CGameHandler.cpp 194 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/BattleState.h"
  18. #include "../lib/CondSh.h"
  19. #include "../lib/NetPacks.h"
  20. #include "../lib/VCMI_Lib.h"
  21. #include "../lib/mapping/CMap.h"
  22. #include "../lib/rmg/CMapGenOptions.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../lib/ScopeGuard.h"
  25. #include "../lib/CSoundBase.h"
  26. #include "CGameHandler.h"
  27. #include "CVCMIServer.h"
  28. #include "../lib/CCreatureSet.h"
  29. #include "../lib/CThreadHelper.h"
  30. #include "../lib/GameConstants.h"
  31. #include "../lib/registerTypes/RegisterTypes.h"
  32. #include "../lib/serializer/CTypeList.h"
  33. #include "../lib/serializer/Connection.h"
  34. /*
  35. * CGameHandler.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. #ifndef _MSC_VER
  44. #include <boost/thread/xtime.hpp>
  45. #endif
  46. extern bool end2;
  47. #ifdef min
  48. #undef min
  49. #endif
  50. #ifdef max
  51. #undef max
  52. #endif
  53. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  54. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  55. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  56. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  57. class ServerSpellCastEnvironment: public SpellCastEnvironment
  58. {
  59. public:
  60. ServerSpellCastEnvironment(CGameHandler * gh);
  61. ~ServerSpellCastEnvironment(){};
  62. void sendAndApply(CPackForClient * info) const override;
  63. CRandomGenerator & getRandomGenerator() const override;
  64. void complain(const std::string & problem) const override;
  65. const CMap * getMap() const override;
  66. const CGameInfoCallback * getCb() const override;
  67. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  68. private:
  69. mutable CGameHandler * gh;
  70. };
  71. CondSh<bool> battleMadeAction(false);
  72. CondSh<BattleResult *> battleResult(nullptr);
  73. template <typename T> class CApplyOnGH;
  74. class CBaseForGHApply
  75. {
  76. public:
  77. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  78. virtual ~CBaseForGHApply(){}
  79. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  80. {
  81. return new CApplyOnGH<U>;
  82. }
  83. };
  84. template <typename T> class CApplyOnGH : public CBaseForGHApply
  85. {
  86. public:
  87. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  88. {
  89. T *ptr = static_cast<T*>(pack);
  90. ptr->c = c;
  91. ptr->player = player;
  92. return ptr->applyGh(gh);
  93. }
  94. };
  95. template <>
  96. class CApplyOnGH<CPack> : public CBaseForGHApply
  97. {
  98. public:
  99. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  100. {
  101. logGlobal->error("Cannot apply on GH plain CPack!");
  102. assert(0);
  103. return false;
  104. }
  105. };
  106. static CApplier<CBaseForGHApply> *applier = nullptr;
  107. CMP_stack cmpst ;
  108. static inline double distance(int3 a, int3 b)
  109. {
  110. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  111. }
  112. static void giveExp(BattleResult &r)
  113. {
  114. if (r.winner > 1)
  115. {
  116. // draw
  117. return;
  118. }
  119. r.exp[0] = 0;
  120. r.exp[1] = 0;
  121. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  122. {
  123. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  124. }
  125. }
  126. static void SummonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, bool targetIsAttacker, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  127. {
  128. int x = targetPosition.getX();
  129. int y = targetPosition.getY();
  130. 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...
  131. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false).movedInDir(BattleHex::EDir::RIGHT, false), output);
  132. else
  133. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false).movedInDir(BattleHex::EDir::LEFT, false), output);
  134. //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
  135. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  136. {
  137. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  138. {
  139. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::TOP_RIGHT, false), output);
  140. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  141. }
  142. else
  143. { //add back-side guardians for two-hex target, side guardians for one-hex
  144. BattleHex::checkAndPush(targetPosition.movedInDir(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  145. BattleHex::checkAndPush(targetPosition.movedInDir(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  146. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  147. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false), output);
  148. else if (targetIsTwoHex)//front-side guardians for two-hex target
  149. {
  150. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false).movedInDir(BattleHex::EDir::TOP_RIGHT, false), output);
  151. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false).movedInDir(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  152. if (x > 3) //back guard for two-hex
  153. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false).movedInDir(BattleHex::EDir::LEFT, false), output);
  154. }
  155. }
  156. }
  157. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  158. {
  159. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  160. {
  161. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::TOP_LEFT, false), output);
  162. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::BOTTOM_LEFT, false), output);
  163. }
  164. else
  165. {
  166. BattleHex::checkAndPush(targetPosition.movedInDir(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  167. BattleHex::checkAndPush(targetPosition.movedInDir(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  168. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  169. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false), output);
  170. else if (targetIsTwoHex)
  171. {
  172. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false).movedInDir(BattleHex::EDir::TOP_LEFT, false), output);
  173. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false).movedInDir(BattleHex::EDir::BOTTOM_LEFT, false), output);
  174. if (x < GameConstants::BFIELD_WIDTH - 4)
  175. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false).movedInDir(BattleHex::EDir::RIGHT, false), output);
  176. }
  177. }
  178. }
  179. else if (!targetIsAttacker && y % 2 == 0)
  180. {
  181. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false).movedInDir(BattleHex::EDir::TOP_LEFT, false), output);
  182. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false).movedInDir(BattleHex::EDir::BOTTOM_LEFT, false), output);
  183. }
  184. else if (targetIsAttacker && y % 2 == 1)
  185. {
  186. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false).movedInDir(BattleHex::EDir::TOP_RIGHT, false), output);
  187. BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false).movedInDir(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  188. }
  189. }
  190. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  191. {
  192. boost::unique_lock<boost::mutex> l(mx);
  193. if (players.find(player) != players.end())
  194. {
  195. return players.at(player);
  196. }
  197. else
  198. {
  199. throw std::runtime_error("No such player!");
  200. }
  201. }
  202. void PlayerStatuses::addPlayer(PlayerColor player)
  203. {
  204. boost::unique_lock<boost::mutex> l(mx);
  205. players[player];
  206. }
  207. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  208. {
  209. boost::unique_lock<boost::mutex> l(mx);
  210. if (players.find(player) != players.end())
  211. {
  212. return players[player].*flag;
  213. }
  214. else
  215. {
  216. throw std::runtime_error("No such player!");
  217. }
  218. }
  219. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  220. {
  221. boost::unique_lock<boost::mutex> l(mx);
  222. if (players.find(player) != players.end())
  223. {
  224. players[player].*flag = val;
  225. }
  226. else
  227. {
  228. throw std::runtime_error("No such player!");
  229. }
  230. cv.notify_all();
  231. }
  232. template <typename T>
  233. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  234. {
  235. fun(args[which]);
  236. }
  237. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  238. {
  239. changeSecSkill(hero, skill, 1, 0);
  240. expGiven(hero);
  241. }
  242. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  243. {
  244. // required exp for at least 1 lvl-up hasn't been reached
  245. if (!hero->gainsLevel())
  246. {
  247. return;
  248. }
  249. // give primary skill
  250. logGlobal->trace("%s got level %d", hero->name, hero->level);
  251. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  252. SetPrimSkill sps;
  253. sps.id = hero->id;
  254. sps.which = primarySkill;
  255. sps.abs = false;
  256. sps.val = 1;
  257. sendAndApply(&sps);
  258. PrepareHeroLevelUp pre;
  259. pre.hero = hero;
  260. sendAndApply(&pre);
  261. HeroLevelUp hlu;
  262. hlu.hero = hero;
  263. hlu.primskill = primarySkill;
  264. hlu.skills = pre.skills;
  265. if (hlu.skills.size() == 0)
  266. {
  267. sendAndApply(&hlu);
  268. levelUpHero(hero);
  269. }
  270. else if (hlu.skills.size() == 1)
  271. {
  272. sendAndApply(&hlu);
  273. levelUpHero(hero, pre.skills.front());
  274. }
  275. else if (hlu.skills.size() > 1)
  276. {
  277. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  278. hlu.queryID = levelUpQuery->queryID;
  279. queries.addQuery(levelUpQuery);
  280. sendAndApply(&hlu);
  281. //level up will be called on query reply
  282. }
  283. }
  284. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  285. {
  286. SetCommanderProperty scp;
  287. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  288. if (hero)
  289. scp.heroid = hero->id;
  290. else
  291. {
  292. complain ("Commander is not led by hero!");
  293. return;
  294. }
  295. scp.accumulatedBonus.subtype = 0;
  296. scp.accumulatedBonus.additionalInfo = 0;
  297. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  298. scp.accumulatedBonus.turnsRemain = 0;
  299. scp.accumulatedBonus.source = Bonus::COMMANDER;
  300. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  301. if (skill <= ECommander::SPELL_POWER)
  302. {
  303. scp.which = SetCommanderProperty::BONUS;
  304. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  305. {
  306. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  307. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  308. };
  309. switch (skill)
  310. {
  311. case ECommander::ATTACK:
  312. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  313. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  314. break;
  315. case ECommander::DEFENSE:
  316. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  317. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  318. break;
  319. case ECommander::HEALTH:
  320. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  321. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  322. break;
  323. case ECommander::DAMAGE:
  324. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  325. scp.accumulatedBonus.subtype = 0;
  326. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  327. break;
  328. case ECommander::SPEED:
  329. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  330. break;
  331. case ECommander::SPELL_POWER:
  332. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  333. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  334. sendAndApply (&scp); //additional pack
  335. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  336. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  337. sendAndApply (&scp); //additional pack
  338. scp.accumulatedBonus.type = Bonus::CASTS;
  339. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  340. sendAndApply (&scp); //additional pack
  341. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  342. break;
  343. }
  344. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  345. sendAndApply (&scp);
  346. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  347. scp.additionalInfo = skill;
  348. scp.amount = c->secondarySkills.at(skill) + 1;
  349. sendAndApply (&scp);
  350. }
  351. else if (skill >= 100)
  352. {
  353. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  354. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  355. scp.additionalInfo = skill; //unnormalized
  356. sendAndApply (&scp);
  357. }
  358. expGiven(hero);
  359. }
  360. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  361. {
  362. if (!c->gainsLevel())
  363. {
  364. return;
  365. }
  366. CommanderLevelUp clu;
  367. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  368. if (hero)
  369. clu.hero = hero;
  370. else
  371. {
  372. complain ("Commander is not led by hero!");
  373. return;
  374. }
  375. //picking sec. skills for choice
  376. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  377. {
  378. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  379. clu.skills.push_back(i);
  380. }
  381. int i = 100;
  382. for (auto specialSkill : VLC->creh->skillRequirements)
  383. {
  384. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  385. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  386. && !vstd::contains (c->specialSKills, i))
  387. clu.skills.push_back (i);
  388. ++i;
  389. }
  390. int skillAmount = clu.skills.size();
  391. if (!skillAmount)
  392. {
  393. sendAndApply(&clu);
  394. levelUpCommander(c);
  395. }
  396. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  397. {
  398. sendAndApply(&clu);
  399. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  400. }
  401. else if (skillAmount > 1) //apply and ask for secondary skill
  402. {
  403. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  404. clu.queryID = commanderLevelUp->queryID;
  405. queries.addQuery(commanderLevelUp);
  406. sendAndApply(&clu);
  407. }
  408. }
  409. void CGameHandler::expGiven(const CGHeroInstance *hero)
  410. {
  411. if (hero->gainsLevel())
  412. levelUpHero(hero);
  413. else if (hero->commander && hero->commander->gainsLevel())
  414. levelUpCommander(hero->commander);
  415. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  416. // levelUpCommander(hero->commander);
  417. // else
  418. // levelUpHero(hero);
  419. }
  420. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  421. {
  422. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  423. {
  424. if (gs->map->levelLimit != 0)
  425. {
  426. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  427. TExpType resultingExp = abs ? val : hero->exp + val;
  428. if (resultingExp > expLimit)
  429. {
  430. // set given experience to max possible, but don't decrease if hero already over top
  431. abs = true;
  432. val = std::max(expLimit, hero->exp);
  433. InfoWindow iw;
  434. iw.player = hero->tempOwner;
  435. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  436. iw.text.addReplacement(hero->name);
  437. sendAndApply(&iw);
  438. }
  439. }
  440. }
  441. SetPrimSkill sps;
  442. sps.id = hero->id;
  443. sps.which = which;
  444. sps.abs = abs;
  445. sps.val = val;
  446. sendAndApply(&sps);
  447. //only for exp - hero may level up
  448. if (which == PrimarySkill::EXPERIENCE)
  449. {
  450. if (hero->commander && hero->commander->alive)
  451. {
  452. //FIXME: trim experience according to map limit?
  453. SetCommanderProperty scp;
  454. scp.heroid = hero->id;
  455. scp.which = SetCommanderProperty::EXPERIENCE;
  456. scp.amount = val;
  457. sendAndApply (&scp);
  458. CBonusSystemNode::treeHasChanged();
  459. }
  460. expGiven(hero);
  461. }
  462. }
  463. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/)
  464. {
  465. if(!hero)
  466. {
  467. logGlobal->error("changeSecSkill provided no hero");
  468. return;
  469. }
  470. SetSecSkill sss;
  471. sss.id = hero->id;
  472. sss.which = which;
  473. sss.val = val;
  474. sss.abs = abs;
  475. sendAndApply(&sss);
  476. if (which == SecondarySkill::WISDOM)
  477. {
  478. if (hero->visitedTown)
  479. giveSpells(hero->visitedTown, hero);
  480. }
  481. }
  482. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  483. {
  484. LOG_TRACE(logGlobal);
  485. //Fill BattleResult structure with exp info
  486. giveExp(*battleResult.data);
  487. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  488. {
  489. if (hero1)
  490. battleResult.data->exp[1] += 500;
  491. if (hero2)
  492. battleResult.data->exp[0] += 500;
  493. }
  494. if (hero1)
  495. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  496. if (hero2)
  497. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  498. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  499. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  500. const BattleResult::EResult result = battleResult.get()->result;
  501. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  502. {
  503. for (auto &q : queries.allQueries())
  504. {
  505. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  506. if (bq->bi == gs->curB)
  507. return bq;
  508. }
  509. return std::shared_ptr<CBattleQuery>();
  510. };
  511. auto battleQuery = findBattleQuery();
  512. if (!battleQuery)
  513. {
  514. logGlobal->error("Cannot find battle query!");
  515. if (gs->initialOpts->mode == StartInfo::DUEL)
  516. {
  517. battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  518. }
  519. }
  520. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  521. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  522. battleQuery->result = *battleResult.data;
  523. //Check how many battle queries were created (number of players blocked by battle)
  524. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  525. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  526. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  527. if (finishingBattle->duel)
  528. {
  529. duelFinished();
  530. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  531. return;
  532. }
  533. ChangeSpells cs; //for Eagle Eye
  534. if (finishingBattle->winnerHero)
  535. {
  536. if (int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  537. {
  538. int maxLevel = eagleEyeLevel + 1;
  539. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  540. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  541. if (sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  542. cs.spells.insert(sp->id);
  543. }
  544. }
  545. std::vector<const CArtifactInstance *> arts; //display them in window
  546. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  547. {
  548. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  549. {
  550. arts.push_back(art);
  551. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  552. sendAndApply(ma);
  553. };
  554. if (finishingBattle->loserHero)
  555. {
  556. //TODO: wrap it into a function, somehow (boost::variant -_-)
  557. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  558. for (auto artSlot : artifactsWorn)
  559. {
  560. MoveArtifact ma;
  561. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  562. const CArtifactInstance * art = ma.src.getArt();
  563. if (art && !art->artType->isBig() &&
  564. art->artType->id != ArtifactID::SPELLBOOK)
  565. // don't move war machines or locked arts (spellbook)
  566. {
  567. sendMoveArtifact(art, &ma);
  568. }
  569. }
  570. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  571. {
  572. //we assume that no big artifacts can be found
  573. MoveArtifact ma;
  574. ma.src = ArtifactLocation(finishingBattle->loserHero,
  575. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  576. const CArtifactInstance * art = ma.src.getArt();
  577. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  578. {
  579. sendMoveArtifact(art, &ma);
  580. }
  581. }
  582. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  583. {
  584. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  585. for (auto artSlot : artifactsWorn)
  586. {
  587. MoveArtifact ma;
  588. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  589. const CArtifactInstance * art = ma.src.getArt();
  590. if (art && !art->artType->isBig())
  591. {
  592. sendMoveArtifact(art, &ma);
  593. }
  594. }
  595. }
  596. }
  597. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  598. {
  599. auto artifactsWorn = armySlot.second->artifactsWorn;
  600. for (auto artSlot : artifactsWorn)
  601. {
  602. MoveArtifact ma;
  603. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  604. const CArtifactInstance * art = ma.src.getArt();
  605. if (art && !art->artType->isBig())
  606. {
  607. sendMoveArtifact(art, &ma);
  608. }
  609. }
  610. }
  611. }
  612. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  613. if (arts.size()) //display loot
  614. {
  615. InfoWindow iw;
  616. iw.player = finishingBattle->winnerHero->tempOwner;
  617. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  618. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  619. {
  620. iw.components.push_back(Component(
  621. Component::ARTIFACT, art->artType->id,
  622. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  623. if (iw.components.size() >= 14)
  624. {
  625. sendAndApply(&iw);
  626. iw.components.clear();
  627. }
  628. }
  629. if (iw.components.size())
  630. {
  631. sendAndApply(&iw);
  632. }
  633. }
  634. //Eagle Eye secondary skill handling
  635. if (!cs.spells.empty())
  636. {
  637. cs.learn = 1;
  638. cs.hid = finishingBattle->winnerHero->id;
  639. InfoWindow iw;
  640. iw.player = finishingBattle->winnerHero->tempOwner;
  641. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  642. iw.text.addReplacement(finishingBattle->winnerHero->name);
  643. std::ostringstream names;
  644. for (int i = 0; i < cs.spells.size(); i++)
  645. {
  646. names << "%s";
  647. if (i < cs.spells.size() - 2)
  648. names << ", ";
  649. else if (i < cs.spells.size() - 1)
  650. names << "%s";
  651. }
  652. names << ".";
  653. iw.text.addReplacement(names.str());
  654. auto it = cs.spells.begin();
  655. for (int i = 0; i < cs.spells.size(); i++, it++)
  656. {
  657. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  658. if (i == cs.spells.size() - 2) //we just added pre-last name
  659. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  660. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  661. }
  662. sendAndApply(&iw);
  663. sendAndApply(&cs);
  664. }
  665. cab1.updateArmy(this);
  666. cab2.updateArmy(this); //take casualties after battle is deleted
  667. //if one hero has lost we will erase him
  668. if (battleResult.data->winner!=0 && hero1)
  669. {
  670. RemoveObject ro(hero1->id);
  671. sendAndApply(&ro);
  672. }
  673. if (battleResult.data->winner!=1 && hero2)
  674. {
  675. auto town = hero2->visitedTown;
  676. RemoveObject ro(hero2->id);
  677. sendAndApply(&ro);
  678. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  679. town->battleFinished(hero1, *battleResult.get());
  680. }
  681. //give exp
  682. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  683. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  684. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  685. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  686. queries.popIfTop(battleQuery);
  687. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  688. }
  689. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  690. {
  691. LOG_TRACE(logGlobal);
  692. finishingBattle->remainingBattleQueriesCount--;
  693. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  694. if (finishingBattle->remainingBattleQueriesCount > 0)
  695. //Battle results will be handled when all battle queries are closed
  696. return;
  697. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  698. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  699. // Still, it looks like a hole.
  700. // Necromancy if applicable.
