CGameHandler.cpp 195 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/CStack.h"
  18. #include "../lib/battle/BattleInfo.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/rmg/CMapGenOptions.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/ScopeGuard.h"
  26. #include "../lib/CSoundBase.h"
  27. #include "CGameHandler.h"
  28. #include "CVCMIServer.h"
  29. #include "../lib/CCreatureSet.h"
  30. #include "../lib/CThreadHelper.h"
  31. #include "../lib/GameConstants.h"
  32. #include "../lib/registerTypes/RegisterTypes.h"
  33. #include "../lib/serializer/CTypeList.h"
  34. #include "../lib/serializer/Connection.h"
  35. /*
  36. * CGameHandler.cpp, part of VCMI engine
  37. *
  38. * Authors: listed in file AUTHORS in main folder
  39. *
  40. * License: GNU General Public License v2.0 or later
  41. * Full text of license available in license.txt file, in main folder
  42. *
  43. */
  44. #ifndef _MSC_VER
  45. #include <boost/thread/xtime.hpp>
  46. #endif
  47. extern std::atomic<bool> serverShuttingDown;
  48. #ifdef min
  49. #undef min
  50. #endif
  51. #ifdef max
  52. #undef max
  53. #endif
  54. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  55. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  56. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  57. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  58. class ServerSpellCastEnvironment: public SpellCastEnvironment
  59. {
  60. public:
  61. ServerSpellCastEnvironment(CGameHandler * gh);
  62. ~ServerSpellCastEnvironment(){};
  63. void sendAndApply(CPackForClient * info) const override;
  64. CRandomGenerator & getRandomGenerator() const override;
  65. void complain(const std::string & problem) const override;
  66. const CMap * getMap() const override;
  67. const CGameInfoCallback * getCb() const override;
  68. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  69. private:
  70. mutable CGameHandler * gh;
  71. };
  72. CondSh<bool> battleMadeAction(false);
  73. CondSh<BattleResult *> battleResult(nullptr);
  74. template <typename T> class CApplyOnGH;
  75. class CBaseForGHApply
  76. {
  77. public:
  78. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  79. virtual ~CBaseForGHApply(){}
  80. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  81. {
  82. return new CApplyOnGH<U>;
  83. }
  84. };
  85. template <typename T> class CApplyOnGH : public CBaseForGHApply
  86. {
  87. public:
  88. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  89. {
  90. T *ptr = static_cast<T*>(pack);
  91. ptr->c = c;
  92. ptr->player = player;
  93. return ptr->applyGh(gh);
  94. }
  95. };
  96. template <>
  97. class CApplyOnGH<CPack> : public CBaseForGHApply
  98. {
  99. public:
  100. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  101. {
  102. logGlobal->error("Cannot apply on GH plain CPack!");
  103. assert(0);
  104. return false;
  105. }
  106. };
  107. static CApplier<CBaseForGHApply> *applier = nullptr;
  108. CMP_stack cmpst ;
  109. static inline double distance(int3 a, int3 b)
  110. {
  111. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  112. }
  113. static void giveExp(BattleResult &r)
  114. {
  115. if (r.winner > 1)
  116. {
  117. // draw
  118. return;
  119. }
  120. r.exp[0] = 0;
  121. r.exp[1] = 0;
  122. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  123. {
  124. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  125. }
  126. }
  127. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  128. {
  129. int x = targetPosition.getX();
  130. int y = targetPosition.getY();
  131. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  132. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  133. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  134. else
  135. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  136. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  137. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  138. {
  139. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  140. {
  141. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  142. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  143. }
  144. else
  145. { //add back-side guardians for two-hex target, side guardians for one-hex
  146. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  147. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  148. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  149. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  150. else if (targetIsTwoHex)//front-side guardians for two-hex target
  151. {
  152. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  153. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  154. if (x > 3) //back guard for two-hex
  155. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  156. }
  157. }
  158. }
  159. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  160. {
  161. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  162. {
  163. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  164. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  165. }
  166. else
  167. {
  168. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  169. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  170. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  171. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  172. else if (targetIsTwoHex)
  173. {
  174. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  175. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  176. if (x < GameConstants::BFIELD_WIDTH - 4)
  177. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  178. }
  179. }
  180. }
  181. else if (!targetIsAttacker && y % 2 == 0)
  182. {
  183. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  184. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  185. }
  186. else if (targetIsAttacker && y % 2 == 1)
  187. {
  188. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  189. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  190. }
  191. }
  192. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  193. {
  194. boost::unique_lock<boost::mutex> l(mx);
  195. if (players.find(player) != players.end())
  196. {
  197. return players.at(player);
  198. }
  199. else
  200. {
  201. throw std::runtime_error("No such player!");
  202. }
  203. }
  204. void PlayerStatuses::addPlayer(PlayerColor player)
  205. {
  206. boost::unique_lock<boost::mutex> l(mx);
  207. players[player];
  208. }
  209. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  210. {
  211. boost::unique_lock<boost::mutex> l(mx);
  212. if (players.find(player) != players.end())
  213. {
  214. return players[player].*flag;
  215. }
  216. else
  217. {
  218. throw std::runtime_error("No such player!");
  219. }
  220. }
  221. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  222. {
  223. boost::unique_lock<boost::mutex> l(mx);
  224. if (players.find(player) != players.end())
  225. {
  226. players[player].*flag = val;
  227. }
  228. else
  229. {
  230. throw std::runtime_error("No such player!");
  231. }
  232. cv.notify_all();
  233. }
  234. template <typename T>
  235. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  236. {
  237. fun(args[which]);
  238. }
  239. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  240. {
  241. changeSecSkill(hero, skill, 1, 0);
  242. expGiven(hero);
  243. }
  244. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  245. {
  246. // required exp for at least 1 lvl-up hasn't been reached
  247. if (!hero->gainsLevel())
  248. {
  249. return;
  250. }
  251. // give primary skill
  252. logGlobal->trace("%s got level %d", hero->name, hero->level);
  253. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  254. SetPrimSkill sps;
  255. sps.id = hero->id;
  256. sps.which = primarySkill;
  257. sps.abs = false;
  258. sps.val = 1;
  259. sendAndApply(&sps);
  260. PrepareHeroLevelUp pre;
  261. pre.hero = hero;
  262. sendAndApply(&pre);
  263. HeroLevelUp hlu;
  264. hlu.hero = hero;
  265. hlu.primskill = primarySkill;
  266. hlu.skills = pre.skills;
  267. if (hlu.skills.size() == 0)
  268. {
  269. sendAndApply(&hlu);
  270. levelUpHero(hero);
  271. }
  272. else if (hlu.skills.size() == 1)
  273. {
  274. sendAndApply(&hlu);
  275. levelUpHero(hero, pre.skills.front());
  276. }
  277. else if (hlu.skills.size() > 1)
  278. {
  279. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  280. hlu.queryID = levelUpQuery->queryID;
  281. queries.addQuery(levelUpQuery);
  282. sendAndApply(&hlu);
  283. //level up will be called on query reply
  284. }
  285. }
  286. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  287. {
  288. SetCommanderProperty scp;
  289. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  290. if (hero)
  291. scp.heroid = hero->id;
  292. else
  293. {
  294. complain ("Commander is not led by hero!");
  295. return;
  296. }
  297. scp.accumulatedBonus.subtype = 0;
  298. scp.accumulatedBonus.additionalInfo = 0;
  299. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  300. scp.accumulatedBonus.turnsRemain = 0;
  301. scp.accumulatedBonus.source = Bonus::COMMANDER;
  302. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  303. if (skill <= ECommander::SPELL_POWER)
  304. {
  305. scp.which = SetCommanderProperty::BONUS;
  306. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  307. {
  308. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  309. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  310. };
  311. switch (skill)
  312. {
  313. case ECommander::ATTACK:
  314. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  315. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  316. break;
  317. case ECommander::DEFENSE:
  318. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  319. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  320. break;
  321. case ECommander::HEALTH:
  322. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  323. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  324. break;
  325. case ECommander::DAMAGE:
  326. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  327. scp.accumulatedBonus.subtype = 0;
  328. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  329. break;
  330. case ECommander::SPEED:
  331. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  332. break;
  333. case ECommander::SPELL_POWER:
  334. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  335. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  336. sendAndApply (&scp); //additional pack
  337. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  338. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  339. sendAndApply (&scp); //additional pack
  340. scp.accumulatedBonus.type = Bonus::CASTS;
  341. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  342. sendAndApply (&scp); //additional pack
  343. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  344. break;
  345. }
  346. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  347. sendAndApply (&scp);
  348. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  349. scp.additionalInfo = skill;
  350. scp.amount = c->secondarySkills.at(skill) + 1;
  351. sendAndApply (&scp);
  352. }
  353. else if (skill >= 100)
  354. {
  355. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  356. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  357. scp.additionalInfo = skill; //unnormalized
  358. sendAndApply (&scp);
  359. }
  360. expGiven(hero);
  361. }
  362. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  363. {
  364. if (!c->gainsLevel())
  365. {
  366. return;
  367. }
  368. CommanderLevelUp clu;
  369. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  370. if (hero)
  371. clu.hero = hero;
  372. else
  373. {
  374. complain ("Commander is not led by hero!");
  375. return;
  376. }
  377. //picking sec. skills for choice
  378. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  379. {
  380. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  381. clu.skills.push_back(i);
  382. }
  383. int i = 100;
  384. for (auto specialSkill : VLC->creh->skillRequirements)
  385. {
  386. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  387. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  388. && !vstd::contains (c->specialSKills, i))
  389. clu.skills.push_back (i);
  390. ++i;
  391. }
  392. int skillAmount = clu.skills.size();
  393. if (!skillAmount)
  394. {
  395. sendAndApply(&clu);
  396. levelUpCommander(c);
  397. }
  398. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  399. {
  400. sendAndApply(&clu);
  401. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  402. }
  403. else if (skillAmount > 1) //apply and ask for secondary skill
  404. {
  405. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  406. clu.queryID = commanderLevelUp->queryID;
  407. queries.addQuery(commanderLevelUp);
  408. sendAndApply(&clu);
  409. }
  410. }
  411. void CGameHandler::expGiven(const CGHeroInstance *hero)
  412. {
  413. if (hero->gainsLevel())
  414. levelUpHero(hero);
  415. else if (hero->commander && hero->commander->gainsLevel())
  416. levelUpCommander(hero->commander);
  417. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  418. // levelUpCommander(hero->commander);
  419. // else
  420. // levelUpHero(hero);
  421. }
  422. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  423. {
  424. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  425. {
  426. if (gs->map->levelLimit != 0)
  427. {
  428. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  429. TExpType resultingExp = abs ? val : hero->exp + val;
  430. if (resultingExp > expLimit)
  431. {
  432. // set given experience to max possible, but don't decrease if hero already over top
  433. abs = true;
  434. val = std::max(expLimit, hero->exp);
  435. InfoWindow iw;
  436. iw.player = hero->tempOwner;
  437. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  438. iw.text.addReplacement(hero->name);
  439. sendAndApply(&iw);
  440. }
  441. }
  442. }
  443. SetPrimSkill sps;
  444. sps.id = hero->id;
  445. sps.which = which;
  446. sps.abs = abs;
  447. sps.val = val;
  448. sendAndApply(&sps);
  449. //only for exp - hero may level up
  450. if (which == PrimarySkill::EXPERIENCE)
  451. {
  452. if (hero->commander && hero->commander->alive)
  453. {
  454. //FIXME: trim experience according to map limit?
  455. SetCommanderProperty scp;
  456. scp.heroid = hero->id;
  457. scp.which = SetCommanderProperty::EXPERIENCE;
  458. scp.amount = val;
  459. sendAndApply (&scp);
  460. CBonusSystemNode::treeHasChanged();
  461. }
  462. expGiven(hero);
  463. }
  464. }
  465. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/)
  466. {
  467. if(!hero)
  468. {
  469. logGlobal->error("changeSecSkill provided no hero");
  470. return;
  471. }
  472. SetSecSkill sss;
  473. sss.id = hero->id;
  474. sss.which = which;
  475. sss.val = val;
  476. sss.abs = abs;
  477. sendAndApply(&sss);
  478. if (which == SecondarySkill::WISDOM)
  479. {
  480. if (hero->visitedTown)
  481. giveSpells(hero->visitedTown, hero);
  482. }
  483. }
  484. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  485. {
  486. LOG_TRACE(logGlobal);
  487. //Fill BattleResult structure with exp info
  488. giveExp(*battleResult.data);
  489. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  490. {
  491. if (hero1)
  492. battleResult.data->exp[1] += 500;
  493. if (hero2)
  494. battleResult.data->exp[0] += 500;
  495. }
  496. if (hero1)
  497. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  498. if (hero2)
  499. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  500. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  501. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  502. const BattleResult::EResult result = battleResult.get()->result;
  503. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  504. {
  505. for (auto &q : queries.allQueries())
  506. {
  507. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  508. if (bq->bi == gs->curB)
  509. return bq;
  510. }
  511. return std::shared_ptr<CBattleQuery>();
  512. };
  513. auto battleQuery = findBattleQuery();
  514. if (!battleQuery)
  515. {
  516. logGlobal->error("Cannot find battle query!");
  517. }
  518. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  519. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  520. battleQuery->result = *battleResult.data;
  521. //Check how many battle queries were created (number of players blocked by battle)
  522. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  523. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  524. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  525. ChangeSpells cs; //for Eagle Eye
  526. if (finishingBattle->winnerHero)
  527. {
  528. if (int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  529. {
  530. int maxLevel = eagleEyeLevel + 1;
  531. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  532. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  533. if (sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  534. cs.spells.insert(sp->id);
  535. }
  536. }
  537. std::vector<const CArtifactInstance *> arts; //display them in window
  538. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  539. {
  540. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  541. {
  542. arts.push_back(art);
  543. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  544. sendAndApply(ma);
  545. };
  546. if (finishingBattle->loserHero)
  547. {
  548. //TODO: wrap it into a function, somehow (boost::variant -_-)
  549. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  550. for (auto artSlot : artifactsWorn)
  551. {
  552. MoveArtifact ma;
  553. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  554. const CArtifactInstance * art = ma.src.getArt();
  555. if (art && !art->artType->isBig() &&
  556. art->artType->id != ArtifactID::SPELLBOOK)
  557. // don't move war machines or locked arts (spellbook)
  558. {
  559. sendMoveArtifact(art, &ma);
  560. }
  561. }
  562. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  563. {
  564. //we assume that no big artifacts can be found
  565. MoveArtifact ma;
  566. ma.src = ArtifactLocation(finishingBattle->loserHero,
  567. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  568. const CArtifactInstance * art = ma.src.getArt();
  569. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  570. {
  571. sendMoveArtifact(art, &ma);
  572. }
  573. }
  574. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  575. {
  576. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  577. for (auto artSlot : artifactsWorn)
  578. {
  579. MoveArtifact ma;
  580. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  581. const CArtifactInstance * art = ma.src.getArt();
  582. if (art && !art->artType->isBig())
  583. {
  584. sendMoveArtifact(art, &ma);
  585. }
  586. }
  587. }
  588. }
  589. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  590. {
  591. auto artifactsWorn = armySlot.second->artifactsWorn;
  592. for (auto artSlot : artifactsWorn)
  593. {
  594. MoveArtifact ma;
  595. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  596. const CArtifactInstance * art = ma.src.getArt();
  597. if (art && !art->artType->isBig())
  598. {
  599. sendMoveArtifact(art, &ma);
  600. }
  601. }
  602. }
  603. }
  604. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  605. if (arts.size()) //display loot
  606. {
  607. InfoWindow iw;
  608. iw.player = finishingBattle->winnerHero->tempOwner;
  609. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  610. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  611. {
  612. iw.components.push_back(Component(
  613. Component::ARTIFACT, art->artType->id,
  614. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  615. if (iw.components.size() >= 14)
  616. {
  617. sendAndApply(&iw);
  618. iw.components.clear();
  619. }
  620. }
  621. if (iw.components.size())
  622. {
  623. sendAndApply(&iw);
  624. }
  625. }
  626. //Eagle Eye secondary skill handling
  627. if (!cs.spells.empty())
  628. {
  629. cs.learn = 1;
  630. cs.hid = finishingBattle->winnerHero->id;
  631. InfoWindow iw;
  632. iw.player = finishingBattle->winnerHero->tempOwner;
  633. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  634. iw.text.addReplacement(finishingBattle->winnerHero->name);
  635. std::ostringstream names;
  636. for (int i = 0; i < cs.spells.size(); i++)
  637. {
  638. names << "%s";
  639. if (i < cs.spells.size() - 2)
  640. names << ", ";
  641. else if (i < cs.spells.size() - 1)
  642. names << "%s";
  643. }
  644. names << ".";
  645. iw.text.addReplacement(names.str());
  646. auto it = cs.spells.begin();
  647. for (int i = 0; i < cs.spells.size(); i++, it++)
  648. {
  649. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  650. if (i == cs.spells.size() - 2) //we just added pre-last name
  651. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  652. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  653. }
  654. sendAndApply(&iw);
  655. sendAndApply(&cs);
  656. }
  657. cab1.updateArmy(this);
  658. cab2.updateArmy(this); //take casualties after battle is deleted
  659. //if one hero has lost we will erase him
  660. if (battleResult.data->winner!=0 && hero1)
  661. {
  662. RemoveObject ro(hero1->id);
  663. sendAndApply(&ro);
  664. }
  665. if (battleResult.data->winner!=1 && hero2)
  666. {
  667. auto town = hero2->visitedTown;
  668. RemoveObject ro(hero2->id);
  669. sendAndApply(&ro);
  670. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  671. town->battleFinished(hero1, *battleResult.get());
  672. }
  673. //give exp
  674. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  675. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  676. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  677. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  678. queries.popIfTop(battleQuery);
  679. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  680. }
  681. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  682. {
  683. LOG_TRACE(logGlobal);
  684. finishingBattle->remainingBattleQueriesCount--;
  685. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  686. if (finishingBattle->remainingBattleQueriesCount > 0)
  687. //Battle results will be handled when all battle queries are closed
  688. return;
  689. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  690. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  691. // Still, it looks like a hole.
  692. // Necromancy if applicable.
  693. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  694. // Give raised units to winner and show dialog, if any were raised,
  695. // units will be given after casualties are taken
  696. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  697. if (necroSlot != SlotID())
  698. {
  699. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  700. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  701. }
  702. BattleResultsApplied resultsApplied;
  703. resultsApplied.player1 = finishingBattle->victor;
  704. resultsApplied.player2 = finishingBattle->loser;
  705. sendAndApply(&resultsApplied);
  706. setBattle(nullptr);
  707. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  708. {
  709. logGlobal->trace("post-victory visit");
  710. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  711. }
  712. visitObjectAfterVictory = false;
  713. //handle victory/loss of engaged players
  714. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  715. checkVictoryLossConditions(playerColors);
  716. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  717. {
  718. SetAvailableHeroes sah;
  719. sah.player = finishingBattle->loser;
  720. sah.hid[0] = finishingBattle->loserHero->subID;
  721. if (result.result == BattleResult::ESCAPE) //retreat
  722. {
  723. sah.army[0].clear();
  724. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  725. }
  726. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  727. sah.hid[1] = another->subID;
  728. else
  729. sah.hid[1] = -1;
  730. sendAndApply(&sah);
  731. }
  732. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  733. {
  734. RemoveObject ro(finishingBattle->winnerHero->id);
  735. sendAndApply(&ro);
  736. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  737. {
  738. SetAvailableHeroes sah;
  739. sah.player = finishingBattle->victor;
  740. sah.hid[0] = finishingBattle->winnerHero->subID;
  741. sah.army[0].clear();
  742. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  743. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  744. sah.hid[1] = another->subID;
  745. else
  746. sah.hid[1] = -1;
  747. sendAndApply(&sah);
  748. }
  749. }
  750. }
  751. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  752. {
  753. bat.bsa.clear();
  754. bat.stackAttacking = att->ID;
  755. const int attackerLuck = att->LuckVal();
  756. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  757. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  758. {
  759. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  760. {
  761. bat.flags |= BattleAttack::LUCKY;
  762. }
  763. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  764. {
  765. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  766. {
  767. bat.flags |= BattleAttack::UNLUCKY;
  768. }
  769. }
  770. }
  771. if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  772. {
  773. bat.flags |= BattleAttack::DEATH_BLOW;
  774. }
  775. if (att->getCreature()->idNumber == CreatureID::BALLISTA)
  776. {
  777. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  778. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  779. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  780. if (chance > getRandomGenerator().nextInt(99))
  781. {
  782. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  783. }
  784. }
  785. // only primary target
  786. applyBattleEffects(bat, att, def, distance, false);
  787. if (!bat.shot()) //multiple-hex attack - only in meele
  788. {
  789. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  790. for (const CStack * stack : attackedCreatures)
  791. {
  792. if (stack != def) //do not hit same stack twice
  793. {
  794. applyBattleEffects(bat, att, stack, distance, true);
  795. }
  796. }
  797. }
  798. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  799. if (bonus && (bat.shot())) //TODO: make it work in melee?
