CGameHandler.cpp 203 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/CSpellHandler.h"
  21. #include "../lib/spells/ISpellMechanics.h"
  22. #include "../lib/spells/Problem.h"
  23. #include "../lib/CGeneralTextHandler.h"
  24. #include "../lib/CTownHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CGameState.h"
  27. #include "../lib/CStack.h"
  28. #include "../lib/battle/BattleInfo.h"
  29. #include "../lib/CondSh.h"
  30. #include "../lib/NetPacks.h"
  31. #include "../lib/VCMI_Lib.h"
  32. #include "../lib/mapping/CMap.h"
  33. #include "../lib/mapping/CMapService.h"
  34. #include "../lib/rmg/CMapGenOptions.h"
  35. #include "../lib/VCMIDirs.h"
  36. #include "../lib/ScopeGuard.h"
  37. #include "../lib/CSoundBase.h"
  38. #include "CGameHandler.h"
  39. #include "CVCMIServer.h"
  40. #include "../lib/CCreatureSet.h"
  41. #include "../lib/CThreadHelper.h"
  42. #include "../lib/GameConstants.h"
  43. #include "../lib/registerTypes/RegisterTypes.h"
  44. #include "../lib/serializer/CTypeList.h"
  45. #include "../lib/serializer/Connection.h"
  46. #ifndef _MSC_VER
  47. #include <boost/thread/xtime.hpp>
  48. #endif
  49. extern std::atomic<bool> serverShuttingDown;
  50. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  51. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  52. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. class ServerSpellCastEnvironment : public SpellCastEnvironment
  55. {
  56. public:
  57. ServerSpellCastEnvironment(CGameHandler * gh);
  58. ~ServerSpellCastEnvironment() = default;
  59. void sendAndApply(CPackForClient * info) const override;
  60. CRandomGenerator & getRandomGenerator() const override;
  61. void complain(const std::string & problem) const override;
  62. const CMap * getMap() const override;
  63. const CGameInfoCallback * getCb() const override;
  64. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;
  65. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;
  66. private:
  67. mutable CGameHandler * gh;
  68. };
  69. namespace spells
  70. {
  71. class ObstacleCasterProxy : public Caster
  72. {
  73. public:
  74. ObstacleCasterProxy(const CGameHandler * gh_, const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  75. : gh(gh_),
  76. owner(owner_),
  77. hero(hero_),
  78. obs(obs_)
  79. {
  80. };
  81. ~ObstacleCasterProxy() = default;
  82. ui8 getSpellSchoolLevel(const Spell * spell, int * outSelectedSchool = nullptr) const override
  83. {
  84. return obs->spellLevel;
  85. }
  86. int getEffectLevel(const Spell * spell) const override
  87. {
  88. return obs->spellLevel;
  89. }
  90. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  91. {
  92. if(hero)
  93. return hero->getSpellBonus(spell, base, affectedStack);
  94. else
  95. return base;
  96. }
  97. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  98. {
  99. if(hero)
  100. return hero->getSpecificSpellBonus(spell, base);
  101. else
  102. return base;
  103. }
  104. int getEffectPower(const Spell * spell) const override
  105. {
  106. return obs->casterSpellPower;
  107. }
  108. int getEnchantPower(const Spell * spell) const override
  109. {
  110. return obs->casterSpellPower;
  111. }
  112. int64_t getEffectValue(const Spell * spell) const override
  113. {
  114. if(hero)
  115. return hero->getEffectValue(spell);
  116. else
  117. return 0;
  118. }
  119. const PlayerColor getOwner() const override
  120. {
  121. return owner;
  122. }
  123. void getCasterName(MetaString & text) const override
  124. {
  125. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  126. }
  127. void getCastDescription(const Spell * spell, MetaString & text) const override
  128. {
  129. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  130. }
  131. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  132. {
  133. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  134. }
  135. void spendMana(const PacketSender * server, const int spellCost) const override
  136. {
  137. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  138. }
  139. private:
  140. const CGHeroInstance * hero;
  141. const CGameHandler * gh;
  142. const PlayerColor owner;
  143. const SpellCreatedObstacle * obs;
  144. };
  145. class BonusCasterProxy : public Caster
  146. {
  147. public:
  148. BonusCasterProxy(const CGHeroInstance * hero_, std::shared_ptr<const Bonus> bonus_)
  149. : hero(hero_),
  150. bonus(bonus_)
  151. {
  152. }
  153. ~BonusCasterProxy() = default;
  154. ui8 getSpellSchoolLevel(const Spell * spell, int * outSelectedSchool = nullptr) const override
  155. {
  156. return hero->getSpellSchoolLevel(spell, outSelectedSchool);
  157. }
  158. int getEffectLevel(const Spell * spell) const override
  159. {
  160. return hero->getEffectLevel(spell);
  161. }
  162. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  163. {
  164. return hero->getSpellBonus(spell, base, affectedStack);
  165. }
  166. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  167. {
  168. return hero->getSpecificSpellBonus(spell, base);
  169. }
  170. int getEffectPower(const Spell * spell) const override
  171. {
  172. return hero->getEffectPower(spell);
  173. }
  174. int getEnchantPower(const Spell * spell) const override
  175. {
  176. return hero->getEnchantPower(spell);
  177. }
  178. int64_t getEffectValue(const Spell * spell) const override
  179. {
  180. return hero->getEffectValue(spell);
  181. }
  182. const PlayerColor getOwner() const override
  183. {
  184. return hero->getOwner();
  185. }
  186. void getCasterName(MetaString & text) const override
  187. {
  188. if(!bonus->description.empty())
  189. text.addReplacement(bonus->description);
  190. else
  191. hero->getCasterName(text);
  192. }
  193. void getCastDescription(const Spell * spell, MetaString & text) const override
  194. {
  195. text.addTxt(MetaString::GENERAL_TXT, 196);
  196. getCasterName(text);
  197. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  198. }
  199. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  200. {
  201. const bool singleTarget = attacked.size() == 1;
  202. const int textIndex = singleTarget ? 195 : 196;
  203. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  204. getCasterName(text);
  205. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  206. if(singleTarget)
  207. attacked.at(0)->addNameReplacement(text, true);
  208. }
  209. void spendMana(const PacketSender * server, const int spellCost) const override
  210. {
  211. logGlobal->error("Unexpected call to BonusCasterProxy::spendMana");
  212. }
  213. private:
  214. const CGHeroInstance * hero;
  215. std::shared_ptr<const Bonus> bonus;
  216. };
  217. }//
  218. CondSh<bool> battleMadeAction(false);
  219. CondSh<BattleResult *> battleResult(nullptr);
  220. template <typename T> class CApplyOnGH;
  221. class CBaseForGHApply
  222. {
  223. public:
  224. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  225. virtual ~CBaseForGHApply(){}
  226. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  227. {
  228. return new CApplyOnGH<U>();
  229. }
  230. };
  231. template <typename T> class CApplyOnGH : public CBaseForGHApply
  232. {
  233. public:
  234. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  235. {
  236. T *ptr = static_cast<T*>(pack);
  237. ptr->c = c;
  238. ptr->player = player;
  239. try
  240. {
  241. return ptr->applyGh(gh);
  242. }
  243. catch(ExceptionNotAllowedAction & e)
  244. {
  245. return false;
  246. }
  247. catch(...)
  248. {
  249. throw;
  250. }
  251. }
  252. };
  253. template <>
  254. class CApplyOnGH<CPack> : public CBaseForGHApply
  255. {
  256. public:
  257. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  258. {
  259. logGlobal->error("Cannot apply on GH plain CPack!");
  260. assert(0);
  261. return false;
  262. }
  263. };
  264. static CApplier<CBaseForGHApply> *applier = nullptr;
  265. static inline double distance(int3 a, int3 b)
  266. {
  267. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  268. }
  269. static void giveExp(BattleResult &r)
  270. {
  271. if (r.winner > 1)
  272. {
  273. // draw
  274. return;
  275. }
  276. r.exp[0] = 0;
  277. r.exp[1] = 0;
  278. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  279. {
  280. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  281. }
  282. }
  283. 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
  284. {
  285. int x = targetPosition.getX();
  286. int y = targetPosition.getY();
  287. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  288. 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...
  289. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  290. else
  291. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  292. //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
  293. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  294. {
  295. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  296. {
  297. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  298. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  299. }
  300. else
  301. { //add back-side guardians for two-hex target, side guardians for one-hex
  302. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  303. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  304. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  305. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  306. else if (targetIsTwoHex)//front-side guardians for two-hex target
  307. {
  308. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  309. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  310. if (x > 3) //back guard for two-hex
  311. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  312. }
  313. }
  314. }
  315. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  316. {
  317. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  318. {
  319. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  320. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  321. }
  322. else
  323. {
  324. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  325. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  326. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  327. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  328. else if (targetIsTwoHex)
  329. {
  330. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  331. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  332. if (x < GameConstants::BFIELD_WIDTH - 4)
  333. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  334. }
  335. }
  336. }
  337. else if (!targetIsAttacker && y % 2 == 0)
  338. {
  339. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  340. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  341. }
  342. else if (targetIsAttacker && y % 2 == 1)
  343. {
  344. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  345. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  346. }
  347. }
  348. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  349. {
  350. boost::unique_lock<boost::mutex> l(mx);
  351. if (players.find(player) != players.end())
  352. {
  353. return players.at(player);
  354. }
  355. else
  356. {
  357. throw std::runtime_error("No such player!");
  358. }
  359. }
  360. void PlayerStatuses::addPlayer(PlayerColor player)
  361. {
  362. boost::unique_lock<boost::mutex> l(mx);
  363. players[player];
  364. }
  365. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  366. {
  367. boost::unique_lock<boost::mutex> l(mx);
  368. if (players.find(player) != players.end())
  369. {
  370. return players[player].*flag;
  371. }
  372. else
  373. {
  374. throw std::runtime_error("No such player!");
  375. }
  376. }
  377. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  378. {
  379. boost::unique_lock<boost::mutex> l(mx);
  380. if (players.find(player) != players.end())
  381. {
  382. players[player].*flag = val;
  383. }
  384. else
  385. {
  386. throw std::runtime_error("No such player!");
  387. }
  388. cv.notify_all();
  389. }
  390. template <typename T>
  391. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  392. {
  393. fun(args[which]);
  394. }
  395. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  396. {
  397. changeSecSkill(hero, skill, 1, 0);
  398. expGiven(hero);
  399. }
  400. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  401. {
  402. // required exp for at least 1 lvl-up hasn't been reached
  403. if (!hero->gainsLevel())
  404. {
  405. return;
  406. }
  407. // give primary skill
  408. logGlobal->trace("%s got level %d", hero->name, hero->level);
  409. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  410. SetPrimSkill sps;
  411. sps.id = hero->id;
  412. sps.which = primarySkill;
  413. sps.abs = false;
  414. sps.val = 1;
  415. sendAndApply(&sps);
  416. PrepareHeroLevelUp pre;
  417. pre.hero = hero;
  418. sendAndApply(&pre);
  419. HeroLevelUp hlu;
  420. hlu.hero = hero;
  421. hlu.primskill = primarySkill;
  422. hlu.skills = pre.skills;
  423. if (hlu.skills.size() == 0)
  424. {
  425. sendAndApply(&hlu);
  426. levelUpHero(hero);
  427. }
  428. else if (hlu.skills.size() == 1)
  429. {
  430. sendAndApply(&hlu);
  431. levelUpHero(hero, pre.skills.front());
  432. }
  433. else if (hlu.skills.size() > 1)
  434. {
  435. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu);
  436. hlu.queryID = levelUpQuery->queryID;
  437. queries.addQuery(levelUpQuery);
  438. sendAndApply(&hlu);
  439. //level up will be called on query reply
  440. }
  441. }
  442. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  443. {
  444. SetCommanderProperty scp;
  445. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  446. if (hero)
  447. scp.heroid = hero->id;
  448. else
  449. {
  450. complain ("Commander is not led by hero!");
  451. return;
  452. }
  453. scp.accumulatedBonus.subtype = 0;
  454. scp.accumulatedBonus.additionalInfo = 0;
  455. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  456. scp.accumulatedBonus.turnsRemain = 0;
  457. scp.accumulatedBonus.source = Bonus::COMMANDER;
  458. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  459. if (skill <= ECommander::SPELL_POWER)
  460. {
  461. scp.which = SetCommanderProperty::BONUS;
  462. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  463. {
  464. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  465. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  466. };
  467. switch (skill)
  468. {
  469. case ECommander::ATTACK:
  470. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  471. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  472. break;
  473. case ECommander::DEFENSE:
  474. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  475. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  476. break;
  477. case ECommander::HEALTH:
  478. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  479. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  480. break;
  481. case ECommander::DAMAGE:
  482. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  483. scp.accumulatedBonus.subtype = 0;
  484. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  485. break;
  486. case ECommander::SPEED:
  487. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  488. break;
  489. case ECommander::SPELL_POWER:
  490. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  491. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  492. sendAndApply (&scp); //additional pack
  493. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  494. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  495. sendAndApply (&scp); //additional pack
  496. scp.accumulatedBonus.type = Bonus::CASTS;
  497. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  498. sendAndApply (&scp); //additional pack
  499. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  500. break;
  501. }
  502. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  503. sendAndApply (&scp);
  504. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  505. scp.additionalInfo = skill;
  506. scp.amount = c->secondarySkills.at(skill) + 1;
  507. sendAndApply (&scp);
  508. }
  509. else if (skill >= 100)
  510. {
  511. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  512. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  513. scp.additionalInfo = skill; //unnormalized
  514. sendAndApply (&scp);
  515. }
  516. expGiven(hero);
  517. }
  518. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  519. {
  520. if (!c->gainsLevel())
  521. {
  522. return;
  523. }
  524. CommanderLevelUp clu;
  525. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  526. if (hero)
  527. clu.hero = hero;
  528. else
  529. {
  530. complain ("Commander is not led by hero!");
  531. return;
  532. }
  533. //picking sec. skills for choice
  534. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  535. {
  536. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  537. clu.skills.push_back(i);
  538. }
  539. int i = 100;
  540. for (auto specialSkill : VLC->creh->skillRequirements)
  541. {
  542. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  543. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  544. && !vstd::contains (c->specialSKills, i))
  545. clu.skills.push_back (i);
  546. ++i;
  547. }
  548. int skillAmount = clu.skills.size();
  549. if (!skillAmount)
  550. {
  551. sendAndApply(&clu);
  552. levelUpCommander(c);
  553. }
  554. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  555. {
  556. sendAndApply(&clu);
  557. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  558. }
  559. else if (skillAmount > 1) //apply and ask for secondary skill
  560. {
  561. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu);
  562. clu.queryID = commanderLevelUp->queryID;
  563. queries.addQuery(commanderLevelUp);
  564. sendAndApply(&clu);
  565. }
  566. }
  567. void CGameHandler::expGiven(const CGHeroInstance *hero)
  568. {
  569. if (hero->gainsLevel())
  570. levelUpHero(hero);
  571. else if (hero->commander && hero->commander->gainsLevel())
  572. levelUpCommander(hero->commander);
  573. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  574. // levelUpCommander(hero->commander);
  575. // else
  576. // levelUpHero(hero);
  577. }
  578. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  579. {
  580. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  581. {
  582. if (gs->map->levelLimit != 0)
  583. {
  584. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  585. TExpType resultingExp = abs ? val : hero->exp + val;
  586. if (resultingExp > expLimit)
  587. {
  588. // set given experience to max possible, but don't decrease if hero already over top
  589. abs = true;
  590. val = std::max(expLimit, hero->exp);
  591. InfoWindow iw;
  592. iw.player = hero->tempOwner;
  593. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  594. iw.text.addReplacement(hero->name);
  595. sendAndApply(&iw);
  596. }
  597. }
  598. }
  599. SetPrimSkill sps;
  600. sps.id = hero->id;
  601. sps.which = which;
  602. sps.abs = abs;
  603. sps.val = val;
  604. sendAndApply(&sps);
  605. //only for exp - hero may level up
  606. if (which == PrimarySkill::EXPERIENCE)
  607. {
  608. if (hero->commander && hero->commander->alive)
  609. {
  610. //FIXME: trim experience according to map limit?
  611. SetCommanderProperty scp;
  612. scp.heroid = hero->id;
  613. scp.which = SetCommanderProperty::EXPERIENCE;
  614. scp.amount = val;
  615. sendAndApply (&scp);
  616. CBonusSystemNode::treeHasChanged();
  617. }
  618. expGiven(hero);
  619. }
  620. }
  621. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  622. {
  623. if(!hero)
  624. {
  625. logGlobal->error("changeSecSkill provided no hero");
  626. return;
  627. }
  628. SetSecSkill sss;
  629. sss.id = hero->id;
  630. sss.which = which;
  631. sss.val = val;
  632. sss.abs = abs;
  633. sendAndApply(&sss);
  634. if (which == SecondarySkill::WISDOM)
  635. {
  636. if (hero->visitedTown)
  637. giveSpells(hero->visitedTown, hero);
  638. }
  639. }
  640. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  641. {
  642. LOG_TRACE(logGlobal);
  643. //Fill BattleResult structure with exp info
  644. giveExp(*battleResult.data);
  645. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  646. {
  647. if (hero1)
  648. battleResult.data->exp[1] += 500;
  649. if (hero2)
  650. battleResult.data->exp[0] += 500;
  651. }
  652. if (hero1)
  653. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  654. if (hero2)
  655. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  656. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  657. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  658. const BattleResult::EResult result = battleResult.get()->result;
  659. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  660. {
  661. for (auto &q : queries.allQueries())
  662. {
  663. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  664. if (bq->bi == gs->curB)
  665. return bq;
  666. }
  667. return std::shared_ptr<CBattleQuery>();
  668. };
  669. auto battleQuery = findBattleQuery();
  670. if (!battleQuery)
  671. {
  672. logGlobal->error("Cannot find battle query!");
  673. }
  674. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  675. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  676. battleQuery->result = boost::make_optional(*battleResult.data);
  677. //Check how many battle queries were created (number of players blocked by battle)
  678. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  679. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  680. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  681. ChangeSpells cs; //for Eagle Eye
  682. if (finishingBattle->winnerHero)
  683. {
  684. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  685. {
  686. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  687. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  688. if (sp->level <= eagleEyeLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  689. cs.spells.insert(sp->id);
  690. }
  691. }
  692. std::vector<const CArtifactInstance *> arts; //display them in window
  693. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  694. {
  695. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  696. {
  697. arts.push_back(art);
  698. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  699. sendAndApply(ma);
  700. };
  701. if (finishingBattle->loserHero)
  702. {
  703. //TODO: wrap it into a function, somehow (boost::variant -_-)
  704. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  705. for (auto artSlot : artifactsWorn)
  706. {
  707. MoveArtifact ma;
  708. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  709. const CArtifactInstance * art = ma.src.getArt();
  710. if (art && !art->artType->isBig() &&
  711. art->artType->id != ArtifactID::SPELLBOOK)
  712. // don't move war machines or locked arts (spellbook)
  713. {
  714. sendMoveArtifact(art, &ma);
  715. }
  716. }
  717. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  718. {
  719. //we assume that no big artifacts can be found
  720. MoveArtifact ma;
  721. ma.src = ArtifactLocation(finishingBattle->loserHero,
  722. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  723. const CArtifactInstance * art = ma.src.getArt();
  724. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  725. {
  726. sendMoveArtifact(art, &ma);
  727. }
  728. }
  729. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  730. {
  731. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  732. for (auto artSlot : artifactsWorn)
  733. {
  734. MoveArtifact ma;
  735. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  736. const CArtifactInstance * art = ma.src.getArt();
  737. if (art && !art->artType->isBig())
  738. {
  739. sendMoveArtifact(art, &ma);
  740. }
  741. }
  742. }
  743. }
  744. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  745. {
  746. auto artifactsWorn = armySlot.second->artifactsWorn;
  747. for (auto artSlot : artifactsWorn)
  748. {
  749. MoveArtifact ma;
  750. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  751. const CArtifactInstance * art = ma.src.getArt();
  752. if (art && !art->artType->isBig())
  753. {
  754. sendMoveArtifact(art, &ma);
  755. }
  756. }
  757. }
  758. }
  759. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  760. if (arts.size()) //display loot
  761. {
  762. InfoWindow iw;
  763. iw.player = finishingBattle->winnerHero->tempOwner;
  764. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  765. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  766. {
  767. iw.components.push_back(Component(
  768. Component::ARTIFACT, art->artType->id,
  769. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  770. if (iw.components.size() >= 14)
  771. {
  772. sendAndApply(&iw);
  773. iw.components.clear();
  774. }
  775. }
  776. if (iw.components.size())
  777. {
  778. sendAndApply(&iw);
  779. }
  780. }
  781. //Eagle Eye secondary skill handling
  782. if (!cs.spells.empty())
  783. {
  784. cs.learn = 1;
  785. cs.hid = finishingBattle->winnerHero->id;
  786. InfoWindow iw;
  787. iw.player = finishingBattle->winnerHero->tempOwner;
  788. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  789. iw.text.addReplacement(finishingBattle->winnerHero->name);
  790. std::ostringstream names;
  791. for (int i = 0; i < cs.spells.size(); i++)
  792. {
  793. names << "%s";
  794. if (i < cs.spells.size() - 2)
  795. names << ", ";
  796. else if (i < cs.spells.size() - 1)
  797. names << "%s";
  798. }
  799. names << ".";
  800. iw.text.addReplacement(names.str());
  801. auto it = cs.spells.begin();
  802. for (int i = 0; i < cs.spells.size(); i++, it++)
  803. {
  804. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  805. if (i == cs.spells.size() - 2) //we just added pre-last name
  806. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  807. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  808. }
  809. sendAndApply(&iw);
  810. sendAndApply(&cs);
  811. }
  812. cab1.updateArmy(this);
  813. cab2.updateArmy(this); //take casualties after battle is deleted
  814. //if one hero has lost we will erase him
  815. if (battleResult.data->winner!=0 && hero1)
  816. {
  817. RemoveObject ro(hero1->id);
  818. sendAndApply(&ro);
  819. }
  820. if (battleResult.data->winner!=1 && hero2)
  821. {
  822. auto town = hero2->visitedTown;
  823. RemoveObject ro(hero2->id);
  824. sendAndApply(&ro);
  825. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  826. town->battleFinished(hero1, *battleResult.get());
  827. }
  828. //give exp
  829. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  830. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  831. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  832. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  833. queries.popIfTop(battleQuery);
  834. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  835. }
  836. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  837. {
  838. LOG_TRACE(logGlobal);
  839. finishingBattle->remainingBattleQueriesCount--;
  840. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  841. if (finishingBattle->remainingBattleQueriesCount > 0)
  842. //Battle results will be handled when all battle queries are closed
  843. return;
  844. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  845. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  846. // Still, it looks like a hole.
