
  3824. }
  3825. else
  3826. {
  3827. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3828. //TODO: allow resurrection for mods
  3829. auto state = destStack->acquireState();
  3830. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  3831. if(toHeal == 0)
  3832. {
  3833. logGlobal->warn("Nothing to heal");
  3834. }
  3835. else
  3836. {
  3837. BattleUnitsChanged pack;
  3838. MetaString text;
  3839. text.addTxt(MetaString::GENERAL_TXT, 414);
  3840. healer->addNameReplacement(text, false);
  3841. destStack->addNameReplacement(text, false);
  3842. text.addReplacement(toHeal);
  3843. pack.battleLog.push_back(text);
  3844. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  3845. info.healthDelta = toHeal;
  3846. state->save(info.data);
  3847. pack.changedStacks.push_back(info);
  3848. sendAndApply(&pack);
  3849. }
  3850. }
  3851. break;
  3852. }
  3853. case EActionType::DAEMON_SUMMONING:
  3854. //TODO: From Strategija:
  3855. //Summon Demon is a level 2 spell.
  3856. {
  3857. if(target.size() < 1)
  3858. {
  3859. complain("Destination required for summon action.");
  3860. ok = false;
  3861. break;
  3862. }
  3863. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
  3864. const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
  3865. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3866. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
  3867. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3868. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3869. ui32 canRiseAmount = canRiseHp / summonedType.toCreature()->MaxHealth();
  3870. battle::UnitInfo info;
  3871. info.id = gs->curB->battleNextUnitId();
  3872. info.count = std::min(canRiseAmount, destStack->baseAmount);
  3873. info.type = summonedType;
  3874. info.side = summoner->side;
  3875. info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
  3876. info.summoned = false;
  3877. BattleUnitsChanged addUnits;
  3878. addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  3879. info.save(addUnits.changedStacks.back().data);
  3880. if(info.count > 0) //there's rare possibility single creature cannot rise desired type
  3881. {
  3882. auto wrapper = wrapAction(ba);
  3883. BattleUnitsChanged removeUnits;
  3884. removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
  3885. sendAndApply(&removeUnits);
  3886. sendAndApply(&addUnits);
  3887. BattleSetStackProperty ssp;
  3888. ssp.stackID = ba.stackNumber;
  3889. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3890. ssp.val = -1;
  3891. ssp.absolute = false;
  3892. sendAndApply(&ssp);
  3893. }
  3894. break;
  3895. }
  3896. case EActionType::MONSTER_SPELL:
  3897. {
  3898. auto wrapper = wrapAction(ba);
  3899. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3900. SpellID spellID = SpellID(ba.actionSubtype);
  3901. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3902. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3903. //TODO special bonus for genies ability
  3904. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3905. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3906. if (spellID < 0)
  3907. complain("That stack can't cast spells!");
  3908. else
  3909. {
  3910. const CSpell * spell = SpellID(spellID).toSpell();
  3911. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  3912. int32_t spellLvl = 0;
  3913. if(spellcaster)
  3914. vstd::amax(spellLvl, spellcaster->val);
  3915. if(randSpellcaster)
  3916. vstd::amax(spellLvl, randSpellcaster->val);
  3917. parameters.setSpellLevel(spellLvl);
  3918. parameters.target = target;
  3919. parameters.cast(spellEnv);
  3920. }
  3921. break;
  3922. }
  3923. }
  3924. if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  3925. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  3926. handleDamageFromObstacle(stack);
  3927. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3928. battleMadeAction.setn(true);
  3929. return ok;
  3930. }
  3931. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3932. {
  3933. bool cheated = true;
  3934. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3935. sendAndApply(&temp_message);
  3936. std::vector<std::string> cheat;
  3937. boost::split(cheat, message, boost::is_any_of(" "));
  3938. int obj = 0;
  3939. if (cheat.size() == 2)
  3940. {
  3941. obj = std::atoi(cheat[1].c_str());
  3942. if (obj)
  3943. currObj = ObjectInstanceID(obj);
  3944. }
  3945. const CGHeroInstance * hero = getHero(currObj);
  3946. const CGTownInstance * town = getTown(currObj);
  3947. if (!town && hero)
  3948. town = hero->visitedTown;
  3949. if (cheat.size() == 1 || obj)
  3950. handleCheatCode(cheat[0], player, hero, town, cheated);
  3951. else
  3952. {
  3953. for (const auto & i : gs->players)
  3954. {
  3955. if (i.first == PlayerColor::NEUTRAL)
  3956. continue;
  3957. if (cheat[1] == "ai")
  3958. {
  3959. if (i.second.human)
  3960. continue;
  3961. }
  3962. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3963. continue;
  3964. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3965. {
  3966. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3967. }
  3968. else if (cheat[0] == "vcmiarmenelos")
  3969. {
  3970. for (const auto & t : i.second.towns)
  3971. {
  3972. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3973. }
  3974. }
  3975. else
  3976. {
  3977. for (const auto & h : i.second.heroes)
  3978. {
  3979. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3980. }
  3981. }
  3982. }
  3983. }
  3984. if (cheated)
  3985. {
  3986. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3987. sendAndApply(&temp_message);
  3988. if(!player.isSpectator())
  3989. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3990. }
  3991. }
  3992. bool CGameHandler::makeCustomAction(BattleAction & ba)
  3993. {
  3994. switch(ba.actionType)
  3995. {
  3996. case EActionType::HERO_SPELL:
  3997. {
  3998. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3999. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4000. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4001. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4002. if (!s)
  4003. {
  4004. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4005. return false;
  4006. }
  4007. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4008. parameters.target = ba.getTarget(gs->curB);
  4009. spells::detail::ProblemImpl problem;
  4010. if(!s->canBeCast(problem, gs->curB, spells::Mode::HERO, h))//todo: should we check aimed cast?
  4011. {
  4012. logGlobal->warn("Spell cannot be cast!");
  4013. std::vector<std::string> texts;
  4014. problem.getAll(texts);
  4015. for(auto s : texts)
  4016. logGlobal->warn(s);
  4017. return false;
  4018. }
  4019. StartAction start_action(ba);
  4020. sendAndApply(&start_action); //start spell casting
  4021. parameters.cast(spellEnv);
  4022. sendAndApply(&end_action);
  4023. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4024. {
  4025. battleMadeAction.setn(true);
  4026. }
  4027. checkBattleStateChanges();
  4028. if (battleResult.get())
  4029. {
  4030. battleMadeAction.setn(true);
  4031. //battle will be ended by startBattle function
  4032. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4033. }
  4034. return true;
  4035. }
  4036. }
  4037. return false;
  4038. }
  4039. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4040. {
  4041. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4042. for(auto b : bl)
  4043. {
  4044. const CSpell * sp = SpellID(b->subtype).toSpell();
  4045. if(!sp)
  4046. continue;
  4047. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4048. const int32_t level = ((val > 3) ? (val - 3) : val);
  4049. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4050. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4051. battleCast.setEffectDuration(50);
  4052. battleCast.setSpellLevel(level);
  4053. if(val > 3)
  4054. {
  4055. for(auto s : gs->curB->battleGetAllStacks())
  4056. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4057. battleCast.aimToUnit(s);
  4058. }
  4059. else
  4060. {
  4061. battleCast.aimToUnit(st);
  4062. }
  4063. battleCast.applyEffects(spellEnv, false, true);
  4064. }
  4065. }
  4066. void CGameHandler::stackTurnTrigger(const CStack *st)
  4067. {
  4068. BattleTriggerEffect bte;
  4069. bte.stackID = st->ID;
  4070. bte.effect = -1;
  4071. bte.val = 0;
  4072. bte.additionalInfo = 0;
  4073. if (st->alive())
  4074. {
  4075. //unbind
  4076. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  4077. {
  4078. bool unbind = true;
  4079. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  4080. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4081. for (auto b : bl)
  4082. {
  4083. if(b->additionalInfo != CAddInfo::NONE)
  4084. {
  4085. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4086. if(stack)
  4087. {
  4088. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4089. unbind = false;
  4090. }
  4091. }
  4092. else
  4093. {
  4094. unbind = false;
  4095. }
  4096. }
  4097. if (unbind)
  4098. {
  4099. BattleSetStackProperty ssp;
  4100. ssp.which = BattleSetStackProperty::UNBIND;
  4101. ssp.stackID = st->ID;
  4102. sendAndApply(&ssp);
  4103. }
  4104. }
  4105. //regeneration
  4106. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  4107. {
  4108. bte.effect = Bonus::HP_REGENERATION;
  4109. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  4110. }
  4111. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4112. {
  4113. bte.effect = Bonus::HP_REGENERATION;
  4114. bte.val = st->MaxHealth() - st->getFirstHPleft();
  4115. }
  4116. if (bte.val) //anything to heal
  4117. sendAndApply(&bte);
  4118. if (st->hasBonusOfType(Bonus::POISON))
  4119. {
  4120. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  4121. if (b) //TODO: what if not?...