  800. {
  801. //this is need for displaying hit animation
  802. bat.flags |= BattleAttack::SPELL_LIKE;
  803. bat.spellID = SpellID(bonus->subtype);
  804. //TODO: should spell override creature`s projectile?
  805. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  806. //TODO: get exact attacked hex for defender
  807. for (const CStack * stack : attackedCreatures)
  808. {
  809. if (stack != def) //do not hit same stack twice
  810. {
  811. applyBattleEffects(bat, att, stack, distance, true);
  812. }
  813. }
  814. //now add effect info for all attacked stacks
  815. for (BattleStackAttacked & bsa : bat.bsa)
  816. {
  817. if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  818. {
  819. //this is need for displaying affect animation
  820. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  821. bsa.spellID = SpellID(bonus->subtype);
  822. }
  823. }
  824. }
  825. }
  826. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  827. {
  828. BattleStackAttacked bsa;
  829. if (secondary)
  830. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  831. bsa.attackerID = att->ID;
  832. bsa.stackAttacked = def->ID;
  833. bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  834. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  835. //life drain handling
  836. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  837. {
  838. StacksHealedOrResurrected shi;
  839. shi.lifeDrain = true;
  840. shi.tentHealing = false;
  841. shi.cure = false;
  842. shi.drainedFrom = def->ID;
  843. StacksHealedOrResurrected::HealInfo hi;
  844. hi.stackID = att->ID;
  845. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  846. hi.lowLevelResurrection = false;
  847. shi.healedStacks.push_back(hi);
  848. if (hi.healedHP > 0)
  849. {
  850. bsa.healedStacks.push_back(shi);
  851. }
  852. }
  853. //soul steal handling
  854. if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  855. {
  856. StacksHealedOrResurrected shi;
  857. shi.lifeDrain = true;
  858. shi.tentHealing = false;
  859. shi.cure = false;
  860. shi.canOverheal = true;
  861. shi.drainedFrom = def->ID;
  862. for (int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
  863. {
  864. if (att->hasBonusOfType(Bonus::SOUL_STEAL, i))
  865. {
  866. StacksHealedOrResurrected::HealInfo hi;
  867. hi.stackID = att->ID;
  868. hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
  869. hi.lowLevelResurrection = (bool)i;
  870. shi.healedStacks.push_back(hi);
  871. }
  872. }
  873. if (std::any_of(shi.healedStacks.begin(), shi.healedStacks.end(), [](StacksHealedOrResurrected::HealInfo healInfo) { return healInfo.healedHP > 0; }))
  874. {
  875. bsa.healedStacks.push_back(shi);
  876. }
  877. }
  878. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  879. //fire shield handling
  880. if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
  881. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  882. {
  883. // TODO: Fire shield damage should be calculated separately after BattleAttack applied.
  884. // Currently it looks like attacking stack damage itself with defenders fire shield.
  885. // So no separate message on spell damage in log and experience calculation is likely wrong too.
  886. BattleStackAttacked bsa2;
  887. bsa2.stackAttacked = att->ID; //invert
  888. bsa2.attackerID = def->ID;
  889. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  890. bsa2.effect = 11;
  891. bsa2.damageAmount = (std::min(def->totalHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  892. att->prepareAttacked(bsa2, getRandomGenerator());
  893. bat.bsa.push_back(bsa2);
  894. }
  895. }
  896. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  897. {
  898. setThreadName("CGameHandler::handleConnection");
  899. auto handleDisconnection = [&](const std::exception & e)
  900. {
  901. boost::unique_lock<boost::mutex> lock(*c.wmx);
  902. assert(!c.connected); //make sure that connection has been marked as broken
  903. logGlobal->error(e.what());
  904. conns -= &c;
  905. for(auto playerConn : connections)
  906. {
  907. if(!serverShuttingDown && playerConn.second == &c)
  908. {
  909. PlayerCheated pc;
  910. pc.player = playerConn.first;
  911. pc.losingCheatCode = true;
  912. sendAndApply(&pc);
  913. checkVictoryLossConditionsForPlayer(playerConn.first);
  914. }
  915. }
  916. };
  917. try
  918. {
  919. while(1)//server should never shut connection first //was: while(!end2)
  920. {
  921. CPack *pack = nullptr;
  922. PlayerColor player = PlayerColor::NEUTRAL;
  923. si32 requestID = -999;
  924. int packType = 0;
  925. {
  926. boost::unique_lock<boost::mutex> lock(*c.rmx);
  927. if(!c.connected)
  928. throw clientDisconnectedException();
  929. c >> player >> requestID >> pack; //get the package
  930. if (!pack)
  931. {
  932. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  933. }
  934. else
  935. {
  936. packType = typeList.getTypeID(pack); //get the id of type
  937. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  938. requestID, player, player.getStr(), packType, typeid(*pack).name());
  939. }
  940. }
  941. //prepare struct informing that action was applied
  942. auto sendPackageResponse = [&](bool succesfullyApplied)
  943. {
  944. //dont reply to disconnected client
  945. //TODO: this must be implemented as option of CPackForServer
  946. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  947. return;
  948. PackageApplied applied;
  949. applied.player = player;
  950. applied.result = succesfullyApplied;
  951. applied.packType = packType;
  952. applied.requestID = requestID;
  953. boost::unique_lock<boost::mutex> lock(*c.wmx);
  954. c << &applied;
  955. };
  956. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  957. if(isBlockedByQueries(pack, player))
  958. {
  959. sendPackageResponse(false);
  960. }
  961. else if (apply)
  962. {
  963. const bool result = apply->applyOnGH(this, &c, pack, player);
  964. if (result)
  965. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  966. else
  967. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  968. % typeid(*pack).name()).str());
  969. sendPackageResponse(true);
  970. }
  971. else
  972. {
  973. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  974. sendPackageResponse(false);
  975. }
  976. vstd::clear_pointer(pack);
  977. }
  978. }
  979. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  980. {
  981. handleDisconnection(e);
  982. }
  983. catch(clientDisconnectedException & e)
  984. {
  985. handleDisconnection(e);
  986. }
  987. catch(...)
  988. {
  989. serverShuttingDown = true;
  990. handleException();
  991. throw;
  992. }
  993. logGlobal->error("Ended handling connection");
  994. }
  995. int CGameHandler::moveStack(int stack, BattleHex dest)
  996. {
  997. int ret = 0;
  998. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  999. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1000. assert(curStack);
  1001. assert(dest < GameConstants::BFIELD_SIZE);
  1002. if (gs->curB->tacticDistance)
  1003. {
  1004. assert(gs->curB->isInTacticRange(dest));
  1005. }
  1006. auto start = curStack->position;
  1007. if (start == dest)
  1008. return 0;
  1009. //initing necessary tables
  1010. auto accessibility = getAccesibility(curStack);
  1011. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1012. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1013. {
  1014. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1015. if(accessibility.accessible(shifted, curStack))
  1016. dest = shifted;
  1017. }
  1018. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1019. {
  1020. complain("Given destination is not accessible!");
  1021. return 0;
  1022. }
  1023. bool canUseGate = false;
  1024. auto dbState = gs->curB->si.gateState;
  1025. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1026. dbState != EGateState::DESTROYED &&
  1027. dbState != EGateState::BLOCKED)
  1028. {
  1029. canUseGate = true;
  1030. }
  1031. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1032. ret = path.second;
  1033. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  1034. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1035. {
  1036. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1037. return true;
  1038. if (hex == ESiegeHex::GATE_OUTER)
  1039. return true;
  1040. if (hex == ESiegeHex::GATE_INNER)
  1041. return true;
  1042. return false;
  1043. };
  1044. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1045. {
  1046. if (isGateDrawbridgeHex(hex))
  1047. return true;
  1048. if (curStack->doubleWide())
  1049. {
  1050. BattleHex otherHex = curStack->occupiedHex(hex);
  1051. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1052. return true;
  1053. }
  1054. return false;
  1055. };
  1056. if (curStack->hasBonusOfType(Bonus::FLYING))
  1057. {
  1058. if (path.second <= creSpeed && path.first.size() > 0)
  1059. {
  1060. if (canUseGate && dbState != EGateState::OPENED &&
  1061. occupyGateDrawbridgeHex(dest))
  1062. {
  1063. BattleUpdateGateState db;
  1064. db.state = EGateState::OPENED;
  1065. sendAndApply(&db);
  1066. }
  1067. //inform clients about move
  1068. BattleStackMoved sm;
  1069. sm.stack = curStack->ID;
  1070. std::vector<BattleHex> tiles;
  1071. tiles.push_back(path.first[0]);
  1072. sm.tilesToMove = tiles;
  1073. sm.distance = path.second;
  1074. sm.teleporting = false;
  1075. sendAndApply(&sm);
  1076. }
  1077. }
  1078. else //for non-flying creatures
  1079. {
  1080. std::vector<std::shared_ptr<const CObstacleInstance>> obstacle, obstacle2; //obstacle that interrupted movement
  1081. std::vector<BattleHex> tiles;
  1082. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1083. int v = path.first.size()-1;
  1084. path.first.push_back(start);
  1085. // check if gate need to be open or closed at some point
  1086. BattleHex openGateAtHex, gateMayCloseAtHex;
  1087. if (canUseGate)
  1088. {
  1089. for (int i = path.first.size()-1; i >= 0; i--)
  1090. {
  1091. auto needOpenGates = [&](BattleHex hex) -> bool
  1092. {
  1093. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1094. return true;
  1095. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1096. return true;
  1097. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1098. return true;
  1099. return false;
  1100. };
  1101. auto hex = path.first[i];
  1102. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1103. {
  1104. if (needOpenGates(hex))
  1105. openGateAtHex = path.first[i+1];
  1106. //TODO we need find batter way to handle double-wide stacks
  1107. //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
  1108. if (curStack->doubleWide())
  1109. {
  1110. BattleHex otherHex = curStack->occupiedHex(hex);
  1111. if (otherHex.isValid() && needOpenGates(otherHex))
  1112. openGateAtHex = path.first[i+2];
  1113. }
  1114. //gate may be opened and then closed during stack movement, but not other way around
  1115. if (openGateAtHex.isValid())
  1116. dbState = EGateState::OPENED;
  1117. }
  1118. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1119. {
  1120. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1121. {
  1122. gateMayCloseAtHex = path.first[i-1];
  1123. }
  1124. if (gs->curB->town->subID == ETownType::FORTRESS)
  1125. {
  1126. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1127. {
  1128. gateMayCloseAtHex = path.first[i-1];
  1129. }
  1130. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1131. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1132. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1133. {
  1134. gateMayCloseAtHex = path.first[i-1];
  1135. }
  1136. }
  1137. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1138. {
  1139. gateMayCloseAtHex = path.first[i-1];
  1140. }
  1141. }
  1142. }
  1143. }
  1144. bool stackIsMoving = true;
  1145. while(stackIsMoving)
  1146. {
  1147. if (v<tilesToMove)
  1148. {
  1149. logGlobal->error("Movement terminated abnormally");
  1150. break;
  1151. }
  1152. bool gateStateChanging = false;
  1153. //special handling for opening gate on from starting hex
  1154. if (openGateAtHex.isValid() && openGateAtHex == start)
  1155. gateStateChanging = true;
  1156. else
  1157. {
  1158. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1159. {
  1160. BattleHex hex = path.first[v];
  1161. tiles.push_back(hex);
  1162. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1163. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1164. {
  1165. gateStateChanging = true;
  1166. }
  1167. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1168. obstacle = battleGetAllObstaclesOnPos(hex, false);
  1169. if(!obstacle.empty())
  1170. obstacleHit = true;
  1171. if (curStack->doubleWide())
  1172. {
  1173. BattleHex otherHex = curStack->occupiedHex(hex);
  1174. //two hex creature hit obstacle by backside
  1175. obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1176. if(otherHex.isValid() && !obstacle2.empty())
  1177. obstacleHit = true;
  1178. }
  1179. }
  1180. }
  1181. if (tiles.size() > 0)
  1182. {
  1183. //commit movement
  1184. BattleStackMoved sm;
  1185. sm.stack = curStack->ID;
  1186. sm.distance = path.second;
  1187. sm.teleporting = false;
  1188. sm.tilesToMove = tiles;
  1189. sendAndApply(&sm);
  1190. tiles.clear();
  1191. }
  1192. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1193. if (curStack->position != dest)
  1194. {
  1195. auto processObstacle = [&](std::vector<std::shared_ptr<const CObstacleInstance>> & obs)
  1196. {
  1197. if(!obs.empty())
  1198. {
  1199. for(auto & i : obs)
  1200. {
  1201. handleDamageFromObstacle(*i, curStack);
  1202. //if stack die in explosion or interrupted by obstacle, abort movement
  1203. if(i->stopsMovement() || !curStack->alive())
  1204. stackIsMoving = false;
  1205. i.reset();
  1206. }
  1207. }
  1208. };
  1209. processObstacle(obstacle);
  1210. if (curStack->alive())
  1211. processObstacle(obstacle2);
  1212. if (gateStateChanging)
  1213. {
  1214. if (curStack->position == openGateAtHex)
  1215. {
  1216. openGateAtHex = BattleHex();
  1217. //only open gate if stack is still alive
  1218. if (curStack->alive())
  1219. {
  1220. BattleUpdateGateState db;
  1221. db.state = EGateState::OPENED;
  1222. sendAndApply(&db);
  1223. }
  1224. }
  1225. else if (curStack->position == gateMayCloseAtHex)
  1226. {
  1227. gateMayCloseAtHex = BattleHex();
  1228. updateGateState();
  1229. }
  1230. }
  1231. }
  1232. else
  1233. //movement finished normally: we reached destination
  1234. stackIsMoving = false;
  1235. }
  1236. }
  1237. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1238. if (curStack->alive())
  1239. {
  1240. auto theLastObstacle = battleGetAllObstaclesOnPos(curStack->position, false);
  1241. for(auto & i : theLastObstacle)
  1242. if(curStack->alive())
  1243. handleDamageFromObstacle(*i, curStack);
  1244. }
  1245. if (curStack->alive() && curStack->doubleWide())
  1246. {
  1247. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1248. if (otherHex.isValid())
  1249. {
  1250. //two hex creature hit obstacle by backside
  1251. auto theLastObstacle = battleGetAllObstaclesOnPos(otherHex, false);
  1252. for(auto & i : theLastObstacle)
  1253. if(curStack->alive())
  1254. handleDamageFromObstacle(*i, curStack);
  1255. }
  1256. }
  1257. return ret;
  1258. }
  1259. CGameHandler::CGameHandler(void)
  1260. {
  1261. QID = 1;
  1262. //gs = nullptr;
  1263. IObjectInterface::cb = this;
  1264. applier = new CApplier<CBaseForGHApply>;
  1265. registerTypesServerPacks(*applier);
  1266. visitObjectAfterVictory = false;
  1267. queries.gh = this;
  1268. spellEnv = new ServerSpellCastEnvironment(this);
  1269. }
  1270. CGameHandler::~CGameHandler(void)
  1271. {
  1272. delete spellEnv;
  1273. delete applier;
  1274. applier = nullptr;
  1275. delete gs;
  1276. }
  1277. void CGameHandler::init(StartInfo *si)
  1278. {
  1279. if (si->seedToBeUsed == 0)
  1280. {
  1281. si->seedToBeUsed = std::time(nullptr);
  1282. }
  1283. gs = new CGameState();
  1284. logGlobal->info("Gamestate created!");
  1285. gs->init(si);
  1286. logGlobal->info("Gamestate initialized!");
  1287. // reset seed, so that clients can't predict any following random values
  1288. getRandomGenerator().resetSeed();
  1289. for (auto & elem : gs->players)
  1290. {
  1291. states.addPlayer(elem.first);
  1292. }
  1293. }
  1294. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1295. {
  1296. return a.earlierThan(b);
  1297. }
  1298. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1299. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1300. const PlayerState * p = getPlayer(town->tempOwner);
  1301. if (!p)
  1302. {
  1303. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1304. return;
  1305. }
  1306. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1307. {
  1308. SetAvailableCreatures ssi;
  1309. ssi.tid = town->id;
  1310. ssi.creatures = town->creatures;
  1311. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1312. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1313. if (dwellings.empty())//no dwellings - just remove
  1314. {
  1315. sendAndApply(&ssi);
  1316. return;
  1317. }
  1318. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1319. // for multi-creature dwellings like Golem Factory
  1320. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1321. if (clear)
  1322. {
  1323. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1324. }
  1325. else
  1326. {
  1327. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1328. }
  1329. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1330. sendAndApply(&ssi);
  1331. }
  1332. }
  1333. void CGameHandler::newTurn()
  1334. {
  1335. logGlobal->trace("Turn %d", gs->day+1);
  1336. NewTurn n;
  1337. n.specialWeek = NewTurn::NO_ACTION;
  1338. n.creatureid = CreatureID::NONE;
  1339. n.day = gs->day + 1;
  1340. bool firstTurn = !getDate(Date::DAY);
  1341. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1342. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1343. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1344. if (firstTurn)
  1345. {
  1346. for (auto obj : gs->map->objects)
  1347. {
  1348. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1349. {
  1350. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1351. }
  1352. }
  1353. }
  1354. if (newWeek && !firstTurn)
  1355. {
  1356. n.specialWeek = NewTurn::NORMAL;
  1357. bool deityOfFireBuilt = false;
  1358. for (const CGTownInstance *t : gs->map->towns)
  1359. {
  1360. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1361. {
  1362. deityOfFireBuilt = true;
  1363. break;
  1364. }
  1365. }
  1366. if (deityOfFireBuilt)
  1367. {
  1368. n.specialWeek = NewTurn::DEITYOFFIRE;
  1369. n.creatureid = CreatureID::IMP;
  1370. }
  1371. else
  1372. {
  1373. int monthType = getRandomGenerator().nextInt(99);
  1374. if (newMonth) //new month
  1375. {
  1376. if (monthType < 40) //double growth
  1377. {
  1378. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1379. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1380. {
  1381. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1382. n.creatureid = newMonster.second;
  1383. }
  1384. else if (VLC->creh->doubledCreatures.size())
  1385. {
  1386. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1387. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1388. }
  1389. else
  1390. {
  1391. complain("Cannot find creature that can be spawned!");
  1392. n.specialWeek = NewTurn::NORMAL;
  1393. }
  1394. }
  1395. else if (monthType < 50)
  1396. n.specialWeek = NewTurn::PLAGUE;
  1397. }
  1398. else //it's a week, but not full month
  1399. {
  1400. if (monthType < 25)
  1401. {
  1402. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1403. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1404. //TODO do not pick neutrals
  1405. n.creatureid = newMonster.second;
  1406. }
  1407. }
  1408. }
  1409. }
  1410. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1411. for (auto& hp : pool)
  1412. {
  1413. auto hero = hp.second;
  1414. if (hero->isInitialized() && hero->stacks.size())
  1415. {
  1416. // reset retreated or surrendered heroes
  1417. auto maxmove = hero->maxMovePoints(true);
  1418. // if movement is greater than maxmove, we should decrease it
  1419. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1420. {
  1421. NewTurn::Hero hth;
  1422. hth.id = hero->id;
  1423. hth.move = maxmove;
  1424. hth.mana = hero->getManaNewTurn();
  1425. n.heroes.insert(hth);
  1426. }
  1427. }
  1428. }
  1429. for (auto & elem : gs->players)
  1430. {
  1431. if (elem.first == PlayerColor::NEUTRAL)
  1432. continue;
  1433. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1434. assert(0); //illegal player number!