  701. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  702. // Give raised units to winner and show dialog, if any were raised,
  703. // units will be given after casualties are taken
  704. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  705. if (necroSlot != SlotID())
  706. {
  707. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  708. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  709. }
  710. BattleResultsApplied resultsApplied;
  711. resultsApplied.player1 = finishingBattle->victor;
  712. resultsApplied.player2 = finishingBattle->loser;
  713. sendAndApply(&resultsApplied);
  714. setBattle(nullptr);
  715. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  716. {
  717. logGlobal->trace("post-victory visit");
  718. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  719. }
  720. visitObjectAfterVictory = false;
  721. //handle victory/loss of engaged players
  722. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  723. checkVictoryLossConditions(playerColors);
  724. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  725. {
  726. SetAvailableHeroes sah;
  727. sah.player = finishingBattle->loser;
  728. sah.hid[0] = finishingBattle->loserHero->subID;
  729. if (result.result == BattleResult::ESCAPE) //retreat
  730. {
  731. sah.army[0].clear();
  732. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  733. }
  734. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  735. sah.hid[1] = another->subID;
  736. else
  737. sah.hid[1] = -1;
  738. sendAndApply(&sah);
  739. }
  740. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  741. {
  742. RemoveObject ro(finishingBattle->winnerHero->id);
  743. sendAndApply(&ro);
  744. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  745. {
  746. SetAvailableHeroes sah;
  747. sah.player = finishingBattle->victor;
  748. sah.hid[0] = finishingBattle->winnerHero->subID;
  749. sah.army[0].clear();
  750. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  751. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  752. sah.hid[1] = another->subID;
  753. else
  754. sah.hid[1] = -1;
  755. sendAndApply(&sah);
  756. }
  757. }
  758. }
  759. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  760. {
  761. bat.bsa.clear();
  762. bat.stackAttacking = att->ID;
  763. const int attackerLuck = att->LuckVal();
  764. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  765. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  766. {
  767. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  768. {
  769. bat.flags |= BattleAttack::LUCKY;
  770. }
  771. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  772. {
  773. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  774. {
  775. bat.flags |= BattleAttack::UNLUCKY;
  776. }
  777. }
  778. }
  779. if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  780. {
  781. bat.flags |= BattleAttack::DEATH_BLOW;
  782. }
  783. if (att->getCreature()->idNumber == CreatureID::BALLISTA)
  784. {
  785. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  786. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  787. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  788. if (chance > getRandomGenerator().nextInt(99))
  789. {
  790. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  791. }
  792. }
  793. // only primary target
  794. applyBattleEffects(bat, att, def, distance, false);
  795. if (!bat.shot()) //multiple-hex attack - only in meele
  796. {
  797. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  798. for (const CStack * stack : attackedCreatures)
  799. {
  800. if (stack != def) //do not hit same stack twice
  801. {
  802. applyBattleEffects(bat, att, stack, distance, true);
  803. }
  804. }
  805. }
  806. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  807. if (bonus && (bat.shot())) //TODO: make it work in melee?
  808. {
  809. //this is need for displaying hit animation
  810. bat.flags |= BattleAttack::SPELL_LIKE;
  811. bat.spellID = SpellID(bonus->subtype);
  812. //TODO: should spell override creature`s projectile?
  813. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  814. //TODO: get exact attacked hex for defender
  815. for (const CStack * stack : attackedCreatures)
  816. {
  817. if (stack != def) //do not hit same stack twice
  818. {
  819. applyBattleEffects(bat, att, stack, distance, true);
  820. }
  821. }
  822. //now add effect info for all attacked stacks
  823. for (BattleStackAttacked & bsa : bat.bsa)
  824. {
  825. if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  826. {
  827. //this is need for displaying affect animation
  828. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  829. bsa.spellID = SpellID(bonus->subtype);
  830. }
  831. }
  832. }
  833. }
  834. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  835. {
  836. BattleStackAttacked bsa;
  837. if (secondary)
  838. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  839. bsa.attackerID = att->ID;
  840. bsa.stackAttacked = def->ID;
  841. bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  842. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  843. //life drain handling
  844. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  845. {
  846. StacksHealedOrResurrected shi;
  847. shi.lifeDrain = true;
  848. shi.tentHealing = false;
  849. shi.cure = false;
  850. shi.drainedFrom = def->ID;
  851. StacksHealedOrResurrected::HealInfo hi;
  852. hi.stackID = att->ID;
  853. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  854. hi.lowLevelResurrection = false;
  855. shi.healedStacks.push_back(hi);
  856. if (hi.healedHP > 0)
  857. {
  858. bsa.healedStacks.push_back(shi);
  859. }
  860. }
  861. //soul steal handling
  862. if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  863. {
  864. StacksHealedOrResurrected shi;
  865. shi.lifeDrain = true;
  866. shi.tentHealing = false;
  867. shi.cure = false;
  868. shi.canOverheal = true;
  869. shi.drainedFrom = def->ID;
  870. if (att->hasBonusOfType(Bonus::SOUL_STEAL, 0) && att->hasBonusOfType(Bonus::SOUL_STEAL, 1))
  871. {
  872. StacksHealedOrResurrected::HealInfo hi0;
  873. hi0.stackID = att->ID;
  874. hi0.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, 0) * att->MaxHealth();
  875. hi0.lowLevelResurrection = false;
  876. StacksHealedOrResurrected::HealInfo hi1;
  877. hi1.stackID = att->ID;
  878. hi1.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, 1) * att->MaxHealth();
  879. hi1.lowLevelResurrection = true;
  880. shi.healedStacks.push_back(hi0);
  881. shi.healedStacks.push_back(hi1);
  882. if (hi0.healedHP > 0 || hi1.healedHP > 0)
  883. bsa.healedStacks.push_back(shi);
  884. }
  885. else
  886. {
  887. StacksHealedOrResurrected::HealInfo hi;
  888. hi.stackID = att->ID;
  889. hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL) * att->MaxHealth(); //TODO: Should unit be additionally healed after life drain?
  890. hi.lowLevelResurrection = att->hasBonusOfType(Bonus::SOUL_STEAL, 1);
  891. shi.healedStacks.push_back(hi);
  892. if (hi.healedHP > 0)
  893. {
  894. bsa.healedStacks.push_back(shi);
  895. }
  896. }
  897. }
  898. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  899. //fire shield handling
  900. if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
  901. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  902. {
  903. // TODO: Fire shield damage should be calculated separately after BattleAttack applied.
  904. // Currently it looks like attacking stack damage itself with defenders fire shield.
  905. // So no separate message on spell damage in log and experience calculation is likely wrong too.
  906. BattleStackAttacked bsa2;
  907. bsa2.stackAttacked = att->ID; //invert
  908. bsa2.attackerID = def->ID;
  909. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  910. bsa2.effect = 11;
  911. bsa2.damageAmount = (std::min(def->totalHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  912. att->prepareAttacked(bsa2, getRandomGenerator());
  913. bat.bsa.push_back(bsa2);
  914. }
  915. }
  916. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  917. {
  918. setThreadName("CGameHandler::handleConnection");
  919. try
  920. {
  921. while(1)//server should never shut connection first //was: while(!end2)
  922. {
  923. CPack *pack = nullptr;
  924. PlayerColor player = PlayerColor::NEUTRAL;
  925. si32 requestID = -999;
  926. int packType = 0;
  927. {
  928. boost::unique_lock<boost::mutex> lock(*c.rmx);
  929. c >> player >> requestID >> pack; //get the package
  930. if (!pack)
  931. {
  932. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  933. }
  934. else
  935. {
  936. packType = typeList.getTypeID(pack); //get the id of type
  937. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  938. requestID, player, player.getStr(), packType, typeid(*pack).name());
  939. }
  940. }
  941. //prepare struct informing that action was applied
  942. auto sendPackageResponse = [&](bool succesfullyApplied)
  943. {
  944. PackageApplied applied;
  945. applied.player = player;
  946. applied.result = succesfullyApplied;
  947. applied.packType = packType;
  948. applied.requestID = requestID;
  949. boost::unique_lock<boost::mutex> lock(*c.wmx);
  950. c << &applied;
  951. };
  952. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  953. if(isBlockedByQueries(pack, player))
  954. {
  955. sendPackageResponse(false);
  956. }
  957. else if (apply)
  958. {
  959. const bool result = apply->applyOnGH(this, &c, pack, player);
  960. if (result)
  961. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  962. else
  963. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  964. % typeid(*pack).name()).str());
  965. sendPackageResponse(true);
  966. }
  967. else
  968. {
  969. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  970. sendPackageResponse(false);
  971. }
  972. vstd::clear_pointer(pack);
  973. }
  974. }
  975. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  976. {
  977. assert(!c.connected); //make sure that connection has been marked as broken
  978. logGlobal->error(e.what());
  979. end2 = true;
  980. }
  981. catch(...)
  982. {
  983. end2 = true;
  984. handleException();
  985. throw;
  986. }
  987. logGlobal->error("Ended handling connection");
  988. }
  989. int CGameHandler::moveStack(int stack, BattleHex dest)
  990. {
  991. int ret = 0;
  992. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  993. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  994. assert(curStack);
  995. assert(dest < GameConstants::BFIELD_SIZE);
  996. if (gs->curB->tacticDistance)
  997. {
  998. assert(gs->curB->isInTacticRange(dest));
  999. }
  1000. auto start = curStack->position;
  1001. if (start == dest)
  1002. return 0;
  1003. //initing necessary tables
  1004. auto accessibility = getAccesibility(curStack);
  1005. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1006. if (!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1007. {
  1008. if (curStack->attackerOwned)
  1009. {
  1010. if (accessibility.accessible(dest+1, curStack))
  1011. dest += BattleHex::RIGHT;
  1012. }
  1013. else
  1014. {
  1015. if (accessibility.accessible(dest-1, curStack))
  1016. dest += BattleHex::LEFT;
  1017. }
  1018. }
  1019. if ((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1020. {
  1021. complain("Given destination is not accessible!");
  1022. return 0;
  1023. }
  1024. bool canUseGate = false;
  1025. auto dbState = gs->curB->si.gateState;
  1026. if (battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  1027. dbState != EGateState::DESTROYED &&
  1028. dbState != EGateState::BLOCKED)
  1029. {
  1030. canUseGate = true;
  1031. }
  1032. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1033. ret = path.second;
  1034. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  1035. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1036. {
  1037. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1038. return true;
  1039. if (hex == ESiegeHex::GATE_OUTER)
  1040. return true;
  1041. if (hex == ESiegeHex::GATE_INNER)
  1042. return true;
  1043. return false;
  1044. };
  1045. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1046. {
  1047. if (isGateDrawbridgeHex(hex))
  1048. return true;
  1049. if (curStack->doubleWide())
  1050. {
  1051. BattleHex otherHex = curStack->occupiedHex(hex);
  1052. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1053. return true;
  1054. }
  1055. return false;
  1056. };
  1057. if (curStack->hasBonusOfType(Bonus::FLYING))
  1058. {
  1059. if (path.second <= creSpeed && path.first.size() > 0)
  1060. {
  1061. if (canUseGate && dbState != EGateState::OPENED &&
  1062. occupyGateDrawbridgeHex(dest))
  1063. {
  1064. BattleUpdateGateState db;
  1065. db.state = EGateState::OPENED;
  1066. sendAndApply(&db);
  1067. }
  1068. //inform clients about move
  1069. BattleStackMoved sm;
  1070. sm.stack = curStack->ID;
  1071. std::vector<BattleHex> tiles;
  1072. tiles.push_back(path.first[0]);
  1073. sm.tilesToMove = tiles;
  1074. sm.distance = path.second;
  1075. sm.teleporting = false;
  1076. sendAndApply(&sm);
  1077. }
  1078. }
  1079. else //for non-flying creatures
  1080. {
  1081. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  1082. std::vector<BattleHex> tiles;
  1083. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1084. int v = path.first.size()-1;
  1085. path.first.push_back(start);
  1086. // check if gate need to be open or closed at some point
  1087. BattleHex openGateAtHex, gateMayCloseAtHex;
  1088. if (canUseGate)
  1089. {
  1090. for (int i = path.first.size()-1; i >= 0; i--)
  1091. {
  1092. auto needOpenGates = [&](BattleHex hex) -> bool
  1093. {
  1094. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1095. return true;
  1096. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1097. return true;
  1098. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1099. return true;
  1100. return false;
  1101. };
  1102. auto hex = path.first[i];
  1103. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1104. {
  1105. if (needOpenGates(hex))
  1106. openGateAtHex = path.first[i+1];
  1107. //TODO we need find batter way to handle double-wide stacks
  1108. //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.
  1109. if (curStack->doubleWide())
  1110. {
  1111. BattleHex otherHex = curStack->occupiedHex(hex);
  1112. if (otherHex.isValid() && needOpenGates(otherHex))
  1113. openGateAtHex = path.first[i+2];
  1114. }
  1115. //gate may be opened and then closed during stack movement, but not other way around
  1116. if (openGateAtHex.isValid())
  1117. dbState = EGateState::OPENED;
  1118. }
  1119. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1120. {
  1121. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1122. {
  1123. gateMayCloseAtHex = path.first[i-1];
  1124. }
  1125. if (gs->curB->town->subID == ETownType::FORTRESS)
  1126. {
  1127. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1128. {
  1129. gateMayCloseAtHex = path.first[i-1];
  1130. }
  1131. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1132. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1133. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1134. {
  1135. gateMayCloseAtHex = path.first[i-1];
  1136. }
  1137. }
  1138. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1139. {
  1140. gateMayCloseAtHex = path.first[i-1];
  1141. }
  1142. }
  1143. }
  1144. }
  1145. bool stackIsMoving = true;
  1146. while(stackIsMoving)
  1147. {
  1148. if (v<tilesToMove)
  1149. {
  1150. logGlobal->error("Movement terminated abnormally");
  1151. break;
  1152. }
  1153. bool gateStateChanging = false;
  1154. //special handling for opening gate on from starting hex
  1155. if (openGateAtHex.isValid() && openGateAtHex == start)
  1156. gateStateChanging = true;
  1157. else
  1158. {
  1159. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1160. {
  1161. BattleHex hex = path.first[v];
  1162. tiles.push_back(hex);
  1163. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1164. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1165. {
  1166. gateStateChanging = true;
  1167. }
  1168. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1169. if ((obstacle = battleGetObstacleOnPos(hex, false)))
  1170. obstacleHit = true;
  1171. if (curStack->doubleWide())
  1172. {
  1173. BattleHex otherHex = curStack->occupiedHex(hex);
  1174. //two hex creature hit obstacle by backside
  1175. if (otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1176. obstacleHit = true;
  1177. }
  1178. }
  1179. }
  1180. if (tiles.size() > 0)
  1181. {
  1182. //commit movement
  1183. BattleStackMoved sm;
  1184. sm.stack = curStack->ID;
  1185. sm.distance = path.second;
  1186. sm.teleporting = false;
  1187. sm.tilesToMove = tiles;
  1188. sendAndApply(&sm);
  1189. tiles.clear();
  1190. }
  1191. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1192. if (curStack->position != dest)
  1193. {
  1194. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1195. {
  1196. if (obs)
  1197. {
  1198. handleDamageFromObstacle(*obs, curStack);
  1199. //if stack die in explosion or interrupted by obstacle, abort movement
  1200. if (obs->stopsMovement() || !curStack->alive())
  1201. stackIsMoving = false;
  1202. obs.reset();
  1203. }
  1204. };
  1205. processObstacle(obstacle);
  1206. if (curStack->alive())
  1207. processObstacle(obstacle2);
  1208. if (gateStateChanging)
  1209. {
  1210. if (curStack->position == openGateAtHex)
  1211. {
  1212. openGateAtHex = BattleHex();
  1213. //only open gate if stack is still alive
  1214. if (curStack->alive())
  1215. {
  1216. BattleUpdateGateState db;
  1217. db.state = EGateState::OPENED;
  1218. sendAndApply(&db);
  1219. }
  1220. }
  1221. else if (curStack->position == gateMayCloseAtHex)
  1222. {
  1223. gateMayCloseAtHex = BattleHex();
  1224. updateGateState();
  1225. }
  1226. }
  1227. }
  1228. else
  1229. //movement finished normally: we reached destination
  1230. stackIsMoving = false;
  1231. }
  1232. }
  1233. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1234. if (curStack->alive())
  1235. {
  1236. if (auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1237. {
  1238. handleDamageFromObstacle(*theLastObstacle, curStack);
  1239. }
  1240. }
  1241. if (curStack->alive() && curStack->doubleWide())
  1242. {
  1243. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1244. if (otherHex.isValid())
  1245. if (auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1246. {
  1247. //two hex creature hit obstacle by backside
  1248. handleDamageFromObstacle(*theLastObstacle, curStack);
  1249. }
  1250. }
  1251. return ret;
  1252. }
  1253. CGameHandler::CGameHandler(void)
  1254. {
  1255. QID = 1;
  1256. //gs = nullptr;
  1257. IObjectInterface::cb = this;
  1258. applier = new CApplier<CBaseForGHApply>;
  1259. registerTypesServerPacks(*applier);
  1260. visitObjectAfterVictory = false;
  1261. queries.gh = this;
  1262. spellEnv = new ServerSpellCastEnvironment(this);
  1263. }
  1264. CGameHandler::~CGameHandler(void)
  1265. {
  1266. delete spellEnv;
  1267. delete applier;
  1268. applier = nullptr;
  1269. delete gs;
  1270. }
  1271. void CGameHandler::init(StartInfo *si)
  1272. {
  1273. if (si->seedToBeUsed == 0)
  1274. {
  1275. si->seedToBeUsed = std::time(nullptr);
  1276. }
  1277. gs = new CGameState();
  1278. logGlobal->info("Gamestate created!");
  1279. gs->init(si);
  1280. logGlobal->info("Gamestate initialized!");
  1281. // reset seed, so that clients can't predict any following random values
  1282. getRandomGenerator().resetSeed();
  1283. for (auto & elem : gs->players)
  1284. {
  1285. states.addPlayer(elem.first);
  1286. }
  1287. }
  1288. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1289. {
  1290. return a.earlierThan(b);
  1291. }
  1292. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1293. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1294. const PlayerState * p = getPlayer(town->tempOwner);
  1295. if (!p)
  1296. {
  1297. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1298. return;
  1299. }
  1300. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1301. {
  1302. SetAvailableCreatures ssi;
  1303. ssi.tid = town->id;
  1304. ssi.creatures = town->creatures;
  1305. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1306. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1307. if (dwellings.empty())//no dwellings - just remove
  1308. {
  1309. sendAndApply(&ssi);
  1310. return;
  1311. }
  1312. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1313. // for multi-creature dwellings like Golem Factory
  1314. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1315. if (clear)
  1316. {
  1317. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1318. }
  1319. else
  1320. {
  1321. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1322. }
  1323. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1324. sendAndApply(&ssi);
  1325. }
  1326. }
  1327. void CGameHandler::newTurn()
  1328. {
  1329. logGlobal->trace("Turn %d", gs->day+1);
  1330. NewTurn n;
  1331. n.specialWeek = NewTurn::NO_ACTION;
  1332. n.creatureid = CreatureID::NONE;
  1333. n.day = gs->day + 1;
  1334. bool firstTurn = !getDate(Date::DAY);
  1335. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1336. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1337. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1338. if (firstTurn)
  1339. {
  1340. for (auto obj : gs->map->objects)
  1341. {
  1342. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1343. {
  1344. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1345. }
  1346. }
  1347. }
  1348. if (newWeek && !firstTurn)
  1349. {
  1350. n.specialWeek = NewTurn::NORMAL;
  1351. bool deityOfFireBuilt = false;
  1352. for (const CGTownInstance *t : gs->map->towns)
  1353. {
  1354. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1355. {
  1356. deityOfFireBuilt = true;
  1357. break;
  1358. }
  1359. }
  1360. if (deityOfFireBuilt)
  1361. {
  1362. n.specialWeek = NewTurn::DEITYOFFIRE;
  1363. n.creatureid = CreatureID::IMP;
  1364. }
  1365. else
  1366. {
  1367. int monthType = getRandomGenerator().nextInt(99);
  1368. if (newMonth) //new month
  1369. {
  1370. if (monthType < 40) //double growth
  1371. {
  1372. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1373. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1374. {
  1375. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1376. n.creatureid = newMonster.second;
  1377. }
  1378. else if (VLC->creh->doubledCreatures.size())
  1379. {
  1380. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1381. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1382. }
  1383. else
  1384. {
  1385. complain("Cannot find creature that can be spawned!");
  1386. n.specialWeek = NewTurn::NORMAL;
  1387. }
  1388. }
  1389. else if (monthType < 50)
  1390. n.specialWeek = NewTurn::PLAGUE;
  1391. }
  1392. else //it's a week, but not full month
  1393. {
  1394. if (monthType < 25)
  1395. {
  1396. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1397. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1398. //TODO do not pick neutrals
  1399. n.creatureid = newMonster.second;
  1400. }
  1401. }
  1402. }
  1403. }
  1404. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1405. for (auto& hp : pool)
  1406. {
  1407. auto hero = hp.second;
  1408. if (hero->isInitialized() && hero->stacks.size())
  1409. {
  1410. // reset retreated or surrendered heroes
  1411. auto maxmove = hero->maxMovePoints(true);
  1412. // if movement is greater than maxmove, we should decrease it
  1413. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1414. {
  1415. NewTurn::Hero hth;
  1416. hth.id = hero->id;
  1417. hth.move = maxmove;
  1418. hth.mana = hero->getManaNewTurn();
  1419. n.heroes.insert(hth);
  1420. }
  1421. }
  1422. }
  1423. for (auto & elem : gs->players)
  1424. {
  1425. if (elem.first == PlayerColor::NEUTRAL)
  1426. continue;
  1427. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1428. assert(0); //illegal player number!