  847. // Necromancy if applicable.
  848. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  849. // Give raised units to winner and show dialog, if any were raised,
  850. // units will be given after casualties are taken
  851. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  852. if (necroSlot != SlotID())
  853. {
  854. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  855. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  856. }
  857. BattleResultsApplied resultsApplied;
  858. resultsApplied.player1 = finishingBattle->victor;
  859. resultsApplied.player2 = finishingBattle->loser;
  860. sendAndApply(&resultsApplied);
  861. setBattle(nullptr);
  862. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  863. {
  864. logGlobal->trace("post-victory visit");
  865. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  866. }
  867. visitObjectAfterVictory = false;
  868. //handle victory/loss of engaged players
  869. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  870. checkVictoryLossConditions(playerColors);
  871. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  872. {
  873. SetAvailableHeroes sah;
  874. sah.player = finishingBattle->loser;
  875. sah.hid[0] = finishingBattle->loserHero->subID;
  876. if (result.result == BattleResult::ESCAPE) //retreat
  877. {
  878. sah.army[0].clear();
  879. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  880. }
  881. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  882. sah.hid[1] = another->subID;
  883. else
  884. sah.hid[1] = -1;
  885. sendAndApply(&sah);
  886. }
  887. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  888. {
  889. RemoveObject ro(finishingBattle->winnerHero->id);
  890. sendAndApply(&ro);
  891. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  892. {
  893. SetAvailableHeroes sah;
  894. sah.player = finishingBattle->victor;
  895. sah.hid[0] = finishingBattle->winnerHero->subID;
  896. sah.army[0].clear();
  897. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  898. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  899. sah.hid[1] = another->subID;
  900. else
  901. sah.hid[1] = -1;
  902. sendAndApply(&sah);
  903. }
  904. }
  905. }
  906. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  907. {
  908. if(first && !counter)
  909. handleAttackBeforeCasting(ranged, attacker, defender);
  910. FireShieldInfo fireShield;
  911. BattleAttack bat;
  912. bat.stackAttacking = attacker->unitId();
  913. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  914. if(ranged)
  915. bat.flags |= BattleAttack::SHOT;
  916. if(counter)
  917. bat.flags |= BattleAttack::COUNTER;
  918. const int attackerLuck = attacker->LuckVal();
  919. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  920. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  921. {
  922. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  923. {
  924. bat.flags |= BattleAttack::LUCKY;
  925. }
  926. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  927. {
  928. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  929. {
  930. bat.flags |= BattleAttack::UNLUCKY;
  931. }
  932. }
  933. }
  934. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  935. {
  936. bat.flags |= BattleAttack::DEATH_BLOW;
  937. }
  938. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  939. {
  940. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  941. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  942. if (chance > getRandomGenerator().nextInt(99))
  943. {
  944. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  945. }
  946. }
  947. // only primary target
  948. if(defender->alive())
  949. applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  950. //multiple-hex normal attack
  951. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  952. for(const CStack * stack : attackedCreatures)
  953. {
  954. if(stack != defender && stack->alive()) //do not hit same stack twice
  955. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  956. }
  957. const std::shared_ptr<Bonus> bonus = attacker->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  958. if(bonus && ranged) //TODO: make it work in melee?
  959. {
  960. //this is need for displaying hit animation
  961. bat.flags |= BattleAttack::SPELL_LIKE;
  962. bat.spellID = SpellID(bonus->subtype);
  963. //TODO: should spell override creature`s projectile?
  964. battle::Target target;
  965. target.emplace_back(defender);
  966. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, spells::Mode::SPELL_LIKE_ATTACK, attacker, bonus->val, target);
  967. //TODO: get exact attacked hex for defender
  968. for(const CStack * stack : attackedCreatures)
  969. {
  970. if(stack != defender && stack->alive()) //do not hit same stack twice
  971. {
  972. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  973. }
  974. }
  975. //now add effect info for all attacked stacks
  976. for (BattleStackAttacked & bsa : bat.bsa)
  977. {
  978. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  979. {
  980. //this is need for displaying affect animation
  981. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  982. bsa.spellID = SpellID(bonus->subtype);
  983. }
  984. }
  985. }
  986. attackerState->afterAttack(ranged, counter);
  987. {
  988. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  989. attackerState->save(info.data);
  990. bat.attackerChanges.changedStacks.push_back(info);
  991. }
  992. sendAndApply(&bat);
  993. if(!fireShield.empty())
  994. {
  995. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  996. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  997. StacksInjured pack;
  998. int64_t totalDamage = 0;
  999. for(const auto & item : fireShield)
  1000. {
  1001. const CStack * actor = item.first;
  1002. int64_t rawDamage = item.second;
  1003. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1004. if(actorOwner)
  1005. {
  1006. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1007. }
  1008. else
  1009. {
  1010. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1011. }
  1012. totalDamage+=rawDamage;
  1013. //FIXME: add custom effect on actor
  1014. }
  1015. BattleStackAttacked bsa;
  1016. bsa.stackAttacked = attacker->ID; //invert
  1017. bsa.attackerID = uint32_t(-1);
  1018. bsa.flags |= BattleStackAttacked::EFFECT;
  1019. bsa.effect = 11;
  1020. bsa.damageAmount = totalDamage;
  1021. attacker->prepareAttacked(bsa, getRandomGenerator());
  1022. pack.stacks.push_back(bsa);
  1023. sendAndApply(&pack);
  1024. }
  1025. handleAfterAttackCasting(ranged, attacker, defender);
  1026. }
  1027. void CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1028. {
  1029. BattleStackAttacked bsa;
  1030. if(secondary)
  1031. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1032. bsa.attackerID = attackerState->unitId();
  1033. bsa.stackAttacked = def->unitId();
  1034. {
  1035. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  1036. bai.chargedFields = distance;
  1037. if(bat.deathBlow())
  1038. bai.additiveBonus += 1.0;
  1039. if(bat.ballistaDoubleDmg())
  1040. bai.additiveBonus += 1.0;
  1041. if(bat.lucky())
  1042. bai.additiveBonus += 1.0;
  1043. //unlucky hit, used only if negative luck is enabled
  1044. if(bat.unlucky())
  1045. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  1046. auto range = gs->curB->calculateDmgRange(bai);
  1047. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  1048. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1049. }
  1050. auto addLifeDrain = [&](int64_t & toHeal, EHealLevel level, EHealPower power)
  1051. {
  1052. attackerState->heal(toHeal, level, power);
  1053. if(toHeal > 0)
  1054. {
  1055. CustomEffectInfo customEffect;
  1056. customEffect.sound = soundBase::DRAINLIF;
  1057. customEffect.effect = 52;
  1058. customEffect.stack = attackerState->unitId();
  1059. bat.customEffects.push_back(customEffect);
  1060. MetaString text;
  1061. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1062. attackerState->addNameReplacement(text, false);
  1063. text.addReplacement(toHeal);
  1064. def->addNameReplacement(text, true);
  1065. bat.battleLog.push_back(text);
  1066. }
  1067. };
  1068. //life drain handling
  1069. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1070. {
  1071. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1072. if(toHeal > 0)
  1073. addLifeDrain(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1074. }
  1075. //soul steal handling
  1076. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1077. {
  1078. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1079. //try to use permanent first, use only one of two
  1080. for(si32 subtype = 1; subtype >= 0; subtype--)
  1081. {
  1082. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1083. {
  1084. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1085. addLifeDrain(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1086. break;
  1087. }
  1088. }
  1089. }
  1090. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1091. //fire shield handling
  1092. if(!bat.shot() && !def->isClone() &&
  1093. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  1094. {
  1095. //TODO: use damage with bonus but without penalties
  1096. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1097. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1098. }
  1099. }
  1100. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  1101. {
  1102. setThreadName("CGameHandler::handleConnection");
  1103. auto handleDisconnection = [&](const std::exception & e)
  1104. {
  1105. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1106. assert(!c.connected); //make sure that connection has been marked as broken
  1107. logGlobal->error(e.what());
  1108. conns -= &c;
  1109. for(auto playerConn : connections)
  1110. {
  1111. if(!serverShuttingDown && playerConn.second == &c)
  1112. {
  1113. PlayerCheated pc;
  1114. pc.player = playerConn.first;
  1115. pc.losingCheatCode = true;
  1116. sendAndApply(&pc);
  1117. checkVictoryLossConditionsForPlayer(playerConn.first);
  1118. }
  1119. }
  1120. };
  1121. try
  1122. {
  1123. while(1)//server should never shut connection first //was: while(!end2)
  1124. {
  1125. CPack *pack = nullptr;
  1126. PlayerColor player = PlayerColor::NEUTRAL;
  1127. si32 requestID = -999;
  1128. int packType = 0;
  1129. {
  1130. boost::unique_lock<boost::mutex> lock(*c.rmx);
  1131. if(!c.connected)
  1132. throw clientDisconnectedException();
  1133. c >> player >> requestID >> pack; //get the package
  1134. if (!pack)
  1135. {
  1136. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  1137. }
  1138. else
  1139. {
  1140. packType = typeList.getTypeID(pack); //get the id of type
  1141. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  1142. requestID, player, player.getStr(), packType, typeid(*pack).name());
  1143. }
  1144. }
  1145. //prepare struct informing that action was applied
  1146. auto sendPackageResponse = [&](bool succesfullyApplied)
  1147. {
  1148. //dont reply to disconnected client
  1149. //TODO: this must be implemented as option of CPackForServer
  1150. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  1151. return;
  1152. PackageApplied applied;
  1153. applied.player = player;
  1154. applied.result = succesfullyApplied;
  1155. applied.packType = packType;
  1156. applied.requestID = requestID;
  1157. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1158. c << &applied;
  1159. };
  1160. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  1161. if(isBlockedByQueries(pack, player))
  1162. {
  1163. sendPackageResponse(false);
  1164. }
  1165. else if (apply)
  1166. {
  1167. const bool result = apply->applyOnGH(this, &c, pack, player);
  1168. if (result)
  1169. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1170. else
  1171. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1172. % typeid(*pack).name()).str());
  1173. sendPackageResponse(true);
  1174. }
  1175. else
  1176. {
  1177. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1178. sendPackageResponse(false);
  1179. }
  1180. vstd::clear_pointer(pack);
  1181. }
  1182. }
  1183. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  1184. {
  1185. handleDisconnection(e);
  1186. }
  1187. catch(clientDisconnectedException & e)
  1188. {
  1189. handleDisconnection(e);
  1190. }
  1191. catch(...)
  1192. {
  1193. serverShuttingDown = true;
  1194. handleException();
  1195. throw;
  1196. }
  1197. logGlobal->error("Ended handling connection");
  1198. }
  1199. int CGameHandler::moveStack(int stack, BattleHex dest)
  1200. {
  1201. int ret = 0;
  1202. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1203. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1204. assert(curStack);
  1205. assert(dest < GameConstants::BFIELD_SIZE);
  1206. if (gs->curB->tacticDistance)
  1207. {
  1208. assert(gs->curB->isInTacticRange(dest));
  1209. }
  1210. auto start = curStack->getPosition();
  1211. if (start == dest)
  1212. return 0;
  1213. //initing necessary tables
  1214. auto accessibility = getAccesibility(curStack);
  1215. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1216. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1217. {
  1218. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1219. if(accessibility.accessible(shifted, curStack))
  1220. dest = shifted;
  1221. }
  1222. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1223. {
  1224. complain("Given destination is not accessible!");
  1225. return 0;
  1226. }
  1227. bool canUseGate = false;
  1228. auto dbState = gs->curB->si.gateState;
  1229. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1230. dbState != EGateState::DESTROYED &&
  1231. dbState != EGateState::BLOCKED)
  1232. {
  1233. canUseGate = true;
  1234. }
  1235. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1236. ret = path.second;
  1237. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1238. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1239. {
  1240. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1241. return true;
  1242. if (hex == ESiegeHex::GATE_OUTER)
  1243. return true;
  1244. if (hex == ESiegeHex::GATE_INNER)
  1245. return true;
  1246. return false;
  1247. };
  1248. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1249. {
  1250. if (isGateDrawbridgeHex(hex))
  1251. return true;
  1252. if (curStack->doubleWide())
  1253. {
  1254. BattleHex otherHex = curStack->occupiedHex(hex);
  1255. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1256. return true;
  1257. }
  1258. return false;
  1259. };
  1260. if (curStack->hasBonusOfType(Bonus::FLYING))
  1261. {
  1262. if (path.second <= creSpeed && path.first.size() > 0)
  1263. {
  1264. if (canUseGate && dbState != EGateState::OPENED &&
  1265. occupyGateDrawbridgeHex(dest))
  1266. {
  1267. BattleUpdateGateState db;
  1268. db.state = EGateState::OPENED;
  1269. sendAndApply(&db);
  1270. }
  1271. //inform clients about move
  1272. BattleStackMoved sm;
  1273. sm.stack = curStack->ID;
  1274. std::vector<BattleHex> tiles;
  1275. tiles.push_back(path.first[0]);
  1276. sm.tilesToMove = tiles;
  1277. sm.distance = path.second;
  1278. sm.teleporting = false;
  1279. sendAndApply(&sm);
  1280. }
  1281. }
  1282. else //for non-flying creatures
  1283. {
  1284. std::vector<BattleHex> tiles;
  1285. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1286. int v = path.first.size()-1;
  1287. path.first.push_back(start);
  1288. // check if gate need to be open or closed at some point
  1289. BattleHex openGateAtHex, gateMayCloseAtHex;
  1290. if (canUseGate)
  1291. {
  1292. for (int i = path.first.size()-1; i >= 0; i--)
  1293. {
  1294. auto needOpenGates = [&](BattleHex hex) -> bool
  1295. {
  1296. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1297. return true;
  1298. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1299. return true;
  1300. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1301. return true;
  1302. return false;
  1303. };
  1304. auto hex = path.first[i];
  1305. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1306. {
  1307. if (needOpenGates(hex))
  1308. openGateAtHex = path.first[i+1];
  1309. //TODO we need find batter way to handle double-wide stacks
  1310. //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.
  1311. if (curStack->doubleWide())
  1312. {
  1313. BattleHex otherHex = curStack->occupiedHex(hex);
  1314. if (otherHex.isValid() && needOpenGates(otherHex))
  1315. openGateAtHex = path.first[i+2];
  1316. }
  1317. //gate may be opened and then closed during stack movement, but not other way around
  1318. if (openGateAtHex.isValid())
  1319. dbState = EGateState::OPENED;
  1320. }
  1321. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1322. {
  1323. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1324. {
  1325. gateMayCloseAtHex = path.first[i-1];
  1326. }
  1327. if (gs->curB->town->subID == ETownType::FORTRESS)
  1328. {
  1329. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1330. {
  1331. gateMayCloseAtHex = path.first[i-1];
  1332. }
  1333. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1334. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1335. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1336. {
  1337. gateMayCloseAtHex = path.first[i-1];
  1338. }
  1339. }
  1340. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1341. {
  1342. gateMayCloseAtHex = path.first[i-1];
  1343. }
  1344. }
  1345. }
  1346. }
  1347. bool stackIsMoving = true;
  1348. while(stackIsMoving)
  1349. {
  1350. if (v<tilesToMove)
  1351. {
  1352. logGlobal->error("Movement terminated abnormally");
  1353. break;
  1354. }
  1355. bool gateStateChanging = false;
  1356. //special handling for opening gate on from starting hex
  1357. if (openGateAtHex.isValid() && openGateAtHex == start)
  1358. gateStateChanging = true;
  1359. else
  1360. {
  1361. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1362. {
  1363. BattleHex hex = path.first[v];
  1364. tiles.push_back(hex);
  1365. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1366. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1367. {
  1368. gateStateChanging = true;
  1369. }
  1370. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1371. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1372. obstacleHit = true;
  1373. if (curStack->doubleWide())
  1374. {
  1375. BattleHex otherHex = curStack->occupiedHex(hex);
  1376. //two hex creature hit obstacle by backside
  1377. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1378. if(otherHex.isValid() && !obstacle2.empty())
  1379. obstacleHit = true;
  1380. }
  1381. }
  1382. }
  1383. if (tiles.size() > 0)
  1384. {
  1385. //commit movement
  1386. BattleStackMoved sm;
  1387. sm.stack = curStack->ID;
  1388. sm.distance = path.second;
  1389. sm.teleporting = false;
  1390. sm.tilesToMove = tiles;
  1391. sendAndApply(&sm);
  1392. tiles.clear();
  1393. }
  1394. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1395. if (curStack->getPosition() != dest)
  1396. {
  1397. if(stackIsMoving && start != curStack->getPosition())
  1398. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1399. if (gateStateChanging)
  1400. {
  1401. if (curStack->getPosition() == openGateAtHex)
  1402. {
  1403. openGateAtHex = BattleHex();
  1404. //only open gate if stack is still alive
  1405. if (curStack->alive())
  1406. {
  1407. BattleUpdateGateState db;
  1408. db.state = EGateState::OPENED;
  1409. sendAndApply(&db);
  1410. }
  1411. }
  1412. else if (curStack->getPosition() == gateMayCloseAtHex)
  1413. {
  1414. gateMayCloseAtHex = BattleHex();
  1415. updateGateState();
  1416. }
  1417. }
  1418. }
  1419. else
  1420. //movement finished normally: we reached destination
  1421. stackIsMoving = false;
  1422. }
  1423. }
  1424. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1425. handleDamageFromObstacle(curStack);
  1426. return ret;
  1427. }
  1428. CGameHandler::CGameHandler()
  1429. {
  1430. QID = 1;
  1431. //gs = nullptr;
  1432. IObjectInterface::cb = this;
  1433. applier = new CApplier<CBaseForGHApply>();
  1434. registerTypesServerPacks(*applier);
  1435. visitObjectAfterVictory = false;
  1436. spellEnv = new ServerSpellCastEnvironment(this);
  1437. }
  1438. CGameHandler::~CGameHandler()
  1439. {
  1440. delete spellEnv;
  1441. delete applier;
  1442. applier = nullptr;
  1443. delete gs;
  1444. }
  1445. void CGameHandler::init(StartInfo *si)
  1446. {
  1447. if (si->seedToBeUsed == 0)
  1448. {
  1449. si->seedToBeUsed = std::time(nullptr);
  1450. }
  1451. CMapService mapService;
  1452. gs = new CGameState();
  1453. logGlobal->info("Gamestate created!");
  1454. gs->init(&mapService, si);
  1455. logGlobal->info("Gamestate initialized!");
  1456. // reset seed, so that clients can't predict any following random values
  1457. getRandomGenerator().resetSeed();
  1458. for (auto & elem : gs->players)
  1459. {
  1460. states.addPlayer(elem.first);
  1461. }
  1462. }
  1463. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1464. {
  1465. return a.earlierThan(b);
  1466. }
  1467. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1468. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1469. const PlayerState * p = getPlayer(town->tempOwner);
  1470. if (!p)
  1471. {
  1472. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1473. return;
  1474. }
  1475. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1476. {
  1477. SetAvailableCreatures ssi;
  1478. ssi.tid = town->id;
  1479. ssi.creatures = town->creatures;
  1480. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1481. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1482. if (dwellings.empty())//no dwellings - just remove
  1483. {
  1484. sendAndApply(&ssi);
  1485. return;
  1486. }
  1487. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1488. // for multi-creature dwellings like Golem Factory
  1489. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1490. if (clear)
  1491. {
  1492. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1493. }
  1494. else
  1495. {
  1496. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1497. }
  1498. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1499. sendAndApply(&ssi);
  1500. }
  1501. }
  1502. void CGameHandler::newTurn()
  1503. {
  1504. logGlobal->trace("Turn %d", gs->day+1);
  1505. NewTurn n;
  1506. n.specialWeek = NewTurn::NO_ACTION;
  1507. n.creatureid = CreatureID::NONE;
  1508. n.day = gs->day + 1;
  1509. bool firstTurn = !getDate(Date::DAY);
  1510. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1511. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1512. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1513. if (firstTurn)
  1514. {
  1515. for (auto obj : gs->map->objects)
  1516. {
  1517. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1518. {
  1519. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1520. }
  1521. }
  1522. }
  1523. if (newWeek && !firstTurn)
  1524. {
  1525. n.specialWeek = NewTurn::NORMAL;
  1526. bool deityOfFireBuilt = false;
  1527. for (const CGTownInstance *t : gs->map->towns)
  1528. {
  1529. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1530. {
  1531. deityOfFireBuilt = true;
  1532. break;
  1533. }
  1534. }
  1535. if (deityOfFireBuilt)
  1536. {
  1537. n.specialWeek = NewTurn::DEITYOFFIRE;
  1538. n.creatureid = CreatureID::IMP;
  1539. }
  1540. else
  1541. {
  1542. int monthType = getRandomGenerator().nextInt(99);
  1543. if (newMonth) //new month
  1544. {
  1545. if (monthType < 40) //double growth
  1546. {
  1547. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1548. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1549. {
  1550. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1551. n.creatureid = newMonster.second;
  1552. }
  1553. else if (VLC->creh->doubledCreatures.size())
  1554. {
  1555. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1556. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1557. }
  1558. else
  1559. {
  1560. complain("Cannot find creature that can be spawned!");
  1561. n.specialWeek = NewTurn::NORMAL;
  1562. }
  1563. }
  1564. else if (monthType < 50)
  1565. n.specialWeek = NewTurn::PLAGUE;
  1566. }
  1567. else //it's a week, but not full month
  1568. {
  1569. if (monthType < 25)
  1570. {
  1571. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1572. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1573. //TODO do not pick neutrals
  1574. n.creatureid = newMonster.second;
  1575. }
  1576. }
  1577. }
  1578. }
  1579. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1580. for (auto& hp : pool)
  1581. {
  1582. auto hero = hp.second;
  1583. if (hero->isInitialized() && hero->stacks.size())
  1584. {
  1585. // reset retreated or surrendered heroes
  1586. auto maxmove = hero->maxMovePoints(true);
  1587. // if movement is greater than maxmove, we should decrease it
  1588. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1589. {
  1590. NewTurn::Hero hth;
  1591. hth.id = hero->id;
  1592. hth.move = maxmove;
  1593. hth.mana = hero->getManaNewTurn();
  1594. n.heroes.insert(hth);
  1595. }
  1596. }
  1597. }
  1598. for (auto & elem : gs->players)
  1599. {
  1600. if (elem.first == PlayerColor::NEUTRAL)
  1601. continue;
  1602. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1603. assert(0); //illegal player number!