  4122. {
  4123. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4124. if (bte.val < b->val) //(negative) poison effect increases - update it
  4125. {
  4126. bte.effect = Bonus::POISON;
  4127. sendAndApply(&bte);
  4128. }
  4129. }
  4130. }
  4131. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4132. {
  4133. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4134. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4135. if(opponentHero)
  4136. {
  4137. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4138. vstd::amin(manaDrained, opponentHero->mana);
  4139. if(manaDrained)
  4140. {
  4141. bte.effect = Bonus::MANA_DRAIN;
  4142. bte.val = manaDrained;
  4143. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4144. sendAndApply(&bte);
  4145. }
  4146. }
  4147. }
  4148. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4149. {
  4150. bool fearsomeCreature = false;
  4151. for (CStack * stack : gs->curB->stacks)
  4152. {
  4153. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4154. {
  4155. fearsomeCreature = true;
  4156. break;
  4157. }
  4158. }
  4159. if (fearsomeCreature)
  4160. {
  4161. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4162. {
  4163. bte.effect = Bonus::FEAR;
  4164. sendAndApply(&bte);
  4165. }
  4166. }
  4167. }
  4168. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4169. int side = gs->curB->whatSide(st->owner);
  4170. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4171. {
  4172. bool cast = false;
  4173. while(!bl.empty() && !cast)
  4174. {
  4175. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4176. auto spellID = SpellID(bonus->subtype);
  4177. const CSpell * spell = SpellID(spellID).toSpell();
  4178. bl.remove_if([&bonus](const Bonus * b)
  4179. {
  4180. return b == bonus.get();
  4181. });
  4182. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4183. parameters.setSpellLevel(bonus->val);
  4184. parameters.massive = true;
  4185. parameters.smart = true;
  4186. //todo: recheck effect level
  4187. if(parameters.castIfPossible(spellEnv))
  4188. {
  4189. cast = true;
  4190. int cooldown = bonus->additionalInfo[0];
  4191. BattleSetStackProperty ssp;
  4192. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4193. ssp.absolute = false;
  4194. ssp.val = cooldown;
  4195. ssp.stackID = st->unitId();
  4196. sendAndApply(&ssp);
  4197. }
  4198. }
  4199. }
  4200. }
  4201. }
  4202. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4203. {
  4204. if(!curStack->alive())
  4205. return false;
  4206. bool containDamageFromMoat = false;
  4207. bool movementStoped = false;
  4208. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4209. {
  4210. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4211. {
  4212. //helper info
  4213. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4214. const ui8 side = curStack->side;
  4215. if(!spellObstacle)
  4216. COMPLAIN_RET("Invalid obstacle instance");
  4217. if(spellObstacle->trigger)
  4218. {
  4219. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4220. //hidden obstacle triggers effects until revealed
  4221. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4222. {
  4223. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4224. spells::ObstacleCasterProxy caster(this, gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4225. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4226. if(!sp)
  4227. COMPLAIN_RET("Invalid obstacle instance");
  4228. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4229. battleCast.aimToUnit(curStack);
  4230. battleCast.applyEffects(spellEnv, true);
  4231. if(oneTimeObstacle)
  4232. removeObstacle(*obstacle);
  4233. }
  4234. }
  4235. }
  4236. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4237. {
  4238. auto town = gs->curB->town;
  4239. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4240. if(!containDamageFromMoat)
  4241. {
  4242. containDamageFromMoat = true;
  4243. BattleStackAttacked bsa;
  4244. bsa.damageAmount = damage;
  4245. bsa.stackAttacked = curStack->ID;
  4246. bsa.attackerID = -1;
  4247. curStack->prepareAttacked(bsa, getRandomGenerator());
  4248. StacksInjured si;
  4249. si.stacks.push_back(bsa);
  4250. sendAndApply(&si);
  4251. }
  4252. }
  4253. if(!curStack->alive())
  4254. return false;
  4255. if((obstacle->stopsMovement() && stackIsMoving))
  4256. movementStoped = true;
  4257. }
  4258. if(stackIsMoving)
  4259. return curStack->alive() && !movementStoped;
  4260. else
  4261. return curStack->alive();
  4262. }
  4263. void CGameHandler::handleTimeEvents()
  4264. {
  4265. gs->map->events.sort(evntCmp);
  4266. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4267. {
  4268. CMapEvent ev = gs->map->events.front();
  4269. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4270. {
  4271. auto color = PlayerColor(player);
  4272. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4273. if (pinfo //player exists
  4274. && (ev.players & 1<<player) //event is enabled to this player
  4275. && ((ev.computerAffected && !pinfo->human)
  4276. || (ev.humanAffected && pinfo->human)
  4277. )
  4278. )
  4279. {
  4280. //give resources
  4281. giveResources(color, ev.resources);
  4282. //prepare dialog
  4283. InfoWindow iw;
  4284. iw.player = color;
  4285. iw.text << ev.message;
  4286. for (int i=0; i<ev.resources.size(); i++)
  4287. {
  4288. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4289. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4290. }
  4291. sendAndApply(&iw); //show dialog
  4292. }
  4293. } //PLAYERS LOOP
  4294. if (ev.nextOccurence)
  4295. {
  4296. gs->map->events.pop_front();
  4297. ev.firstOccurence += ev.nextOccurence;
  4298. auto it = gs->map->events.begin();
  4299. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4300. it++;
  4301. gs->map->events.insert(it, ev);
  4302. }
  4303. else
  4304. {
  4305. gs->map->events.pop_front();
  4306. }
  4307. }
  4308. //TODO send only if changed
  4309. UpdateMapEvents ume;
  4310. ume.events = gs->map->events;
  4311. sendAndApply(&ume);
  4312. }
  4313. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4314. {
  4315. town->events.sort(evntCmp);
  4316. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4317. {
  4318. PlayerColor player = town->tempOwner;
  4319. CCastleEvent ev = town->events.front();
  4320. const PlayerState * pinfo = getPlayer(player, false);
  4321. if (pinfo //player exists
  4322. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4323. && ((ev.computerAffected && !pinfo->human)
  4324. || (ev.humanAffected && pinfo->human)))
  4325. {
  4326. // dialog
  4327. InfoWindow iw;
  4328. iw.player = player;
  4329. iw.text << ev.message;
  4330. if (ev.resources.nonZero())
  4331. {
  4332. TResources was = n.res[player];
  4333. n.res[player] += ev.resources;
  4334. n.res[player].amax(0);
  4335. for (int i=0; i<ev.resources.size(); i++)
  4336. 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
  4337. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4338. }
  4339. for (auto & i : ev.buildings)
  4340. {
  4341. if (!town->hasBuilt(i))
  4342. {
  4343. buildStructure(town->id, i, true);
  4344. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4345. }
  4346. }
  4347. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4348. {
  4349. n.cres[town->id].tid = town->id;
  4350. n.cres[town->id].creatures = town->creatures;
  4351. }
  4352. auto & sac = n.cres[town->id];
  4353. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4354. {
  4355. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4356. {
  4357. sac.creatures[i].first += ev.creatures.at(i);
  4358. iw.components.push_back(Component(Component::CREATURE,
  4359. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4360. }
  4361. }
  4362. sendAndApply(&iw); //show dialog
  4363. }
  4364. if (ev.nextOccurence)
  4365. {
  4366. town->events.pop_front();
  4367. ev.firstOccurence += ev.nextOccurence;
  4368. auto it = town->events.begin();
  4369. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4370. it++;
  4371. town->events.insert(it, ev);
  4372. }
  4373. else
  4374. {
  4375. town->events.pop_front();
  4376. }
  4377. }
  4378. //TODO send only if changed
  4379. UpdateCastleEvents uce;
  4380. uce.town = town->id;
  4381. uce.events = town->events;
  4382. sendAndApply(&uce);
  4383. }