  1429. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1430. hadGold.insert(playerGold);
  1431. if (newWeek) //new heroes in tavern
  1432. {
  1433. SetAvailableHeroes sah;
  1434. sah.player = elem.first;
  1435. //pick heroes and their armies
  1436. CHeroClass *banned = nullptr;
  1437. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1438. {
  1439. //first hero - native if possible, second hero -> any other class
  1440. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1441. {
  1442. sah.hid[j] = h->subID;
  1443. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1444. banned = h->type->heroClass;
  1445. }
  1446. else
  1447. {
  1448. sah.hid[j] = -1;
  1449. }
  1450. }
  1451. sendAndApply(&sah);
  1452. }
  1453. n.res[elem.first] = elem.second.resources;
  1454. for (CGHeroInstance *h : (elem).second.heroes)
  1455. {
  1456. if (h->visitedTown)
  1457. giveSpells(h->visitedTown, h);
  1458. NewTurn::Hero hth;
  1459. hth.id = h->id;
  1460. auto ti = make_unique<TurnInfo>(h, 1);
  1461. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1462. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1463. hth.mana = h->getManaNewTurn();
  1464. n.heroes.insert(hth);
  1465. if (!firstTurn) //not first day
  1466. {
  1467. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1468. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1469. {
  1470. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1471. }
  1472. }
  1473. }
  1474. }
  1475. for (CGTownInstance *t : gs->map->towns)
  1476. {
  1477. PlayerColor player = t->tempOwner;
  1478. handleTownEvents(t, n);
  1479. if (newWeek) //first day of week
  1480. {
  1481. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1482. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1483. if (!firstTurn)
  1484. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1485. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1486. if (!vstd::contains(n.cres, t->id))
  1487. {
  1488. n.cres[t->id].tid = t->id;
  1489. n.cres[t->id].creatures = t->creatures;
  1490. }
  1491. auto & sac = n.cres.at(t->id);
  1492. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1493. {
  1494. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1495. {
  1496. ui32 &availableCount = sac.creatures.at(k).first;
  1497. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1498. if (n.specialWeek == NewTurn::PLAGUE)
  1499. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1500. else
  1501. {
  1502. if (firstTurn) //first day of game: use only basic growths
  1503. availableCount = cre->growth;
  1504. else
  1505. availableCount += t->creatureGrowth(k);
  1506. //Deity of fire week - upgrade both imps and upgrades
  1507. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1508. availableCount += 15;
  1509. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1510. {
  1511. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1512. availableCount *= 2;
  1513. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1514. availableCount += 5;
  1515. }
  1516. }
  1517. }
  1518. }
  1519. }
  1520. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1521. {
  1522. n.res[player] = n.res[player] + t->dailyIncome();
  1523. }
  1524. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1525. {
  1526. // Skyship, probably easier to handle same as Veil of darkness
  1527. //do it every new day after veils apply
  1528. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1529. {
  1530. FoWChange fw;
  1531. fw.mode = 1;
  1532. fw.player = player;
  1533. // find all hidden tiles
  1534. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1535. for (size_t i=0; i<fow.size(); i++)
  1536. for (size_t j=0; j<fow.at(i).size(); j++)
  1537. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1538. if (!fow.at(i).at(j).at(k))
  1539. fw.tiles.insert(int3(i,j,k));
  1540. sendAndApply (&fw);
  1541. }
  1542. }
  1543. if (t->hasBonusOfType (Bonus::DARKNESS))
  1544. {
  1545. for (auto & player : gs->players)
  1546. {
  1547. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1548. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1549. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1550. }
  1551. }
  1552. }
  1553. if (newMonth)
  1554. {
  1555. SetAvailableArtifacts saa;
  1556. saa.id = -1;
  1557. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1558. sendAndApply(&saa);
  1559. }
  1560. sendAndApply(&n);
  1561. if (newWeek)
  1562. {
  1563. //spawn wandering monsters
  1564. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1565. {
  1566. spawnWanderingMonsters(n.creatureid);
  1567. }
  1568. //new week info popup
  1569. if (!firstTurn)
  1570. {
  1571. InfoWindow iw;
  1572. switch (n.specialWeek)
  1573. {
  1574. case NewTurn::DOUBLE_GROWTH:
  1575. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1576. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1577. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1578. break;
  1579. case NewTurn::PLAGUE:
  1580. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1581. break;
  1582. case NewTurn::BONUS_GROWTH:
  1583. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1584. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1585. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1586. break;
  1587. case NewTurn::DEITYOFFIRE:
  1588. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1589. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1590. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1591. iw.text.addReplacement2(15); //%+d 15
  1592. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1593. iw.text.addReplacement2(15); //%+d 15
  1594. break;
  1595. default:
  1596. if (newMonth)
  1597. {
  1598. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1599. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1600. }
  1601. else
  1602. {
  1603. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1604. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1605. }
  1606. }
  1607. for (auto & elem : gs->players)
  1608. {
  1609. iw.player = elem.first;
  1610. sendAndApply(&iw);
  1611. }
  1612. }
  1613. }
  1614. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1615. handleTimeEvents();
  1616. //call objects
  1617. for (auto & elem : gs->map->objects)
  1618. {
  1619. if (elem)
  1620. elem->newTurn(getRandomGenerator());
  1621. }
  1622. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1623. }
  1624. void CGameHandler::run(bool resume)
  1625. {
  1626. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1627. using namespace boost::posix_time;
  1628. for (CConnection *cc : conns)
  1629. {
  1630. if (!resume)
  1631. {
  1632. (*cc) << gs->initialOpts; // gs->scenarioOps
  1633. }
  1634. std::set<PlayerColor> players;
  1635. (*cc) >> players; //how many players will be handled at that client
  1636. std::stringstream sbuffer;
  1637. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1638. for (PlayerColor color : players)
  1639. {
  1640. sbuffer << color << " ";
  1641. {
  1642. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1643. connections[color] = cc;
  1644. }
  1645. }
  1646. logGlobal->info(sbuffer.str());
  1647. cc->addStdVecItems(gs);
  1648. cc->enableStackSendingByID();
  1649. cc->disableSmartPointerSerialization();
  1650. }
  1651. for (auto & elem : conns)
  1652. {
  1653. std::set<PlayerColor> pom;
  1654. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1655. if (j->second == elem)
  1656. pom.insert(j->first);
  1657. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1658. }
  1659. if (gs->scenarioOps->mode == StartInfo::DUEL)
  1660. {
  1661. runBattle();
  1662. end2 = true;
  1663. while(conns.size() && (*conns.begin())->isOpen())
  1664. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1665. return;
  1666. }
  1667. auto playerTurnOrder = generatePlayerTurnOrder();
  1668. while(!end2)
  1669. {
  1670. if (!resume) newTurn();
  1671. std::list<PlayerColor>::iterator it;
  1672. if (resume)
  1673. {
  1674. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1675. }
  1676. else
  1677. {
  1678. it = playerTurnOrder.begin();
  1679. }
  1680. resume = false;
  1681. for (; it != playerTurnOrder.end(); it++)
  1682. {
  1683. auto playerColor = *it;
  1684. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1685. if (playerState->status == EPlayerStatus::INGAME)
  1686. {
  1687. //if player runs out of time, he shouldn't get the turn (especially AI)
  1688. checkVictoryLossConditionsForAll();
  1689. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1690. { //player lost at the beginning of his turn
  1691. continue;
  1692. }
  1693. else //give normal turn
  1694. {
  1695. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1696. YourTurn yt;
  1697. yt.player = playerColor;
  1698. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1699. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1700. applyAndSend(&yt);
  1701. //wait till turn is done
  1702. boost::unique_lock<boost::mutex> lock(states.mx);
  1703. while (states.players.at(playerColor).makingTurn && !end2)
  1704. {
  1705. static time_duration p = milliseconds(100);
  1706. states.cv.timed_wait(lock, p);
  1707. }
  1708. }
  1709. }
  1710. }
  1711. //additional check that game is not finished
  1712. bool activePlayer = false;
  1713. for (auto player : playerTurnOrder)
  1714. {
  1715. if (gs->players[player].status == EPlayerStatus::INGAME)
  1716. activePlayer = true;
  1717. }
  1718. if (!activePlayer)
  1719. end2 = true;
  1720. }
  1721. while(conns.size() && (*conns.begin())->isOpen())
  1722. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1723. }
  1724. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1725. {
  1726. // Generate player turn order
  1727. std::list<PlayerColor> playerTurnOrder;
  1728. for (const auto & player : gs->players) // add human players first
  1729. {
  1730. if (player.second.human)
  1731. playerTurnOrder.push_back(player.first);
  1732. }
  1733. for (const auto & player : gs->players) // then add non-human players
  1734. {
  1735. if (!player.second.human)
  1736. playerTurnOrder.push_back(player.first);
  1737. }
  1738. return playerTurnOrder;
  1739. }
  1740. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1741. {
  1742. battleResult.set(nullptr);
  1743. const auto t = getTile(tile);
  1744. ETerrainType terrain = t->terType;
  1745. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1746. terrain = ETerrainType::SAND;
  1747. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1748. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1749. terType = BFieldType::SHIP_TO_SHIP;
  1750. //send info about battles
  1751. BattleStart bs;
  1752. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1753. sendAndApply(&bs);
  1754. }
  1755. void CGameHandler::checkBattleStateChanges()
  1756. {
  1757. //check if drawbridge state need to be changes
  1758. if (battleGetSiegeLevel() > 0)
  1759. updateGateState();
  1760. //check if battle ended
  1761. if (auto result = battleIsFinished())
  1762. {
  1763. setBattleResult(BattleResult::NORMAL, *result);
  1764. }
  1765. }
  1766. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1767. {
  1768. if (!h->hasSpellbook())
  1769. return; //hero hasn't spellbook
  1770. ChangeSpells cs;
  1771. cs.hid = h->id;
  1772. cs.learn = true;
  1773. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1774. {
  1775. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1776. for (int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1777. {
  1778. std::vector<SpellID> spells;
  1779. getAllowedSpells(spells, i+1);
  1780. for (auto & spell : spells)
  1781. cs.spells.insert(spell);
  1782. }
  1783. }
  1784. else
  1785. {
  1786. for (int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1787. {
  1788. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1789. {
  1790. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1791. cs.spells.insert(t->spells.at(i).at(j));
  1792. }
  1793. }
  1794. }
  1795. if (!cs.spells.empty())
  1796. sendAndApply(&cs);
  1797. }
  1798. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1799. {
  1800. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1801. sendAndApply(&sop);
  1802. }
  1803. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1804. {
  1805. if (!obj || !getObj(obj->id))
  1806. {
  1807. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1808. return false;
  1809. }
  1810. RemoveObject ro;
  1811. ro.id = obj->id;
  1812. sendAndApply(&ro);
  1813. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1814. return true;
  1815. }
  1816. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1817. {
  1818. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1819. sendAndApply(&sop);
  1820. }
  1821. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/)
  1822. {
  1823. const CGHeroInstance *h = getHero(hid);
  1824. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1825. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1826. {
  1827. logGlobal->error("Illegal call to move hero!");
  1828. return false;
  1829. }
  1830. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
  1831. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1832. if (!gs->map->isInTheMap(hmpos))
  1833. {
  1834. logGlobal->error("Destination tile is outside the map!");
  1835. return false;
  1836. }
  1837. const TerrainTile t = *getTile(hmpos);
  1838. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1839. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1840. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1841. //result structure for start - movement failed, no move points used
  1842. TryMoveHero tmh;
  1843. tmh.id = hid;
  1844. tmh.start = h->pos;
  1845. tmh.end = dst;
  1846. tmh.result = TryMoveHero::FAILED;
  1847. tmh.movePoints = h->movement;
  1848. //check if destination tile is available
  1849. auto ti = make_unique<TurnInfo>(h);
  1850. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1851. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1852. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1853. //it's a rock or blocked and not visitable tile
  1854. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1855. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1856. && complain("Cannot move hero, destination tile is blocked!"))
  1857. || ((!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)
  1858. && complain("Cannot move hero, destination tile is on water!"))
  1859. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1860. && complain("Cannot disembark hero, tile is blocked!"))
  1861. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1862. && complain("Tiles are not neighboring!"))
  1863. || ((h->inTownGarrison)
  1864. && complain("Can not move garrisoned hero!"))
  1865. || ((h->movement < cost && dst != h->pos && !teleporting)
  1866. && complain("Hero doesn't have any movement points left!"))
  1867. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1868. && complain("Hero cannot transit over this tile!"))
  1869. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1870. && complain("Cannot move hero during the battle"))*/)
  1871. {
  1872. //send info about movement failure
  1873. sendAndApply(&tmh);
  1874. return false;
  1875. }
  1876. //several generic blocks of code
  1877. // should be called if hero changes tile but before applying TryMoveHero package
  1878. auto leaveTile = [&]()
  1879. {
  1880. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1881. {
  1882. obj->onHeroLeave(h);
  1883. }
  1884. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1885. };
  1886. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1887. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1888. {
  1889. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1890. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1891. queries.addQuery(moveQuery);
  1892. if (leavingTile == LEAVING_TILE)
  1893. leaveTile();
  1894. tmh.result = result;
  1895. sendAndApply(&tmh);
  1896. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1897. { // Hero should be always able to visit any object he staying on even if there guards around
  1898. visitObjectOnTile(t, h);
  1899. }
  1900. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1901. {
  1902. tmh.attackedFrom = guardPos;
  1903. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1904. objectVisited(guardTile.visitableObjects.back(), h);
  1905. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1906. }
  1907. else if (visitDest == VISIT_DEST)
  1908. {
  1909. visitObjectOnTile(t, h);
  1910. }
  1911. queries.popIfTop(moveQuery);
  1912. logGlobal->trace("Hero %s ends movement", h->name);
  1913. return result != TryMoveHero::FAILED;
  1914. };
  1915. //interaction with blocking object (like resources)
  1916. auto blockingVisit = [&]() -> bool
  1917. {
  1918. for (CGObjectInstance *obj : t.visitableObjects)
  1919. {
  1920. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1921. {
  1922. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1923. //this-> is needed for MVS2010 to recognize scope (?)
  1924. }
  1925. }
  1926. return false;
  1927. };
  1928. if (!transit && embarking)
  1929. {
  1930. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1931. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1932. // In H3 embark ignore guards
  1933. }
  1934. if (disembarking)
  1935. {
  1936. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1937. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1938. }
  1939. if (teleporting)
  1940. {
  1941. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1942. return true;
  1943. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1944. // visit town for town portal \ castle gates
  1945. // do not use generic visitObjectOnTile to avoid double-teleporting
  1946. // if this moveHero call was triggered by teleporter
  1947. if (!t.visitableObjects.empty())
  1948. {
  1949. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1950. town->onHeroVisit(h);
  1951. }
  1952. return true;
  1953. }
  1954. //still here? it is standard movement!
  1955. {
  1956. tmh.movePoints = h->movement >= cost
  1957. ? h->movement - cost
  1958. : 0;
  1959. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1960. EVisitDest visitDest = VISIT_DEST;
  1961. if (transit)
  1962. {
  1963. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1964. visitDest = DONT_VISIT_DEST;
  1965. if (canFly)
  1966. {
  1967. lookForGuards = IGNORE_GUARDS;
  1968. visitDest = DONT_VISIT_DEST;
  1969. }
  1970. }
  1971. else if (blockingVisit())
  1972. return true;
  1973. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1974. return true;
  1975. }
  1976. }
  1977. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1978. {
  1979. const CGHeroInstance *h = getHero(hid);
  1980. const CGTownInstance *t = getTown(dstid);
  1981. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1982. COMPLAIN_RET("Invalid call to teleportHero!");
  1983. const CGTownInstance *from = h->visitedTown;
  1984. if (((h->getOwner() != t->getOwner())
  1985. && complain("Cannot teleport hero to another player"))
  1986. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1987. && complain("Hero must be in town with Castle gate for teleporting"))
  1988. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1989. && complain("Cannot teleport hero to town without Castle gate in it")))
  1990. return false;
  1991. int3 pos = t->visitablePos();
  1992. pos += h->getVisitableOffset();
  1993. moveHero(hid,pos,1);
  1994. return true;
  1995. }
  1996. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1997. {
  1998. PlayerColor oldOwner = getOwner(obj->id);
  1999. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2000. sendAndApply(&sop);
  2001. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2002. checkVictoryLossConditions(playerColors);
  2003. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2004. if (town) //town captured
  2005. {
  2006. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2007. {
  2008. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2009. setPortalDwelling(town, true, false);
  2010. }
  2011. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2012. {
  2013. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2014. {
  2015. InfoWindow iw;
  2016. iw.player = oldOwner;
  2017. 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.