  1435. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1436. hadGold.insert(playerGold);
  1437. if (newWeek) //new heroes in tavern
  1438. {
  1439. SetAvailableHeroes sah;
  1440. sah.player = elem.first;
  1441. //pick heroes and their armies
  1442. CHeroClass *banned = nullptr;
  1443. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1444. {
  1445. //first hero - native if possible, second hero -> any other class
  1446. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1447. {
  1448. sah.hid[j] = h->subID;
  1449. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1450. banned = h->type->heroClass;
  1451. }
  1452. else
  1453. {
  1454. sah.hid[j] = -1;
  1455. }
  1456. }
  1457. sendAndApply(&sah);
  1458. }
  1459. n.res[elem.first] = elem.second.resources;
  1460. for (CGHeroInstance *h : (elem).second.heroes)
  1461. {
  1462. if (h->visitedTown)
  1463. giveSpells(h->visitedTown, h);
  1464. NewTurn::Hero hth;
  1465. hth.id = h->id;
  1466. auto ti = make_unique<TurnInfo>(h, 1);
  1467. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1468. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1469. hth.mana = h->getManaNewTurn();
  1470. n.heroes.insert(hth);
  1471. if (!firstTurn) //not first day
  1472. {
  1473. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1474. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1475. {
  1476. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1477. }
  1478. }
  1479. }
  1480. }
  1481. for (CGTownInstance *t : gs->map->towns)
  1482. {
  1483. PlayerColor player = t->tempOwner;
  1484. handleTownEvents(t, n);
  1485. if (newWeek) //first day of week
  1486. {
  1487. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1488. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1489. if (!firstTurn)
  1490. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1491. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1492. if (!vstd::contains(n.cres, t->id))
  1493. {
  1494. n.cres[t->id].tid = t->id;
  1495. n.cres[t->id].creatures = t->creatures;
  1496. }
  1497. auto & sac = n.cres.at(t->id);
  1498. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1499. {
  1500. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1501. {
  1502. ui32 &availableCount = sac.creatures.at(k).first;
  1503. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1504. if (n.specialWeek == NewTurn::PLAGUE)
  1505. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1506. else
  1507. {
  1508. if (firstTurn) //first day of game: use only basic growths
  1509. availableCount = cre->growth;
  1510. else
  1511. availableCount += t->creatureGrowth(k);
  1512. //Deity of fire week - upgrade both imps and upgrades
  1513. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1514. availableCount += 15;
  1515. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1516. {
  1517. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1518. availableCount *= 2;
  1519. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1520. availableCount += 5;
  1521. }
  1522. }
  1523. }
  1524. }
  1525. }
  1526. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1527. {
  1528. n.res[player] = n.res[player] + t->dailyIncome();
  1529. }
  1530. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1531. {
  1532. // Skyship, probably easier to handle same as Veil of darkness
  1533. //do it every new day after veils apply
  1534. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1535. {
  1536. FoWChange fw;
  1537. fw.mode = 1;
  1538. fw.player = player;
  1539. // find all hidden tiles
  1540. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1541. for (size_t i=0; i<fow.size(); i++)
  1542. for (size_t j=0; j<fow.at(i).size(); j++)
  1543. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1544. if (!fow.at(i).at(j).at(k))
  1545. fw.tiles.insert(int3(i,j,k));
  1546. sendAndApply (&fw);
  1547. }
  1548. }
  1549. if (t->hasBonusOfType (Bonus::DARKNESS))
  1550. {
  1551. for (auto & player : gs->players)
  1552. {
  1553. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1554. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1555. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1556. }
  1557. }
  1558. }
  1559. if (newMonth)
  1560. {
  1561. SetAvailableArtifacts saa;
  1562. saa.id = -1;
  1563. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1564. sendAndApply(&saa);
  1565. }
  1566. sendAndApply(&n);
  1567. if (newWeek)
  1568. {
  1569. //spawn wandering monsters
  1570. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1571. {
  1572. spawnWanderingMonsters(n.creatureid);
  1573. }
  1574. //new week info popup
  1575. if (!firstTurn)
  1576. {
  1577. InfoWindow iw;
  1578. switch (n.specialWeek)
  1579. {
  1580. case NewTurn::DOUBLE_GROWTH:
  1581. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1582. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1583. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1584. break;
  1585. case NewTurn::PLAGUE:
  1586. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1587. break;
  1588. case NewTurn::BONUS_GROWTH:
  1589. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1590. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1591. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1592. break;
  1593. case NewTurn::DEITYOFFIRE:
  1594. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1595. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1596. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1597. iw.text.addReplacement2(15); //%+d 15
  1598. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1599. iw.text.addReplacement2(15); //%+d 15
  1600. break;
  1601. default:
  1602. if (newMonth)
  1603. {
  1604. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1605. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1606. }
  1607. else
  1608. {
  1609. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1610. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1611. }
  1612. }
  1613. for (auto & elem : gs->players)
  1614. {
  1615. iw.player = elem.first;
  1616. sendAndApply(&iw);
  1617. }
  1618. }
  1619. }
  1620. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1621. handleTimeEvents();
  1622. //call objects
  1623. for (auto & elem : gs->map->objects)
  1624. {
  1625. if (elem)
  1626. elem->newTurn(getRandomGenerator());
  1627. }
  1628. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1629. }
  1630. void CGameHandler::run(bool resume)
  1631. {
  1632. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1633. using namespace boost::posix_time;
  1634. for (CConnection *cc : conns)
  1635. {
  1636. if (!resume)
  1637. {
  1638. (*cc) << gs->initialOpts; // gs->scenarioOps
  1639. }
  1640. std::set<PlayerColor> players;
  1641. (*cc) >> players; //how many players will be handled at that client
  1642. std::stringstream sbuffer;
  1643. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1644. for (PlayerColor color : players)
  1645. {
  1646. sbuffer << color << " ";
  1647. {
  1648. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1649. if(!color.isSpectator()) // there can be more than one spectator
  1650. connections[color] = cc;
  1651. }
  1652. }
  1653. logGlobal->info(sbuffer.str());
  1654. cc->addStdVecItems(gs);
  1655. cc->enableStackSendingByID();
  1656. cc->disableSmartPointerSerialization();
  1657. }
  1658. for (auto & elem : conns)
  1659. {
  1660. std::set<PlayerColor> pom;
  1661. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1662. if (j->second == elem)
  1663. pom.insert(j->first);
  1664. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1665. }
  1666. auto playerTurnOrder = generatePlayerTurnOrder();
  1667. while(!serverShuttingDown)
  1668. {
  1669. if (!resume) newTurn();
  1670. std::list<PlayerColor>::iterator it;
  1671. if (resume)
  1672. {
  1673. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1674. }
  1675. else
  1676. {
  1677. it = playerTurnOrder.begin();
  1678. }
  1679. resume = false;
  1680. for (; it != playerTurnOrder.end(); it++)
  1681. {
  1682. auto playerColor = *it;
  1683. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1684. if (playerState->status == EPlayerStatus::INGAME)
  1685. {
  1686. //if player runs out of time, he shouldn't get the turn (especially AI)
  1687. checkVictoryLossConditionsForAll();
  1688. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1689. { //player lost at the beginning of his turn
  1690. continue;
  1691. }
  1692. else //give normal turn
  1693. {
  1694. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1695. YourTurn yt;
  1696. yt.player = playerColor;
  1697. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1698. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1699. applyAndSend(&yt);
  1700. //wait till turn is done
  1701. boost::unique_lock<boost::mutex> lock(states.mx);
  1702. while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
  1703. {
  1704. static time_duration p = milliseconds(100);
  1705. states.cv.timed_wait(lock, p);
  1706. }
  1707. }
  1708. }
  1709. }
  1710. //additional check that game is not finished
  1711. bool activePlayer = false;
  1712. for (auto player : playerTurnOrder)
  1713. {
  1714. if (gs->players[player].status == EPlayerStatus::INGAME)
  1715. activePlayer = true;
  1716. }
  1717. if (!activePlayer)
  1718. serverShuttingDown = true;
  1719. }
  1720. while(conns.size() && (*conns.begin())->isOpen())
  1721. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1722. }
  1723. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1724. {
  1725. // Generate player turn order
  1726. std::list<PlayerColor> playerTurnOrder;
  1727. for (const auto & player : gs->players) // add human players first
  1728. {
  1729. if (player.second.human)
  1730. playerTurnOrder.push_back(player.first);
  1731. }
  1732. for (const auto & player : gs->players) // then add non-human players
  1733. {
  1734. if (!player.second.human)
  1735. playerTurnOrder.push_back(player.first);
  1736. }
  1737. return playerTurnOrder;
  1738. }
  1739. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1740. {
  1741. battleResult.set(nullptr);
  1742. const auto t = getTile(tile);
  1743. ETerrainType terrain = t->terType;
  1744. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1745. terrain = ETerrainType::SAND;
  1746. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1747. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1748. terType = BFieldType::SHIP_TO_SHIP;
  1749. //send info about battles
  1750. BattleStart bs;
  1751. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1752. sendAndApply(&bs);
  1753. }
  1754. void CGameHandler::checkBattleStateChanges()
  1755. {
  1756. //check if drawbridge state need to be changes
  1757. if (battleGetSiegeLevel() > 0)
  1758. updateGateState();
  1759. //check if battle ended
  1760. if (auto result = battleIsFinished())
  1761. {
  1762. setBattleResult(BattleResult::NORMAL, *result);
  1763. }
  1764. }
  1765. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1766. {
  1767. if (!h->hasSpellbook())
  1768. return; //hero hasn't spellbook
  1769. ChangeSpells cs;
  1770. cs.hid = h->id;
  1771. cs.learn = true;
  1772. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1773. {
  1774. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1775. for (int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1776. {
  1777. std::vector<SpellID> spells;
  1778. getAllowedSpells(spells, i+1);
  1779. for (auto & spell : spells)
  1780. cs.spells.insert(spell);
  1781. }
  1782. }
  1783. else
  1784. {
  1785. for (int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1786. {
  1787. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1788. {
  1789. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1790. cs.spells.insert(t->spells.at(i).at(j));
  1791. }
  1792. }
  1793. }
  1794. if (!cs.spells.empty())
  1795. sendAndApply(&cs);
  1796. }
  1797. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1798. {
  1799. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1800. sendAndApply(&sop);
  1801. }
  1802. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1803. {
  1804. if (!obj || !getObj(obj->id))
  1805. {
  1806. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1807. return false;
  1808. }
  1809. RemoveObject ro;
  1810. ro.id = obj->id;
  1811. sendAndApply(&ro);
  1812. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1813. return true;
  1814. }
  1815. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1816. {
  1817. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1818. sendAndApply(&sop);
  1819. }
  1820. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/)
  1821. {
  1822. const CGHeroInstance *h = getHero(hid);
  1823. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1824. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1825. {
  1826. logGlobal->error("Illegal call to move hero!");
  1827. return false;
  1828. }
  1829. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
  1830. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1831. if (!gs->map->isInTheMap(hmpos))
  1832. {
  1833. logGlobal->error("Destination tile is outside the map!");
  1834. return false;
  1835. }
  1836. const TerrainTile t = *getTile(hmpos);
  1837. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1838. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1839. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1840. //result structure for start - movement failed, no move points used
  1841. TryMoveHero tmh;
  1842. tmh.id = hid;
  1843. tmh.start = h->pos;
  1844. tmh.end = dst;
  1845. tmh.result = TryMoveHero::FAILED;
  1846. tmh.movePoints = h->movement;
  1847. //check if destination tile is available
  1848. auto ti = make_unique<TurnInfo>(h);
  1849. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1850. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1851. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1852. //it's a rock or blocked and not visitable tile
  1853. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1854. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1855. && complain("Cannot move hero, destination tile is blocked!"))
  1856. || ((!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)
  1857. && complain("Cannot move hero, destination tile is on water!"))
  1858. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1859. && complain("Cannot disembark hero, tile is blocked!"))
  1860. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1861. && complain("Tiles are not neighboring!"))
  1862. || ((h->inTownGarrison)
  1863. && complain("Can not move garrisoned hero!"))
  1864. || ((h->movement < cost && dst != h->pos && !teleporting)
  1865. && complain("Hero doesn't have any movement points left!"))
  1866. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1867. && complain("Hero cannot transit over this tile!"))
  1868. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1869. && complain("Cannot move hero during the battle"))*/)
  1870. {
  1871. //send info about movement failure
  1872. sendAndApply(&tmh);
  1873. return false;
  1874. }
  1875. //several generic blocks of code
  1876. // should be called if hero changes tile but before applying TryMoveHero package
  1877. auto leaveTile = [&]()
  1878. {
  1879. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1880. {
  1881. obj->onHeroLeave(h);
  1882. }
  1883. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1884. };
  1885. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1886. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1887. {
  1888. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1889. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1890. queries.addQuery(moveQuery);
  1891. if (leavingTile == LEAVING_TILE)
  1892. leaveTile();
  1893. tmh.result = result;
  1894. sendAndApply(&tmh);
  1895. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1896. { // Hero should be always able to visit any object he staying on even if there guards around
  1897. visitObjectOnTile(t, h);
  1898. }
  1899. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1900. {
  1901. tmh.attackedFrom = guardPos;
  1902. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1903. objectVisited(guardTile.visitableObjects.back(), h);
  1904. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1905. }
  1906. else if (visitDest == VISIT_DEST)
  1907. {
  1908. visitObjectOnTile(t, h);
  1909. }
  1910. queries.popIfTop(moveQuery);
  1911. logGlobal->trace("Hero %s ends movement", h->name);
  1912. return result != TryMoveHero::FAILED;
  1913. };
  1914. //interaction with blocking object (like resources)
  1915. auto blockingVisit = [&]() -> bool
  1916. {
  1917. for (CGObjectInstance *obj : t.visitableObjects)
  1918. {
  1919. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1920. {
  1921. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1922. //this-> is needed for MVS2010 to recognize scope (?)
  1923. }
  1924. }
  1925. return false;
  1926. };
  1927. if (!transit && embarking)
  1928. {
  1929. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1930. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1931. // In H3 embark ignore guards
  1932. }
  1933. if (disembarking)
  1934. {
  1935. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1936. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1937. }
  1938. if (teleporting)
  1939. {
  1940. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1941. return true;
  1942. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1943. // visit town for town portal \ castle gates
  1944. // do not use generic visitObjectOnTile to avoid double-teleporting
  1945. // if this moveHero call was triggered by teleporter
  1946. if (!t.visitableObjects.empty())
  1947. {
  1948. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1949. town->onHeroVisit(h);
  1950. }
  1951. return true;
  1952. }
  1953. //still here? it is standard movement!
  1954. {
  1955. tmh.movePoints = h->movement >= cost
  1956. ? h->movement - cost
  1957. : 0;
  1958. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1959. EVisitDest visitDest = VISIT_DEST;
  1960. if (transit)
  1961. {
  1962. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1963. visitDest = DONT_VISIT_DEST;
  1964. if (canFly)
  1965. {
  1966. lookForGuards = IGNORE_GUARDS;
  1967. visitDest = DONT_VISIT_DEST;
  1968. }
  1969. }
  1970. else if (blockingVisit())
  1971. return true;
  1972. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1973. return true;
  1974. }
  1975. }
  1976. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1977. {
  1978. const CGHeroInstance *h = getHero(hid);
  1979. const CGTownInstance *t = getTown(dstid);
  1980. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1981. COMPLAIN_RET("Invalid call to teleportHero!");
  1982. const CGTownInstance *from = h->visitedTown;
  1983. if (((h->getOwner() != t->getOwner())
  1984. && complain("Cannot teleport hero to another player"))
  1985. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1986. && complain("Hero must be in town with Castle gate for teleporting"))
  1987. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1988. && complain("Cannot teleport hero to town without Castle gate in it")))
  1989. return false;
  1990. int3 pos = t->visitablePos();
  1991. pos += h->getVisitableOffset();
  1992. moveHero(hid,pos,1);
  1993. return true;
  1994. }
  1995. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1996. {
  1997. PlayerColor oldOwner = getOwner(obj->id);
  1998. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1999. sendAndApply(&sop);
  2000. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2001. checkVictoryLossConditions(playerColors);
  2002. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2003. if (town) //town captured
  2004. {
  2005. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2006. {
  2007. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2008. setPortalDwelling(town, true, false);
  2009. }
  2010. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2011. {
  2012. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2013. {
  2014. InfoWindow iw;
  2015. iw.player = oldOwner;
  2016. 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.