  4384. bool CGameHandler::complain(const std::string &problem)
  4385. {
  4386. sendMessageToAll("Server encountered a problem: " + problem);
  4387. logGlobal->error(problem);
  4388. return true;
  4389. }
  4390. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4391. {
  4392. //PlayerColor player = getOwner(hid);
  4393. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4394. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4395. assert(lowerArmy);
  4396. assert(upperArmy);
  4397. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4398. queries.addQuery(garrisonQuery);
  4399. GarrisonDialog gd;
  4400. gd.hid = hid;
  4401. gd.objid = upobj;
  4402. gd.removableUnits = removableUnits;
  4403. gd.queryID = garrisonQuery->queryID;
  4404. sendAndApply(&gd);
  4405. }
  4406. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4407. {
  4408. OpenWindow ow;
  4409. ow.window = OpenWindow::THIEVES_GUILD;
  4410. ow.id1 = player.getNum();
  4411. ow.id2 = requestingObjId.getNum();
  4412. sendAndApply(&ow);
  4413. }
  4414. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4415. {
  4416. if (id1 == id2)
  4417. return true;
  4418. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4419. if (!o1 || !o2)
  4420. return true; //arranging stacks within an object should be always allowed
  4421. if (o1 && o2)
  4422. {
  4423. if (o1->ID == Obj::TOWN)
  4424. {
  4425. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4426. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4427. return true;
  4428. }
  4429. if (o2->ID == Obj::TOWN)
  4430. {
  4431. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4432. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4433. return true;
  4434. }
  4435. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4436. {
  4437. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4438. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4439. // two heroes in same town (garrisoned and visiting)
  4440. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4441. return true;
  4442. }
  4443. //Ongoing garrison exchange
  4444. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4445. {
  4446. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4447. return true;
  4448. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4449. return true;
  4450. }
  4451. }
  4452. return false;
  4453. }
  4454. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4455. {
  4456. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4457. auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
  4458. queries.addQuery(visitQuery); //TODO real visit pos
  4459. HeroVisit hv;
  4460. hv.obj = obj;
  4461. hv.hero = h;
  4462. hv.player = h->tempOwner;
  4463. hv.starting = true;
  4464. sendAndApply(&hv);
  4465. obj->onHeroVisit(h);
  4466. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4467. }
  4468. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4469. {
  4470. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4471. HeroVisit hv;
  4472. hv.player = query.players.front();
  4473. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4474. hv.hero = query.visitingHero;
  4475. assert(hv.hero);
  4476. hv.starting = false;
  4477. sendAndApply(&hv);
  4478. }
  4479. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4480. {
  4481. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4482. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4483. {
  4484. complain("Cannot build boat in this shipyard!");
  4485. return false;
  4486. }
  4487. else if (obj->o->ID == Obj::TOWN
  4488. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4489. {
  4490. complain("Cannot build boat in the town - no shipyard!");
  4491. return false;
  4492. }
  4493. const PlayerColor playerID = obj->o->tempOwner;
  4494. TResources boatCost;
  4495. obj->getBoatCost(boatCost);
  4496. TResources aviable = getPlayer(playerID)->resources;
  4497. if (!aviable.canAfford(boatCost))
  4498. {
  4499. complain("Not enough resources to build a boat!");
  4500. return false;
  4501. }
  4502. int3 tile = obj->bestLocation();
  4503. if (!gs->map->isInTheMap(tile))
  4504. {
  4505. complain("Cannot find appropriate tile for a boat!");
  4506. return false;
  4507. }
  4508. //take boat cost
  4509. giveResources(playerID, -boatCost);
  4510. //create boat
  4511. NewObject no;
  4512. no.ID = Obj::BOAT;
  4513. no.subID = obj->getBoatType();
  4514. no.pos = tile + int3(1,0,0);
  4515. sendAndApply(&no);
  4516. return true;
  4517. }
  4518. void CGameHandler::engageIntoBattle(PlayerColor player)
  4519. {
  4520. //notify interfaces
  4521. PlayerBlocked pb;
  4522. pb.player = player;
  4523. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4524. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4525. sendAndApply(&pb);
  4526. }
  4527. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4528. {
  4529. for (auto playerColor : playerColors)
  4530. {
  4531. if (getPlayer(playerColor, false))
  4532. checkVictoryLossConditionsForPlayer(playerColor);
  4533. }
  4534. }
  4535. void CGameHandler::checkVictoryLossConditionsForAll()
  4536. {
  4537. std::set<PlayerColor> playerColors;
  4538. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4539. {
  4540. playerColors.insert(PlayerColor(i));
  4541. }
  4542. checkVictoryLossConditions(playerColors);
  4543. }
  4544. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4545. {
  4546. const PlayerState * p = getPlayer(player);
  4547. if (p->status != EPlayerStatus::INGAME) return;
  4548. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4549. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4550. {
  4551. InfoWindow iw;
  4552. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4553. sendAndApply(&iw);
  4554. PlayerEndsGame peg;
  4555. peg.player = player;
  4556. peg.victoryLossCheckResult = victoryLossCheckResult;
  4557. sendAndApply(&peg);
  4558. if (victoryLossCheckResult.victory())
  4559. {
  4560. //one player won -> all enemies lost
  4561. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4562. {
  4563. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4564. {
  4565. peg.player = i->first;
  4566. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4567. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4568. InfoWindow iw;
  4569. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4570. iw.player = i->first;
  4571. sendAndApply(&iw);
  4572. sendAndApply(&peg);
  4573. }
  4574. }
  4575. if (p->human)
  4576. {
  4577. serverShuttingDown = true;
  4578. if (gs->scenarioOps->campState)
  4579. {
  4580. std::vector<CGHeroInstance *> crossoverHeroes;
  4581. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4582. {
  4583. if (hero->tempOwner == player)
  4584. {
  4585. // keep all heroes from the winning player
  4586. crossoverHeroes.push_back(hero);
  4587. }
  4588. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4589. {
  4590. // keep hero whether lost or won (like Xeron in AB campaign)
  4591. crossoverHeroes.push_back(hero);
  4592. }
  4593. }
  4594. // keep lost heroes which are in heroes pool
  4595. for (auto & heroPair : gs->hpool.heroesPool)
  4596. {
  4597. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4598. {
  4599. crossoverHeroes.push_back(heroPair.second.get());
  4600. }
  4601. }
  4602. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4603. //Request clients to change connection mode
  4604. PrepareForAdvancingCampaign pfac;
  4605. sendAndApply(&pfac);
  4606. //Change connection mode
  4607. if (getPlayer(player)->human && getStartInfo()->campState)
  4608. {
  4609. for (auto connection : conns)
  4610. connection->prepareForSendingHeroes();
  4611. }
  4612. UpdateCampaignState ucs;
  4613. ucs.camp = gs->scenarioOps->campState;
  4614. sendAndApply(&ucs);
  4615. }
  4616. }
  4617. }
  4618. else
  4619. {
  4620. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4621. auto hlp = p->heroes;
  4622. for (auto h : hlp) //eliminate heroes
  4623. {
  4624. if (h.get())
  4625. removeObject(h);
  4626. }
  4627. //player lost -> all his objects become unflagged (neutral)
  4628. for (auto obj : gs->map->objects) //unflag objs
  4629. {
  4630. if (obj.get() && obj->tempOwner == player)
  4631. setOwner(obj, PlayerColor::NEUTRAL);
  4632. }
  4633. //eliminating one player may cause victory of another:
  4634. std::set<PlayerColor> playerColors;
  4635. //do not copy player state (CBonusSystemNode) by value
  4636. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4637. {
  4638. if (p.first != player)
  4639. playerColors.insert(p.first);
  4640. }
  4641. //notify all players
  4642. for (auto pc : playerColors)
  4643. {
  4644. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4645. {
  4646. InfoWindow iw;
  4647. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4648. iw.player = pc;
  4649. sendAndApply(&iw);
  4650. }
  4651. }
  4652. checkVictoryLossConditions(playerColors);
  4653. }
  4654. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4655. // If we are called before the actual game start, there might be no current player
  4656. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4657. {
  4658. // If player making turn has lost his turn must be over as well
  4659. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4660. }
  4661. }
  4662. }
  4663. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4664. {
  4665. out.player = player;
  4666. out.text.clear();
  4667. out.text << victoryLossCheckResult.messageToSelf;
  4668. // hackish, insert one player-specific string, if applicable
  4669. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4670. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4671. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4672. }
  4673. bool CGameHandler::dig(const CGHeroInstance *h)
  4674. {
  4675. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4676. {
  4677. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4678. {
  4679. complain("Cannot dig - there is already a hole under the hero!");
  4680. return false;
  4681. }
  4682. }
  4683. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4684. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4685. //create a hole
  4686. NewObject no;
  4687. no.ID = Obj::HOLE;
  4688. no.pos = h->getPosition();
  4689. no.subID = 0;
  4690. sendAndApply(&no);
  4691. //take MPs
  4692. SetMovePoints smp;
  4693. smp.hid = h->id;
  4694. smp.val = 0;
  4695. sendAndApply(&smp);
  4696. InfoWindow iw;
  4697. iw.player = h->tempOwner;
  4698. if (gs->map->grailPos == h->getPosition())
  4699. {
  4700. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4701. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4702. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4703. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4704. sendAndApply(&iw);
  4705. iw.soundID = soundBase::invalid;
  4706. iw.text.clear();
  4707. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4708. sendAndApply(&iw);
  4709. }
  4710. else
  4711. {
  4712. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4713. iw.soundID = soundBase::Dig;
  4714. sendAndApply(&iw);
  4715. }
  4716. return true;
  4717. }
  4718. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  4719. {
  4720. if(attacker->hasBonusOfType(attackMode))
  4721. {
  4722. std::set<SpellID> spellsToCast;
  4723. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4724. for(const std::shared_ptr<Bonus> sf : *spells)
  4725. {
  4726. spellsToCast.insert(SpellID(sf->subtype));
  4727. }
  4728. for(SpellID spellID : spellsToCast)
  4729. {
  4730. bool castMe = false;
  4731. if(!defender->alive())
  4732. {
  4733. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4734. return;
  4735. }
  4736. int32_t spellLevel = 0;
  4737. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4738. for(const std::shared_ptr<Bonus> sf : *spellsByType)
  4739. {
  4740. int meleeRanged;
  4741. if(sf->additionalInfo.size() < 2)
  4742. {
  4743. // legacy format
  4744. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  4745. meleeRanged = sf->additionalInfo[0] / 1000;
  4746. }
  4747. else
  4748. {
  4749. vstd::amax(spellLevel, sf->additionalInfo[0]);
  4750. meleeRanged = sf->additionalInfo[1];
  4751. }
  4752. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4753. castMe = true;
  4754. }
  4755. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4756. vstd::amin(chance, 100);
  4757. const CSpell * spell = SpellID(spellID).toSpell();
  4758. spells::AbilityCaster caster(attacker, spellLevel);
  4759. if(!spell->canBeCastAt(gs->curB, spells::Mode::PASSIVE, &caster, defender->getPosition()))
  4760. continue;
  4761. //check if spell should be cast (probability handling)
  4762. if(getRandomGenerator().nextInt(99) >= chance)
  4763. continue;
  4764. //casting
  4765. if(castMe)
  4766. {
  4767. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4768. parameters.aimToUnit(defender);
  4769. parameters.cast(spellEnv);
  4770. }
  4771. }
  4772. }
  4773. }
  4774. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4775. {
  4776. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4777. }
  4778. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4779. {
  4780. if(!attacker->alive() || !defender->alive()) // can be already dead
  4781. return;
  4782. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  4783. if(!defender->alive())
  4784. {
  4785. //don't try death stare or acid breath on dead stack (crash!)
  4786. return;
  4787. }
  4788. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  4789. {
  4790. // mechanics of Death Stare as in H3:
  4791. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4792. //original formula x = min(x, (gorgons_count + 9)/10);
  4793. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4794. vstd::amin(chanceToKill, 1); //cap at 100%
  4795. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4796. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4797. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4798. int maxToKill = (attacker->getCount() + cap - 1) / cap; //not much more than chance * count
  4799. vstd::amin(staredCreatures, maxToKill);
  4800. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  4801. if(staredCreatures)
  4802. {
  4803. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4804. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4805. spells::AbilityCaster caster(attacker, 0);
  4806. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4807. parameters.aimToUnit(defender);
  4808. parameters.setEffectValue(staredCreatures);
  4809. parameters.cast(spellEnv);
  4810. }
  4811. }
  4812. if(!defender->alive())
  4813. return;
  4814. int64_t acidDamage = 0;
  4815. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4816. for(const std::shared_ptr<Bonus> b : *acidBreath)
  4817. {
  4818. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  4819. acidDamage += b->val;
  4820. }
  4821. if(acidDamage > 0)
  4822. {
  4823. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4824. spells::AbilityCaster caster(attacker, 0);
  4825. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4826. parameters.aimToUnit(defender);
  4827. parameters.setEffectValue(acidDamage * attacker->getCount());
  4828. parameters.cast(spellEnv);
  4829. }
  4830. if(!defender->alive())
  4831. return;
  4832. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4833. {
  4834. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4835. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4836. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4837. return;
  4838. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo[0];
  4839. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4840. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4841. return;
  4842. battle::UnitInfo resurrectInfo;
  4843. resurrectInfo.id = gs->curB->battleNextUnitId();
  4844. resurrectInfo.summoned = false;
  4845. resurrectInfo.position = defender->getPosition();
  4846. resurrectInfo.side = defender->unitSide();
  4847. if(bonusAdditionalInfo != CAddInfo::NONE)
  4848. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  4849. else
  4850. resurrectInfo.type = attacker->creatureId();
  4851. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4852. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  4853. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4854. resurrectInfo.count = defender->getCount();
  4855. else
  4856. return; //wrong subtype
  4857. BattleUnitsChanged addUnits;
  4858. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  4859. resurrectInfo.save(addUnits.changedStacks.back().data);
  4860. BattleUnitsChanged removeUnits;