  2018. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2019. sendAndApply(&iw);
  2020. }
  2021. }
  2022. }
  2023. const PlayerState * p = getPlayer(owner);
  2024. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2025. {
  2026. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2027. {
  2028. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2029. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2030. }
  2031. }
  2032. }
  2033. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2034. {
  2035. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  2036. queries.addQuery(dialogQuery);
  2037. iw->queryID = dialogQuery->queryID;
  2038. sendToAllClients(iw);
  2039. }
  2040. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2041. {
  2042. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  2043. queries.addQuery(dialogQuery);
  2044. iw->queryID = dialogQuery->queryID;
  2045. sendToAllClients(iw);
  2046. }
  2047. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2048. {
  2049. if (!val) return; //don't waste time on empty call
  2050. TResources resources;
  2051. resources.at(which) = val;
  2052. giveResources(player, resources);
  2053. }
  2054. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2055. {
  2056. SetResources sr;
  2057. sr.abs = false;
  2058. sr.player = player;
  2059. sr.res = resources;
  2060. sendAndApply(&sr);
  2061. }
  2062. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2063. {
  2064. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2065. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2066. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2067. //first we move creatures to give to make them army of object-source
  2068. for (auto & elem : creatures.Slots())
  2069. {
  2070. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2071. }
  2072. tryJoiningArmy(obj, h, remove, true);
  2073. }
  2074. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2075. {
  2076. std::vector<CStackBasicDescriptor> cres = creatures;
  2077. if (cres.size() <= 0)
  2078. return;
  2079. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2080. for (CStackBasicDescriptor &sbd : cres)
  2081. {
  2082. TQuantity collected = 0;
  2083. while(collected < sbd.count)
  2084. {
  2085. bool foundSth = false;
  2086. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2087. {
  2088. if (i->second->type == sbd.type)
  2089. {
  2090. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2091. changeStackCount(StackLocation(obj, i->first), -take, false);
  2092. collected += take;
  2093. foundSth = true;
  2094. break;
  2095. }
  2096. }
  2097. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2098. {
  2099. complain("Unexpected failure during taking creatures!");
  2100. return;
  2101. }
  2102. }
  2103. }
  2104. }
  2105. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2106. {
  2107. sendToAllClients(comp);
  2108. }
  2109. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2110. {
  2111. HeroVisitCastle vc;
  2112. vc.hid = hero->id;
  2113. vc.tid = obj->id;
  2114. vc.flags |= 1;
  2115. sendAndApply(&vc);
  2116. vistiCastleObjects (obj, hero);
  2117. giveSpells (obj, hero);
  2118. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2119. }
  2120. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2121. {
  2122. std::vector<CGTownBuilding*>::const_iterator i;
  2123. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2124. (*i)->onHeroVisit (h);
  2125. }
  2126. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2127. {
  2128. HeroVisitCastle vc;
  2129. vc.hid = hero->id;
  2130. vc.tid = obj->id;
  2131. sendAndApply(&vc);
  2132. }
  2133. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2134. {
  2135. EraseArtifact ea;
  2136. ea.al = al;
  2137. sendAndApply(&ea);
  2138. }
  2139. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2140. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2141. const CGTownInstance *town) //use hero=nullptr for no hero
  2142. {
  2143. engageIntoBattle(army1->tempOwner);
  2144. engageIntoBattle(army2->tempOwner);
  2145. static const CArmedInstance *armies[2];
  2146. armies[0] = army1;
  2147. armies[1] = army2;
  2148. static const CGHeroInstance*heroes[2];
  2149. heroes[0] = hero1;
  2150. heroes[1] = hero2;
  2151. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2152. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2153. queries.addQuery(battleQuery);
  2154. boost::thread(&CGameHandler::runBattle, this);
  2155. }
  2156. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2157. {
  2158. startBattlePrimary(army1, army2, tile,
  2159. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2160. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2161. creatureBank);
  2162. }
  2163. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2164. {
  2165. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2166. }
  2167. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2168. {
  2169. ChangeSpells cs;
  2170. cs.hid = hero->id;
  2171. cs.spells = spells;
  2172. cs.learn = give;
  2173. sendAndApply(&cs);
  2174. }
  2175. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2176. {
  2177. SystemMessage sm;
  2178. sm.text = message;
  2179. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2180. c << &sm;
  2181. }
  2182. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2183. {
  2184. sendAndApply(bonus);
  2185. }
  2186. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2187. {
  2188. sendAndApply(smp);
  2189. }
  2190. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2191. {
  2192. SetMana sm;
  2193. sm.hid = hid;
  2194. sm.val = val;
  2195. sm.absolute = true;
  2196. sendAndApply(&sm);
  2197. }
  2198. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2199. {
  2200. GiveHero gh;
  2201. gh.id = id;
  2202. gh.player = player;
  2203. sendAndApply(&gh);
  2204. }
  2205. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2206. {
  2207. ChangeObjPos cop;
  2208. cop.objid = objid;
  2209. cop.nPos = newPos;
  2210. cop.flags = flags;
  2211. sendAndApply(&cop);
  2212. }
  2213. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2214. {
  2215. const CGHeroInstance * h1 = getHero(fromHero);
  2216. const CGHeroInstance * h2 = getHero(toHero);
  2217. if (h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR))
  2218. {
  2219. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2220. std::swap(fromHero, toHero);
  2221. }
  2222. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2223. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2224. return;//no scholar skill or no spellbook
  2225. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2226. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2227. ChangeSpells cs1;
  2228. cs1.learn = true;
  2229. cs1.hid = toHero;//giving spells to first hero
  2230. for (auto it : h1->spells)
  2231. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2232. cs1.spells.insert(it);//spell to learn
  2233. ChangeSpells cs2;
  2234. cs2.learn = true;
  2235. cs2.hid = fromHero;
  2236. for (auto it : h2->spells)
  2237. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2238. cs2.spells.insert(it);
  2239. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2240. {
  2241. InfoWindow iw;
  2242. iw.player = h1->tempOwner;
  2243. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2244. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2245. iw.text.addReplacement(h1->name);
  2246. if (!cs2.spells.empty())//if found new spell - apply
  2247. {
  2248. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2249. int size = cs2.spells.size();
  2250. for (auto it : cs2.spells)
  2251. {
  2252. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2253. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2254. switch (size--)
  2255. {
  2256. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2257. case 1: break;
  2258. default: iw.text << ", ";
  2259. }
  2260. }
  2261. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2262. iw.text.addReplacement(h2->name);
  2263. sendAndApply(&cs2);
  2264. }
  2265. if (!cs1.spells.empty() && !cs2.spells.empty())
  2266. {
  2267. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2268. }
  2269. if (!cs1.spells.empty())
  2270. {
  2271. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2272. int size = cs1.spells.size();
  2273. for (auto it : cs1.spells)
  2274. {
  2275. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2276. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2277. switch (size--)
  2278. {
  2279. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2280. case 1: break;
  2281. default: iw.text << ", ";
  2282. } }
  2283. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2284. iw.text.addReplacement(h2->name);
  2285. sendAndApply(&cs1);
  2286. }
  2287. sendAndApply(&iw);
  2288. }
  2289. }
  2290. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2291. {
  2292. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2293. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2294. {
  2295. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2296. ExchangeDialog hex;
  2297. hex.queryID = exchange->queryID;
  2298. hex.heroes[0] = getHero(hero1);
  2299. hex.heroes[1] = getHero(hero2);
  2300. sendAndApply(&hex);
  2301. useScholarSkill(hero1,hero2);
  2302. queries.addQuery(exchange);
  2303. }
  2304. }
  2305. void CGameHandler::sendToAllClients(CPackForClient * info)
  2306. {
  2307. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2308. for (auto & elem : conns)
  2309. {
  2310. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2311. *elem << info;
  2312. }
  2313. }
  2314. void CGameHandler::sendAndApply(CPackForClient * info)
  2315. {
  2316. sendToAllClients(info);
  2317. gs->apply(info);
  2318. }
  2319. void CGameHandler::applyAndSend(CPackForClient * info)
  2320. {
  2321. gs->apply(info);
  2322. sendToAllClients(info);
  2323. }
  2324. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2325. {
  2326. sendAndApply(static_cast<CPackForClient*>(info));
  2327. checkVictoryLossConditionsForAll();
  2328. }
  2329. void CGameHandler::sendAndApply(SetResources * info)
  2330. {
  2331. sendAndApply(static_cast<CPackForClient*>(info));
  2332. checkVictoryLossConditionsForPlayer(info->player);
  2333. }
  2334. void CGameHandler::sendAndApply(NewStructures * info)
  2335. {
  2336. sendAndApply(static_cast<CPackForClient*>(info));
  2337. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2338. }
  2339. void CGameHandler::save(const std::string & filename)
  2340. {
  2341. logGlobal->info("Saving to %s", filename);
  2342. const auto stem = FileInfo::GetPathStem(filename);
  2343. const auto savefname = stem.to_string() + ".vsgm1";
  2344. CResourceHandler::get("local")->createResource(savefname);
  2345. {
  2346. logGlobal->info("Ordering clients to serialize...");
  2347. SaveGame sg(savefname);
  2348. sendToAllClients(&sg);
  2349. }
  2350. try
  2351. {
  2352. {
  2353. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2354. saveCommonState(save);
  2355. logGlobal->info("Saving server state");
  2356. save << *this;
  2357. }
  2358. logGlobal->info("Game has been successfully saved!");
  2359. }
  2360. catch(std::exception &e)
  2361. {
  2362. logGlobal->error("Failed to save game: %s", e.what());
  2363. }
  2364. }
  2365. void CGameHandler::close()
  2366. {
  2367. logGlobal->info("We have been requested to close.");
  2368. if (gs->initialOpts->mode == StartInfo::DUEL)
  2369. {
  2370. exit(0);
  2371. }
  2372. //for (CConnection *cc : conns)
  2373. // if (cc && cc->socket && cc->socket->is_open())
  2374. // cc->socket->close();
  2375. //exit(0);
  2376. }
  2377. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2378. {
  2379. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2380. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2381. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2382. StackLocation sl1(s1, p1), sl2(s2, p2);
  2383. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2384. {
  2385. complain("Invalid slot accessed!");
  2386. return false;
  2387. }
  2388. if (!isAllowedExchange(id1,id2))
  2389. {
  2390. complain("Cannot exchange stacks between these two objects!\n");
  2391. return false;
  2392. }
  2393. // We can always put stacks into locked garrison, but not take them out of it
  2394. auto notRemovable = [&](const CArmedInstance * army)
  2395. {
  2396. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2397. {
  2398. auto g = dynamic_cast<const CGGarrison *>(army);
  2399. if (g && !g->removableUnits)
  2400. {
  2401. complain("Stacks in this garrison are not removable!\n");
  2402. return true;
  2403. }
  2404. }
  2405. return false;
  2406. };
  2407. if (what==1) //swap
  2408. {
  2409. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2410. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2411. {
  2412. complain("Can't take troops from another player!");
  2413. return false;
  2414. }
  2415. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2416. {
  2417. complain("Cannot swap stacks - slots are the same!");
  2418. return false;
  2419. }
  2420. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2421. {
  2422. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2423. return false;
  2424. }
  2425. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2426. return false;
  2427. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2428. return false;
  2429. swapStacks(sl1, sl2);
  2430. }
  2431. else if (what==2)//merge
  2432. {
  2433. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2434. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2435. return false;
  2436. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2437. {
  2438. complain("Cannot merge empty stack!");
  2439. return false;
  2440. }
  2441. else if (notRemovable(sl1.army))
  2442. return false;
  2443. moveStack(sl1, sl2);
  2444. }
  2445. else if (what==3) //split
  2446. {
  2447. const int countToMove = val - s2->getStackCount(p2);
  2448. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2449. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2450. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2451. {
  2452. complain("Can't move troops of another player!");
  2453. return false;
  2454. }
  2455. //general conditions checking
  2456. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2457. || (val<1 && complain("no creatures to split")) )
  2458. {
  2459. return false;
  2460. }
  2461. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2462. {
  2463. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2464. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2465. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2466. )
  2467. {
  2468. return false;
  2469. }
  2470. if (notRemovable(sl1.army))
  2471. {
  2472. if (s1->getStackCount(p1) > countLeftOnSrc)
  2473. return false;
  2474. }
  2475. else if (notRemovable(sl2.army))
  2476. {
  2477. if (s2->getStackCount(p1) < countLeftOnSrc)
  2478. return false;
  2479. }
  2480. moveStack(sl1, sl2, countToMove);
  2481. //S2.slots[p2]->count = val;
  2482. //S1.slots[p1]->count = total - val;
  2483. }
  2484. else //split one stack to the two
  2485. {
  2486. if (s1->getStackCount(p1) < val)//not enough creatures
  2487. {
  2488. complain("Cannot split that stack, not enough creatures!");
  2489. return false;
  2490. }
  2491. if (notRemovable(sl1.army))
  2492. return false;
  2493. moveStack(sl1, sl2, val);
  2494. }
  2495. }
  2496. return true;
  2497. }
  2498. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2499. {
  2500. std::set<PlayerColor> all;
  2501. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2502. if (i->second == c)
  2503. all.insert(i->first);
  2504. switch(all.size())
  2505. {
  2506. case 0:
  2507. return PlayerColor::NEUTRAL;
  2508. case 1:
  2509. return *all.begin();
  2510. default:
  2511. {
  2512. //if we have more than one player at this connection, try to pick active one
  2513. if (vstd::contains(all, gs->currentPlayer))
  2514. return gs->currentPlayer;
  2515. else
  2516. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2517. }
  2518. }
  2519. }
  2520. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2521. {
  2522. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2523. if (!vstd::contains(s1->stacks,pos))
  2524. {
  2525. complain("Illegal call to disbandCreature - no such stack in army!");
  2526. return false;
  2527. }
  2528. eraseStack(StackLocation(s1, pos));
  2529. return true;
  2530. }
  2531. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/)
  2532. {
  2533. const CGTownInstance * t = getTown(tid);
  2534. if (!t)
  2535. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2536. if (!t->town->buildings.count(requestedID))
  2537. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2538. if (t->hasBuilt(requestedID))
  2539. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2540. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2541. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2542. std::vector<const CBuilding*> remainingAutoBuildings;
  2543. std::set<BuildingID> buildingsThatWillBe;
  2544. //Check validity of request
  2545. if (!force)
  2546. {
  2547. switch (requestedBuilding->mode)
  2548. {
  2549. case CBuilding::BUILD_NORMAL :
  2550. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2551. COMPLAIN_RET("Cannot build that building!");
  2552. break;
  2553. case CBuilding::BUILD_AUTO :
  2554. case CBuilding::BUILD_SPECIAL:
  2555. COMPLAIN_RET("This building can not be constructed normally!");
  2556. case CBuilding::BUILD_GRAIL :
  2557. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2558. {
  2559. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2560. COMPLAIN_RET("Cannot build this without grail!")
  2561. else
  2562. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2563. }
  2564. break;
  2565. }
  2566. }
  2567. //Performs stuff that has to be done before new building is built
  2568. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2569. {
  2570. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2571. {
  2572. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2573. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2574. if (upgradeNumber >= t->town->creatures.at(level).size())
  2575. {
  2576. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2577. "no creature found (upgrade number %d, level %d!")
  2578. % buildingID % upgradeNumber % level));
  2579. return;
  2580. }
  2581. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2582. SetAvailableCreatures ssi;
  2583. ssi.tid = t->id;
  2584. ssi.creatures = t->creatures;
  2585. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2586. ssi.creatures[level].first = crea->growth;
  2587. ssi.creatures[level].second.push_back(crea->idNumber);
  2588. sendAndApply(&ssi);
  2589. }
  2590. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2591. {
  2592. setPortalDwelling(t);
  2593. }
  2594. };
  2595. //Performs stuff that has to be done after new building is built
  2596. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2597. {
  2598. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2599. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2600. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2601. {
  2602. if (t->visitingHero)
  2603. giveSpells(t,t->visitingHero);
  2604. if (t->garrisonHero)
  2605. giveSpells(t,t->garrisonHero);
  2606. }
  2607. };
  2608. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2609. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2610. {
  2611. return buildingsThatWillBe.count(buildID);
  2612. };
  2613. //Init the vectors
  2614. for (auto & build : t->town->buildings)
  2615. {
  2616. if (t->hasBuilt(build.first))
  2617. buildingsThatWillBe.insert(build.first);
  2618. else
  2619. {
  2620. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2621. remainingAutoBuildings.push_back(build.second);
  2622. }
  2623. }
  2624. //Prepare structure (list of building ids will be filled later)
  2625. NewStructures ns;
  2626. ns.tid = tid;
  2627. ns.builded = force ? t->builded : (t->builded+1);
  2628. std::queue<const CBuilding*> buildingsToAdd;
  2629. buildingsToAdd.push(requestedBuilding);
  2630. while(!buildingsToAdd.empty())
  2631. {
  2632. auto b = buildingsToAdd.front();
  2633. buildingsToAdd.pop();
  2634. ns.bid.insert(b->bid);
  2635. buildingsThatWillBe.insert(b->bid);
  2636. remainingAutoBuildings -= b;
  2637. for (auto autoBuilding : remainingAutoBuildings)
  2638. {
  2639. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2640. buildingsToAdd.push(autoBuilding);
  2641. }
  2642. }
  2643. // 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.
  2644. for (auto builtID : ns.bid)
  2645. processBeforeBuiltStructure(builtID);
  2646. //Take cost
  2647. if (!force)
  2648. {
  2649. giveResources(t->tempOwner, -requestedBuilding->resources);
  2650. }
  2651. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2652. sendAndApply(&ns);
  2653. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2654. for (auto builtID : ns.bid)
  2655. processAfterBuiltStructure(builtID);
  2656. // now when everything is built - reveal tiles for lookout tower
  2657. FoWChange fw;
  2658. fw.player = t->tempOwner;
  2659. fw.mode = 1;
  2660. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2661. sendAndApply(&fw);
  2662. if (t->visitingHero)
  2663. vistiCastleObjects (t, t->visitingHero);
  2664. if (t->garrisonHero)
  2665. vistiCastleObjects (t, t->garrisonHero);
  2666. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2667. return true;
  2668. }
  2669. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2670. {
  2671. ///incomplete, simply erases target building
  2672. const CGTownInstance * t = getTown(tid);
  2673. if (!vstd::contains(t->builtBuildings, bid))
  2674. return false;
  2675. RazeStructures rs;
  2676. rs.tid = tid;
  2677. rs.bid.insert(bid);
  2678. rs.destroyed = t->destroyed + 1;
  2679. sendAndApply(&rs);
  2680. //TODO: Remove dwellers
  2681. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2682. // {
  2683. // RemoveBonus rb(RemoveBonus::TOWN);
  2684. // rb.whoID = t->id;
  2685. // rb.source = Bonus::TOWN_STRUCTURE;
  2686. // rb.id = 17;
  2687. // sendAndApply(&rb);
  2688. // }
  2689. return true;
  2690. }
  2691. void CGameHandler::sendMessageToAll(const std::string &message)
  2692. {
  2693. SystemMessage sm;
  2694. sm.text = message;
  2695. sendToAllClients(&sm);
  2696. }
  2697. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2698. {
  2699. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2700. const CArmedInstance *dst = nullptr;
  2701. const CCreature *c = VLC->creh->creatures.at(crid);
  2702. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2703. //TODO: test for owning
  2704. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2705. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2706. assert(dw && dst);
  2707. //verify
  2708. bool found = false;
  2709. int level = 0;
  2710. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2711. {
  2712. if ((fromLvl != -1) && (level !=fromLvl))
  2713. continue;
  2714. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2715. int i = 0;
  2716. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2717. if (cur.second.at(i) == crid)
  2718. break;
  2719. if (i < cur.second.size())
  2720. {
  2721. found = true;
  2722. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2723. break;
  2724. }
  2725. }
  2726. SlotID slot = dst->getSlotFor(crid);
  2727. if ((!found && complain("Cannot recruit: no such creatures!"))
  2728. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2729. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2730. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2731. {
  2732. return false;
  2733. }
  2734. //recruit
  2735. giveResources(dst->tempOwner, -(c->cost * cram));
  2736. SetAvailableCreatures sac;
  2737. sac.tid = objid;
  2738. sac.creatures = dw->creatures;
  2739. sac.creatures[level].first -= cram;
  2740. sendAndApply(&sac);
  2741. if (warMachine)
  2742. {
  2743. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2744. if (!h)
  2745. COMPLAIN_RET("Only hero can buy war machines");
  2746. switch(crid)
  2747. {
  2748. case CreatureID::BALLISTA:
  2749. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2750. break;
  2751. case CreatureID::FIRST_AID_TENT:
  2752. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2753. break;
  2754. case CreatureID::AMMO_CART:
  2755. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2756. break;
  2757. default:
  2758. complain("This war machine cannot be recruited!");
  2759. return false;
  2760. }
  2761. }
  2762. else
  2763. {
  2764. addToSlot(StackLocation(dst, slot), c, cram);
  2765. }
  2766. return true;
  2767. }
  2768. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2769. {
  2770. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2771. if (!obj->hasStackAtSlot(pos))
  2772. {
  2773. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2774. }
  2775. UpgradeInfo ui;
  2776. getUpgradeInfo(obj, pos, ui);
  2777. PlayerColor player = obj->tempOwner;
  2778. const PlayerState *p = getPlayer(player);
  2779. int crQuantity = obj->stacks.at(pos)->count;
  2780. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2781. //check if upgrade is possible
  2782. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2783. {
  2784. return false;
  2785. }
  2786. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2787. //check if player has enough resources
  2788. if (!p->resources.canAfford(totalCost))
  2789. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2790. //take resources
  2791. giveResources(player, -totalCost);
  2792. //upgrade creature
  2793. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2794. return true;
  2795. }
  2796. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2797. {
  2798. if (!sl.army->hasStackAtSlot(sl.slot))
  2799. COMPLAIN_RET("Cannot find a stack to change type");
  2800. SetStackType sst;
  2801. sst.sl = sl;
  2802. sst.type = c;
  2803. sendAndApply(&sst);
  2804. return true;
  2805. }
  2806. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2807. {
  2808. assert(src->canBeMergedWith(*dst, allowMerging));
  2809. while(src->stacksCount())//while there are unmoved creatures
  2810. {
  2811. auto i = src->Slots().begin(); //iterator to stack to move
  2812. StackLocation sl(src, i->first); //location of stack to move
  2813. SlotID pos = dst->getSlotFor(i->second->type);
  2814. if (!pos.validSlot())
  2815. {
  2816. //try to merge two other stacks to make place
  2817. std::pair<SlotID, SlotID> toMerge;
  2818. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2819. {
  2820. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2821. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2822. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2823. }
  2824. else
  2825. {
  2826. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2827. return;
  2828. }
  2829. }
  2830. else
  2831. {
  2832. moveStack(sl, StackLocation(dst, pos));
  2833. }
  2834. }
  2835. }
  2836. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2837. {
  2838. const CGTownInstance * town = getTown(tid);
  2839. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2840. {
  2841. if (!town->visitingHero->canBeMergedWith(*town))
  2842. {
  2843. complain("Cannot make garrison swap, not enough free slots!");
  2844. return false;
  2845. }
  2846. moveArmy(town, town->visitingHero, true);
  2847. SetHeroesInTown intown;
  2848. intown.tid = tid;
  2849. intown.visiting = ObjectInstanceID();
  2850. intown.garrison = town->visitingHero->id;
  2851. sendAndApply(&intown);
  2852. return true;
  2853. }
  2854. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2855. {
  2856. //check if moving hero out of town will break 8 wandering heroes limit
  2857. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2858. {
  2859. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2860. return false;
  2861. }
  2862. SetHeroesInTown intown;
  2863. intown.tid = tid;
  2864. intown.garrison = ObjectInstanceID();
  2865. intown.visiting = town->garrisonHero->id;
  2866. sendAndApply(&intown);
  2867. return true;
  2868. }
  2869. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2870. {
  2871. SetHeroesInTown intown;
  2872. intown.tid = tid;
  2873. intown.garrison = town->visitingHero->id;
  2874. intown.visiting = town->garrisonHero->id;
  2875. sendAndApply(&intown);
  2876. return true;
  2877. }
  2878. else
  2879. {
  2880. complain("Cannot swap garrison hero!");
  2881. return false;
  2882. }
  2883. }
  2884. // With the amount of changes done to the function, it's more like transferArtifacts.
