CGameHandler.cpp 196 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/CStack.h"
  18. #include "../lib/BattleInfo.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/rmg/CMapGenOptions.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/ScopeGuard.h"
  26. #include "../lib/CSoundBase.h"
  27. #include "CGameHandler.h"
  28. #include "CVCMIServer.h"
  29. #include "../lib/CCreatureSet.h"
  30. #include "../lib/CThreadHelper.h"
  31. #include "../lib/GameConstants.h"
  32. #include "../lib/registerTypes/RegisterTypes.h"
  33. #include "../lib/serializer/CTypeList.h"
  34. #include "../lib/serializer/Connection.h"
  35. /*
  36. * CGameHandler.cpp, part of VCMI engine
  37. *
  38. * Authors: listed in file AUTHORS in main folder
  39. *
  40. * License: GNU General Public License v2.0 or later
  41. * Full text of license available in license.txt file, in main folder
  42. *
  43. */
  44. #ifndef _MSC_VER
  45. #include <boost/thread/xtime.hpp>
  46. #endif
  47. extern bool end2;
  48. #ifdef min
  49. #undef min
  50. #endif
  51. #ifdef max
  52. #undef max
  53. #endif
  54. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  55. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  56. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  57. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  58. class ServerSpellCastEnvironment: public SpellCastEnvironment
  59. {
  60. public:
  61. ServerSpellCastEnvironment(CGameHandler * gh);
  62. ~ServerSpellCastEnvironment(){};
  63. void sendAndApply(CPackForClient * info) const override;
  64. CRandomGenerator & getRandomGenerator() const override;
  65. void complain(const std::string & problem) const override;
  66. const CMap * getMap() const override;
  67. const CGameInfoCallback * getCb() const override;
  68. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  69. private:
  70. mutable CGameHandler * gh;
  71. };
  72. CondSh<bool> battleMadeAction(false);
  73. CondSh<BattleResult *> battleResult(nullptr);
  74. template <typename T> class CApplyOnGH;
  75. class CBaseForGHApply
  76. {
  77. public:
  78. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  79. virtual ~CBaseForGHApply(){}
  80. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  81. {
  82. return new CApplyOnGH<U>;
  83. }
  84. };
  85. template <typename T> class CApplyOnGH : public CBaseForGHApply
  86. {
  87. public:
  88. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  89. {
  90. T *ptr = static_cast<T*>(pack);
  91. ptr->c = c;
  92. ptr->player = player;
  93. return ptr->applyGh(gh);
  94. }
  95. };
  96. template <>
  97. class CApplyOnGH<CPack> : public CBaseForGHApply
  98. {
  99. public:
  100. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  101. {
  102. logGlobal->error("Cannot apply on GH plain CPack!");
  103. assert(0);
  104. return false;
  105. }
  106. };
  107. static CApplier<CBaseForGHApply> *applier = nullptr;
  108. CMP_stack cmpst ;
  109. static inline double distance(int3 a, int3 b)
  110. {
  111. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  112. }
  113. static void giveExp(BattleResult &r)
  114. {
  115. if (r.winner > 1)
  116. {
  117. // draw
  118. return;
  119. }
  120. r.exp[0] = 0;
  121. r.exp[1] = 0;
  122. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  123. {
  124. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  125. }
  126. }
  127. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, bool targetIsAttacker, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  128. {
  129. int x = targetPosition.getX();
  130. int y = targetPosition.getY();
  131. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  132. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  133. else
  134. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  135. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  136. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  137. {
  138. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  139. {
  140. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  141. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  142. }
  143. else
  144. { //add back-side guardians for two-hex target, side guardians for one-hex
  145. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  146. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  147. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  148. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  149. else if (targetIsTwoHex)//front-side guardians for two-hex target
  150. {
  151. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  152. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  153. if (x > 3) //back guard for two-hex
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  155. }
  156. }
  157. }
  158. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  159. {
  160. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  161. {
  162. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  163. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  164. }
  165. else
  166. {
  167. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  168. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  169. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  170. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  171. else if (targetIsTwoHex)
  172. {
  173. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  174. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  175. if (x < GameConstants::BFIELD_WIDTH - 4)
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  177. }
  178. }
  179. }
  180. else if (!targetIsAttacker && y % 2 == 0)
  181. {
  182. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  183. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  184. }
  185. else if (targetIsAttacker && y % 2 == 1)
  186. {
  187. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  188. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  189. }
  190. }
  191. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  192. {
  193. boost::unique_lock<boost::mutex> l(mx);
  194. if (players.find(player) != players.end())
  195. {
  196. return players.at(player);
  197. }
  198. else
  199. {
  200. throw std::runtime_error("No such player!");
  201. }
  202. }
  203. void PlayerStatuses::addPlayer(PlayerColor player)
  204. {
  205. boost::unique_lock<boost::mutex> l(mx);
  206. players[player];
  207. }
  208. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  209. {
  210. boost::unique_lock<boost::mutex> l(mx);
  211. if (players.find(player) != players.end())
  212. {
  213. return players[player].*flag;
  214. }
  215. else
  216. {
  217. throw std::runtime_error("No such player!");
  218. }
  219. }
  220. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  221. {
  222. boost::unique_lock<boost::mutex> l(mx);
  223. if (players.find(player) != players.end())
  224. {
  225. players[player].*flag = val;
  226. }
  227. else
  228. {
  229. throw std::runtime_error("No such player!");
  230. }
  231. cv.notify_all();
  232. }
  233. template <typename T>
  234. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  235. {
  236. fun(args[which]);
  237. }
  238. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  239. {
  240. changeSecSkill(hero, skill, 1, 0);
  241. expGiven(hero);
  242. }
  243. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  244. {
  245. // required exp for at least 1 lvl-up hasn't been reached
  246. if (!hero->gainsLevel())
  247. {
  248. return;
  249. }
  250. // give primary skill
  251. logGlobal->trace("%s got level %d", hero->name, hero->level);
  252. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  253. SetPrimSkill sps;
  254. sps.id = hero->id;
  255. sps.which = primarySkill;
  256. sps.abs = false;
  257. sps.val = 1;
  258. sendAndApply(&sps);
  259. PrepareHeroLevelUp pre;
  260. pre.hero = hero;
  261. sendAndApply(&pre);
  262. HeroLevelUp hlu;
  263. hlu.hero = hero;
  264. hlu.primskill = primarySkill;
  265. hlu.skills = pre.skills;
  266. if (hlu.skills.size() == 0)
  267. {
  268. sendAndApply(&hlu);
  269. levelUpHero(hero);
  270. }
  271. else if (hlu.skills.size() == 1)
  272. {
  273. sendAndApply(&hlu);
  274. levelUpHero(hero, pre.skills.front());
  275. }
  276. else if (hlu.skills.size() > 1)
  277. {
  278. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  279. hlu.queryID = levelUpQuery->queryID;
  280. queries.addQuery(levelUpQuery);
  281. sendAndApply(&hlu);
  282. //level up will be called on query reply
  283. }
  284. }
  285. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  286. {
  287. SetCommanderProperty scp;
  288. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  289. if (hero)
  290. scp.heroid = hero->id;
  291. else
  292. {
  293. complain ("Commander is not led by hero!");
  294. return;
  295. }
  296. scp.accumulatedBonus.subtype = 0;
  297. scp.accumulatedBonus.additionalInfo = 0;
  298. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  299. scp.accumulatedBonus.turnsRemain = 0;
  300. scp.accumulatedBonus.source = Bonus::COMMANDER;
  301. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  302. if (skill <= ECommander::SPELL_POWER)
  303. {
  304. scp.which = SetCommanderProperty::BONUS;
  305. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  306. {
  307. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  308. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  309. };
  310. switch (skill)
  311. {
  312. case ECommander::ATTACK:
  313. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  314. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  315. break;
  316. case ECommander::DEFENSE:
  317. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  318. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  319. break;
  320. case ECommander::HEALTH:
  321. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  322. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  323. break;
  324. case ECommander::DAMAGE:
  325. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  326. scp.accumulatedBonus.subtype = 0;
  327. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  328. break;
  329. case ECommander::SPEED:
  330. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  331. break;
  332. case ECommander::SPELL_POWER:
  333. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  334. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  335. sendAndApply (&scp); //additional pack
  336. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  337. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  338. sendAndApply (&scp); //additional pack
  339. scp.accumulatedBonus.type = Bonus::CASTS;
  340. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  341. sendAndApply (&scp); //additional pack
  342. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  343. break;
  344. }
  345. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  346. sendAndApply (&scp);
  347. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  348. scp.additionalInfo = skill;
  349. scp.amount = c->secondarySkills.at(skill) + 1;
  350. sendAndApply (&scp);
  351. }
  352. else if (skill >= 100)
  353. {
  354. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  355. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  356. scp.additionalInfo = skill; //unnormalized
  357. sendAndApply (&scp);
  358. }
  359. expGiven(hero);
  360. }
  361. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  362. {
  363. if (!c->gainsLevel())
  364. {
  365. return;
  366. }
  367. CommanderLevelUp clu;
  368. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  369. if (hero)
  370. clu.hero = hero;
  371. else
  372. {
  373. complain ("Commander is not led by hero!");
  374. return;
  375. }
  376. //picking sec. skills for choice
  377. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  378. {
  379. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  380. clu.skills.push_back(i);
  381. }
  382. int i = 100;
  383. for (auto specialSkill : VLC->creh->skillRequirements)
  384. {
  385. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  386. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  387. && !vstd::contains (c->specialSKills, i))
  388. clu.skills.push_back (i);
  389. ++i;
  390. }
  391. int skillAmount = clu.skills.size();
  392. if (!skillAmount)
  393. {
  394. sendAndApply(&clu);
  395. levelUpCommander(c);
  396. }
  397. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  398. {
  399. sendAndApply(&clu);
  400. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  401. }
  402. else if (skillAmount > 1) //apply and ask for secondary skill
  403. {
  404. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  405. clu.queryID = commanderLevelUp->queryID;
  406. queries.addQuery(commanderLevelUp);
  407. sendAndApply(&clu);
  408. }
  409. }
  410. void CGameHandler::expGiven(const CGHeroInstance *hero)
  411. {
  412. if (hero->gainsLevel())
  413. levelUpHero(hero);
  414. else if (hero->commander && hero->commander->gainsLevel())
  415. levelUpCommander(hero->commander);
  416. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  417. // levelUpCommander(hero->commander);
  418. // else
  419. // levelUpHero(hero);
  420. }
  421. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  422. {
  423. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  424. {
  425. if (gs->map->levelLimit != 0)
  426. {
  427. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  428. TExpType resultingExp = abs ? val : hero->exp + val;
  429. if (resultingExp > expLimit)
  430. {
  431. // set given experience to max possible, but don't decrease if hero already over top
  432. abs = true;
  433. val = std::max(expLimit, hero->exp);
  434. InfoWindow iw;
  435. iw.player = hero->tempOwner;
  436. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  437. iw.text.addReplacement(hero->name);
  438. sendAndApply(&iw);
  439. }
  440. }
  441. }
  442. SetPrimSkill sps;
  443. sps.id = hero->id;
  444. sps.which = which;
  445. sps.abs = abs;
  446. sps.val = val;
  447. sendAndApply(&sps);
  448. //only for exp - hero may level up
  449. if (which == PrimarySkill::EXPERIENCE)
  450. {
  451. if (hero->commander && hero->commander->alive)
  452. {
  453. //FIXME: trim experience according to map limit?
  454. SetCommanderProperty scp;
  455. scp.heroid = hero->id;
  456. scp.which = SetCommanderProperty::EXPERIENCE;
  457. scp.amount = val;
  458. sendAndApply (&scp);
  459. CBonusSystemNode::treeHasChanged();
  460. }
  461. expGiven(hero);
  462. }
  463. }
  464. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/)
  465. {
  466. if(!hero)
  467. {
  468. logGlobal->error("changeSecSkill provided no hero");
  469. return;
  470. }
  471. SetSecSkill sss;
  472. sss.id = hero->id;
  473. sss.which = which;
  474. sss.val = val;
  475. sss.abs = abs;
  476. sendAndApply(&sss);
  477. if (which == SecondarySkill::WISDOM)
  478. {
  479. if (hero->visitedTown)
  480. giveSpells(hero->visitedTown, hero);
  481. }
  482. }
  483. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  484. {
  485. LOG_TRACE(logGlobal);
  486. //Fill BattleResult structure with exp info
  487. giveExp(*battleResult.data);
  488. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  489. {
  490. if (hero1)
  491. battleResult.data->exp[1] += 500;
  492. if (hero2)
  493. battleResult.data->exp[0] += 500;
  494. }
  495. if (hero1)
  496. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  497. if (hero2)
  498. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  499. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  500. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  501. const BattleResult::EResult result = battleResult.get()->result;
  502. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  503. {
  504. for (auto &q : queries.allQueries())
  505. {
  506. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  507. if (bq->bi == gs->curB)
  508. return bq;
  509. }
  510. return std::shared_ptr<CBattleQuery>();
  511. };
  512. auto battleQuery = findBattleQuery();
  513. if (!battleQuery)
  514. {
  515. logGlobal->error("Cannot find battle query!");
  516. if (gs->initialOpts->mode == StartInfo::DUEL)
  517. {
  518. battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  519. }
  520. }
  521. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  522. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  523. battleQuery->result = *battleResult.data;
  524. //Check how many battle queries were created (number of players blocked by battle)
  525. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  526. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  527. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  528. if (finishingBattle->duel)
  529. {
  530. duelFinished();
  531. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  532. return;
  533. }
  534. ChangeSpells cs; //for Eagle Eye
  535. if (finishingBattle->winnerHero)
  536. {
  537. if (int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  538. {
  539. int maxLevel = eagleEyeLevel + 1;
  540. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  541. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  542. if (sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  543. cs.spells.insert(sp->id);
  544. }
  545. }
  546. std::vector<const CArtifactInstance *> arts; //display them in window
  547. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  548. {
  549. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  550. {
  551. arts.push_back(art);
  552. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  553. sendAndApply(ma);
  554. };
  555. if (finishingBattle->loserHero)
  556. {
  557. //TODO: wrap it into a function, somehow (boost::variant -_-)
  558. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  559. for (auto artSlot : artifactsWorn)
  560. {
  561. MoveArtifact ma;
  562. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  563. const CArtifactInstance * art = ma.src.getArt();
  564. if (art && !art->artType->isBig() &&
  565. art->artType->id != ArtifactID::SPELLBOOK)
  566. // don't move war machines or locked arts (spellbook)
  567. {
  568. sendMoveArtifact(art, &ma);
  569. }
  570. }
  571. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  572. {
  573. //we assume that no big artifacts can be found
  574. MoveArtifact ma;
  575. ma.src = ArtifactLocation(finishingBattle->loserHero,
  576. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  577. const CArtifactInstance * art = ma.src.getArt();
  578. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  579. {
  580. sendMoveArtifact(art, &ma);
  581. }
  582. }
  583. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  584. {
  585. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  586. for (auto artSlot : artifactsWorn)
  587. {
  588. MoveArtifact ma;
  589. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  590. const CArtifactInstance * art = ma.src.getArt();
  591. if (art && !art->artType->isBig())
  592. {
  593. sendMoveArtifact(art, &ma);
  594. }
  595. }
  596. }
  597. }
  598. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  599. {
  600. auto artifactsWorn = armySlot.second->artifactsWorn;
  601. for (auto artSlot : artifactsWorn)
  602. {
  603. MoveArtifact ma;
  604. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  605. const CArtifactInstance * art = ma.src.getArt();
  606. if (art && !art->artType->isBig())
  607. {
  608. sendMoveArtifact(art, &ma);
  609. }
  610. }
  611. }
  612. }
  613. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  614. if (arts.size()) //display loot
  615. {
  616. InfoWindow iw;
  617. iw.player = finishingBattle->winnerHero->tempOwner;
  618. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  619. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  620. {
  621. iw.components.push_back(Component(
  622. Component::ARTIFACT, art->artType->id,
  623. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  624. if (iw.components.size() >= 14)
  625. {
  626. sendAndApply(&iw);
  627. iw.components.clear();
  628. }
  629. }
  630. if (iw.components.size())
  631. {
  632. sendAndApply(&iw);
  633. }
  634. }
  635. //Eagle Eye secondary skill handling
  636. if (!cs.spells.empty())
  637. {
  638. cs.learn = 1;
  639. cs.hid = finishingBattle->winnerHero->id;
  640. InfoWindow iw;
  641. iw.player = finishingBattle->winnerHero->tempOwner;
  642. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  643. iw.text.addReplacement(finishingBattle->winnerHero->name);
  644. std::ostringstream names;
  645. for (int i = 0; i < cs.spells.size(); i++)
  646. {
  647. names << "%s";
  648. if (i < cs.spells.size() - 2)
  649. names << ", ";
  650. else if (i < cs.spells.size() - 1)
  651. names << "%s";
  652. }
  653. names << ".";
  654. iw.text.addReplacement(names.str());
  655. auto it = cs.spells.begin();
  656. for (int i = 0; i < cs.spells.size(); i++, it++)
  657. {
  658. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  659. if (i == cs.spells.size() - 2) //we just added pre-last name
  660. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  661. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  662. }
  663. sendAndApply(&iw);
  664. sendAndApply(&cs);
  665. }
  666. cab1.updateArmy(this);
  667. cab2.updateArmy(this); //take casualties after battle is deleted
  668. //if one hero has lost we will erase him
  669. if (battleResult.data->winner!=0 && hero1)
  670. {
  671. RemoveObject ro(hero1->id);
  672. sendAndApply(&ro);
  673. }
  674. if (battleResult.data->winner!=1 && hero2)
  675. {
  676. auto town = hero2->visitedTown;
  677. RemoveObject ro(hero2->id);
  678. sendAndApply(&ro);
  679. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  680. town->battleFinished(hero1, *battleResult.get());
  681. }
  682. //give exp
  683. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  684. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  685. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  686. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  687. queries.popIfTop(battleQuery);
  688. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  689. }
  690. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  691. {
  692. LOG_TRACE(logGlobal);
  693. finishingBattle->remainingBattleQueriesCount--;
  694. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  695. if (finishingBattle->remainingBattleQueriesCount > 0)
  696. //Battle results will be handled when all battle queries are closed
  697. return;
  698. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  699. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  700. // Still, it looks like a hole.
  701. // Necromancy if applicable.
  702. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  703. // Give raised units to winner and show dialog, if any were raised,
  704. // units will be given after casualties are taken
  705. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  706. if (necroSlot != SlotID())
  707. {
  708. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  709. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  710. }
  711. BattleResultsApplied resultsApplied;
  712. resultsApplied.player1 = finishingBattle->victor;
  713. resultsApplied.player2 = finishingBattle->loser;
  714. sendAndApply(&resultsApplied);
  715. setBattle(nullptr);
  716. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  717. {
  718. logGlobal->trace("post-victory visit");
  719. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  720. }
  721. visitObjectAfterVictory = false;
  722. //handle victory/loss of engaged players
  723. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  724. checkVictoryLossConditions(playerColors);
  725. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  726. {
  727. SetAvailableHeroes sah;
  728. sah.player = finishingBattle->loser;
  729. sah.hid[0] = finishingBattle->loserHero->subID;
  730. if (result.result == BattleResult::ESCAPE) //retreat
  731. {
  732. sah.army[0].clear();
  733. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  734. }
  735. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  736. sah.hid[1] = another->subID;
  737. else
  738. sah.hid[1] = -1;
  739. sendAndApply(&sah);
  740. }
  741. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  742. {
  743. RemoveObject ro(finishingBattle->winnerHero->id);
  744. sendAndApply(&ro);
  745. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  746. {
  747. SetAvailableHeroes sah;
  748. sah.player = finishingBattle->victor;
  749. sah.hid[0] = finishingBattle->winnerHero->subID;
  750. sah.army[0].clear();
  751. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  752. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  753. sah.hid[1] = another->subID;
  754. else
  755. sah.hid[1] = -1;
  756. sendAndApply(&sah);
  757. }
  758. }
  759. }
  760. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  761. {
  762. bat.bsa.clear();
  763. bat.stackAttacking = att->ID;
  764. const int attackerLuck = att->LuckVal();
  765. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  766. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  767. {
  768. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  769. {
  770. bat.flags |= BattleAttack::LUCKY;
  771. }
  772. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  773. {
  774. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  775. {
  776. bat.flags |= BattleAttack::UNLUCKY;
  777. }
  778. }
  779. }
  780. if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  781. {
  782. bat.flags |= BattleAttack::DEATH_BLOW;
  783. }
  784. if (att->getCreature()->idNumber == CreatureID::BALLISTA)
  785. {
  786. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  787. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  788. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  789. if (chance > getRandomGenerator().nextInt(99))
  790. {
  791. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  792. }
  793. }
  794. // only primary target
  795. applyBattleEffects(bat, att, def, distance, false);
  796. if (!bat.shot()) //multiple-hex attack - only in meele
  797. {
  798. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  799. for (const CStack * stack : attackedCreatures)
  800. {
  801. if (stack != def) //do not hit same stack twice
  802. {
  803. applyBattleEffects(bat, att, stack, distance, true);
  804. }
  805. }
  806. }
  807. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  808. if (bonus && (bat.shot())) //TODO: make it work in melee?