  2017. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2018. sendAndApply(&iw);
  2019. }
  2020. }
  2021. }
  2022. const PlayerState * p = getPlayer(owner);
  2023. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2024. {
  2025. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2026. {
  2027. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2028. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2029. }
  2030. }
  2031. }
  2032. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2033. {
  2034. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  2035. queries.addQuery(dialogQuery);
  2036. iw->queryID = dialogQuery->queryID;
  2037. sendToAllClients(iw);
  2038. }
  2039. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2040. {
  2041. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  2042. queries.addQuery(dialogQuery);
  2043. iw->queryID = dialogQuery->queryID;
  2044. sendToAllClients(iw);
  2045. }
  2046. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2047. {
  2048. if (!val) return; //don't waste time on empty call
  2049. TResources resources;
  2050. resources.at(which) = val;
  2051. giveResources(player, resources);
  2052. }
  2053. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2054. {
  2055. SetResources sr;
  2056. sr.abs = false;
  2057. sr.player = player;
  2058. sr.res = resources;
  2059. sendAndApply(&sr);
  2060. }
  2061. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2062. {
  2063. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2064. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2065. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2066. //first we move creatures to give to make them army of object-source
  2067. for (auto & elem : creatures.Slots())
  2068. {
  2069. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2070. }
  2071. tryJoiningArmy(obj, h, remove, true);
  2072. }
  2073. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2074. {
  2075. std::vector<CStackBasicDescriptor> cres = creatures;
  2076. if (cres.size() <= 0)
  2077. return;
  2078. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2079. for (CStackBasicDescriptor &sbd : cres)
  2080. {
  2081. TQuantity collected = 0;
  2082. while(collected < sbd.count)
  2083. {
  2084. bool foundSth = false;
  2085. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2086. {
  2087. if (i->second->type == sbd.type)
  2088. {
  2089. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2090. changeStackCount(StackLocation(obj, i->first), -take, false);
  2091. collected += take;
  2092. foundSth = true;
  2093. break;
  2094. }
  2095. }
  2096. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2097. {
  2098. complain("Unexpected failure during taking creatures!");
  2099. return;
  2100. }
  2101. }
  2102. }
  2103. }
  2104. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2105. {
  2106. sendToAllClients(comp);
  2107. }
  2108. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2109. {
  2110. HeroVisitCastle vc;
  2111. vc.hid = hero->id;
  2112. vc.tid = obj->id;
  2113. vc.flags |= 1;
  2114. sendAndApply(&vc);
  2115. vistiCastleObjects (obj, hero);
  2116. giveSpells (obj, hero);
  2117. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2118. }
  2119. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2120. {
  2121. std::vector<CGTownBuilding*>::const_iterator i;
  2122. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2123. (*i)->onHeroVisit (h);
  2124. }
  2125. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2126. {
  2127. HeroVisitCastle vc;
  2128. vc.hid = hero->id;
  2129. vc.tid = obj->id;
  2130. sendAndApply(&vc);
  2131. }
  2132. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2133. {
  2134. EraseArtifact ea;
  2135. ea.al = al;
  2136. sendAndApply(&ea);
  2137. }
  2138. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2139. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2140. const CGTownInstance *town) //use hero=nullptr for no hero
  2141. {
  2142. engageIntoBattle(army1->tempOwner);
  2143. engageIntoBattle(army2->tempOwner);
  2144. static const CArmedInstance *armies[2];
  2145. armies[0] = army1;
  2146. armies[1] = army2;
  2147. static const CGHeroInstance*heroes[2];
  2148. heroes[0] = hero1;
  2149. heroes[1] = hero2;
  2150. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2151. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2152. queries.addQuery(battleQuery);
  2153. boost::thread(&CGameHandler::runBattle, this);
  2154. }
  2155. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2156. {
  2157. startBattlePrimary(army1, army2, tile,
  2158. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2159. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2160. creatureBank);
  2161. }
  2162. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2163. {
  2164. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2165. }
  2166. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2167. {
  2168. ChangeSpells cs;
  2169. cs.hid = hero->id;
  2170. cs.spells = spells;
  2171. cs.learn = give;
  2172. sendAndApply(&cs);
  2173. }
  2174. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2175. {
  2176. SystemMessage sm;
  2177. sm.text = message;
  2178. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2179. c << &sm;
  2180. }
  2181. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2182. {
  2183. sendAndApply(bonus);
  2184. }
  2185. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2186. {
  2187. sendAndApply(smp);
  2188. }
  2189. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2190. {
  2191. SetMana sm;
  2192. sm.hid = hid;
  2193. sm.val = val;
  2194. sm.absolute = true;
  2195. sendAndApply(&sm);
  2196. }
  2197. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2198. {
  2199. GiveHero gh;
  2200. gh.id = id;
  2201. gh.player = player;
  2202. sendAndApply(&gh);
  2203. }
  2204. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2205. {
  2206. ChangeObjPos cop;
  2207. cop.objid = objid;
  2208. cop.nPos = newPos;
  2209. cop.flags = flags;
  2210. sendAndApply(&cop);
  2211. }
  2212. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2213. {
  2214. const CGHeroInstance * h1 = getHero(fromHero);
  2215. const CGHeroInstance * h2 = getHero(toHero);
  2216. if (h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR))
  2217. {
  2218. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2219. std::swap(fromHero, toHero);
  2220. }
  2221. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2222. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2223. return;//no scholar skill or no spellbook
  2224. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2225. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2226. ChangeSpells cs1;
  2227. cs1.learn = true;
  2228. cs1.hid = toHero;//giving spells to first hero
  2229. for (auto it : h1->spells)
  2230. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2231. cs1.spells.insert(it);//spell to learn
  2232. ChangeSpells cs2;
  2233. cs2.learn = true;
  2234. cs2.hid = fromHero;
  2235. for (auto it : h2->spells)
  2236. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2237. cs2.spells.insert(it);
  2238. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2239. {
  2240. InfoWindow iw;
  2241. iw.player = h1->tempOwner;
  2242. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2243. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2244. iw.text.addReplacement(h1->name);
  2245. if (!cs2.spells.empty())//if found new spell - apply
  2246. {
  2247. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2248. int size = cs2.spells.size();
  2249. for (auto it : cs2.spells)
  2250. {
  2251. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2252. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2253. switch (size--)
  2254. {
  2255. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2256. case 1: break;
  2257. default: iw.text << ", ";
  2258. }
  2259. }
  2260. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2261. iw.text.addReplacement(h2->name);
  2262. sendAndApply(&cs2);
  2263. }
  2264. if (!cs1.spells.empty() && !cs2.spells.empty())
  2265. {
  2266. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2267. }
  2268. if (!cs1.spells.empty())
  2269. {
  2270. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2271. int size = cs1.spells.size();
  2272. for (auto it : cs1.spells)
  2273. {
  2274. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2275. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2276. switch (size--)
  2277. {
  2278. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2279. case 1: break;
  2280. default: iw.text << ", ";
  2281. } }
  2282. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2283. iw.text.addReplacement(h2->name);
  2284. sendAndApply(&cs1);
  2285. }
  2286. sendAndApply(&iw);
  2287. }
  2288. }
  2289. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2290. {
  2291. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2292. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2293. {
  2294. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2295. ExchangeDialog hex;
  2296. hex.queryID = exchange->queryID;
  2297. hex.heroes[0] = getHero(hero1);
  2298. hex.heroes[1] = getHero(hero2);
  2299. sendAndApply(&hex);
  2300. useScholarSkill(hero1,hero2);
  2301. queries.addQuery(exchange);
  2302. }
  2303. }
  2304. void CGameHandler::sendToAllClients(CPackForClient * info)
  2305. {
  2306. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2307. for (auto & elem : conns)
  2308. {
  2309. if(!elem->isOpen())
  2310. continue;
  2311. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2312. *elem << info;
  2313. }
  2314. }
  2315. void CGameHandler::sendAndApply(CPackForClient * info)
  2316. {
  2317. sendToAllClients(info);
  2318. gs->apply(info);
  2319. }
  2320. void CGameHandler::applyAndSend(CPackForClient * info)
  2321. {
  2322. gs->apply(info);
  2323. sendToAllClients(info);
  2324. }
  2325. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2326. {
  2327. sendAndApply(static_cast<CPackForClient*>(info));
  2328. checkVictoryLossConditionsForAll();
  2329. }
  2330. void CGameHandler::sendAndApply(SetResources * info)
  2331. {
  2332. sendAndApply(static_cast<CPackForClient*>(info));
  2333. checkVictoryLossConditionsForPlayer(info->player);
  2334. }
  2335. void CGameHandler::sendAndApply(NewStructures * info)
  2336. {
  2337. sendAndApply(static_cast<CPackForClient*>(info));
  2338. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2339. }
  2340. void CGameHandler::save(const std::string & filename)
  2341. {
  2342. logGlobal->info("Saving to %s", filename);
  2343. const auto stem = FileInfo::GetPathStem(filename);
  2344. const auto savefname = stem.to_string() + ".vsgm1";
  2345. CResourceHandler::get("local")->createResource(savefname);
  2346. {
  2347. logGlobal->info("Ordering clients to serialize...");
  2348. SaveGame sg(savefname);
  2349. sendToAllClients(&sg);
  2350. }
  2351. try
  2352. {
  2353. {
  2354. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2355. saveCommonState(save);
  2356. logGlobal->info("Saving server state");
  2357. save << *this;
  2358. }
  2359. logGlobal->info("Game has been successfully saved!");
  2360. }
  2361. catch(std::exception &e)
  2362. {
  2363. logGlobal->error("Failed to save game: %s", e.what());
  2364. }
  2365. }
  2366. void CGameHandler::close()
  2367. {
  2368. logGlobal->info("We have been requested to close.");
  2369. serverShuttingDown = true;
  2370. for (auto & elem : conns)
  2371. {
  2372. if(!elem->isOpen())
  2373. continue;
  2374. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2375. elem->close();
  2376. elem->connected = false;
  2377. }
  2378. }
  2379. void CGameHandler::playerLeftGame(int cid)
  2380. {
  2381. for (auto & elem : conns)
  2382. {
  2383. if(elem->isOpen() && elem->connectionID == cid)
  2384. {
  2385. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2386. elem->close();
  2387. elem->connected = false;
  2388. break;
  2389. }
  2390. }
  2391. }
  2392. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2393. {
  2394. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2395. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2396. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2397. StackLocation sl1(s1, p1), sl2(s2, p2);
  2398. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2399. {
  2400. complain("Invalid slot accessed!");
  2401. return false;
  2402. }
  2403. if (!isAllowedExchange(id1,id2))
  2404. {
  2405. complain("Cannot exchange stacks between these two objects!\n");
  2406. return false;
  2407. }
  2408. // We can always put stacks into locked garrison, but not take them out of it
  2409. auto notRemovable = [&](const CArmedInstance * army)
  2410. {
  2411. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2412. {
  2413. auto g = dynamic_cast<const CGGarrison *>(army);
  2414. if (g && !g->removableUnits)
  2415. {
  2416. complain("Stacks in this garrison are not removable!\n");
  2417. return true;
  2418. }
  2419. }
  2420. return false;
  2421. };
  2422. if (what==1) //swap
  2423. {
  2424. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2425. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2426. {
  2427. complain("Can't take troops from another player!");
  2428. return false;
  2429. }
  2430. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2431. {
  2432. complain("Cannot swap stacks - slots are the same!");
  2433. return false;
  2434. }
  2435. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2436. {
  2437. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2438. return false;
  2439. }
  2440. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2441. return false;
  2442. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2443. return false;
  2444. swapStacks(sl1, sl2);
  2445. }
  2446. else if (what==2)//merge
  2447. {
  2448. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2449. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2450. return false;
  2451. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2452. {
  2453. complain("Cannot merge empty stack!");
  2454. return false;
  2455. }
  2456. else if (notRemovable(sl1.army))
  2457. return false;
  2458. moveStack(sl1, sl2);
  2459. }
  2460. else if (what==3) //split
  2461. {
  2462. const int countToMove = val - s2->getStackCount(p2);
  2463. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2464. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2465. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2466. {
  2467. complain("Can't move troops of another player!");
  2468. return false;
  2469. }
  2470. //general conditions checking
  2471. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2472. || (val<1 && complain("no creatures to split")) )
  2473. {
  2474. return false;
  2475. }
  2476. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2477. {
  2478. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2479. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2480. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2481. )
  2482. {
  2483. return false;
  2484. }
  2485. if (notRemovable(sl1.army))
  2486. {
  2487. if (s1->getStackCount(p1) > countLeftOnSrc)
  2488. return false;
  2489. }
  2490. else if (notRemovable(sl2.army))
  2491. {
  2492. if (s2->getStackCount(p1) < countLeftOnSrc)
  2493. return false;
  2494. }
  2495. moveStack(sl1, sl2, countToMove);
  2496. //S2.slots[p2]->count = val;
  2497. //S1.slots[p1]->count = total - val;
  2498. }
  2499. else //split one stack to the two
  2500. {
  2501. if (s1->getStackCount(p1) < val)//not enough creatures
  2502. {
  2503. complain("Cannot split that stack, not enough creatures!");
  2504. return false;
  2505. }
  2506. if (notRemovable(sl1.army))
  2507. return false;
  2508. moveStack(sl1, sl2, val);
  2509. }
  2510. }
  2511. return true;
  2512. }
  2513. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2514. {
  2515. std::set<PlayerColor> all;
  2516. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2517. if (i->second == c)
  2518. all.insert(i->first);
  2519. switch(all.size())
  2520. {
  2521. case 0:
  2522. return PlayerColor::NEUTRAL;
  2523. case 1:
  2524. return *all.begin();
  2525. default:
  2526. {
  2527. //if we have more than one player at this connection, try to pick active one
  2528. if (vstd::contains(all, gs->currentPlayer))
  2529. return gs->currentPlayer;
  2530. else
  2531. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2532. }
  2533. }
  2534. }
  2535. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2536. {
  2537. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2538. if (!vstd::contains(s1->stacks,pos))
  2539. {
  2540. complain("Illegal call to disbandCreature - no such stack in army!");
  2541. return false;
  2542. }
  2543. eraseStack(StackLocation(s1, pos));
  2544. return true;
  2545. }
  2546. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/)
  2547. {
  2548. const CGTownInstance * t = getTown(tid);
  2549. if (!t)
  2550. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2551. if (!t->town->buildings.count(requestedID))
  2552. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2553. if (t->hasBuilt(requestedID))
  2554. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2555. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2556. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2557. std::vector<const CBuilding*> remainingAutoBuildings;
  2558. std::set<BuildingID> buildingsThatWillBe;
  2559. //Check validity of request
  2560. if (!force)
  2561. {
  2562. switch (requestedBuilding->mode)
  2563. {
  2564. case CBuilding::BUILD_NORMAL :
  2565. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2566. COMPLAIN_RET("Cannot build that building!");
  2567. break;
  2568. case CBuilding::BUILD_AUTO :
  2569. case CBuilding::BUILD_SPECIAL:
  2570. COMPLAIN_RET("This building can not be constructed normally!");
  2571. case CBuilding::BUILD_GRAIL :
  2572. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2573. {
  2574. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2575. COMPLAIN_RET("Cannot build this without grail!")
  2576. else
  2577. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2578. }
  2579. break;
  2580. }
  2581. }
  2582. //Performs stuff that has to be done before new building is built
  2583. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2584. {
  2585. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2586. {
  2587. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2588. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2589. if (upgradeNumber >= t->town->creatures.at(level).size())
  2590. {
  2591. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2592. "no creature found (upgrade number %d, level %d!")
  2593. % buildingID % upgradeNumber % level));
  2594. return;
  2595. }
  2596. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2597. SetAvailableCreatures ssi;
  2598. ssi.tid = t->id;
  2599. ssi.creatures = t->creatures;
  2600. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2601. ssi.creatures[level].first = crea->growth;
  2602. ssi.creatures[level].second.push_back(crea->idNumber);
  2603. sendAndApply(&ssi);
  2604. }
  2605. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2606. {
  2607. setPortalDwelling(t);
  2608. }
  2609. };
  2610. //Performs stuff that has to be done after new building is built
  2611. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2612. {
  2613. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2614. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2615. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2616. {
  2617. if (t->visitingHero)
  2618. giveSpells(t,t->visitingHero);
  2619. if (t->garrisonHero)
  2620. giveSpells(t,t->garrisonHero);
  2621. }
  2622. };
  2623. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2624. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2625. {
  2626. return buildingsThatWillBe.count(buildID);
  2627. };
  2628. //Init the vectors
  2629. for (auto & build : t->town->buildings)
  2630. {
  2631. if (t->hasBuilt(build.first))
  2632. buildingsThatWillBe.insert(build.first);
  2633. else
  2634. {
  2635. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2636. remainingAutoBuildings.push_back(build.second);
  2637. }
  2638. }
  2639. //Prepare structure (list of building ids will be filled later)
  2640. NewStructures ns;
  2641. ns.tid = tid;
  2642. ns.builded = force ? t->builded : (t->builded+1);
  2643. std::queue<const CBuilding*> buildingsToAdd;
  2644. buildingsToAdd.push(requestedBuilding);
  2645. while(!buildingsToAdd.empty())
  2646. {
  2647. auto b = buildingsToAdd.front();
  2648. buildingsToAdd.pop();
  2649. ns.bid.insert(b->bid);
  2650. buildingsThatWillBe.insert(b->bid);
  2651. remainingAutoBuildings -= b;
  2652. for (auto autoBuilding : remainingAutoBuildings)
  2653. {
  2654. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2655. buildingsToAdd.push(autoBuilding);
  2656. }
  2657. }
  2658. // 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.
  2659. for (auto builtID : ns.bid)
  2660. processBeforeBuiltStructure(builtID);
  2661. //Take cost
  2662. if (!force)
  2663. {
  2664. giveResources(t->tempOwner, -requestedBuilding->resources);
  2665. }
  2666. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2667. sendAndApply(&ns);
  2668. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2669. for (auto builtID : ns.bid)
  2670. processAfterBuiltStructure(builtID);
  2671. // now when everything is built - reveal tiles for lookout tower
  2672. FoWChange fw;
  2673. fw.player = t->tempOwner;
  2674. fw.mode = 1;
  2675. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2676. sendAndApply(&fw);
  2677. if (t->visitingHero)
  2678. vistiCastleObjects (t, t->visitingHero);
  2679. if (t->garrisonHero)
  2680. vistiCastleObjects (t, t->garrisonHero);
  2681. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2682. return true;
  2683. }
  2684. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2685. {
  2686. ///incomplete, simply erases target building
  2687. const CGTownInstance * t = getTown(tid);
  2688. if (!vstd::contains(t->builtBuildings, bid))
  2689. return false;
  2690. RazeStructures rs;
  2691. rs.tid = tid;
  2692. rs.bid.insert(bid);
  2693. rs.destroyed = t->destroyed + 1;
  2694. sendAndApply(&rs);
  2695. //TODO: Remove dwellers
  2696. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2697. // {
  2698. // RemoveBonus rb(RemoveBonus::TOWN);
  2699. // rb.whoID = t->id;
  2700. // rb.source = Bonus::TOWN_STRUCTURE;
  2701. // rb.id = 17;
  2702. // sendAndApply(&rb);
  2703. // }
  2704. return true;
  2705. }
  2706. void CGameHandler::sendMessageToAll(const std::string &message)
  2707. {
  2708. SystemMessage sm;
  2709. sm.text = message;
  2710. sendToAllClients(&sm);
  2711. }
  2712. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2713. {
  2714. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2715. const CArmedInstance *dst = nullptr;
  2716. const CCreature *c = VLC->creh->creatures.at(crid);
  2717. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2718. //TODO: test for owning
  2719. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2720. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2721. assert(dw && dst);
  2722. //verify
  2723. bool found = false;
  2724. int level = 0;
  2725. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2726. {
  2727. if ((fromLvl != -1) && (level !=fromLvl))
  2728. continue;
  2729. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2730. int i = 0;
  2731. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2732. if (cur.second.at(i) == crid)
  2733. break;
  2734. if (i < cur.second.size())
  2735. {
  2736. found = true;
  2737. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2738. break;
  2739. }
  2740. }
  2741. SlotID slot = dst->getSlotFor(crid);
  2742. if ((!found && complain("Cannot recruit: no such creatures!"))
  2743. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2744. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2745. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2746. {
  2747. return false;
  2748. }
  2749. //recruit
  2750. giveResources(dst->tempOwner, -(c->cost * cram));
  2751. SetAvailableCreatures sac;
  2752. sac.tid = objid;
  2753. sac.creatures = dw->creatures;
  2754. sac.creatures[level].first -= cram;
  2755. sendAndApply(&sac);
  2756. if (warMachine)
  2757. {
  2758. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2759. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2760. ArtifactID artId = c->warMachine;
  2761. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2762. const CArtifact * art = artId.toArtifact();
  2763. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2764. return giveHeroNewArtifact(h, art);
  2765. }
  2766. else
  2767. {
  2768. addToSlot(StackLocation(dst, slot), c, cram);
  2769. }
  2770. return true;
  2771. }
  2772. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2773. {
  2774. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2775. if (!obj->hasStackAtSlot(pos))
  2776. {
  2777. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2778. }
  2779. UpgradeInfo ui;
  2780. getUpgradeInfo(obj, pos, ui);
  2781. PlayerColor player = obj->tempOwner;
  2782. const PlayerState *p = getPlayer(player);
  2783. int crQuantity = obj->stacks.at(pos)->count;
  2784. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2785. //check if upgrade is possible
  2786. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2787. {
  2788. return false;
  2789. }
  2790. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2791. //check if player has enough resources
  2792. if (!p->resources.canAfford(totalCost))
  2793. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2794. //take resources
  2795. giveResources(player, -totalCost);
  2796. //upgrade creature
  2797. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2798. return true;
  2799. }
  2800. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2801. {
  2802. if (!sl.army->hasStackAtSlot(sl.slot))
  2803. COMPLAIN_RET("Cannot find a stack to change type");
  2804. SetStackType sst;
  2805. sst.sl = sl;
  2806. sst.type = c;
  2807. sendAndApply(&sst);
  2808. return true;
  2809. }
  2810. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2811. {
  2812. assert(src->canBeMergedWith(*dst, allowMerging));
  2813. while(src->stacksCount())//while there are unmoved creatures
  2814. {
  2815. auto i = src->Slots().begin(); //iterator to stack to move
  2816. StackLocation sl(src, i->first); //location of stack to move
  2817. SlotID pos = dst->getSlotFor(i->second->type);
  2818. if (!pos.validSlot())
  2819. {
  2820. //try to merge two other stacks to make place
  2821. std::pair<SlotID, SlotID> toMerge;
  2822. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2823. {
  2824. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2825. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2826. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2827. }
  2828. else
  2829. {
  2830. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2831. return;
  2832. }
  2833. }
  2834. else
  2835. {
  2836. moveStack(sl, StackLocation(dst, pos));
  2837. }
  2838. }
  2839. }
  2840. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2841. {
  2842. const CGTownInstance * town = getTown(tid);
  2843. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2844. {
  2845. if (!town->visitingHero->canBeMergedWith(*town))
  2846. {
  2847. complain("Cannot make garrison swap, not enough free slots!");
  2848. return false;
  2849. }
  2850. moveArmy(town, town->visitingHero, true);
  2851. SetHeroesInTown intown;
  2852. intown.tid = tid;
  2853. intown.visiting = ObjectInstanceID();
  2854. intown.garrison = town->visitingHero->id;
  2855. sendAndApply(&intown);
  2856. return true;
  2857. }
  2858. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2859. {
  2860. //check if moving hero out of town will break 8 wandering heroes limit
  2861. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2862. {
  2863. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2864. return false;
  2865. }
  2866. SetHeroesInTown intown;
  2867. intown.tid = tid;
  2868. intown.garrison = ObjectInstanceID();
  2869. intown.visiting = town->garrisonHero->id;
  2870. sendAndApply(&intown);
  2871. return true;
  2872. }
  2873. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2874. {
  2875. SetHeroesInTown intown;
  2876. intown.tid = tid;
  2877. intown.garrison = town->visitingHero->id;
  2878. intown.visiting = town->garrisonHero->id;
  2879. sendAndApply(&intown);
  2880. return true;
  2881. }
  2882. else
  2883. {
  2884. complain("Cannot swap garrison hero!");
  2885. return false;
  2886. }
  2887. }
  2888. // With the amount of changes done to the function, it's more like transferArtifacts.
  2889. // 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.
  2890. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2891. {
  2892. ArtifactLocation src = al1, dst = al2;
  2893. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2894. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2895. // Make sure exchange is even possible between the two heroes.