  4861. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  4862. sendAndApply(&removeUnits);
  4863. sendAndApply(&addUnits);
  4864. }
  4865. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  4866. {
  4867. double chanceToTrigger = 0;
  4868. int amountToDie = 0;
  4869. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  4870. {
  4871. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  4872. int percentageToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(0)))->additionalInfo[0];
  4873. amountToDie = defender->getCount() * percentageToDie * 0.01f;
  4874. }
  4875. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  4876. {
  4877. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  4878. amountToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(1)))->additionalInfo[0];
  4879. }
  4880. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4881. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4882. return;
  4883. BattleStackAttacked bsa;
  4884. bsa.attackerID = -1;
  4885. bsa.stackAttacked = defender->ID;
  4886. bsa.damageAmount = amountToDie * defender->MaxHealth();
  4887. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4888. bsa.spellID = SpellID::SLAYER;
  4889. defender->prepareAttacked(bsa, getRandomGenerator());
  4890. StacksInjured si;
  4891. si.stacks.push_back(bsa);
  4892. sendAndApply(&si);
  4893. }
  4894. }
  4895. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4896. {
  4897. if (!t.visitableObjects.empty())
  4898. {
  4899. //to prevent self-visiting heroes on space press
  4900. if (t.visitableObjects.back() != h)
  4901. objectVisited(t.visitableObjects.back(), h);
  4902. else if (t.visitableObjects.size() > 1)
  4903. objectVisited(*(t.visitableObjects.end()-2),h);
  4904. }
  4905. }
  4906. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  4907. {
  4908. if (!hero)
  4909. COMPLAIN_RET("You need hero to sacrifice creature!");
  4910. int expSum = 0;
  4911. auto finish = [this, &hero, &expSum]()
  4912. {
  4913. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4914. };
  4915. for(int i = 0; i < slot.size(); ++i)
  4916. {
  4917. int oldCount = hero->getStackCount(slot[i]);
  4918. if(oldCount < count[i])
  4919. {
  4920. finish();
  4921. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4922. }
  4923. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  4924. {
  4925. finish();
  4926. COMPLAIN_RET("Cannot sacrifice last creature!");
  4927. }
  4928. int crid = hero->getStack(slot[i]).type->idNumber;
  4929. changeStackCount(StackLocation(hero, slot[i]), -count[i]);
  4930. int dump, exp;
  4931. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4932. exp *= count[i];
  4933. expSum += exp;
  4934. }
  4935. finish();
  4936. return true;
  4937. }
  4938. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  4939. {
  4940. if (!hero)
  4941. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4942. int expSum = 0;
  4943. auto finish = [this, &hero, &expSum]()
  4944. {
  4945. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4946. };
  4947. for(int i = 0; i < slot.size(); ++i)
  4948. {
  4949. ArtifactLocation al(hero, slot[i]);
  4950. const CArtifactInstance * a = al.getArt();
  4951. if(!a)
  4952. {
  4953. finish();
  4954. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4955. }
  4956. const CArtifactInstance * art = hero->getArt(slot[i]);
  4957. if(!art)
  4958. {
  4959. finish();
  4960. COMPLAIN_RET("No artifact at position to sacrifice!");
  4961. }
  4962. si32 typId = art->artType->id;
  4963. int dmp, expToGive;
  4964. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4965. expSum += expToGive;
  4966. removeArtifact(al);
  4967. }
  4968. finish();
  4969. return true;
  4970. }
  4971. void CGameHandler::makeStackDoNothing(const CStack * next)
  4972. {
  4973. BattleAction doNothing;
  4974. doNothing.actionType = EActionType::NO_ACTION;
  4975. doNothing.side = next->side;
  4976. doNothing.stackNumber = next->ID;
  4977. makeAutomaticAction(next, doNothing);
  4978. }
  4979. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4980. {
  4981. if (sl.army->hasStackAtSlot(sl.slot))
  4982. COMPLAIN_RET("Slot is already taken!");
  4983. if (!sl.slot.validSlot())
  4984. COMPLAIN_RET("Cannot insert stack to that slot!");
  4985. InsertNewStack ins;
  4986. ins.sl = sl;
  4987. ins.stack = CStackBasicDescriptor(c, count);
  4988. sendAndApply(&ins);
  4989. return true;
  4990. }
  4991. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  4992. {
  4993. if (!sl.army->hasStackAtSlot(sl.slot))
  4994. COMPLAIN_RET("Cannot find a stack to erase");
  4995. if (sl.army->stacksCount() == 1 //from the last stack
  4996. && sl.army->needsLastStack() //that must be left
  4997. && !forceRemoval) //ignore above conditions if we are forcing removal
  4998. {
  4999. COMPLAIN_RET("Cannot erase the last stack!");
  5000. }
  5001. EraseStack es;
  5002. es.sl = sl;
  5003. sendAndApply(&es);
  5004. return true;
  5005. }
  5006. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5007. {
  5008. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5009. if ((absoluteValue && count < 0)
  5010. || (!absoluteValue && -count > currentCount))
  5011. {
  5012. COMPLAIN_RET("Cannot take more stacks than present!");
  5013. }
  5014. if ((currentCount == -count && !absoluteValue)
  5015. || (!count && absoluteValue))
  5016. {
  5017. eraseStack(sl);
  5018. }
  5019. else
  5020. {
  5021. ChangeStackCount csc;
  5022. csc.sl = sl;
  5023. csc.count = count;
  5024. csc.absoluteValue = absoluteValue;
  5025. sendAndApply(&csc);
  5026. }
  5027. return true;
  5028. }
  5029. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5030. {
  5031. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5032. if (!slotC) //slot is empty
  5033. insertNewStack(sl, c, count);
  5034. else if (c == slotC)
  5035. changeStackCount(sl, count);
  5036. else
  5037. {
  5038. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5039. }
  5040. return true;
  5041. }
  5042. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5043. {
  5044. if (removeObjWhenFinished)
  5045. removeAfterVisit(src);
  5046. if (!src->canBeMergedWith(*dst, allowMerging))
  5047. {
  5048. if (allowMerging) //do that, add all matching creatures.
  5049. {
  5050. bool cont = true;
  5051. while (cont)
  5052. {
  5053. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5054. {
  5055. SlotID pos = dst->getSlotFor(i->second->type);
  5056. if (pos.validSlot())
  5057. {
  5058. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5059. cont = true;
  5060. break; //or iterator crashes
  5061. }
  5062. cont = false;
  5063. }
  5064. }
  5065. }
  5066. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5067. }
  5068. else //merge
  5069. {
  5070. moveArmy(src, dst, allowMerging);
  5071. }
  5072. }
  5073. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5074. {
  5075. if (!src.army->hasStackAtSlot(src.slot))
  5076. COMPLAIN_RET("No stack to move!");
  5077. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5078. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5079. if (!dst.slot.validSlot())
  5080. COMPLAIN_RET("Cannot move stack to that slot!");
  5081. if (count == -1)
  5082. {
  5083. count = src.army->getStackCount(src.slot);
  5084. }
  5085. if (src.army != dst.army //moving away
  5086. && count == src.army->getStackCount(src.slot) //all creatures
  5087. && src.army->stacksCount() == 1 //from the last stack
  5088. && src.army->needsLastStack()) //that must be left
  5089. {
  5090. COMPLAIN_RET("Cannot move away the last creature!");
  5091. }
  5092. RebalanceStacks rs;
  5093. rs.src = src;
  5094. rs.dst = dst;
  5095. rs.count = count;
  5096. sendAndApply(&rs);
  5097. return true;
  5098. }
  5099. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5100. {
  5101. if (!sl1.army->hasStackAtSlot(sl1.slot))
  5102. return moveStack(sl2, sl1);
  5103. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  5104. return moveStack(sl1, sl2);
  5105. else
  5106. {
  5107. SwapStacks ss;
  5108. ss.sl1 = sl1;
  5109. ss.sl2 = sl2;
  5110. sendAndApply(&ss);
  5111. return true;
  5112. }
  5113. }
  5114. void CGameHandler::runBattle()
  5115. {
  5116. setBattle(gs->curB);
  5117. assert(gs->curB);
  5118. //TODO: pre-tactic stuff, call scripts etc.