  1604. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1605. hadGold.insert(playerGold);
  1606. if (newWeek) //new heroes in tavern
  1607. {
  1608. SetAvailableHeroes sah;
  1609. sah.player = elem.first;
  1610. //pick heroes and their armies
  1611. CHeroClass *banned = nullptr;
  1612. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1613. {
  1614. //first hero - native if possible, second hero -> any other class
  1615. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1616. {
  1617. sah.hid[j] = h->subID;
  1618. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1619. banned = h->type->heroClass;
  1620. }
  1621. else
  1622. {
  1623. sah.hid[j] = -1;
  1624. }
  1625. }
  1626. sendAndApply(&sah);
  1627. }
  1628. n.res[elem.first] = elem.second.resources;
  1629. for (CGHeroInstance *h : (elem).second.heroes)
  1630. {
  1631. if (h->visitedTown)
  1632. giveSpells(h->visitedTown, h);
  1633. NewTurn::Hero hth;
  1634. hth.id = h->id;
  1635. auto ti = make_unique<TurnInfo>(h, 1);
  1636. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1637. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1638. hth.mana = h->getManaNewTurn();
  1639. n.heroes.insert(hth);
  1640. if (!firstTurn) //not first day
  1641. {
  1642. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1643. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1644. {
  1645. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1646. }
  1647. }
  1648. }
  1649. }
  1650. for (CGTownInstance *t : gs->map->towns)
  1651. {
  1652. PlayerColor player = t->tempOwner;
  1653. handleTownEvents(t, n);
  1654. if (newWeek) //first day of week
  1655. {
  1656. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1657. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1658. if (!firstTurn)
  1659. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1660. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1661. if (!vstd::contains(n.cres, t->id))
  1662. {
  1663. n.cres[t->id].tid = t->id;
  1664. n.cres[t->id].creatures = t->creatures;
  1665. }
  1666. auto & sac = n.cres.at(t->id);
  1667. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1668. {
  1669. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1670. {
  1671. ui32 &availableCount = sac.creatures.at(k).first;
  1672. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1673. if (n.specialWeek == NewTurn::PLAGUE)
  1674. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1675. else
  1676. {
  1677. if (firstTurn) //first day of game: use only basic growths
  1678. availableCount = cre->growth;
  1679. else
  1680. availableCount += t->creatureGrowth(k);
  1681. //Deity of fire week - upgrade both imps and upgrades
  1682. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1683. availableCount += 15;
  1684. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1685. {
  1686. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1687. availableCount *= 2;
  1688. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1689. availableCount += 5;
  1690. }
  1691. }
  1692. }
  1693. }
  1694. }
  1695. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1696. {
  1697. n.res[player] = n.res[player] + t->dailyIncome();
  1698. }
  1699. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1700. {
  1701. // Skyship, probably easier to handle same as Veil of darkness
  1702. //do it every new day after veils apply
  1703. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1704. {
  1705. FoWChange fw;
  1706. fw.mode = 1;
  1707. fw.player = player;
  1708. // find all hidden tiles
  1709. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1710. for (size_t i=0; i<fow.size(); i++)
  1711. for (size_t j=0; j<fow.at(i).size(); j++)
  1712. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1713. if (!fow.at(i).at(j).at(k))
  1714. fw.tiles.insert(int3(i,j,k));
  1715. sendAndApply (&fw);
  1716. }
  1717. }
  1718. if (t->hasBonusOfType (Bonus::DARKNESS))
  1719. {
  1720. for (auto & player : gs->players)
  1721. {
  1722. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1723. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1724. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1725. }
  1726. }
  1727. }
  1728. if (newMonth)
  1729. {
  1730. SetAvailableArtifacts saa;
  1731. saa.id = -1;
  1732. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1733. sendAndApply(&saa);
  1734. }
  1735. sendAndApply(&n);
  1736. if (newWeek)
  1737. {
  1738. //spawn wandering monsters
  1739. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1740. {
  1741. spawnWanderingMonsters(n.creatureid);
  1742. }
  1743. //new week info popup
  1744. if (!firstTurn)
  1745. {
  1746. InfoWindow iw;
  1747. switch (n.specialWeek)
  1748. {
  1749. case NewTurn::DOUBLE_GROWTH:
  1750. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1751. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1752. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1753. break;
  1754. case NewTurn::PLAGUE:
  1755. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1756. break;
  1757. case NewTurn::BONUS_GROWTH:
  1758. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1759. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1760. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1761. break;
  1762. case NewTurn::DEITYOFFIRE:
  1763. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1764. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1765. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1766. iw.text.addReplacement2(15); //%+d 15
  1767. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1768. iw.text.addReplacement2(15); //%+d 15
  1769. break;
  1770. default:
  1771. if (newMonth)
  1772. {
  1773. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1774. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1775. }
  1776. else
  1777. {
  1778. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1779. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1780. }
  1781. }
  1782. for (auto & elem : gs->players)
  1783. {
  1784. iw.player = elem.first;
  1785. sendAndApply(&iw);
  1786. }
  1787. }
  1788. }
  1789. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1790. handleTimeEvents();
  1791. //call objects
  1792. for (auto & elem : gs->map->objects)
  1793. {
  1794. if (elem)
  1795. elem->newTurn(getRandomGenerator());
  1796. }
  1797. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1798. }
  1799. void CGameHandler::run(bool resume)
  1800. {
  1801. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1802. using namespace boost::posix_time;
  1803. for (CConnection *cc : conns)
  1804. {
  1805. if (!resume)
  1806. {
  1807. (*cc) << gs->initialOpts; // gs->scenarioOps
  1808. }
  1809. std::set<PlayerColor> players;
  1810. (*cc) >> players; //how many players will be handled at that client
  1811. std::stringstream sbuffer;
  1812. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1813. for (PlayerColor color : players)
  1814. {
  1815. sbuffer << color << " ";
  1816. {
  1817. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1818. if(!color.isSpectator()) // there can be more than one spectator
  1819. connections[color] = cc;
  1820. }
  1821. }
  1822. logGlobal->info(sbuffer.str());
  1823. cc->addStdVecItems(gs);
  1824. cc->enableStackSendingByID();
  1825. cc->disableSmartPointerSerialization();
  1826. }
  1827. for (auto & elem : conns)
  1828. {
  1829. std::set<PlayerColor> pom;
  1830. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1831. if (j->second == elem)
  1832. pom.insert(j->first);
  1833. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1834. }
  1835. auto playerTurnOrder = generatePlayerTurnOrder();
  1836. while(!serverShuttingDown)
  1837. {
  1838. if (!resume) newTurn();
  1839. std::list<PlayerColor>::iterator it;
  1840. if (resume)
  1841. {
  1842. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1843. }
  1844. else
  1845. {
  1846. it = playerTurnOrder.begin();
  1847. }
  1848. resume = false;
  1849. for (; it != playerTurnOrder.end(); it++)
  1850. {
  1851. auto playerColor = *it;
  1852. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1853. if (playerState->status == EPlayerStatus::INGAME)
  1854. {
  1855. //if player runs out of time, he shouldn't get the turn (especially AI)
  1856. checkVictoryLossConditionsForAll();
  1857. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1858. { //player lost at the beginning of his turn
  1859. continue;
  1860. }
  1861. else //give normal turn
  1862. {
  1863. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1864. YourTurn yt;
  1865. yt.player = playerColor;
  1866. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1867. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1868. applyAndSend(&yt);
  1869. //wait till turn is done
  1870. boost::unique_lock<boost::mutex> lock(states.mx);
  1871. while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
  1872. {
  1873. static time_duration p = milliseconds(100);
  1874. states.cv.timed_wait(lock, p);
  1875. }
  1876. }
  1877. }
  1878. }
  1879. //additional check that game is not finished
  1880. bool activePlayer = false;
  1881. for (auto player : playerTurnOrder)
  1882. {
  1883. if (gs->players[player].status == EPlayerStatus::INGAME)
  1884. activePlayer = true;
  1885. }
  1886. if (!activePlayer)
  1887. serverShuttingDown = true;
  1888. }
  1889. while(conns.size() && (*conns.begin())->isOpen())
  1890. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1891. }
  1892. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1893. {
  1894. // Generate player turn order
  1895. std::list<PlayerColor> playerTurnOrder;
  1896. for (const auto & player : gs->players) // add human players first
  1897. {
  1898. if (player.second.human)
  1899. playerTurnOrder.push_back(player.first);
  1900. }
  1901. for (const auto & player : gs->players) // then add non-human players
  1902. {
  1903. if (!player.second.human)
  1904. playerTurnOrder.push_back(player.first);
  1905. }
  1906. return playerTurnOrder;
  1907. }
  1908. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1909. {
  1910. battleResult.set(nullptr);
  1911. const auto t = getTile(tile);
  1912. ETerrainType terrain = t->terType;
  1913. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1914. terrain = ETerrainType::SAND;
  1915. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1916. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1917. terType = BFieldType::SHIP_TO_SHIP;
  1918. //send info about battles
  1919. BattleStart bs;
  1920. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1921. sendAndApply(&bs);
  1922. }
  1923. void CGameHandler::checkBattleStateChanges()
  1924. {
  1925. //check if drawbridge state need to be changes
  1926. if (battleGetSiegeLevel() > 0)
  1927. updateGateState();
  1928. //check if battle ended
  1929. if (auto result = battleIsFinished())
  1930. {
  1931. setBattleResult(BattleResult::NORMAL, *result);
  1932. }
  1933. }
  1934. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1935. {
  1936. if (!h->hasSpellbook())
  1937. return; //hero hasn't spellbook
  1938. ChangeSpells cs;
  1939. cs.hid = h->id;
  1940. cs.learn = true;
  1941. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1942. {
  1943. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1944. for (int i = 0; i < h->maxSpellLevel(); i++)
  1945. {
  1946. std::vector<SpellID> spells;
  1947. getAllowedSpells(spells, i+1);
  1948. for (auto & spell : spells)
  1949. cs.spells.insert(spell);
  1950. }
  1951. }
  1952. else
  1953. {
  1954. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1955. {
  1956. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1957. {
  1958. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1959. cs.spells.insert(t->spells.at(i).at(j));
  1960. }
  1961. }
  1962. }
  1963. if (!cs.spells.empty())
  1964. sendAndApply(&cs);
  1965. }
  1966. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1967. {
  1968. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1969. sendAndApply(&sop);
  1970. }
  1971. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1972. {
  1973. if (!obj || !getObj(obj->id))
  1974. {
  1975. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1976. return false;
  1977. }
  1978. RemoveObject ro;
  1979. ro.id = obj->id;
  1980. sendAndApply(&ro);
  1981. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1982. return true;
  1983. }
  1984. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1985. {
  1986. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1987. sendAndApply(&sop);
  1988. }
  1989. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1990. {
  1991. const CGHeroInstance *h = getHero(hid);
  1992. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1993. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1994. {
  1995. logGlobal->error("Illegal call to move hero!");
  1996. return false;
  1997. }
  1998. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1999. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  2000. if (!gs->map->isInTheMap(hmpos))
  2001. {
  2002. logGlobal->error("Destination tile is outside the map!");
  2003. return false;
  2004. }
  2005. const TerrainTile t = *getTile(hmpos);
  2006. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2007. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2008. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  2009. //result structure for start - movement failed, no move points used
  2010. TryMoveHero tmh;
  2011. tmh.id = hid;
  2012. tmh.start = h->pos;
  2013. tmh.end = dst;
  2014. tmh.result = TryMoveHero::FAILED;
  2015. tmh.movePoints = h->movement;
  2016. //check if destination tile is available
  2017. auto ti = make_unique<TurnInfo>(h);
  2018. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2019. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  2020. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  2021. //it's a rock or blocked and not visitable tile
  2022. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2023. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  2024. && complain("Cannot move hero, destination tile is blocked!"))
  2025. || ((!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)
  2026. && complain("Cannot move hero, destination tile is on water!"))
  2027. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  2028. && complain("Cannot disembark hero, tile is blocked!"))
  2029. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2030. && complain("Tiles are not neighboring!"))
  2031. || ((h->inTownGarrison)
  2032. && complain("Can not move garrisoned hero!"))
  2033. || ((h->movement < cost && dst != h->pos && !teleporting)
  2034. && complain("Hero doesn't have any movement points left!"))
  2035. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2036. && complain("Hero cannot transit over this tile!"))
  2037. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2038. && complain("Cannot move hero during the battle"))*/)
  2039. {
  2040. //send info about movement failure
  2041. sendAndApply(&tmh);
  2042. return false;
  2043. }
  2044. //several generic blocks of code
  2045. // should be called if hero changes tile but before applying TryMoveHero package
  2046. auto leaveTile = [&]()
  2047. {
  2048. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2049. {
  2050. obj->onHeroLeave(h);
  2051. }
  2052. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2053. };
  2054. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2055. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2056. {
  2057. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  2058. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2059. queries.addQuery(moveQuery);
  2060. if (leavingTile == LEAVING_TILE)
  2061. leaveTile();
  2062. tmh.result = result;
  2063. sendAndApply(&tmh);
  2064. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2065. { // Hero should be always able to visit any object he staying on even if there guards around
  2066. visitObjectOnTile(t, h);
  2067. }
  2068. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2069. {
  2070. tmh.attackedFrom = boost::make_optional(guardPos);
  2071. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2072. objectVisited(guardTile.visitableObjects.back(), h);
  2073. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2074. }
  2075. else if (visitDest == VISIT_DEST)
  2076. {
  2077. visitObjectOnTile(t, h);
  2078. }
  2079. queries.popIfTop(moveQuery);
  2080. logGlobal->trace("Hero %s ends movement", h->name);
  2081. return result != TryMoveHero::FAILED;
  2082. };
  2083. //interaction with blocking object (like resources)
  2084. auto blockingVisit = [&]() -> bool
  2085. {
  2086. for (CGObjectInstance *obj : t.visitableObjects)
  2087. {
  2088. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2089. {
  2090. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2091. //this-> is needed for MVS2010 to recognize scope (?)
  2092. }
  2093. }
  2094. return false;
  2095. };
  2096. if (!transit && embarking)
  2097. {
  2098. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  2099. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2100. // In H3 embark ignore guards
  2101. }
  2102. if (disembarking)
  2103. {
  2104. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  2105. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2106. }
  2107. if (teleporting)
  2108. {
  2109. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2110. return true;
  2111. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2112. // visit town for town portal \ castle gates
  2113. // do not use generic visitObjectOnTile to avoid double-teleporting
  2114. // if this moveHero call was triggered by teleporter
  2115. if (!t.visitableObjects.empty())
  2116. {
  2117. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2118. town->onHeroVisit(h);
  2119. }
  2120. return true;
  2121. }
  2122. //still here? it is standard movement!
  2123. {
  2124. tmh.movePoints = h->movement >= cost
  2125. ? h->movement - cost
  2126. : 0;
  2127. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2128. EVisitDest visitDest = VISIT_DEST;
  2129. if (transit)
  2130. {
  2131. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2132. visitDest = DONT_VISIT_DEST;
  2133. if (canFly)
  2134. {
  2135. lookForGuards = IGNORE_GUARDS;
  2136. visitDest = DONT_VISIT_DEST;
  2137. }
  2138. }
  2139. else if (blockingVisit())
  2140. return true;
  2141. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2142. return true;
  2143. }
  2144. }
  2145. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2146. {
  2147. const CGHeroInstance *h = getHero(hid);
  2148. const CGTownInstance *t = getTown(dstid);
  2149. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2150. COMPLAIN_RET("Invalid call to teleportHero!");
  2151. const CGTownInstance *from = h->visitedTown;
  2152. if (((h->getOwner() != t->getOwner())
  2153. && complain("Cannot teleport hero to another player"))
  2154. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  2155. && complain("Hero must be in town with Castle gate for teleporting"))
  2156. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  2157. && complain("Cannot teleport hero to town without Castle gate in it")))
  2158. return false;
  2159. int3 pos = t->visitablePos();
  2160. pos += h->getVisitableOffset();
  2161. moveHero(hid,pos,1);
  2162. return true;
  2163. }
  2164. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  2165. {
  2166. PlayerColor oldOwner = getOwner(obj->id);
  2167. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2168. sendAndApply(&sop);
  2169. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2170. checkVictoryLossConditions(playerColors);
  2171. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2172. if (town) //town captured
  2173. {
  2174. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2175. {
  2176. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2177. setPortalDwelling(town, true, false);
  2178. }
  2179. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2180. {
  2181. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2182. {
  2183. InfoWindow iw;
  2184. iw.player = oldOwner;
  2185. 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.