  2896. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2897. COMPLAIN_RET("That heroes cannot make any exchange!");
  2898. const CArtifactInstance *srcArtifact = src.getArt();
  2899. const CArtifactInstance *destArtifact = dst.getArt();
  2900. if (srcArtifact == nullptr)
  2901. COMPLAIN_RET("No artifact to move!");
  2902. if (destArtifact && srcPlayer != dstPlayer)
  2903. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2904. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2905. // Moving to the backpack is always allowed.
  2906. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2907. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2908. COMPLAIN_RET("Cannot move artifact!");
  2909. auto srcSlot = src.getSlot();
  2910. auto dstSlot = dst.getSlot();
  2911. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2912. COMPLAIN_RET("Cannot move artifact locks.");
  2913. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2914. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2915. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2916. COMPLAIN_RET("Cannot move catapult!");
  2917. if (dst.slot >= GameConstants::BACKPACK_START)
  2918. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2919. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2920. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2921. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2922. {
  2923. //old artifact must be removed first
  2924. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2925. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2926. }
  2927. MoveArtifact ma;
  2928. ma.src = src;
  2929. ma.dst = dst;
  2930. sendAndApply(&ma);
  2931. return true;
  2932. }
  2933. /**
  2934. * Assembles or disassembles a combination artifact.
  2935. * @param heroID ID of hero holding the artifact(s).
  2936. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2937. * @param assemble True for assembly operation, false for disassembly.
  2938. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2939. * artifact to assemble to. Otherwise it's not used.
  2940. */
  2941. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2942. {
  2943. const CGHeroInstance * hero = getHero(heroID);
  2944. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2945. if (!destArtifact)
  2946. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2947. if (assemble)
  2948. {
  2949. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2950. if (!combinedArt->constituents)
  2951. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2952. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2953. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2954. AssembledArtifact aa;
  2955. aa.al = ArtifactLocation(hero, artifactSlot);
  2956. aa.builtArt = combinedArt;
  2957. sendAndApply(&aa);
  2958. }
  2959. else
  2960. {
  2961. if (!destArtifact->artType->constituents)
  2962. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2963. DisassembledArtifact da;
  2964. da.al = ArtifactLocation(hero, artifactSlot);
  2965. sendAndApply(&da);
  2966. }
  2967. return true;
  2968. }
  2969. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2970. {
  2971. const CGHeroInstance * hero = getHero(hid);
  2972. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2973. const CGTownInstance * town = hero->visitedTown;
  2974. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2975. if (aid==ArtifactID::SPELLBOOK)
  2976. {
  2977. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2978. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2979. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2980. )
  2981. return false;
  2982. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2983. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2984. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2985. giveSpells(town,hero);
  2986. return true;
  2987. }
  2988. else
  2989. {
  2990. const CArtifact * art = aid.toArtifact();
  2991. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2992. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  2993. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2994. const int price = art->price;
  2995. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  2996. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2997. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2998. {
  2999. giveResource(hero->getOwner(),Res::GOLD,-price);
  3000. return giveHeroNewArtifact(hero, art);
  3001. }
  3002. else
  3003. COMPLAIN_RET("This machine is unavailable here!");
  3004. }
  3005. }
  3006. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3007. {
  3008. if(!h)
  3009. COMPLAIN_RET("Only hero can buy artifacts!");
  3010. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3011. COMPLAIN_RET("That artifact is unavailable!");
  3012. int b1, b2;
  3013. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3014. if (getResource(h->tempOwner, rid) < b1)
  3015. COMPLAIN_RET("You can't afford to buy this artifact!");
  3016. giveResource(h->tempOwner, rid, -b1);
  3017. SetAvailableArtifacts saa;
  3018. if (m->o->ID == Obj::TOWN)
  3019. {
  3020. saa.id = -1;
  3021. saa.arts = CGTownInstance::merchantArtifacts;
  3022. }
  3023. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3024. {
  3025. saa.id = bm->id.getNum();
  3026. saa.arts = bm->artifacts;
  3027. }
  3028. else
  3029. COMPLAIN_RET("Wrong marktet...");
  3030. bool found = false;
  3031. for (const CArtifact *&art : saa.arts)
  3032. {
  3033. if (art && art->id == aid)
  3034. {
  3035. art = nullptr;
  3036. found = true;
  3037. break;
  3038. }
  3039. }
  3040. if (!found)
  3041. COMPLAIN_RET("Cannot find selected artifact on the list");
  3042. sendAndApply(&saa);
  3043. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3044. return true;
  3045. }
  3046. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3047. {
  3048. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3049. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3050. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3051. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3052. int resVal = 0, dump = 1;
  3053. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3054. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3055. giveResource(h->tempOwner, rid, resVal);
  3056. return true;
  3057. }
  3058. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3059. {
  3060. if (!h)
  3061. COMPLAIN_RET("You need hero to buy a skill!");
  3062. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3063. COMPLAIN_RET("Hero already know this skill");
  3064. if (!h->canLearnSkill())
  3065. COMPLAIN_RET("Hero can't learn any more skills");
  3066. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3067. COMPLAIN_RET("The hero can't learn this skill!");
  3068. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3069. COMPLAIN_RET("That skill is unavailable!");
  3070. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3071. COMPLAIN_RET("You can't afford to buy this skill");
  3072. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3073. changeSecSkill(h, skill, 1, true);
  3074. return true;
  3075. }
  3076. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3077. {
  3078. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3079. vstd::amin(val, r1); //can't trade more resources than have
  3080. int b1, b2; //base quantities for trade
  3081. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3082. int units = val / b1; //how many base quantities we trade
  3083. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3084. {
  3085. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3086. }
  3087. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3088. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3089. return true;
  3090. }
  3091. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3092. {
  3093. if(!hero)
  3094. COMPLAIN_RET("Only hero can sell creatures!");
  3095. if (!vstd::contains(hero->Slots(), slot))
  3096. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3097. const CStackInstance &s = hero->getStack(slot);
  3098. if (s.count < count //can't sell more creatures than have
  3099. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3100. {
  3101. COMPLAIN_RET("Not enough creatures in army!");
  3102. }
  3103. int b1, b2; //base quantities for trade
  3104. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3105. int units = count / b1; //how many base quantities we trade
  3106. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3107. {
  3108. //TODO: complain?
  3109. assert(0);
  3110. }
  3111. changeStackCount(StackLocation(hero, slot), -count);
  3112. giveResource(hero->tempOwner, resourceID, b2 * units);
  3113. return true;
  3114. }
  3115. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3116. {
  3117. const CArmedInstance *army = nullptr;
  3118. if (hero)
  3119. army = hero;
  3120. else
  3121. army = dynamic_cast<const CGTownInstance *>(market->o);
  3122. if (!army)
  3123. COMPLAIN_RET("Incorrect call to transform in undead!");
  3124. if (!army->hasStackAtSlot(slot))
  3125. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3126. const CStackInstance &s = army->getStack(slot);
  3127. //resulting creature - bone dragons or skeletons
  3128. CreatureID resCreature = CreatureID::SKELETON;
  3129. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3130. || (s.getCreatureID() == CreatureID::HYDRA)
  3131. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3132. resCreature = CreatureID::BONE_DRAGON;
  3133. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3134. return true;
  3135. }
  3136. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3137. {
  3138. const PlayerState *p2 = getPlayer(r2, false);
  3139. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3140. {
  3141. complain("Dest player must be in game!");
  3142. return false;
  3143. }
  3144. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3145. vstd::amin(val, curRes1);
  3146. giveResource(player, r1, -val);
  3147. giveResource(r2, r1, val);
  3148. return true;
  3149. }
  3150. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3151. {
  3152. const CGHeroInstance *h = getHero(hid);
  3153. if (!h)
  3154. {
  3155. logGlobal->error("Hero doesn't exist!");
  3156. return false;
  3157. }
  3158. ChangeFormation cf;
  3159. cf.hid = hid;
  3160. cf.formation = formation;
  3161. sendAndApply(&cf);
  3162. return true;
  3163. }
  3164. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3165. {
  3166. const PlayerState * p = getPlayer(player);
  3167. const CGTownInstance * t = getTown(obj->id);
  3168. //common preconditions
  3169. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3170. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3171. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3172. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3173. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3174. {
  3175. return false;
  3176. }
  3177. if (t) //tavern in town
  3178. {
  3179. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3180. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3181. {
  3182. return false;
  3183. }
  3184. }
  3185. else if (obj->ID == Obj::TAVERN)
  3186. {
  3187. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3188. {
  3189. return false;
  3190. }
  3191. }
  3192. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3193. if (!nh)
  3194. {
  3195. complain ("Hero is not available for hiring!");
  3196. return false;
  3197. }
  3198. HeroRecruited hr;
  3199. hr.tid = obj->id;
  3200. hr.hid = nh->subID;
  3201. hr.player = player;
  3202. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3203. sendAndApply(&hr);
  3204. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3205. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3206. const CGHeroInstance *newHero = nullptr;
  3207. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3208. {
  3209. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3210. }
  3211. SetAvailableHeroes sah;
  3212. sah.player = player;
  3213. if (newHero)
  3214. {
  3215. sah.hid[hid] = newHero->subID;
  3216. sah.army[hid].clear();
  3217. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3218. }
  3219. else
  3220. {
  3221. sah.hid[hid] = -1;
  3222. }
  3223. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3224. sendAndApply(&sah);
  3225. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3226. if (t)
  3227. {
  3228. vistiCastleObjects (t, nh);
  3229. giveSpells (t,nh);
  3230. }
  3231. return true;
  3232. }
  3233. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3234. {
  3235. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3236. logGlobal->trace("Player %s attempts answering query %d with answer %d", player, qid, answer);
  3237. auto topQuery = queries.topQuery(player);
  3238. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3239. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3240. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3241. if (auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3242. dialogQuery->answer = answer;
  3243. queries.popQuery(topQuery);
  3244. return true;
  3245. }
  3246. static EndAction end_action;
  3247. void CGameHandler::updateGateState()
  3248. {
  3249. BattleUpdateGateState db;
  3250. db.state = gs->curB->si.gateState;
  3251. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3252. {
  3253. db.state = EGateState::DESTROYED;
  3254. }
  3255. else if (db.state == EGateState::OPENED)
  3256. {
  3257. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3258. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3259. {
  3260. if (gs->curB->town->subID == ETownType::FORTRESS)
  3261. {
  3262. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3263. db.state = EGateState::CLOSED;
  3264. }
  3265. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3266. db.state = EGateState::BLOCKED;
  3267. else
  3268. db.state = EGateState::CLOSED;
  3269. }
  3270. }
  3271. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3272. db.state = EGateState::BLOCKED;
  3273. else
  3274. db.state = EGateState::CLOSED;
  3275. if (db.state != gs->curB->si.gateState)
  3276. sendAndApply(&db);
  3277. }
  3278. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3279. {
  3280. bool ok = true;
  3281. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3282. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3283. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3284. : nullptr;
  3285. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3286. logGlobal->trace(
  3287. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3288. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3289. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3290. switch(ba.actionType)
  3291. {
  3292. case Battle::WALK: //walk
  3293. case Battle::DEFEND: //defend
  3294. case Battle::WAIT: //wait
  3295. case Battle::WALK_AND_ATTACK: //walk or attack
  3296. case Battle::SHOOT: //shoot
  3297. case Battle::CATAPULT: //catapult
  3298. case Battle::STACK_HEAL: //healing with First Aid Tent
  3299. case Battle::DAEMON_SUMMONING:
  3300. case Battle::MONSTER_SPELL:
  3301. if (!stack)
  3302. {
  3303. complain("No such stack!");
  3304. return false;
  3305. }
  3306. if (!stack->alive())
  3307. {
  3308. complain("This stack is dead: " + stack->nodeName());
  3309. return false;
  3310. }
  3311. if (battleTacticDist())
  3312. {
  3313. if (stack && stack->side != battleGetTacticsSide())
  3314. {
  3315. complain("This is not a stack of side that has tactics!");
  3316. return false;
  3317. }
  3318. }
  3319. else if (!isAboutActiveStack)
  3320. {
  3321. complain("Action has to be about active stack!");
  3322. return false;
  3323. }
  3324. }
  3325. auto wrapAction = [this](BattleAction &ba)
  3326. {
  3327. StartAction startAction(ba);
  3328. sendAndApply(&startAction);
  3329. return vstd::makeScopeGuard([&]
  3330. {
  3331. sendAndApply(&end_action);
  3332. });
  3333. };
  3334. switch(ba.actionType)
  3335. {
  3336. case Battle::END_TACTIC_PHASE: //wait
  3337. case Battle::BAD_MORALE:
  3338. case Battle::NO_ACTION:
  3339. {
  3340. auto wrapper = wrapAction(ba);
  3341. break;
  3342. }
  3343. case Battle::WALK:
  3344. {
  3345. auto wrapper = wrapAction(ba);
  3346. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3347. if (!walkedTiles)
  3348. complain("Stack failed movement!");
  3349. break;
  3350. }
  3351. case Battle::DEFEND:
  3352. {
  3353. //defensive stance //TODO: remove this bonus when stack becomes active
  3354. SetStackEffect sse;
  3355. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL));
  3356. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3357. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3358. sse.stacks.push_back(ba.stackNumber);
  3359. sendAndApply(&sse);
  3360. //don't break - we share code with next case
  3361. }
  3362. case Battle::WAIT:
  3363. {
  3364. auto wrapper = wrapAction(ba);
  3365. break;
  3366. }
  3367. case Battle::RETREAT: //retreat/flee
  3368. {
  3369. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3370. complain("Cannot retreat!");
  3371. else
  3372. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3373. break;
  3374. }
  3375. case Battle::SURRENDER:
  3376. {
  3377. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3378. int cost = gs->curB->battleGetSurrenderCost(player);
  3379. if (cost < 0)
  3380. complain("Cannot surrender!");
  3381. else if (getResource(player, Res::GOLD) < cost)
  3382. complain("Not enough gold to surrender!");
  3383. else
  3384. {
  3385. giveResource(player, Res::GOLD, -cost);
  3386. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3387. }
  3388. break;
  3389. }
  3390. case Battle::WALK_AND_ATTACK: //walk or attack
  3391. {
  3392. auto wrapper = wrapAction(ba);
  3393. if (!stack || !destinationStack)
  3394. {
  3395. break;
  3396. }
  3397. BattleHex startingPos = stack->position;
  3398. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3399. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3400. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3401. && !(stack->doubleWide() && (stack->position == ba.destinationTile.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3402. )
  3403. {
  3404. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3405. ok = false;
  3406. break;
  3407. }
  3408. if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3409. {
  3410. destinationStack = nullptr;
  3411. }
  3412. if (!destinationStack)
  3413. {
  3414. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3415. ok = false;
  3416. break;
  3417. }
  3418. if (!CStack::isMeleeAttackPossible(stack, destinationStack))
  3419. {
  3420. complain("Attack cannot be performed!");
  3421. ok = false;
  3422. break;
  3423. }
  3424. //attack
  3425. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3426. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3427. for (int i = 0; i < totalAttacks; ++i)
  3428. {
  3429. if (stack &&
  3430. stack->alive() && //move can cause death, eg. by walking into the moat
  3431. destinationStack->alive())
  3432. {
  3433. BattleAttack bat;
  3434. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3435. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3436. handleAttackBeforeCasting(&bat); //only before first attack
  3437. sendAndApply(&bat);
  3438. handleAfterAttackCasting(bat);
  3439. }
  3440. //counterattack
  3441. if (i == 0 && destinationStack
  3442. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3443. && destinationStack->ableToRetaliate()
  3444. && stack->alive()) //attacker may have died (fire shield)
  3445. {
  3446. BattleAttack bat;
  3447. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3448. bat.flags |= BattleAttack::COUNTER;
  3449. sendAndApply(&bat);
  3450. handleAfterAttackCasting(bat);
  3451. }
  3452. }
  3453. //return
  3454. if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3455. {
  3456. moveStack(ba.stackNumber, startingPos);
  3457. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3458. }
  3459. break;
  3460. }
  3461. case Battle::SHOOT:
  3462. {
  3463. if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
  3464. {
  3465. complain("Cannot shoot!");
  3466. break;
  3467. }
  3468. if (!destinationStack)
  3469. {
  3470. complain("No target to shoot!");
  3471. break;
  3472. }
  3473. auto wrapper = wrapAction(ba);
  3474. {
  3475. BattleAttack bat;
  3476. bat.flags |= BattleAttack::SHOT;
  3477. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3478. handleAttackBeforeCasting(&bat);
  3479. sendAndApply(&bat);
  3480. handleAfterAttackCasting(bat);
  3481. }
  3482. //ranged counterattack
  3483. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3484. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3485. && destinationStack->ableToRetaliate()
  3486. && stack->alive()) //attacker may have died (fire shield)
  3487. {
  3488. BattleAttack bat;
  3489. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3490. bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;
  3491. sendAndApply(&bat);
  3492. handleAfterAttackCasting(bat);
  3493. }
  3494. //second shot for ballista, only if hero has advanced artillery
  3495. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3496. if (destinationStack->alive()
  3497. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3498. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3499. )
  3500. {
  3501. BattleAttack bat2;
  3502. bat2.flags |= BattleAttack::SHOT;
  3503. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3504. sendAndApply(&bat2);
  3505. }
  3506. //allow more than one additional attack
  3507. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3508. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3509. for (int i = 0; i < additionalAttacks; ++i)
  3510. {
  3511. if (
  3512. stack->alive()
  3513. && destinationStack->alive()
  3514. && stack->shots
  3515. )
  3516. {
  3517. BattleAttack bat;
  3518. bat.flags |= BattleAttack::SHOT;
  3519. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3520. sendAndApply(&bat);
  3521. handleAfterAttackCasting(bat);
  3522. }
  3523. }
  3524. break;
  3525. }
  3526. case Battle::CATAPULT:
  3527. {
  3528. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3529. {
  3530. switch(part)
  3531. {
  3532. case EWallPart::GATE:
  3533. return sbi.gate;
  3534. case EWallPart::KEEP:
  3535. return sbi.keep;
  3536. case EWallPart::BOTTOM_TOWER:
  3537. case EWallPart::UPPER_TOWER:
  3538. return sbi.tower;
  3539. case EWallPart::BOTTOM_WALL:
  3540. case EWallPart::BELOW_GATE:
  3541. case EWallPart::OVER_GATE:
  3542. case EWallPart::UPPER_WALL:
  3543. return sbi.wall;
  3544. default:
  3545. return 0;
  3546. }
  3547. };
  3548. auto wrapper = wrapAction(ba);
  3549. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3550. CHeroHandler::SBallisticsLevelInfo sbi;
  3551. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3552. sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3553. else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
  3554. {
  3555. sbi = VLC->heroh->ballistics.at(1);
  3556. sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  3557. }
  3558. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3559. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3560. {
  3561. complain("catapult tried to attack non-catapultable hex!");
  3562. break;
  3563. }
  3564. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3565. auto &currentHP = gs->curB->si.wallState;
  3566. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3567. {
  3568. complain("catapult tried to attack already destroyed wall part!");
  3569. break;
  3570. }
  3571. for (int g=0; g<sbi.shots; ++g)
  3572. {
  3573. bool hitSuccessfull = false;
  3574. auto attackedPart = wallPart;
  3575. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3576. {
  3577. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3578. currentHP.at(attackedPart) != EWallState::NONE &&
  3579. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3580. {
  3581. hitSuccessfull = true;
  3582. }
  3583. else // select new target
  3584. {
  3585. std::vector<EWallPart::EWallPart> allowedTargets;
  3586. for (size_t i=0; i< currentHP.size(); i++)
  3587. {
  3588. if (currentHP.at(i) != EWallState::DESTROYED &&
  3589. currentHP.at(i) != EWallState::NONE)
  3590. allowedTargets.push_back(EWallPart::EWallPart(i));
  3591. }
  3592. if (allowedTargets.empty())
  3593. break;
  3594. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3595. }
  3596. }
  3597. while (!hitSuccessfull);
  3598. if (!hitSuccessfull) // break triggered - no target to shoot at
  3599. break;
  3600. CatapultAttack ca; //package for clients
  3601. CatapultAttack::AttackInfo attack;
  3602. attack.attackedPart = attackedPart;
  3603. attack.destinationTile = ba.destinationTile;
  3604. attack.damageDealt = 0;
  3605. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3606. int dmgRand = getRandomGenerator().nextInt(99);
  3607. //accumulating dmgChance
  3608. dmgChance[1] += dmgChance[0];
  3609. dmgChance[2] += dmgChance[1];
  3610. //calculating dealt damage
  3611. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3612. {
  3613. if (dmgRand <= dmgChance[damage])
  3614. {
  3615. attack.damageDealt = damage;
  3616. break;
  3617. }
  3618. }
  3619. // attacked tile may have changed - update destination
  3620. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3621. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3622. //removing creatures in turrets / keep if one is destroyed
  3623. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3624. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3625. {
  3626. int posRemove = -1;
  3627. switch(attackedPart)
  3628. {
  3629. case EWallPart::KEEP:
  3630. posRemove = -2;
  3631. break;
  3632. case EWallPart::BOTTOM_TOWER:
  3633. posRemove = -3;
  3634. break;
  3635. case EWallPart::UPPER_TOWER:
  3636. posRemove = -4;
  3637. break;
  3638. }
  3639. BattleStacksRemoved bsr;
  3640. for (auto & elem : gs->curB->stacks)
  3641. {
  3642. if (elem->position == posRemove)
  3643. {
  3644. bsr.stackIDs.insert(elem->ID);
  3645. break;
  3646. }
  3647. }
  3648. sendAndApply(&bsr);
  3649. }
  3650. ca.attacker = ba.stackNumber;
  3651. ca.attackedParts.push_back(attack);
  3652. sendAndApply(&ca);
  3653. }
  3654. //finish by scope guard
  3655. break;
  3656. }
  3657. case Battle::STACK_HEAL: //healing with First Aid Tent
  3658. {
  3659. auto wrapper = wrapAction(ba);
  3660. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3661. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3662. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3663. ui32 healed = 0;
  3664. if (healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3665. {
  3666. complain("There is either no healer, no destination, or healer cannot heal :P");
  3667. }
  3668. else
  3669. {
  3670. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3671. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3672. }
  3673. if (healed == 0)
  3674. {
  3675. //nothing to heal.. should we complain?