  5119. //tactic round
  5120. {
  5121. while (gs->curB->tacticDistance && !battleResult.get())
  5122. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5123. }
  5124. //initial stacks appearance triggers, e.g. built-in bonus spells
  5125. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5126. for (CStack * stack : initialStacks)
  5127. {
  5128. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5129. {
  5130. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  5131. auto accessibility = getAccesibility();
  5132. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5133. std::vector<BattleHex> targetHexes;
  5134. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5135. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5136. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5137. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5138. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5139. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5140. if (!guardianIsBig)
  5141. targetHexes = stack->getSurroundingHexes();
  5142. else
  5143. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5144. for(auto hex : targetHexes)
  5145. {
  5146. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5147. {
  5148. battle::UnitInfo info;
  5149. info.id = gs->curB->battleNextUnitId();
  5150. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5151. info.type = creatureData;
  5152. info.side = stack->side;
  5153. info.position = hex;
  5154. info.summoned = true;
  5155. BattleUnitsChanged pack;
  5156. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5157. info.save(pack.changedStacks.back().data);
  5158. sendAndApply(&pack);
  5159. }
  5160. }
  5161. }
  5162. stackEnchantedTrigger(stack);
  5163. }
  5164. //spells opening battle
  5165. for (int i = 0; i < 2; ++i)
  5166. {
  5167. auto h = gs->curB->battleGetFightingHero(i);
  5168. if (h)
  5169. {
  5170. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5171. for (auto b : *bl)
  5172. {
  5173. spells::BonusCaster caster(h, b);
  5174. const CSpell * spell = SpellID(b->subtype).toSpell();
  5175. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5176. parameters.setSpellLevel(3);
  5177. parameters.setEffectDuration(b->val);
  5178. parameters.massive = true;
  5179. parameters.castIfPossible(spellEnv);
  5180. }
  5181. }
  5182. }
  5183. bool firstRound = true;//FIXME: why first round is -1?
  5184. //main loop
  5185. while (!battleResult.get()) //till the end of the battle ;]
  5186. {
  5187. BattleNextRound bnr;
  5188. bnr.round = gs->curB->round + 1;
  5189. logGlobal->debug("Round %d", bnr.round);
  5190. sendAndApply(&bnr);
  5191. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5192. for (auto &obstPtr : obstacles)
  5193. {
  5194. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5195. if (sco->turnsRemaining == 0)
  5196. removeObstacle(*obstPtr);
  5197. }
  5198. const BattleInfo & curB = *gs->curB;
  5199. for(auto stack : curB.stacks)
  5200. {
  5201. if(stack->alive() && !firstRound)
  5202. stackEnchantedTrigger(stack);
  5203. }
  5204. //stack loop
  5205. auto getNextStack = [this]() -> const CStack *
  5206. {
  5207. if(battleResult.get())
  5208. return nullptr;
  5209. std::vector<battle::Units> q;
  5210. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5211. if(!q.empty())
  5212. {
  5213. if(!q.front().empty())
  5214. {
  5215. auto next = q.front().front();
  5216. if(next->willMove())
  5217. return dynamic_cast<const CStack *>(next);
  5218. }
  5219. }
  5220. return nullptr;
  5221. };
  5222. const CStack * next = nullptr;
  5223. while((next = getNextStack()))
  5224. {
  5225. BattleUnitsChanged removeGhosts;
  5226. for(auto stack : curB.stacks)
  5227. {
  5228. if(stack->ghostPending)
  5229. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5230. }
  5231. if(!removeGhosts.changedStacks.empty())
  5232. sendAndApply(&removeGhosts);
  5233. //check for bad morale => freeze
  5234. int nextStackMorale = next->MoraleVal();
  5235. if (nextStackMorale < 0 &&
  5236. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5237. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5238. )
  5239. {
  5240. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5241. {
  5242. //unit loses its turn - empty freeze action
  5243. BattleAction ba;
  5244. ba.actionType = EActionType::BAD_MORALE;
  5245. ba.side = next->side;
  5246. ba.stackNumber = next->ID;
  5247. makeAutomaticAction(next, ba);
  5248. continue;
  5249. }
  5250. }
  5251. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5252. {
  5253. logGlobal->trace("Handle Berserk effect");
  5254. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5255. if (attackInfo.first != nullptr)
  5256. {
  5257. BattleAction attack;
  5258. attack.actionType = EActionType::WALK_AND_ATTACK;
  5259. attack.side = next->side;
  5260. attack.stackNumber = next->ID;
  5261. attack.aimToHex(attackInfo.second);
  5262. attack.aimToUnit(attackInfo.first);
  5263. makeAutomaticAction(next, attack);
  5264. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5265. }
  5266. else
  5267. {
  5268. makeStackDoNothing(next);
  5269. logGlobal->trace("No target found");
  5270. }
  5271. continue;
  5272. }
  5273. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5274. const int stackCreatureId = next->getCreature()->idNumber;
  5275. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5276. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5277. {
  5278. BattleAction attack;
  5279. attack.actionType = EActionType::SHOOT;
  5280. attack.side = next->side;
  5281. attack.stackNumber = next->ID;
  5282. //TODO: select target by priority
  5283. const battle::Unit * target = nullptr;
  5284. for(auto & elem : gs->curB->stacks)
  5285. {
  5286. if(elem->owner != next->owner && elem->isValidTarget())
  5287. {
  5288. target = elem;
  5289. break;
  5290. }
  5291. }
  5292. if(target == nullptr)
  5293. {
  5294. makeStackDoNothing(next);
  5295. }
  5296. else
  5297. {
  5298. attack.aimToUnit(target);
  5299. makeAutomaticAction(next, attack);
  5300. }
  5301. continue;
  5302. }
  5303. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5304. {
  5305. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5306. if (attackableBattleHexes.empty())
  5307. {
  5308. makeStackDoNothing(next);
  5309. continue;
  5310. }
  5311. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5312. {
  5313. BattleAction attack;
  5314. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5315. attack.aimToHex(destination);
  5316. attack.actionType = EActionType::CATAPULT;
  5317. attack.side = next->side;
  5318. attack.stackNumber = next->ID;
  5319. makeAutomaticAction(next, attack);
  5320. continue;
  5321. }
  5322. }
  5323. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5324. {
  5325. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5326. {
  5327. return s->owner == next->owner && s->canBeHealed();
  5328. });
  5329. if (!possibleStacks.size())
  5330. {
  5331. makeStackDoNothing(next);
  5332. continue;
  5333. }
  5334. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5335. {
  5336. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5337. const CStack * toBeHealed = possibleStacks.front();
  5338. BattleAction heal;
  5339. heal.actionType = EActionType::STACK_HEAL;
  5340. heal.aimToUnit(toBeHealed);
  5341. heal.side = next->side;
  5342. heal.stackNumber = next->ID;
  5343. makeAutomaticAction(next, heal);
  5344. continue;
  5345. }
  5346. }
  5347. int numberOfAsks = 1;
  5348. bool breakOuter = false;
  5349. do
  5350. {//ask interface and wait for answer
  5351. if (!battleResult.get())
  5352. {
  5353. stackTurnTrigger(next); //various effects
  5354. if(next->fear)
  5355. {
  5356. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5357. }
  5358. else
  5359. {
  5360. logGlobal->trace("Activating %s", next->nodeName());
  5361. auto nextId = next->ID;
  5362. BattleSetActiveStack sas;
  5363. sas.stack = nextId;
  5364. sendAndApply(&sas);
  5365. auto actionWasMade = [&]() -> bool
  5366. {
  5367. if (battleMadeAction.data)//active stack has made its action
  5368. return true;
  5369. if (battleResult.get())// battle is finished
  5370. return true;
  5371. if (next == nullptr)//active stack was been removed
  5372. return true;
  5373. return !next->alive();//active stack is dead
  5374. };
  5375. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5376. battleMadeAction.data = false;
  5377. while (!actionWasMade())
  5378. {
  5379. battleMadeAction.cond.wait(lock);
  5380. if (battleGetStackByID(nextId, false) != next)
  5381. next = nullptr; //it may be removed, while we wait
  5382. }
  5383. }
  5384. }
  5385. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5386. {
  5387. breakOuter = true;
  5388. break;
  5389. }
  5390. //we're after action, all results applied
  5391. checkBattleStateChanges(); //check if this action ended the battle
  5392. if(next != nullptr)
  5393. {