  2885. // 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.
  2886. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2887. {
  2888. ArtifactLocation src = al1, dst = al2;
  2889. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2890. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2891. // Make sure exchange is even possible between the two heroes.
  2892. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2893. COMPLAIN_RET("That heroes cannot make any exchange!");
  2894. const CArtifactInstance *srcArtifact = src.getArt();
  2895. const CArtifactInstance *destArtifact = dst.getArt();
  2896. if (srcArtifact == nullptr)
  2897. COMPLAIN_RET("No artifact to move!");
  2898. if (destArtifact && srcPlayer != dstPlayer)
  2899. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2900. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2901. // Moving to the backpack is always allowed.
  2902. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2903. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2904. COMPLAIN_RET("Cannot move artifact!");
  2905. auto srcSlot = src.getSlot();
  2906. auto dstSlot = dst.getSlot();
  2907. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2908. COMPLAIN_RET("Cannot move artifact locks.");
  2909. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2910. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2911. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2912. COMPLAIN_RET("Cannot move catapult!");
  2913. if (dst.slot >= GameConstants::BACKPACK_START)
  2914. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2915. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2916. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2917. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2918. {
  2919. //old artifact must be removed first
  2920. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2921. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2922. }
  2923. MoveArtifact ma;
  2924. ma.src = src;
  2925. ma.dst = dst;
  2926. sendAndApply(&ma);
  2927. return true;
  2928. }
  2929. /**
  2930. * Assembles or disassembles a combination artifact.
  2931. * @param heroID ID of hero holding the artifact(s).
  2932. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2933. * @param assemble True for assembly operation, false for disassembly.
  2934. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2935. * artifact to assemble to. Otherwise it's not used.
  2936. */
  2937. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2938. {
  2939. const CGHeroInstance * hero = getHero(heroID);
  2940. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2941. if (!destArtifact)
  2942. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2943. if (assemble)
  2944. {
  2945. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2946. if (!combinedArt->constituents)
  2947. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2948. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2949. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2950. AssembledArtifact aa;
  2951. aa.al = ArtifactLocation(hero, artifactSlot);
  2952. aa.builtArt = combinedArt;
  2953. sendAndApply(&aa);
  2954. }
  2955. else
  2956. {
  2957. if (!destArtifact->artType->constituents)
  2958. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2959. DisassembledArtifact da;
  2960. da.al = ArtifactLocation(hero, artifactSlot);
  2961. sendAndApply(&da);
  2962. }
  2963. return true;
  2964. }
  2965. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2966. {
  2967. const CGHeroInstance * hero = getHero(hid);
  2968. const CGTownInstance * town = hero->visitedTown;
  2969. if (aid==ArtifactID::SPELLBOOK)
  2970. {
  2971. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2972. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2973. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2974. )
  2975. return false;
  2976. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2977. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2978. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2979. giveSpells(town,hero);
  2980. return true;
  2981. }
  2982. else if (aid < 7 && aid > 3) //war machine
  2983. {
  2984. int price = VLC->arth->artifacts[aid]->price;
  2985. if ((hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2986. || (getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2987. {
  2988. return false;
  2989. }
  2990. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2991. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2992. {
  2993. giveResource(hero->getOwner(),Res::GOLD,-price);
  2994. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2995. return true;
  2996. }
  2997. else
  2998. COMPLAIN_RET("This machine is unavailable here!");
  2999. }
  3000. return false;
  3001. }
  3002. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3003. {
  3004. if(!h)
  3005. COMPLAIN_RET("Only hero can buy artifacts!");
  3006. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3007. COMPLAIN_RET("That artifact is unavailable!");
  3008. int b1, b2;
  3009. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3010. if (getResource(h->tempOwner, rid) < b1)
  3011. COMPLAIN_RET("You can't afford to buy this artifact!");
  3012. giveResource(h->tempOwner, rid, -b1);
  3013. SetAvailableArtifacts saa;
  3014. if (m->o->ID == Obj::TOWN)
  3015. {
  3016. saa.id = -1;
  3017. saa.arts = CGTownInstance::merchantArtifacts;
  3018. }
  3019. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3020. {
  3021. saa.id = bm->id.getNum();
  3022. saa.arts = bm->artifacts;
  3023. }
  3024. else
  3025. COMPLAIN_RET("Wrong marktet...");
  3026. bool found = false;
  3027. for (const CArtifact *&art : saa.arts)
  3028. {
  3029. if (art && art->id == aid)
  3030. {
  3031. art = nullptr;
  3032. found = true;
  3033. break;
  3034. }
  3035. }
  3036. if (!found)
  3037. COMPLAIN_RET("Cannot find selected artifact on the list");
  3038. sendAndApply(&saa);
  3039. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3040. return true;
  3041. }
  3042. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3043. {
  3044. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3045. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3046. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3047. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3048. int resVal = 0, dump = 1;
  3049. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3050. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3051. giveResource(h->tempOwner, rid, resVal);
  3052. return true;
  3053. }
  3054. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3055. {
  3056. if (!h)
  3057. COMPLAIN_RET("You need hero to buy a skill!");
  3058. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3059. COMPLAIN_RET("Hero already know this skill");
  3060. if (!h->canLearnSkill())
  3061. COMPLAIN_RET("Hero can't learn any more skills");
  3062. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3063. COMPLAIN_RET("The hero can't learn this skill!");
  3064. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3065. COMPLAIN_RET("That skill is unavailable!");
  3066. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3067. COMPLAIN_RET("You can't afford to buy this skill");
  3068. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3069. changeSecSkill(h, skill, 1, true);
  3070. return true;
  3071. }
  3072. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3073. {
  3074. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3075. vstd::amin(val, r1); //can't trade more resources than have
  3076. int b1, b2; //base quantities for trade
  3077. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3078. int units = val / b1; //how many base quantities we trade
  3079. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3080. {
  3081. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3082. }
  3083. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3084. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3085. return true;
  3086. }
  3087. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3088. {
  3089. if(!hero)
  3090. COMPLAIN_RET("Only hero can sell creatures!");
  3091. if (!vstd::contains(hero->Slots(), slot))
  3092. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3093. const CStackInstance &s = hero->getStack(slot);
  3094. if (s.count < count //can't sell more creatures than have
  3095. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3096. {
  3097. COMPLAIN_RET("Not enough creatures in army!");
  3098. }
  3099. int b1, b2; //base quantities for trade
  3100. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3101. int units = count / b1; //how many base quantities we trade
  3102. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3103. {
  3104. //TODO: complain?
  3105. assert(0);
  3106. }
  3107. changeStackCount(StackLocation(hero, slot), -count);
  3108. giveResource(hero->tempOwner, resourceID, b2 * units);
  3109. return true;
  3110. }
  3111. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3112. {
  3113. const CArmedInstance *army = nullptr;
  3114. if (hero)
  3115. army = hero;
  3116. else
  3117. army = dynamic_cast<const CGTownInstance *>(market->o);
  3118. if (!army)
  3119. COMPLAIN_RET("Incorrect call to transform in undead!");
  3120. if (!army->hasStackAtSlot(slot))
  3121. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3122. const CStackInstance &s = army->getStack(slot);
  3123. //resulting creature - bone dragons or skeletons
  3124. CreatureID resCreature = CreatureID::SKELETON;
  3125. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3126. || (s.getCreatureID() == CreatureID::HYDRA)
  3127. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3128. resCreature = CreatureID::BONE_DRAGON;
  3129. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3130. return true;
  3131. }
  3132. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3133. {
  3134. const PlayerState *p2 = getPlayer(r2, false);
  3135. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3136. {
  3137. complain("Dest player must be in game!");
  3138. return false;
  3139. }
  3140. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3141. vstd::amin(val, curRes1);
  3142. giveResource(player, r1, -val);
  3143. giveResource(r2, r1, val);
  3144. return true;
  3145. }
  3146. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3147. {
  3148. const CGHeroInstance *h = getHero(hid);
  3149. if (!h)
  3150. {
  3151. logGlobal->error("Hero doesn't exist!");
  3152. return false;
  3153. }
  3154. ChangeFormation cf;
  3155. cf.hid = hid;
  3156. cf.formation = formation;
  3157. sendAndApply(&cf);
  3158. return true;
  3159. }
  3160. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3161. {
  3162. const PlayerState * p = getPlayer(player);
  3163. const CGTownInstance * t = getTown(obj->id);
  3164. //common preconditions
  3165. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3166. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3167. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3168. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3169. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3170. {
  3171. return false;
  3172. }
  3173. if (t) //tavern in town
  3174. {
  3175. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3176. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3177. {
  3178. return false;
  3179. }
  3180. }
  3181. else if (obj->ID == Obj::TAVERN)
  3182. {
  3183. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3184. {
  3185. return false;
  3186. }
  3187. }
  3188. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3189. if (!nh)
  3190. {
  3191. complain ("Hero is not available for hiring!");
  3192. return false;
  3193. }
  3194. HeroRecruited hr;
  3195. hr.tid = obj->id;
  3196. hr.hid = nh->subID;
  3197. hr.player = player;
  3198. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3199. sendAndApply(&hr);
  3200. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3201. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3202. const CGHeroInstance *newHero = nullptr;
  3203. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3204. {
  3205. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3206. }
  3207. SetAvailableHeroes sah;
  3208. sah.player = player;
  3209. if (newHero)
  3210. {
  3211. sah.hid[hid] = newHero->subID;
  3212. sah.army[hid].clear();
  3213. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3214. }
  3215. else
  3216. {
  3217. sah.hid[hid] = -1;
  3218. }
  3219. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3220. sendAndApply(&sah);
  3221. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3222. if (t)
  3223. {
  3224. vistiCastleObjects (t, nh);
  3225. giveSpells (t,nh);
  3226. }
  3227. return true;
  3228. }
  3229. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3230. {
  3231. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3232. logGlobal->trace("Player %s attempts answering query %d with answer %d", player, qid, answer);
  3233. auto topQuery = queries.topQuery(player);
  3234. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3235. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3236. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3237. if (auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3238. dialogQuery->answer = answer;
  3239. queries.popQuery(topQuery);
  3240. return true;
  3241. }
  3242. static EndAction end_action;
  3243. void CGameHandler::updateGateState()
  3244. {
  3245. BattleUpdateGateState db;
  3246. db.state = gs->curB->si.gateState;
  3247. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3248. {
  3249. db.state = EGateState::DESTROYED;
  3250. }
  3251. else if (db.state == EGateState::OPENED)
  3252. {
  3253. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3254. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3255. {
  3256. if (gs->curB->town->subID == ETownType::FORTRESS)
  3257. {
  3258. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3259. db.state = EGateState::CLOSED;
  3260. }
  3261. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3262. db.state = EGateState::BLOCKED;
  3263. else
  3264. db.state = EGateState::CLOSED;
  3265. }
  3266. }
  3267. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3268. db.state = EGateState::BLOCKED;
  3269. else
  3270. db.state = EGateState::CLOSED;
  3271. if (db.state != gs->curB->si.gateState)
  3272. sendAndApply(&db);
  3273. }
  3274. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3275. {
  3276. bool ok = true;
  3277. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3278. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3279. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3280. : nullptr;
  3281. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3282. logGlobal->trace(
  3283. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3284. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3285. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3286. switch(ba.actionType)
  3287. {
  3288. case Battle::WALK: //walk
  3289. case Battle::DEFEND: //defend
  3290. case Battle::WAIT: //wait
  3291. case Battle::WALK_AND_ATTACK: //walk or attack
  3292. case Battle::SHOOT: //shoot
  3293. case Battle::CATAPULT: //catapult
  3294. case Battle::STACK_HEAL: //healing with First Aid Tent
  3295. case Battle::DAEMON_SUMMONING:
  3296. case Battle::MONSTER_SPELL:
  3297. if (!stack)
  3298. {
  3299. complain("No such stack!");
  3300. return false;
  3301. }
  3302. if (!stack->alive())
  3303. {
  3304. complain("This stack is dead: " + stack->nodeName());
  3305. return false;
  3306. }
  3307. if (battleTacticDist())
  3308. {
  3309. if (stack && !stack->attackerOwned != battleGetTacticsSide())
  3310. {
  3311. complain("This is not a stack of side that has tactics!");
  3312. return false;
  3313. }
  3314. }
  3315. else if (!isAboutActiveStack)
  3316. {
  3317. complain("Action has to be about active stack!");
  3318. return false;
  3319. }
  3320. }
  3321. auto wrapAction = [this](BattleAction &ba)
  3322. {
  3323. StartAction startAction(ba);
  3324. sendAndApply(&startAction);
  3325. return vstd::makeScopeGuard([&]
  3326. {
  3327. sendAndApply(&end_action);
  3328. });
  3329. };
  3330. switch(ba.actionType)
  3331. {
  3332. case Battle::END_TACTIC_PHASE: //wait
  3333. case Battle::BAD_MORALE:
  3334. case Battle::NO_ACTION:
  3335. {
  3336. auto wrapper = wrapAction(ba);
  3337. break;
  3338. }
  3339. case Battle::WALK:
  3340. {
  3341. auto wrapper = wrapAction(ba);
  3342. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3343. if (!walkedTiles)
  3344. complain("Stack failed movement!");
  3345. break;
  3346. }
  3347. case Battle::DEFEND:
  3348. {
  3349. //defensive stance //TODO: remove this bonus when stack becomes active
  3350. SetStackEffect sse;
  3351. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL));
  3352. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3353. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3354. sse.stacks.push_back(ba.stackNumber);
  3355. sendAndApply(&sse);
  3356. //don't break - we share code with next case
  3357. }
  3358. case Battle::WAIT:
  3359. {
  3360. auto wrapper = wrapAction(ba);
  3361. break;
  3362. }
  3363. case Battle::RETREAT: //retreat/flee
  3364. {
  3365. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3366. complain("Cannot retreat!");
  3367. else
  3368. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3369. break;
  3370. }
  3371. case Battle::SURRENDER:
  3372. {
  3373. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3374. int cost = gs->curB->battleGetSurrenderCost(player);
  3375. if (cost < 0)
  3376. complain("Cannot surrender!");
  3377. else if (getResource(player, Res::GOLD) < cost)
  3378. complain("Not enough gold to surrender!");
  3379. else
  3380. {
  3381. giveResource(player, Res::GOLD, -cost);
  3382. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3383. }
  3384. break;
  3385. }
  3386. case Battle::WALK_AND_ATTACK: //walk or attack
  3387. {
  3388. auto wrapper = wrapAction(ba);
  3389. if (!stack || !destinationStack)
  3390. {
  3391. break;
  3392. }
  3393. BattleHex startingPos = stack->position;
  3394. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3395. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3396. if (stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3397. && !(stack->doubleWide()
  3398. && (stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1))
  3399. ) //nor occupy specified hex
  3400. )
  3401. {
  3402. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3403. ok = false;
  3404. break;
  3405. }
  3406. if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3407. {
  3408. destinationStack = nullptr;
  3409. }
  3410. if (!destinationStack)
  3411. {
  3412. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3413. ok = false;
  3414. break;
  3415. }
  3416. if (!CStack::isMeleeAttackPossible(stack, destinationStack))
  3417. {
  3418. complain("Attack cannot be performed!");
  3419. ok = false;
  3420. break;
  3421. }
  3422. //attack
  3423. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3424. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3425. for (int i = 0; i < totalAttacks; ++i)
  3426. {
  3427. if (stack &&
  3428. stack->alive() && //move can cause death, eg. by walking into the moat
  3429. destinationStack->alive())
  3430. {
  3431. BattleAttack bat;
  3432. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3433. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3434. handleAttackBeforeCasting(&bat); //only before first attack
  3435. sendAndApply(&bat);
  3436. handleAfterAttackCasting(bat);
  3437. }
  3438. //counterattack
  3439. if (destinationStack
  3440. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3441. && destinationStack->ableToRetaliate()
  3442. && stack->alive()) //attacker may have died (fire shield)
  3443. {
  3444. BattleAttack bat;
  3445. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3446. bat.flags |= BattleAttack::COUNTER;
  3447. sendAndApply(&bat);
  3448. handleAfterAttackCasting(bat);
  3449. }
  3450. }
  3451. //return
  3452. if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3453. {
  3454. moveStack(ba.stackNumber, startingPos);
  3455. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3456. }
  3457. break;
  3458. }
  3459. case Battle::SHOOT:
  3460. {
  3461. if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
  3462. {
  3463. complain("Cannot shoot!");
  3464. break;
  3465. }
  3466. auto wrapper = wrapAction(ba);
  3467. {
  3468. BattleAttack bat;
  3469. bat.flags |= BattleAttack::SHOT;
  3470. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3471. handleAttackBeforeCasting(&bat);
  3472. sendAndApply(&bat);
  3473. handleAfterAttackCasting(bat);
  3474. }
  3475. //second shot for ballista, only if hero has advanced artillery
  3476. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3477. if (destinationStack->alive()
  3478. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3479. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3480. )
  3481. {
  3482. BattleAttack bat2;
  3483. bat2.flags |= BattleAttack::SHOT;
  3484. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3485. sendAndApply(&bat2);
  3486. }
  3487. //allow more than one additional attack
  3488. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3489. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3490. for (int i = 0; i < additionalAttacks; ++i)
  3491. {
  3492. if (
  3493. stack->alive()
  3494. && destinationStack->alive()
  3495. && stack->shots
  3496. )
  3497. {
  3498. BattleAttack bat;
  3499. bat.flags |= BattleAttack::SHOT;
  3500. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3501. sendAndApply(&bat);
  3502. handleAfterAttackCasting(bat);
  3503. }
  3504. }
  3505. break;
  3506. }
  3507. case Battle::CATAPULT:
  3508. {
  3509. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3510. {
  3511. switch(part)
  3512. {
  3513. case EWallPart::GATE:
  3514. return sbi.gate;
  3515. case EWallPart::KEEP:
  3516. return sbi.keep;
  3517. case EWallPart::BOTTOM_TOWER:
  3518. case EWallPart::UPPER_TOWER:
  3519. return sbi.tower;
  3520. case EWallPart::BOTTOM_WALL:
  3521. case EWallPart::BELOW_GATE:
  3522. case EWallPart::OVER_GATE:
  3523. case EWallPart::UPPER_WALL:
  3524. return sbi.wall;
  3525. default:
  3526. return 0;
  3527. }
  3528. };
  3529. auto wrapper = wrapAction(ba);
  3530. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3531. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3532. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3533. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3534. {
  3535. complain("catapult tried to attack non-catapultable hex!");
  3536. break;
  3537. }
  3538. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3539. auto &currentHP = gs->curB->si.wallState;
  3540. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3541. {
  3542. complain("catapult tried to attack already destroyed wall part!");
  3543. break;
  3544. }
  3545. for (int g=0; g<sbi.shots; ++g)
  3546. {
  3547. bool hitSuccessfull = false;
  3548. auto attackedPart = wallPart;
  3549. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3550. {
  3551. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3552. currentHP.at(attackedPart) != EWallState::NONE &&
  3553. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3554. {
  3555. hitSuccessfull = true;
  3556. }
  3557. else // select new target
  3558. {
  3559. std::vector<EWallPart::EWallPart> allowedTargets;
  3560. for (size_t i=0; i< currentHP.size(); i++)
  3561. {
  3562. if (currentHP.at(i) != EWallState::DESTROYED &&
  3563. currentHP.at(i) != EWallState::NONE)
  3564. allowedTargets.push_back(EWallPart::EWallPart(i));
  3565. }
  3566. if (allowedTargets.empty())
  3567. break;
  3568. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3569. }
  3570. }
  3571. while (!hitSuccessfull);
  3572. if (!hitSuccessfull) // break triggered - no target to shoot at
  3573. break;
  3574. CatapultAttack ca; //package for clients
  3575. CatapultAttack::AttackInfo attack;
  3576. attack.attackedPart = attackedPart;
  3577. attack.destinationTile = ba.destinationTile;
  3578. attack.damageDealt = 0;
  3579. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3580. int dmgRand = getRandomGenerator().nextInt(99);
  3581. //accumulating dmgChance
  3582. dmgChance[1] += dmgChance[0];
  3583. dmgChance[2] += dmgChance[1];
  3584. //calculating dealt damage
  3585. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3586. {
  3587. if (dmgRand <= dmgChance[damage])
  3588. {
  3589. attack.damageDealt = damage;
  3590. break;
  3591. }
  3592. }
  3593. // attacked tile may have changed - update destination
  3594. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3595. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3596. //removing creatures in turrets / keep if one is destroyed
  3597. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3598. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3599. {
  3600. int posRemove = -1;
  3601. switch(attackedPart)
  3602. {
  3603. case EWallPart::KEEP:
  3604. posRemove = -2;
  3605. break;
  3606. case EWallPart::BOTTOM_TOWER:
  3607. posRemove = -3;
  3608. break;
  3609. case EWallPart::UPPER_TOWER:
  3610. posRemove = -4;
  3611. break;
  3612. }
  3613. BattleStacksRemoved bsr;
  3614. for (auto & elem : gs->curB->stacks)
  3615. {
  3616. if (elem->position == posRemove)
  3617. {
  3618. bsr.stackIDs.insert(elem->ID);
  3619. break;
  3620. }
  3621. }
  3622. sendAndApply(&bsr);
  3623. }
  3624. ca.attacker = ba.stackNumber;
  3625. ca.attackedParts.push_back(attack);
  3626. sendAndApply(&ca);
  3627. }
  3628. //finish by scope guard
  3629. break;
  3630. }
  3631. case Battle::STACK_HEAL: //healing with First Aid Tent
  3632. {
  3633. auto wrapper = wrapAction(ba);
  3634. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3635. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3636. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3637. ui32 healed = 0;
  3638. if (healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3639. {
  3640. complain("There is either no healer, no destination, or healer cannot heal :P");
  3641. }
  3642. else
  3643. {
  3644. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3645. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3646. }
  3647. if (healed == 0)
  3648. {
  3649. //nothing to heal.. should we complain?