  2186. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2187. sendAndApply(&iw);
  2188. }
  2189. }
  2190. }
  2191. const PlayerState * p = getPlayer(owner);
  2192. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2193. {
  2194. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2195. {
  2196. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2197. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2198. }
  2199. }
  2200. }
  2201. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2202. {
  2203. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2204. queries.addQuery(dialogQuery);
  2205. iw->queryID = dialogQuery->queryID;
  2206. sendToAllClients(iw);
  2207. }
  2208. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2209. {
  2210. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2211. queries.addQuery(dialogQuery);
  2212. iw->queryID = dialogQuery->queryID;
  2213. sendToAllClients(iw);
  2214. }
  2215. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2216. {
  2217. if (!val) return; //don't waste time on empty call
  2218. TResources resources;
  2219. resources.at(which) = val;
  2220. giveResources(player, resources);
  2221. }
  2222. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2223. {
  2224. SetResources sr;
  2225. sr.abs = false;
  2226. sr.player = player;
  2227. sr.res = resources;
  2228. sendAndApply(&sr);
  2229. }
  2230. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2231. {
  2232. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2233. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2234. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2235. //first we move creatures to give to make them army of object-source
  2236. for (auto & elem : creatures.Slots())
  2237. {
  2238. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2239. }
  2240. tryJoiningArmy(obj, h, remove, true);
  2241. }
  2242. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2243. {
  2244. std::vector<CStackBasicDescriptor> cres = creatures;
  2245. if (cres.size() <= 0)
  2246. return;
  2247. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2248. for (CStackBasicDescriptor &sbd : cres)
  2249. {
  2250. TQuantity collected = 0;
  2251. while(collected < sbd.count)
  2252. {
  2253. bool foundSth = false;
  2254. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2255. {
  2256. if (i->second->type == sbd.type)
  2257. {
  2258. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2259. changeStackCount(StackLocation(obj, i->first), -take, false);
  2260. collected += take;
  2261. foundSth = true;
  2262. break;
  2263. }
  2264. }
  2265. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2266. {
  2267. complain("Unexpected failure during taking creatures!");
  2268. return;
  2269. }
  2270. }
  2271. }
  2272. }
  2273. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2274. {
  2275. sendToAllClients(comp);
  2276. }
  2277. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2278. {
  2279. HeroVisitCastle vc;
  2280. vc.hid = hero->id;
  2281. vc.tid = obj->id;
  2282. vc.flags |= 1;
  2283. sendAndApply(&vc);
  2284. vistiCastleObjects (obj, hero);
  2285. giveSpells (obj, hero);
  2286. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2287. }
  2288. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2289. {
  2290. std::vector<CGTownBuilding*>::const_iterator i;
  2291. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2292. (*i)->onHeroVisit (h);
  2293. }
  2294. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2295. {
  2296. HeroVisitCastle vc;
  2297. vc.hid = hero->id;
  2298. vc.tid = obj->id;
  2299. sendAndApply(&vc);
  2300. }
  2301. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2302. {
  2303. EraseArtifact ea;
  2304. ea.al = al;
  2305. sendAndApply(&ea);
  2306. }
  2307. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2308. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2309. const CGTownInstance *town) //use hero=nullptr for no hero
  2310. {
  2311. engageIntoBattle(army1->tempOwner);
  2312. engageIntoBattle(army2->tempOwner);
  2313. static const CArmedInstance *armies[2];
  2314. armies[0] = army1;
  2315. armies[1] = army2;
  2316. static const CGHeroInstance*heroes[2];
  2317. heroes[0] = hero1;
  2318. heroes[1] = hero2;
  2319. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2320. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2321. queries.addQuery(battleQuery);
  2322. boost::thread(&CGameHandler::runBattle, this);
  2323. }
  2324. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2325. {
  2326. startBattlePrimary(army1, army2, tile,
  2327. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2328. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2329. creatureBank);
  2330. }
  2331. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2332. {
  2333. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2334. }
  2335. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2336. {
  2337. ChangeSpells cs;
  2338. cs.hid = hero->id;
  2339. cs.spells = spells;
  2340. cs.learn = give;
  2341. sendAndApply(&cs);
  2342. }
  2343. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2344. {
  2345. SystemMessage sm;
  2346. sm.text = message;
  2347. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2348. c << &sm;
  2349. }
  2350. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2351. {
  2352. sendAndApply(bonus);
  2353. }
  2354. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2355. {
  2356. sendAndApply(smp);
  2357. }
  2358. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2359. {
  2360. SetMana sm;
  2361. sm.hid = hid;
  2362. sm.val = val;
  2363. sm.absolute = true;
  2364. sendAndApply(&sm);
  2365. }
  2366. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2367. {
  2368. GiveHero gh;
  2369. gh.id = id;
  2370. gh.player = player;
  2371. sendAndApply(&gh);
  2372. }
  2373. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2374. {
  2375. ChangeObjPos cop;
  2376. cop.objid = objid;
  2377. cop.nPos = newPos;
  2378. cop.flags = flags;
  2379. sendAndApply(&cop);
  2380. }
  2381. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2382. {
  2383. const CGHeroInstance * h1 = getHero(fromHero);
  2384. const CGHeroInstance * h2 = getHero(toHero);
  2385. int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2386. int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2387. if (h1_scholarLevel < h2_scholarLevel)
  2388. {
  2389. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2390. std::swap(fromHero, toHero);
  2391. }
  2392. int ScholarLevel = std::max(h1_scholarLevel, h2_scholarLevel);//heroes can trade up to this level
  2393. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2394. return;//no scholar skill or no spellbook
  2395. int h1Lvl = std::min(ScholarLevel, h1->maxSpellLevel()),
  2396. h2Lvl = std::min(ScholarLevel, h2->maxSpellLevel());//heroes can receive this levels
  2397. ChangeSpells cs1;
  2398. cs1.learn = true;
  2399. cs1.hid = toHero;//giving spells to first hero
  2400. for (auto it : h1->spells)
  2401. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2402. cs1.spells.insert(it);//spell to learn
  2403. ChangeSpells cs2;
  2404. cs2.learn = true;
  2405. cs2.hid = fromHero;
  2406. for (auto it : h2->spells)
  2407. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2408. cs2.spells.insert(it);
  2409. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2410. {
  2411. InfoWindow iw;
  2412. iw.player = h1->tempOwner;
  2413. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2414. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2415. iw.text.addReplacement(h1->name);
  2416. if (!cs2.spells.empty())//if found new spell - apply
  2417. {
  2418. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2419. int size = cs2.spells.size();
  2420. for (auto it : cs2.spells)
  2421. {
  2422. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2423. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2424. switch (size--)
  2425. {
  2426. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2427. case 1: break;
  2428. default: iw.text << ", ";
  2429. }
  2430. }
  2431. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2432. iw.text.addReplacement(h2->name);
  2433. sendAndApply(&cs2);
  2434. }
  2435. if (!cs1.spells.empty() && !cs2.spells.empty())
  2436. {
  2437. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2438. }
  2439. if (!cs1.spells.empty())
  2440. {
  2441. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2442. int size = cs1.spells.size();
  2443. for (auto it : cs1.spells)
  2444. {
  2445. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2446. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2447. switch (size--)
  2448. {
  2449. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2450. case 1: break;
  2451. default: iw.text << ", ";
  2452. } }
  2453. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2454. iw.text.addReplacement(h2->name);
  2455. sendAndApply(&cs1);
  2456. }
  2457. sendAndApply(&iw);
  2458. }
  2459. }
  2460. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2461. {
  2462. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2463. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2464. {
  2465. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2466. ExchangeDialog hex;
  2467. hex.queryID = exchange->queryID;
  2468. hex.heroes[0] = getHero(hero1);
  2469. hex.heroes[1] = getHero(hero2);
  2470. sendAndApply(&hex);
  2471. useScholarSkill(hero1,hero2);
  2472. queries.addQuery(exchange);
  2473. }
  2474. }
  2475. void CGameHandler::sendToAllClients(CPackForClient * info)
  2476. {
  2477. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2478. for (auto & elem : conns)
  2479. {
  2480. if(!elem->isOpen())
  2481. continue;
  2482. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2483. *elem << info;
  2484. }
  2485. }
  2486. void CGameHandler::sendAndApply(CPackForClient * info)
  2487. {
  2488. sendToAllClients(info);
  2489. gs->apply(info);
  2490. }
  2491. void CGameHandler::applyAndSend(CPackForClient * info)
  2492. {
  2493. gs->apply(info);
  2494. sendToAllClients(info);
  2495. }
  2496. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2497. {
  2498. sendAndApply(static_cast<CPackForClient*>(info));
  2499. checkVictoryLossConditionsForAll();
  2500. }
  2501. void CGameHandler::sendAndApply(SetResources * info)
  2502. {
  2503. sendAndApply(static_cast<CPackForClient*>(info));
  2504. checkVictoryLossConditionsForPlayer(info->player);
  2505. }
  2506. void CGameHandler::sendAndApply(NewStructures * info)
  2507. {
  2508. sendAndApply(static_cast<CPackForClient*>(info));
  2509. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2510. }
  2511. void CGameHandler::save(const std::string & filename)
  2512. {
  2513. logGlobal->info("Saving to %s", filename);
  2514. const auto stem = FileInfo::GetPathStem(filename);
  2515. const auto savefname = stem.to_string() + ".vsgm1";
  2516. CResourceHandler::get("local")->createResource(savefname);
  2517. {
  2518. logGlobal->info("Ordering clients to serialize...");
  2519. SaveGame sg(savefname);
  2520. sendToAllClients(&sg);
  2521. }
  2522. try
  2523. {
  2524. {
  2525. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2526. saveCommonState(save);
  2527. logGlobal->info("Saving server state");
  2528. save << *this;
  2529. }
  2530. logGlobal->info("Game has been successfully saved!");
  2531. }
  2532. catch(std::exception &e)
  2533. {
  2534. logGlobal->error("Failed to save game: %s", e.what());
  2535. }
  2536. }
  2537. void CGameHandler::close()
  2538. {
  2539. logGlobal->info("We have been requested to close.");
  2540. serverShuttingDown = true;
  2541. for (auto & elem : conns)
  2542. {
  2543. if(!elem->isOpen())
  2544. continue;
  2545. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2546. elem->close();
  2547. elem->connected = false;
  2548. }
  2549. }
  2550. void CGameHandler::playerLeftGame(int cid)
  2551. {
  2552. for (auto & elem : conns)
  2553. {
  2554. if(elem->isOpen() && elem->connectionID == cid)
  2555. {
  2556. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2557. elem->close();
  2558. elem->connected = false;
  2559. break;
  2560. }
  2561. }
  2562. }
  2563. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2564. {
  2565. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2566. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2567. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2568. StackLocation sl1(s1, p1), sl2(s2, p2);
  2569. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2570. {
  2571. complain("Invalid slot accessed!");
  2572. return false;
  2573. }
  2574. if (!isAllowedExchange(id1,id2))
  2575. {
  2576. complain("Cannot exchange stacks between these two objects!\n");
  2577. return false;
  2578. }
  2579. // We can always put stacks into locked garrison, but not take them out of it
  2580. auto notRemovable = [&](const CArmedInstance * army)
  2581. {
  2582. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2583. {
  2584. auto g = dynamic_cast<const CGGarrison *>(army);
  2585. if (g && !g->removableUnits)
  2586. {
  2587. complain("Stacks in this garrison are not removable!\n");
  2588. return true;
  2589. }
  2590. }
  2591. return false;
  2592. };
  2593. if (what==1) //swap
  2594. {
  2595. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2596. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2597. {
  2598. complain("Can't take troops from another player!");
  2599. return false;
  2600. }
  2601. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2602. {
  2603. complain("Cannot swap stacks - slots are the same!");
  2604. return false;
  2605. }
  2606. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2607. {
  2608. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2609. return false;
  2610. }
  2611. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2612. return false;
  2613. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2614. return false;
  2615. swapStacks(sl1, sl2);
  2616. }
  2617. else if (what==2)//merge
  2618. {
  2619. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2620. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2621. return false;
  2622. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2623. {
  2624. complain("Cannot merge empty stack!");
  2625. return false;
  2626. }
  2627. else if (notRemovable(sl1.army))
  2628. return false;
  2629. moveStack(sl1, sl2);
  2630. }
  2631. else if (what==3) //split
  2632. {
  2633. const int countToMove = val - s2->getStackCount(p2);
  2634. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2635. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2636. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2637. {
  2638. complain("Can't move troops of another player!");
  2639. return false;
  2640. }
  2641. //general conditions checking
  2642. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2643. || (val<1 && complain("no creatures to split")) )
  2644. {
  2645. return false;
  2646. }
  2647. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2648. {
  2649. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2650. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2651. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2652. )
  2653. {
  2654. return false;
  2655. }
  2656. if (notRemovable(sl1.army))
  2657. {
  2658. if (s1->getStackCount(p1) > countLeftOnSrc)
  2659. return false;
  2660. }
  2661. else if (notRemovable(sl2.army))
  2662. {
  2663. if (s2->getStackCount(p1) < countLeftOnSrc)
  2664. return false;
  2665. }
  2666. moveStack(sl1, sl2, countToMove);
  2667. //S2.slots[p2]->count = val;
  2668. //S1.slots[p1]->count = total - val;
  2669. }
  2670. else //split one stack to the two
  2671. {
  2672. if (s1->getStackCount(p1) < val)//not enough creatures
  2673. {
  2674. complain("Cannot split that stack, not enough creatures!");
  2675. return false;
  2676. }
  2677. if (notRemovable(sl1.army))
  2678. return false;
  2679. moveStack(sl1, sl2, val);
  2680. }
  2681. }
  2682. return true;
  2683. }
  2684. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2685. {
  2686. std::set<PlayerColor> all;
  2687. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2688. if (i->second == c)
  2689. all.insert(i->first);
  2690. switch(all.size())
  2691. {
  2692. case 0:
  2693. return PlayerColor::NEUTRAL;
  2694. case 1:
  2695. return *all.begin();
  2696. default:
  2697. {
  2698. //if we have more than one player at this connection, try to pick active one
  2699. if (vstd::contains(all, gs->currentPlayer))
  2700. return gs->currentPlayer;
  2701. else
  2702. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2703. }
  2704. }
  2705. }
  2706. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2707. {
  2708. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2709. if (!vstd::contains(s1->stacks,pos))
  2710. {
  2711. complain("Illegal call to disbandCreature - no such stack in army!");
  2712. return false;
  2713. }
  2714. eraseStack(StackLocation(s1, pos));
  2715. return true;
  2716. }
  2717. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2718. {
  2719. const CGTownInstance * t = getTown(tid);
  2720. if (!t)
  2721. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2722. if (!t->town->buildings.count(requestedID))
  2723. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2724. if (t->hasBuilt(requestedID))
  2725. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2726. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2727. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2728. std::vector<const CBuilding*> remainingAutoBuildings;
  2729. std::set<BuildingID> buildingsThatWillBe;
  2730. //Check validity of request
  2731. if (!force)
  2732. {
  2733. switch (requestedBuilding->mode)
  2734. {
  2735. case CBuilding::BUILD_NORMAL :
  2736. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2737. COMPLAIN_RET("Cannot build that building!");
  2738. break;
  2739. case CBuilding::BUILD_AUTO :
  2740. case CBuilding::BUILD_SPECIAL:
  2741. COMPLAIN_RET("This building can not be constructed normally!");
  2742. case CBuilding::BUILD_GRAIL :
  2743. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2744. {
  2745. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2746. COMPLAIN_RET("Cannot build this without grail!")
  2747. else
  2748. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2749. }
  2750. break;
  2751. }
  2752. }
  2753. //Performs stuff that has to be done before new building is built
  2754. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2755. {
  2756. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2757. {
  2758. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2759. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2760. if (upgradeNumber >= t->town->creatures.at(level).size())
  2761. {
  2762. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2763. "no creature found (upgrade number %d, level %d!")
  2764. % buildingID % upgradeNumber % level));
  2765. return;
  2766. }
  2767. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2768. SetAvailableCreatures ssi;
  2769. ssi.tid = t->id;
  2770. ssi.creatures = t->creatures;
  2771. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2772. ssi.creatures[level].first = crea->growth;
  2773. ssi.creatures[level].second.push_back(crea->idNumber);
  2774. sendAndApply(&ssi);
  2775. }
  2776. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2777. {
  2778. setPortalDwelling(t);
  2779. }
  2780. };
  2781. //Performs stuff that has to be done after new building is built
  2782. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2783. {
  2784. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2785. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2786. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2787. {
  2788. if (t->visitingHero)
  2789. giveSpells(t,t->visitingHero);
  2790. if (t->garrisonHero)
  2791. giveSpells(t,t->garrisonHero);
  2792. }
  2793. };
  2794. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2795. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2796. {
  2797. return buildingsThatWillBe.count(buildID);
  2798. };
  2799. //Init the vectors
  2800. for (auto & build : t->town->buildings)
  2801. {
  2802. if (t->hasBuilt(build.first))
  2803. buildingsThatWillBe.insert(build.first);
  2804. else
  2805. {
  2806. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2807. remainingAutoBuildings.push_back(build.second);
  2808. }
  2809. }
  2810. //Prepare structure (list of building ids will be filled later)
  2811. NewStructures ns;
  2812. ns.tid = tid;
  2813. ns.builded = force ? t->builded : (t->builded+1);
  2814. std::queue<const CBuilding*> buildingsToAdd;
  2815. buildingsToAdd.push(requestedBuilding);
  2816. while(!buildingsToAdd.empty())
  2817. {
  2818. auto b = buildingsToAdd.front();
  2819. buildingsToAdd.pop();
  2820. ns.bid.insert(b->bid);
  2821. buildingsThatWillBe.insert(b->bid);
  2822. remainingAutoBuildings -= b;
  2823. for(auto autoBuilding : remainingAutoBuildings)
  2824. {
  2825. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2826. if(actualRequirements.test(areRequirementsFullfilled))
  2827. buildingsToAdd.push(autoBuilding);
  2828. }
  2829. }
  2830. // 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.
  2831. for (auto builtID : ns.bid)
  2832. processBeforeBuiltStructure(builtID);
  2833. //Take cost
  2834. if (!force)
  2835. {
  2836. giveResources(t->tempOwner, -requestedBuilding->resources);
  2837. }
  2838. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2839. sendAndApply(&ns);
  2840. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2841. for (auto builtID : ns.bid)
  2842. processAfterBuiltStructure(builtID);
  2843. // now when everything is built - reveal tiles for lookout tower
  2844. FoWChange fw;
  2845. fw.player = t->tempOwner;
  2846. fw.mode = 1;
  2847. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2848. sendAndApply(&fw);
  2849. if (t->visitingHero)
  2850. vistiCastleObjects (t, t->visitingHero);
  2851. if (t->garrisonHero)
  2852. vistiCastleObjects (t, t->garrisonHero);
  2853. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2854. return true;
  2855. }
  2856. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2857. {
  2858. ///incomplete, simply erases target building
  2859. const CGTownInstance * t = getTown(tid);
  2860. if (!vstd::contains(t->builtBuildings, bid))
  2861. return false;
  2862. RazeStructures rs;
  2863. rs.tid = tid;
  2864. rs.bid.insert(bid);
  2865. rs.destroyed = t->destroyed + 1;
  2866. sendAndApply(&rs);
  2867. //TODO: Remove dwellers
  2868. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2869. // {
  2870. // RemoveBonus rb(RemoveBonus::TOWN);
  2871. // rb.whoID = t->id;
  2872. // rb.source = Bonus::TOWN_STRUCTURE;
  2873. // rb.id = 17;
  2874. // sendAndApply(&rb);
  2875. // }
  2876. return true;
  2877. }
  2878. void CGameHandler::sendMessageToAll(const std::string &message)
  2879. {
  2880. SystemMessage sm;
  2881. sm.text = message;
  2882. sendToAllClients(&sm);
  2883. }
  2884. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2885. {
  2886. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2887. const CArmedInstance *dst = nullptr;
  2888. const CCreature *c = VLC->creh->creatures.at(crid);
  2889. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2890. //TODO: test for owning
  2891. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2892. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2893. assert(dw && dst);
  2894. //verify
  2895. bool found = false;
  2896. int level = 0;
  2897. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2898. {
  2899. if ((fromLvl != -1) && (level !=fromLvl))
  2900. continue;
  2901. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2902. int i = 0;
  2903. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2904. if (cur.second.at(i) == crid)
  2905. break;
  2906. if (i < cur.second.size())
  2907. {
  2908. found = true;
  2909. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2910. break;
  2911. }
  2912. }
  2913. SlotID slot = dst->getSlotFor(crid);
  2914. if ((!found && complain("Cannot recruit: no such creatures!"))
  2915. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2916. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2917. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2918. {
  2919. return false;
  2920. }
  2921. //recruit
  2922. giveResources(dst->tempOwner, -(c->cost * cram));
  2923. SetAvailableCreatures sac;
  2924. sac.tid = objid;
  2925. sac.creatures = dw->creatures;
  2926. sac.creatures[level].first -= cram;
  2927. sendAndApply(&sac);
  2928. if (warMachine)
  2929. {
  2930. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2931. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2932. ArtifactID artId = c->warMachine;
  2933. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2934. const CArtifact * art = artId.toArtifact();
  2935. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2936. return giveHeroNewArtifact(h, art);
  2937. }
  2938. else
  2939. {
  2940. addToSlot(StackLocation(dst, slot), c, cram);
  2941. }
  2942. return true;
  2943. }
  2944. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2945. {
  2946. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2947. if (!obj->hasStackAtSlot(pos))
  2948. {
  2949. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2950. }
  2951. UpgradeInfo ui;
  2952. getUpgradeInfo(obj, pos, ui);
  2953. PlayerColor player = obj->tempOwner;
  2954. const PlayerState *p = getPlayer(player);
  2955. int crQuantity = obj->stacks.at(pos)->count;
  2956. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2957. //check if upgrade is possible
  2958. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2959. {
  2960. return false;
  2961. }
  2962. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2963. //check if player has enough resources
  2964. if (!p->resources.canAfford(totalCost))
  2965. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2966. //take resources
  2967. giveResources(player, -totalCost);
  2968. //upgrade creature
  2969. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2970. return true;
  2971. }
  2972. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2973. {
  2974. if (!sl.army->hasStackAtSlot(sl.slot))
  2975. COMPLAIN_RET("Cannot find a stack to change type");
  2976. SetStackType sst;
  2977. sst.sl = sl;
  2978. sst.type = c;
  2979. sendAndApply(&sst);
  2980. return true;
  2981. }
  2982. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2983. {
  2984. assert(src->canBeMergedWith(*dst, allowMerging));
  2985. while(src->stacksCount())//while there are unmoved creatures
  2986. {
  2987. auto i = src->Slots().begin(); //iterator to stack to move
  2988. StackLocation sl(src, i->first); //location of stack to move
  2989. SlotID pos = dst->getSlotFor(i->second->type);
  2990. if (!pos.validSlot())
  2991. {
  2992. //try to merge two other stacks to make place
  2993. std::pair<SlotID, SlotID> toMerge;
  2994. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2995. {
  2996. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2997. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2998. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2999. }
  3000. else
  3001. {
  3002. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3003. return;
  3004. }
  3005. }
  3006. else
  3007. {
  3008. moveStack(sl, StackLocation(dst, pos));
  3009. }
  3010. }
  3011. }
  3012. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3013. {
  3014. const CGTownInstance * town = getTown(tid);
  3015. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3016. {
  3017. if (!town->visitingHero->canBeMergedWith(*town))
  3018. {
  3019. complain("Cannot make garrison swap, not enough free slots!");
  3020. return false;
  3021. }
  3022. moveArmy(town, town->visitingHero, true);
  3023. SetHeroesInTown intown;
  3024. intown.tid = tid;
  3025. intown.visiting = ObjectInstanceID();
  3026. intown.garrison = town->visitingHero->id;
  3027. sendAndApply(&intown);
  3028. return true;
  3029. }
  3030. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3031. {
  3032. //check if moving hero out of town will break 8 wandering heroes limit
  3033. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3034. {
  3035. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3036. return false;
  3037. }
  3038. SetHeroesInTown intown;
  3039. intown.tid = tid;
  3040. intown.garrison = ObjectInstanceID();
  3041. intown.visiting = town->garrisonHero->id;
  3042. sendAndApply(&intown);
  3043. return true;
  3044. }
  3045. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3046. {
  3047. SetHeroesInTown intown;
  3048. intown.tid = tid;
  3049. intown.garrison = town->visitingHero->id;
  3050. intown.visiting = town->garrisonHero->id;
  3051. sendAndApply(&intown);
  3052. return true;
  3053. }
  3054. else
  3055. {
  3056. complain("Cannot swap garrison hero!");
  3057. return false;
  3058. }
  3059. }
  3060. // With the amount of changes done to the function, it's more like transferArtifacts.