  5394. //check for good morale
  5395. nextStackMorale = next->MoraleVal();
  5396. if(!next->hadMorale //only one extra move per turn possible
  5397. && !next->defending
  5398. && !next->waited()
  5399. && !next->fear
  5400. && next->alive()
  5401. && nextStackMorale > 0
  5402. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5403. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5404. )
  5405. {
  5406. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5407. {
  5408. BattleTriggerEffect bte;
  5409. bte.stackID = next->ID;
  5410. bte.effect = Bonus::MORALE;
  5411. bte.val = 1;
  5412. bte.additionalInfo = 0;
  5413. sendAndApply(&bte); //play animation
  5414. ++numberOfAsks; //move this stack once more
  5415. }
  5416. }
  5417. }
  5418. --numberOfAsks;
  5419. } while (numberOfAsks > 0);
  5420. if (breakOuter)
  5421. {
  5422. break;
  5423. }
  5424. }
  5425. firstRound = false;
  5426. }
  5427. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5428. }
  5429. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5430. {
  5431. BattleSetActiveStack bsa;
  5432. bsa.stack = stack->ID;
  5433. bsa.askPlayerInterface = false;
  5434. sendAndApply(&bsa);
  5435. bool ret = makeBattleAction(ba);
  5436. checkBattleStateChanges();
  5437. return ret;
  5438. }
  5439. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5440. {
  5441. assert(a->artType);
  5442. ArtifactLocation al;
  5443. al.artHolder = const_cast<CGHeroInstance*>(h);
  5444. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5445. if (pos < 0)
  5446. {
  5447. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5448. slot = a->firstAvailableSlot(h);
  5449. else
  5450. slot = a->firstBackpackSlot(h);
  5451. }
  5452. else
  5453. {
  5454. slot = pos;
  5455. }
  5456. al.slot = slot;
  5457. if (slot < 0 || !a->canBePutAt(al))
  5458. {
  5459. complain("Cannot put artifact in that slot!");
  5460. return;
  5461. }
  5462. putArtifact(al, a);
  5463. }
  5464. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5465. {
  5466. PutArtifact pa;
  5467. pa.art = a;
  5468. pa.al = al;
  5469. sendAndApply(&pa);
  5470. }
  5471. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5472. {
  5473. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5474. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5475. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5476. giveHeroNewArtifact(h, art, slot);
  5477. return true;
  5478. }
  5479. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5480. {
  5481. CArtifactInstance *a = nullptr;
  5482. if (!artType->constituents)
  5483. {
  5484. a = new CArtifactInstance();
  5485. }
  5486. else
  5487. {
  5488. a = new CCombinedArtifactInstance();
  5489. }
  5490. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5491. NewArtifact na;
  5492. na.art = a;
  5493. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5494. giveHeroArtifact(h, a, pos);
  5495. }
  5496. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5497. {
  5498. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5499. if (battleResult.data)
  5500. {
  5501. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5502. % battleResult.data->result % resultType).str());
  5503. return;
  5504. }
  5505. auto br = new BattleResult();
  5506. br->result = resultType;
  5507. br->winner = victoriusSide; //surrendering side loses
  5508. gs->curB->calculateCasualties(br->casualties);
  5509. battleResult.data = br;
  5510. }
  5511. void CGameHandler::commitPackage(CPackForClient *pack)
  5512. {
  5513. sendAndApply(pack);
  5514. }
  5515. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5516. {
  5517. std::vector<int3>::iterator tile;
  5518. std::vector<int3> tiles;
  5519. getFreeTiles(tiles);
  5520. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5521. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5522. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5523. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5524. for (int i = 0; i < amount; ++i)
  5525. {
  5526. tile = tiles.begin();
  5527. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5528. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5529. tiles.erase(tile); //not use it again
  5530. }
  5531. }
  5532. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5533. {
  5534. if (cheat == "vcmiistari")
  5535. {
  5536. if (!hero) return;
  5537. ///Give hero spellbook
  5538. if (!hero->hasSpellbook())
  5539. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5540. ///Give all spells with bonus (to allow banned spells)
  5541. GiveBonus giveBonus(GiveBonus::HERO);
  5542. giveBonus.id = hero->id.getNum();
  5543. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5544. //start with level 0 to skip abilities
  5545. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5546. {
  5547. giveBonus.bonus.subtype = level;
  5548. sendAndApply(&giveBonus);
  5549. }
  5550. ///Give mana
  5551. SetMana sm;
  5552. sm.hid = hero->id;
  5553. sm.val = 999;
  5554. sm.absolute = true;
  5555. sendAndApply(&sm);
  5556. }
  5557. else if (cheat == "vcmiarmenelos")
  5558. {
  5559. if (!town) return;
  5560. ///Build all buildings in selected town
  5561. for (auto & build : town->town->buildings)
  5562. {
  5563. if (!town->hasBuilt(build.first)
  5564. && !build.second->Name().empty()
  5565. && build.first != BuildingID::SHIP)
  5566. {
  5567. buildStructure(town->id, build.first, true);
  5568. }
  5569. }
  5570. }
  5571. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5572. {
  5573. if (!hero) return;
  5574. ///Gives N creatures into each slot
  5575. std::map<std::string, std::pair<int, int>> creatures;
  5576. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5577. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5578. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5579. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5580. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5581. if (!hero->hasStackAtSlot(SlotID(i)))
  5582. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5583. }
  5584. else if (cheat == "vcminoldor")
  5585. {
  5586. if (!hero) return;
  5587. ///Give all war machines to hero
  5588. if (!hero->getArt(ArtifactPosition::MACH1))
  5589. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5590. if (!hero->getArt(ArtifactPosition::MACH2))
  5591. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5592. if (!hero->getArt(ArtifactPosition::MACH3))
  5593. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5594. }
  5595. else if (cheat == "vcmiforgeofnoldorking")
  5596. {
  5597. if (!hero) return;
  5598. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5599. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5600. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5601. }
  5602. else if (cheat == "vcmiglorfindel")
  5603. {
  5604. if (!hero) return;
  5605. ///selected hero gains a new level
  5606. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5607. }
  5608. else if (cheat == "vcminahar")
  5609. {
  5610. if (!hero) return;
  5611. ///Give 1000000 movement points to hero
  5612. SetMovePoints smp;
  5613. smp.hid = hero->id;
  5614. smp.val = 1000000;
  5615. sendAndApply(&smp);
  5616. GiveBonus gb(GiveBonus::HERO);
  5617. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5618. gb.bonus.duration = Bonus::ONE_DAY;
  5619. gb.bonus.source = Bonus::OTHER;
  5620. gb.id = hero->id.getNum();
  5621. giveHeroBonus(&gb);
  5622. }
  5623. else if (cheat == "vcmiformenos")
  5624. {
  5625. ///Give resources to player
  5626. TResources resources;
  5627. resources[Res::GOLD] = 100000;
  5628. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5629. resources[i] = 100;
  5630. giveResources(player, resources);
  5631. }
  5632. else if (cheat == "vcmisilmaril")
  5633. {
  5634. ///Player wins
  5635. PlayerCheated pc;
  5636. pc.player = player;
  5637. pc.winningCheatCode = true;
  5638. sendAndApply(&pc);
  5639. }
  5640. else if (cheat == "vcmimelkor")
  5641. {
  5642. ///Player looses
  5643. PlayerCheated pc;
  5644. pc.player = player;
  5645. pc.losingCheatCode = true;
  5646. sendAndApply(&pc);
  5647. }
  5648. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5649. {
  5650. ///Reveal or conceal FoW
  5651. FoWChange fc;
  5652. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5653. fc.player = player;
  5654. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5655. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5656. int lastUnc = 0;
  5657. for (int i = 0; i < gs->map->width; i++)
  5658. for (int j = 0; j < gs->map->height; j++)
  5659. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5660. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5661. hlp_tab[lastUnc++] = int3(i, j, k);
  5662. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5663. delete [] hlp_tab;
  5664. sendAndApply(&fc);
  5665. }
  5666. else
  5667. cheated = false;
  5668. }
  5669. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5670. {