  809. {
  810. //this is need for displaying hit animation
  811. bat.flags |= BattleAttack::SPELL_LIKE;
  812. bat.spellID = SpellID(bonus->subtype);
  813. //TODO: should spell override creature`s projectile?
  814. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  815. //TODO: get exact attacked hex for defender
  816. for (const CStack * stack : attackedCreatures)
  817. {
  818. if (stack != def) //do not hit same stack twice
  819. {
  820. applyBattleEffects(bat, att, stack, distance, true);
  821. }
  822. }
  823. //now add effect info for all attacked stacks
  824. for (BattleStackAttacked & bsa : bat.bsa)
  825. {
  826. if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  827. {
  828. //this is need for displaying affect animation
  829. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  830. bsa.spellID = SpellID(bonus->subtype);
  831. }
  832. }
  833. }
  834. }
  835. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  836. {
  837. BattleStackAttacked bsa;
  838. if (secondary)
  839. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  840. bsa.attackerID = att->ID;
  841. bsa.stackAttacked = def->ID;
  842. bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  843. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  844. //life drain handling
  845. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  846. {
  847. StacksHealedOrResurrected shi;
  848. shi.lifeDrain = true;
  849. shi.tentHealing = false;
  850. shi.cure = false;
  851. shi.drainedFrom = def->ID;
  852. StacksHealedOrResurrected::HealInfo hi;
  853. hi.stackID = att->ID;
  854. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  855. hi.lowLevelResurrection = false;
  856. shi.healedStacks.push_back(hi);
  857. if (hi.healedHP > 0)
  858. {
  859. bsa.healedStacks.push_back(shi);
  860. }
  861. }
  862. //soul steal handling
  863. if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  864. {
  865. StacksHealedOrResurrected shi;
  866. shi.lifeDrain = true;
  867. shi.tentHealing = false;
  868. shi.cure = false;
  869. shi.canOverheal = true;
  870. shi.drainedFrom = def->ID;
  871. for (int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
  872. {
  873. if (att->hasBonusOfType(Bonus::SOUL_STEAL, i))
  874. {
  875. StacksHealedOrResurrected::HealInfo hi;
  876. hi.stackID = att->ID;
  877. hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
  878. hi.lowLevelResurrection = (bool)i;
  879. shi.healedStacks.push_back(hi);
  880. }
  881. }
  882. if (std::any_of(shi.healedStacks.begin(), shi.healedStacks.end(), [](StacksHealedOrResurrected::HealInfo healInfo) { return healInfo.healedHP > 0; }))
  883. {
  884. bsa.healedStacks.push_back(shi);
  885. }
  886. }
  887. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  888. //fire shield handling
  889. if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
  890. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  891. {
  892. // TODO: Fire shield damage should be calculated separately after BattleAttack applied.
  893. // Currently it looks like attacking stack damage itself with defenders fire shield.
  894. // So no separate message on spell damage in log and experience calculation is likely wrong too.
  895. BattleStackAttacked bsa2;
  896. bsa2.stackAttacked = att->ID; //invert
  897. bsa2.attackerID = def->ID;
  898. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  899. bsa2.effect = 11;
  900. bsa2.damageAmount = (std::min(def->totalHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  901. att->prepareAttacked(bsa2, getRandomGenerator());
  902. bat.bsa.push_back(bsa2);
  903. }
  904. }
  905. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  906. {
  907. setThreadName("CGameHandler::handleConnection");
  908. auto handleDisconnection = [&](const std::exception & e)
  909. {
  910. assert(!c.connected); //make sure that connection has been marked as broken
  911. logGlobal->error(e.what());
  912. conns -= &c;
  913. for(auto playerConn : connections)
  914. {
  915. if(playerConn.second == &c)
  916. {
  917. PlayerCheated pc;
  918. pc.player = playerConn.first;
  919. pc.losingCheatCode = true;
  920. sendAndApply(&pc);
  921. checkVictoryLossConditionsForPlayer(playerConn.first);
  922. }
  923. }
  924. };
  925. try
  926. {
  927. while(1)//server should never shut connection first //was: while(!end2)
  928. {
  929. CPack *pack = nullptr;
  930. PlayerColor player = PlayerColor::NEUTRAL;
  931. si32 requestID = -999;
  932. int packType = 0;
  933. {
  934. boost::unique_lock<boost::mutex> lock(*c.rmx);
  935. if(!c.connected)
  936. throw clientDisconnectedException();
  937. c >> player >> requestID >> pack; //get the package
  938. if (!pack)
  939. {
  940. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  941. }
  942. else
  943. {
  944. packType = typeList.getTypeID(pack); //get the id of type
  945. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  946. requestID, player, player.getStr(), packType, typeid(*pack).name());
  947. }
  948. }
  949. //prepare struct informing that action was applied
  950. auto sendPackageResponse = [&](bool succesfullyApplied)
  951. {
  952. //dont reply to disconnected client
  953. //TODO: this must be implemented as option of CPackForServer
  954. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  955. return;
  956. PackageApplied applied;
  957. applied.player = player;
  958. applied.result = succesfullyApplied;
  959. applied.packType = packType;
  960. applied.requestID = requestID;
  961. boost::unique_lock<boost::mutex> lock(*c.wmx);
  962. c << &applied;
  963. };
  964. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  965. if(isBlockedByQueries(pack, player))
  966. {
  967. sendPackageResponse(false);
  968. }
  969. else if (apply)
  970. {
  971. const bool result = apply->applyOnGH(this, &c, pack, player);
  972. if (result)
  973. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  974. else
  975. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  976. % typeid(*pack).name()).str());
  977. sendPackageResponse(true);
  978. }
  979. else
  980. {
  981. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  982. sendPackageResponse(false);
  983. }
  984. vstd::clear_pointer(pack);
  985. }
  986. }
  987. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  988. {
  989. handleDisconnection(e);
  990. }
  991. catch(clientDisconnectedException & e)
  992. {
  993. handleDisconnection(e);
  994. }
  995. catch(...)
  996. {
  997. end2 = true;
  998. handleException();
  999. throw;
  1000. }
  1001. logGlobal->error("Ended handling connection");
  1002. }
  1003. int CGameHandler::moveStack(int stack, BattleHex dest)
  1004. {
  1005. int ret = 0;
  1006. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1007. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1008. assert(curStack);
  1009. assert(dest < GameConstants::BFIELD_SIZE);
  1010. if (gs->curB->tacticDistance)
  1011. {
  1012. assert(gs->curB->isInTacticRange(dest));
  1013. }
  1014. auto start = curStack->position;
  1015. if (start == dest)
  1016. return 0;
  1017. //initing necessary tables
  1018. auto accessibility = getAccesibility(curStack);
  1019. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1020. if (!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1021. {
  1022. if (curStack->attackerOwned)
  1023. {
  1024. if (accessibility.accessible(dest+1, curStack))
  1025. dest += BattleHex::RIGHT;
  1026. }
  1027. else
  1028. {
  1029. if (accessibility.accessible(dest-1, curStack))
  1030. dest += BattleHex::LEFT;
  1031. }
  1032. }
  1033. if ((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1034. {
  1035. complain("Given destination is not accessible!");
  1036. return 0;
  1037. }
  1038. bool canUseGate = false;
  1039. auto dbState = gs->curB->si.gateState;
  1040. if (battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  1041. dbState != EGateState::DESTROYED &&
  1042. dbState != EGateState::BLOCKED)
  1043. {
  1044. canUseGate = true;
  1045. }
  1046. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1047. ret = path.second;
  1048. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  1049. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1050. {
  1051. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1052. return true;
  1053. if (hex == ESiegeHex::GATE_OUTER)
  1054. return true;
  1055. if (hex == ESiegeHex::GATE_INNER)
  1056. return true;
  1057. return false;
  1058. };
  1059. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1060. {
  1061. if (isGateDrawbridgeHex(hex))
  1062. return true;
  1063. if (curStack->doubleWide())
  1064. {
  1065. BattleHex otherHex = curStack->occupiedHex(hex);
  1066. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1067. return true;
  1068. }
  1069. return false;
  1070. };
  1071. if (curStack->hasBonusOfType(Bonus::FLYING))
  1072. {
  1073. if (path.second <= creSpeed && path.first.size() > 0)
  1074. {
  1075. if (canUseGate && dbState != EGateState::OPENED &&
  1076. occupyGateDrawbridgeHex(dest))
  1077. {
  1078. BattleUpdateGateState db;
  1079. db.state = EGateState::OPENED;
  1080. sendAndApply(&db);
  1081. }
  1082. //inform clients about move
  1083. BattleStackMoved sm;
  1084. sm.stack = curStack->ID;
  1085. std::vector<BattleHex> tiles;
  1086. tiles.push_back(path.first[0]);
  1087. sm.tilesToMove = tiles;
  1088. sm.distance = path.second;
  1089. sm.teleporting = false;
  1090. sendAndApply(&sm);
  1091. }
  1092. }
  1093. else //for non-flying creatures
  1094. {
  1095. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  1096. std::vector<BattleHex> tiles;
  1097. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1098. int v = path.first.size()-1;
  1099. path.first.push_back(start);
  1100. // check if gate need to be open or closed at some point
  1101. BattleHex openGateAtHex, gateMayCloseAtHex;
  1102. if (canUseGate)
  1103. {
  1104. for (int i = path.first.size()-1; i >= 0; i--)
  1105. {
  1106. auto needOpenGates = [&](BattleHex hex) -> bool
  1107. {
  1108. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1109. return true;
  1110. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1111. return true;
  1112. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1113. return true;
  1114. return false;
  1115. };
  1116. auto hex = path.first[i];
  1117. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1118. {
  1119. if (needOpenGates(hex))
  1120. openGateAtHex = path.first[i+1];
  1121. //TODO we need find batter way to handle double-wide stacks
  1122. //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.
  1123. if (curStack->doubleWide())
  1124. {
  1125. BattleHex otherHex = curStack->occupiedHex(hex);
  1126. if (otherHex.isValid() && needOpenGates(otherHex))
  1127. openGateAtHex = path.first[i+2];
  1128. }
  1129. //gate may be opened and then closed during stack movement, but not other way around
  1130. if (openGateAtHex.isValid())
  1131. dbState = EGateState::OPENED;
  1132. }
  1133. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1134. {
  1135. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1136. {
  1137. gateMayCloseAtHex = path.first[i-1];
  1138. }
  1139. if (gs->curB->town->subID == ETownType::FORTRESS)
  1140. {
  1141. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1142. {
  1143. gateMayCloseAtHex = path.first[i-1];
  1144. }
  1145. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1146. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1147. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1148. {
  1149. gateMayCloseAtHex = path.first[i-1];
  1150. }
  1151. }
  1152. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1153. {
  1154. gateMayCloseAtHex = path.first[i-1];
  1155. }
  1156. }
  1157. }
  1158. }
  1159. bool stackIsMoving = true;
  1160. while(stackIsMoving)
  1161. {
  1162. if (v<tilesToMove)
  1163. {
  1164. logGlobal->error("Movement terminated abnormally");
  1165. break;
  1166. }
  1167. bool gateStateChanging = false;
  1168. //special handling for opening gate on from starting hex
  1169. if (openGateAtHex.isValid() && openGateAtHex == start)
  1170. gateStateChanging = true;
  1171. else
  1172. {
  1173. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1174. {
  1175. BattleHex hex = path.first[v];
  1176. tiles.push_back(hex);
  1177. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1178. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1179. {
  1180. gateStateChanging = true;
  1181. }
  1182. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1183. if ((obstacle = battleGetObstacleOnPos(hex, false)))
  1184. obstacleHit = true;
  1185. if (curStack->doubleWide())
  1186. {
  1187. BattleHex otherHex = curStack->occupiedHex(hex);
  1188. //two hex creature hit obstacle by backside
  1189. if (otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1190. obstacleHit = true;
  1191. }
  1192. }
  1193. }
  1194. if (tiles.size() > 0)
  1195. {
  1196. //commit movement
  1197. BattleStackMoved sm;
  1198. sm.stack = curStack->ID;
  1199. sm.distance = path.second;
  1200. sm.teleporting = false;
  1201. sm.tilesToMove = tiles;
  1202. sendAndApply(&sm);
  1203. tiles.clear();
  1204. }
  1205. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1206. if (curStack->position != dest)
  1207. {
  1208. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1209. {
  1210. if (obs)
  1211. {
  1212. handleDamageFromObstacle(*obs, curStack);
  1213. //if stack die in explosion or interrupted by obstacle, abort movement
  1214. if (obs->stopsMovement() || !curStack->alive())
  1215. stackIsMoving = false;
  1216. obs.reset();
  1217. }
  1218. };
  1219. processObstacle(obstacle);
  1220. if (curStack->alive())
  1221. processObstacle(obstacle2);
  1222. if (gateStateChanging)
  1223. {
  1224. if (curStack->position == openGateAtHex)
  1225. {
  1226. openGateAtHex = BattleHex();
  1227. //only open gate if stack is still alive
  1228. if (curStack->alive())
  1229. {
  1230. BattleUpdateGateState db;
  1231. db.state = EGateState::OPENED;
  1232. sendAndApply(&db);
  1233. }
  1234. }
  1235. else if (curStack->position == gateMayCloseAtHex)
  1236. {
  1237. gateMayCloseAtHex = BattleHex();
  1238. updateGateState();
  1239. }
  1240. }
  1241. }
  1242. else
  1243. //movement finished normally: we reached destination
  1244. stackIsMoving = false;
  1245. }
  1246. }
  1247. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1248. if (curStack->alive())
  1249. {
  1250. if (auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1251. {
  1252. handleDamageFromObstacle(*theLastObstacle, curStack);
  1253. }
  1254. }
  1255. if (curStack->alive() && curStack->doubleWide())
  1256. {
  1257. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1258. if (otherHex.isValid())
  1259. if (auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1260. {
  1261. //two hex creature hit obstacle by backside
  1262. handleDamageFromObstacle(*theLastObstacle, curStack);
  1263. }
  1264. }
  1265. return ret;
  1266. }
  1267. CGameHandler::CGameHandler(void)
  1268. {
  1269. QID = 1;
  1270. //gs = nullptr;
  1271. IObjectInterface::cb = this;
  1272. applier = new CApplier<CBaseForGHApply>;
  1273. registerTypesServerPacks(*applier);
  1274. visitObjectAfterVictory = false;
  1275. queries.gh = this;
  1276. spellEnv = new ServerSpellCastEnvironment(this);
  1277. }
  1278. CGameHandler::~CGameHandler(void)
  1279. {
  1280. delete spellEnv;
  1281. delete applier;
  1282. applier = nullptr;
  1283. delete gs;
  1284. }
  1285. void CGameHandler::init(StartInfo *si)
  1286. {
  1287. if (si->seedToBeUsed == 0)
  1288. {
  1289. si->seedToBeUsed = std::time(nullptr);
  1290. }
  1291. gs = new CGameState();
  1292. logGlobal->info("Gamestate created!");
  1293. gs->init(si);
  1294. logGlobal->info("Gamestate initialized!");
  1295. // reset seed, so that clients can't predict any following random values
  1296. getRandomGenerator().resetSeed();
  1297. for (auto & elem : gs->players)
  1298. {
  1299. states.addPlayer(elem.first);
  1300. }
  1301. }
  1302. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1303. {
  1304. return a.earlierThan(b);
  1305. }
  1306. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1307. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1308. const PlayerState * p = getPlayer(town->tempOwner);
  1309. if (!p)
  1310. {
  1311. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1312. return;
  1313. }
  1314. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1315. {
  1316. SetAvailableCreatures ssi;
  1317. ssi.tid = town->id;
  1318. ssi.creatures = town->creatures;
  1319. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1320. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1321. if (dwellings.empty())//no dwellings - just remove
  1322. {
  1323. sendAndApply(&ssi);
  1324. return;
  1325. }
  1326. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1327. // for multi-creature dwellings like Golem Factory
  1328. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1329. if (clear)
  1330. {
  1331. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1332. }
  1333. else
  1334. {
  1335. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1336. }
  1337. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1338. sendAndApply(&ssi);
  1339. }
  1340. }
  1341. void CGameHandler::newTurn()
  1342. {
  1343. logGlobal->trace("Turn %d", gs->day+1);
  1344. NewTurn n;
  1345. n.specialWeek = NewTurn::NO_ACTION;
  1346. n.creatureid = CreatureID::NONE;
  1347. n.day = gs->day + 1;
  1348. bool firstTurn = !getDate(Date::DAY);
  1349. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1350. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1351. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1352. if (firstTurn)
  1353. {
  1354. for (auto obj : gs->map->objects)
  1355. {
  1356. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1357. {
  1358. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1359. }
  1360. }
  1361. }
  1362. if (newWeek && !firstTurn)
  1363. {
  1364. n.specialWeek = NewTurn::NORMAL;
  1365. bool deityOfFireBuilt = false;
  1366. for (const CGTownInstance *t : gs->map->towns)
  1367. {
  1368. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1369. {
  1370. deityOfFireBuilt = true;
  1371. break;
  1372. }
  1373. }
  1374. if (deityOfFireBuilt)
  1375. {
  1376. n.specialWeek = NewTurn::DEITYOFFIRE;
  1377. n.creatureid = CreatureID::IMP;
  1378. }
  1379. else
  1380. {
  1381. int monthType = getRandomGenerator().nextInt(99);
  1382. if (newMonth) //new month
  1383. {
  1384. if (monthType < 40) //double growth
  1385. {
  1386. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1387. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1388. {
  1389. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1390. n.creatureid = newMonster.second;
  1391. }
  1392. else if (VLC->creh->doubledCreatures.size())
  1393. {
  1394. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1395. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1396. }
  1397. else
  1398. {
  1399. complain("Cannot find creature that can be spawned!");
  1400. n.specialWeek = NewTurn::NORMAL;
  1401. }
  1402. }
  1403. else if (monthType < 50)
  1404. n.specialWeek = NewTurn::PLAGUE;
  1405. }
  1406. else //it's a week, but not full month
  1407. {
  1408. if (monthType < 25)
  1409. {
  1410. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1411. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1412. //TODO do not pick neutrals
  1413. n.creatureid = newMonster.second;
  1414. }
  1415. }
  1416. }
  1417. }
  1418. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1419. for (auto& hp : pool)
  1420. {
  1421. auto hero = hp.second;
  1422. if (hero->isInitialized() && hero->stacks.size())
  1423. {
  1424. // reset retreated or surrendered heroes
  1425. auto maxmove = hero->maxMovePoints(true);
  1426. // if movement is greater than maxmove, we should decrease it
  1427. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1428. {
  1429. NewTurn::Hero hth;
  1430. hth.id = hero->id;
  1431. hth.move = maxmove;
  1432. hth.mana = hero->getManaNewTurn();
  1433. n.heroes.insert(hth);
  1434. }
  1435. }
  1436. }
  1437. for (auto & elem : gs->players)
  1438. {
  1439. if (elem.first == PlayerColor::NEUTRAL)
  1440. continue;
  1441. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1442. assert(0); //illegal player number!