  3061. // 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.
  3062. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3063. {
  3064. ArtifactLocation src = al1, dst = al2;
  3065. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3066. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3067. // Make sure exchange is even possible between the two heroes.
  3068. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3069. COMPLAIN_RET("That heroes cannot make any exchange!");
  3070. const CArtifactInstance *srcArtifact = src.getArt();
  3071. const CArtifactInstance *destArtifact = dst.getArt();
  3072. if (srcArtifact == nullptr)
  3073. COMPLAIN_RET("No artifact to move!");
  3074. if (destArtifact && srcPlayer != dstPlayer)
  3075. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3076. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3077. // Moving to the backpack is always allowed.
  3078. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  3079. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3080. COMPLAIN_RET("Cannot move artifact!");
  3081. auto srcSlot = src.getSlot();
  3082. auto dstSlot = dst.getSlot();
  3083. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3084. COMPLAIN_RET("Cannot move artifact locks.");
  3085. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3086. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3087. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3088. COMPLAIN_RET("Cannot move catapult!");
  3089. if (dst.slot >= GameConstants::BACKPACK_START)
  3090. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  3091. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  3092. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3093. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  3094. {
  3095. //old artifact must be removed first
  3096. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  3097. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  3098. }
  3099. MoveArtifact ma;
  3100. ma.src = src;
  3101. ma.dst = dst;
  3102. sendAndApply(&ma);
  3103. return true;
  3104. }
  3105. /**
  3106. * Assembles or disassembles a combination artifact.
  3107. * @param heroID ID of hero holding the artifact(s).
  3108. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3109. * @param assemble True for assembly operation, false for disassembly.
  3110. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3111. * artifact to assemble to. Otherwise it's not used.
  3112. */
  3113. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3114. {
  3115. const CGHeroInstance * hero = getHero(heroID);
  3116. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3117. if (!destArtifact)
  3118. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3119. if (assemble)
  3120. {
  3121. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  3122. if (!combinedArt->constituents)
  3123. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3124. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  3125. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3126. AssembledArtifact aa;
  3127. aa.al = ArtifactLocation(hero, artifactSlot);
  3128. aa.builtArt = combinedArt;
  3129. sendAndApply(&aa);
  3130. }
  3131. else
  3132. {
  3133. if (!destArtifact->artType->constituents)
  3134. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3135. DisassembledArtifact da;
  3136. da.al = ArtifactLocation(hero, artifactSlot);
  3137. sendAndApply(&da);
  3138. }
  3139. return true;
  3140. }
  3141. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3142. {
  3143. const CGHeroInstance * hero = getHero(hid);
  3144. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3145. const CGTownInstance * town = hero->visitedTown;
  3146. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3147. if (aid==ArtifactID::SPELLBOOK)
  3148. {
  3149. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3150. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3151. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3152. )
  3153. return false;
  3154. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3155. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3156. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3157. giveSpells(town,hero);
  3158. return true;
  3159. }
  3160. else
  3161. {
  3162. const CArtifact * art = aid.toArtifact();
  3163. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3164. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3165. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3166. const int price = art->price;
  3167. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3168. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3169. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  3170. {
  3171. giveResource(hero->getOwner(),Res::GOLD,-price);
  3172. return giveHeroNewArtifact(hero, art);
  3173. }
  3174. else
  3175. COMPLAIN_RET("This machine is unavailable here!");
  3176. }
  3177. }
  3178. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3179. {
  3180. if(!h)
  3181. COMPLAIN_RET("Only hero can buy artifacts!");
  3182. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3183. COMPLAIN_RET("That artifact is unavailable!");
  3184. int b1, b2;
  3185. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3186. if (getResource(h->tempOwner, rid) < b1)
  3187. COMPLAIN_RET("You can't afford to buy this artifact!");
  3188. giveResource(h->tempOwner, rid, -b1);
  3189. SetAvailableArtifacts saa;
  3190. if (m->o->ID == Obj::TOWN)
  3191. {
  3192. saa.id = -1;
  3193. saa.arts = CGTownInstance::merchantArtifacts;
  3194. }
  3195. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3196. {
  3197. saa.id = bm->id.getNum();
  3198. saa.arts = bm->artifacts;
  3199. }
  3200. else
  3201. COMPLAIN_RET("Wrong marktet...");
  3202. bool found = false;
  3203. for (const CArtifact *&art : saa.arts)
  3204. {
  3205. if (art && art->id == aid)
  3206. {
  3207. art = nullptr;
  3208. found = true;
  3209. break;
  3210. }
  3211. }
  3212. if (!found)
  3213. COMPLAIN_RET("Cannot find selected artifact on the list");
  3214. sendAndApply(&saa);
  3215. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3216. return true;
  3217. }
  3218. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3219. {
  3220. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3221. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3222. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3223. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3224. int resVal = 0, dump = 1;
  3225. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3226. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3227. giveResource(h->tempOwner, rid, resVal);
  3228. return true;
  3229. }
  3230. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3231. {
  3232. if (!h)
  3233. COMPLAIN_RET("You need hero to buy a skill!");
  3234. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3235. COMPLAIN_RET("Hero already know this skill");
  3236. if (!h->canLearnSkill())
  3237. COMPLAIN_RET("Hero can't learn any more skills");
  3238. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3239. COMPLAIN_RET("The hero can't learn this skill!");
  3240. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3241. COMPLAIN_RET("That skill is unavailable!");
  3242. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3243. COMPLAIN_RET("You can't afford to buy this skill");
  3244. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3245. changeSecSkill(h, skill, 1, true);
  3246. return true;
  3247. }
  3248. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3249. {
  3250. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3251. vstd::amin(val, r1); //can't trade more resources than have
  3252. int b1, b2; //base quantities for trade
  3253. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3254. int units = val / b1; //how many base quantities we trade
  3255. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3256. {
  3257. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3258. }
  3259. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3260. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3261. return true;
  3262. }
  3263. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3264. {
  3265. if(!hero)
  3266. COMPLAIN_RET("Only hero can sell creatures!");
  3267. if (!vstd::contains(hero->Slots(), slot))
  3268. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3269. const CStackInstance &s = hero->getStack(slot);
  3270. if (s.count < count //can't sell more creatures than have
  3271. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3272. {
  3273. COMPLAIN_RET("Not enough creatures in army!");
  3274. }
  3275. int b1, b2; //base quantities for trade
  3276. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3277. int units = count / b1; //how many base quantities we trade
  3278. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3279. {
  3280. //TODO: complain?
  3281. assert(0);
  3282. }
  3283. changeStackCount(StackLocation(hero, slot), -count);
  3284. giveResource(hero->tempOwner, resourceID, b2 * units);
  3285. return true;
  3286. }
  3287. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3288. {
  3289. const CArmedInstance *army = nullptr;
  3290. if (hero)
  3291. army = hero;
  3292. else
  3293. army = dynamic_cast<const CGTownInstance *>(market->o);
  3294. if (!army)
  3295. COMPLAIN_RET("Incorrect call to transform in undead!");
  3296. if (!army->hasStackAtSlot(slot))
  3297. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3298. const CStackInstance &s = army->getStack(slot);
  3299. //resulting creature - bone dragons or skeletons
  3300. CreatureID resCreature = CreatureID::SKELETON;
  3301. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3302. || (s.getCreatureID() == CreatureID::HYDRA)
  3303. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3304. resCreature = CreatureID::BONE_DRAGON;
  3305. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3306. return true;
  3307. }
  3308. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3309. {
  3310. const PlayerState *p2 = getPlayer(r2, false);
  3311. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3312. {
  3313. complain("Dest player must be in game!");
  3314. return false;
  3315. }
  3316. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3317. vstd::amin(val, curRes1);
  3318. giveResource(player, r1, -val);
  3319. giveResource(r2, r1, val);
  3320. return true;
  3321. }
  3322. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3323. {
  3324. const CGHeroInstance *h = getHero(hid);
  3325. if (!h)
  3326. {
  3327. logGlobal->error("Hero doesn't exist!");
  3328. return false;
  3329. }
  3330. ChangeFormation cf;
  3331. cf.hid = hid;
  3332. cf.formation = formation;
  3333. sendAndApply(&cf);
  3334. return true;
  3335. }
  3336. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3337. {
  3338. const PlayerState * p = getPlayer(player);
  3339. const CGTownInstance * t = getTown(obj->id);
  3340. //common preconditions
  3341. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3342. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3343. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3344. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3345. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3346. {
  3347. return false;
  3348. }
  3349. if (t) //tavern in town
  3350. {
  3351. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3352. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3353. {
  3354. return false;
  3355. }
  3356. }
  3357. else if (obj->ID == Obj::TAVERN)
  3358. {
  3359. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3360. {
  3361. return false;
  3362. }
  3363. }
  3364. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3365. if (!nh)
  3366. {
  3367. complain ("Hero is not available for hiring!");
  3368. return false;
  3369. }
  3370. HeroRecruited hr;
  3371. hr.tid = obj->id;
  3372. hr.hid = nh->subID;
  3373. hr.player = player;
  3374. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3375. sendAndApply(&hr);
  3376. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3377. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3378. const CGHeroInstance *newHero = nullptr;
  3379. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3380. {
  3381. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3382. }
  3383. SetAvailableHeroes sah;
  3384. sah.player = player;
  3385. if (newHero)
  3386. {
  3387. sah.hid[hid] = newHero->subID;
  3388. sah.army[hid].clear();
  3389. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3390. }
  3391. else
  3392. {
  3393. sah.hid[hid] = -1;
  3394. }
  3395. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3396. sendAndApply(&sah);
  3397. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3398. if (t)
  3399. {
  3400. vistiCastleObjects (t, nh);
  3401. giveSpells (t,nh);
  3402. }
  3403. return true;
  3404. }
  3405. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3406. {
  3407. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3408. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3409. logGlobal->trace(answer.toJson());
  3410. auto topQuery = queries.topQuery(player);
  3411. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3412. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3413. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3414. topQuery->setReply(answer);
  3415. queries.popQuery(topQuery);
  3416. return true;
  3417. }
  3418. static EndAction end_action;
  3419. void CGameHandler::updateGateState()
  3420. {
  3421. BattleUpdateGateState db;
  3422. db.state = gs->curB->si.gateState;
  3423. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3424. {
  3425. db.state = EGateState::DESTROYED;
  3426. }
  3427. else if (db.state == EGateState::OPENED)
  3428. {
  3429. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3430. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3431. {
  3432. if (gs->curB->town->subID == ETownType::FORTRESS)
  3433. {
  3434. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3435. db.state = EGateState::CLOSED;
  3436. }
  3437. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3438. db.state = EGateState::BLOCKED;
  3439. else
  3440. db.state = EGateState::CLOSED;
  3441. }
  3442. }
  3443. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3444. db.state = EGateState::BLOCKED;
  3445. else
  3446. db.state = EGateState::CLOSED;
  3447. if (db.state != gs->curB->si.gateState)
  3448. sendAndApply(&db);
  3449. }
  3450. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3451. {
  3452. bool ok = true;
  3453. battle::Target target = ba.getTarget(gs->curB);
  3454. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3455. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3456. logGlobal->trace("Making action: %s", ba.toString());
  3457. switch(ba.actionType)
  3458. {
  3459. case EActionType::WALK: //walk
  3460. case EActionType::DEFEND: //defend
  3461. case EActionType::WAIT: //wait
  3462. case EActionType::WALK_AND_ATTACK: //walk or attack
  3463. case EActionType::SHOOT: //shoot
  3464. case EActionType::CATAPULT: //catapult
  3465. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3466. case EActionType::DAEMON_SUMMONING:
  3467. case EActionType::MONSTER_SPELL:
  3468. if (!stack)
  3469. {
  3470. complain("No such stack!");
  3471. return false;
  3472. }
  3473. if (!stack->alive())
  3474. {
  3475. complain("This stack is dead: " + stack->nodeName());
  3476. return false;
  3477. }
  3478. if (battleTacticDist())
  3479. {
  3480. if (stack && stack->side != battleGetTacticsSide())
  3481. {
  3482. complain("This is not a stack of side that has tactics!");
  3483. return false;
  3484. }
  3485. }
  3486. else if (!isAboutActiveStack)
  3487. {
  3488. complain("Action has to be about active stack!");
  3489. return false;
  3490. }
  3491. }
  3492. auto wrapAction = [this](BattleAction &ba)
  3493. {
  3494. StartAction startAction(ba);
  3495. sendAndApply(&startAction);
  3496. return vstd::makeScopeGuard([&]()
  3497. {
  3498. sendAndApply(&end_action);
  3499. });
  3500. };
  3501. switch(ba.actionType)
  3502. {
  3503. case EActionType::END_TACTIC_PHASE: //wait
  3504. case EActionType::BAD_MORALE:
  3505. case EActionType::NO_ACTION:
  3506. {
  3507. auto wrapper = wrapAction(ba);
  3508. break;
  3509. }
  3510. case EActionType::WALK:
  3511. {
  3512. auto wrapper = wrapAction(ba);
  3513. if(target.size() < 1)
  3514. {
  3515. complain("Destination required for move action.");
  3516. ok = false;
  3517. break;
  3518. }
  3519. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3520. if (!walkedTiles)
  3521. complain("Stack failed movement!");
  3522. break;
  3523. }
  3524. case EActionType::DEFEND:
  3525. {
  3526. //defensive stance
  3527. SetStackEffect sse;
  3528. Bonus bonus1(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3529. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3530. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3531. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3532. int oldDefenceValue = defence.totalValue();
  3533. defence.push_back(std::make_shared<Bonus>(bonus1));
  3534. defence.push_back(std::make_shared<Bonus>(bonus2));
  3535. int difference = defence.totalValue() - oldDefenceValue;
  3536. MetaString text;
  3537. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3538. stack->addNameReplacement(text);
  3539. text.addReplacement(difference);
  3540. sse.battleLog.push_back(text);
  3541. std::vector<Bonus> buffer;
  3542. buffer.push_back(bonus1);
  3543. buffer.push_back(bonus2);
  3544. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3545. sendAndApply(&sse);
  3546. //don't break - we share code with next case
  3547. }
  3548. FALLTHROUGH
  3549. case EActionType::WAIT:
  3550. {
  3551. auto wrapper = wrapAction(ba);
  3552. break;
  3553. }
  3554. case EActionType::RETREAT: //retreat/flee
  3555. {
  3556. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3557. complain("Cannot retreat!");
  3558. else
  3559. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3560. break;
  3561. }
  3562. case EActionType::SURRENDER:
  3563. {
  3564. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3565. int cost = gs->curB->battleGetSurrenderCost(player);
  3566. if (cost < 0)
  3567. complain("Cannot surrender!");
  3568. else if (getResource(player, Res::GOLD) < cost)
  3569. complain("Not enough gold to surrender!");
  3570. else
  3571. {
  3572. giveResource(player, Res::GOLD, -cost);
  3573. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3574. }
  3575. break;
  3576. }
  3577. case EActionType::WALK_AND_ATTACK: //walk or attack
  3578. {
  3579. auto wrapper = wrapAction(ba);
  3580. if(!stack)
  3581. {
  3582. complain("No attacker");
  3583. ok = false;
  3584. break;
  3585. }
  3586. if(target.size() < 2)
  3587. {
  3588. complain("Two destinations required for attack action.");
  3589. ok = false;
  3590. break;
  3591. }
  3592. BattleHex attackPos = target.at(0).hexValue;
  3593. BattleHex destinationTile = target.at(1).hexValue;
  3594. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3595. if(!destinationStack)
  3596. {
  3597. complain("Invalid target to attack");
  3598. ok = false;
  3599. break;
  3600. }
  3601. BattleHex startingPos = stack->getPosition();
  3602. int distance = moveStack(ba.stackNumber, attackPos);
  3603. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3604. if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
  3605. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3606. )
  3607. {
  3608. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3609. ok = false;
  3610. break;
  3611. }
  3612. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3613. {
  3614. destinationStack = nullptr;
  3615. }
  3616. if(!destinationStack)
  3617. {
  3618. complain("Unit can not attack itself");
  3619. ok = false;
  3620. break;
  3621. }
  3622. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3623. {
  3624. complain("Attack cannot be performed!");
  3625. ok = false;
  3626. break;
  3627. }
  3628. //attack
  3629. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3630. for (int i = 0; i < totalAttacks; ++i)
  3631. {
  3632. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  3633. const bool retaliation = destinationStack->ableToRetaliate();
  3634. //first strike
  3635. if(i == 0 && firstStrike && retaliation)
  3636. {
  3637. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3638. }
  3639. //move can cause death, eg. by walking into the moat
  3640. if(stack->alive() && destinationStack->alive())
  3641. {
  3642. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3643. }
  3644. //counterattack
  3645. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3646. if(stack->alive()
  3647. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3648. && (i > 0 || !firstStrike)
  3649. && retaliation && destinationStack->ableToRetaliate())
  3650. {
  3651. makeAttack(destinationStack, stack, 0, stack->getPosition(), i==0, false, true);
  3652. }
  3653. }
  3654. //return
  3655. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  3656. && target.size() == 3
  3657. && startingPos != stack->getPosition()
  3658. && startingPos == target.at(2).hexValue
  3659. && stack->alive())
  3660. {
  3661. moveStack(ba.stackNumber, startingPos);
  3662. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3663. }
  3664. break;
  3665. }
  3666. case EActionType::SHOOT:
  3667. {
  3668. if(target.size() < 1)
  3669. {
  3670. complain("Destination required for shot action.");
  3671. ok = false;
  3672. break;
  3673. }
  3674. auto destination = target.at(0).hexValue;
  3675. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  3676. if (!gs->curB->battleCanShoot(stack, destination))
  3677. {
  3678. complain("Cannot shoot!");
  3679. break;
  3680. }
  3681. if (!destinationStack)
  3682. {
  3683. complain("No target to shoot!");
  3684. break;
  3685. }
  3686. auto wrapper = wrapAction(ba);
  3687. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  3688. //ranged counterattack
  3689. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3690. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3691. && destinationStack->ableToRetaliate()
  3692. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  3693. && stack->alive()) //attacker may have died (fire shield)
  3694. {
  3695. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  3696. }
  3697. //TODO: move to CUnitState
  3698. //extra shot(s) for ballista, based on artillery skill
  3699. if(stack->creatureIndex() == CreatureID::BALLISTA)
  3700. {
  3701. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3702. if(attackingHero)
  3703. {
  3704. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3705. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3706. {
  3707. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3708. }
  3709. }
  3710. }
  3711. //allow more than one additional attack
  3712. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  3713. for(int i = 1; i < totalRangedAttacks; ++i)
  3714. {
  3715. if(
  3716. stack->alive()
  3717. && destinationStack->alive()
  3718. && stack->shots.canUse()
  3719. )
  3720. {
  3721. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3722. }
  3723. }
  3724. break;
  3725. }
  3726. case EActionType::CATAPULT:
  3727. {
  3728. //TODO: unify with spells::effects:Catapult
  3729. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3730. {
  3731. switch(part)
  3732. {
  3733. case EWallPart::GATE:
  3734. return sbi.gate;
  3735. case EWallPart::KEEP:
  3736. return sbi.keep;
  3737. case EWallPart::BOTTOM_TOWER:
  3738. case EWallPart::UPPER_TOWER:
  3739. return sbi.tower;
  3740. case EWallPart::BOTTOM_WALL:
  3741. case EWallPart::BELOW_GATE:
  3742. case EWallPart::OVER_GATE:
  3743. case EWallPart::UPPER_WALL:
  3744. return sbi.wall;
  3745. default:
  3746. return 0;
  3747. }
  3748. };
  3749. auto wrapper = wrapAction(ba);
  3750. if(target.size() < 1)
  3751. {
  3752. complain("Destination required for catapult action.");
  3753. ok = false;
  3754. break;
  3755. }
  3756. auto destination = target.at(0).hexValue;
  3757. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3758. CHeroHandler::SBallisticsLevelInfo sbi;
  3759. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3760. sbi = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  3761. else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
  3762. {
  3763. sbi = VLC->heroh->ballistics.at(1);
  3764. sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  3765. }
  3766. auto wallPart = gs->curB->battleHexToWallPart(destination);
  3767. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3768. {
  3769. complain("catapult tried to attack non-catapultable hex!");
  3770. break;
  3771. }
  3772. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3773. auto &currentHP = gs->curB->si.wallState;
  3774. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3775. {
  3776. complain("catapult tried to attack already destroyed wall part!");
  3777. break;
  3778. }
  3779. for (int g=0; g<sbi.shots; ++g)
  3780. {
  3781. bool hitSuccessfull = false;
  3782. auto attackedPart = wallPart;
  3783. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  3784. {
  3785. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3786. currentHP.at(attackedPart) != EWallState::NONE &&
  3787. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3788. {
  3789. hitSuccessfull = true;
  3790. }
  3791. else // select new target
  3792. {
  3793. std::vector<EWallPart::EWallPart> allowedTargets;
  3794. for (size_t i=0; i< currentHP.size(); i++)
  3795. {
  3796. if(currentHP.at(i) != EWallState::DESTROYED &&
  3797. currentHP.at(i) != EWallState::NONE)
  3798. allowedTargets.push_back(EWallPart::EWallPart(i));
  3799. }
  3800. if (allowedTargets.empty())
  3801. break;
  3802. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3803. }
  3804. }
  3805. while (!hitSuccessfull);
  3806. if (!hitSuccessfull) // break triggered - no target to shoot at
  3807. break;
  3808. CatapultAttack ca; //package for clients
  3809. CatapultAttack::AttackInfo attack;
  3810. attack.attackedPart = attackedPart;
  3811. attack.destinationTile = destination;
  3812. attack.damageDealt = 0;
  3813. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3814. int dmgRand = getRandomGenerator().nextInt(99);
  3815. //accumulating dmgChance
  3816. dmgChance[1] += dmgChance[0];
  3817. dmgChance[2] += dmgChance[1];
  3818. //calculating dealt damage
  3819. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3820. {
  3821. if (dmgRand <= dmgChance[damage])
  3822. {
  3823. attack.damageDealt = damage;
  3824. break;
  3825. }
  3826. }
  3827. // attacked tile may have changed - update destination
  3828. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3829. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3830. //removing creatures in turrets / keep if one is destroyed
  3831. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3832. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3833. {
  3834. int posRemove = -1;
  3835. switch(attackedPart)
  3836. {
  3837. case EWallPart::KEEP:
  3838. posRemove = -2;
  3839. break;
  3840. case EWallPart::BOTTOM_TOWER:
  3841. posRemove = -3;
  3842. break;
  3843. case EWallPart::UPPER_TOWER:
  3844. posRemove = -4;
  3845. break;
  3846. }
  3847. BattleUnitsChanged removeUnits;
  3848. for(auto & elem : gs->curB->stacks)
  3849. {
  3850. if(elem->initialPosition == posRemove)
  3851. {
  3852. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  3853. break;
  3854. }
  3855. }
  3856. if(!removeUnits.changedStacks.empty())
  3857. sendAndApply(&removeUnits);
  3858. }
  3859. ca.attacker = ba.stackNumber;
  3860. ca.attackedParts.push_back(attack);
  3861. sendAndApply(&ca);
  3862. }
  3863. //finish by scope guard
  3864. break;
  3865. }
  3866. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3867. {
  3868. auto wrapper = wrapAction(ba);
  3869. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3870. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  3871. if(target.size() < 1)
  3872. {
  3873. complain("Destination required for heal action.");
  3874. ok = false;
  3875. break;
  3876. }
  3877. const battle::Unit * destStack = nullptr;
  3878. if(target.at(0).unitValue)
  3879. destStack = target.at(0).unitValue;
  3880. else
  3881. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  3882. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3883. {
  3884. complain("There is either no healer, no destination, or healer cannot heal :P");
  3885. }
  3886. else
  3887. {
  3888. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3889. //TODO: allow resurrection for mods
  3890. auto state = destStack->acquireState();
  3891. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  3892. if(toHeal == 0)
  3893. {
  3894. logGlobal->warn("Nothing to heal");
  3895. }
  3896. else
  3897. {
  3898. BattleUnitsChanged pack;
  3899. MetaString text;
  3900. text.addTxt(MetaString::GENERAL_TXT, 414);
  3901. healer->addNameReplacement(text, false);
  3902. destStack->addNameReplacement(text, false);
  3903. text.addReplacement(toHeal);
  3904. pack.battleLog.push_back(text);
  3905. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  3906. info.healthDelta = toHeal;
  3907. state->save(info.data);
  3908. pack.changedStacks.push_back(info);
  3909. sendAndApply(&pack);
  3910. }
  3911. }
  3912. break;
  3913. }
  3914. case EActionType::DAEMON_SUMMONING:
  3915. //TODO: From Strategija:
  3916. //Summon Demon is a level 2 spell.