  3676. }
  3677. else
  3678. {
  3679. StacksHealedOrResurrected shr;
  3680. shr.lifeDrain = false;
  3681. shr.tentHealing = true;
  3682. shr.cure = false;
  3683. shr.drainedFrom = ba.stackNumber;
  3684. StacksHealedOrResurrected::HealInfo hi;
  3685. hi.healedHP = healed;
  3686. hi.lowLevelResurrection = false;
  3687. hi.stackID = destStack->ID;
  3688. shr.healedStacks.push_back(hi);
  3689. sendAndApply(&shr);
  3690. }
  3691. break;
  3692. }
  3693. case Battle::DAEMON_SUMMONING:
  3694. //TODO: From Strategija:
  3695. //Summon Demon is a level 2 spell.
  3696. {
  3697. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3698. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3699. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3700. BattleStackAdded bsa;
  3701. bsa.side = summoner->side;
  3702. bsa.creID = summonedType;
  3703. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3704. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3705. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3706. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3707. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3708. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.side, destStack->position);
  3709. bsa.summoned = false;
  3710. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3711. {
  3712. auto wrapper = wrapAction(ba);
  3713. BattleStacksRemoved bsr; //remove body
  3714. bsr.stackIDs.insert(destStack->ID);
  3715. sendAndApply(&bsr);
  3716. sendAndApply(&bsa);
  3717. BattleSetStackProperty ssp;
  3718. ssp.stackID = ba.stackNumber;
  3719. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3720. ssp.val = -1;
  3721. ssp.absolute = false;
  3722. sendAndApply(&ssp);
  3723. }
  3724. break;
  3725. }
  3726. case Battle::MONSTER_SPELL:
  3727. {
  3728. auto wrapper = wrapAction(ba);
  3729. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3730. SpellID spellID = SpellID(ba.additionalInfo);
  3731. BattleHex destination(ba.destinationTile);
  3732. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3733. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3734. //TODO special bonus for genies ability
  3735. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3736. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3737. if (spellID < 0)
  3738. complain("That stack can't cast spells!");
  3739. else
  3740. {
  3741. const CSpell * spell = SpellID(spellID).toSpell();
  3742. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3743. parameters.spellLvl = 0;
  3744. if (spellcaster)
  3745. vstd::amax(parameters.spellLvl, spellcaster->val);
  3746. if (randSpellcaster)
  3747. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3748. vstd::amin(parameters.spellLvl, 3);
  3749. parameters.effectLevel = parameters.spellLvl;
  3750. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3751. parameters.aimToHex(destination);//todo: allow multiple destinations
  3752. parameters.cast(spellEnv);
  3753. }
  3754. break;
  3755. }
  3756. }
  3757. if (ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3758. battleMadeAction.setn(true);
  3759. return ok;
  3760. }
  3761. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3762. {
  3763. bool cheated = true;
  3764. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3765. sendAndApply(&temp_message);
  3766. std::vector<std::string> cheat;
  3767. boost::split(cheat, message, boost::is_any_of(" "));
  3768. int obj = 0;
  3769. if (cheat.size() == 2)
  3770. {
  3771. obj = std::atoi(cheat[1].c_str());
  3772. if (obj)
  3773. currObj = ObjectInstanceID(obj);
  3774. }
  3775. const CGHeroInstance * hero = getHero(currObj);
  3776. const CGTownInstance * town = getTown(currObj);
  3777. if (!town && hero)
  3778. town = hero->visitedTown;
  3779. if (cheat.size() == 1 || obj)
  3780. handleCheatCode(cheat[0], player, hero, town, cheated);
  3781. else
  3782. {
  3783. for (const auto & i : gs->players)
  3784. {
  3785. if (i.first == PlayerColor::NEUTRAL)
  3786. continue;
  3787. if (cheat[1] == "ai")
  3788. {
  3789. if (i.second.human)
  3790. continue;
  3791. }
  3792. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3793. continue;
  3794. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3795. {
  3796. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3797. }
  3798. else if (cheat[0] == "vcmiarmenelos")
  3799. {
  3800. for (const auto & t : i.second.towns)
  3801. {
  3802. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3803. }
  3804. }
  3805. else
  3806. {
  3807. for (const auto & h : i.second.heroes)
  3808. {
  3809. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3810. }
  3811. }
  3812. }
  3813. }
  3814. if (cheated)
  3815. {
  3816. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3817. sendAndApply(&temp_message);
  3818. if(!player.isSpectator())
  3819. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3820. }
  3821. }
  3822. bool CGameHandler::makeCustomAction(BattleAction &ba)
  3823. {
  3824. switch(ba.actionType)
  3825. {
  3826. case Battle::HERO_SPELL:
  3827. {
  3828. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3829. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3830. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3831. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3832. if (!s)
  3833. {
  3834. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3835. return false;
  3836. }
  3837. BattleSpellCastParameters parameters(gs->curB, h, s);
  3838. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3839. parameters.mode = ECastingMode::HERO_CASTING;
  3840. if (ba.selectedStack >= 0)
  3841. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3842. ESpellCastProblem::ESpellCastProblem escp = s->canBeCast(gs->curB, ECastingMode::HERO_CASTING, h);//todo: should we check aimed cast?
  3843. if (escp != ESpellCastProblem::OK)
  3844. {
  3845. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3846. return false;
  3847. }
  3848. StartAction start_action(ba);
  3849. sendAndApply(&start_action); //start spell casting
  3850. parameters.cast(spellEnv);
  3851. sendAndApply(&end_action);
  3852. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3853. {
  3854. battleMadeAction.setn(true);
  3855. }
  3856. checkBattleStateChanges();
  3857. if (battleResult.get())
  3858. {
  3859. battleMadeAction.setn(true);
  3860. //battle will be ended by startBattle function
  3861. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3862. }
  3863. return true;
  3864. }
  3865. }
  3866. return false;
  3867. }
  3868. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  3869. {
  3870. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3871. for(auto b : bl)
  3872. {
  3873. SetStackEffect sse;
  3874. int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3875. if(val > 3)
  3876. {
  3877. for(auto s : gs->curB->battleGetAllStacks())
  3878. {
  3879. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3880. sse.stacks.push_back (s->ID);
  3881. }
  3882. }
  3883. else
  3884. sse.stacks.push_back (st->ID);
  3885. const CSpell * sp = SpellID(b->subtype).toSpell();
  3886. const int level = ((val > 3) ? (val - 3) : val);
  3887. sp->getEffects(sse.effect, level, false, 50);
  3888. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  3889. sp->getEffects(sse.cumulativeEffects, level, true, 50);
  3890. if(!sse.effect.empty() || !sse.cumulativeEffects.empty())
  3891. sendAndApply(&sse);
  3892. }
  3893. }
  3894. void CGameHandler::stackTurnTrigger(const CStack *st)
  3895. {
  3896. BattleTriggerEffect bte;
  3897. bte.stackID = st->ID;
  3898. bte.effect = -1;
  3899. bte.val = 0;
  3900. bte.additionalInfo = 0;
  3901. if (st->alive())
  3902. {
  3903. //unbind
  3904. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  3905. {
  3906. bool unbind = true;
  3907. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3908. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3909. for (auto b : bl)
  3910. {
  3911. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3912. if (stack)
  3913. {
  3914. if (vstd::contains(stacks, stack)) //binding stack is still present
  3915. {
  3916. unbind = false;
  3917. }
  3918. }
  3919. }
  3920. if (unbind)
  3921. {
  3922. BattleSetStackProperty ssp;
  3923. ssp.which = BattleSetStackProperty::UNBIND;
  3924. ssp.stackID = st->ID;
  3925. sendAndApply(&ssp);
  3926. }
  3927. }
  3928. //regeneration
  3929. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  3930. {
  3931. bte.effect = Bonus::HP_REGENERATION;
  3932. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3933. }
  3934. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3935. {
  3936. bte.effect = Bonus::HP_REGENERATION;
  3937. bte.val = st->MaxHealth() - st->firstHPleft;
  3938. }
  3939. if (bte.val) //anything to heal
  3940. sendAndApply(&bte);
  3941. if (st->hasBonusOfType(Bonus::POISON))
  3942. {
  3943. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3944. if (b) //TODO: what if not?...
  3945. {
  3946. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3947. if (bte.val < b->val) //(negative) poison effect increases - update it
  3948. {
  3949. bte.effect = Bonus::POISON;
  3950. sendAndApply(&bte);
  3951. }
  3952. }
  3953. }
  3954. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3955. {
  3956. const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
  3957. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3958. if (opponentHero)
  3959. {
  3960. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3961. vstd::amin(manaDrained, opponentHero->mana);
  3962. if (manaDrained)
  3963. {
  3964. bte.effect = Bonus::MANA_DRAIN;
  3965. bte.val = manaDrained;
  3966. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3967. sendAndApply(&bte);
  3968. }
  3969. }
  3970. }
  3971. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3972. {
  3973. bool fearsomeCreature = false;
  3974. for (CStack * stack : gs->curB->stacks)
  3975. {
  3976. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3977. {
  3978. fearsomeCreature = true;
  3979. break;
  3980. }
  3981. }
  3982. if (fearsomeCreature)
  3983. {
  3984. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3985. {
  3986. bte.effect = Bonus::FEAR;
  3987. sendAndApply(&bte);
  3988. }
  3989. }
  3990. }
  3991. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3992. int side = gs->curB->whatSide(st->owner);
  3993. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3994. {
  3995. bool cast = false;
  3996. while (!bl.empty() && !cast)
  3997. {
  3998. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  3999. auto spellID = SpellID(bonus->subtype);
  4000. const CSpell * spell = SpellID(spellID).toSpell();
  4001. bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
  4002. BattleSpellCastParameters parameters(gs->curB, st, spell);
  4003. parameters.spellLvl = bonus->val;
  4004. parameters.effectLevel = bonus->val;//todo: recheck
  4005. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  4006. cast = parameters.castIfPossible(spellEnv);
  4007. if(cast)
  4008. {
  4009. //todo: move to mechanics
  4010. BattleSetStackProperty ssp;
  4011. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4012. ssp.absolute = false;
  4013. ssp.val = bonus->additionalInfo; //increase cooldown counter
  4014. ssp.stackID = st->ID;
  4015. sendAndApply(&ssp);
  4016. }
  4017. }
  4018. }
  4019. }
  4020. }
  4021. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4022. {
  4023. //we want to determine following vars depending on obstacle type
  4024. int damage = -1;
  4025. int effect = -1;
  4026. bool oneTimeObstacle = false;
  4027. //helper info
  4028. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4029. const ui8 side = curStack->side; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4030. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4031. if (obstacle.obstacleType == CObstacleInstance::MOAT)
  4032. {
  4033. damage = battleGetMoatDmg();
  4034. }
  4035. else if (obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4036. {
  4037. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4038. //You don't get hit by a Mine you can see.
  4039. if (gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4040. return;
  4041. oneTimeObstacle = true;
  4042. effect = 82; //makes
  4043. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4044. if (sp->isImmuneByStack(hero, curStack))
  4045. return;
  4046. damage = sp->calculateDamage(hero, curStack,
  4047. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4048. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4049. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4050. }
  4051. else if (obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4052. {
  4053. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4054. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4055. if (sp->isImmuneByStack(hero, curStack))
  4056. return;
  4057. damage = sp->calculateDamage(hero, curStack,
  4058. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4059. }
  4060. else
  4061. {
  4062. //no other obstacle does damage to stack
  4063. return;
  4064. }
  4065. BattleStackAttacked bsa;
  4066. if (effect >= 0)
  4067. {
  4068. bsa.flags |= BattleStackAttacked::EFFECT;
  4069. bsa.effect = effect; //makes POOF
  4070. }
  4071. bsa.damageAmount = damage;
  4072. bsa.stackAttacked = curStack->ID;
  4073. bsa.attackerID = -1;
  4074. curStack->prepareAttacked(bsa, getRandomGenerator());
  4075. StacksInjured si;
  4076. si.stacks.push_back(bsa);
  4077. sendAndApply(&si);
  4078. if (oneTimeObstacle)
  4079. removeObstacle(obstacle);
  4080. }
  4081. void CGameHandler::handleTimeEvents()
  4082. {
  4083. gs->map->events.sort(evntCmp);
  4084. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4085. {
  4086. CMapEvent ev = gs->map->events.front();
  4087. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4088. {
  4089. auto color = PlayerColor(player);
  4090. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4091. if (pinfo //player exists
  4092. && (ev.players & 1<<player) //event is enabled to this player
  4093. && ((ev.computerAffected && !pinfo->human)
  4094. || (ev.humanAffected && pinfo->human)
  4095. )
  4096. )
  4097. {
  4098. //give resources
  4099. giveResources(color, ev.resources);
  4100. //prepare dialog
  4101. InfoWindow iw;
  4102. iw.player = color;
  4103. iw.text << ev.message;
  4104. for (int i=0; i<ev.resources.size(); i++)
  4105. {
  4106. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4107. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4108. }
  4109. sendAndApply(&iw); //show dialog
  4110. }
  4111. } //PLAYERS LOOP
  4112. if (ev.nextOccurence)
  4113. {
  4114. gs->map->events.pop_front();
  4115. ev.firstOccurence += ev.nextOccurence;
  4116. auto it = gs->map->events.begin();
  4117. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4118. it++;
  4119. gs->map->events.insert(it, ev);
  4120. }
  4121. else
  4122. {
  4123. gs->map->events.pop_front();
  4124. }
  4125. }
  4126. //TODO send only if changed
  4127. UpdateMapEvents ume;
  4128. ume.events = gs->map->events;
  4129. sendAndApply(&ume);
  4130. }
  4131. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4132. {
  4133. town->events.sort(evntCmp);
  4134. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4135. {
  4136. PlayerColor player = town->tempOwner;
  4137. CCastleEvent ev = town->events.front();
  4138. const PlayerState * pinfo = getPlayer(player, false);
  4139. if (pinfo //player exists
  4140. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4141. && ((ev.computerAffected && !pinfo->human)
  4142. || (ev.humanAffected && pinfo->human)))
  4143. {
  4144. // dialog
  4145. InfoWindow iw;
  4146. iw.player = player;
  4147. iw.text << ev.message;
  4148. if (ev.resources.nonZero())
  4149. {
  4150. TResources was = n.res[player];
  4151. n.res[player] += ev.resources;
  4152. n.res[player].amax(0);
  4153. for (int i=0; i<ev.resources.size(); i++)
  4154. 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
  4155. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4156. }
  4157. for (auto & i : ev.buildings)
  4158. {
  4159. if (!town->hasBuilt(i))
  4160. {
  4161. buildStructure(town->id, i, true);
  4162. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4163. }
  4164. }
  4165. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4166. {
  4167. n.cres[town->id].tid = town->id;
  4168. n.cres[town->id].creatures = town->creatures;
  4169. }
  4170. auto & sac = n.cres[town->id];
  4171. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4172. {
  4173. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4174. {
  4175. sac.creatures[i].first += ev.creatures.at(i);
  4176. iw.components.push_back(Component(Component::CREATURE,
  4177. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4178. }
  4179. }
  4180. sendAndApply(&iw); //show dialog
  4181. }
  4182. if (ev.nextOccurence)
  4183. {
  4184. town->events.pop_front();
  4185. ev.firstOccurence += ev.nextOccurence;
  4186. auto it = town->events.begin();
  4187. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4188. it++;
  4189. town->events.insert(it, ev);
  4190. }
  4191. else
  4192. {
  4193. town->events.pop_front();
  4194. }
  4195. }
  4196. //TODO send only if changed
  4197. UpdateCastleEvents uce;
  4198. uce.town = town->id;
  4199. uce.events = town->events;
  4200. sendAndApply(&uce);
  4201. }
  4202. bool CGameHandler::complain(const std::string &problem)
  4203. {
  4204. sendMessageToAll("Server encountered a problem: " + problem);
  4205. logGlobal->error(problem);
  4206. return true;
  4207. }
  4208. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4209. {
  4210. //PlayerColor player = getOwner(hid);
  4211. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4212. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4213. assert(lowerArmy);
  4214. assert(upperArmy);
  4215. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4216. queries.addQuery(garrisonQuery);
  4217. GarrisonDialog gd;
  4218. gd.hid = hid;
  4219. gd.objid = upobj;
  4220. gd.removableUnits = removableUnits;
  4221. gd.queryID = garrisonQuery->queryID;
  4222. sendAndApply(&gd);
  4223. }
  4224. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4225. {
  4226. OpenWindow ow;
  4227. ow.window = OpenWindow::THIEVES_GUILD;
  4228. ow.id1 = player.getNum();
  4229. ow.id2 = requestingObjId.getNum();
  4230. sendAndApply(&ow);
  4231. }
  4232. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4233. {
  4234. if (id1 == id2)
  4235. return true;
  4236. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4237. if (!o1 || !o2)
  4238. return true; //arranging stacks within an object should be always allowed
  4239. if (o1 && o2)
  4240. {
  4241. if (o1->ID == Obj::TOWN)
  4242. {
  4243. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4244. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4245. return true;
  4246. }
  4247. if (o2->ID == Obj::TOWN)
  4248. {
  4249. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4250. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4251. return true;
  4252. }
  4253. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4254. {
  4255. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4256. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4257. // two heroes in same town (garrisoned and visiting)
  4258. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4259. return true;
  4260. }
  4261. //Ongoing garrison exchange
  4262. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4263. {
  4264. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4265. return true;
  4266. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4267. return true;
  4268. }
  4269. }
  4270. return false;
  4271. }
  4272. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4273. {
  4274. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4275. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4276. queries.addQuery(visitQuery); //TODO real visit pos
  4277. HeroVisit hv;
  4278. hv.obj = obj;
  4279. hv.hero = h;
  4280. hv.player = h->tempOwner;
  4281. hv.starting = true;
  4282. sendAndApply(&hv);
  4283. obj->onHeroVisit(h);
  4284. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4285. }
  4286. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4287. {
  4288. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4289. HeroVisit hv;
  4290. hv.player = query.players.front();
  4291. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4292. hv.hero = query.visitingHero;
  4293. assert(hv.hero);
  4294. hv.starting = false;
  4295. sendAndApply(&hv);
  4296. }
  4297. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4298. {
  4299. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4300. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4301. {
  4302. complain("Cannot build boat in this shipyard!");
  4303. return false;
  4304. }
  4305. else if (obj->o->ID == Obj::TOWN
  4306. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4307. {
  4308. complain("Cannot build boat in the town - no shipyard!");
  4309. return false;
  4310. }
  4311. const PlayerColor playerID = obj->o->tempOwner;
  4312. TResources boatCost;
  4313. obj->getBoatCost(boatCost);
  4314. TResources aviable = getPlayer(playerID)->resources;
  4315. if (!aviable.canAfford(boatCost))
  4316. {
  4317. complain("Not enough resources to build a boat!");
  4318. return false;
  4319. }
  4320. int3 tile = obj->bestLocation();
  4321. if (!gs->map->isInTheMap(tile))
  4322. {
  4323. complain("Cannot find appropriate tile for a boat!");
  4324. return false;
  4325. }
  4326. //take boat cost
  4327. giveResources(playerID, -boatCost);
  4328. //create boat
  4329. NewObject no;
  4330. no.ID = Obj::BOAT;