  1443. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1444. hadGold.insert(playerGold);
  1445. if (newWeek) //new heroes in tavern
  1446. {
  1447. SetAvailableHeroes sah;
  1448. sah.player = elem.first;
  1449. //pick heroes and their armies
  1450. CHeroClass *banned = nullptr;
  1451. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1452. {
  1453. //first hero - native if possible, second hero -> any other class
  1454. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1455. {
  1456. sah.hid[j] = h->subID;
  1457. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1458. banned = h->type->heroClass;
  1459. }
  1460. else
  1461. {
  1462. sah.hid[j] = -1;
  1463. }
  1464. }
  1465. sendAndApply(&sah);
  1466. }
  1467. n.res[elem.first] = elem.second.resources;
  1468. for (CGHeroInstance *h : (elem).second.heroes)
  1469. {
  1470. if (h->visitedTown)
  1471. giveSpells(h->visitedTown, h);
  1472. NewTurn::Hero hth;
  1473. hth.id = h->id;
  1474. auto ti = make_unique<TurnInfo>(h, 1);
  1475. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1476. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1477. hth.mana = h->getManaNewTurn();
  1478. n.heroes.insert(hth);
  1479. if (!firstTurn) //not first day
  1480. {
  1481. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1482. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1483. {
  1484. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1485. }
  1486. }
  1487. }
  1488. }
  1489. for (CGTownInstance *t : gs->map->towns)
  1490. {
  1491. PlayerColor player = t->tempOwner;
  1492. handleTownEvents(t, n);
  1493. if (newWeek) //first day of week
  1494. {
  1495. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1496. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1497. if (!firstTurn)
  1498. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1499. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1500. if (!vstd::contains(n.cres, t->id))
  1501. {
  1502. n.cres[t->id].tid = t->id;
  1503. n.cres[t->id].creatures = t->creatures;
  1504. }
  1505. auto & sac = n.cres.at(t->id);
  1506. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1507. {
  1508. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1509. {
  1510. ui32 &availableCount = sac.creatures.at(k).first;
  1511. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1512. if (n.specialWeek == NewTurn::PLAGUE)
  1513. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1514. else
  1515. {
  1516. if (firstTurn) //first day of game: use only basic growths
  1517. availableCount = cre->growth;
  1518. else
  1519. availableCount += t->creatureGrowth(k);
  1520. //Deity of fire week - upgrade both imps and upgrades
  1521. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1522. availableCount += 15;
  1523. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1524. {
  1525. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1526. availableCount *= 2;
  1527. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1528. availableCount += 5;
  1529. }
  1530. }
  1531. }
  1532. }
  1533. }
  1534. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1535. {
  1536. n.res[player] = n.res[player] + t->dailyIncome();
  1537. }
  1538. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1539. {
  1540. // Skyship, probably easier to handle same as Veil of darkness
  1541. //do it every new day after veils apply
  1542. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1543. {
  1544. FoWChange fw;
  1545. fw.mode = 1;
  1546. fw.player = player;
  1547. // find all hidden tiles
  1548. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1549. for (size_t i=0; i<fow.size(); i++)
  1550. for (size_t j=0; j<fow.at(i).size(); j++)
  1551. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1552. if (!fow.at(i).at(j).at(k))
  1553. fw.tiles.insert(int3(i,j,k));
  1554. sendAndApply (&fw);
  1555. }
  1556. }
  1557. if (t->hasBonusOfType (Bonus::DARKNESS))
  1558. {
  1559. for (auto & player : gs->players)
  1560. {
  1561. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1562. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1563. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1564. }
  1565. }
  1566. }
  1567. if (newMonth)
  1568. {
  1569. SetAvailableArtifacts saa;
  1570. saa.id = -1;
  1571. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1572. sendAndApply(&saa);
  1573. }
  1574. sendAndApply(&n);
  1575. if (newWeek)
  1576. {
  1577. //spawn wandering monsters
  1578. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1579. {
  1580. spawnWanderingMonsters(n.creatureid);
  1581. }
  1582. //new week info popup
  1583. if (!firstTurn)
  1584. {
  1585. InfoWindow iw;
  1586. switch (n.specialWeek)
  1587. {
  1588. case NewTurn::DOUBLE_GROWTH:
  1589. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1590. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1591. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1592. break;
  1593. case NewTurn::PLAGUE:
  1594. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1595. break;
  1596. case NewTurn::BONUS_GROWTH:
  1597. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1598. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1599. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1600. break;
  1601. case NewTurn::DEITYOFFIRE:
  1602. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1603. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1604. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1605. iw.text.addReplacement2(15); //%+d 15
  1606. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1607. iw.text.addReplacement2(15); //%+d 15
  1608. break;
  1609. default:
  1610. if (newMonth)
  1611. {
  1612. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1613. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1614. }
  1615. else
  1616. {
  1617. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1618. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1619. }
  1620. }
  1621. for (auto & elem : gs->players)
  1622. {
  1623. iw.player = elem.first;
  1624. sendAndApply(&iw);
  1625. }
  1626. }
  1627. }
  1628. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1629. handleTimeEvents();
  1630. //call objects
  1631. for (auto & elem : gs->map->objects)
  1632. {
  1633. if (elem)
  1634. elem->newTurn(getRandomGenerator());
  1635. }
  1636. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1637. }
  1638. void CGameHandler::run(bool resume)
  1639. {
  1640. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1641. using namespace boost::posix_time;
  1642. for (CConnection *cc : conns)
  1643. {
  1644. if (!resume)
  1645. {
  1646. (*cc) << gs->initialOpts; // gs->scenarioOps
  1647. }
  1648. std::set<PlayerColor> players;
  1649. (*cc) >> players; //how many players will be handled at that client
  1650. std::stringstream sbuffer;
  1651. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1652. for (PlayerColor color : players)
  1653. {
  1654. sbuffer << color << " ";
  1655. {
  1656. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1657. connections[color] = cc;
  1658. }
  1659. }
  1660. logGlobal->info(sbuffer.str());
  1661. cc->addStdVecItems(gs);
  1662. cc->enableStackSendingByID();
  1663. cc->disableSmartPointerSerialization();
  1664. }
  1665. for (auto & elem : conns)
  1666. {
  1667. std::set<PlayerColor> pom;
  1668. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1669. if (j->second == elem)
  1670. pom.insert(j->first);
  1671. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1672. }
  1673. if (gs->scenarioOps->mode == StartInfo::DUEL)
  1674. {
  1675. runBattle();
  1676. end2 = true;
  1677. while(conns.size() && (*conns.begin())->isOpen())
  1678. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1679. return;
  1680. }
  1681. auto playerTurnOrder = generatePlayerTurnOrder();
  1682. while(!end2)
  1683. {
  1684. if (!resume) newTurn();
  1685. std::list<PlayerColor>::iterator it;
  1686. if (resume)
  1687. {
  1688. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1689. }
  1690. else
  1691. {
  1692. it = playerTurnOrder.begin();
  1693. }
  1694. resume = false;
  1695. for (; it != playerTurnOrder.end(); it++)
  1696. {
  1697. auto playerColor = *it;
  1698. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1699. if (playerState->status == EPlayerStatus::INGAME)
  1700. {
  1701. //if player runs out of time, he shouldn't get the turn (especially AI)
  1702. checkVictoryLossConditionsForAll();
  1703. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1704. { //player lost at the beginning of his turn
  1705. continue;
  1706. }
  1707. else //give normal turn
  1708. {
  1709. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1710. YourTurn yt;
  1711. yt.player = playerColor;
  1712. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1713. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1714. applyAndSend(&yt);
  1715. //wait till turn is done
  1716. boost::unique_lock<boost::mutex> lock(states.mx);
  1717. while (states.players.at(playerColor).makingTurn && !end2)
  1718. {
  1719. static time_duration p = milliseconds(100);
  1720. states.cv.timed_wait(lock, p);
  1721. }
  1722. }
  1723. }
  1724. }
  1725. //additional check that game is not finished
  1726. bool activePlayer = false;
  1727. for (auto player : playerTurnOrder)
  1728. {
  1729. if (gs->players[player].status == EPlayerStatus::INGAME)
  1730. activePlayer = true;
  1731. }
  1732. if (!activePlayer)
  1733. end2 = true;
  1734. }
  1735. while(conns.size() && (*conns.begin())->isOpen())
  1736. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1737. }
  1738. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1739. {
  1740. // Generate player turn order
  1741. std::list<PlayerColor> playerTurnOrder;
  1742. for (const auto & player : gs->players) // add human players first
  1743. {
  1744. if (player.second.human)
  1745. playerTurnOrder.push_back(player.first);
  1746. }
  1747. for (const auto & player : gs->players) // then add non-human players
  1748. {
  1749. if (!player.second.human)
  1750. playerTurnOrder.push_back(player.first);
  1751. }
  1752. return playerTurnOrder;
  1753. }
  1754. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1755. {
  1756. battleResult.set(nullptr);
  1757. const auto t = getTile(tile);
  1758. ETerrainType terrain = t->terType;
  1759. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1760. terrain = ETerrainType::SAND;
  1761. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1762. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1763. terType = BFieldType::SHIP_TO_SHIP;
  1764. //send info about battles
  1765. BattleStart bs;
  1766. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1767. sendAndApply(&bs);
  1768. }
  1769. void CGameHandler::checkBattleStateChanges()
  1770. {
  1771. //check if drawbridge state need to be changes
  1772. if (battleGetSiegeLevel() > 0)
  1773. updateGateState();
  1774. //check if battle ended
  1775. if (auto result = battleIsFinished())
  1776. {
  1777. setBattleResult(BattleResult::NORMAL, *result);
  1778. }
  1779. }
  1780. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1781. {
  1782. if (!h->hasSpellbook())
  1783. return; //hero hasn't spellbook
  1784. ChangeSpells cs;
  1785. cs.hid = h->id;
  1786. cs.learn = true;
  1787. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1788. {
  1789. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1790. for (int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1791. {
  1792. std::vector<SpellID> spells;
  1793. getAllowedSpells(spells, i+1);
  1794. for (auto & spell : spells)
  1795. cs.spells.insert(spell);
  1796. }
  1797. }
  1798. else
  1799. {
  1800. for (int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1801. {
  1802. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1803. {
  1804. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1805. cs.spells.insert(t->spells.at(i).at(j));
  1806. }
  1807. }
  1808. }
  1809. if (!cs.spells.empty())
  1810. sendAndApply(&cs);
  1811. }
  1812. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1813. {
  1814. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1815. sendAndApply(&sop);
  1816. }
  1817. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1818. {
  1819. if (!obj || !getObj(obj->id))
  1820. {
  1821. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1822. return false;
  1823. }
  1824. RemoveObject ro;
  1825. ro.id = obj->id;
  1826. sendAndApply(&ro);
  1827. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1828. return true;
  1829. }
  1830. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1831. {
  1832. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1833. sendAndApply(&sop);
  1834. }
  1835. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/)
  1836. {
  1837. const CGHeroInstance *h = getHero(hid);
  1838. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1839. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1840. {
  1841. logGlobal->error("Illegal call to move hero!");
  1842. return false;
  1843. }
  1844. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
  1845. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1846. if (!gs->map->isInTheMap(hmpos))
  1847. {
  1848. logGlobal->error("Destination tile is outside the map!");
  1849. return false;
  1850. }
  1851. const TerrainTile t = *getTile(hmpos);
  1852. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1853. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1854. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1855. //result structure for start - movement failed, no move points used
  1856. TryMoveHero tmh;
  1857. tmh.id = hid;
  1858. tmh.start = h->pos;
  1859. tmh.end = dst;
  1860. tmh.result = TryMoveHero::FAILED;
  1861. tmh.movePoints = h->movement;
  1862. //check if destination tile is available
  1863. auto ti = make_unique<TurnInfo>(h);
  1864. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1865. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1866. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1867. //it's a rock or blocked and not visitable tile
  1868. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1869. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1870. && complain("Cannot move hero, destination tile is blocked!"))
  1871. || ((!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)
  1872. && complain("Cannot move hero, destination tile is on water!"))
  1873. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1874. && complain("Cannot disembark hero, tile is blocked!"))
  1875. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1876. && complain("Tiles are not neighboring!"))
  1877. || ((h->inTownGarrison)
  1878. && complain("Can not move garrisoned hero!"))
  1879. || ((h->movement < cost && dst != h->pos && !teleporting)
  1880. && complain("Hero doesn't have any movement points left!"))
  1881. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1882. && complain("Hero cannot transit over this tile!"))
  1883. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1884. && complain("Cannot move hero during the battle"))*/)
  1885. {
  1886. //send info about movement failure
  1887. sendAndApply(&tmh);
  1888. return false;
  1889. }
  1890. //several generic blocks of code
  1891. // should be called if hero changes tile but before applying TryMoveHero package
  1892. auto leaveTile = [&]()
  1893. {
  1894. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1895. {
  1896. obj->onHeroLeave(h);
  1897. }
  1898. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1899. };
  1900. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1901. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1902. {
  1903. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1904. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1905. queries.addQuery(moveQuery);
  1906. if (leavingTile == LEAVING_TILE)
  1907. leaveTile();
  1908. tmh.result = result;
  1909. sendAndApply(&tmh);
  1910. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1911. { // Hero should be always able to visit any object he staying on even if there guards around
  1912. visitObjectOnTile(t, h);
  1913. }
  1914. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1915. {
  1916. tmh.attackedFrom = guardPos;
  1917. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1918. objectVisited(guardTile.visitableObjects.back(), h);
  1919. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1920. }
  1921. else if (visitDest == VISIT_DEST)
  1922. {
  1923. visitObjectOnTile(t, h);
  1924. }
  1925. queries.popIfTop(moveQuery);
  1926. logGlobal->trace("Hero %s ends movement", h->name);
  1927. return result != TryMoveHero::FAILED;
  1928. };
  1929. //interaction with blocking object (like resources)
  1930. auto blockingVisit = [&]() -> bool
  1931. {
  1932. for (CGObjectInstance *obj : t.visitableObjects)
  1933. {
  1934. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1935. {
  1936. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1937. //this-> is needed for MVS2010 to recognize scope (?)
  1938. }
  1939. }
  1940. return false;
  1941. };
  1942. if (!transit && embarking)
  1943. {
  1944. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1945. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1946. // In H3 embark ignore guards
  1947. }
  1948. if (disembarking)
  1949. {
  1950. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1951. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1952. }
  1953. if (teleporting)
  1954. {
  1955. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1956. return true;
  1957. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1958. // visit town for town portal \ castle gates
  1959. // do not use generic visitObjectOnTile to avoid double-teleporting
  1960. // if this moveHero call was triggered by teleporter
  1961. if (!t.visitableObjects.empty())
  1962. {
  1963. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1964. town->onHeroVisit(h);
  1965. }
  1966. return true;
  1967. }
  1968. //still here? it is standard movement!
  1969. {
  1970. tmh.movePoints = h->movement >= cost
  1971. ? h->movement - cost
  1972. : 0;
  1973. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1974. EVisitDest visitDest = VISIT_DEST;
  1975. if (transit)
  1976. {
  1977. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1978. visitDest = DONT_VISIT_DEST;
  1979. if (canFly)
  1980. {
  1981. lookForGuards = IGNORE_GUARDS;
  1982. visitDest = DONT_VISIT_DEST;
  1983. }
  1984. }
  1985. else if (blockingVisit())
  1986. return true;
  1987. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1988. return true;
  1989. }
  1990. }
  1991. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1992. {
  1993. const CGHeroInstance *h = getHero(hid);
  1994. const CGTownInstance *t = getTown(dstid);
  1995. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1996. COMPLAIN_RET("Invalid call to teleportHero!");
  1997. const CGTownInstance *from = h->visitedTown;
  1998. if (((h->getOwner() != t->getOwner())
  1999. && complain("Cannot teleport hero to another player"))
  2000. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  2001. && complain("Hero must be in town with Castle gate for teleporting"))
  2002. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  2003. && complain("Cannot teleport hero to town without Castle gate in it")))
  2004. return false;
  2005. int3 pos = t->visitablePos();
  2006. pos += h->getVisitableOffset();
  2007. moveHero(hid,pos,1);
  2008. return true;
  2009. }
  2010. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  2011. {
  2012. PlayerColor oldOwner = getOwner(obj->id);
  2013. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2014. sendAndApply(&sop);
  2015. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2016. checkVictoryLossConditions(playerColors);
  2017. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2018. if (town) //town captured
  2019. {
  2020. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2021. {
  2022. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2023. setPortalDwelling(town, true, false);
  2024. }
  2025. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2026. {
  2027. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2028. {
  2029. InfoWindow iw;
  2030. iw.player = oldOwner;
  2031. 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.