  3917. {
  3918. if(target.size() < 1)
  3919. {
  3920. complain("Destination required for summon action.");
  3921. ok = false;
  3922. break;
  3923. }
  3924. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
  3925. const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
  3926. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3927. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
  3928. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3929. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3930. ui32 canRiseAmount = canRiseHp / summonedType.toCreature()->MaxHealth();
  3931. battle::UnitInfo info;
  3932. info.id = gs->curB->battleNextUnitId();
  3933. info.count = std::min(canRiseAmount, destStack->baseAmount);
  3934. info.type = summonedType;
  3935. info.side = summoner->side;
  3936. info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
  3937. info.summoned = false;
  3938. BattleUnitsChanged addUnits;
  3939. addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  3940. info.save(addUnits.changedStacks.back().data);
  3941. if(info.count > 0) //there's rare possibility single creature cannot rise desired type
  3942. {
  3943. auto wrapper = wrapAction(ba);
  3944. BattleUnitsChanged removeUnits;
  3945. removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
  3946. sendAndApply(&removeUnits);
  3947. sendAndApply(&addUnits);
  3948. BattleSetStackProperty ssp;
  3949. ssp.stackID = ba.stackNumber;
  3950. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3951. ssp.val = -1;
  3952. ssp.absolute = false;
  3953. sendAndApply(&ssp);
  3954. }
  3955. break;
  3956. }
  3957. case EActionType::MONSTER_SPELL:
  3958. {
  3959. auto wrapper = wrapAction(ba);
  3960. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3961. SpellID spellID = SpellID(ba.actionSubtype);
  3962. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3963. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3964. //TODO special bonus for genies ability
  3965. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3966. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3967. if (spellID < 0)
  3968. complain("That stack can't cast spells!");
  3969. else
  3970. {
  3971. const CSpell * spell = SpellID(spellID).toSpell();
  3972. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  3973. int32_t spellLvl = 0;
  3974. if(spellcaster)
  3975. vstd::amax(spellLvl, spellcaster->val);
  3976. if(randSpellcaster)
  3977. vstd::amax(spellLvl, randSpellcaster->val);
  3978. parameters.setSpellLevel(spellLvl);
  3979. parameters.target = target;
  3980. parameters.cast(spellEnv);
  3981. }
  3982. break;
  3983. }
  3984. }
  3985. if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  3986. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  3987. handleDamageFromObstacle(stack);
  3988. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3989. battleMadeAction.setn(true);
  3990. return ok;
  3991. }
  3992. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3993. {
  3994. bool cheated = true;
  3995. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3996. sendAndApply(&temp_message);
  3997. std::vector<std::string> cheat;
  3998. boost::split(cheat, message, boost::is_any_of(" "));
  3999. int obj = 0;
  4000. if (cheat.size() == 2)
  4001. {
  4002. obj = std::atoi(cheat[1].c_str());
  4003. if (obj)
  4004. currObj = ObjectInstanceID(obj);
  4005. }
  4006. const CGHeroInstance * hero = getHero(currObj);
  4007. const CGTownInstance * town = getTown(currObj);
  4008. if (!town && hero)
  4009. town = hero->visitedTown;
  4010. if (cheat.size() == 1 || obj)
  4011. handleCheatCode(cheat[0], player, hero, town, cheated);
  4012. else
  4013. {
  4014. for (const auto & i : gs->players)
  4015. {
  4016. if (i.first == PlayerColor::NEUTRAL)
  4017. continue;
  4018. if (cheat[1] == "ai")
  4019. {
  4020. if (i.second.human)
  4021. continue;
  4022. }
  4023. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  4024. continue;
  4025. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  4026. {
  4027. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  4028. }
  4029. else if (cheat[0] == "vcmiarmenelos")
  4030. {
  4031. for (const auto & t : i.second.towns)
  4032. {
  4033. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  4034. }
  4035. }
  4036. else
  4037. {
  4038. for (const auto & h : i.second.heroes)
  4039. {
  4040. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  4041. }
  4042. }
  4043. }
  4044. }
  4045. if (cheated)
  4046. {
  4047. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  4048. sendAndApply(&temp_message);
  4049. if(!player.isSpectator())
  4050. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4051. }
  4052. }
  4053. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4054. {
  4055. switch(ba.actionType)
  4056. {
  4057. case EActionType::HERO_SPELL:
  4058. {
  4059. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4060. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4061. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4062. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4063. if (!s)
  4064. {
  4065. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4066. return false;
  4067. }
  4068. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4069. parameters.target = ba.getTarget(gs->curB);
  4070. spells::detail::ProblemImpl problem;
  4071. if(!s->canBeCast(problem, gs->curB, spells::Mode::HERO, h))//todo: should we check aimed cast?
  4072. {
  4073. logGlobal->warn("Spell cannot be cast!");
  4074. std::vector<std::string> texts;
  4075. problem.getAll(texts);
  4076. for(auto s : texts)
  4077. logGlobal->warn(s);
  4078. return false;
  4079. }
  4080. StartAction start_action(ba);
  4081. sendAndApply(&start_action); //start spell casting
  4082. parameters.cast(spellEnv);
  4083. sendAndApply(&end_action);
  4084. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4085. {
  4086. battleMadeAction.setn(true);
  4087. }
  4088. checkBattleStateChanges();
  4089. if (battleResult.get())
  4090. {
  4091. battleMadeAction.setn(true);
  4092. //battle will be ended by startBattle function
  4093. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4094. }
  4095. return true;
  4096. }
  4097. }
  4098. return false;
  4099. }
  4100. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4101. {
  4102. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4103. for(auto b : bl)
  4104. {
  4105. const CSpell * sp = SpellID(b->subtype).toSpell();
  4106. if(!sp)
  4107. continue;
  4108. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4109. const int32_t level = ((val > 3) ? (val - 3) : val);
  4110. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4111. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4112. battleCast.setEffectDuration(50);
  4113. battleCast.setSpellLevel(level);
  4114. if(val > 3)
  4115. {
  4116. for(auto s : gs->curB->battleGetAllStacks())
  4117. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4118. battleCast.aimToUnit(s);
  4119. }
  4120. else
  4121. {
  4122. battleCast.aimToUnit(st);
  4123. }
  4124. battleCast.applyEffects(spellEnv, false, true);
  4125. }
  4126. }
  4127. void CGameHandler::stackTurnTrigger(const CStack *st)
  4128. {
  4129. BattleTriggerEffect bte;
  4130. bte.stackID = st->ID;
  4131. bte.effect = -1;
  4132. bte.val = 0;
  4133. bte.additionalInfo = 0;
  4134. if (st->alive())
  4135. {
  4136. //unbind
  4137. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  4138. {
  4139. bool unbind = true;
  4140. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  4141. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4142. for (auto b : bl)
  4143. {
  4144. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  4145. if(stack)
  4146. {
  4147. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4148. unbind = false;
  4149. }
  4150. }
  4151. if (unbind)
  4152. {
  4153. BattleSetStackProperty ssp;
  4154. ssp.which = BattleSetStackProperty::UNBIND;
  4155. ssp.stackID = st->ID;
  4156. sendAndApply(&ssp);
  4157. }
  4158. }
  4159. //regeneration
  4160. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  4161. {
  4162. bte.effect = Bonus::HP_REGENERATION;
  4163. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  4164. }
  4165. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4166. {
  4167. bte.effect = Bonus::HP_REGENERATION;
  4168. bte.val = st->MaxHealth() - st->getFirstHPleft();
  4169. }
  4170. if (bte.val) //anything to heal
  4171. sendAndApply(&bte);
  4172. if (st->hasBonusOfType(Bonus::POISON))
  4173. {
  4174. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  4175. if (b) //TODO: what if not?...
  4176. {
  4177. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4178. if (bte.val < b->val) //(negative) poison effect increases - update it
  4179. {
  4180. bte.effect = Bonus::POISON;
  4181. sendAndApply(&bte);
  4182. }
  4183. }
  4184. }
  4185. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4186. {
  4187. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4188. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4189. if(opponentHero)
  4190. {
  4191. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4192. vstd::amin(manaDrained, opponentHero->mana);
  4193. if(manaDrained)
  4194. {
  4195. bte.effect = Bonus::MANA_DRAIN;
  4196. bte.val = manaDrained;
  4197. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4198. sendAndApply(&bte);
  4199. }
  4200. }
  4201. }
  4202. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4203. {
  4204. bool fearsomeCreature = false;
  4205. for (CStack * stack : gs->curB->stacks)
  4206. {
  4207. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4208. {
  4209. fearsomeCreature = true;
  4210. break;
  4211. }
  4212. }
  4213. if (fearsomeCreature)
  4214. {
  4215. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4216. {
  4217. bte.effect = Bonus::FEAR;
  4218. sendAndApply(&bte);
  4219. }
  4220. }
  4221. }
  4222. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4223. int side = gs->curB->whatSide(st->owner);
  4224. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4225. {
  4226. bool cast = false;
  4227. while(!bl.empty() && !cast)
  4228. {
  4229. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4230. auto spellID = SpellID(bonus->subtype);
  4231. const CSpell * spell = SpellID(spellID).toSpell();
  4232. bl.remove_if([&bonus](const Bonus * b)
  4233. {
  4234. return b == bonus.get();
  4235. });
  4236. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4237. parameters.setSpellLevel(bonus->val);
  4238. parameters.massive = true;
  4239. parameters.smart = true;
  4240. //todo: recheck effect level
  4241. if(parameters.castIfPossible(spellEnv))
  4242. {
  4243. cast = true;
  4244. int cooldown = bonus->additionalInfo;
  4245. BattleSetStackProperty ssp;
  4246. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4247. ssp.absolute = false;
  4248. ssp.val = cooldown;
  4249. ssp.stackID = st->unitId();
  4250. sendAndApply(&ssp);
  4251. }
  4252. }
  4253. }
  4254. }
  4255. }
  4256. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4257. {
  4258. if(!curStack->alive())
  4259. return false;
  4260. bool containDamageFromMoat = false;
  4261. bool movementStoped = false;
  4262. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4263. {
  4264. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4265. {
  4266. //helper info
  4267. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4268. const ui8 side = curStack->side;
  4269. if(!spellObstacle)
  4270. COMPLAIN_RET("Invalid obstacle instance");
  4271. if(spellObstacle->trigger)
  4272. {
  4273. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4274. //hidden obstacle triggers effects until revealed
  4275. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4276. {
  4277. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4278. spells::ObstacleCasterProxy caster(this, gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4279. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4280. if(!sp)
  4281. COMPLAIN_RET("Invalid obstacle instance");
  4282. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4283. battleCast.aimToUnit(curStack);
  4284. battleCast.applyEffects(spellEnv, true);
  4285. if(oneTimeObstacle)
  4286. removeObstacle(*obstacle);
  4287. }
  4288. }
  4289. }
  4290. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4291. {
  4292. auto town = gs->curB->town;
  4293. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4294. if(!containDamageFromMoat)
  4295. {
  4296. containDamageFromMoat = true;
  4297. BattleStackAttacked bsa;
  4298. bsa.damageAmount = damage;
  4299. bsa.stackAttacked = curStack->ID;
  4300. bsa.attackerID = -1;
  4301. curStack->prepareAttacked(bsa, getRandomGenerator());
  4302. StacksInjured si;
  4303. si.stacks.push_back(bsa);
  4304. sendAndApply(&si);
  4305. }
  4306. }
  4307. if(!curStack->alive())
  4308. return false;
  4309. if((obstacle->stopsMovement() && stackIsMoving))
  4310. movementStoped = true;
  4311. }
  4312. if(stackIsMoving)
  4313. return curStack->alive() && !movementStoped;
  4314. else
  4315. return curStack->alive();
  4316. }
  4317. void CGameHandler::handleTimeEvents()
  4318. {
  4319. gs->map->events.sort(evntCmp);
  4320. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4321. {
  4322. CMapEvent ev = gs->map->events.front();
  4323. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4324. {
  4325. auto color = PlayerColor(player);
  4326. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4327. if (pinfo //player exists
  4328. && (ev.players & 1<<player) //event is enabled to this player
  4329. && ((ev.computerAffected && !pinfo->human)
  4330. || (ev.humanAffected && pinfo->human)
  4331. )
  4332. )
  4333. {
  4334. //give resources
  4335. giveResources(color, ev.resources);
  4336. //prepare dialog
  4337. InfoWindow iw;
  4338. iw.player = color;
  4339. iw.text << ev.message;
  4340. for (int i=0; i<ev.resources.size(); i++)
  4341. {
  4342. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4343. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4344. }
  4345. sendAndApply(&iw); //show dialog
  4346. }
  4347. } //PLAYERS LOOP
  4348. if (ev.nextOccurence)
  4349. {
  4350. gs->map->events.pop_front();
  4351. ev.firstOccurence += ev.nextOccurence;
  4352. auto it = gs->map->events.begin();
  4353. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4354. it++;
  4355. gs->map->events.insert(it, ev);
  4356. }
  4357. else
  4358. {
  4359. gs->map->events.pop_front();
  4360. }
  4361. }
  4362. //TODO send only if changed
  4363. UpdateMapEvents ume;
  4364. ume.events = gs->map->events;
  4365. sendAndApply(&ume);
  4366. }
  4367. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4368. {
  4369. town->events.sort(evntCmp);
  4370. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4371. {
  4372. PlayerColor player = town->tempOwner;
  4373. CCastleEvent ev = town->events.front();
  4374. const PlayerState * pinfo = getPlayer(player, false);
  4375. if (pinfo //player exists
  4376. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4377. && ((ev.computerAffected && !pinfo->human)
  4378. || (ev.humanAffected && pinfo->human)))
  4379. {
  4380. // dialog
  4381. InfoWindow iw;
  4382. iw.player = player;
  4383. iw.text << ev.message;
  4384. if (ev.resources.nonZero())
  4385. {
  4386. TResources was = n.res[player];
  4387. n.res[player] += ev.resources;
  4388. n.res[player].amax(0);
  4389. for (int i=0; i<ev.resources.size(); i++)
  4390. 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
  4391. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4392. }
  4393. for (auto & i : ev.buildings)
  4394. {
  4395. if (!town->hasBuilt(i))
  4396. {
  4397. buildStructure(town->id, i, true);
  4398. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4399. }
  4400. }
  4401. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4402. {
  4403. n.cres[town->id].tid = town->id;
  4404. n.cres[town->id].creatures = town->creatures;
  4405. }
  4406. auto & sac = n.cres[town->id];
  4407. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4408. {
  4409. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4410. {
  4411. sac.creatures[i].first += ev.creatures.at(i);
  4412. iw.components.push_back(Component(Component::CREATURE,
  4413. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4414. }
  4415. }
  4416. sendAndApply(&iw); //show dialog
  4417. }
  4418. if (ev.nextOccurence)
  4419. {
  4420. town->events.pop_front();
  4421. ev.firstOccurence += ev.nextOccurence;
  4422. auto it = town->events.begin();
  4423. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4424. it++;
  4425. town->events.insert(it, ev);
  4426. }
  4427. else
  4428. {
  4429. town->events.pop_front();
  4430. }
  4431. }
  4432. //TODO send only if changed
  4433. UpdateCastleEvents uce;
  4434. uce.town = town->id;
  4435. uce.events = town->events;
  4436. sendAndApply(&uce);
  4437. }
  4438. bool CGameHandler::complain(const std::string &problem)
  4439. {
  4440. sendMessageToAll("Server encountered a problem: " + problem);
  4441. logGlobal->error(problem);
  4442. return true;
  4443. }
  4444. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4445. {
  4446. //PlayerColor player = getOwner(hid);
  4447. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4448. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4449. assert(lowerArmy);
  4450. assert(upperArmy);
  4451. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4452. queries.addQuery(garrisonQuery);
  4453. GarrisonDialog gd;
  4454. gd.hid = hid;
  4455. gd.objid = upobj;
  4456. gd.removableUnits = removableUnits;
  4457. gd.queryID = garrisonQuery->queryID;
  4458. sendAndApply(&gd);
  4459. }
  4460. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4461. {
  4462. OpenWindow ow;
  4463. ow.window = OpenWindow::THIEVES_GUILD;
  4464. ow.id1 = player.getNum();
  4465. ow.id2 = requestingObjId.getNum();
  4466. sendAndApply(&ow);
  4467. }
  4468. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4469. {
  4470. if (id1 == id2)
  4471. return true;
  4472. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4473. if (!o1 || !o2)
  4474. return true; //arranging stacks within an object should be always allowed
  4475. if (o1 && o2)
  4476. {
  4477. if (o1->ID == Obj::TOWN)
  4478. {
  4479. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4480. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4481. return true;
  4482. }
  4483. if (o2->ID == Obj::TOWN)
  4484. {
  4485. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4486. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4487. return true;
  4488. }
  4489. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4490. {
  4491. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4492. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4493. // two heroes in same town (garrisoned and visiting)
  4494. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4495. return true;
  4496. }
  4497. //Ongoing garrison exchange
  4498. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4499. {
  4500. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4501. return true;
  4502. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4503. return true;
  4504. }
  4505. }
  4506. return false;
  4507. }
  4508. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4509. {
  4510. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4511. auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
  4512. queries.addQuery(visitQuery); //TODO real visit pos
  4513. HeroVisit hv;
  4514. hv.obj = obj;
  4515. hv.hero = h;
  4516. hv.player = h->tempOwner;
  4517. hv.starting = true;
  4518. sendAndApply(&hv);
  4519. obj->onHeroVisit(h);
  4520. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4521. }
  4522. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4523. {
  4524. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4525. HeroVisit hv;
  4526. hv.player = query.players.front();
  4527. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4528. hv.hero = query.visitingHero;
  4529. assert(hv.hero);
  4530. hv.starting = false;
  4531. sendAndApply(&hv);
  4532. }
  4533. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4534. {
  4535. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4536. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4537. {
  4538. complain("Cannot build boat in this shipyard!");
  4539. return false;
  4540. }
  4541. else if (obj->o->ID == Obj::TOWN
  4542. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4543. {
  4544. complain("Cannot build boat in the town - no shipyard!");
  4545. return false;
  4546. }
  4547. const PlayerColor playerID = obj->o->tempOwner;
  4548. TResources boatCost;
  4549. obj->getBoatCost(boatCost);
  4550. TResources aviable = getPlayer(playerID)->resources;
  4551. if (!aviable.canAfford(boatCost))
  4552. {
  4553. complain("Not enough resources to build a boat!");
  4554. return false;
  4555. }
  4556. int3 tile = obj->bestLocation();
  4557. if (!gs->map->isInTheMap(tile))
  4558. {
  4559. complain("Cannot find appropriate tile for a boat!");
  4560. return false;
  4561. }
  4562. //take boat cost
  4563. giveResources(playerID, -boatCost);
  4564. //create boat
  4565. NewObject no;
  4566. no.ID = Obj::BOAT;
  4567. no.subID = obj->getBoatType();
  4568. no.pos = tile + int3(1,0,0);
  4569. sendAndApply(&no);
  4570. return true;
  4571. }
  4572. void CGameHandler::engageIntoBattle(PlayerColor player)
  4573. {
  4574. //notify interfaces
  4575. PlayerBlocked pb;
  4576. pb.player = player;
  4577. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4578. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4579. sendAndApply(&pb);
  4580. }
  4581. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4582. {
  4583. for (auto playerColor : playerColors)
  4584. {
  4585. if (getPlayer(playerColor, false))
  4586. checkVictoryLossConditionsForPlayer(playerColor);
  4587. }
  4588. }
  4589. void CGameHandler::checkVictoryLossConditionsForAll()
  4590. {
  4591. std::set<PlayerColor> playerColors;