  5671. BattleObstaclesChanged obsRem;
  5672. obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
  5673. sendAndApply(&obsRem);
  5674. }
  5675. void CGameHandler::synchronizeArtifactHandlerLists()
  5676. {
  5677. UpdateArtHandlerLists uahl;
  5678. uahl.treasures = VLC->arth->treasures;
  5679. uahl.minors = VLC->arth->minors;
  5680. uahl.majors = VLC->arth->majors;
  5681. uahl.relics = VLC->arth->relics;
  5682. sendAndApply(&uahl);
  5683. }
  5684. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5685. {
  5686. return vstd::contains(gs->map->objects, obj);
  5687. }
  5688. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5689. {
  5690. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5691. return false;
  5692. auto query = queries.topQuery(player);
  5693. if (query && query->blocksPack(pack))
  5694. {
  5695. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5696. return true;
  5697. }
  5698. return false;
  5699. }
  5700. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5701. {
  5702. //If the object is being visited, there must be a matching query
  5703. for (const auto &query : queries.allQueries())
  5704. {
  5705. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5706. {
  5707. if (someVistQuery->visitedObject == object)
  5708. {
  5709. someVistQuery->removeObjectAfterVisit = true;
  5710. return;
  5711. }
  5712. }
  5713. }
  5714. //If we haven't returned so far, there is no query and no visit, call was wrong
  5715. assert("This function needs to be called during the object visit!");
  5716. }
  5717. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5718. {
  5719. std::unordered_set<int3, ShashInt3> tiles;
  5720. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5721. if (hide)
  5722. {
  5723. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5724. auto p = getPlayer(player);
  5725. for (auto h : p->heroes)
  5726. {
  5727. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5728. }
  5729. for (auto t : p->towns)
  5730. {
  5731. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5732. }
  5733. for (auto tile : observedTiles)
  5734. vstd::erase_if_present (tiles, tile);
  5735. }
  5736. changeFogOfWar(tiles, player, hide);
  5737. }
  5738. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5739. {
  5740. FoWChange fow;
  5741. fow.tiles = tiles;
  5742. fow.player = player;
  5743. fow.mode = hide? 0 : 1;
  5744. sendAndApply(&fow);
  5745. }
  5746. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5747. {
  5748. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5749. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5750. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5751. return true;
  5752. }
  5753. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5754. army(_army)
  5755. {
  5756. heroWithDeadCommander = ObjectInstanceID();
  5757. PlayerColor color = army->tempOwner;
  5758. if(color == PlayerColor::UNFLAGGABLE)
  5759. color = PlayerColor::NEUTRAL;
  5760. for(CStack * st : bat->stacks)
  5761. {
  5762. if(st->summoned) //don't take into account temporary summoned stacks
  5763. continue;
  5764. if(st->owner != color) //remove only our stacks
  5765. continue;
  5766. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5767. st->health.takeResurrected();
  5768. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5769. {
  5770. logGlobal->debug("Ignored arrow towers stack.");
  5771. }
  5772. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5773. {
  5774. auto warMachine = st->type->warMachine;
  5775. if(warMachine == ArtifactID::NONE)
  5776. {
  5777. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5778. }
  5779. //catapult artifact remain even if "creature" killed in siege
  5780. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5781. {
  5782. logGlobal->debug("War machine has been destroyed");
  5783. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5784. if (hero)
  5785. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5786. else
  5787. logGlobal->error("War machine in army without hero");
  5788. }
  5789. }
  5790. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5791. {
  5792. if(st->alive() && st->getCount() > 0)
  5793. {
  5794. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5795. const CreatureID summonedType = st->type->idNumber;
  5796. summoned[summonedType] += st->getCount();
  5797. }
  5798. }
  5799. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5800. {
  5801. if (nullptr == st->base)
  5802. {
  5803. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5804. }
  5805. else
  5806. {
  5807. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5808. if(c)
  5809. {
  5810. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5811. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5812. {
  5813. logGlobal->debug("Commander is dead.");
  5814. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5815. }
  5816. }
  5817. else
  5818. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5819. }
  5820. }
  5821. else if(st->base && !army->slotEmpty(st->slot))
  5822. {
  5823. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  5824. if(st->getCount() == 0 || !st->alive())
  5825. {
  5826. logGlobal->debug("Stack has been destroyed.");
  5827. StackLocation sl(army, st->slot);
  5828. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5829. }
  5830. else if(st->getCount() < army->getStackCount(st->slot))
  5831. {
  5832. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  5833. StackLocation sl(army, st->slot);
  5834. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5835. }
  5836. else if(st->getCount() > army->getStackCount(st->slot))
  5837. {
  5838. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  5839. StackLocation sl(army, st->slot);
  5840. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5841. }
  5842. }
  5843. else
  5844. {
  5845. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5846. }
  5847. }
  5848. }
  5849. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5850. {
  5851. for (TStackAndItsNewCount &ncount : newStackCounts)
  5852. {
  5853. if (ncount.second > 0)
  5854. gh->changeStackCount(ncount.first, ncount.second, true);
  5855. else
  5856. gh->eraseStack(ncount.first, true);
  5857. }
  5858. for (auto summoned_iter : summoned)
  5859. {
  5860. SlotID slot = army->getSlotFor(summoned_iter.first);
  5861. if (slot.validSlot())
  5862. {
  5863. StackLocation location(army, slot);
  5864. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5865. }
  5866. else
  5867. {
  5868. //even if it will be possible to summon anything permanently it should be checked for free slot
  5869. //necromancy is handled separately
  5870. gh->complain("No free slot to put summoned creature");
  5871. }
  5872. }
  5873. for (auto al : removedWarMachines)
  5874. {
  5875. gh->removeArtifact(al);
  5876. }
  5877. if (heroWithDeadCommander != ObjectInstanceID())
  5878. {
  5879. SetCommanderProperty scp;
  5880. scp.heroid = heroWithDeadCommander;
  5881. scp.which = SetCommanderProperty::ALIVE;
  5882. scp.amount = 0;
  5883. gh->sendAndApply(&scp);
  5884. }
  5885. }
  5886. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5887. {
  5888. assert(Query->result);
  5889. assert(Query->bi);
  5890. auto &result = *Query->result;
  5891. auto &info = *Query->bi;
  5892. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5893. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5894. victor = info.sides[result.winner].color;
  5895. loser = info.sides[!result.winner].color;
  5896. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5897. }
  5898. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5899. {
  5900. winnerHero = loserHero = nullptr;
  5901. remainingBattleQueriesCount = 0;
  5902. }
  5903. CRandomGenerator & CGameHandler::getRandomGenerator()
  5904. {
  5905. return CRandomGenerator::getDefault();
  5906. }
  5907. ///ServerSpellCastEnvironment
  5908. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5909. {
  5910. }
  5911. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5912. {
  5913. gh->sendAndApply(info);
  5914. }
  5915. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5916. {
  5917. return gh->getRandomGenerator();
  5918. }
  5919. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5920. {
  5921. gh->complain(problem);
  5922. }
  5923. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5924. {
  5925. return gh;
  5926. }
  5927. const CMap * ServerSpellCastEnvironment::getMap() const
  5928. {
  5929. return gh->gameState()->map;
  5930. }
  5931. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const
  5932. {
  5933. return gh->moveHero(hid, dst, teleporting, false);
  5934. }
  5935. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback) const
  5936. {
  5937. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  5938. request->queryID = query->queryID;
  5939. gh->queries.addQuery(query);
  5940. gh->sendAndApply(request);
  5941. }