  2032. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2033. sendAndApply(&iw);
  2034. }
  2035. }
  2036. }
  2037. const PlayerState * p = getPlayer(owner);
  2038. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2039. {
  2040. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2041. {
  2042. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2043. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2044. }
  2045. }
  2046. }
  2047. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2048. {
  2049. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  2050. queries.addQuery(dialogQuery);
  2051. iw->queryID = dialogQuery->queryID;
  2052. sendToAllClients(iw);
  2053. }
  2054. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2055. {
  2056. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  2057. queries.addQuery(dialogQuery);
  2058. iw->queryID = dialogQuery->queryID;
  2059. sendToAllClients(iw);
  2060. }
  2061. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2062. {
  2063. if (!val) return; //don't waste time on empty call
  2064. TResources resources;
  2065. resources.at(which) = val;
  2066. giveResources(player, resources);
  2067. }
  2068. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2069. {
  2070. SetResources sr;
  2071. sr.abs = false;
  2072. sr.player = player;
  2073. sr.res = resources;
  2074. sendAndApply(&sr);
  2075. }
  2076. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2077. {
  2078. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2079. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2080. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2081. //first we move creatures to give to make them army of object-source
  2082. for (auto & elem : creatures.Slots())
  2083. {
  2084. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2085. }
  2086. tryJoiningArmy(obj, h, remove, true);
  2087. }
  2088. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2089. {
  2090. std::vector<CStackBasicDescriptor> cres = creatures;
  2091. if (cres.size() <= 0)
  2092. return;
  2093. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2094. for (CStackBasicDescriptor &sbd : cres)
  2095. {
  2096. TQuantity collected = 0;
  2097. while(collected < sbd.count)
  2098. {
  2099. bool foundSth = false;
  2100. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2101. {
  2102. if (i->second->type == sbd.type)
  2103. {
  2104. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2105. changeStackCount(StackLocation(obj, i->first), -take, false);
  2106. collected += take;
  2107. foundSth = true;
  2108. break;
  2109. }
  2110. }
  2111. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2112. {
  2113. complain("Unexpected failure during taking creatures!");
  2114. return;
  2115. }
  2116. }
  2117. }
  2118. }
  2119. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2120. {
  2121. sendToAllClients(comp);
  2122. }
  2123. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2124. {
  2125. HeroVisitCastle vc;
  2126. vc.hid = hero->id;
  2127. vc.tid = obj->id;
  2128. vc.flags |= 1;
  2129. sendAndApply(&vc);
  2130. vistiCastleObjects (obj, hero);
  2131. giveSpells (obj, hero);
  2132. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2133. }
  2134. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2135. {
  2136. std::vector<CGTownBuilding*>::const_iterator i;
  2137. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2138. (*i)->onHeroVisit (h);
  2139. }
  2140. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2141. {
  2142. HeroVisitCastle vc;
  2143. vc.hid = hero->id;
  2144. vc.tid = obj->id;
  2145. sendAndApply(&vc);
  2146. }
  2147. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2148. {
  2149. EraseArtifact ea;
  2150. ea.al = al;
  2151. sendAndApply(&ea);
  2152. }
  2153. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2154. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2155. const CGTownInstance *town) //use hero=nullptr for no hero
  2156. {
  2157. engageIntoBattle(army1->tempOwner);
  2158. engageIntoBattle(army2->tempOwner);
  2159. static const CArmedInstance *armies[2];
  2160. armies[0] = army1;
  2161. armies[1] = army2;
  2162. static const CGHeroInstance*heroes[2];
  2163. heroes[0] = hero1;
  2164. heroes[1] = hero2;
  2165. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2166. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2167. queries.addQuery(battleQuery);
  2168. boost::thread(&CGameHandler::runBattle, this);
  2169. }
  2170. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2171. {
  2172. startBattlePrimary(army1, army2, tile,
  2173. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2174. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2175. creatureBank);
  2176. }
  2177. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2178. {
  2179. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2180. }
  2181. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2182. {
  2183. ChangeSpells cs;
  2184. cs.hid = hero->id;
  2185. cs.spells = spells;
  2186. cs.learn = give;
  2187. sendAndApply(&cs);
  2188. }
  2189. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2190. {
  2191. SystemMessage sm;
  2192. sm.text = message;
  2193. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2194. c << &sm;
  2195. }
  2196. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2197. {
  2198. sendAndApply(bonus);
  2199. }
  2200. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2201. {
  2202. sendAndApply(smp);
  2203. }
  2204. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2205. {
  2206. SetMana sm;
  2207. sm.hid = hid;
  2208. sm.val = val;
  2209. sm.absolute = true;
  2210. sendAndApply(&sm);
  2211. }
  2212. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2213. {
  2214. GiveHero gh;
  2215. gh.id = id;
  2216. gh.player = player;
  2217. sendAndApply(&gh);
  2218. }
  2219. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2220. {
  2221. ChangeObjPos cop;
  2222. cop.objid = objid;
  2223. cop.nPos = newPos;
  2224. cop.flags = flags;
  2225. sendAndApply(&cop);
  2226. }
  2227. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2228. {
  2229. const CGHeroInstance * h1 = getHero(fromHero);
  2230. const CGHeroInstance * h2 = getHero(toHero);
  2231. if (h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR))
  2232. {
  2233. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2234. std::swap(fromHero, toHero);
  2235. }
  2236. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2237. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2238. return;//no scholar skill or no spellbook
  2239. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2240. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2241. ChangeSpells cs1;
  2242. cs1.learn = true;
  2243. cs1.hid = toHero;//giving spells to first hero
  2244. for (auto it : h1->spells)
  2245. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2246. cs1.spells.insert(it);//spell to learn
  2247. ChangeSpells cs2;
  2248. cs2.learn = true;
  2249. cs2.hid = fromHero;
  2250. for (auto it : h2->spells)
  2251. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2252. cs2.spells.insert(it);
  2253. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2254. {
  2255. InfoWindow iw;
  2256. iw.player = h1->tempOwner;
  2257. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2258. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2259. iw.text.addReplacement(h1->name);
  2260. if (!cs2.spells.empty())//if found new spell - apply
  2261. {
  2262. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2263. int size = cs2.spells.size();
  2264. for (auto it : cs2.spells)
  2265. {
  2266. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2267. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2268. switch (size--)
  2269. {
  2270. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2271. case 1: break;
  2272. default: iw.text << ", ";
  2273. }
  2274. }
  2275. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2276. iw.text.addReplacement(h2->name);
  2277. sendAndApply(&cs2);
  2278. }
  2279. if (!cs1.spells.empty() && !cs2.spells.empty())
  2280. {
  2281. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2282. }
  2283. if (!cs1.spells.empty())
  2284. {
  2285. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2286. int size = cs1.spells.size();
  2287. for (auto it : cs1.spells)
  2288. {
  2289. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2290. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2291. switch (size--)
  2292. {
  2293. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2294. case 1: break;
  2295. default: iw.text << ", ";
  2296. } }
  2297. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2298. iw.text.addReplacement(h2->name);
  2299. sendAndApply(&cs1);
  2300. }
  2301. sendAndApply(&iw);
  2302. }
  2303. }
  2304. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2305. {
  2306. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2307. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2308. {
  2309. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2310. ExchangeDialog hex;
  2311. hex.queryID = exchange->queryID;
  2312. hex.heroes[0] = getHero(hero1);
  2313. hex.heroes[1] = getHero(hero2);
  2314. sendAndApply(&hex);
  2315. useScholarSkill(hero1,hero2);
  2316. queries.addQuery(exchange);
  2317. }
  2318. }
  2319. void CGameHandler::sendToAllClients(CPackForClient * info)
  2320. {
  2321. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2322. for (auto & elem : conns)
  2323. {
  2324. if(!elem->isOpen())
  2325. continue;
  2326. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2327. *elem << info;
  2328. }
  2329. }
  2330. void CGameHandler::sendAndApply(CPackForClient * info)
  2331. {
  2332. sendToAllClients(info);
  2333. gs->apply(info);
  2334. }
  2335. void CGameHandler::applyAndSend(CPackForClient * info)
  2336. {
  2337. gs->apply(info);
  2338. sendToAllClients(info);
  2339. }
  2340. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2341. {
  2342. sendAndApply(static_cast<CPackForClient*>(info));
  2343. checkVictoryLossConditionsForAll();
  2344. }
  2345. void CGameHandler::sendAndApply(SetResources * info)
  2346. {
  2347. sendAndApply(static_cast<CPackForClient*>(info));
  2348. checkVictoryLossConditionsForPlayer(info->player);
  2349. }
  2350. void CGameHandler::sendAndApply(NewStructures * info)
  2351. {
  2352. sendAndApply(static_cast<CPackForClient*>(info));
  2353. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2354. }
  2355. void CGameHandler::save(const std::string & filename)
  2356. {
  2357. logGlobal->info("Saving to %s", filename);
  2358. const auto stem = FileInfo::GetPathStem(filename);
  2359. const auto savefname = stem.to_string() + ".vsgm1";
  2360. CResourceHandler::get("local")->createResource(savefname);
  2361. {
  2362. logGlobal->info("Ordering clients to serialize...");
  2363. SaveGame sg(savefname);
  2364. sendToAllClients(&sg);
  2365. }
  2366. try
  2367. {
  2368. {
  2369. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2370. saveCommonState(save);
  2371. logGlobal->info("Saving server state");
  2372. save << *this;
  2373. }
  2374. logGlobal->info("Game has been successfully saved!");
  2375. }
  2376. catch(std::exception &e)
  2377. {
  2378. logGlobal->error("Failed to save game: %s", e.what());
  2379. }
  2380. }
  2381. void CGameHandler::close()
  2382. {
  2383. logGlobal->info("We have been requested to close.");
  2384. if (gs->initialOpts->mode == StartInfo::DUEL)
  2385. {
  2386. exit(0);
  2387. }
  2388. end2 = true;
  2389. for (auto & elem : conns)
  2390. {
  2391. if(!elem->isOpen())
  2392. continue;
  2393. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2394. elem->close();
  2395. elem->connected = false;
  2396. }
  2397. exit(0);
  2398. }
  2399. void CGameHandler::playerLeftGame(int cid)
  2400. {
  2401. for (auto & elem : conns)
  2402. {
  2403. if(elem->isOpen() && elem->connectionID == cid)
  2404. {
  2405. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2406. elem->close();
  2407. elem->connected = false;
  2408. break;
  2409. }
  2410. }
  2411. }
  2412. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2413. {
  2414. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2415. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2416. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2417. StackLocation sl1(s1, p1), sl2(s2, p2);
  2418. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2419. {
  2420. complain("Invalid slot accessed!");
  2421. return false;
  2422. }
  2423. if (!isAllowedExchange(id1,id2))
  2424. {
  2425. complain("Cannot exchange stacks between these two objects!\n");
  2426. return false;
  2427. }
  2428. // We can always put stacks into locked garrison, but not take them out of it
  2429. auto notRemovable = [&](const CArmedInstance * army)
  2430. {
  2431. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2432. {
  2433. auto g = dynamic_cast<const CGGarrison *>(army);
  2434. if (g && !g->removableUnits)
  2435. {
  2436. complain("Stacks in this garrison are not removable!\n");
  2437. return true;
  2438. }
  2439. }
  2440. return false;
  2441. };
  2442. if (what==1) //swap
  2443. {
  2444. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2445. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2446. {
  2447. complain("Can't take troops from another player!");
  2448. return false;
  2449. }
  2450. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2451. {
  2452. complain("Cannot swap stacks - slots are the same!");
  2453. return false;
  2454. }
  2455. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2456. {
  2457. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2458. return false;
  2459. }
  2460. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2461. return false;
  2462. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2463. return false;
  2464. swapStacks(sl1, sl2);
  2465. }
  2466. else if (what==2)//merge
  2467. {
  2468. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2469. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2470. return false;
  2471. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2472. {
  2473. complain("Cannot merge empty stack!");
  2474. return false;
  2475. }
  2476. else if (notRemovable(sl1.army))
  2477. return false;
  2478. moveStack(sl1, sl2);
  2479. }
  2480. else if (what==3) //split
  2481. {
  2482. const int countToMove = val - s2->getStackCount(p2);
  2483. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2484. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2485. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2486. {
  2487. complain("Can't move troops of another player!");
  2488. return false;
  2489. }
  2490. //general conditions checking
  2491. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2492. || (val<1 && complain("no creatures to split")) )
  2493. {
  2494. return false;
  2495. }
  2496. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2497. {
  2498. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2499. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2500. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2501. )
  2502. {
  2503. return false;
  2504. }
  2505. if (notRemovable(sl1.army))
  2506. {
  2507. if (s1->getStackCount(p1) > countLeftOnSrc)
  2508. return false;
  2509. }
  2510. else if (notRemovable(sl2.army))
  2511. {
  2512. if (s2->getStackCount(p1) < countLeftOnSrc)
  2513. return false;
  2514. }
  2515. moveStack(sl1, sl2, countToMove);
  2516. //S2.slots[p2]->count = val;
  2517. //S1.slots[p1]->count = total - val;
  2518. }
  2519. else //split one stack to the two
  2520. {
  2521. if (s1->getStackCount(p1) < val)//not enough creatures
  2522. {
  2523. complain("Cannot split that stack, not enough creatures!");
  2524. return false;
  2525. }
  2526. if (notRemovable(sl1.army))
  2527. return false;
  2528. moveStack(sl1, sl2, val);
  2529. }
  2530. }
  2531. return true;
  2532. }
  2533. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2534. {
  2535. std::set<PlayerColor> all;
  2536. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2537. if (i->second == c)
  2538. all.insert(i->first);
  2539. switch(all.size())
  2540. {
  2541. case 0:
  2542. return PlayerColor::NEUTRAL;
  2543. case 1:
  2544. return *all.begin();
  2545. default:
  2546. {
  2547. //if we have more than one player at this connection, try to pick active one
  2548. if (vstd::contains(all, gs->currentPlayer))
  2549. return gs->currentPlayer;
  2550. else
  2551. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2552. }
  2553. }
  2554. }
  2555. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2556. {
  2557. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2558. if (!vstd::contains(s1->stacks,pos))
  2559. {
  2560. complain("Illegal call to disbandCreature - no such stack in army!");
  2561. return false;
  2562. }
  2563. eraseStack(StackLocation(s1, pos));
  2564. return true;
  2565. }
  2566. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/)
  2567. {
  2568. const CGTownInstance * t = getTown(tid);
  2569. if (!t)
  2570. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2571. if (!t->town->buildings.count(requestedID))
  2572. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2573. if (t->hasBuilt(requestedID))
  2574. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2575. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2576. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2577. std::vector<const CBuilding*> remainingAutoBuildings;
  2578. std::set<BuildingID> buildingsThatWillBe;
  2579. //Check validity of request
  2580. if (!force)
  2581. {
  2582. switch (requestedBuilding->mode)
  2583. {
  2584. case CBuilding::BUILD_NORMAL :
  2585. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2586. COMPLAIN_RET("Cannot build that building!");
  2587. break;
  2588. case CBuilding::BUILD_AUTO :
  2589. case CBuilding::BUILD_SPECIAL:
  2590. COMPLAIN_RET("This building can not be constructed normally!");
  2591. case CBuilding::BUILD_GRAIL :
  2592. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2593. {
  2594. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2595. COMPLAIN_RET("Cannot build this without grail!")
  2596. else
  2597. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2598. }
  2599. break;
  2600. }
  2601. }
  2602. //Performs stuff that has to be done before new building is built
  2603. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2604. {
  2605. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2606. {
  2607. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2608. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2609. if (upgradeNumber >= t->town->creatures.at(level).size())
  2610. {
  2611. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2612. "no creature found (upgrade number %d, level %d!")
  2613. % buildingID % upgradeNumber % level));
  2614. return;
  2615. }
  2616. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2617. SetAvailableCreatures ssi;
  2618. ssi.tid = t->id;
  2619. ssi.creatures = t->creatures;
  2620. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2621. ssi.creatures[level].first = crea->growth;
  2622. ssi.creatures[level].second.push_back(crea->idNumber);
  2623. sendAndApply(&ssi);
  2624. }
  2625. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2626. {
  2627. setPortalDwelling(t);
  2628. }
  2629. };
  2630. //Performs stuff that has to be done after new building is built
  2631. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2632. {
  2633. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2634. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2635. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2636. {
  2637. if (t->visitingHero)
  2638. giveSpells(t,t->visitingHero);
  2639. if (t->garrisonHero)
  2640. giveSpells(t,t->garrisonHero);
  2641. }
  2642. };
  2643. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2644. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2645. {
  2646. return buildingsThatWillBe.count(buildID);
  2647. };
  2648. //Init the vectors
  2649. for (auto & build : t->town->buildings)
  2650. {
  2651. if (t->hasBuilt(build.first))
  2652. buildingsThatWillBe.insert(build.first);
  2653. else
  2654. {
  2655. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2656. remainingAutoBuildings.push_back(build.second);
  2657. }
  2658. }
  2659. //Prepare structure (list of building ids will be filled later)
  2660. NewStructures ns;
  2661. ns.tid = tid;
  2662. ns.builded = force ? t->builded : (t->builded+1);
  2663. std::queue<const CBuilding*> buildingsToAdd;
  2664. buildingsToAdd.push(requestedBuilding);
  2665. while(!buildingsToAdd.empty())
  2666. {
  2667. auto b = buildingsToAdd.front();
  2668. buildingsToAdd.pop();
  2669. ns.bid.insert(b->bid);
  2670. buildingsThatWillBe.insert(b->bid);
  2671. remainingAutoBuildings -= b;
  2672. for (auto autoBuilding : remainingAutoBuildings)
  2673. {
  2674. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2675. buildingsToAdd.push(autoBuilding);
  2676. }
  2677. }
  2678. // 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.
  2679. for (auto builtID : ns.bid)
  2680. processBeforeBuiltStructure(builtID);
  2681. //Take cost
  2682. if (!force)
  2683. {
  2684. giveResources(t->tempOwner, -requestedBuilding->resources);
  2685. }
  2686. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2687. sendAndApply(&ns);
  2688. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2689. for (auto builtID : ns.bid)
  2690. processAfterBuiltStructure(builtID);
  2691. // now when everything is built - reveal tiles for lookout tower
  2692. FoWChange fw;
  2693. fw.player = t->tempOwner;
  2694. fw.mode = 1;
  2695. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2696. sendAndApply(&fw);
  2697. if (t->visitingHero)
  2698. vistiCastleObjects (t, t->visitingHero);
  2699. if (t->garrisonHero)
  2700. vistiCastleObjects (t, t->garrisonHero);
  2701. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2702. return true;
  2703. }
  2704. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2705. {
  2706. ///incomplete, simply erases target building
  2707. const CGTownInstance * t = getTown(tid);
  2708. if (!vstd::contains(t->builtBuildings, bid))
  2709. return false;
  2710. RazeStructures rs;
  2711. rs.tid = tid;
  2712. rs.bid.insert(bid);
  2713. rs.destroyed = t->destroyed + 1;
  2714. sendAndApply(&rs);
  2715. //TODO: Remove dwellers
  2716. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2717. // {
  2718. // RemoveBonus rb(RemoveBonus::TOWN);
  2719. // rb.whoID = t->id;
  2720. // rb.source = Bonus::TOWN_STRUCTURE;
  2721. // rb.id = 17;
  2722. // sendAndApply(&rb);
  2723. // }
  2724. return true;
  2725. }
  2726. void CGameHandler::sendMessageToAll(const std::string &message)
  2727. {
  2728. SystemMessage sm;
  2729. sm.text = message;
  2730. sendToAllClients(&sm);
  2731. }
  2732. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2733. {
  2734. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2735. const CArmedInstance *dst = nullptr;
  2736. const CCreature *c = VLC->creh->creatures.at(crid);
  2737. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2738. //TODO: test for owning
  2739. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2740. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2741. assert(dw && dst);
  2742. //verify
  2743. bool found = false;
  2744. int level = 0;
  2745. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2746. {
  2747. if ((fromLvl != -1) && (level !=fromLvl))
  2748. continue;
  2749. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2750. int i = 0;
  2751. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2752. if (cur.second.at(i) == crid)
  2753. break;
  2754. if (i < cur.second.size())
  2755. {
  2756. found = true;
  2757. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2758. break;
  2759. }
  2760. }
  2761. SlotID slot = dst->getSlotFor(crid);
  2762. if ((!found && complain("Cannot recruit: no such creatures!"))
  2763. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2764. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2765. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2766. {
  2767. return false;
  2768. }
  2769. //recruit
  2770. giveResources(dst->tempOwner, -(c->cost * cram));
  2771. SetAvailableCreatures sac;
  2772. sac.tid = objid;
  2773. sac.creatures = dw->creatures;
  2774. sac.creatures[level].first -= cram;
  2775. sendAndApply(&sac);
  2776. if (warMachine)
  2777. {
  2778. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2779. if (!h)
  2780. COMPLAIN_RET("Only hero can buy war machines");
  2781. switch(crid)
  2782. {
  2783. case CreatureID::BALLISTA:
  2784. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2785. break;
  2786. case CreatureID::FIRST_AID_TENT:
  2787. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2788. break;
  2789. case CreatureID::AMMO_CART:
  2790. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2791. break;
  2792. default:
  2793. complain("This war machine cannot be recruited!");
  2794. return false;
  2795. }
  2796. }
  2797. else
  2798. {
  2799. addToSlot(StackLocation(dst, slot), c, cram);
  2800. }
  2801. return true;
  2802. }
  2803. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2804. {
  2805. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2806. if (!obj->hasStackAtSlot(pos))
  2807. {
  2808. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2809. }
  2810. UpgradeInfo ui;
  2811. getUpgradeInfo(obj, pos, ui);
  2812. PlayerColor player = obj->tempOwner;
  2813. const PlayerState *p = getPlayer(player);
  2814. int crQuantity = obj->stacks.at(pos)->count;
  2815. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2816. //check if upgrade is possible
  2817. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2818. {
  2819. return false;
  2820. }
  2821. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2822. //check if player has enough resources
  2823. if (!p->resources.canAfford(totalCost))
  2824. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2825. //take resources
  2826. giveResources(player, -totalCost);
  2827. //upgrade creature
  2828. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2829. return true;
  2830. }
  2831. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2832. {
  2833. if (!sl.army->hasStackAtSlot(sl.slot))
  2834. COMPLAIN_RET("Cannot find a stack to change type");
  2835. SetStackType sst;
  2836. sst.sl = sl;
  2837. sst.type = c;
  2838. sendAndApply(&sst);
  2839. return true;
  2840. }
  2841. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2842. {
  2843. assert(src->canBeMergedWith(*dst, allowMerging));
  2844. while(src->stacksCount())//while there are unmoved creatures
  2845. {
  2846. auto i = src->Slots().begin(); //iterator to stack to move
  2847. StackLocation sl(src, i->first); //location of stack to move
  2848. SlotID pos = dst->getSlotFor(i->second->type);
  2849. if (!pos.validSlot())
  2850. {
  2851. //try to merge two other stacks to make place
  2852. std::pair<SlotID, SlotID> toMerge;
  2853. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2854. {
  2855. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2856. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2857. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2858. }
  2859. else
  2860. {
  2861. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2862. return;
  2863. }
  2864. }
  2865. else
  2866. {
  2867. moveStack(sl, StackLocation(dst, pos));
  2868. }
  2869. }
  2870. }
  2871. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2872. {
  2873. const CGTownInstance * town = getTown(tid);
  2874. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2875. {
  2876. if (!town->visitingHero->canBeMergedWith(*town))
  2877. {
  2878. complain("Cannot make garrison swap, not enough free slots!");
  2879. return false;
  2880. }
  2881. moveArmy(town, town->visitingHero, true);
  2882. SetHeroesInTown intown;
  2883. intown.tid = tid;
  2884. intown.visiting = ObjectInstanceID();
  2885. intown.garrison = town->visitingHero->id;
  2886. sendAndApply(&intown);
  2887. return true;
  2888. }
  2889. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2890. {
  2891. //check if moving hero out of town will break 8 wandering heroes limit
  2892. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2893. {
  2894. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2895. return false;
  2896. }
  2897. SetHeroesInTown intown;
  2898. intown.tid = tid;
  2899. intown.garrison = ObjectInstanceID();
  2900. intown.visiting = town->garrisonHero->id;
  2901. sendAndApply(&intown);
  2902. return true;
  2903. }
  2904. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2905. {
  2906. SetHeroesInTown intown;
  2907. intown.tid = tid;
  2908. intown.garrison = town->visitingHero->id;
  2909. intown.visiting = town->garrisonHero->id;
  2910. sendAndApply(&intown);
  2911. return true;
  2912. }
  2913. else
  2914. {
  2915. complain("Cannot swap garrison hero!");
  2916. return false;
  2917. }
  2918. }
  2919. // With the amount of changes done to the function, it's more like transferArtifacts.
  2920. // 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.
  2921. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2922. {
  2923. ArtifactLocation src = al1, dst = al2;
  2924. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2925. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2926. // Make sure exchange is even possible between the two heroes.