  3650. }
  3651. else
  3652. {
  3653. StacksHealedOrResurrected shr;
  3654. shr.lifeDrain = false;
  3655. shr.tentHealing = true;
  3656. shr.cure = false;
  3657. shr.drainedFrom = ba.stackNumber;
  3658. StacksHealedOrResurrected::HealInfo hi;
  3659. hi.healedHP = healed;
  3660. hi.lowLevelResurrection = false;
  3661. hi.stackID = destStack->ID;
  3662. shr.healedStacks.push_back(hi);
  3663. sendAndApply(&shr);
  3664. }
  3665. break;
  3666. }
  3667. case Battle::DAEMON_SUMMONING:
  3668. //TODO: From Strategija:
  3669. //Summon Demon is a level 2 spell.
  3670. {
  3671. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3672. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3673. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3674. BattleStackAdded bsa;
  3675. bsa.attacker = summoner->attackerOwned;
  3676. bsa.creID = summonedType;
  3677. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3678. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3679. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3680. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3681. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3682. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3683. bsa.summoned = false;
  3684. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3685. {
  3686. auto wrapper = wrapAction(ba);
  3687. BattleStacksRemoved bsr; //remove body
  3688. bsr.stackIDs.insert(destStack->ID);
  3689. sendAndApply(&bsr);
  3690. sendAndApply(&bsa);
  3691. BattleSetStackProperty ssp;
  3692. ssp.stackID = ba.stackNumber;
  3693. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3694. ssp.val = -1;
  3695. ssp.absolute = false;
  3696. sendAndApply(&ssp);
  3697. }
  3698. break;
  3699. }
  3700. case Battle::MONSTER_SPELL:
  3701. {
  3702. auto wrapper = wrapAction(ba);
  3703. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3704. SpellID spellID = SpellID(ba.additionalInfo);
  3705. BattleHex destination(ba.destinationTile);
  3706. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3707. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3708. //TODO special bonus for genies ability
  3709. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3710. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3711. if (spellID < 0)
  3712. complain("That stack can't cast spells!");
  3713. else
  3714. {
  3715. const CSpell * spell = SpellID(spellID).toSpell();
  3716. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3717. parameters.spellLvl = 0;
  3718. if (spellcaster)
  3719. vstd::amax(parameters.spellLvl, spellcaster->val);
  3720. if (randSpellcaster)
  3721. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3722. vstd::amin(parameters.spellLvl, 3);
  3723. parameters.effectLevel = parameters.spellLvl;
  3724. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3725. parameters.aimToHex(destination);//todo: allow multiple destinations
  3726. parameters.cast(spellEnv);
  3727. }
  3728. break;
  3729. }
  3730. }
  3731. if (ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3732. battleMadeAction.setn(true);
  3733. return ok;
  3734. }
  3735. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3736. {
  3737. bool cheated = true;
  3738. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3739. sendAndApply(&temp_message);
  3740. std::vector<std::string> cheat;
  3741. boost::split(cheat, message, boost::is_any_of(" "));
  3742. int obj = 0;
  3743. if (cheat.size() == 2)
  3744. {
  3745. obj = std::atoi(cheat[1].c_str());
  3746. if (obj)
  3747. currObj = ObjectInstanceID(obj);
  3748. }
  3749. const CGHeroInstance * hero = getHero(currObj);
  3750. const CGTownInstance * town = getTown(currObj);
  3751. if (!town && hero)
  3752. town = hero->visitedTown;
  3753. if (cheat.size() == 1 || obj)
  3754. handleCheatCode(cheat[0], player, hero, town, cheated);
  3755. else
  3756. {
  3757. for (const auto & i : gs->players)
  3758. {
  3759. if (i.first == PlayerColor::NEUTRAL)
  3760. continue;
  3761. if (cheat[1] == "ai")
  3762. {
  3763. if (i.second.human)
  3764. continue;
  3765. }
  3766. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3767. continue;
  3768. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3769. {
  3770. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3771. }
  3772. else if (cheat[0] == "vcmiarmenelos")
  3773. {
  3774. for (const auto & t : i.second.towns)
  3775. {
  3776. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3777. }
  3778. }
  3779. else
  3780. {
  3781. for (const auto & h : i.second.heroes)
  3782. {
  3783. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3784. }
  3785. }
  3786. }
  3787. }
  3788. if (cheated)
  3789. {
  3790. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3791. sendAndApply(&temp_message);
  3792. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3793. }
  3794. }
  3795. bool CGameHandler::makeCustomAction(BattleAction &ba)
  3796. {
  3797. switch(ba.actionType)
  3798. {
  3799. case Battle::HERO_SPELL:
  3800. {
  3801. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3802. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3803. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3804. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3805. if (!s)
  3806. {
  3807. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3808. return false;
  3809. }
  3810. BattleSpellCastParameters parameters(gs->curB, h, s);
  3811. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3812. parameters.mode = ECastingMode::HERO_CASTING;
  3813. if (ba.selectedStack >= 0)
  3814. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3815. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3816. if (escp != ESpellCastProblem::OK)
  3817. {
  3818. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3819. return false;
  3820. }
  3821. StartAction start_action(ba);
  3822. sendAndApply(&start_action); //start spell casting
  3823. parameters.cast(spellEnv);
  3824. sendAndApply(&end_action);
  3825. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3826. {
  3827. battleMadeAction.setn(true);
  3828. }
  3829. checkBattleStateChanges();
  3830. if (battleResult.get())
  3831. {
  3832. battleMadeAction.setn(true);
  3833. //battle will be ended by startBattle function
  3834. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3835. }
  3836. return true;
  3837. }
  3838. }
  3839. return false;
  3840. }
  3841. void CGameHandler::stackAppearTrigger(const CStack *st)
  3842. {
  3843. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3844. for (auto b : bl)
  3845. {
  3846. SetStackEffect sse;
  3847. int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3848. if (val > 3)
  3849. {
  3850. for (auto s : gs->curB->battleGetAllStacks())
  3851. {
  3852. if (battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3853. sse.stacks.push_back (s->ID);
  3854. }
  3855. }
  3856. else
  3857. sse.stacks.push_back (st->ID);
  3858. Bonus pseudoBonus;
  3859. pseudoBonus.sid = b->subtype;
  3860. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3861. pseudoBonus.turnsRemain = 50;
  3862. st->stackEffectToFeature(sse.effect, pseudoBonus);
  3863. if (sse.effect.size())
  3864. sendAndApply(&sse);
  3865. }
  3866. }
  3867. void CGameHandler::stackTurnTrigger(const CStack *st)
  3868. {
  3869. BattleTriggerEffect bte;
  3870. bte.stackID = st->ID;
  3871. bte.effect = -1;
  3872. bte.val = 0;
  3873. bte.additionalInfo = 0;
  3874. if (st->alive())
  3875. {
  3876. stackAppearTrigger(st);
  3877. //unbind
  3878. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  3879. {
  3880. bool unbind = true;
  3881. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3882. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3883. for (auto b : bl)
  3884. {
  3885. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3886. if (stack)
  3887. {
  3888. if (vstd::contains(stacks, stack)) //binding stack is still present
  3889. {
  3890. unbind = false;
  3891. }
  3892. }
  3893. }
  3894. if (unbind)
  3895. {
  3896. BattleSetStackProperty ssp;
  3897. ssp.which = BattleSetStackProperty::UNBIND;
  3898. ssp.stackID = st->ID;
  3899. sendAndApply(&ssp);
  3900. }
  3901. }
  3902. //regeneration
  3903. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  3904. {
  3905. bte.effect = Bonus::HP_REGENERATION;
  3906. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3907. }
  3908. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3909. {
  3910. bte.effect = Bonus::HP_REGENERATION;
  3911. bte.val = st->MaxHealth() - st->firstHPleft;
  3912. }
  3913. if (bte.val) //anything to heal
  3914. sendAndApply(&bte);
  3915. if (st->hasBonusOfType(Bonus::POISON))
  3916. {
  3917. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3918. if (b) //TODO: what if not?...
  3919. {
  3920. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3921. if (bte.val < b->val) //(negative) poison effect increases - update it
  3922. {
  3923. bte.effect = Bonus::POISON;
  3924. sendAndApply(&bte);
  3925. }
  3926. }
  3927. }
  3928. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3929. {
  3930. const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
  3931. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3932. if (opponentHero)
  3933. {
  3934. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3935. vstd::amin(manaDrained, opponentHero->mana);
  3936. if (manaDrained)
  3937. {
  3938. bte.effect = Bonus::MANA_DRAIN;
  3939. bte.val = manaDrained;
  3940. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3941. sendAndApply(&bte);
  3942. }
  3943. }
  3944. }
  3945. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3946. {
  3947. bool fearsomeCreature = false;
  3948. for (CStack * stack : gs->curB->stacks)
  3949. {
  3950. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3951. {
  3952. fearsomeCreature = true;
  3953. break;
  3954. }
  3955. }
  3956. if (fearsomeCreature)
  3957. {
  3958. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3959. {
  3960. bte.effect = Bonus::FEAR;
  3961. sendAndApply(&bte);
  3962. }
  3963. }
  3964. }
  3965. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3966. int side = gs->curB->whatSide(st->owner);
  3967. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3968. {
  3969. bool cast = false;
  3970. while (!bl.empty() && !cast)
  3971. {
  3972. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  3973. auto spellID = SpellID(bonus->subtype);
  3974. const CSpell * spell = SpellID(spellID).toSpell();
  3975. bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
  3976. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  3977. {
  3978. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3979. parameters.spellLvl = bonus->val;
  3980. parameters.effectLevel = bonus->val;//todo: recheck
  3981. parameters.aimToHex(BattleHex::INVALID);
  3982. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3983. parameters.cast(spellEnv);
  3984. //todo: move to mechanics
  3985. BattleSetStackProperty ssp;
  3986. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3987. ssp.absolute = false;
  3988. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3989. ssp.stackID = st->ID;
  3990. sendAndApply(&ssp);
  3991. cast = true;
  3992. }
  3993. }
  3994. }
  3995. }
  3996. }
  3997. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  3998. {
  3999. //we want to determine following vars depending on obstacle type
  4000. int damage = -1;
  4001. int effect = -1;
  4002. bool oneTimeObstacle = false;
  4003. //helper info
  4004. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4005. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4006. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4007. if (obstacle.obstacleType == CObstacleInstance::MOAT)
  4008. {
  4009. damage = battleGetMoatDmg();
  4010. }
  4011. else if (obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4012. {
  4013. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4014. //You don't get hit by a Mine you can see.
  4015. if (gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4016. return;
  4017. oneTimeObstacle = true;
  4018. effect = 82; //makes
  4019. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4020. if (sp->isImmuneByStack(hero, curStack))
  4021. return;
  4022. damage = sp->calculateDamage(hero, curStack,
  4023. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4024. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4025. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4026. }
  4027. else if (obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4028. {
  4029. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4030. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4031. if (sp->isImmuneByStack(hero, curStack))
  4032. return;
  4033. damage = sp->calculateDamage(hero, curStack,
  4034. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4035. }
  4036. else
  4037. {
  4038. //no other obstacle does damage to stack
  4039. return;
  4040. }
  4041. BattleStackAttacked bsa;
  4042. if (effect >= 0)
  4043. {
  4044. bsa.flags |= BattleStackAttacked::EFFECT;
  4045. bsa.effect = effect; //makes POOF
  4046. }
  4047. bsa.damageAmount = damage;
  4048. bsa.stackAttacked = curStack->ID;
  4049. bsa.attackerID = -1;
  4050. curStack->prepareAttacked(bsa, getRandomGenerator());
  4051. StacksInjured si;
  4052. si.stacks.push_back(bsa);
  4053. sendAndApply(&si);
  4054. if (oneTimeObstacle)
  4055. removeObstacle(obstacle);
  4056. }
  4057. void CGameHandler::handleTimeEvents()
  4058. {
  4059. gs->map->events.sort(evntCmp);
  4060. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4061. {
  4062. CMapEvent ev = gs->map->events.front();
  4063. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4064. {
  4065. auto color = PlayerColor(player);
  4066. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4067. if (pinfo //player exists
  4068. && (ev.players & 1<<player) //event is enabled to this player
  4069. && ((ev.computerAffected && !pinfo->human)
  4070. || (ev.humanAffected && pinfo->human)
  4071. )
  4072. )
  4073. {
  4074. //give resources
  4075. giveResources(color, ev.resources);
  4076. //prepare dialog
  4077. InfoWindow iw;
  4078. iw.player = color;
  4079. iw.text << ev.message;
  4080. for (int i=0; i<ev.resources.size(); i++)
  4081. {
  4082. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4083. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4084. }
  4085. sendAndApply(&iw); //show dialog
  4086. }
  4087. } //PLAYERS LOOP
  4088. if (ev.nextOccurence)
  4089. {
  4090. gs->map->events.pop_front();
  4091. ev.firstOccurence += ev.nextOccurence;
  4092. auto it = gs->map->events.begin();
  4093. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4094. it++;
  4095. gs->map->events.insert(it, ev);
  4096. }
  4097. else
  4098. {
  4099. gs->map->events.pop_front();
  4100. }
  4101. }
  4102. //TODO send only if changed
  4103. UpdateMapEvents ume;
  4104. ume.events = gs->map->events;
  4105. sendAndApply(&ume);
  4106. }
  4107. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4108. {
  4109. town->events.sort(evntCmp);
  4110. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4111. {
  4112. PlayerColor player = town->tempOwner;
  4113. CCastleEvent ev = town->events.front();
  4114. const PlayerState * pinfo = getPlayer(player, false);
  4115. if (pinfo //player exists
  4116. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4117. && ((ev.computerAffected && !pinfo->human)
  4118. || (ev.humanAffected && pinfo->human)))
  4119. {
  4120. // dialog
  4121. InfoWindow iw;
  4122. iw.player = player;
  4123. iw.text << ev.message;
  4124. if (ev.resources.nonZero())
  4125. {
  4126. TResources was = n.res[player];
  4127. n.res[player] += ev.resources;
  4128. n.res[player].amax(0);
  4129. for (int i=0; i<ev.resources.size(); i++)
  4130. 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
  4131. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4132. }
  4133. for (auto & i : ev.buildings)
  4134. {
  4135. if (!town->hasBuilt(i))
  4136. {
  4137. buildStructure(town->id, i, true);
  4138. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4139. }
  4140. }
  4141. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4142. {
  4143. n.cres[town->id].tid = town->id;
  4144. n.cres[town->id].creatures = town->creatures;
  4145. }
  4146. auto & sac = n.cres[town->id];
  4147. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4148. {
  4149. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4150. {
  4151. sac.creatures[i].first += ev.creatures.at(i);
  4152. iw.components.push_back(Component(Component::CREATURE,
  4153. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4154. }
  4155. }
  4156. sendAndApply(&iw); //show dialog
  4157. }
  4158. if (ev.nextOccurence)
  4159. {
  4160. town->events.pop_front();
  4161. ev.firstOccurence += ev.nextOccurence;
  4162. auto it = town->events.begin();
  4163. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4164. it++;
  4165. town->events.insert(it, ev);
  4166. }
  4167. else
  4168. {
  4169. town->events.pop_front();
  4170. }
  4171. }
  4172. //TODO send only if changed
  4173. UpdateCastleEvents uce;
  4174. uce.town = town->id;
  4175. uce.events = town->events;
  4176. sendAndApply(&uce);
  4177. }
  4178. bool CGameHandler::complain(const std::string &problem)
  4179. {
  4180. sendMessageToAll("Server encountered a problem: " + problem);
  4181. logGlobal->error(problem);
  4182. return true;
  4183. }
  4184. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4185. {
  4186. //PlayerColor player = getOwner(hid);
  4187. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4188. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4189. assert(lowerArmy);
  4190. assert(upperArmy);
  4191. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4192. queries.addQuery(garrisonQuery);
  4193. GarrisonDialog gd;
  4194. gd.hid = hid;
  4195. gd.objid = upobj;
  4196. gd.removableUnits = removableUnits;
  4197. gd.queryID = garrisonQuery->queryID;
  4198. sendAndApply(&gd);
  4199. }
  4200. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4201. {
  4202. OpenWindow ow;
  4203. ow.window = OpenWindow::THIEVES_GUILD;
  4204. ow.id1 = player.getNum();
  4205. ow.id2 = requestingObjId.getNum();
  4206. sendAndApply(&ow);
  4207. }
  4208. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4209. {
  4210. if (id1 == id2)
  4211. return true;
  4212. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4213. if (!o1 || !o2)
  4214. return true; //arranging stacks within an object should be always allowed
  4215. if (o1 && o2)
  4216. {
  4217. if (o1->ID == Obj::TOWN)
  4218. {
  4219. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4220. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4221. return true;
  4222. }
  4223. if (o2->ID == Obj::TOWN)
  4224. {
  4225. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4226. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4227. return true;
  4228. }
  4229. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4230. {
  4231. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4232. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4233. // two heroes in same town (garrisoned and visiting)
  4234. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4235. return true;
  4236. }
  4237. //Ongoing garrison exchange
  4238. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4239. {
  4240. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4241. return true;
  4242. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4243. return true;
  4244. }
  4245. }
  4246. return false;
  4247. }
  4248. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4249. {
  4250. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4251. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4252. queries.addQuery(visitQuery); //TODO real visit pos
  4253. HeroVisit hv;
  4254. hv.obj = obj;
  4255. hv.hero = h;
  4256. hv.player = h->tempOwner;
  4257. hv.starting = true;
  4258. sendAndApply(&hv);
  4259. obj->onHeroVisit(h);
  4260. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4261. }
  4262. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4263. {
  4264. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4265. HeroVisit hv;
  4266. hv.player = query.players.front();
  4267. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4268. hv.hero = query.visitingHero;
  4269. assert(hv.hero);
  4270. hv.starting = false;
  4271. sendAndApply(&hv);
  4272. }
  4273. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4274. {
  4275. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4276. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4277. {
  4278. complain("Cannot build boat in this shipyard!");
  4279. return false;
  4280. }
  4281. else if (obj->o->ID == Obj::TOWN
  4282. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4283. {