  4331. no.subID = obj->getBoatType();
  4332. no.pos = tile + int3(1,0,0);
  4333. sendAndApply(&no);
  4334. return true;
  4335. }
  4336. void CGameHandler::engageIntoBattle(PlayerColor player)
  4337. {
  4338. //notify interfaces
  4339. PlayerBlocked pb;
  4340. pb.player = player;
  4341. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4342. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4343. sendAndApply(&pb);
  4344. }
  4345. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4346. {
  4347. for (auto playerColor : playerColors)
  4348. {
  4349. if (getPlayer(playerColor, false))
  4350. checkVictoryLossConditionsForPlayer(playerColor);
  4351. }
  4352. }
  4353. void CGameHandler::checkVictoryLossConditionsForAll()
  4354. {
  4355. std::set<PlayerColor> playerColors;
  4356. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4357. {
  4358. playerColors.insert(PlayerColor(i));
  4359. }
  4360. checkVictoryLossConditions(playerColors);
  4361. }
  4362. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4363. {
  4364. const PlayerState * p = getPlayer(player);
  4365. if (p->status != EPlayerStatus::INGAME) return;
  4366. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4367. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4368. {
  4369. InfoWindow iw;
  4370. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4371. sendAndApply(&iw);
  4372. PlayerEndsGame peg;
  4373. peg.player = player;
  4374. peg.victoryLossCheckResult = victoryLossCheckResult;
  4375. sendAndApply(&peg);
  4376. if (victoryLossCheckResult.victory())
  4377. {
  4378. //one player won -> all enemies lost
  4379. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4380. {
  4381. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4382. {
  4383. peg.player = i->first;
  4384. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4385. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4386. InfoWindow iw;
  4387. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4388. iw.player = i->first;
  4389. sendAndApply(&iw);
  4390. sendAndApply(&peg);
  4391. }
  4392. }
  4393. if (p->human)
  4394. {
  4395. serverShuttingDown = true;
  4396. if (gs->scenarioOps->campState)
  4397. {
  4398. std::vector<CGHeroInstance *> crossoverHeroes;
  4399. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4400. {
  4401. if (hero->tempOwner == player)
  4402. {
  4403. // keep all heroes from the winning player
  4404. crossoverHeroes.push_back(hero);
  4405. }
  4406. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4407. {
  4408. // keep hero whether lost or won (like Xeron in AB campaign)
  4409. crossoverHeroes.push_back(hero);
  4410. }
  4411. }
  4412. // keep lost heroes which are in heroes pool
  4413. for (auto & heroPair : gs->hpool.heroesPool)
  4414. {
  4415. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4416. {
  4417. crossoverHeroes.push_back(heroPair.second.get());
  4418. }
  4419. }
  4420. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4421. //Request clients to change connection mode
  4422. PrepareForAdvancingCampaign pfac;
  4423. sendAndApply(&pfac);
  4424. //Change connection mode
  4425. if (getPlayer(player)->human && getStartInfo()->campState)
  4426. {
  4427. for (auto connection : conns)
  4428. connection->prepareForSendingHeroes();
  4429. }
  4430. UpdateCampaignState ucs;
  4431. ucs.camp = gs->scenarioOps->campState;
  4432. sendAndApply(&ucs);
  4433. }
  4434. }
  4435. }
  4436. else
  4437. {
  4438. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4439. auto hlp = p->heroes;
  4440. for (auto h : hlp) //eliminate heroes
  4441. {
  4442. if (h.get())
  4443. removeObject(h);
  4444. }
  4445. //player lost -> all his objects become unflagged (neutral)
  4446. for (auto obj : gs->map->objects) //unflag objs
  4447. {
  4448. if (obj.get() && obj->tempOwner == player)
  4449. setOwner(obj, PlayerColor::NEUTRAL);
  4450. }
  4451. //eliminating one player may cause victory of another:
  4452. std::set<PlayerColor> playerColors;
  4453. //do not copy player state (CBonusSystemNode) by value
  4454. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4455. {
  4456. if (p.first != player)
  4457. playerColors.insert(p.first);
  4458. }
  4459. //notify all players
  4460. for (auto pc : playerColors)
  4461. {
  4462. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4463. {
  4464. InfoWindow iw;
  4465. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4466. iw.player = pc;
  4467. sendAndApply(&iw);
  4468. }
  4469. }
  4470. checkVictoryLossConditions(playerColors);
  4471. }
  4472. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4473. // If we are called before the actual game start, there might be no current player
  4474. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4475. {
  4476. // If player making turn has lost his turn must be over as well
  4477. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4478. }
  4479. }
  4480. }
  4481. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4482. {
  4483. out.player = player;
  4484. out.text.clear();
  4485. out.text << victoryLossCheckResult.messageToSelf;
  4486. // hackish, insert one player-specific string, if applicable
  4487. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4488. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4489. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4490. }
  4491. bool CGameHandler::dig(const CGHeroInstance *h)
  4492. {
  4493. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4494. {
  4495. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4496. {
  4497. complain("Cannot dig - there is already a hole under the hero!");
  4498. return false;
  4499. }
  4500. }
  4501. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4502. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4503. //create a hole
  4504. NewObject no;
  4505. no.ID = Obj::HOLE;
  4506. no.pos = h->getPosition();
  4507. no.subID = 0;
  4508. sendAndApply(&no);
  4509. //take MPs
  4510. SetMovePoints smp;
  4511. smp.hid = h->id;
  4512. smp.val = 0;
  4513. sendAndApply(&smp);
  4514. InfoWindow iw;
  4515. iw.player = h->tempOwner;
  4516. if (gs->map->grailPos == h->getPosition())
  4517. {
  4518. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4519. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4520. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4521. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4522. sendAndApply(&iw);
  4523. iw.soundID = soundBase::invalid;
  4524. iw.text.clear();
  4525. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4526. sendAndApply(&iw);
  4527. }
  4528. else
  4529. {
  4530. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4531. iw.soundID = soundBase::Dig;
  4532. sendAndApply(&iw);
  4533. }
  4534. return true;
  4535. }
  4536. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4537. {
  4538. if (attacker->hasBonusOfType(attackMode))
  4539. {
  4540. std::set<SpellID> spellsToCast;
  4541. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4542. for (const std::shared_ptr<Bonus> sf : *spells)
  4543. {
  4544. spellsToCast.insert(SpellID(sf->subtype));
  4545. }
  4546. for (SpellID spellID : spellsToCast)
  4547. {
  4548. const CStack * oneOfAttacked = nullptr;
  4549. for (auto & elem : bat.bsa)
  4550. {
  4551. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4552. {
  4553. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4554. break;
  4555. }
  4556. }
  4557. bool castMe = false;
  4558. if (oneOfAttacked == nullptr)
  4559. {
  4560. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4561. return;
  4562. }
  4563. int spellLevel = 0;
  4564. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4565. for (const std::shared_ptr<Bonus> sf : *spellsByType)
  4566. {
  4567. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4568. int meleeRanged = sf->additionalInfo / 1000;
  4569. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4570. castMe = true;
  4571. }
  4572. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4573. vstd::amin(chance, 100);
  4574. const CSpell * spell = SpellID(spellID).toSpell();
  4575. if(spell->canBeCastAt(gs->curB, attacker, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4576. continue;
  4577. //check if spell should be cast (probability handling)
  4578. if (getRandomGenerator().nextInt(99) >= chance)
  4579. continue;
  4580. //casting
  4581. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4582. {
  4583. logGlobal->debug("battle spell cast");
  4584. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4585. parameters.spellLvl = spellLevel;
  4586. parameters.effectLevel = spellLevel;
  4587. parameters.aimToStack(oneOfAttacked);
  4588. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4589. parameters.cast(spellEnv);
  4590. }
  4591. }
  4592. }
  4593. }
  4594. void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
  4595. {
  4596. const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
  4597. attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4598. // filter possibly dead stacks
  4599. bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
  4600. [this](const BattleStackAttacked &bsa)
  4601. {
  4602. return battleGetStackByID(bsa.stackAttacked) == nullptr;
  4603. }),
  4604. bat->bsa.end());
  4605. }
  4606. void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
  4607. {
  4608. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4609. if (!attacker || bat.bsa.empty()) // can be already dead
  4610. return;
  4611. const CStack *defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
  4612. auto cast = [=](SpellID spellID, int power)
  4613. {
  4614. const CSpell * spell = SpellID(spellID).toSpell();
  4615. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4616. parameters.spellLvl = 0;
  4617. parameters.effectLevel = 0;
  4618. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4619. parameters.effectPower = power;
  4620. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4621. parameters.cast(spellEnv);
  4622. };
  4623. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4624. if (bat.bsa.at(0).newAmount <= 0)
  4625. {
  4626. //don't try death stare or acid breath on dead stack (crash!)
  4627. return;
  4628. }
  4629. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4630. {
  4631. // mechanics of Death Stare as in H3:
  4632. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4633. //original formula x = min(x, (gorgons_count + 9)/10);
  4634. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4635. vstd::amin(chanceToKill, 1); //cap at 100%
  4636. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4637. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4638. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4639. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4640. vstd::amin(staredCreatures, maxToKill);
  4641. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4642. if (staredCreatures)
  4643. {
  4644. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4645. cast(SpellID::DEATH_STARE, staredCreatures);
  4646. }
  4647. }
  4648. int acidDamage = 0;
  4649. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4650. for (const std::shared_ptr<Bonus> b : *acidBreath)
  4651. {
  4652. if (b->additionalInfo > getRandomGenerator().nextInt(99))
  4653. acidDamage += b->val;
  4654. }
  4655. if (acidDamage)
  4656. {
  4657. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4658. }
  4659. if (attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4660. {
  4661. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4662. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4663. if (getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4664. return;
  4665. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4666. if (defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4667. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4668. return;
  4669. BattleStackAdded resurrectInfo;
  4670. resurrectInfo.pos = defender->position;
  4671. resurrectInfo.side = defender->side;
  4672. if (bonusAdditionalInfo != -1)
  4673. resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
  4674. else
  4675. resurrectInfo.creID = attacker->getCreature()->idNumber;
  4676. if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4677. {
  4678. resurrectInfo.amount = std::max((defender->count * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
  4679. }
  4680. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4681. resurrectInfo.amount = defender->count;
  4682. else
  4683. return; //wrong subtype
  4684. BattleStacksRemoved victimInfo;
  4685. victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
  4686. sendAndApply(&victimInfo);
  4687. sendAndApply(&resurrectInfo);
  4688. }
  4689. }
  4690. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4691. {
  4692. const CSpell *s = spellID.toSpell();
  4693. AdventureSpellCastParameters p;
  4694. p.caster = h;
  4695. p.pos = pos;
  4696. return s->adventureCast(spellEnv, p);
  4697. }
  4698. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4699. {
  4700. if (!t.visitableObjects.empty())
  4701. {
  4702. //to prevent self-visiting heroes on space press
  4703. if (t.visitableObjects.back() != h)
  4704. objectVisited(t.visitableObjects.back(), h);
  4705. else if (t.visitableObjects.size() > 1)
  4706. objectVisited(*(t.visitableObjects.end()-2),h);
  4707. }
  4708. }
  4709. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4710. {
  4711. if (!hero)
  4712. COMPLAIN_RET("You need hero to sacrifice creature!");
  4713. int oldCount = hero->getStackCount(slot);
  4714. if (oldCount < count)
  4715. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4716. else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4717. COMPLAIN_RET("Cannot sacrifice last creature!");
  4718. int crid = hero->getStack(slot).type->idNumber;
  4719. changeStackCount(StackLocation(hero, slot), -count);
  4720. int dump, exp;
  4721. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4722. exp *= count;
  4723. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4724. return true;
  4725. }
  4726. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4727. {
  4728. if (!hero)
  4729. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4730. ArtifactLocation al(hero, slot);
  4731. const CArtifactInstance *a = al.getArt();
  4732. COMPLAIN_RET_FALSE_IF(!a,"Cannot find artifact to sacrifice!");
  4733. int dmp, expToGive;
  4734. const CArtifactInstance * art = hero->getArt(slot);
  4735. COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");
  4736. si32 typId = art->artType->id;
  4737. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4738. removeArtifact(al);
  4739. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4740. return true;
  4741. }
  4742. void CGameHandler::makeStackDoNothing(const CStack * next)
  4743. {
  4744. BattleAction doNothing;
  4745. doNothing.actionType = Battle::NO_ACTION;
  4746. doNothing.additionalInfo = 0;
  4747. doNothing.destinationTile = -1;
  4748. doNothing.side = next->side;
  4749. doNothing.stackNumber = next->ID;
  4750. makeAutomaticAction(next, doNothing);
  4751. }
  4752. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4753. {
  4754. if (sl.army->hasStackAtSlot(sl.slot))
  4755. COMPLAIN_RET("Slot is already taken!");
  4756. if (!sl.slot.validSlot())
  4757. COMPLAIN_RET("Cannot insert stack to that slot!");
  4758. InsertNewStack ins;
  4759. ins.sl = sl;
  4760. ins.stack = CStackBasicDescriptor(c, count);
  4761. sendAndApply(&ins);
  4762. return true;
  4763. }
  4764. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4765. {
  4766. if (!sl.army->hasStackAtSlot(sl.slot))
  4767. COMPLAIN_RET("Cannot find a stack to erase");
  4768. if (sl.army->stacksCount() == 1 //from the last stack
  4769. && sl.army->needsLastStack() //that must be left
  4770. && !forceRemoval) //ignore above conditions if we are forcing removal
  4771. {
  4772. COMPLAIN_RET("Cannot erase the last stack!");
  4773. }
  4774. EraseStack es;
  4775. es.sl = sl;
  4776. sendAndApply(&es);
  4777. return true;
  4778. }
  4779. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4780. {
  4781. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4782. if ((absoluteValue && count < 0)
  4783. || (!absoluteValue && -count > currentCount))
  4784. {
  4785. COMPLAIN_RET("Cannot take more stacks than present!");
  4786. }
  4787. if ((currentCount == -count && !absoluteValue)
  4788. || (!count && absoluteValue))
  4789. {
  4790. eraseStack(sl);
  4791. }
  4792. else
  4793. {
  4794. ChangeStackCount csc;
  4795. csc.sl = sl;
  4796. csc.count = count;
  4797. csc.absoluteValue = absoluteValue;
  4798. sendAndApply(&csc);
  4799. }
  4800. return true;
  4801. }
  4802. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4803. {
  4804. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4805. if (!slotC) //slot is empty
  4806. insertNewStack(sl, c, count);
  4807. else if (c == slotC)
  4808. changeStackCount(sl, count);
  4809. else
  4810. {
  4811. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4812. }
  4813. return true;
  4814. }
  4815. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4816. {
  4817. if (removeObjWhenFinished)
  4818. removeAfterVisit(src);
  4819. if (!src->canBeMergedWith(*dst, allowMerging))
  4820. {
  4821. if (allowMerging) //do that, add all matching creatures.
  4822. {
  4823. bool cont = true;
  4824. while (cont)
  4825. {
  4826. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4827. {
  4828. SlotID pos = dst->getSlotFor(i->second->type);
  4829. if (pos.validSlot())
  4830. {
  4831. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4832. cont = true;
  4833. break; //or iterator crashes
  4834. }
  4835. cont = false;
  4836. }
  4837. }
  4838. }
  4839. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4840. }
  4841. else //merge
  4842. {
  4843. moveArmy(src, dst, allowMerging);
  4844. }
  4845. }
  4846. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4847. {
  4848. if (!src.army->hasStackAtSlot(src.slot))
  4849. COMPLAIN_RET("No stack to move!");
  4850. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4851. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4852. if (!dst.slot.validSlot())
  4853. COMPLAIN_RET("Cannot move stack to that slot!");
  4854. if (count == -1)
  4855. {
  4856. count = src.army->getStackCount(src.slot);
  4857. }
  4858. if (src.army != dst.army //moving away
  4859. && count == src.army->getStackCount(src.slot) //all creatures
  4860. && src.army->stacksCount() == 1 //from the last stack
  4861. && src.army->needsLastStack()) //that must be left
  4862. {
  4863. COMPLAIN_RET("Cannot move away the last creature!");
  4864. }
  4865. RebalanceStacks rs;
  4866. rs.src = src;
  4867. rs.dst = dst;
  4868. rs.count = count;
  4869. sendAndApply(&rs);
  4870. return true;
  4871. }
  4872. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4873. {
  4874. if (!sl1.army->hasStackAtSlot(sl1.slot))
  4875. return moveStack(sl2, sl1);
  4876. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  4877. return moveStack(sl1, sl2);
  4878. else
  4879. {
  4880. SwapStacks ss;
  4881. ss.sl1 = sl1;
  4882. ss.sl2 = sl2;
  4883. sendAndApply(&ss);
  4884. return true;
  4885. }
  4886. }
  4887. void CGameHandler::runBattle()
  4888. {
  4889. setBattle(gs->curB);
  4890. assert(gs->curB);
  4891. //TODO: pre-tactic stuff, call scripts etc.
  4892. //tactic round
  4893. {
  4894. while (gs->curB->tacticDistance && !battleResult.get())
  4895. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4896. }
  4897. //initial stacks appearance triggers, e.g. built-in bonus spells
  4898. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  4899. for (CStack * stack : initialStacks)
  4900. {
  4901. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  4902. {
  4903. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  4904. auto accessibility = getAccesibility();
  4905. CreatureID creatureData = CreatureID(summonInfo->subtype);
  4906. std::vector<BattleHex> targetHexes;
  4907. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  4908. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  4909. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  4910. For one-hex targets there are four guardians - front, back and one per side (up + down).
  4911. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  4912. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  4913. if (!guardianIsBig)
  4914. targetHexes = stack->getSurroundingHexes();
  4915. else
  4916. summonGuardiansHelper(targetHexes, stack->position, stack->side, targetIsBig);
  4917. for (auto hex : targetHexes)
  4918. {
  4919. if (accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  4920. {
  4921. BattleStackAdded newStack;
  4922. newStack.amount = std::max(1, (int)(stack->count * 0.01 * summonInfo->val));
  4923. newStack.creID = creatureData.num;
  4924. newStack.side = stack->side;
  4925. newStack.summoned = true;
  4926. newStack.pos = hex.hex;
  4927. sendAndApply(&newStack);
  4928. }
  4929. }
  4930. }
  4931. stackEnchantedTrigger(stack);
  4932. }
  4933. //spells opening battle
  4934. for (int i = 0; i < 2; ++i)
  4935. {
  4936. auto h = gs->curB->battleGetFightingHero(i);
  4937. if (h)
  4938. {
  4939. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4940. for (auto b : *bl)
  4941. {
  4942. const CSpell * spell = SpellID(b->subtype).toSpell();
  4943. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4944. parameters.spellLvl = 3;
  4945. parameters.effectLevel = 3;
  4946. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4947. parameters.enchantPower = b->val;
  4948. parameters.castIfPossible(spellEnv);
  4949. }
  4950. }
  4951. }
  4952. bool firstRound = true;//FIXME: why first round is -1?