  2927. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2928. COMPLAIN_RET("That heroes cannot make any exchange!");
  2929. const CArtifactInstance *srcArtifact = src.getArt();
  2930. const CArtifactInstance *destArtifact = dst.getArt();
  2931. if (srcArtifact == nullptr)
  2932. COMPLAIN_RET("No artifact to move!");
  2933. if (destArtifact && srcPlayer != dstPlayer)
  2934. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2935. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2936. // Moving to the backpack is always allowed.
  2937. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2938. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2939. COMPLAIN_RET("Cannot move artifact!");
  2940. auto srcSlot = src.getSlot();
  2941. auto dstSlot = dst.getSlot();
  2942. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2943. COMPLAIN_RET("Cannot move artifact locks.");
  2944. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2945. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2946. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2947. COMPLAIN_RET("Cannot move catapult!");
  2948. if (dst.slot >= GameConstants::BACKPACK_START)
  2949. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2950. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2951. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2952. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2953. {
  2954. //old artifact must be removed first
  2955. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2956. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2957. }
  2958. MoveArtifact ma;
  2959. ma.src = src;
  2960. ma.dst = dst;
  2961. sendAndApply(&ma);
  2962. return true;
  2963. }
  2964. /**
  2965. * Assembles or disassembles a combination artifact.
  2966. * @param heroID ID of hero holding the artifact(s).
  2967. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2968. * @param assemble True for assembly operation, false for disassembly.
  2969. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2970. * artifact to assemble to. Otherwise it's not used.
  2971. */
  2972. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2973. {
  2974. const CGHeroInstance * hero = getHero(heroID);
  2975. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2976. if (!destArtifact)
  2977. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2978. if (assemble)
  2979. {
  2980. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2981. if (!combinedArt->constituents)
  2982. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2983. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2984. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2985. AssembledArtifact aa;
  2986. aa.al = ArtifactLocation(hero, artifactSlot);
  2987. aa.builtArt = combinedArt;
  2988. sendAndApply(&aa);
  2989. }
  2990. else
  2991. {
  2992. if (!destArtifact->artType->constituents)
  2993. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2994. DisassembledArtifact da;
  2995. da.al = ArtifactLocation(hero, artifactSlot);
  2996. sendAndApply(&da);
  2997. }
  2998. return true;
  2999. }
  3000. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3001. {
  3002. const CGHeroInstance * hero = getHero(hid);
  3003. const CGTownInstance * town = hero->visitedTown;
  3004. if (aid==ArtifactID::SPELLBOOK)
  3005. {
  3006. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3007. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3008. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3009. )
  3010. return false;
  3011. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3012. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3013. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3014. giveSpells(town,hero);
  3015. return true;
  3016. }
  3017. else if (aid < 7 && aid > 3) //war machine
  3018. {
  3019. int price = VLC->arth->artifacts[aid]->price;
  3020. if ((hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  3021. || (getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  3022. {
  3023. return false;
  3024. }
  3025. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3026. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  3027. {
  3028. giveResource(hero->getOwner(),Res::GOLD,-price);
  3029. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  3030. return true;
  3031. }
  3032. else
  3033. COMPLAIN_RET("This machine is unavailable here!");
  3034. }
  3035. return false;
  3036. }
  3037. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3038. {
  3039. if(!h)
  3040. COMPLAIN_RET("Only hero can buy artifacts!");
  3041. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3042. COMPLAIN_RET("That artifact is unavailable!");
  3043. int b1, b2;
  3044. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3045. if (getResource(h->tempOwner, rid) < b1)
  3046. COMPLAIN_RET("You can't afford to buy this artifact!");
  3047. giveResource(h->tempOwner, rid, -b1);
  3048. SetAvailableArtifacts saa;
  3049. if (m->o->ID == Obj::TOWN)
  3050. {
  3051. saa.id = -1;
  3052. saa.arts = CGTownInstance::merchantArtifacts;
  3053. }
  3054. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3055. {
  3056. saa.id = bm->id.getNum();
  3057. saa.arts = bm->artifacts;
  3058. }
  3059. else
  3060. COMPLAIN_RET("Wrong marktet...");
  3061. bool found = false;
  3062. for (const CArtifact *&art : saa.arts)
  3063. {
  3064. if (art && art->id == aid)
  3065. {
  3066. art = nullptr;
  3067. found = true;
  3068. break;
  3069. }
  3070. }
  3071. if (!found)
  3072. COMPLAIN_RET("Cannot find selected artifact on the list");
  3073. sendAndApply(&saa);
  3074. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3075. return true;
  3076. }
  3077. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3078. {
  3079. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3080. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3081. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3082. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3083. int resVal = 0, dump = 1;
  3084. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3085. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3086. giveResource(h->tempOwner, rid, resVal);
  3087. return true;
  3088. }
  3089. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3090. {
  3091. if (!h)
  3092. COMPLAIN_RET("You need hero to buy a skill!");
  3093. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3094. COMPLAIN_RET("Hero already know this skill");
  3095. if (!h->canLearnSkill())
  3096. COMPLAIN_RET("Hero can't learn any more skills");
  3097. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3098. COMPLAIN_RET("The hero can't learn this skill!");
  3099. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3100. COMPLAIN_RET("That skill is unavailable!");
  3101. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3102. COMPLAIN_RET("You can't afford to buy this skill");
  3103. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3104. changeSecSkill(h, skill, 1, true);
  3105. return true;
  3106. }
  3107. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3108. {
  3109. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3110. vstd::amin(val, r1); //can't trade more resources than have
  3111. int b1, b2; //base quantities for trade
  3112. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3113. int units = val / b1; //how many base quantities we trade
  3114. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3115. {
  3116. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3117. }
  3118. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3119. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3120. return true;
  3121. }
  3122. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3123. {
  3124. if(!hero)
  3125. COMPLAIN_RET("Only hero can sell creatures!");
  3126. if (!vstd::contains(hero->Slots(), slot))
  3127. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3128. const CStackInstance &s = hero->getStack(slot);
  3129. if (s.count < count //can't sell more creatures than have
  3130. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3131. {
  3132. COMPLAIN_RET("Not enough creatures in army!");
  3133. }
  3134. int b1, b2; //base quantities for trade
  3135. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3136. int units = count / b1; //how many base quantities we trade
  3137. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3138. {
  3139. //TODO: complain?
  3140. assert(0);
  3141. }
  3142. changeStackCount(StackLocation(hero, slot), -count);
  3143. giveResource(hero->tempOwner, resourceID, b2 * units);
  3144. return true;
  3145. }
  3146. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3147. {
  3148. const CArmedInstance *army = nullptr;
  3149. if (hero)
  3150. army = hero;
  3151. else
  3152. army = dynamic_cast<const CGTownInstance *>(market->o);
  3153. if (!army)
  3154. COMPLAIN_RET("Incorrect call to transform in undead!");
  3155. if (!army->hasStackAtSlot(slot))
  3156. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3157. const CStackInstance &s = army->getStack(slot);
  3158. //resulting creature - bone dragons or skeletons
  3159. CreatureID resCreature = CreatureID::SKELETON;
  3160. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3161. || (s.getCreatureID() == CreatureID::HYDRA)
  3162. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3163. resCreature = CreatureID::BONE_DRAGON;
  3164. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3165. return true;
  3166. }
  3167. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3168. {
  3169. const PlayerState *p2 = getPlayer(r2, false);
  3170. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3171. {
  3172. complain("Dest player must be in game!");
  3173. return false;
  3174. }
  3175. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3176. vstd::amin(val, curRes1);
  3177. giveResource(player, r1, -val);
  3178. giveResource(r2, r1, val);
  3179. return true;
  3180. }
  3181. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3182. {
  3183. const CGHeroInstance *h = getHero(hid);
  3184. if (!h)
  3185. {
  3186. logGlobal->error("Hero doesn't exist!");
  3187. return false;
  3188. }
  3189. ChangeFormation cf;
  3190. cf.hid = hid;
  3191. cf.formation = formation;
  3192. sendAndApply(&cf);
  3193. return true;
  3194. }
  3195. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3196. {
  3197. const PlayerState * p = getPlayer(player);
  3198. const CGTownInstance * t = getTown(obj->id);
  3199. //common preconditions
  3200. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3201. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3202. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3203. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3204. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3205. {
  3206. return false;
  3207. }
  3208. if (t) //tavern in town
  3209. {
  3210. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3211. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3212. {
  3213. return false;
  3214. }
  3215. }
  3216. else if (obj->ID == Obj::TAVERN)
  3217. {
  3218. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3219. {
  3220. return false;
  3221. }
  3222. }
  3223. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3224. if (!nh)
  3225. {
  3226. complain ("Hero is not available for hiring!");
  3227. return false;
  3228. }
  3229. HeroRecruited hr;
  3230. hr.tid = obj->id;
  3231. hr.hid = nh->subID;
  3232. hr.player = player;
  3233. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3234. sendAndApply(&hr);
  3235. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3236. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3237. const CGHeroInstance *newHero = nullptr;
  3238. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3239. {
  3240. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3241. }
  3242. SetAvailableHeroes sah;
  3243. sah.player = player;
  3244. if (newHero)
  3245. {
  3246. sah.hid[hid] = newHero->subID;
  3247. sah.army[hid].clear();
  3248. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3249. }
  3250. else
  3251. {
  3252. sah.hid[hid] = -1;
  3253. }
  3254. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3255. sendAndApply(&sah);
  3256. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3257. if (t)
  3258. {
  3259. vistiCastleObjects (t, nh);
  3260. giveSpells (t,nh);
  3261. }
  3262. return true;
  3263. }
  3264. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3265. {
  3266. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3267. logGlobal->trace("Player %s attempts answering query %d with answer %d", player, qid, answer);
  3268. auto topQuery = queries.topQuery(player);
  3269. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3270. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3271. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3272. if (auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3273. dialogQuery->answer = answer;
  3274. queries.popQuery(topQuery);
  3275. return true;
  3276. }
  3277. static EndAction end_action;
  3278. void CGameHandler::updateGateState()
  3279. {
  3280. BattleUpdateGateState db;
  3281. db.state = gs->curB->si.gateState;
  3282. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3283. {
  3284. db.state = EGateState::DESTROYED;
  3285. }
  3286. else if (db.state == EGateState::OPENED)
  3287. {
  3288. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3289. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3290. {
  3291. if (gs->curB->town->subID == ETownType::FORTRESS)
  3292. {
  3293. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3294. db.state = EGateState::CLOSED;
  3295. }
  3296. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3297. db.state = EGateState::BLOCKED;
  3298. else
  3299. db.state = EGateState::CLOSED;
  3300. }
  3301. }
  3302. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3303. db.state = EGateState::BLOCKED;
  3304. else
  3305. db.state = EGateState::CLOSED;
  3306. if (db.state != gs->curB->si.gateState)
  3307. sendAndApply(&db);
  3308. }
  3309. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3310. {
  3311. bool ok = true;
  3312. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3313. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3314. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3315. : nullptr;
  3316. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3317. logGlobal->trace(
  3318. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3319. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3320. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3321. switch(ba.actionType)
  3322. {
  3323. case Battle::WALK: //walk
  3324. case Battle::DEFEND: //defend
  3325. case Battle::WAIT: //wait
  3326. case Battle::WALK_AND_ATTACK: //walk or attack
  3327. case Battle::SHOOT: //shoot
  3328. case Battle::CATAPULT: //catapult
  3329. case Battle::STACK_HEAL: //healing with First Aid Tent
  3330. case Battle::DAEMON_SUMMONING:
  3331. case Battle::MONSTER_SPELL:
  3332. if (!stack)
  3333. {
  3334. complain("No such stack!");
  3335. return false;
  3336. }
  3337. if (!stack->alive())
  3338. {
  3339. complain("This stack is dead: " + stack->nodeName());
  3340. return false;
  3341. }
  3342. if (battleTacticDist())
  3343. {
  3344. if (stack && !stack->attackerOwned != battleGetTacticsSide())
  3345. {
  3346. complain("This is not a stack of side that has tactics!");
  3347. return false;
  3348. }
  3349. }
  3350. else if (!isAboutActiveStack)
  3351. {
  3352. complain("Action has to be about active stack!");
  3353. return false;
  3354. }
  3355. }
  3356. auto wrapAction = [this](BattleAction &ba)
  3357. {
  3358. StartAction startAction(ba);
  3359. sendAndApply(&startAction);
  3360. return vstd::makeScopeGuard([&]
  3361. {
  3362. sendAndApply(&end_action);
  3363. });
  3364. };
  3365. switch(ba.actionType)
  3366. {
  3367. case Battle::END_TACTIC_PHASE: //wait
  3368. case Battle::BAD_MORALE:
  3369. case Battle::NO_ACTION:
  3370. {
  3371. auto wrapper = wrapAction(ba);
  3372. break;
  3373. }
  3374. case Battle::WALK:
  3375. {
  3376. auto wrapper = wrapAction(ba);
  3377. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3378. if (!walkedTiles)
  3379. complain("Stack failed movement!");
  3380. break;
  3381. }
  3382. case Battle::DEFEND:
  3383. {
  3384. //defensive stance //TODO: remove this bonus when stack becomes active
  3385. SetStackEffect sse;
  3386. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL));
  3387. sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3388. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3389. sse.stacks.push_back(ba.stackNumber);
  3390. sendAndApply(&sse);
  3391. //don't break - we share code with next case
  3392. }
  3393. case Battle::WAIT:
  3394. {
  3395. auto wrapper = wrapAction(ba);
  3396. break;
  3397. }
  3398. case Battle::RETREAT: //retreat/flee
  3399. {
  3400. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3401. complain("Cannot retreat!");
  3402. else
  3403. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3404. break;
  3405. }
  3406. case Battle::SURRENDER:
  3407. {
  3408. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3409. int cost = gs->curB->battleGetSurrenderCost(player);
  3410. if (cost < 0)
  3411. complain("Cannot surrender!");
  3412. else if (getResource(player, Res::GOLD) < cost)
  3413. complain("Not enough gold to surrender!");
  3414. else
  3415. {
  3416. giveResource(player, Res::GOLD, -cost);
  3417. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3418. }
  3419. break;
  3420. }
  3421. case Battle::WALK_AND_ATTACK: //walk or attack
  3422. {
  3423. auto wrapper = wrapAction(ba);
  3424. if (!stack || !destinationStack)
  3425. {
  3426. break;
  3427. }
  3428. BattleHex startingPos = stack->position;
  3429. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3430. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3431. if (stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3432. && !(stack->doubleWide()
  3433. && (stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1))
  3434. ) //nor occupy specified hex
  3435. )
  3436. {
  3437. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3438. ok = false;
  3439. break;
  3440. }
  3441. if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3442. {
  3443. destinationStack = nullptr;
  3444. }
  3445. if (!destinationStack)
  3446. {
  3447. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3448. ok = false;
  3449. break;
  3450. }
  3451. if (!CStack::isMeleeAttackPossible(stack, destinationStack))
  3452. {
  3453. complain("Attack cannot be performed!");
  3454. ok = false;
  3455. break;
  3456. }
  3457. //attack
  3458. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3459. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3460. for (int i = 0; i < totalAttacks; ++i)
  3461. {
  3462. if (stack &&
  3463. stack->alive() && //move can cause death, eg. by walking into the moat
  3464. destinationStack->alive())
  3465. {
  3466. BattleAttack bat;
  3467. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3468. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3469. handleAttackBeforeCasting(&bat); //only before first attack
  3470. sendAndApply(&bat);
  3471. handleAfterAttackCasting(bat);
  3472. }
  3473. //counterattack
  3474. if (i == 0 && destinationStack
  3475. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3476. && destinationStack->ableToRetaliate()
  3477. && stack->alive()) //attacker may have died (fire shield)
  3478. {
  3479. BattleAttack bat;
  3480. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3481. bat.flags |= BattleAttack::COUNTER;
  3482. sendAndApply(&bat);
  3483. handleAfterAttackCasting(bat);
  3484. }
  3485. }
  3486. //return
  3487. if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3488. {
  3489. moveStack(ba.stackNumber, startingPos);
  3490. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3491. }
  3492. break;
  3493. }
  3494. case Battle::SHOOT:
  3495. {
  3496. if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
  3497. {
  3498. complain("Cannot shoot!");
  3499. break;
  3500. }
  3501. if (!destinationStack)
  3502. {
  3503. complain("No target to shoot!");
  3504. break;
  3505. }
  3506. auto wrapper = wrapAction(ba);
  3507. {
  3508. BattleAttack bat;
  3509. bat.flags |= BattleAttack::SHOT;
  3510. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3511. handleAttackBeforeCasting(&bat);
  3512. sendAndApply(&bat);
  3513. handleAfterAttackCasting(bat);
  3514. }
  3515. //ranged counterattack
  3516. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3517. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3518. && destinationStack->ableToRetaliate()
  3519. && stack->alive()) //attacker may have died (fire shield)
  3520. {
  3521. BattleAttack bat;
  3522. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3523. bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;
  3524. sendAndApply(&bat);
  3525. handleAfterAttackCasting(bat);
  3526. }
  3527. //second shot for ballista, only if hero has advanced artillery
  3528. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3529. if (destinationStack->alive()
  3530. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3531. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3532. )
  3533. {
  3534. BattleAttack bat2;
  3535. bat2.flags |= BattleAttack::SHOT;
  3536. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3537. sendAndApply(&bat2);
  3538. }
  3539. //allow more than one additional attack
  3540. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3541. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3542. for (int i = 0; i < additionalAttacks; ++i)
  3543. {
  3544. if (
  3545. stack->alive()
  3546. && destinationStack->alive()
  3547. && stack->shots
  3548. )
  3549. {
  3550. BattleAttack bat;
  3551. bat.flags |= BattleAttack::SHOT;
  3552. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3553. sendAndApply(&bat);
  3554. handleAfterAttackCasting(bat);
  3555. }
  3556. }
  3557. break;
  3558. }
  3559. case Battle::CATAPULT:
  3560. {
  3561. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3562. {
  3563. switch(part)
  3564. {
  3565. case EWallPart::GATE:
  3566. return sbi.gate;
  3567. case EWallPart::KEEP:
  3568. return sbi.keep;
  3569. case EWallPart::BOTTOM_TOWER:
  3570. case EWallPart::UPPER_TOWER:
  3571. return sbi.tower;
  3572. case EWallPart::BOTTOM_WALL:
  3573. case EWallPart::BELOW_GATE:
  3574. case EWallPart::OVER_GATE:
  3575. case EWallPart::UPPER_WALL:
  3576. return sbi.wall;
  3577. default:
  3578. return 0;
  3579. }
  3580. };
  3581. auto wrapper = wrapAction(ba);
  3582. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3583. CHeroHandler::SBallisticsLevelInfo sbi;
  3584. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3585. sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3586. else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
  3587. {
  3588. sbi = VLC->heroh->ballistics.at(1);
  3589. sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  3590. }
  3591. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3592. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3593. {
  3594. complain("catapult tried to attack non-catapultable hex!");
  3595. break;
  3596. }
  3597. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3598. auto &currentHP = gs->curB->si.wallState;
  3599. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3600. {
  3601. complain("catapult tried to attack already destroyed wall part!");
  3602. break;
  3603. }
  3604. for (int g=0; g<sbi.shots; ++g)
  3605. {
  3606. bool hitSuccessfull = false;
  3607. auto attackedPart = wallPart;
  3608. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3609. {
  3610. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3611. currentHP.at(attackedPart) != EWallState::NONE &&
  3612. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3613. {
  3614. hitSuccessfull = true;
  3615. }
  3616. else // select new target
  3617. {
  3618. std::vector<EWallPart::EWallPart> allowedTargets;
  3619. for (size_t i=0; i< currentHP.size(); i++)
  3620. {
  3621. if (currentHP.at(i) != EWallState::DESTROYED &&
  3622. currentHP.at(i) != EWallState::NONE)
  3623. allowedTargets.push_back(EWallPart::EWallPart(i));
  3624. }
  3625. if (allowedTargets.empty())
  3626. break;
  3627. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3628. }
  3629. }
  3630. while (!hitSuccessfull);
  3631. if (!hitSuccessfull) // break triggered - no target to shoot at
  3632. break;
  3633. CatapultAttack ca; //package for clients
  3634. CatapultAttack::AttackInfo attack;
  3635. attack.attackedPart = attackedPart;
  3636. attack.destinationTile = ba.destinationTile;
  3637. attack.damageDealt = 0;
  3638. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3639. int dmgRand = getRandomGenerator().nextInt(99);
  3640. //accumulating dmgChance
  3641. dmgChance[1] += dmgChance[0];
  3642. dmgChance[2] += dmgChance[1];
  3643. //calculating dealt damage
  3644. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3645. {
  3646. if (dmgRand <= dmgChance[damage])
  3647. {
  3648. attack.damageDealt = damage;
  3649. break;
  3650. }
  3651. }
  3652. // attacked tile may have changed - update destination
  3653. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3654. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3655. //removing creatures in turrets / keep if one is destroyed
  3656. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3657. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3658. {
  3659. int posRemove = -1;
  3660. switch(attackedPart)
  3661. {
  3662. case EWallPart::KEEP:
  3663. posRemove = -2;
  3664. break;
  3665. case EWallPart::BOTTOM_TOWER:
  3666. posRemove = -3;
  3667. break;
  3668. case EWallPart::UPPER_TOWER:
  3669. posRemove = -4;
  3670. break;
  3671. }
  3672. BattleStacksRemoved bsr;
  3673. for (auto & elem : gs->curB->stacks)
  3674. {
  3675. if (elem->position == posRemove)
  3676. {
  3677. bsr.stackIDs.insert(elem->ID);
  3678. break;
  3679. }
  3680. }
  3681. sendAndApply(&bsr);
  3682. }
  3683. ca.attacker = ba.stackNumber;
  3684. ca.attackedParts.push_back(attack);
  3685. sendAndApply(&ca);
  3686. }
  3687. //finish by scope guard
  3688. break;
  3689. }
  3690. case Battle::STACK_HEAL: //healing with First Aid Tent
  3691. {
  3692. auto wrapper = wrapAction(ba);
  3693. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3694. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3695. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3696. ui32 healed = 0;
  3697. if (healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3698. {
  3699. complain("There is either no healer, no destination, or healer cannot heal :P");
  3700. }
  3701. else
  3702. {
  3703. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3704. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3705. }
  3706. if (healed == 0)
  3707. {
  3708. //nothing to heal.. should we complain?