  4284. complain("Cannot build boat in the town - no shipyard!");
  4285. return false;
  4286. }
  4287. const PlayerColor playerID = obj->o->tempOwner;
  4288. TResources boatCost;
  4289. obj->getBoatCost(boatCost);
  4290. TResources aviable = getPlayer(playerID)->resources;
  4291. if (!aviable.canAfford(boatCost))
  4292. {
  4293. complain("Not enough resources to build a boat!");
  4294. return false;
  4295. }
  4296. int3 tile = obj->bestLocation();
  4297. if (!gs->map->isInTheMap(tile))
  4298. {
  4299. complain("Cannot find appropriate tile for a boat!");
  4300. return false;
  4301. }
  4302. //take boat cost
  4303. giveResources(playerID, -boatCost);
  4304. //create boat
  4305. NewObject no;
  4306. no.ID = Obj::BOAT;
  4307. no.subID = obj->getBoatType();
  4308. no.pos = tile + int3(1,0,0);
  4309. sendAndApply(&no);
  4310. return true;
  4311. }
  4312. void CGameHandler::engageIntoBattle(PlayerColor player)
  4313. {
  4314. //notify interfaces
  4315. PlayerBlocked pb;
  4316. pb.player = player;
  4317. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4318. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4319. sendAndApply(&pb);
  4320. }
  4321. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4322. {
  4323. for (auto playerColor : playerColors)
  4324. {
  4325. if (getPlayer(playerColor, false))
  4326. checkVictoryLossConditionsForPlayer(playerColor);
  4327. }
  4328. }
  4329. void CGameHandler::checkVictoryLossConditionsForAll()
  4330. {
  4331. std::set<PlayerColor> playerColors;
  4332. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4333. {
  4334. playerColors.insert(PlayerColor(i));
  4335. }
  4336. checkVictoryLossConditions(playerColors);
  4337. }
  4338. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4339. {
  4340. const PlayerState * p = getPlayer(player);
  4341. if (p->status != EPlayerStatus::INGAME) return;
  4342. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4343. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4344. {
  4345. InfoWindow iw;
  4346. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4347. sendAndApply(&iw);
  4348. PlayerEndsGame peg;
  4349. peg.player = player;
  4350. peg.victoryLossCheckResult = victoryLossCheckResult;
  4351. sendAndApply(&peg);
  4352. if (victoryLossCheckResult.victory())
  4353. {
  4354. //one player won -> all enemies lost
  4355. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4356. {
  4357. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4358. {
  4359. peg.player = i->first;
  4360. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4361. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4362. InfoWindow iw;
  4363. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4364. iw.player = i->first;
  4365. sendAndApply(&iw);
  4366. sendAndApply(&peg);
  4367. }
  4368. }
  4369. if (p->human)
  4370. {
  4371. end2 = true;
  4372. if (gs->scenarioOps->campState)
  4373. {
  4374. std::vector<CGHeroInstance *> crossoverHeroes;
  4375. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4376. {
  4377. if (hero->tempOwner == player)
  4378. {
  4379. // keep all heroes from the winning player
  4380. crossoverHeroes.push_back(hero);
  4381. }
  4382. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4383. {
  4384. // keep hero whether lost or won (like Xeron in AB campaign)
  4385. crossoverHeroes.push_back(hero);
  4386. }
  4387. }
  4388. // keep lost heroes which are in heroes pool
  4389. for (auto & heroPair : gs->hpool.heroesPool)
  4390. {
  4391. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4392. {
  4393. crossoverHeroes.push_back(heroPair.second.get());
  4394. }
  4395. }
  4396. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4397. //Request clients to change connection mode
  4398. PrepareForAdvancingCampaign pfac;
  4399. sendAndApply(&pfac);
  4400. //Change connection mode
  4401. if (getPlayer(player)->human && getStartInfo()->campState)
  4402. {
  4403. for (auto connection : conns)
  4404. connection->prepareForSendingHeroes();
  4405. }
  4406. UpdateCampaignState ucs;
  4407. ucs.camp = gs->scenarioOps->campState;
  4408. sendAndApply(&ucs);
  4409. }
  4410. }
  4411. }
  4412. else
  4413. {
  4414. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4415. auto hlp = p->heroes;
  4416. for (auto h : hlp) //eliminate heroes
  4417. {
  4418. if (h.get())
  4419. removeObject(h);
  4420. }
  4421. //player lost -> all his objects become unflagged (neutral)
  4422. for (auto obj : gs->map->objects) //unflag objs
  4423. {
  4424. if (obj.get() && obj->tempOwner == player)
  4425. setOwner(obj, PlayerColor::NEUTRAL);
  4426. }
  4427. //eliminating one player may cause victory of another:
  4428. std::set<PlayerColor> playerColors;
  4429. //do not copy player state (CBonusSystemNode) by value
  4430. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4431. {
  4432. if (p.first != player)
  4433. playerColors.insert(p.first);
  4434. }
  4435. //notify all players
  4436. for (auto pc : playerColors)
  4437. {
  4438. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4439. {
  4440. InfoWindow iw;
  4441. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4442. iw.player = pc;
  4443. sendAndApply(&iw);
  4444. }
  4445. }
  4446. checkVictoryLossConditions(playerColors);
  4447. }
  4448. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4449. // If we are called before the actual game start, there might be no current player
  4450. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4451. {
  4452. // If player making turn has lost his turn must be over as well
  4453. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4454. }
  4455. }
  4456. }
  4457. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4458. {
  4459. out.player = player;
  4460. out.text.clear();
  4461. out.text << victoryLossCheckResult.messageToSelf;
  4462. // hackish, insert one player-specific string, if applicable
  4463. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4464. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4465. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4466. }
  4467. bool CGameHandler::dig(const CGHeroInstance *h)
  4468. {
  4469. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4470. {
  4471. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4472. {
  4473. complain("Cannot dig - there is already a hole under the hero!");
  4474. return false;
  4475. }
  4476. }
  4477. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4478. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4479. //create a hole
  4480. NewObject no;
  4481. no.ID = Obj::HOLE;
  4482. no.pos = h->getPosition();
  4483. no.subID = 0;
  4484. sendAndApply(&no);
  4485. //take MPs
  4486. SetMovePoints smp;
  4487. smp.hid = h->id;
  4488. smp.val = 0;
  4489. sendAndApply(&smp);
  4490. InfoWindow iw;
  4491. iw.player = h->tempOwner;
  4492. if (gs->map->grailPos == h->getPosition())
  4493. {
  4494. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4495. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4496. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4497. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4498. sendAndApply(&iw);
  4499. iw.soundID = soundBase::invalid;
  4500. iw.text.clear();
  4501. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4502. sendAndApply(&iw);
  4503. }
  4504. else
  4505. {
  4506. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4507. iw.soundID = soundBase::Dig;
  4508. sendAndApply(&iw);
  4509. }
  4510. return true;
  4511. }
  4512. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4513. {
  4514. if (attacker->hasBonusOfType(attackMode))
  4515. {
  4516. std::set<SpellID> spellsToCast;
  4517. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4518. for (const std::shared_ptr<Bonus> sf : *spells)
  4519. {
  4520. spellsToCast.insert(SpellID(sf->subtype));
  4521. }
  4522. for (SpellID spellID : spellsToCast)
  4523. {
  4524. const CStack * oneOfAttacked = nullptr;
  4525. for (auto & elem : bat.bsa)
  4526. {
  4527. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4528. {
  4529. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4530. break;
  4531. }
  4532. }
  4533. bool castMe = false;
  4534. if (oneOfAttacked == nullptr)
  4535. {
  4536. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4537. return;
  4538. }
  4539. int spellLevel = 0;
  4540. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4541. for (const std::shared_ptr<Bonus> sf : *spellsByType)
  4542. {
  4543. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4544. int meleeRanged = sf->additionalInfo / 1000;
  4545. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4546. castMe = true;
  4547. }
  4548. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4549. vstd::amin(chance, 100);
  4550. const CSpell * spell = SpellID(spellID).toSpell();
  4551. if (gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4552. continue;
  4553. //check if spell should be cast (probability handling)
  4554. if (getRandomGenerator().nextInt(99) >= chance)
  4555. continue;
  4556. //casting
  4557. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4558. {
  4559. logGlobal->debug("battle spell cast");
  4560. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4561. parameters.spellLvl = spellLevel;
  4562. parameters.effectLevel = spellLevel;
  4563. parameters.aimToStack(oneOfAttacked);
  4564. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4565. parameters.cast(spellEnv);
  4566. }
  4567. }
  4568. }
  4569. }
  4570. void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
  4571. {
  4572. const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
  4573. attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4574. // filter possibly dead stacks
  4575. bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
  4576. [this](const BattleStackAttacked &bsa)
  4577. {
  4578. return battleGetStackByID(bsa.stackAttacked) == nullptr;
  4579. }),
  4580. bat->bsa.end());
  4581. }
  4582. void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
  4583. {
  4584. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4585. if (!attacker || bat.bsa.empty()) // can be already dead
  4586. return;
  4587. const CStack *defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
  4588. auto cast = [=](SpellID spellID, int power)
  4589. {
  4590. const CSpell * spell = SpellID(spellID).toSpell();
  4591. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4592. parameters.spellLvl = 0;
  4593. parameters.effectLevel = 0;
  4594. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4595. parameters.effectPower = power;
  4596. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4597. parameters.cast(spellEnv);
  4598. };
  4599. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4600. if (bat.bsa.at(0).newAmount <= 0)
  4601. {
  4602. //don't try death stare or acid breath on dead stack (crash!)
  4603. return;
  4604. }
  4605. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4606. {
  4607. // mechanics of Death Stare as in H3:
  4608. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4609. //original formula x = min(x, (gorgons_count + 9)/10);
  4610. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4611. vstd::amin(chanceToKill, 1); //cap at 100%
  4612. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4613. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4614. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4615. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4616. vstd::amin(staredCreatures, maxToKill);
  4617. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4618. if (staredCreatures)
  4619. {
  4620. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4621. cast(SpellID::DEATH_STARE, staredCreatures);
  4622. }
  4623. }
  4624. int acidDamage = 0;
  4625. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4626. for (const std::shared_ptr<Bonus> b : *acidBreath)
  4627. {
  4628. if (b->additionalInfo > getRandomGenerator().nextInt(99))
  4629. acidDamage += b->val;
  4630. }
  4631. if (acidDamage)
  4632. {
  4633. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4634. }
  4635. if (attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4636. {
  4637. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4638. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4639. if (getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4640. return;
  4641. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4642. if (defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4643. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4644. return;
  4645. BattleStackAdded resurrectInfo;
  4646. resurrectInfo.pos = defender->position;
  4647. if (bonusAdditionalInfo != -1)
  4648. resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
  4649. else
  4650. resurrectInfo.creID = attacker->getCreature()->idNumber;
  4651. if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4652. {
  4653. resurrectInfo.amount = std::max((defender->count * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
  4654. }
  4655. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4656. resurrectInfo.amount = defender->count;
  4657. else
  4658. return; //wrong subtype
  4659. BattleStacksRemoved victimInfo;
  4660. victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
  4661. sendAndApply(&victimInfo);
  4662. sendAndApply(&resurrectInfo);
  4663. }
  4664. }
  4665. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4666. {
  4667. const CSpell *s = spellID.toSpell();
  4668. AdventureSpellCastParameters p;
  4669. p.caster = h;
  4670. p.pos = pos;
  4671. return s->adventureCast(spellEnv, p);
  4672. }
  4673. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4674. {
  4675. if (!t.visitableObjects.empty())
  4676. {
  4677. //to prevent self-visiting heroes on space press
  4678. if (t.visitableObjects.back() != h)
  4679. objectVisited(t.visitableObjects.back(), h);
  4680. else if (t.visitableObjects.size() > 1)
  4681. objectVisited(*(t.visitableObjects.end()-2),h);
  4682. }
  4683. }
  4684. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4685. {
  4686. if (!hero)
  4687. COMPLAIN_RET("You need hero to sacrifice creature!");
  4688. int oldCount = hero->getStackCount(slot);
  4689. if (oldCount < count)
  4690. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4691. else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4692. COMPLAIN_RET("Cannot sacrifice last creature!");
  4693. int crid = hero->getStack(slot).type->idNumber;
  4694. changeStackCount(StackLocation(hero, slot), -count);
  4695. int dump, exp;
  4696. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4697. exp *= count;
  4698. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4699. return true;
  4700. }
  4701. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4702. {
  4703. if (!hero)
  4704. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4705. ArtifactLocation al(hero, slot);
  4706. const CArtifactInstance *a = al.getArt();
  4707. COMPLAIN_RET_FALSE_IF(!a,"Cannot find artifact to sacrifice!");
  4708. int dmp, expToGive;
  4709. const CArtifactInstance * art = hero->getArt(slot);
  4710. COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");
  4711. si32 typId = art->artType->id;
  4712. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4713. removeArtifact(al);
  4714. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4715. return true;
  4716. }
  4717. void CGameHandler::makeStackDoNothing(const CStack * next)
  4718. {
  4719. BattleAction doNothing;
  4720. doNothing.actionType = Battle::NO_ACTION;
  4721. doNothing.additionalInfo = 0;
  4722. doNothing.destinationTile = -1;
  4723. doNothing.side = !next->attackerOwned;
  4724. doNothing.stackNumber = next->ID;
  4725. makeAutomaticAction(next, doNothing);
  4726. }
  4727. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4728. {
  4729. if (sl.army->hasStackAtSlot(sl.slot))
  4730. COMPLAIN_RET("Slot is already taken!");
  4731. if (!sl.slot.validSlot())
  4732. COMPLAIN_RET("Cannot insert stack to that slot!");
  4733. InsertNewStack ins;
  4734. ins.sl = sl;
  4735. ins.stack = CStackBasicDescriptor(c, count);
  4736. sendAndApply(&ins);
  4737. return true;
  4738. }
  4739. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4740. {
  4741. if (!sl.army->hasStackAtSlot(sl.slot))
  4742. COMPLAIN_RET("Cannot find a stack to erase");
  4743. if (sl.army->stacksCount() == 1 //from the last stack
  4744. && sl.army->needsLastStack() //that must be left
  4745. && !forceRemoval) //ignore above conditions if we are forcing removal
  4746. {
  4747. COMPLAIN_RET("Cannot erase the last stack!");
  4748. }
  4749. EraseStack es;
  4750. es.sl = sl;
  4751. sendAndApply(&es);
  4752. return true;
  4753. }
  4754. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4755. {
  4756. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4757. if ((absoluteValue && count < 0)
  4758. || (!absoluteValue && -count > currentCount))
  4759. {
  4760. COMPLAIN_RET("Cannot take more stacks than present!");
  4761. }
  4762. if ((currentCount == -count && !absoluteValue)
  4763. || (!count && absoluteValue))
  4764. {
  4765. eraseStack(sl);
  4766. }
  4767. else
  4768. {
  4769. ChangeStackCount csc;
  4770. csc.sl = sl;
  4771. csc.count = count;
  4772. csc.absoluteValue = absoluteValue;
  4773. sendAndApply(&csc);
  4774. }
  4775. return true;
  4776. }
  4777. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4778. {
  4779. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4780. if (!slotC) //slot is empty
  4781. insertNewStack(sl, c, count);
  4782. else if (c == slotC)
  4783. changeStackCount(sl, count);
  4784. else
  4785. {
  4786. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4787. }
  4788. return true;
  4789. }
  4790. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4791. {
  4792. if (removeObjWhenFinished)
  4793. removeAfterVisit(src);
  4794. if (!src->canBeMergedWith(*dst, allowMerging))
  4795. {
  4796. if (allowMerging) //do that, add all matching creatures.
  4797. {
  4798. bool cont = true;
  4799. while (cont)
  4800. {
  4801. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4802. {
  4803. SlotID pos = dst->getSlotFor(i->second->type);
  4804. if (pos.validSlot())
  4805. {
  4806. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4807. cont = true;
  4808. break; //or iterator crashes
  4809. }
  4810. cont = false;
  4811. }
  4812. }
  4813. }
  4814. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4815. }
  4816. else //merge
  4817. {
  4818. moveArmy(src, dst, allowMerging);
  4819. }
  4820. }
  4821. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4822. {
  4823. if (!src.army->hasStackAtSlot(src.slot))
  4824. COMPLAIN_RET("No stack to move!");
  4825. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4826. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4827. if (!dst.slot.validSlot())
  4828. COMPLAIN_RET("Cannot move stack to that slot!");
  4829. if (count == -1)
  4830. {
  4831. count = src.army->getStackCount(src.slot);
  4832. }
  4833. if (src.army != dst.army //moving away
  4834. && count == src.army->getStackCount(src.slot) //all creatures
  4835. && src.army->stacksCount() == 1 //from the last stack
  4836. && src.army->needsLastStack()) //that must be left
  4837. {
  4838. COMPLAIN_RET("Cannot move away the last creature!");
  4839. }
  4840. RebalanceStacks rs;
  4841. rs.src = src;
  4842. rs.dst = dst;
  4843. rs.count = count;
  4844. sendAndApply(&rs);
  4845. return true;
  4846. }
  4847. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4848. {
  4849. if (!sl1.army->hasStackAtSlot(sl1.slot))
  4850. return moveStack(sl2, sl1);
  4851. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  4852. return moveStack(sl1, sl2);
  4853. else
  4854. {
  4855. SwapStacks ss;
  4856. ss.sl1 = sl1;
  4857. ss.sl2 = sl2;
  4858. sendAndApply(&ss);
  4859. return true;
  4860. }
  4861. }
  4862. void CGameHandler::runBattle()
  4863. {
  4864. setBattle(gs->curB);
  4865. assert(gs->curB);
  4866. //TODO: pre-tactic stuff, call scripts etc.
  4867. //tactic round
  4868. {
  4869. while (gs->curB->tacticDistance && !battleResult.get())
  4870. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4871. }
  4872. //initial stacks appearance triggers, e.g. built-in bonus spells
  4873. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  4874. for (CStack * stack : initialStacks)
  4875. {
  4876. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  4877. {
  4878. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  4879. auto accessibility = getAccesibility();
  4880. CreatureID creatureData = CreatureID(summonInfo->subtype);
  4881. std::vector<BattleHex> targetHexes;
  4882. bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  4883. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  4884. For one-hex targets there are four guardians - front, back and one per side (up + down).