  4592. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4593. {
  4594. playerColors.insert(PlayerColor(i));
  4595. }
  4596. checkVictoryLossConditions(playerColors);
  4597. }
  4598. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4599. {
  4600. const PlayerState * p = getPlayer(player);
  4601. if (p->status != EPlayerStatus::INGAME) return;
  4602. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4603. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4604. {
  4605. InfoWindow iw;
  4606. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4607. sendAndApply(&iw);
  4608. PlayerEndsGame peg;
  4609. peg.player = player;
  4610. peg.victoryLossCheckResult = victoryLossCheckResult;
  4611. sendAndApply(&peg);
  4612. if (victoryLossCheckResult.victory())
  4613. {
  4614. //one player won -> all enemies lost
  4615. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4616. {
  4617. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4618. {
  4619. peg.player = i->first;
  4620. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4621. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4622. InfoWindow iw;
  4623. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4624. iw.player = i->first;
  4625. sendAndApply(&iw);
  4626. sendAndApply(&peg);
  4627. }
  4628. }
  4629. if (p->human)
  4630. {
  4631. serverShuttingDown = true;
  4632. if (gs->scenarioOps->campState)
  4633. {
  4634. std::vector<CGHeroInstance *> crossoverHeroes;
  4635. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4636. {
  4637. if (hero->tempOwner == player)
  4638. {
  4639. // keep all heroes from the winning player
  4640. crossoverHeroes.push_back(hero);
  4641. }
  4642. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4643. {
  4644. // keep hero whether lost or won (like Xeron in AB campaign)
  4645. crossoverHeroes.push_back(hero);
  4646. }
  4647. }
  4648. // keep lost heroes which are in heroes pool
  4649. for (auto & heroPair : gs->hpool.heroesPool)
  4650. {
  4651. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4652. {
  4653. crossoverHeroes.push_back(heroPair.second.get());
  4654. }
  4655. }
  4656. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4657. //Request clients to change connection mode
  4658. PrepareForAdvancingCampaign pfac;
  4659. sendAndApply(&pfac);
  4660. //Change connection mode
  4661. if (getPlayer(player)->human && getStartInfo()->campState)
  4662. {
  4663. for (auto connection : conns)
  4664. connection->prepareForSendingHeroes();
  4665. }
  4666. UpdateCampaignState ucs;
  4667. ucs.camp = gs->scenarioOps->campState;
  4668. sendAndApply(&ucs);
  4669. }
  4670. }
  4671. }
  4672. else
  4673. {
  4674. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4675. auto hlp = p->heroes;
  4676. for (auto h : hlp) //eliminate heroes
  4677. {
  4678. if (h.get())
  4679. removeObject(h);
  4680. }
  4681. //player lost -> all his objects become unflagged (neutral)
  4682. for (auto obj : gs->map->objects) //unflag objs
  4683. {
  4684. if (obj.get() && obj->tempOwner == player)
  4685. setOwner(obj, PlayerColor::NEUTRAL);
  4686. }
  4687. //eliminating one player may cause victory of another:
  4688. std::set<PlayerColor> playerColors;
  4689. //do not copy player state (CBonusSystemNode) by value
  4690. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4691. {
  4692. if (p.first != player)
  4693. playerColors.insert(p.first);
  4694. }
  4695. //notify all players
  4696. for (auto pc : playerColors)
  4697. {
  4698. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4699. {
  4700. InfoWindow iw;
  4701. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4702. iw.player = pc;
  4703. sendAndApply(&iw);
  4704. }
  4705. }
  4706. checkVictoryLossConditions(playerColors);
  4707. }
  4708. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4709. // If we are called before the actual game start, there might be no current player
  4710. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4711. {
  4712. // If player making turn has lost his turn must be over as well
  4713. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4714. }
  4715. }
  4716. }
  4717. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4718. {
  4719. out.player = player;
  4720. out.text.clear();
  4721. out.text << victoryLossCheckResult.messageToSelf;
  4722. // hackish, insert one player-specific string, if applicable
  4723. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4724. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4725. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4726. }
  4727. bool CGameHandler::dig(const CGHeroInstance *h)
  4728. {
  4729. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4730. {
  4731. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4732. {
  4733. complain("Cannot dig - there is already a hole under the hero!");
  4734. return false;
  4735. }
  4736. }
  4737. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4738. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4739. //create a hole
  4740. NewObject no;
  4741. no.ID = Obj::HOLE;
  4742. no.pos = h->getPosition();
  4743. no.subID = 0;
  4744. sendAndApply(&no);
  4745. //take MPs
  4746. SetMovePoints smp;
  4747. smp.hid = h->id;
  4748. smp.val = 0;
  4749. sendAndApply(&smp);
  4750. InfoWindow iw;
  4751. iw.player = h->tempOwner;
  4752. if (gs->map->grailPos == h->getPosition())
  4753. {
  4754. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4755. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4756. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4757. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4758. sendAndApply(&iw);
  4759. iw.soundID = soundBase::invalid;
  4760. iw.text.clear();
  4761. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4762. sendAndApply(&iw);
  4763. }
  4764. else
  4765. {
  4766. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4767. iw.soundID = soundBase::Dig;
  4768. sendAndApply(&iw);
  4769. }
  4770. return true;
  4771. }
  4772. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const CStack * attacker, const CStack * defender)
  4773. {
  4774. spells::Mode mode = (attackMode == Bonus::SPELL_AFTER_ATTACK) ? spells::Mode::AFTER_ATTACK : spells::Mode::BEFORE_ATTACK;
  4775. if(attacker->hasBonusOfType(attackMode))
  4776. {
  4777. std::set<SpellID> spellsToCast;
  4778. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4779. for(const std::shared_ptr<Bonus> sf : *spells)
  4780. {
  4781. spellsToCast.insert(SpellID(sf->subtype));
  4782. }
  4783. for(SpellID spellID : spellsToCast)
  4784. {
  4785. bool castMe = false;
  4786. if(!defender->alive())
  4787. {
  4788. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4789. return;
  4790. }
  4791. int32_t spellLevel = 0;
  4792. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4793. for(const std::shared_ptr<Bonus> sf : *spellsByType)
  4794. {
  4795. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4796. int meleeRanged = sf->additionalInfo / 1000;
  4797. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4798. castMe = true;
  4799. }
  4800. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4801. vstd::amin(chance, 100);
  4802. const CSpell * spell = SpellID(spellID).toSpell();
  4803. if(!spell->canBeCastAt(gs->curB, mode, attacker, defender->getPosition()))
  4804. continue;
  4805. //check if spell should be cast (probability handling)
  4806. if(getRandomGenerator().nextInt(99) >= chance)
  4807. continue;
  4808. //casting
  4809. if(castMe)
  4810. {
  4811. spells::BattleCast parameters(gs->curB, attacker, mode, spell);
  4812. parameters.setSpellLevel(spellLevel);
  4813. parameters.aimToUnit(defender);
  4814. parameters.cast(spellEnv);
  4815. }
  4816. }
  4817. }
  4818. }
  4819. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4820. {
  4821. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4822. }
  4823. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4824. {
  4825. if(!attacker->alive() || !defender->alive()) // can be already dead
  4826. return;
  4827. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  4828. if(!defender->alive())
  4829. {
  4830. //don't try death stare or acid breath on dead stack (crash!)
  4831. return;
  4832. }
  4833. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  4834. {
  4835. // mechanics of Death Stare as in H3:
  4836. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4837. //original formula x = min(x, (gorgons_count + 9)/10);
  4838. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4839. vstd::amin(chanceToKill, 1); //cap at 100%
  4840. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4841. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4842. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4843. int maxToKill = (attacker->getCount() + cap - 1) / cap; //not much more than chance * count
  4844. vstd::amin(staredCreatures, maxToKill);
  4845. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  4846. if(staredCreatures)
  4847. {
  4848. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4849. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4850. spells::BattleCast parameters(gs->curB, attacker, spells::Mode::AFTER_ATTACK, spell);
  4851. parameters.setSpellLevel(0);
  4852. parameters.aimToUnit(defender);
  4853. parameters.setEffectValue(staredCreatures);
  4854. parameters.cast(spellEnv);
  4855. }
  4856. }
  4857. if(!defender->alive())
  4858. return;
  4859. int64_t acidDamage = 0;
  4860. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4861. for(const std::shared_ptr<Bonus> b : *acidBreath)
  4862. {
  4863. if(b->additionalInfo > getRandomGenerator().nextInt(99))
  4864. acidDamage += b->val;
  4865. }
  4866. if(acidDamage > 0)
  4867. {
  4868. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4869. spells::BattleCast parameters(gs->curB, attacker, spells::Mode::AFTER_ATTACK, spell);
  4870. parameters.setSpellLevel(0);
  4871. parameters.aimToUnit(defender);
  4872. parameters.setEffectValue(acidDamage * attacker->getCount());
  4873. parameters.cast(spellEnv);
  4874. }
  4875. if(!defender->alive())
  4876. return;
  4877. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4878. {
  4879. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4880. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4881. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4882. return;
  4883. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4884. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4885. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4886. return;
  4887. battle::UnitInfo resurrectInfo;
  4888. resurrectInfo.id = gs->curB->battleNextUnitId();
  4889. resurrectInfo.summoned = false;
  4890. resurrectInfo.position = defender->getPosition();
  4891. resurrectInfo.side = defender->unitSide();
  4892. if(bonusAdditionalInfo != -1)
  4893. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  4894. else
  4895. resurrectInfo.type = attacker->creatureId();
  4896. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4897. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  4898. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4899. resurrectInfo.count = defender->getCount();
  4900. else
  4901. return; //wrong subtype
  4902. BattleUnitsChanged addUnits;
  4903. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  4904. resurrectInfo.save(addUnits.changedStacks.back().data);
  4905. BattleUnitsChanged removeUnits;
  4906. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  4907. sendAndApply(&removeUnits);
  4908. sendAndApply(&addUnits);
  4909. }
  4910. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  4911. {
  4912. double chanceToTrigger = 0;
  4913. int amountToDie = 0;
  4914. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  4915. {
  4916. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  4917. int percentageToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(0)))->additionalInfo;
  4918. amountToDie = defender->getCount() * percentageToDie * 0.01f;
  4919. }
  4920. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  4921. {
  4922. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  4923. amountToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(1)))->additionalInfo;
  4924. }
  4925. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4926. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4927. return;
  4928. BattleStackAttacked bsa;
  4929. bsa.attackerID = -1;
  4930. bsa.stackAttacked = defender->ID;
  4931. bsa.damageAmount = amountToDie * defender->MaxHealth();
  4932. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4933. bsa.spellID = SpellID::SLAYER;
  4934. defender->prepareAttacked(bsa, getRandomGenerator());
  4935. StacksInjured si;
  4936. si.stacks.push_back(bsa);
  4937. sendAndApply(&si);
  4938. }
  4939. }
  4940. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4941. {
  4942. if (!t.visitableObjects.empty())
  4943. {
  4944. //to prevent self-visiting heroes on space press
  4945. if (t.visitableObjects.back() != h)
  4946. objectVisited(t.visitableObjects.back(), h);
  4947. else if (t.visitableObjects.size() > 1)
  4948. objectVisited(*(t.visitableObjects.end()-2),h);
  4949. }
  4950. }
  4951. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  4952. {
  4953. if (!hero)
  4954. COMPLAIN_RET("You need hero to sacrifice creature!");
  4955. int expSum = 0;
  4956. auto finish = [this, &hero, &expSum]()
  4957. {
  4958. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4959. };
  4960. for(int i = 0; i < slot.size(); ++i)
  4961. {
  4962. int oldCount = hero->getStackCount(slot[i]);
  4963. if(oldCount < count[i])
  4964. {
  4965. finish();
  4966. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4967. }
  4968. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  4969. {
  4970. finish();
  4971. COMPLAIN_RET("Cannot sacrifice last creature!");
  4972. }
  4973. int crid = hero->getStack(slot[i]).type->idNumber;
  4974. changeStackCount(StackLocation(hero, slot[i]), -count[i]);
  4975. int dump, exp;
  4976. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4977. exp *= count[i];
  4978. expSum += exp;
  4979. }
  4980. finish();
  4981. return true;
  4982. }
  4983. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  4984. {
  4985. if (!hero)
  4986. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4987. int expSum = 0;
  4988. auto finish = [this, &hero, &expSum]()
  4989. {
  4990. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4991. };
  4992. for(int i = 0; i < slot.size(); ++i)
  4993. {
  4994. ArtifactLocation al(hero, slot[i]);
  4995. const CArtifactInstance * a = al.getArt();
  4996. if(!a)
  4997. {
  4998. finish();
  4999. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5000. }
  5001. const CArtifactInstance * art = hero->getArt(slot[i]);
  5002. if(!art)
  5003. {
  5004. finish();
  5005. COMPLAIN_RET("No artifact at position to sacrifice!");
  5006. }
  5007. si32 typId = art->artType->id;
  5008. int dmp, expToGive;
  5009. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5010. expSum += expToGive;
  5011. removeArtifact(al);
  5012. }
  5013. finish();
  5014. return true;
  5015. }
  5016. void CGameHandler::makeStackDoNothing(const CStack * next)
  5017. {
  5018. BattleAction doNothing;
  5019. doNothing.actionType = EActionType::NO_ACTION;
  5020. doNothing.side = next->side;
  5021. doNothing.stackNumber = next->ID;
  5022. makeAutomaticAction(next, doNothing);
  5023. }
  5024. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5025. {
  5026. if (sl.army->hasStackAtSlot(sl.slot))
  5027. COMPLAIN_RET("Slot is already taken!");
  5028. if (!sl.slot.validSlot())
  5029. COMPLAIN_RET("Cannot insert stack to that slot!");
  5030. InsertNewStack ins;
  5031. ins.sl = sl;
  5032. ins.stack = CStackBasicDescriptor(c, count);
  5033. sendAndApply(&ins);
  5034. return true;
  5035. }
  5036. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5037. {
  5038. if (!sl.army->hasStackAtSlot(sl.slot))
  5039. COMPLAIN_RET("Cannot find a stack to erase");
  5040. if (sl.army->stacksCount() == 1 //from the last stack
  5041. && sl.army->needsLastStack() //that must be left
  5042. && !forceRemoval) //ignore above conditions if we are forcing removal
  5043. {
  5044. COMPLAIN_RET("Cannot erase the last stack!");
  5045. }
  5046. EraseStack es;
  5047. es.sl = sl;
  5048. sendAndApply(&es);
  5049. return true;
  5050. }
  5051. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5052. {
  5053. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5054. if ((absoluteValue && count < 0)
  5055. || (!absoluteValue && -count > currentCount))
  5056. {
  5057. COMPLAIN_RET("Cannot take more stacks than present!");
  5058. }
  5059. if ((currentCount == -count && !absoluteValue)
  5060. || (!count && absoluteValue))
  5061. {
  5062. eraseStack(sl);
  5063. }
  5064. else
  5065. {
  5066. ChangeStackCount csc;
  5067. csc.sl = sl;
  5068. csc.count = count;
  5069. csc.absoluteValue = absoluteValue;
  5070. sendAndApply(&csc);
  5071. }
  5072. return true;
  5073. }
  5074. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5075. {
  5076. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5077. if (!slotC) //slot is empty
  5078. insertNewStack(sl, c, count);
  5079. else if (c == slotC)
  5080. changeStackCount(sl, count);
  5081. else
  5082. {
  5083. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5084. }
  5085. return true;
  5086. }
  5087. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5088. {
  5089. if (removeObjWhenFinished)
  5090. removeAfterVisit(src);
  5091. if (!src->canBeMergedWith(*dst, allowMerging))
  5092. {
  5093. if (allowMerging) //do that, add all matching creatures.
  5094. {
  5095. bool cont = true;
  5096. while (cont)
  5097. {
  5098. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5099. {
  5100. SlotID pos = dst->getSlotFor(i->second->type);
  5101. if (pos.validSlot())
  5102. {
  5103. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5104. cont = true;
  5105. break; //or iterator crashes
  5106. }
  5107. cont = false;
  5108. }
  5109. }
  5110. }
  5111. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5112. }
  5113. else //merge
  5114. {
  5115. moveArmy(src, dst, allowMerging);
  5116. }
  5117. }
  5118. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5119. {
  5120. if (!src.army->hasStackAtSlot(src.slot))
  5121. COMPLAIN_RET("No stack to move!");
  5122. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5123. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5124. if (!dst.slot.validSlot())
  5125. COMPLAIN_RET("Cannot move stack to that slot!");
  5126. if (count == -1)
  5127. {
  5128. count = src.army->getStackCount(src.slot);
  5129. }
  5130. if (src.army != dst.army //moving away
  5131. && count == src.army->getStackCount(src.slot) //all creatures
  5132. && src.army->stacksCount() == 1 //from the last stack
  5133. && src.army->needsLastStack()) //that must be left
  5134. {
  5135. COMPLAIN_RET("Cannot move away the last creature!");
  5136. }
  5137. RebalanceStacks rs;
  5138. rs.src = src;
  5139. rs.dst = dst;
  5140. rs.count = count;
  5141. sendAndApply(&rs);
  5142. return true;
  5143. }
  5144. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5145. {
  5146. if (!sl1.army->hasStackAtSlot(sl1.slot))
  5147. return moveStack(sl2, sl1);
  5148. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  5149. return moveStack(sl1, sl2);
  5150. else
  5151. {
  5152. SwapStacks ss;
  5153. ss.sl1 = sl1;
  5154. ss.sl2 = sl2;
  5155. sendAndApply(&ss);
  5156. return true;
  5157. }
  5158. }
  5159. void CGameHandler::runBattle()
  5160. {
  5161. setBattle(gs->curB);
  5162. assert(gs->curB);
  5163. //TODO: pre-tactic stuff, call scripts etc.
  5164. //tactic round
  5165. {
  5166. while (gs->curB->tacticDistance && !battleResult.get())
  5167. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5168. }
  5169. //initial stacks appearance triggers, e.g. built-in bonus spells
  5170. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5171. for (CStack * stack : initialStacks)
  5172. {
  5173. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5174. {
  5175. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  5176. auto accessibility = getAccesibility();
  5177. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5178. std::vector<BattleHex> targetHexes;
  5179. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5180. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5181. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5182. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5183. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5184. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5185. if (!guardianIsBig)
  5186. targetHexes = stack->getSurroundingHexes();
  5187. else
  5188. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5189. for(auto hex : targetHexes)
  5190. {
  5191. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5192. {
  5193. battle::UnitInfo info;
  5194. info.id = gs->curB->battleNextUnitId();
  5195. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5196. info.type = creatureData;
  5197. info.side = stack->side;
  5198. info.position = hex;
  5199. info.summoned = true;
  5200. BattleUnitsChanged pack;
  5201. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5202. info.save(pack.changedStacks.back().data);
  5203. sendAndApply(&pack);
  5204. }
  5205. }
  5206. }
  5207. stackEnchantedTrigger(stack);
  5208. }
  5209. //spells opening battle
  5210. for (int i = 0; i < 2; ++i)
  5211. {
  5212. auto h = gs->curB->battleGetFightingHero(i);
  5213. if (h)
  5214. {
  5215. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5216. for (auto b : *bl)
  5217. {
  5218. spells::BonusCasterProxy caster(h, b);
  5219. const CSpell * spell = SpellID(b->subtype).toSpell();
  5220. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5221. parameters.setSpellLevel(3);
  5222. parameters.setEffectDuration(b->val);
  5223. parameters.massive = true;
  5224. parameters.castIfPossible(spellEnv);
  5225. }
  5226. }
  5227. }
  5228. bool firstRound = true;//FIXME: why first round is -1?