  3709. }
  3710. else
  3711. {
  3712. StacksHealedOrResurrected shr;
  3713. shr.lifeDrain = false;
  3714. shr.tentHealing = true;
  3715. shr.cure = false;
  3716. shr.drainedFrom = ba.stackNumber;
  3717. StacksHealedOrResurrected::HealInfo hi;
  3718. hi.healedHP = healed;
  3719. hi.lowLevelResurrection = false;
  3720. hi.stackID = destStack->ID;
  3721. shr.healedStacks.push_back(hi);
  3722. sendAndApply(&shr);
  3723. }
  3724. break;
  3725. }
  3726. case Battle::DAEMON_SUMMONING:
  3727. //TODO: From Strategija:
  3728. //Summon Demon is a level 2 spell.
  3729. {
  3730. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3731. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3732. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3733. BattleStackAdded bsa;
  3734. bsa.attacker = summoner->attackerOwned;
  3735. bsa.creID = summonedType;
  3736. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3737. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3738. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3739. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3740. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3741. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3742. bsa.summoned = false;
  3743. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3744. {
  3745. auto wrapper = wrapAction(ba);
  3746. BattleStacksRemoved bsr; //remove body
  3747. bsr.stackIDs.insert(destStack->ID);
  3748. sendAndApply(&bsr);
  3749. sendAndApply(&bsa);
  3750. BattleSetStackProperty ssp;
  3751. ssp.stackID = ba.stackNumber;
  3752. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3753. ssp.val = -1;
  3754. ssp.absolute = false;
  3755. sendAndApply(&ssp);
  3756. }
  3757. break;
  3758. }
  3759. case Battle::MONSTER_SPELL:
  3760. {
  3761. auto wrapper = wrapAction(ba);
  3762. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3763. SpellID spellID = SpellID(ba.additionalInfo);
  3764. BattleHex destination(ba.destinationTile);
  3765. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3766. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3767. //TODO special bonus for genies ability
  3768. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3769. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3770. if (spellID < 0)
  3771. complain("That stack can't cast spells!");
  3772. else
  3773. {
  3774. const CSpell * spell = SpellID(spellID).toSpell();
  3775. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3776. parameters.spellLvl = 0;
  3777. if (spellcaster)
  3778. vstd::amax(parameters.spellLvl, spellcaster->val);
  3779. if (randSpellcaster)
  3780. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3781. vstd::amin(parameters.spellLvl, 3);
  3782. parameters.effectLevel = parameters.spellLvl;
  3783. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3784. parameters.aimToHex(destination);//todo: allow multiple destinations
  3785. parameters.cast(spellEnv);
  3786. }
  3787. break;
  3788. }
  3789. }
  3790. if (ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3791. battleMadeAction.setn(true);
  3792. return ok;
  3793. }
  3794. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3795. {
  3796. bool cheated = true;
  3797. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3798. sendAndApply(&temp_message);
  3799. std::vector<std::string> cheat;
  3800. boost::split(cheat, message, boost::is_any_of(" "));
  3801. int obj = 0;
  3802. if (cheat.size() == 2)
  3803. {
  3804. obj = std::atoi(cheat[1].c_str());
  3805. if (obj)
  3806. currObj = ObjectInstanceID(obj);
  3807. }
  3808. const CGHeroInstance * hero = getHero(currObj);
  3809. const CGTownInstance * town = getTown(currObj);
  3810. if (!town && hero)
  3811. town = hero->visitedTown;
  3812. if (cheat.size() == 1 || obj)
  3813. handleCheatCode(cheat[0], player, hero, town, cheated);
  3814. else
  3815. {
  3816. for (const auto & i : gs->players)
  3817. {
  3818. if (i.first == PlayerColor::NEUTRAL)
  3819. continue;
  3820. if (cheat[1] == "ai")
  3821. {
  3822. if (i.second.human)
  3823. continue;
  3824. }
  3825. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3826. continue;
  3827. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3828. {
  3829. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3830. }
  3831. else if (cheat[0] == "vcmiarmenelos")
  3832. {
  3833. for (const auto & t : i.second.towns)
  3834. {
  3835. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3836. }
  3837. }
  3838. else
  3839. {
  3840. for (const auto & h : i.second.heroes)
  3841. {
  3842. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3843. }
  3844. }
  3845. }
  3846. }
  3847. if (cheated)
  3848. {
  3849. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3850. sendAndApply(&temp_message);
  3851. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3852. }
  3853. }
  3854. bool CGameHandler::makeCustomAction(BattleAction &ba)
  3855. {
  3856. switch(ba.actionType)
  3857. {
  3858. case Battle::HERO_SPELL:
  3859. {
  3860. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3861. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3862. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3863. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3864. if (!s)
  3865. {
  3866. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3867. return false;
  3868. }
  3869. BattleSpellCastParameters parameters(gs->curB, h, s);
  3870. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3871. parameters.mode = ECastingMode::HERO_CASTING;
  3872. if (ba.selectedStack >= 0)
  3873. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3874. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3875. if (escp != ESpellCastProblem::OK)
  3876. {
  3877. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3878. return false;
  3879. }
  3880. StartAction start_action(ba);
  3881. sendAndApply(&start_action); //start spell casting
  3882. parameters.cast(spellEnv);
  3883. sendAndApply(&end_action);
  3884. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3885. {
  3886. battleMadeAction.setn(true);
  3887. }
  3888. checkBattleStateChanges();
  3889. if (battleResult.get())
  3890. {
  3891. battleMadeAction.setn(true);
  3892. //battle will be ended by startBattle function
  3893. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3894. }
  3895. return true;
  3896. }
  3897. }
  3898. return false;
  3899. }
  3900. void CGameHandler::stackAppearTrigger(const CStack *st)
  3901. {
  3902. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3903. for (auto b : bl)
  3904. {
  3905. SetStackEffect sse;
  3906. int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3907. if (val > 3)
  3908. {
  3909. for (auto s : gs->curB->battleGetAllStacks())
  3910. {
  3911. if (battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3912. sse.stacks.push_back (s->ID);
  3913. }
  3914. }
  3915. else
  3916. sse.stacks.push_back (st->ID);
  3917. Bonus pseudoBonus;
  3918. pseudoBonus.sid = b->subtype;
  3919. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3920. pseudoBonus.turnsRemain = 50;
  3921. st->stackEffectToFeature(sse.effect, pseudoBonus);
  3922. if (sse.effect.size())
  3923. sendAndApply(&sse);
  3924. }
  3925. }
  3926. void CGameHandler::stackTurnTrigger(const CStack *st)
  3927. {
  3928. BattleTriggerEffect bte;
  3929. bte.stackID = st->ID;
  3930. bte.effect = -1;
  3931. bte.val = 0;
  3932. bte.additionalInfo = 0;
  3933. if (st->alive())
  3934. {
  3935. stackAppearTrigger(st);
  3936. //unbind
  3937. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  3938. {
  3939. bool unbind = true;
  3940. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3941. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3942. for (auto b : bl)
  3943. {
  3944. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3945. if (stack)
  3946. {
  3947. if (vstd::contains(stacks, stack)) //binding stack is still present
  3948. {
  3949. unbind = false;
  3950. }
  3951. }
  3952. }
  3953. if (unbind)
  3954. {
  3955. BattleSetStackProperty ssp;
  3956. ssp.which = BattleSetStackProperty::UNBIND;
  3957. ssp.stackID = st->ID;
  3958. sendAndApply(&ssp);
  3959. }
  3960. }
  3961. //regeneration
  3962. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  3963. {
  3964. bte.effect = Bonus::HP_REGENERATION;
  3965. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3966. }
  3967. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3968. {
  3969. bte.effect = Bonus::HP_REGENERATION;
  3970. bte.val = st->MaxHealth() - st->firstHPleft;
  3971. }
  3972. if (bte.val) //anything to heal
  3973. sendAndApply(&bte);
  3974. if (st->hasBonusOfType(Bonus::POISON))
  3975. {
  3976. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3977. if (b) //TODO: what if not?...
  3978. {
  3979. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3980. if (bte.val < b->val) //(negative) poison effect increases - update it
  3981. {
  3982. bte.effect = Bonus::POISON;
  3983. sendAndApply(&bte);
  3984. }
  3985. }
  3986. }
  3987. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3988. {
  3989. const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
  3990. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3991. if (opponentHero)
  3992. {
  3993. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3994. vstd::amin(manaDrained, opponentHero->mana);
  3995. if (manaDrained)
  3996. {
  3997. bte.effect = Bonus::MANA_DRAIN;
  3998. bte.val = manaDrained;
  3999. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4000. sendAndApply(&bte);
  4001. }
  4002. }
  4003. }
  4004. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4005. {
  4006. bool fearsomeCreature = false;
  4007. for (CStack * stack : gs->curB->stacks)
  4008. {
  4009. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4010. {
  4011. fearsomeCreature = true;
  4012. break;
  4013. }
  4014. }
  4015. if (fearsomeCreature)
  4016. {
  4017. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4018. {
  4019. bte.effect = Bonus::FEAR;
  4020. sendAndApply(&bte);
  4021. }
  4022. }
  4023. }
  4024. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4025. int side = gs->curB->whatSide(st->owner);
  4026. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  4027. {
  4028. bool cast = false;
  4029. while (!bl.empty() && !cast)
  4030. {
  4031. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4032. auto spellID = SpellID(bonus->subtype);
  4033. const CSpell * spell = SpellID(spellID).toSpell();
  4034. bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
  4035. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  4036. {
  4037. BattleSpellCastParameters parameters(gs->curB, st, spell);
  4038. parameters.spellLvl = bonus->val;
  4039. parameters.effectLevel = bonus->val;//todo: recheck
  4040. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  4041. parameters.cast(spellEnv);
  4042. //todo: move to mechanics
  4043. BattleSetStackProperty ssp;
  4044. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4045. ssp.absolute = false;
  4046. ssp.val = bonus->additionalInfo; //increase cooldown counter
  4047. ssp.stackID = st->ID;
  4048. sendAndApply(&ssp);
  4049. cast = true;
  4050. }
  4051. }
  4052. }
  4053. }
  4054. }
  4055. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4056. {
  4057. //we want to determine following vars depending on obstacle type
  4058. int damage = -1;
  4059. int effect = -1;
  4060. bool oneTimeObstacle = false;
  4061. //helper info
  4062. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4063. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4064. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4065. if (obstacle.obstacleType == CObstacleInstance::MOAT)
  4066. {
  4067. damage = battleGetMoatDmg();
  4068. }
  4069. else if (obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4070. {
  4071. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4072. //You don't get hit by a Mine you can see.
  4073. if (gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4074. return;
  4075. oneTimeObstacle = true;
  4076. effect = 82; //makes
  4077. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4078. if (sp->isImmuneByStack(hero, curStack))
  4079. return;
  4080. damage = sp->calculateDamage(hero, curStack,
  4081. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4082. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4083. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4084. }
  4085. else if (obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4086. {
  4087. COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
  4088. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4089. if (sp->isImmuneByStack(hero, curStack))
  4090. return;
  4091. damage = sp->calculateDamage(hero, curStack,
  4092. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4093. }
  4094. else
  4095. {
  4096. //no other obstacle does damage to stack
  4097. return;
  4098. }
  4099. BattleStackAttacked bsa;
  4100. if (effect >= 0)
  4101. {
  4102. bsa.flags |= BattleStackAttacked::EFFECT;
  4103. bsa.effect = effect; //makes POOF
  4104. }
  4105. bsa.damageAmount = damage;
  4106. bsa.stackAttacked = curStack->ID;
  4107. bsa.attackerID = -1;
  4108. curStack->prepareAttacked(bsa, getRandomGenerator());
  4109. StacksInjured si;
  4110. si.stacks.push_back(bsa);
  4111. sendAndApply(&si);
  4112. if (oneTimeObstacle)
  4113. removeObstacle(obstacle);
  4114. }
  4115. void CGameHandler::handleTimeEvents()
  4116. {
  4117. gs->map->events.sort(evntCmp);
  4118. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4119. {
  4120. CMapEvent ev = gs->map->events.front();
  4121. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4122. {
  4123. auto color = PlayerColor(player);
  4124. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4125. if (pinfo //player exists
  4126. && (ev.players & 1<<player) //event is enabled to this player
  4127. && ((ev.computerAffected && !pinfo->human)
  4128. || (ev.humanAffected && pinfo->human)
  4129. )
  4130. )
  4131. {
  4132. //give resources
  4133. giveResources(color, ev.resources);
  4134. //prepare dialog
  4135. InfoWindow iw;
  4136. iw.player = color;
  4137. iw.text << ev.message;
  4138. for (int i=0; i<ev.resources.size(); i++)
  4139. {
  4140. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4141. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4142. }
  4143. sendAndApply(&iw); //show dialog
  4144. }
  4145. } //PLAYERS LOOP
  4146. if (ev.nextOccurence)
  4147. {
  4148. gs->map->events.pop_front();
  4149. ev.firstOccurence += ev.nextOccurence;
  4150. auto it = gs->map->events.begin();
  4151. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4152. it++;
  4153. gs->map->events.insert(it, ev);
  4154. }
  4155. else
  4156. {
  4157. gs->map->events.pop_front();
  4158. }
  4159. }
  4160. //TODO send only if changed
  4161. UpdateMapEvents ume;
  4162. ume.events = gs->map->events;
  4163. sendAndApply(&ume);
  4164. }
  4165. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4166. {
  4167. town->events.sort(evntCmp);
  4168. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4169. {
  4170. PlayerColor player = town->tempOwner;
  4171. CCastleEvent ev = town->events.front();
  4172. const PlayerState * pinfo = getPlayer(player, false);
  4173. if (pinfo //player exists
  4174. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4175. && ((ev.computerAffected && !pinfo->human)
  4176. || (ev.humanAffected && pinfo->human)))
  4177. {
  4178. // dialog
  4179. InfoWindow iw;
  4180. iw.player = player;
  4181. iw.text << ev.message;
  4182. if (ev.resources.nonZero())
  4183. {
  4184. TResources was = n.res[player];
  4185. n.res[player] += ev.resources;
  4186. n.res[player].amax(0);
  4187. for (int i=0; i<ev.resources.size(); i++)
  4188. 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
  4189. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4190. }
  4191. for (auto & i : ev.buildings)
  4192. {
  4193. if (!town->hasBuilt(i))
  4194. {
  4195. buildStructure(town->id, i, true);
  4196. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4197. }
  4198. }
  4199. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4200. {
  4201. n.cres[town->id].tid = town->id;
  4202. n.cres[town->id].creatures = town->creatures;
  4203. }
  4204. auto & sac = n.cres[town->id];
  4205. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4206. {
  4207. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4208. {
  4209. sac.creatures[i].first += ev.creatures.at(i);
  4210. iw.components.push_back(Component(Component::CREATURE,
  4211. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4212. }
  4213. }
  4214. sendAndApply(&iw); //show dialog
  4215. }
  4216. if (ev.nextOccurence)
  4217. {
  4218. town->events.pop_front();
  4219. ev.firstOccurence += ev.nextOccurence;
  4220. auto it = town->events.begin();
  4221. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4222. it++;
  4223. town->events.insert(it, ev);
  4224. }
  4225. else
  4226. {
  4227. town->events.pop_front();
  4228. }
  4229. }
  4230. //TODO send only if changed
  4231. UpdateCastleEvents uce;
  4232. uce.town = town->id;
  4233. uce.events = town->events;
  4234. sendAndApply(&uce);
  4235. }
  4236. bool CGameHandler::complain(const std::string &problem)
  4237. {
  4238. sendMessageToAll("Server encountered a problem: " + problem);
  4239. logGlobal->error(problem);
  4240. return true;
  4241. }
  4242. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4243. {
  4244. //PlayerColor player = getOwner(hid);
  4245. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4246. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4247. assert(lowerArmy);
  4248. assert(upperArmy);
  4249. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4250. queries.addQuery(garrisonQuery);
  4251. GarrisonDialog gd;
  4252. gd.hid = hid;
  4253. gd.objid = upobj;
  4254. gd.removableUnits = removableUnits;
  4255. gd.queryID = garrisonQuery->queryID;
  4256. sendAndApply(&gd);
  4257. }
  4258. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4259. {
  4260. OpenWindow ow;
  4261. ow.window = OpenWindow::THIEVES_GUILD;
  4262. ow.id1 = player.getNum();
  4263. ow.id2 = requestingObjId.getNum();
  4264. sendAndApply(&ow);
  4265. }
  4266. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4267. {
  4268. if (id1 == id2)
  4269. return true;
  4270. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4271. if (!o1 || !o2)
  4272. return true; //arranging stacks within an object should be always allowed
  4273. if (o1 && o2)
  4274. {
  4275. if (o1->ID == Obj::TOWN)
  4276. {
  4277. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4278. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4279. return true;
  4280. }
  4281. if (o2->ID == Obj::TOWN)
  4282. {
  4283. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4284. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4285. return true;
  4286. }
  4287. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4288. {
  4289. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4290. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4291. // two heroes in same town (garrisoned and visiting)
  4292. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4293. return true;
  4294. }
  4295. //Ongoing garrison exchange
  4296. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4297. {
  4298. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4299. return true;
  4300. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4301. return true;
  4302. }
  4303. }
  4304. return false;
  4305. }
  4306. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4307. {
  4308. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4309. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4310. queries.addQuery(visitQuery); //TODO real visit pos
  4311. HeroVisit hv;
  4312. hv.obj = obj;
  4313. hv.hero = h;
  4314. hv.player = h->tempOwner;
  4315. hv.starting = true;
  4316. sendAndApply(&hv);
  4317. obj->onHeroVisit(h);
  4318. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4319. }
  4320. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4321. {
  4322. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4323. HeroVisit hv;
  4324. hv.player = query.players.front();
  4325. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4326. hv.hero = query.visitingHero;
  4327. assert(hv.hero);
  4328. hv.starting = false;
  4329. sendAndApply(&hv);
  4330. }
  4331. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4332. {
  4333. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4334. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4335. {
  4336. complain("Cannot build boat in this shipyard!");
  4337. return false;
  4338. }
  4339. else if (obj->o->ID == Obj::TOWN
  4340. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4341. {
  4342. complain("Cannot build boat in the town - no shipyard!");