  4885. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  4886. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  4887. if (!creatureData.toCreature()->isDoubleWide())
  4888. targetHexes = stack->getSurroundingHexes();
  4889. else
  4890. SummonGuardiansHelper(targetHexes, stack->position, stack->attackerOwned, stack->getCreature()->isDoubleWide());
  4891. for (auto hex : targetHexes)
  4892. {
  4893. if (accessibility.accessible(hex, creatureData.toCreature()->isDoubleWide(), stack->attackerOwned)) //without this multiple creatures can occupy one hex
  4894. {
  4895. BattleStackAdded newStack;
  4896. newStack.amount = std::max(1, (int)(stack->count * 0.01 * summonInfo->val));
  4897. newStack.creID = creatureData.num;
  4898. newStack.attacker = stack->attackerOwned;
  4899. newStack.summoned = true;
  4900. newStack.pos = hex.hex;
  4901. sendAndApply(&newStack);
  4902. }
  4903. }
  4904. }
  4905. stackAppearTrigger(stack);
  4906. }
  4907. //spells opening battle
  4908. for (int i = 0; i < 2; ++i)
  4909. {
  4910. auto h = gs->curB->battleGetFightingHero(i);
  4911. if (h)
  4912. {
  4913. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4914. for (auto b : *bl)
  4915. {
  4916. const CSpell * spell = SpellID(b->subtype).toSpell();
  4917. if (ESpellCastProblem::OK != gs->curB->battleCanCastThisSpell(h, spell, ECastingMode::PASSIVE_CASTING))
  4918. continue;
  4919. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4920. parameters.spellLvl = 3;
  4921. parameters.effectLevel = 3;
  4922. parameters.aimToHex(BattleHex::INVALID);
  4923. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4924. parameters.enchantPower = b->val;
  4925. parameters.cast(spellEnv);
  4926. }
  4927. }
  4928. }
  4929. //main loop
  4930. while (!battleResult.get()) //till the end of the battle ;]
  4931. {
  4932. BattleNextRound bnr;
  4933. bnr.round = gs->curB->round + 1;
  4934. sendAndApply(&bnr);
  4935. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4936. for (auto &obstPtr : obstacles)
  4937. {
  4938. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4939. if (sco->turnsRemaining == 0)
  4940. removeObstacle(*obstPtr);
  4941. }
  4942. const BattleInfo & curB = *gs->curB;
  4943. //stack loop
  4944. const CStack *next;
  4945. while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4946. {
  4947. std::set <const CStack *> stacksToRemove;
  4948. for (auto stack : curB.stacks)
  4949. {
  4950. if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  4951. stacksToRemove.insert(stack);
  4952. }
  4953. for (auto stack : stacksToRemove)
  4954. {
  4955. BattleStacksRemoved bsr;
  4956. bsr.stackIDs.insert(stack->ID);
  4957. sendAndApply(&bsr);
  4958. }
  4959. //check for bad morale => freeze
  4960. int nextStackMorale = next->MoraleVal();
  4961. if (nextStackMorale < 0 &&
  4962. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4963. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4964. )
  4965. {
  4966. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4967. {
  4968. //unit loses its turn - empty freeze action
  4969. BattleAction ba;
  4970. ba.actionType = Battle::BAD_MORALE;
  4971. ba.additionalInfo = 1;
  4972. ba.side = !next->attackerOwned;
  4973. ba.stackNumber = next->ID;
  4974. makeAutomaticAction(next, ba);
  4975. continue;
  4976. }
  4977. }
  4978. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4979. {
  4980. logGlobal->debug("Handle Berserk effect");
  4981. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4982. if (attackInfo.first != nullptr)
  4983. {
  4984. BattleAction attack;
  4985. attack.actionType = Battle::WALK_AND_ATTACK;
  4986. attack.side = !next->attackerOwned;
  4987. attack.stackNumber = next->ID;
  4988. attack.additionalInfo = attackInfo.first->position;
  4989. attack.destinationTile = attackInfo.second;
  4990. makeAutomaticAction(next, attack);
  4991. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  4992. }
  4993. else
  4994. {
  4995. makeStackDoNothing(next);
  4996. logGlobal->debug("No target found");
  4997. }
  4998. continue;
  4999. }
  5000. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5001. if ((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5002. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5003. {
  5004. BattleAction attack;
  5005. attack.actionType = Battle::SHOOT;
  5006. attack.side = !next->attackerOwned;
  5007. attack.stackNumber = next->ID;
  5008. for (auto & elem : gs->curB->stacks)
  5009. {
  5010. if (elem->owner != next->owner && elem->isValidTarget())
  5011. {
  5012. attack.destinationTile = elem->position;
  5013. break;
  5014. }
  5015. }
  5016. makeAutomaticAction(next, attack);
  5017. continue;
  5018. }
  5019. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5020. {
  5021. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5022. if (attackableBattleHexes.empty())
  5023. {
  5024. makeStackDoNothing(next);
  5025. continue;
  5026. }
  5027. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  5028. {
  5029. BattleAction attack;
  5030. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  5031. getRandomGenerator());
  5032. attack.actionType = Battle::CATAPULT;
  5033. attack.additionalInfo = 0;
  5034. attack.side = !next->attackerOwned;
  5035. attack.stackNumber = next->ID;
  5036. makeAutomaticAction(next, attack);
  5037. continue;
  5038. }
  5039. }
  5040. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5041. {
  5042. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5043. {
  5044. return s->owner == next->owner && s->canBeHealed();
  5045. });
  5046. if (!possibleStacks.size())
  5047. {
  5048. makeStackDoNothing(next);
  5049. continue;
  5050. }
  5051. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5052. {
  5053. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5054. const CStack * toBeHealed = possibleStacks.front();
  5055. BattleAction heal;
  5056. heal.actionType = Battle::STACK_HEAL;
  5057. heal.additionalInfo = 0;
  5058. heal.destinationTile = toBeHealed->position;
  5059. heal.side = !next->attackerOwned;
  5060. heal.stackNumber = next->ID;
  5061. makeAutomaticAction(next, heal);
  5062. continue;
  5063. }
  5064. }
  5065. int numberOfAsks = 1;
  5066. bool breakOuter = false;
  5067. do
  5068. {//ask interface and wait for answer
  5069. if (!battleResult.get())
  5070. {
  5071. stackTurnTrigger(next); //various effects
  5072. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5073. {
  5074. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5075. }
  5076. else
  5077. {
  5078. logGlobal->trace("Activating %s", next->nodeName());
  5079. auto nextId = next->ID;
  5080. BattleSetActiveStack sas;
  5081. sas.stack = nextId;
  5082. sendAndApply(&sas);
  5083. auto actionWasMade = [&]() -> bool
  5084. {
  5085. if (battleMadeAction.data)//active stack has made its action
  5086. return true;
  5087. if (battleResult.get())// battle is finished
  5088. return true;
  5089. if (next == nullptr)//active stack was been removed
  5090. return true;
  5091. return !next->alive();//active stack is dead
  5092. };
  5093. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5094. battleMadeAction.data = false;
  5095. while (!actionWasMade())
  5096. {
  5097. battleMadeAction.cond.wait(lock);
  5098. if (battleGetStackByID(nextId, false) != next)
  5099. next = nullptr; //it may be removed, while we wait
  5100. }
  5101. }
  5102. }
  5103. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5104. {
  5105. breakOuter = true;
  5106. break;
  5107. }
  5108. //we're after action, all results applied
  5109. checkBattleStateChanges(); //check if this action ended the battle
  5110. if (next != nullptr)
  5111. {
  5112. //check for good morale
  5113. nextStackMorale = next->MoraleVal();
  5114. if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5115. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5116. && !next->waited()
  5117. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5118. && next->alive()
  5119. && nextStackMorale > 0
  5120. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5121. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5122. )
  5123. {
  5124. if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5125. {
  5126. BattleTriggerEffect bte;
  5127. bte.stackID = next->ID;
  5128. bte.effect = Bonus::MORALE;
  5129. bte.val = 1;
  5130. bte.additionalInfo = 0;
  5131. sendAndApply(&bte); //play animation
  5132. ++numberOfAsks; //move this stack once more
  5133. }
  5134. }
  5135. }
  5136. --numberOfAsks;
  5137. } while (numberOfAsks > 0);
  5138. if (breakOuter)
  5139. {
  5140. break;
  5141. }
  5142. }
  5143. }
  5144. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5145. }
  5146. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5147. {
  5148. BattleSetActiveStack bsa;
  5149. bsa.stack = stack->ID;
  5150. bsa.askPlayerInterface = false;
  5151. sendAndApply(&bsa);
  5152. bool ret = makeBattleAction(ba);
  5153. checkBattleStateChanges();
  5154. return ret;
  5155. }
  5156. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5157. {
  5158. assert(a->artType);
  5159. ArtifactLocation al;
  5160. al.artHolder = const_cast<CGHeroInstance*>(h);
  5161. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5162. if (pos < 0)
  5163. {
  5164. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5165. slot = a->firstAvailableSlot(h);
  5166. else
  5167. slot = a->firstBackpackSlot(h);
  5168. }
  5169. else
  5170. {
  5171. slot = pos;
  5172. }
  5173. al.slot = slot;
  5174. if (slot < 0 || !a->canBePutAt(al))
  5175. {
  5176. complain("Cannot put artifact in that slot!");
  5177. return;
  5178. }
  5179. putArtifact(al, a);
  5180. }
  5181. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5182. {
  5183. PutArtifact pa;
  5184. pa.art = a;
  5185. pa.al = al;
  5186. sendAndApply(&pa);
  5187. }
  5188. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5189. {
  5190. CArtifactInstance *a = nullptr;
  5191. if (!artType->constituents)
  5192. {
  5193. a = new CArtifactInstance();
  5194. }
  5195. else
  5196. {
  5197. a = new CCombinedArtifactInstance();
  5198. }
  5199. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5200. NewArtifact na;
  5201. na.art = a;
  5202. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5203. giveHeroArtifact(h, a, pos);
  5204. }
  5205. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5206. {
  5207. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5208. if (battleResult.data)
  5209. {
  5210. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5211. % battleResult.data->result % resultType).str());
  5212. return;
  5213. }
  5214. auto br = new BattleResult;
  5215. br->result = resultType;
  5216. br->winner = victoriusSide; //surrendering side loses
  5217. gs->curB->calculateCasualties(br->casualties);
  5218. battleResult.data = br;
  5219. }
  5220. void CGameHandler::commitPackage(CPackForClient *pack)
  5221. {
  5222. sendAndApply(pack);
  5223. }
  5224. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5225. {
  5226. std::vector<int3>::iterator tile;
  5227. std::vector<int3> tiles;
  5228. getFreeTiles(tiles);
  5229. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5230. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5231. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5232. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5233. for (int i = 0; i < amount; ++i)
  5234. {
  5235. tile = tiles.begin();
  5236. logGlobal->trace("\tSpawning monster at %s",(*tile)());
  5237. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5238. tiles.erase(tile); //not use it again
  5239. }
  5240. }
  5241. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5242. {
  5243. if (cheat == "vcmiistari")
  5244. {
  5245. if (!hero) return;
  5246. ///Give hero spellbook
  5247. if (!hero->hasSpellbook())
  5248. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5249. ///Give all spells with bonus (to allow banned spells)
  5250. GiveBonus giveBonus(GiveBonus::HERO);
  5251. giveBonus.id = hero->id.getNum();
  5252. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5253. //start with level 0 to skip abilities
  5254. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5255. {
  5256. giveBonus.bonus.subtype = level;
  5257. sendAndApply(&giveBonus);
  5258. }
  5259. ///Give mana
  5260. SetMana sm;
  5261. sm.hid = hero->id;
  5262. sm.val = 999;
  5263. sm.absolute = true;
  5264. sendAndApply(&sm);
  5265. }
  5266. else if (cheat == "vcmiarmenelos")
  5267. {
  5268. if (!town) return;
  5269. ///Build all buildings in selected town
  5270. for (auto & build : town->town->buildings)
  5271. {
  5272. if (!town->hasBuilt(build.first)
  5273. && !build.second->Name().empty()
  5274. && build.first != BuildingID::SHIP)
  5275. {
  5276. buildStructure(town->id, build.first, true);
  5277. }
  5278. }
  5279. }
  5280. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5281. {
  5282. if (!hero) return;
  5283. ///Gives N creatures into each slot
  5284. std::map<std::string, std::pair<int, int>> creatures;
  5285. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5286. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5287. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5288. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5289. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5290. if (!hero->hasStackAtSlot(SlotID(i)))
  5291. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5292. }
  5293. else if (cheat == "vcminoldor")
  5294. {
  5295. if (!hero) return;
  5296. ///Give all war machines to hero
  5297. if (!hero->getArt(ArtifactPosition::MACH1))
  5298. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5299. if (!hero->getArt(ArtifactPosition::MACH2))
  5300. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5301. if (!hero->getArt(ArtifactPosition::MACH3))
  5302. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5303. }
  5304. else if (cheat == "vcmiforgeofnoldorking")
  5305. {
  5306. if (!hero) return;
  5307. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5308. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5309. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5310. }
  5311. else if (cheat == "vcmiglorfindel")
  5312. {
  5313. if (!hero) return;
  5314. ///selected hero gains a new level
  5315. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5316. }
  5317. else if (cheat == "vcminahar")
  5318. {
  5319. if (!hero) return;
  5320. ///Give 1000000 movement points to hero
  5321. SetMovePoints smp;
  5322. smp.hid = hero->id;
  5323. smp.val = 1000000;
  5324. sendAndApply(&smp);
  5325. }
  5326. else if (cheat == "vcmiformenos")
  5327. {
  5328. ///Give resources to player
  5329. TResources resources;
  5330. resources[Res::GOLD] = 100000;
  5331. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5332. resources[i] = 100;
  5333. giveResources(player, resources);
  5334. }
  5335. else if (cheat == "vcmisilmaril")
  5336. {
  5337. ///Player wins
  5338. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  5339. }
  5340. else if (cheat == "vcmimelkor")
  5341. {
  5342. ///Player looses
  5343. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  5344. }
  5345. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5346. {
  5347. ///Reveal or conceal FoW
  5348. FoWChange fc;
  5349. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5350. fc.player = player;
  5351. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5352. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5353. int lastUnc = 0;
  5354. for (int i = 0; i < gs->map->width; i++)
  5355. for (int j = 0; j < gs->map->height; j++)
  5356. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5357. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5358. hlp_tab[lastUnc++] = int3(i, j, k);
  5359. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5360. delete [] hlp_tab;
  5361. sendAndApply(&fc);
  5362. }
  5363. else
  5364. cheated = false;
  5365. }
  5366. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5367. {
  5368. ObstaclesRemoved obsRem;
  5369. obsRem.obstacles.insert(obstacle.uniqueID);
  5370. sendAndApply(&obsRem);
  5371. }
  5372. void CGameHandler::synchronizeArtifactHandlerLists()
  5373. {
  5374. UpdateArtHandlerLists uahl;
  5375. uahl.treasures = VLC->arth->treasures;
  5376. uahl.minors = VLC->arth->minors;
  5377. uahl.majors = VLC->arth->majors;
  5378. uahl.relics = VLC->arth->relics;
  5379. sendAndApply(&uahl);
  5380. }
  5381. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5382. {
  5383. return vstd::contains(gs->map->objects, obj);
  5384. }
  5385. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5386. {
  5387. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5388. return false;
  5389. auto query = queries.topQuery(player);
  5390. if (query && query->blocksPack(pack))
  5391. {
  5392. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5393. return true;
  5394. }
  5395. return false;
  5396. }
  5397. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5398. {
  5399. //If the object is being visited, there must be a matching query
  5400. for (const auto &query : queries.allQueries())
  5401. {
  5402. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5403. {
  5404. if (someVistQuery->visitedObject == object)
  5405. {
  5406. someVistQuery->removeObjectAfterVisit = true;
  5407. return;
  5408. }
  5409. }
  5410. };
  5411. //If we haven't returned so far, there is no query and no visit, call was wrong
  5412. assert("This function needs to be called during the object visit!");
  5413. }
  5414. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5415. {
  5416. std::unordered_set<int3, ShashInt3> tiles;
  5417. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5418. if (hide)
  5419. {
  5420. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5421. auto p = getPlayer(player);
  5422. for (auto h : p->heroes)
  5423. {
  5424. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5425. }
  5426. for (auto t : p->towns)
  5427. {
  5428. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5429. }
  5430. for (auto tile : observedTiles)
  5431. vstd::erase_if_present (tiles, tile);
  5432. }
  5433. changeFogOfWar(tiles, player, hide);
  5434. }
  5435. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5436. {
  5437. FoWChange fow;
  5438. fow.tiles = tiles;
  5439. fow.player = player;
  5440. fow.mode = hide? 0 : 1;
  5441. sendAndApply(&fow);
  5442. }
  5443. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5444. {
  5445. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5446. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5447. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5448. return true;
  5449. }
  5450. void CGameHandler::duelFinished()
  5451. {
  5452. auto si = getStartInfo();
  5453. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5454. int casualtiesPoints = 0;
  5455. logGlobal->debug("Winner side %d\nWinner casualties:", (int)battleResult.data->winner);
  5456. for (auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5457. {
  5458. const CCreature *c = VLC->creh->creatures[elem.first];
  5459. logGlobal->debug("\t* %d of %s", elem.second, c->namePl);
  5460. casualtiesPoints += c->AIValue * elem.second;
  5461. }
  5462. logGlobal->debug("Total casualties points: %d", casualtiesPoints);
  5463. time_t timeNow;
  5464. time(&timeNow);
  5465. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5466. if (out)
  5467. {
  5468. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5469. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5470. % asctime(localtime(&timeNow));
  5471. }
  5472. else
  5473. {
  5474. logGlobal->error("Cannot open to write %s", cmdLineOptions["resultsFile"].as<std::string>());
  5475. }
  5476. CSaveFile resultFile("result.vdrst");
  5477. resultFile << *battleResult.data;
  5478. BattleResultsApplied resultsApplied;
  5479. resultsApplied.player1 = finishingBattle->victor;
  5480. resultsApplied.player2 = finishingBattle->loser;
  5481. sendAndApply(&resultsApplied);
  5482. return;
  5483. }
  5484. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5485. army(_army)
  5486. {
  5487. heroWithDeadCommander = ObjectInstanceID();
  5488. PlayerColor color = army->tempOwner;
  5489. if (color == PlayerColor::UNFLAGGABLE)
  5490. color = PlayerColor::NEUTRAL;
  5491. for (CStack *st : bat->stacks)
  5492. {
  5493. if (vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5494. continue;
  5495. if (st->owner != color) //remove only our stacks
  5496. continue;
  5497. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5498. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5499. st->count = std::max (0, st->count - st->resurrected);
  5500. if (st->slot == SlotID::ARROW_TOWERS_SLOT)
  5501. {
  5502. //do nothing
  5503. logGlobal->debug("Ignored arrow towers stack.");
  5504. }
  5505. else if (st->slot == SlotID::WAR_MACHINES_SLOT)
  5506. {
  5507. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5508. if (warMachine == ArtifactID::NONE)
  5509. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5510. //catapult artifact remain even if "creature" killed in siege
  5511. else if (warMachine != ArtifactID::CATAPULT && !st->count)
  5512. {
  5513. logGlobal->debug("War machine has been destroyed");
  5514. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5515. if (hero)
  5516. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5517. else
  5518. logGlobal->error("War machine in army without hero");
  5519. }
  5520. }
  5521. else if (st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5522. {
  5523. if (st->alive() && st->count > 0)
  5524. {
  5525. logGlobal->debug("Permanently summoned %d units.", st->count);
  5526. const CreatureID summonedType = st->type->idNumber;
  5527. summoned[summonedType] += st->count;
  5528. }
  5529. }
  5530. else if (st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5531. {
  5532. if (nullptr == st->base)
  5533. {
  5534. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5535. }
  5536. else
  5537. {
  5538. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5539. if (c)
  5540. {
  5541. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5542. if (h && h->commander == c && (st->count == 0 || !st->alive()))
  5543. {
  5544. logGlobal->debug("Commander is dead.");
  5545. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5546. }
  5547. }
  5548. else
  5549. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5550. }
  5551. }
  5552. else if (st->base && !army->slotEmpty(st->slot))
  5553. {
  5554. if (st->count == 0 || !st->alive())
  5555. {
  5556. logGlobal->debug("Stack has been destroyed.");
  5557. StackLocation sl(army, st->slot);
  5558. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5559. }
  5560. else if (st->count < army->getStackCount(st->slot))
  5561. {
  5562. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
  5563. StackLocation sl(army, st->slot);
  5564. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5565. }
  5566. else if (st->count > army->getStackCount(st->slot))
  5567. {
  5568. logGlobal->debug("Stack gained %d units.", st->count - army->getStackCount(st->slot));
  5569. StackLocation sl(army, st->slot);
  5570. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5571. }
  5572. }
  5573. else
  5574. {
  5575. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5576. }
  5577. }
  5578. }
  5579. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5580. {
  5581. for (TStackAndItsNewCount &ncount : newStackCounts)
  5582. {
  5583. if (ncount.second > 0)
  5584. gh->changeStackCount(ncount.first, ncount.second, true);
  5585. else
  5586. gh->eraseStack(ncount.first, true);
  5587. }
  5588. for (auto summoned_iter : summoned)
  5589. {
  5590. SlotID slot = army->getSlotFor(summoned_iter.first);
  5591. if (slot.validSlot())
  5592. {
  5593. StackLocation location(army, slot);
  5594. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5595. }
  5596. else
  5597. {
  5598. //even if it will be possible to summon anything permanently it should be checked for free slot
  5599. //necromancy is handled separately
  5600. gh->complain("No free slot to put summoned creature");
  5601. }
  5602. }
  5603. for (auto al : removedWarMachines)
  5604. {
  5605. gh->removeArtifact(al);
  5606. }
  5607. if (heroWithDeadCommander != ObjectInstanceID())
  5608. {
  5609. SetCommanderProperty scp;
  5610. scp.heroid = heroWithDeadCommander;
  5611. scp.which = SetCommanderProperty::ALIVE;
  5612. scp.amount = 0;
  5613. gh->sendAndApply(&scp);
  5614. }
  5615. }
  5616. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5617. {
  5618. assert(Query->result);
  5619. assert(Query->bi);
  5620. auto &result = *Query->result;
  5621. auto &info = *Query->bi;
  5622. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5623. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5624. victor = info.sides[result.winner].color;
  5625. loser = info.sides[!result.winner].color;
  5626. duel = Duel;
  5627. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5628. }
  5629. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5630. {
  5631. winnerHero = loserHero = nullptr;
  5632. duel = false;
  5633. remainingBattleQueriesCount = 0;
  5634. }
  5635. CRandomGenerator & CGameHandler::getRandomGenerator()
  5636. {
  5637. return CRandomGenerator::getDefault();
  5638. }
  5639. ///ServerSpellCastEnvironment
  5640. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5641. {
  5642. }
  5643. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5644. {
  5645. gh->sendAndApply(info);
  5646. }
  5647. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5648. {
  5649. return gh->getRandomGenerator();
  5650. }
  5651. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5652. {
  5653. gh->complain(problem);
  5654. }
  5655. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5656. {
  5657. return gh;
  5658. }
  5659. const CMap * ServerSpellCastEnvironment::getMap() const
  5660. {
  5661. return gh->gameState()->map;
  5662. }
  5663. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5664. {
  5665. return gh->moveHero(hid, dst, teleporting, false, asker);
  5666. }