  4953. //main loop
  4954. while (!battleResult.get()) //till the end of the battle ;]
  4955. {
  4956. BattleNextRound bnr;
  4957. bnr.round = gs->curB->round + 1;
  4958. logGlobal->debug("Round %d", bnr.round);
  4959. sendAndApply(&bnr);
  4960. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4961. for (auto &obstPtr : obstacles)
  4962. {
  4963. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4964. if (sco->turnsRemaining == 0)
  4965. removeObstacle(*obstPtr);
  4966. }
  4967. const BattleInfo & curB = *gs->curB;
  4968. for(auto stack : curB.stacks)
  4969. {
  4970. if(stack->alive() && !firstRound)
  4971. stackEnchantedTrigger(stack);
  4972. }
  4973. //stack loop
  4974. const CStack *next;
  4975. while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4976. {
  4977. std::set <const CStack *> stacksToRemove;
  4978. for (auto stack : curB.stacks)
  4979. {
  4980. if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  4981. stacksToRemove.insert(stack);
  4982. }
  4983. for (auto stack : stacksToRemove)
  4984. {
  4985. BattleStacksRemoved bsr;
  4986. bsr.stackIDs.insert(stack->ID);
  4987. sendAndApply(&bsr);
  4988. }
  4989. //check for bad morale => freeze
  4990. int nextStackMorale = next->MoraleVal();
  4991. if (nextStackMorale < 0 &&
  4992. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4993. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4994. )
  4995. {
  4996. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4997. {
  4998. //unit loses its turn - empty freeze action
  4999. BattleAction ba;
  5000. ba.actionType = Battle::BAD_MORALE;
  5001. ba.additionalInfo = 1;
  5002. ba.side = next->side;
  5003. ba.stackNumber = next->ID;
  5004. makeAutomaticAction(next, ba);
  5005. continue;
  5006. }
  5007. }
  5008. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5009. {
  5010. logGlobal->debug("Handle Berserk effect");
  5011. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::none);
  5012. if (attackInfo.first != nullptr)
  5013. {
  5014. BattleAction attack;
  5015. attack.actionType = Battle::WALK_AND_ATTACK;
  5016. attack.side = next->side;
  5017. attack.stackNumber = next->ID;
  5018. attack.additionalInfo = attackInfo.first->position;
  5019. attack.destinationTile = attackInfo.second;
  5020. makeAutomaticAction(next, attack);
  5021. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  5022. }
  5023. else
  5024. {
  5025. makeStackDoNothing(next);
  5026. logGlobal->debug("No target found");
  5027. }
  5028. continue;
  5029. }
  5030. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5031. if ((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5032. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5033. {
  5034. BattleAction attack;
  5035. attack.actionType = Battle::SHOOT;
  5036. attack.side = next->side;
  5037. attack.stackNumber = next->ID;
  5038. for (auto & elem : gs->curB->stacks)
  5039. {
  5040. if (elem->owner != next->owner && elem->isValidTarget())
  5041. {
  5042. attack.destinationTile = elem->position;
  5043. break;
  5044. }
  5045. }
  5046. makeAutomaticAction(next, attack);
  5047. continue;
  5048. }
  5049. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5050. {
  5051. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5052. if (attackableBattleHexes.empty())
  5053. {
  5054. makeStackDoNothing(next);
  5055. continue;
  5056. }
  5057. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  5058. {
  5059. BattleAction attack;
  5060. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  5061. getRandomGenerator());
  5062. attack.actionType = Battle::CATAPULT;
  5063. attack.additionalInfo = 0;
  5064. attack.side = next->side;
  5065. attack.stackNumber = next->ID;
  5066. makeAutomaticAction(next, attack);
  5067. continue;
  5068. }
  5069. }
  5070. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5071. {
  5072. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5073. {
  5074. return s->owner == next->owner && s->canBeHealed();
  5075. });
  5076. if (!possibleStacks.size())
  5077. {
  5078. makeStackDoNothing(next);
  5079. continue;
  5080. }
  5081. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5082. {
  5083. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5084. const CStack * toBeHealed = possibleStacks.front();
  5085. BattleAction heal;
  5086. heal.actionType = Battle::STACK_HEAL;
  5087. heal.additionalInfo = 0;
  5088. heal.destinationTile = toBeHealed->position;
  5089. heal.side = next->side;
  5090. heal.stackNumber = next->ID;
  5091. makeAutomaticAction(next, heal);
  5092. continue;
  5093. }
  5094. }
  5095. int numberOfAsks = 1;
  5096. bool breakOuter = false;
  5097. do
  5098. {//ask interface and wait for answer
  5099. if (!battleResult.get())
  5100. {
  5101. stackTurnTrigger(next); //various effects
  5102. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5103. {
  5104. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5105. }
  5106. else
  5107. {
  5108. logGlobal->trace("Activating %s", next->nodeName());
  5109. auto nextId = next->ID;
  5110. BattleSetActiveStack sas;
  5111. sas.stack = nextId;
  5112. sendAndApply(&sas);
  5113. auto actionWasMade = [&]() -> bool
  5114. {
  5115. if (battleMadeAction.data)//active stack has made its action
  5116. return true;
  5117. if (battleResult.get())// battle is finished
  5118. return true;
  5119. if (next == nullptr)//active stack was been removed
  5120. return true;
  5121. return !next->alive();//active stack is dead
  5122. };
  5123. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5124. battleMadeAction.data = false;
  5125. while (!actionWasMade())
  5126. {
  5127. battleMadeAction.cond.wait(lock);
  5128. if (battleGetStackByID(nextId, false) != next)
  5129. next = nullptr; //it may be removed, while we wait
  5130. }
  5131. }
  5132. }
  5133. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5134. {
  5135. breakOuter = true;
  5136. break;
  5137. }
  5138. //we're after action, all results applied
  5139. checkBattleStateChanges(); //check if this action ended the battle
  5140. if (next != nullptr)
  5141. {
  5142. //check for good morale
  5143. nextStackMorale = next->MoraleVal();
  5144. if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5145. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5146. && !next->waited()
  5147. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5148. && next->alive()
  5149. && nextStackMorale > 0
  5150. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5151. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5152. )
  5153. {
  5154. if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5155. {
  5156. BattleTriggerEffect bte;
  5157. bte.stackID = next->ID;
  5158. bte.effect = Bonus::MORALE;
  5159. bte.val = 1;
  5160. bte.additionalInfo = 0;
  5161. sendAndApply(&bte); //play animation
  5162. ++numberOfAsks; //move this stack once more
  5163. }
  5164. }
  5165. }
  5166. --numberOfAsks;
  5167. } while (numberOfAsks > 0);
  5168. if (breakOuter)
  5169. {
  5170. break;
  5171. }
  5172. }
  5173. firstRound = false;
  5174. }
  5175. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5176. }
  5177. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5178. {
  5179. BattleSetActiveStack bsa;
  5180. bsa.stack = stack->ID;
  5181. bsa.askPlayerInterface = false;
  5182. sendAndApply(&bsa);
  5183. bool ret = makeBattleAction(ba);
  5184. checkBattleStateChanges();
  5185. return ret;
  5186. }
  5187. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5188. {
  5189. assert(a->artType);
  5190. ArtifactLocation al;
  5191. al.artHolder = const_cast<CGHeroInstance*>(h);
  5192. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5193. if (pos < 0)
  5194. {
  5195. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5196. slot = a->firstAvailableSlot(h);
  5197. else
  5198. slot = a->firstBackpackSlot(h);
  5199. }
  5200. else
  5201. {
  5202. slot = pos;
  5203. }
  5204. al.slot = slot;
  5205. if (slot < 0 || !a->canBePutAt(al))
  5206. {
  5207. complain("Cannot put artifact in that slot!");
  5208. return;
  5209. }
  5210. putArtifact(al, a);
  5211. }
  5212. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5213. {
  5214. PutArtifact pa;
  5215. pa.art = a;
  5216. pa.al = al;
  5217. sendAndApply(&pa);
  5218. }
  5219. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5220. {
  5221. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5222. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5223. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5224. giveHeroNewArtifact(h, art, slot);
  5225. return true;
  5226. }
  5227. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5228. {
  5229. CArtifactInstance *a = nullptr;
  5230. if (!artType->constituents)
  5231. {
  5232. a = new CArtifactInstance();
  5233. }
  5234. else
  5235. {
  5236. a = new CCombinedArtifactInstance();
  5237. }
  5238. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5239. NewArtifact na;
  5240. na.art = a;
  5241. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5242. giveHeroArtifact(h, a, pos);
  5243. }
  5244. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5245. {
  5246. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5247. if (battleResult.data)
  5248. {
  5249. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5250. % battleResult.data->result % resultType).str());
  5251. return;
  5252. }
  5253. auto br = new BattleResult;
  5254. br->result = resultType;
  5255. br->winner = victoriusSide; //surrendering side loses
  5256. gs->curB->calculateCasualties(br->casualties);
  5257. battleResult.data = br;
  5258. }
  5259. void CGameHandler::commitPackage(CPackForClient *pack)
  5260. {
  5261. sendAndApply(pack);
  5262. }
  5263. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5264. {
  5265. std::vector<int3>::iterator tile;
  5266. std::vector<int3> tiles;
  5267. getFreeTiles(tiles);
  5268. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5269. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5270. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5271. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5272. for (int i = 0; i < amount; ++i)
  5273. {
  5274. tile = tiles.begin();
  5275. logGlobal->trace("\tSpawning monster at %s",(*tile)());
  5276. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5277. tiles.erase(tile); //not use it again
  5278. }
  5279. }
  5280. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5281. {
  5282. if (cheat == "vcmiistari")
  5283. {
  5284. if (!hero) return;
  5285. ///Give hero spellbook
  5286. if (!hero->hasSpellbook())
  5287. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5288. ///Give all spells with bonus (to allow banned spells)
  5289. GiveBonus giveBonus(GiveBonus::HERO);
  5290. giveBonus.id = hero->id.getNum();
  5291. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5292. //start with level 0 to skip abilities
  5293. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5294. {
  5295. giveBonus.bonus.subtype = level;
  5296. sendAndApply(&giveBonus);
  5297. }
  5298. ///Give mana
  5299. SetMana sm;
  5300. sm.hid = hero->id;
  5301. sm.val = 999;
  5302. sm.absolute = true;
  5303. sendAndApply(&sm);
  5304. }
  5305. else if (cheat == "vcmiarmenelos")
  5306. {
  5307. if (!town) return;
  5308. ///Build all buildings in selected town
  5309. for (auto & build : town->town->buildings)
  5310. {
  5311. if (!town->hasBuilt(build.first)
  5312. && !build.second->Name().empty()
  5313. && build.first != BuildingID::SHIP)
  5314. {
  5315. buildStructure(town->id, build.first, true);
  5316. }
  5317. }
  5318. }
  5319. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5320. {
  5321. if (!hero) return;
  5322. ///Gives N creatures into each slot
  5323. std::map<std::string, std::pair<int, int>> creatures;
  5324. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5325. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5326. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5327. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5328. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5329. if (!hero->hasStackAtSlot(SlotID(i)))
  5330. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5331. }
  5332. else if (cheat == "vcminoldor")
  5333. {
  5334. if (!hero) return;
  5335. ///Give all war machines to hero
  5336. if (!hero->getArt(ArtifactPosition::MACH1))
  5337. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5338. if (!hero->getArt(ArtifactPosition::MACH2))
  5339. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5340. if (!hero->getArt(ArtifactPosition::MACH3))
  5341. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5342. }
  5343. else if (cheat == "vcmiforgeofnoldorking")
  5344. {
  5345. if (!hero) return;
  5346. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5347. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5348. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5349. }
  5350. else if (cheat == "vcmiglorfindel")
  5351. {
  5352. if (!hero) return;
  5353. ///selected hero gains a new level
  5354. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5355. }
  5356. else if (cheat == "vcminahar")
  5357. {
  5358. if (!hero) return;
  5359. ///Give 1000000 movement points to hero
  5360. SetMovePoints smp;
  5361. smp.hid = hero->id;
  5362. smp.val = 1000000;
  5363. sendAndApply(&smp);
  5364. GiveBonus gb(GiveBonus::HERO);
  5365. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5366. gb.bonus.duration = Bonus::ONE_DAY;
  5367. gb.bonus.source = Bonus::OTHER;
  5368. gb.id = hero->id.getNum();
  5369. giveHeroBonus(&gb);
  5370. }
  5371. else if (cheat == "vcmiformenos")
  5372. {
  5373. ///Give resources to player
  5374. TResources resources;
  5375. resources[Res::GOLD] = 100000;
  5376. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5377. resources[i] = 100;
  5378. giveResources(player, resources);
  5379. }
  5380. else if (cheat == "vcmisilmaril")
  5381. {
  5382. ///Player wins
  5383. PlayerCheated pc;
  5384. pc.player = player;
  5385. pc.winningCheatCode = true;
  5386. sendAndApply(&pc);
  5387. }
  5388. else if (cheat == "vcmimelkor")
  5389. {
  5390. ///Player looses
  5391. PlayerCheated pc;
  5392. pc.player = player;
  5393. pc.losingCheatCode = true;
  5394. sendAndApply(&pc);
  5395. }
  5396. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5397. {
  5398. ///Reveal or conceal FoW
  5399. FoWChange fc;
  5400. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5401. fc.player = player;
  5402. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5403. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5404. int lastUnc = 0;
  5405. for (int i = 0; i < gs->map->width; i++)
  5406. for (int j = 0; j < gs->map->height; j++)
  5407. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5408. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5409. hlp_tab[lastUnc++] = int3(i, j, k);
  5410. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5411. delete [] hlp_tab;
  5412. sendAndApply(&fc);
  5413. }
  5414. else
  5415. cheated = false;
  5416. }
  5417. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5418. {
  5419. ObstaclesRemoved obsRem;
  5420. obsRem.obstacles.insert(obstacle.uniqueID);
  5421. sendAndApply(&obsRem);
  5422. }
  5423. void CGameHandler::synchronizeArtifactHandlerLists()
  5424. {
  5425. UpdateArtHandlerLists uahl;
  5426. uahl.treasures = VLC->arth->treasures;
  5427. uahl.minors = VLC->arth->minors;
  5428. uahl.majors = VLC->arth->majors;
  5429. uahl.relics = VLC->arth->relics;
  5430. sendAndApply(&uahl);
  5431. }
  5432. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5433. {
  5434. return vstd::contains(gs->map->objects, obj);
  5435. }
  5436. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5437. {
  5438. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5439. return false;
  5440. auto query = queries.topQuery(player);
  5441. if (query && query->blocksPack(pack))
  5442. {
  5443. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5444. return true;
  5445. }
  5446. return false;
  5447. }
  5448. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5449. {
  5450. //If the object is being visited, there must be a matching query
  5451. for (const auto &query : queries.allQueries())
  5452. {
  5453. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5454. {
  5455. if (someVistQuery->visitedObject == object)
  5456. {
  5457. someVistQuery->removeObjectAfterVisit = true;
  5458. return;
  5459. }
  5460. }
  5461. };
  5462. //If we haven't returned so far, there is no query and no visit, call was wrong
  5463. assert("This function needs to be called during the object visit!");
  5464. }
  5465. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5466. {
  5467. std::unordered_set<int3, ShashInt3> tiles;
  5468. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5469. if (hide)
  5470. {
  5471. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5472. auto p = getPlayer(player);
  5473. for (auto h : p->heroes)
  5474. {
  5475. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5476. }
  5477. for (auto t : p->towns)
  5478. {
  5479. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5480. }
  5481. for (auto tile : observedTiles)
  5482. vstd::erase_if_present (tiles, tile);
  5483. }
  5484. changeFogOfWar(tiles, player, hide);
  5485. }
  5486. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5487. {
  5488. FoWChange fow;
  5489. fow.tiles = tiles;
  5490. fow.player = player;
  5491. fow.mode = hide? 0 : 1;
  5492. sendAndApply(&fow);
  5493. }
  5494. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5495. {
  5496. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5497. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5498. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5499. return true;
  5500. }
  5501. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5502. army(_army)
  5503. {
  5504. heroWithDeadCommander = ObjectInstanceID();
  5505. PlayerColor color = army->tempOwner;
  5506. if (color == PlayerColor::UNFLAGGABLE)
  5507. color = PlayerColor::NEUTRAL;
  5508. for (CStack *st : bat->stacks)
  5509. {
  5510. if (vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5511. continue;
  5512. if (st->owner != color) //remove only our stacks
  5513. continue;
  5514. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5515. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5516. st->count = std::max (0, st->count - st->resurrected);
  5517. if (st->slot == SlotID::ARROW_TOWERS_SLOT)
  5518. {
  5519. //do nothing
  5520. logGlobal->debug("Ignored arrow towers stack.");
  5521. }
  5522. else if (st->slot == SlotID::WAR_MACHINES_SLOT)
  5523. {
  5524. auto warMachine = st->type->warMachine;
  5525. if (warMachine == ArtifactID::NONE)
  5526. {
  5527. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5528. }
  5529. //catapult artifact remain even if "creature" killed in siege
  5530. else if (warMachine != ArtifactID::CATAPULT && !st->count)
  5531. {
  5532. logGlobal->debug("War machine has been destroyed");
  5533. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5534. if (hero)
  5535. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5536. else
  5537. logGlobal->error("War machine in army without hero");
  5538. }
  5539. }
  5540. else if (st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5541. {
  5542. if (st->alive() && st->count > 0)
  5543. {
  5544. logGlobal->debug("Permanently summoned %d units.", st->count);
  5545. const CreatureID summonedType = st->type->idNumber;
  5546. summoned[summonedType] += st->count;
  5547. }
  5548. }
  5549. else if (st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5550. {
  5551. if (nullptr == st->base)
  5552. {
  5553. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5554. }
  5555. else
  5556. {
  5557. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5558. if (c)
  5559. {
  5560. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5561. if (h && h->commander == c && (st->count == 0 || !st->alive()))
  5562. {
  5563. logGlobal->debug("Commander is dead.");
  5564. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5565. }
  5566. }
  5567. else
  5568. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5569. }
  5570. }
  5571. else if (st->base && !army->slotEmpty(st->slot))
  5572. {
  5573. if (st->count == 0 || !st->alive())
  5574. {
  5575. logGlobal->debug("Stack has been destroyed.");
  5576. StackLocation sl(army, st->slot);
  5577. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5578. }
  5579. else if (st->count < army->getStackCount(st->slot))
  5580. {
  5581. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
  5582. StackLocation sl(army, st->slot);
  5583. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5584. }
  5585. else if (st->count > army->getStackCount(st->slot))
  5586. {
  5587. logGlobal->debug("Stack gained %d units.", st->count - army->getStackCount(st->slot));
  5588. StackLocation sl(army, st->slot);
  5589. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5590. }
  5591. }
  5592. else
  5593. {
  5594. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5595. }
  5596. }
  5597. }
  5598. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5599. {
  5600. for (TStackAndItsNewCount &ncount : newStackCounts)
  5601. {
  5602. if (ncount.second > 0)
  5603. gh->changeStackCount(ncount.first, ncount.second, true);
  5604. else
  5605. gh->eraseStack(ncount.first, true);
  5606. }
  5607. for (auto summoned_iter : summoned)
  5608. {
  5609. SlotID slot = army->getSlotFor(summoned_iter.first);
  5610. if (slot.validSlot())
  5611. {
  5612. StackLocation location(army, slot);
  5613. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5614. }
  5615. else
  5616. {
  5617. //even if it will be possible to summon anything permanently it should be checked for free slot
  5618. //necromancy is handled separately
  5619. gh->complain("No free slot to put summoned creature");
  5620. }
  5621. }
  5622. for (auto al : removedWarMachines)
  5623. {
  5624. gh->removeArtifact(al);
  5625. }
  5626. if (heroWithDeadCommander != ObjectInstanceID())
  5627. {
  5628. SetCommanderProperty scp;
  5629. scp.heroid = heroWithDeadCommander;
  5630. scp.which = SetCommanderProperty::ALIVE;
  5631. scp.amount = 0;
  5632. gh->sendAndApply(&scp);
  5633. }
  5634. }
  5635. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5636. {
  5637. assert(Query->result);
  5638. assert(Query->bi);
  5639. auto &result = *Query->result;
  5640. auto &info = *Query->bi;
  5641. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5642. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5643. victor = info.sides[result.winner].color;
  5644. loser = info.sides[!result.winner].color;
  5645. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5646. }
  5647. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5648. {
  5649. winnerHero = loserHero = nullptr;
  5650. remainingBattleQueriesCount = 0;
  5651. }
  5652. CRandomGenerator & CGameHandler::getRandomGenerator()
  5653. {
  5654. return CRandomGenerator::getDefault();
  5655. }
  5656. ///ServerSpellCastEnvironment
  5657. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5658. {
  5659. }
  5660. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5661. {
  5662. gh->sendAndApply(info);
  5663. }
  5664. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5665. {
  5666. return gh->getRandomGenerator();
  5667. }
  5668. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5669. {
  5670. gh->complain(problem);
  5671. }
  5672. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5673. {
  5674. return gh;
  5675. }
  5676. const CMap * ServerSpellCastEnvironment::getMap() const
  5677. {
  5678. return gh->gameState()->map;
  5679. }
  5680. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5681. {
  5682. return gh->moveHero(hid, dst, teleporting, false, asker);
  5683. }