  4343. return false;
  4344. }
  4345. const PlayerColor playerID = obj->o->tempOwner;
  4346. TResources boatCost;
  4347. obj->getBoatCost(boatCost);
  4348. TResources aviable = getPlayer(playerID)->resources;
  4349. if (!aviable.canAfford(boatCost))
  4350. {
  4351. complain("Not enough resources to build a boat!");
  4352. return false;
  4353. }
  4354. int3 tile = obj->bestLocation();
  4355. if (!gs->map->isInTheMap(tile))
  4356. {
  4357. complain("Cannot find appropriate tile for a boat!");
  4358. return false;
  4359. }
  4360. //take boat cost
  4361. giveResources(playerID, -boatCost);
  4362. //create boat
  4363. NewObject no;
  4364. no.ID = Obj::BOAT;
  4365. no.subID = obj->getBoatType();
  4366. no.pos = tile + int3(1,0,0);
  4367. sendAndApply(&no);
  4368. return true;
  4369. }
  4370. void CGameHandler::engageIntoBattle(PlayerColor player)
  4371. {
  4372. //notify interfaces
  4373. PlayerBlocked pb;
  4374. pb.player = player;
  4375. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4376. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4377. sendAndApply(&pb);
  4378. }
  4379. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4380. {
  4381. for (auto playerColor : playerColors)
  4382. {
  4383. if (getPlayer(playerColor, false))
  4384. checkVictoryLossConditionsForPlayer(playerColor);
  4385. }
  4386. }
  4387. void CGameHandler::checkVictoryLossConditionsForAll()
  4388. {
  4389. std::set<PlayerColor> playerColors;
  4390. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4391. {
  4392. playerColors.insert(PlayerColor(i));
  4393. }
  4394. checkVictoryLossConditions(playerColors);
  4395. }
  4396. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4397. {
  4398. const PlayerState * p = getPlayer(player);
  4399. if (p->status != EPlayerStatus::INGAME) return;
  4400. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4401. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4402. {
  4403. InfoWindow iw;
  4404. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4405. sendAndApply(&iw);
  4406. PlayerEndsGame peg;
  4407. peg.player = player;
  4408. peg.victoryLossCheckResult = victoryLossCheckResult;
  4409. sendAndApply(&peg);
  4410. if (victoryLossCheckResult.victory())
  4411. {
  4412. //one player won -> all enemies lost
  4413. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4414. {
  4415. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4416. {
  4417. peg.player = i->first;
  4418. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4419. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4420. InfoWindow iw;
  4421. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4422. iw.player = i->first;
  4423. sendAndApply(&iw);
  4424. sendAndApply(&peg);
  4425. }
  4426. }
  4427. if (p->human)
  4428. {
  4429. end2 = true;
  4430. if (gs->scenarioOps->campState)
  4431. {
  4432. std::vector<CGHeroInstance *> crossoverHeroes;
  4433. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4434. {
  4435. if (hero->tempOwner == player)
  4436. {
  4437. // keep all heroes from the winning player
  4438. crossoverHeroes.push_back(hero);
  4439. }
  4440. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4441. {
  4442. // keep hero whether lost or won (like Xeron in AB campaign)
  4443. crossoverHeroes.push_back(hero);
  4444. }
  4445. }
  4446. // keep lost heroes which are in heroes pool
  4447. for (auto & heroPair : gs->hpool.heroesPool)
  4448. {
  4449. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4450. {
  4451. crossoverHeroes.push_back(heroPair.second.get());
  4452. }
  4453. }
  4454. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4455. //Request clients to change connection mode
  4456. PrepareForAdvancingCampaign pfac;
  4457. sendAndApply(&pfac);
  4458. //Change connection mode
  4459. if (getPlayer(player)->human && getStartInfo()->campState)
  4460. {
  4461. for (auto connection : conns)
  4462. connection->prepareForSendingHeroes();
  4463. }
  4464. UpdateCampaignState ucs;
  4465. ucs.camp = gs->scenarioOps->campState;
  4466. sendAndApply(&ucs);
  4467. }
  4468. }
  4469. }
  4470. else
  4471. {
  4472. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4473. auto hlp = p->heroes;
  4474. for (auto h : hlp) //eliminate heroes
  4475. {
  4476. if (h.get())
  4477. removeObject(h);
  4478. }
  4479. //player lost -> all his objects become unflagged (neutral)
  4480. for (auto obj : gs->map->objects) //unflag objs
  4481. {
  4482. if (obj.get() && obj->tempOwner == player)
  4483. setOwner(obj, PlayerColor::NEUTRAL);
  4484. }
  4485. //eliminating one player may cause victory of another:
  4486. std::set<PlayerColor> playerColors;
  4487. //do not copy player state (CBonusSystemNode) by value
  4488. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4489. {
  4490. if (p.first != player)
  4491. playerColors.insert(p.first);
  4492. }
  4493. //notify all players
  4494. for (auto pc : playerColors)
  4495. {
  4496. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4497. {
  4498. InfoWindow iw;
  4499. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4500. iw.player = pc;
  4501. sendAndApply(&iw);
  4502. }
  4503. }
  4504. checkVictoryLossConditions(playerColors);
  4505. }
  4506. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4507. // If we are called before the actual game start, there might be no current player
  4508. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4509. {
  4510. // If player making turn has lost his turn must be over as well
  4511. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4512. }
  4513. }
  4514. }
  4515. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4516. {
  4517. out.player = player;
  4518. out.text.clear();
  4519. out.text << victoryLossCheckResult.messageToSelf;
  4520. // hackish, insert one player-specific string, if applicable
  4521. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4522. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4523. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4524. }
  4525. bool CGameHandler::dig(const CGHeroInstance *h)
  4526. {
  4527. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4528. {
  4529. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4530. {
  4531. complain("Cannot dig - there is already a hole under the hero!");
  4532. return false;
  4533. }
  4534. }
  4535. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4536. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4537. //create a hole
  4538. NewObject no;
  4539. no.ID = Obj::HOLE;
  4540. no.pos = h->getPosition();
  4541. no.subID = 0;
  4542. sendAndApply(&no);
  4543. //take MPs
  4544. SetMovePoints smp;
  4545. smp.hid = h->id;
  4546. smp.val = 0;
  4547. sendAndApply(&smp);
  4548. InfoWindow iw;
  4549. iw.player = h->tempOwner;
  4550. if (gs->map->grailPos == h->getPosition())
  4551. {
  4552. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4553. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4554. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4555. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4556. sendAndApply(&iw);
  4557. iw.soundID = soundBase::invalid;
  4558. iw.text.clear();
  4559. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4560. sendAndApply(&iw);
  4561. }
  4562. else
  4563. {
  4564. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4565. iw.soundID = soundBase::Dig;
  4566. sendAndApply(&iw);
  4567. }
  4568. return true;
  4569. }
  4570. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4571. {
  4572. if (attacker->hasBonusOfType(attackMode))
  4573. {
  4574. std::set<SpellID> spellsToCast;
  4575. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4576. for (const std::shared_ptr<Bonus> sf : *spells)
  4577. {
  4578. spellsToCast.insert(SpellID(sf->subtype));
  4579. }
  4580. for (SpellID spellID : spellsToCast)
  4581. {
  4582. const CStack * oneOfAttacked = nullptr;
  4583. for (auto & elem : bat.bsa)
  4584. {
  4585. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4586. {
  4587. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4588. break;
  4589. }
  4590. }
  4591. bool castMe = false;
  4592. if (oneOfAttacked == nullptr)
  4593. {
  4594. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4595. return;
  4596. }
  4597. int spellLevel = 0;
  4598. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4599. for (const std::shared_ptr<Bonus> sf : *spellsByType)
  4600. {
  4601. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4602. int meleeRanged = sf->additionalInfo / 1000;
  4603. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4604. castMe = true;
  4605. }
  4606. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4607. vstd::amin(chance, 100);
  4608. const CSpell * spell = SpellID(spellID).toSpell();
  4609. if (gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4610. continue;
  4611. //check if spell should be cast (probability handling)
  4612. if (getRandomGenerator().nextInt(99) >= chance)
  4613. continue;
  4614. //casting
  4615. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4616. {
  4617. logGlobal->debug("battle spell cast");
  4618. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4619. parameters.spellLvl = spellLevel;
  4620. parameters.effectLevel = spellLevel;
  4621. parameters.aimToStack(oneOfAttacked);
  4622. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4623. parameters.cast(spellEnv);
  4624. }
  4625. }
  4626. }
  4627. }
  4628. void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
  4629. {
  4630. const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
  4631. attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4632. // filter possibly dead stacks
  4633. bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
  4634. [this](const BattleStackAttacked &bsa)
  4635. {
  4636. return battleGetStackByID(bsa.stackAttacked) == nullptr;
  4637. }),
  4638. bat->bsa.end());
  4639. }
  4640. void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
  4641. {
  4642. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4643. if (!attacker || bat.bsa.empty()) // can be already dead
  4644. return;
  4645. const CStack *defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
  4646. auto cast = [=](SpellID spellID, int power)
  4647. {
  4648. const CSpell * spell = SpellID(spellID).toSpell();
  4649. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4650. parameters.spellLvl = 0;
  4651. parameters.effectLevel = 0;
  4652. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4653. parameters.effectPower = power;
  4654. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4655. parameters.cast(spellEnv);
  4656. };
  4657. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4658. if (bat.bsa.at(0).newAmount <= 0)
  4659. {
  4660. //don't try death stare or acid breath on dead stack (crash!)
  4661. return;
  4662. }
  4663. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4664. {
  4665. // mechanics of Death Stare as in H3:
  4666. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4667. //original formula x = min(x, (gorgons_count + 9)/10);
  4668. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4669. vstd::amin(chanceToKill, 1); //cap at 100%
  4670. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4671. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4672. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4673. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4674. vstd::amin(staredCreatures, maxToKill);
  4675. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4676. if (staredCreatures)
  4677. {
  4678. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4679. cast(SpellID::DEATH_STARE, staredCreatures);
  4680. }
  4681. }
  4682. int acidDamage = 0;
  4683. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4684. for (const std::shared_ptr<Bonus> b : *acidBreath)
  4685. {
  4686. if (b->additionalInfo > getRandomGenerator().nextInt(99))
  4687. acidDamage += b->val;
  4688. }
  4689. if (acidDamage)
  4690. {
  4691. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4692. }
  4693. if (attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4694. {
  4695. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4696. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4697. if (getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4698. return;
  4699. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4700. if (defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4701. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4702. return;
  4703. BattleStackAdded resurrectInfo;
  4704. resurrectInfo.pos = defender->position;
  4705. if (bonusAdditionalInfo != -1)
  4706. resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
  4707. else
  4708. resurrectInfo.creID = attacker->getCreature()->idNumber;
  4709. if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4710. {
  4711. resurrectInfo.amount = std::max((defender->count * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
  4712. }
  4713. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4714. resurrectInfo.amount = defender->count;
  4715. else
  4716. return; //wrong subtype
  4717. BattleStacksRemoved victimInfo;
  4718. victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
  4719. sendAndApply(&victimInfo);
  4720. sendAndApply(&resurrectInfo);
  4721. }
  4722. }
  4723. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4724. {
  4725. const CSpell *s = spellID.toSpell();
  4726. AdventureSpellCastParameters p;
  4727. p.caster = h;
  4728. p.pos = pos;
  4729. return s->adventureCast(spellEnv, p);
  4730. }
  4731. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4732. {
  4733. if (!t.visitableObjects.empty())
  4734. {
  4735. //to prevent self-visiting heroes on space press
  4736. if (t.visitableObjects.back() != h)
  4737. objectVisited(t.visitableObjects.back(), h);
  4738. else if (t.visitableObjects.size() > 1)
  4739. objectVisited(*(t.visitableObjects.end()-2),h);
  4740. }
  4741. }
  4742. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4743. {
  4744. if (!hero)
  4745. COMPLAIN_RET("You need hero to sacrifice creature!");
  4746. int oldCount = hero->getStackCount(slot);
  4747. if (oldCount < count)
  4748. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4749. else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4750. COMPLAIN_RET("Cannot sacrifice last creature!");
  4751. int crid = hero->getStack(slot).type->idNumber;
  4752. changeStackCount(StackLocation(hero, slot), -count);
  4753. int dump, exp;
  4754. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4755. exp *= count;
  4756. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4757. return true;
  4758. }
  4759. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4760. {
  4761. if (!hero)
  4762. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4763. ArtifactLocation al(hero, slot);
  4764. const CArtifactInstance *a = al.getArt();
  4765. COMPLAIN_RET_FALSE_IF(!a,"Cannot find artifact to sacrifice!");
  4766. int dmp, expToGive;
  4767. const CArtifactInstance * art = hero->getArt(slot);
  4768. COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");
  4769. si32 typId = art->artType->id;
  4770. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4771. removeArtifact(al);
  4772. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4773. return true;
  4774. }
  4775. void CGameHandler::makeStackDoNothing(const CStack * next)
  4776. {
  4777. BattleAction doNothing;
  4778. doNothing.actionType = Battle::NO_ACTION;
  4779. doNothing.additionalInfo = 0;
  4780. doNothing.destinationTile = -1;
  4781. doNothing.side = !next->attackerOwned;
  4782. doNothing.stackNumber = next->ID;
  4783. makeAutomaticAction(next, doNothing);
  4784. }
  4785. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4786. {
  4787. if (sl.army->hasStackAtSlot(sl.slot))
  4788. COMPLAIN_RET("Slot is already taken!");
  4789. if (!sl.slot.validSlot())
  4790. COMPLAIN_RET("Cannot insert stack to that slot!");
  4791. InsertNewStack ins;
  4792. ins.sl = sl;
  4793. ins.stack = CStackBasicDescriptor(c, count);
  4794. sendAndApply(&ins);
  4795. return true;
  4796. }
  4797. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4798. {
  4799. if (!sl.army->hasStackAtSlot(sl.slot))
  4800. COMPLAIN_RET("Cannot find a stack to erase");
  4801. if (sl.army->stacksCount() == 1 //from the last stack
  4802. && sl.army->needsLastStack() //that must be left
  4803. && !forceRemoval) //ignore above conditions if we are forcing removal
  4804. {
  4805. COMPLAIN_RET("Cannot erase the last stack!");
  4806. }
  4807. EraseStack es;
  4808. es.sl = sl;
  4809. sendAndApply(&es);
  4810. return true;
  4811. }
  4812. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4813. {
  4814. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4815. if ((absoluteValue && count < 0)
  4816. || (!absoluteValue && -count > currentCount))
  4817. {
  4818. COMPLAIN_RET("Cannot take more stacks than present!");
  4819. }
  4820. if ((currentCount == -count && !absoluteValue)
  4821. || (!count && absoluteValue))
  4822. {
  4823. eraseStack(sl);
  4824. }
  4825. else
  4826. {
  4827. ChangeStackCount csc;
  4828. csc.sl = sl;
  4829. csc.count = count;
  4830. csc.absoluteValue = absoluteValue;
  4831. sendAndApply(&csc);
  4832. }
  4833. return true;
  4834. }
  4835. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4836. {
  4837. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4838. if (!slotC) //slot is empty
  4839. insertNewStack(sl, c, count);
  4840. else if (c == slotC)
  4841. changeStackCount(sl, count);
  4842. else
  4843. {
  4844. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4845. }
  4846. return true;
  4847. }
  4848. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4849. {
  4850. if (removeObjWhenFinished)
  4851. removeAfterVisit(src);
  4852. if (!src->canBeMergedWith(*dst, allowMerging))
  4853. {
  4854. if (allowMerging) //do that, add all matching creatures.
  4855. {
  4856. bool cont = true;
  4857. while (cont)
  4858. {
  4859. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4860. {
  4861. SlotID pos = dst->getSlotFor(i->second->type);
  4862. if (pos.validSlot())
  4863. {
  4864. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4865. cont = true;
  4866. break; //or iterator crashes
  4867. }
  4868. cont = false;
  4869. }
  4870. }
  4871. }
  4872. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4873. }
  4874. else //merge
  4875. {
  4876. moveArmy(src, dst, allowMerging);
  4877. }
  4878. }
  4879. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4880. {
  4881. if (!src.army->hasStackAtSlot(src.slot))
  4882. COMPLAIN_RET("No stack to move!");
  4883. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4884. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4885. if (!dst.slot.validSlot())
  4886. COMPLAIN_RET("Cannot move stack to that slot!");
  4887. if (count == -1)
  4888. {
  4889. count = src.army->getStackCount(src.slot);
  4890. }
  4891. if (src.army != dst.army //moving away
  4892. && count == src.army->getStackCount(src.slot) //all creatures
  4893. && src.army->stacksCount() == 1 //from the last stack
  4894. && src.army->needsLastStack()) //that must be left
  4895. {
  4896. COMPLAIN_RET("Cannot move away the last creature!");
  4897. }
  4898. RebalanceStacks rs;
  4899. rs.src = src;
  4900. rs.dst = dst;
  4901. rs.count = count;
  4902. sendAndApply(&rs);
  4903. return true;
  4904. }
  4905. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4906. {
  4907. if (!sl1.army->hasStackAtSlot(sl1.slot))
  4908. return moveStack(sl2, sl1);
  4909. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  4910. return moveStack(sl1, sl2);
  4911. else
  4912. {
  4913. SwapStacks ss;
  4914. ss.sl1 = sl1;
  4915. ss.sl2 = sl2;
  4916. sendAndApply(&ss);
  4917. return true;
  4918. }
  4919. }
  4920. void CGameHandler::runBattle()
  4921. {
  4922. setBattle(gs->curB);
  4923. assert(gs->curB);
  4924. //TODO: pre-tactic stuff, call scripts etc.
  4925. //tactic round
  4926. {
  4927. while (gs->curB->tacticDistance && !battleResult.get())
  4928. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4929. }
  4930. //initial stacks appearance triggers, e.g. built-in bonus spells
  4931. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  4932. for (CStack * stack : initialStacks)
  4933. {
  4934. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  4935. {
  4936. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  4937. auto accessibility = getAccesibility();
  4938. CreatureID creatureData = CreatureID(summonInfo->subtype);
  4939. std::vector<BattleHex> targetHexes;
  4940. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  4941. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  4942. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  4943. For one-hex targets there are four guardians - front, back and one per side (up + down).