  5229. //main loop
  5230. while (!battleResult.get()) //till the end of the battle ;]
  5231. {
  5232. BattleNextRound bnr;
  5233. bnr.round = gs->curB->round + 1;
  5234. logGlobal->debug("Round %d", bnr.round);
  5235. sendAndApply(&bnr);
  5236. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5237. for (auto &obstPtr : obstacles)
  5238. {
  5239. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5240. if (sco->turnsRemaining == 0)
  5241. removeObstacle(*obstPtr);
  5242. }
  5243. const BattleInfo & curB = *gs->curB;
  5244. for(auto stack : curB.stacks)
  5245. {
  5246. if(stack->alive() && !firstRound)
  5247. stackEnchantedTrigger(stack);
  5248. }
  5249. //stack loop
  5250. auto getNextStack = [this]() -> const CStack *
  5251. {
  5252. if(battleResult.get())
  5253. return nullptr;
  5254. std::vector<battle::Units> q;
  5255. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5256. if(!q.empty())
  5257. {
  5258. if(!q.front().empty())
  5259. {
  5260. auto next = q.front().front();
  5261. if(next->willMove())
  5262. return dynamic_cast<const CStack *>(next);
  5263. }
  5264. }
  5265. return nullptr;
  5266. };
  5267. const CStack * next = nullptr;
  5268. while((next = getNextStack()))
  5269. {
  5270. BattleUnitsChanged removeGhosts;
  5271. for(auto stack : curB.stacks)
  5272. {
  5273. if(stack->ghostPending)
  5274. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5275. }
  5276. if(!removeGhosts.changedStacks.empty())
  5277. sendAndApply(&removeGhosts);
  5278. //check for bad morale => freeze
  5279. int nextStackMorale = next->MoraleVal();
  5280. if (nextStackMorale < 0 &&
  5281. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5282. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5283. )
  5284. {
  5285. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5286. {
  5287. //unit loses its turn - empty freeze action
  5288. BattleAction ba;
  5289. ba.actionType = EActionType::BAD_MORALE;
  5290. ba.side = next->side;
  5291. ba.stackNumber = next->ID;
  5292. makeAutomaticAction(next, ba);
  5293. continue;
  5294. }
  5295. }
  5296. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5297. {
  5298. logGlobal->trace("Handle Berserk effect");
  5299. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5300. if (attackInfo.first != nullptr)
  5301. {
  5302. BattleAction attack;
  5303. attack.actionType = EActionType::WALK_AND_ATTACK;
  5304. attack.side = next->side;
  5305. attack.stackNumber = next->ID;
  5306. attack.aimToHex(attackInfo.second);
  5307. attack.aimToUnit(attackInfo.first);
  5308. makeAutomaticAction(next, attack);
  5309. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5310. }
  5311. else
  5312. {
  5313. makeStackDoNothing(next);
  5314. logGlobal->trace("No target found");
  5315. }
  5316. continue;
  5317. }
  5318. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5319. const int stackCreatureId = next->getCreature()->idNumber;
  5320. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5321. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5322. {
  5323. BattleAction attack;
  5324. attack.actionType = EActionType::SHOOT;
  5325. attack.side = next->side;
  5326. attack.stackNumber = next->ID;
  5327. //TODO: select target by priority
  5328. const battle::Unit * target = nullptr;
  5329. for(auto & elem : gs->curB->stacks)
  5330. {
  5331. if(elem->owner != next->owner && elem->isValidTarget())
  5332. {
  5333. target = elem;
  5334. break;
  5335. }
  5336. }
  5337. if(target == nullptr)
  5338. {
  5339. makeStackDoNothing(next);
  5340. }
  5341. else
  5342. {
  5343. attack.aimToUnit(target);
  5344. makeAutomaticAction(next, attack);
  5345. }
  5346. continue;
  5347. }
  5348. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5349. {
  5350. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5351. if (attackableBattleHexes.empty())
  5352. {
  5353. makeStackDoNothing(next);
  5354. continue;
  5355. }
  5356. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5357. {
  5358. BattleAction attack;
  5359. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5360. attack.aimToHex(destination);
  5361. attack.actionType = EActionType::CATAPULT;
  5362. attack.side = next->side;
  5363. attack.stackNumber = next->ID;
  5364. makeAutomaticAction(next, attack);
  5365. continue;
  5366. }
  5367. }
  5368. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5369. {
  5370. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5371. {
  5372. return s->owner == next->owner && s->canBeHealed();
  5373. });
  5374. if (!possibleStacks.size())
  5375. {
  5376. makeStackDoNothing(next);
  5377. continue;
  5378. }
  5379. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5380. {
  5381. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5382. const CStack * toBeHealed = possibleStacks.front();
  5383. BattleAction heal;
  5384. heal.actionType = EActionType::STACK_HEAL;
  5385. heal.aimToUnit(toBeHealed);
  5386. heal.side = next->side;
  5387. heal.stackNumber = next->ID;
  5388. makeAutomaticAction(next, heal);
  5389. continue;
  5390. }
  5391. }
  5392. int numberOfAsks = 1;
  5393. bool breakOuter = false;
  5394. do
  5395. {//ask interface and wait for answer
  5396. if (!battleResult.get())
  5397. {
  5398. stackTurnTrigger(next); //various effects
  5399. if(next->fear)
  5400. {
  5401. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5402. }
  5403. else
  5404. {
  5405. logGlobal->trace("Activating %s", next->nodeName());
  5406. auto nextId = next->ID;
  5407. BattleSetActiveStack sas;
  5408. sas.stack = nextId;
  5409. sendAndApply(&sas);
  5410. auto actionWasMade = [&]() -> bool
  5411. {
  5412. if (battleMadeAction.data)//active stack has made its action
  5413. return true;
  5414. if (battleResult.get())// battle is finished
  5415. return true;
  5416. if (next == nullptr)//active stack was been removed
  5417. return true;
  5418. return !next->alive();//active stack is dead
  5419. };
  5420. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5421. battleMadeAction.data = false;
  5422. while (!actionWasMade())
  5423. {
  5424. battleMadeAction.cond.wait(lock);
  5425. if (battleGetStackByID(nextId, false) != next)
  5426. next = nullptr; //it may be removed, while we wait
  5427. }
  5428. }
  5429. }
  5430. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5431. {
  5432. breakOuter = true;
  5433. break;
  5434. }
  5435. //we're after action, all results applied
  5436. checkBattleStateChanges(); //check if this action ended the battle
  5437. if(next != nullptr)
  5438. {
  5439. //check for good morale
  5440. nextStackMorale = next->MoraleVal();
  5441. if(!next->hadMorale //only one extra move per turn possible
  5442. && !next->defending
  5443. && !next->waited()
  5444. && !next->fear
  5445. && next->alive()
  5446. && nextStackMorale > 0
  5447. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5448. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5449. )
  5450. {
  5451. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5452. {
  5453. BattleTriggerEffect bte;
  5454. bte.stackID = next->ID;
  5455. bte.effect = Bonus::MORALE;
  5456. bte.val = 1;
  5457. bte.additionalInfo = 0;
  5458. sendAndApply(&bte); //play animation
  5459. ++numberOfAsks; //move this stack once more
  5460. }
  5461. }
  5462. }
  5463. --numberOfAsks;
  5464. } while (numberOfAsks > 0);
  5465. if (breakOuter)
  5466. {
  5467. break;
  5468. }
  5469. }
  5470. firstRound = false;
  5471. }
  5472. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5473. }
  5474. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5475. {
  5476. BattleSetActiveStack bsa;
  5477. bsa.stack = stack->ID;
  5478. bsa.askPlayerInterface = false;
  5479. sendAndApply(&bsa);
  5480. bool ret = makeBattleAction(ba);
  5481. checkBattleStateChanges();
  5482. return ret;
  5483. }
  5484. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5485. {
  5486. assert(a->artType);
  5487. ArtifactLocation al;
  5488. al.artHolder = const_cast<CGHeroInstance*>(h);
  5489. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5490. if (pos < 0)
  5491. {
  5492. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5493. slot = a->firstAvailableSlot(h);
  5494. else
  5495. slot = a->firstBackpackSlot(h);
  5496. }
  5497. else
  5498. {
  5499. slot = pos;
  5500. }
  5501. al.slot = slot;
  5502. if (slot < 0 || !a->canBePutAt(al))
  5503. {
  5504. complain("Cannot put artifact in that slot!");
  5505. return;
  5506. }
  5507. putArtifact(al, a);
  5508. }
  5509. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5510. {
  5511. PutArtifact pa;
  5512. pa.art = a;
  5513. pa.al = al;
  5514. sendAndApply(&pa);
  5515. }
  5516. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5517. {
  5518. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5519. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5520. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5521. giveHeroNewArtifact(h, art, slot);
  5522. return true;
  5523. }
  5524. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5525. {
  5526. CArtifactInstance *a = nullptr;
  5527. if (!artType->constituents)
  5528. {
  5529. a = new CArtifactInstance();
  5530. }
  5531. else
  5532. {
  5533. a = new CCombinedArtifactInstance();
  5534. }
  5535. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5536. NewArtifact na;
  5537. na.art = a;
  5538. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5539. giveHeroArtifact(h, a, pos);
  5540. }
  5541. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5542. {
  5543. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5544. if (battleResult.data)
  5545. {
  5546. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5547. % battleResult.data->result % resultType).str());
  5548. return;
  5549. }
  5550. auto br = new BattleResult();
  5551. br->result = resultType;
  5552. br->winner = victoriusSide; //surrendering side loses
  5553. gs->curB->calculateCasualties(br->casualties);
  5554. battleResult.data = br;
  5555. }
  5556. void CGameHandler::commitPackage(CPackForClient *pack)
  5557. {
  5558. sendAndApply(pack);
  5559. }
  5560. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5561. {
  5562. std::vector<int3>::iterator tile;
  5563. std::vector<int3> tiles;
  5564. getFreeTiles(tiles);
  5565. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5566. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5567. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5568. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5569. for (int i = 0; i < amount; ++i)
  5570. {
  5571. tile = tiles.begin();
  5572. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5573. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5574. tiles.erase(tile); //not use it again
  5575. }
  5576. }
  5577. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5578. {
  5579. if (cheat == "vcmiistari")
  5580. {
  5581. if (!hero) return;
  5582. ///Give hero spellbook
  5583. if (!hero->hasSpellbook())
  5584. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5585. ///Give all spells with bonus (to allow banned spells)
  5586. GiveBonus giveBonus(GiveBonus::HERO);
  5587. giveBonus.id = hero->id.getNum();
  5588. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5589. //start with level 0 to skip abilities
  5590. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5591. {
  5592. giveBonus.bonus.subtype = level;
  5593. sendAndApply(&giveBonus);
  5594. }
  5595. ///Give mana
  5596. SetMana sm;
  5597. sm.hid = hero->id;
  5598. sm.val = 999;
  5599. sm.absolute = true;
  5600. sendAndApply(&sm);
  5601. }
  5602. else if (cheat == "vcmiarmenelos")
  5603. {
  5604. if (!town) return;
  5605. ///Build all buildings in selected town
  5606. for (auto & build : town->town->buildings)
  5607. {
  5608. if (!town->hasBuilt(build.first)
  5609. && !build.second->Name().empty()
  5610. && build.first != BuildingID::SHIP)
  5611. {
  5612. buildStructure(town->id, build.first, true);
  5613. }
  5614. }
  5615. }
  5616. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5617. {
  5618. if (!hero) return;
  5619. ///Gives N creatures into each slot
  5620. std::map<std::string, std::pair<int, int>> creatures;
  5621. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5622. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5623. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5624. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5625. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5626. if (!hero->hasStackAtSlot(SlotID(i)))
  5627. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5628. }
  5629. else if (cheat == "vcminoldor")
  5630. {
  5631. if (!hero) return;
  5632. ///Give all war machines to hero
  5633. if (!hero->getArt(ArtifactPosition::MACH1))
  5634. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5635. if (!hero->getArt(ArtifactPosition::MACH2))
  5636. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5637. if (!hero->getArt(ArtifactPosition::MACH3))
  5638. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5639. }
  5640. else if (cheat == "vcmiforgeofnoldorking")
  5641. {
  5642. if (!hero) return;
  5643. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5644. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5645. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5646. }
  5647. else if (cheat == "vcmiglorfindel")
  5648. {
  5649. if (!hero) return;
  5650. ///selected hero gains a new level
  5651. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5652. }
  5653. else if (cheat == "vcminahar")
  5654. {
  5655. if (!hero) return;
  5656. ///Give 1000000 movement points to hero
  5657. SetMovePoints smp;
  5658. smp.hid = hero->id;
  5659. smp.val = 1000000;
  5660. sendAndApply(&smp);
  5661. GiveBonus gb(GiveBonus::HERO);
  5662. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5663. gb.bonus.duration = Bonus::ONE_DAY;
  5664. gb.bonus.source = Bonus::OTHER;
  5665. gb.id = hero->id.getNum();
  5666. giveHeroBonus(&gb);
  5667. }
  5668. else if (cheat == "vcmiformenos")
  5669. {
  5670. ///Give resources to player
  5671. TResources resources;
  5672. resources[Res::GOLD] = 100000;
  5673. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5674. resources[i] = 100;
  5675. giveResources(player, resources);
  5676. }
  5677. else if (cheat == "vcmisilmaril")
  5678. {
  5679. ///Player wins
  5680. PlayerCheated pc;
  5681. pc.player = player;
  5682. pc.winningCheatCode = true;
  5683. sendAndApply(&pc);
  5684. }
  5685. else if (cheat == "vcmimelkor")
  5686. {
  5687. ///Player looses
  5688. PlayerCheated pc;
  5689. pc.player = player;
  5690. pc.losingCheatCode = true;
  5691. sendAndApply(&pc);
  5692. }
  5693. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5694. {
  5695. ///Reveal or conceal FoW
  5696. FoWChange fc;
  5697. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5698. fc.player = player;
  5699. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5700. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5701. int lastUnc = 0;
  5702. for (int i = 0; i < gs->map->width; i++)
  5703. for (int j = 0; j < gs->map->height; j++)
  5704. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5705. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5706. hlp_tab[lastUnc++] = int3(i, j, k);
  5707. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5708. delete [] hlp_tab;
  5709. sendAndApply(&fc);
  5710. }
  5711. else
  5712. cheated = false;
  5713. }
  5714. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5715. {
  5716. BattleObstaclesChanged obsRem;
  5717. obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
  5718. sendAndApply(&obsRem);
  5719. }
  5720. void CGameHandler::synchronizeArtifactHandlerLists()
  5721. {
  5722. UpdateArtHandlerLists uahl;
  5723. uahl.treasures = VLC->arth->treasures;
  5724. uahl.minors = VLC->arth->minors;
  5725. uahl.majors = VLC->arth->majors;
  5726. uahl.relics = VLC->arth->relics;
  5727. sendAndApply(&uahl);
  5728. }
  5729. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5730. {
  5731. return vstd::contains(gs->map->objects, obj);
  5732. }
  5733. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5734. {
  5735. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5736. return false;
  5737. auto query = queries.topQuery(player);
  5738. if (query && query->blocksPack(pack))
  5739. {
  5740. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5741. return true;
  5742. }
  5743. return false;
  5744. }
  5745. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5746. {
  5747. //If the object is being visited, there must be a matching query
  5748. for (const auto &query : queries.allQueries())
  5749. {
  5750. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5751. {
  5752. if (someVistQuery->visitedObject == object)
  5753. {
  5754. someVistQuery->removeObjectAfterVisit = true;
  5755. return;
  5756. }
  5757. }
  5758. }
  5759. //If we haven't returned so far, there is no query and no visit, call was wrong
  5760. assert("This function needs to be called during the object visit!");
  5761. }
  5762. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5763. {
  5764. std::unordered_set<int3, ShashInt3> tiles;
  5765. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5766. if (hide)
  5767. {
  5768. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5769. auto p = getPlayer(player);
  5770. for (auto h : p->heroes)
  5771. {
  5772. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5773. }
  5774. for (auto t : p->towns)
  5775. {
  5776. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5777. }
  5778. for (auto tile : observedTiles)
  5779. vstd::erase_if_present (tiles, tile);
  5780. }
  5781. changeFogOfWar(tiles, player, hide);
  5782. }
  5783. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5784. {
  5785. FoWChange fow;
  5786. fow.tiles = tiles;
  5787. fow.player = player;
  5788. fow.mode = hide? 0 : 1;
  5789. sendAndApply(&fow);
  5790. }
  5791. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5792. {
  5793. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5794. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5795. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5796. return true;
  5797. }
  5798. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5799. army(_army)
  5800. {
  5801. heroWithDeadCommander = ObjectInstanceID();
  5802. PlayerColor color = army->tempOwner;
  5803. if(color == PlayerColor::UNFLAGGABLE)
  5804. color = PlayerColor::NEUTRAL;
  5805. for(CStack * st : bat->stacks)
  5806. {
  5807. if(st->summoned) //don't take into account temporary summoned stacks
  5808. continue;
  5809. if(st->owner != color) //remove only our stacks
  5810. continue;
  5811. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5812. st->health.takeResurrected();
  5813. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5814. {
  5815. logGlobal->debug("Ignored arrow towers stack.");
  5816. }
  5817. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5818. {
  5819. auto warMachine = st->type->warMachine;
  5820. if(warMachine == ArtifactID::NONE)
  5821. {
  5822. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5823. }
  5824. //catapult artifact remain even if "creature" killed in siege
  5825. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5826. {
  5827. logGlobal->debug("War machine has been destroyed");
  5828. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5829. if (hero)
  5830. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5831. else
  5832. logGlobal->error("War machine in army without hero");
  5833. }
  5834. }
  5835. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5836. {
  5837. if(st->alive() && st->getCount() > 0)
  5838. {
  5839. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5840. const CreatureID summonedType = st->type->idNumber;
  5841. summoned[summonedType] += st->getCount();
  5842. }
  5843. }
  5844. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5845. {
  5846. if (nullptr == st->base)
  5847. {
  5848. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5849. }
  5850. else
  5851. {
  5852. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5853. if(c)
  5854. {
  5855. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5856. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5857. {
  5858. logGlobal->debug("Commander is dead.");
  5859. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5860. }
  5861. }
  5862. else
  5863. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5864. }
  5865. }
  5866. else if(st->base && !army->slotEmpty(st->slot))
  5867. {
  5868. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  5869. if(st->getCount() == 0 || !st->alive())
  5870. {
  5871. logGlobal->debug("Stack has been destroyed.");
  5872. StackLocation sl(army, st->slot);
  5873. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5874. }
  5875. else if(st->getCount() < army->getStackCount(st->slot))
  5876. {
  5877. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  5878. StackLocation sl(army, st->slot);
  5879. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5880. }
  5881. else if(st->getCount() > army->getStackCount(st->slot))
  5882. {
  5883. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  5884. StackLocation sl(army, st->slot);
  5885. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5886. }
  5887. }
  5888. else
  5889. {
  5890. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5891. }
  5892. }
  5893. }
  5894. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5895. {
  5896. for (TStackAndItsNewCount &ncount : newStackCounts)
  5897. {
  5898. if (ncount.second > 0)
  5899. gh->changeStackCount(ncount.first, ncount.second, true);
  5900. else
  5901. gh->eraseStack(ncount.first, true);
  5902. }
  5903. for (auto summoned_iter : summoned)
  5904. {
  5905. SlotID slot = army->getSlotFor(summoned_iter.first);
  5906. if (slot.validSlot())
  5907. {
  5908. StackLocation location(army, slot);
  5909. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5910. }
  5911. else
  5912. {
  5913. //even if it will be possible to summon anything permanently it should be checked for free slot
  5914. //necromancy is handled separately
  5915. gh->complain("No free slot to put summoned creature");
  5916. }
  5917. }
  5918. for (auto al : removedWarMachines)
  5919. {
  5920. gh->removeArtifact(al);
  5921. }
  5922. if (heroWithDeadCommander != ObjectInstanceID())
  5923. {
  5924. SetCommanderProperty scp;
  5925. scp.heroid = heroWithDeadCommander;
  5926. scp.which = SetCommanderProperty::ALIVE;
  5927. scp.amount = 0;
  5928. gh->sendAndApply(&scp);
  5929. }
  5930. }
  5931. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5932. {
  5933. assert(Query->result);
  5934. assert(Query->bi);
  5935. auto &result = *Query->result;
  5936. auto &info = *Query->bi;
  5937. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5938. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5939. victor = info.sides[result.winner].color;
  5940. loser = info.sides[!result.winner].color;
  5941. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5942. }
  5943. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5944. {
  5945. winnerHero = loserHero = nullptr;
  5946. remainingBattleQueriesCount = 0;
  5947. }
  5948. CRandomGenerator & CGameHandler::getRandomGenerator()
  5949. {
  5950. return CRandomGenerator::getDefault();
  5951. }
  5952. ///ServerSpellCastEnvironment
  5953. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5954. {
  5955. }
  5956. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5957. {
  5958. gh->sendAndApply(info);
  5959. }
  5960. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5961. {
  5962. return gh->getRandomGenerator();
  5963. }
  5964. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5965. {
  5966. gh->complain(problem);
  5967. }
  5968. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5969. {
  5970. return gh;
  5971. }
  5972. const CMap * ServerSpellCastEnvironment::getMap() const
  5973. {
  5974. return gh->gameState()->map;
  5975. }
  5976. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const
  5977. {
  5978. return gh->moveHero(hid, dst, teleporting, false);
  5979. }
  5980. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback) const
  5981. {
  5982. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  5983. request->queryID = query->queryID;
  5984. gh->queries.addQuery(query);
  5985. gh->sendAndApply(request);
  5986. }