  4944. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  4945. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  4946. if (!guardianIsBig)
  4947. targetHexes = stack->getSurroundingHexes();
  4948. else
  4949. summonGuardiansHelper(targetHexes, stack->position, stack->attackerOwned, targetIsBig);
  4950. for (auto hex : targetHexes)
  4951. {
  4952. if (accessibility.accessible(hex, guardianIsBig, stack->attackerOwned)) //without this multiple creatures can occupy one hex
  4953. {
  4954. BattleStackAdded newStack;
  4955. newStack.amount = std::max(1, (int)(stack->count * 0.01 * summonInfo->val));
  4956. newStack.creID = creatureData.num;
  4957. newStack.attacker = stack->attackerOwned;
  4958. newStack.summoned = true;
  4959. newStack.pos = hex.hex;
  4960. sendAndApply(&newStack);
  4961. }
  4962. }
  4963. }
  4964. stackAppearTrigger(stack);
  4965. }
  4966. //spells opening battle
  4967. for (int i = 0; i < 2; ++i)
  4968. {
  4969. auto h = gs->curB->battleGetFightingHero(i);
  4970. if (h)
  4971. {
  4972. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4973. for (auto b : *bl)
  4974. {
  4975. const CSpell * spell = SpellID(b->subtype).toSpell();
  4976. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4977. parameters.spellLvl = 3;
  4978. parameters.effectLevel = 3;
  4979. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4980. parameters.enchantPower = b->val;
  4981. parameters.castIfPossible(spellEnv);
  4982. }
  4983. }
  4984. }
  4985. //main loop
  4986. while (!battleResult.get()) //till the end of the battle ;]
  4987. {
  4988. BattleNextRound bnr;
  4989. bnr.round = gs->curB->round + 1;
  4990. sendAndApply(&bnr);
  4991. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4992. for (auto &obstPtr : obstacles)
  4993. {
  4994. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4995. if (sco->turnsRemaining == 0)
  4996. removeObstacle(*obstPtr);
  4997. }
  4998. const BattleInfo & curB = *gs->curB;
  4999. //stack loop
  5000. const CStack *next;
  5001. while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5002. {
  5003. std::set <const CStack *> stacksToRemove;
  5004. for (auto stack : curB.stacks)
  5005. {
  5006. if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  5007. stacksToRemove.insert(stack);
  5008. }
  5009. for (auto stack : stacksToRemove)
  5010. {
  5011. BattleStacksRemoved bsr;
  5012. bsr.stackIDs.insert(stack->ID);
  5013. sendAndApply(&bsr);
  5014. }
  5015. //check for bad morale => freeze
  5016. int nextStackMorale = next->MoraleVal();
  5017. if (nextStackMorale < 0 &&
  5018. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5019. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5020. )
  5021. {
  5022. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5023. {
  5024. //unit loses its turn - empty freeze action
  5025. BattleAction ba;
  5026. ba.actionType = Battle::BAD_MORALE;
  5027. ba.additionalInfo = 1;
  5028. ba.side = !next->attackerOwned;
  5029. ba.stackNumber = next->ID;
  5030. makeAutomaticAction(next, ba);
  5031. continue;
  5032. }
  5033. }
  5034. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5035. {
  5036. logGlobal->debug("Handle Berserk effect");
  5037. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5038. if (attackInfo.first != nullptr)
  5039. {
  5040. BattleAction attack;
  5041. attack.actionType = Battle::WALK_AND_ATTACK;
  5042. attack.side = !next->attackerOwned;
  5043. attack.stackNumber = next->ID;
  5044. attack.additionalInfo = attackInfo.first->position;
  5045. attack.destinationTile = attackInfo.second;
  5046. makeAutomaticAction(next, attack);
  5047. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  5048. }
  5049. else
  5050. {
  5051. makeStackDoNothing(next);
  5052. logGlobal->debug("No target found");
  5053. }
  5054. continue;
  5055. }
  5056. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5057. if ((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5058. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5059. {
  5060. BattleAction attack;
  5061. attack.actionType = Battle::SHOOT;
  5062. attack.side = !next->attackerOwned;
  5063. attack.stackNumber = next->ID;
  5064. for (auto & elem : gs->curB->stacks)
  5065. {
  5066. if (elem->owner != next->owner && elem->isValidTarget())
  5067. {
  5068. attack.destinationTile = elem->position;
  5069. break;
  5070. }
  5071. }
  5072. makeAutomaticAction(next, attack);
  5073. continue;
  5074. }
  5075. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5076. {
  5077. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5078. if (attackableBattleHexes.empty())
  5079. {
  5080. makeStackDoNothing(next);
  5081. continue;
  5082. }
  5083. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  5084. {
  5085. BattleAction attack;
  5086. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  5087. getRandomGenerator());
  5088. attack.actionType = Battle::CATAPULT;
  5089. attack.additionalInfo = 0;
  5090. attack.side = !next->attackerOwned;
  5091. attack.stackNumber = next->ID;
  5092. makeAutomaticAction(next, attack);
  5093. continue;
  5094. }
  5095. }
  5096. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5097. {
  5098. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5099. {
  5100. return s->owner == next->owner && s->canBeHealed();
  5101. });
  5102. if (!possibleStacks.size())
  5103. {
  5104. makeStackDoNothing(next);
  5105. continue;
  5106. }
  5107. if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5108. {
  5109. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5110. const CStack * toBeHealed = possibleStacks.front();
  5111. BattleAction heal;
  5112. heal.actionType = Battle::STACK_HEAL;
  5113. heal.additionalInfo = 0;
  5114. heal.destinationTile = toBeHealed->position;
  5115. heal.side = !next->attackerOwned;
  5116. heal.stackNumber = next->ID;
  5117. makeAutomaticAction(next, heal);
  5118. continue;
  5119. }
  5120. }
  5121. int numberOfAsks = 1;
  5122. bool breakOuter = false;
  5123. do
  5124. {//ask interface and wait for answer
  5125. if (!battleResult.get())
  5126. {
  5127. stackTurnTrigger(next); //various effects
  5128. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5129. {
  5130. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5131. }
  5132. else
  5133. {
  5134. logGlobal->trace("Activating %s", next->nodeName());
  5135. auto nextId = next->ID;
  5136. BattleSetActiveStack sas;
  5137. sas.stack = nextId;
  5138. sendAndApply(&sas);
  5139. auto actionWasMade = [&]() -> bool
  5140. {
  5141. if (battleMadeAction.data)//active stack has made its action
  5142. return true;
  5143. if (battleResult.get())// battle is finished
  5144. return true;
  5145. if (next == nullptr)//active stack was been removed
  5146. return true;
  5147. return !next->alive();//active stack is dead
  5148. };
  5149. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5150. battleMadeAction.data = false;
  5151. while (!actionWasMade())
  5152. {
  5153. battleMadeAction.cond.wait(lock);
  5154. if (battleGetStackByID(nextId, false) != next)
  5155. next = nullptr; //it may be removed, while we wait
  5156. }
  5157. }
  5158. }
  5159. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5160. {
  5161. breakOuter = true;
  5162. break;
  5163. }
  5164. //we're after action, all results applied
  5165. checkBattleStateChanges(); //check if this action ended the battle
  5166. if (next != nullptr)
  5167. {
  5168. //check for good morale
  5169. nextStackMorale = next->MoraleVal();
  5170. if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5171. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5172. && !next->waited()
  5173. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5174. && next->alive()
  5175. && nextStackMorale > 0
  5176. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5177. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5178. )
  5179. {
  5180. if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5181. {
  5182. BattleTriggerEffect bte;
  5183. bte.stackID = next->ID;
  5184. bte.effect = Bonus::MORALE;
  5185. bte.val = 1;
  5186. bte.additionalInfo = 0;
  5187. sendAndApply(&bte); //play animation
  5188. ++numberOfAsks; //move this stack once more
  5189. }
  5190. }
  5191. }
  5192. --numberOfAsks;
  5193. } while (numberOfAsks > 0);
  5194. if (breakOuter)
  5195. {
  5196. break;
  5197. }
  5198. }
  5199. }
  5200. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5201. }
  5202. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5203. {
  5204. BattleSetActiveStack bsa;
  5205. bsa.stack = stack->ID;
  5206. bsa.askPlayerInterface = false;
  5207. sendAndApply(&bsa);
  5208. bool ret = makeBattleAction(ba);
  5209. checkBattleStateChanges();
  5210. return ret;
  5211. }
  5212. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5213. {
  5214. assert(a->artType);
  5215. ArtifactLocation al;
  5216. al.artHolder = const_cast<CGHeroInstance*>(h);
  5217. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5218. if (pos < 0)
  5219. {
  5220. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5221. slot = a->firstAvailableSlot(h);
  5222. else
  5223. slot = a->firstBackpackSlot(h);
  5224. }
  5225. else
  5226. {
  5227. slot = pos;
  5228. }
  5229. al.slot = slot;
  5230. if (slot < 0 || !a->canBePutAt(al))
  5231. {
  5232. complain("Cannot put artifact in that slot!");
  5233. return;
  5234. }
  5235. putArtifact(al, a);
  5236. }
  5237. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5238. {
  5239. PutArtifact pa;
  5240. pa.art = a;
  5241. pa.al = al;
  5242. sendAndApply(&pa);
  5243. }
  5244. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5245. {
  5246. CArtifactInstance *a = nullptr;
  5247. if (!artType->constituents)
  5248. {
  5249. a = new CArtifactInstance();
  5250. }
  5251. else
  5252. {
  5253. a = new CCombinedArtifactInstance();
  5254. }
  5255. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5256. NewArtifact na;
  5257. na.art = a;
  5258. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5259. giveHeroArtifact(h, a, pos);
  5260. }
  5261. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5262. {
  5263. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5264. if (battleResult.data)
  5265. {
  5266. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5267. % battleResult.data->result % resultType).str());
  5268. return;
  5269. }
  5270. auto br = new BattleResult;
  5271. br->result = resultType;
  5272. br->winner = victoriusSide; //surrendering side loses
  5273. gs->curB->calculateCasualties(br->casualties);
  5274. battleResult.data = br;
  5275. }
  5276. void CGameHandler::commitPackage(CPackForClient *pack)
  5277. {
  5278. sendAndApply(pack);
  5279. }
  5280. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5281. {
  5282. std::vector<int3>::iterator tile;
  5283. std::vector<int3> tiles;
  5284. getFreeTiles(tiles);
  5285. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5286. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5287. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5288. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5289. for (int i = 0; i < amount; ++i)
  5290. {
  5291. tile = tiles.begin();
  5292. logGlobal->trace("\tSpawning monster at %s",(*tile)());
  5293. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5294. tiles.erase(tile); //not use it again
  5295. }
  5296. }
  5297. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5298. {
  5299. if (cheat == "vcmiistari")
  5300. {
  5301. if (!hero) return;
  5302. ///Give hero spellbook
  5303. if (!hero->hasSpellbook())
  5304. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5305. ///Give all spells with bonus (to allow banned spells)
  5306. GiveBonus giveBonus(GiveBonus::HERO);
  5307. giveBonus.id = hero->id.getNum();
  5308. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5309. //start with level 0 to skip abilities
  5310. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5311. {
  5312. giveBonus.bonus.subtype = level;
  5313. sendAndApply(&giveBonus);
  5314. }
  5315. ///Give mana
  5316. SetMana sm;
  5317. sm.hid = hero->id;
  5318. sm.val = 999;
  5319. sm.absolute = true;
  5320. sendAndApply(&sm);
  5321. }
  5322. else if (cheat == "vcmiarmenelos")
  5323. {
  5324. if (!town) return;
  5325. ///Build all buildings in selected town
  5326. for (auto & build : town->town->buildings)
  5327. {
  5328. if (!town->hasBuilt(build.first)
  5329. && !build.second->Name().empty()
  5330. && build.first != BuildingID::SHIP)
  5331. {
  5332. buildStructure(town->id, build.first, true);
  5333. }
  5334. }
  5335. }
  5336. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5337. {
  5338. if (!hero) return;
  5339. ///Gives N creatures into each slot
  5340. std::map<std::string, std::pair<int, int>> creatures;
  5341. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5342. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5343. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5344. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5345. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5346. if (!hero->hasStackAtSlot(SlotID(i)))
  5347. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5348. }
  5349. else if (cheat == "vcminoldor")
  5350. {
  5351. if (!hero) return;
  5352. ///Give all war machines to hero
  5353. if (!hero->getArt(ArtifactPosition::MACH1))
  5354. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5355. if (!hero->getArt(ArtifactPosition::MACH2))
  5356. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5357. if (!hero->getArt(ArtifactPosition::MACH3))
  5358. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5359. }
  5360. else if (cheat == "vcmiforgeofnoldorking")
  5361. {
  5362. if (!hero) return;
  5363. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5364. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5365. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5366. }
  5367. else if (cheat == "vcmiglorfindel")
  5368. {
  5369. if (!hero) return;
  5370. ///selected hero gains a new level
  5371. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5372. }
  5373. else if (cheat == "vcminahar")
  5374. {
  5375. if (!hero) return;
  5376. ///Give 1000000 movement points to hero
  5377. SetMovePoints smp;
  5378. smp.hid = hero->id;
  5379. smp.val = 1000000;
  5380. sendAndApply(&smp);
  5381. }
  5382. else if (cheat == "vcmiformenos")
  5383. {
  5384. ///Give resources to player
  5385. TResources resources;
  5386. resources[Res::GOLD] = 100000;
  5387. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5388. resources[i] = 100;
  5389. giveResources(player, resources);
  5390. }
  5391. else if (cheat == "vcmisilmaril")
  5392. {
  5393. ///Player wins
  5394. PlayerCheated pc;
  5395. pc.player = player;
  5396. pc.winningCheatCode = true;
  5397. sendAndApply(&pc);
  5398. }
  5399. else if (cheat == "vcmimelkor")
  5400. {
  5401. ///Player looses
  5402. PlayerCheated pc;
  5403. pc.player = player;
  5404. pc.losingCheatCode = true;
  5405. sendAndApply(&pc);
  5406. }
  5407. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5408. {
  5409. ///Reveal or conceal FoW
  5410. FoWChange fc;
  5411. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5412. fc.player = player;
  5413. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5414. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5415. int lastUnc = 0;
  5416. for (int i = 0; i < gs->map->width; i++)
  5417. for (int j = 0; j < gs->map->height; j++)
  5418. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5419. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5420. hlp_tab[lastUnc++] = int3(i, j, k);
  5421. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5422. delete [] hlp_tab;
  5423. sendAndApply(&fc);
  5424. }
  5425. else
  5426. cheated = false;
  5427. }
  5428. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5429. {
  5430. ObstaclesRemoved obsRem;
  5431. obsRem.obstacles.insert(obstacle.uniqueID);
  5432. sendAndApply(&obsRem);
  5433. }
  5434. void CGameHandler::synchronizeArtifactHandlerLists()
  5435. {
  5436. UpdateArtHandlerLists uahl;
  5437. uahl.treasures = VLC->arth->treasures;
  5438. uahl.minors = VLC->arth->minors;
  5439. uahl.majors = VLC->arth->majors;
  5440. uahl.relics = VLC->arth->relics;
  5441. sendAndApply(&uahl);
  5442. }
  5443. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5444. {
  5445. return vstd::contains(gs->map->objects, obj);
  5446. }
  5447. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5448. {
  5449. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5450. return false;
  5451. auto query = queries.topQuery(player);
  5452. if (query && query->blocksPack(pack))
  5453. {
  5454. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5455. return true;
  5456. }
  5457. return false;
  5458. }
  5459. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5460. {
  5461. //If the object is being visited, there must be a matching query
  5462. for (const auto &query : queries.allQueries())
  5463. {
  5464. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5465. {
  5466. if (someVistQuery->visitedObject == object)
  5467. {
  5468. someVistQuery->removeObjectAfterVisit = true;
  5469. return;
  5470. }
  5471. }
  5472. };
  5473. //If we haven't returned so far, there is no query and no visit, call was wrong
  5474. assert("This function needs to be called during the object visit!");
  5475. }
  5476. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5477. {
  5478. std::unordered_set<int3, ShashInt3> tiles;
  5479. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5480. if (hide)
  5481. {
  5482. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5483. auto p = getPlayer(player);
  5484. for (auto h : p->heroes)
  5485. {
  5486. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5487. }
  5488. for (auto t : p->towns)
  5489. {
  5490. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5491. }
  5492. for (auto tile : observedTiles)
  5493. vstd::erase_if_present (tiles, tile);
  5494. }
  5495. changeFogOfWar(tiles, player, hide);
  5496. }
  5497. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5498. {
  5499. FoWChange fow;
  5500. fow.tiles = tiles;
  5501. fow.player = player;
  5502. fow.mode = hide? 0 : 1;
  5503. sendAndApply(&fow);
  5504. }
  5505. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5506. {
  5507. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5508. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5509. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5510. return true;
  5511. }
  5512. void CGameHandler::duelFinished()
  5513. {
  5514. auto si = getStartInfo();
  5515. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5516. int casualtiesPoints = 0;
  5517. logGlobal->debug("Winner side %d\nWinner casualties:", (int)battleResult.data->winner);
  5518. for (auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5519. {
  5520. const CCreature *c = VLC->creh->creatures[elem.first];
  5521. logGlobal->debug("\t* %d of %s", elem.second, c->namePl);
  5522. casualtiesPoints += c->AIValue * elem.second;
  5523. }
  5524. logGlobal->debug("Total casualties points: %d", casualtiesPoints);
  5525. time_t timeNow;
  5526. time(&timeNow);
  5527. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5528. if (out)
  5529. {
  5530. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5531. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5532. % asctime(localtime(&timeNow));
  5533. }
  5534. else
  5535. {
  5536. logGlobal->error("Cannot open to write %s", cmdLineOptions["resultsFile"].as<std::string>());
  5537. }
  5538. CSaveFile resultFile("result.vdrst");
  5539. resultFile << *battleResult.data;
  5540. BattleResultsApplied resultsApplied;
  5541. resultsApplied.player1 = finishingBattle->victor;
  5542. resultsApplied.player2 = finishingBattle->loser;
  5543. sendAndApply(&resultsApplied);
  5544. return;
  5545. }
  5546. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5547. army(_army)
  5548. {
  5549. heroWithDeadCommander = ObjectInstanceID();
  5550. PlayerColor color = army->tempOwner;
  5551. if (color == PlayerColor::UNFLAGGABLE)
  5552. color = PlayerColor::NEUTRAL;
  5553. for (CStack *st : bat->stacks)
  5554. {
  5555. if (vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5556. continue;
  5557. if (st->owner != color) //remove only our stacks
  5558. continue;
  5559. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5560. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5561. st->count = std::max (0, st->count - st->resurrected);
  5562. if (st->slot == SlotID::ARROW_TOWERS_SLOT)
  5563. {
  5564. //do nothing
  5565. logGlobal->debug("Ignored arrow towers stack.");
  5566. }
  5567. else if (st->slot == SlotID::WAR_MACHINES_SLOT)
  5568. {
  5569. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5570. if (warMachine == ArtifactID::NONE)
  5571. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5572. //catapult artifact remain even if "creature" killed in siege
  5573. else if (warMachine != ArtifactID::CATAPULT && !st->count)
  5574. {
  5575. logGlobal->debug("War machine has been destroyed");
  5576. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5577. if (hero)
  5578. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5579. else
  5580. logGlobal->error("War machine in army without hero");
  5581. }
  5582. }
  5583. else if (st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5584. {
  5585. if (st->alive() && st->count > 0)
  5586. {
  5587. logGlobal->debug("Permanently summoned %d units.", st->count);
  5588. const CreatureID summonedType = st->type->idNumber;
  5589. summoned[summonedType] += st->count;
  5590. }
  5591. }
  5592. else if (st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5593. {
  5594. if (nullptr == st->base)
  5595. {
  5596. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5597. }
  5598. else
  5599. {
  5600. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5601. if (c)
  5602. {
  5603. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5604. if (h && h->commander == c && (st->count == 0 || !st->alive()))
  5605. {
  5606. logGlobal->debug("Commander is dead.");
  5607. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5608. }
  5609. }
  5610. else
  5611. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5612. }
  5613. }
  5614. else if (st->base && !army->slotEmpty(st->slot))
  5615. {
  5616. if (st->count == 0 || !st->alive())
  5617. {
  5618. logGlobal->debug("Stack has been destroyed.");
  5619. StackLocation sl(army, st->slot);
  5620. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5621. }
  5622. else if (st->count < army->getStackCount(st->slot))
  5623. {
  5624. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
  5625. StackLocation sl(army, st->slot);
  5626. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5627. }
  5628. else if (st->count > army->getStackCount(st->slot))
  5629. {
  5630. logGlobal->debug("Stack gained %d units.", st->count - army->getStackCount(st->slot));
  5631. StackLocation sl(army, st->slot);
  5632. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5633. }
  5634. }
  5635. else
  5636. {
  5637. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5638. }
  5639. }
  5640. }
  5641. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5642. {
  5643. for (TStackAndItsNewCount &ncount : newStackCounts)
  5644. {
  5645. if (ncount.second > 0)
  5646. gh->changeStackCount(ncount.first, ncount.second, true);
  5647. else
  5648. gh->eraseStack(ncount.first, true);
  5649. }
  5650. for (auto summoned_iter : summoned)
  5651. {
  5652. SlotID slot = army->getSlotFor(summoned_iter.first);
  5653. if (slot.validSlot())
  5654. {
  5655. StackLocation location(army, slot);
  5656. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5657. }
  5658. else
  5659. {
  5660. //even if it will be possible to summon anything permanently it should be checked for free slot
  5661. //necromancy is handled separately
  5662. gh->complain("No free slot to put summoned creature");
  5663. }
  5664. }
  5665. for (auto al : removedWarMachines)
  5666. {
  5667. gh->removeArtifact(al);
  5668. }
  5669. if (heroWithDeadCommander != ObjectInstanceID())
  5670. {
  5671. SetCommanderProperty scp;
  5672. scp.heroid = heroWithDeadCommander;
  5673. scp.which = SetCommanderProperty::ALIVE;
  5674. scp.amount = 0;
  5675. gh->sendAndApply(&scp);
  5676. }
  5677. }
  5678. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5679. {
  5680. assert(Query->result);
  5681. assert(Query->bi);
  5682. auto &result = *Query->result;
  5683. auto &info = *Query->bi;
  5684. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5685. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5686. victor = info.sides[result.winner].color;
  5687. loser = info.sides[!result.winner].color;
  5688. duel = Duel;
  5689. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5690. }
  5691. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5692. {
  5693. winnerHero = loserHero = nullptr;
  5694. duel = false;
  5695. remainingBattleQueriesCount = 0;
  5696. }
  5697. CRandomGenerator & CGameHandler::getRandomGenerator()
  5698. {
  5699. return CRandomGenerator::getDefault();
  5700. }
  5701. ///ServerSpellCastEnvironment
  5702. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5703. {
  5704. }
  5705. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5706. {
  5707. gh->sendAndApply(info);
  5708. }
  5709. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5710. {
  5711. return gh->getRandomGenerator();
  5712. }
  5713. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5714. {
  5715. gh->complain(problem);
  5716. }
  5717. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5718. {
  5719. return gh;
  5720. }
  5721. const CMap * ServerSpellCastEnvironment::getMap() const
  5722. {
  5723. return gh->gameState()->map;
  5724. }
  5725. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5726. {
  5727. return gh->moveHero(hid, dst, teleporting, false, asker);
  5728. }