CGameHandler.cpp 184 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/BattleState.h"
  18. #include "../lib/CondSh.h"
  19. #include "../lib/NetPacks.h"
  20. #include "../lib/VCMI_Lib.h"
  21. #include "../lib/mapping/CMap.h"
  22. #include "../lib/VCMIDirs.h"
  23. #include "../lib/ScopeGuard.h"
  24. #include "../lib/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "CVCMIServer.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/CThreadHelper.h"
  29. #include "../lib/GameConstants.h"
  30. #include "../lib/registerTypes/RegisterTypes.h"
  31. /*
  32. * CGameHandler.cpp, part of VCMI engine
  33. *
  34. * Authors: listed in file AUTHORS in main folder
  35. *
  36. * License: GNU General Public License v2.0 or later
  37. * Full text of license available in license.txt file, in main folder
  38. *
  39. */
  40. #ifndef _MSC_VER
  41. #include <boost/thread/xtime.hpp>
  42. #endif
  43. extern bool end2;
  44. #ifdef min
  45. #undef min
  46. #endif
  47. #ifdef max
  48. #undef max
  49. #endif
  50. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  51. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  52. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. #define NEW_ROUND BattleNextRound bnr;\
  55. bnr.round = gs->curB->round + 1;\
  56. sendAndApply(&bnr);
  57. class ServerSpellCastEnvironment: public SpellCastEnvironment
  58. {
  59. public:
  60. ServerSpellCastEnvironment(CGameHandler * gh);
  61. ~ServerSpellCastEnvironment(){};
  62. void sendAndApply(CPackForClient * info) const override;
  63. CRandomGenerator & getRandomGenerator() const override;
  64. void complain(const std::string & problem) const override;
  65. const CMap * getMap() const override;
  66. const CGameInfoCallback * getCb() const override;
  67. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  68. private:
  69. mutable CGameHandler * gh;
  70. };
  71. CondSh<bool> battleMadeAction;
  72. CondSh<BattleResult *> battleResult(nullptr);
  73. template <typename T> class CApplyOnGH;
  74. class CBaseForGHApply
  75. {
  76. public:
  77. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  78. virtual ~CBaseForGHApply(){}
  79. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  80. {
  81. return new CApplyOnGH<U>;
  82. }
  83. };
  84. template <typename T> class CApplyOnGH : public CBaseForGHApply
  85. {
  86. public:
  87. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  88. {
  89. T *ptr = static_cast<T*>(pack);
  90. ptr->c = c;
  91. ptr->player = player;
  92. return ptr->applyGh(gh);
  93. }
  94. };
  95. template <>
  96. class CApplyOnGH<CPack> : public CBaseForGHApply
  97. {
  98. public:
  99. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  100. {
  101. logGlobal->errorStream() << "Cannot apply on GH plain CPack!";
  102. assert(0);
  103. return false;
  104. }
  105. };
  106. static CApplier<CBaseForGHApply> *applier = nullptr;
  107. CMP_stack cmpst ;
  108. static inline double distance(int3 a, int3 b)
  109. {
  110. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  111. }
  112. static void giveExp(BattleResult &r)
  113. {
  114. if(r.winner > 1)
  115. {
  116. // draw
  117. return;
  118. }
  119. r.exp[0] = 0;
  120. r.exp[1] = 0;
  121. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  122. {
  123. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  124. }
  125. }
  126. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  127. {
  128. boost::unique_lock<boost::mutex> l(mx);
  129. if(players.find(player) != players.end())
  130. {
  131. return players.at(player);
  132. }
  133. else
  134. {
  135. throw std::runtime_error("No such player!");
  136. }
  137. }
  138. void PlayerStatuses::addPlayer(PlayerColor player)
  139. {
  140. boost::unique_lock<boost::mutex> l(mx);
  141. players[player];
  142. }
  143. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  144. {
  145. boost::unique_lock<boost::mutex> l(mx);
  146. if(players.find(player) != players.end())
  147. {
  148. return players[player].*flag;
  149. }
  150. else
  151. {
  152. throw std::runtime_error("No such player!");
  153. }
  154. }
  155. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  156. {
  157. boost::unique_lock<boost::mutex> l(mx);
  158. if(players.find(player) != players.end())
  159. {
  160. players[player].*flag = val;
  161. }
  162. else
  163. {
  164. throw std::runtime_error("No such player!");
  165. }
  166. cv.notify_all();
  167. }
  168. template <typename T>
  169. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  170. {
  171. fun(args[which]);
  172. }
  173. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  174. {
  175. changeSecSkill(hero, skill, 1, 0);
  176. expGiven(hero);
  177. }
  178. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  179. {
  180. // required exp for at least 1 lvl-up hasn't been reached
  181. if(!hero->gainsLevel())
  182. {
  183. return;
  184. }
  185. // give primary skill
  186. logGlobal->traceStream() << hero->name << " got level "<< hero->level;
  187. auto primarySkill = hero->nextPrimarySkill();
  188. SetPrimSkill sps;
  189. sps.id = hero->id;
  190. sps.which = primarySkill;
  191. sps.abs = false;
  192. sps.val = 1;
  193. sendAndApply(&sps);
  194. HeroLevelUp hlu;
  195. hlu.hero = hero;
  196. hlu.primskill = primarySkill;
  197. hlu.skills = hero->getLevelUpProposedSecondarySkills();
  198. if(hlu.skills.size() == 0)
  199. {
  200. sendAndApply(&hlu);
  201. levelUpHero(hero);
  202. }
  203. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  204. {
  205. sendAndApply(&hlu);
  206. levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand));
  207. }
  208. else if(hlu.skills.size() > 1)
  209. {
  210. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  211. hlu.queryID = levelUpQuery->queryID;
  212. queries.addQuery(levelUpQuery);
  213. sendAndApply(&hlu);
  214. //level up will be called on query reply
  215. }
  216. }
  217. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  218. {
  219. SetCommanderProperty scp;
  220. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  221. if (hero)
  222. scp.heroid = hero->id;
  223. else
  224. {
  225. complain ("Commander is not led by hero!");
  226. return;
  227. }
  228. scp.accumulatedBonus.subtype = 0;
  229. scp.accumulatedBonus.additionalInfo = 0;
  230. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  231. scp.accumulatedBonus.turnsRemain = 0;
  232. scp.accumulatedBonus.source = Bonus::COMMANDER;
  233. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  234. if (skill <= ECommander::SPELL_POWER)
  235. {
  236. scp.which = SetCommanderProperty::BONUS;
  237. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  238. {
  239. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  240. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  241. };
  242. switch (skill)
  243. {
  244. case ECommander::ATTACK:
  245. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  246. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  247. break;
  248. case ECommander::DEFENSE:
  249. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  250. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  251. break;
  252. case ECommander::HEALTH:
  253. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  254. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  255. break;
  256. case ECommander::DAMAGE:
  257. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  258. scp.accumulatedBonus.subtype = 0;
  259. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  260. break;
  261. case ECommander::SPEED:
  262. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  263. break;
  264. case ECommander::SPELL_POWER:
  265. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  266. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  267. sendAndApply (&scp); //additional pack
  268. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  269. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  270. sendAndApply (&scp); //additional pack
  271. scp.accumulatedBonus.type = Bonus::CASTS;
  272. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  273. sendAndApply (&scp); //additional pack
  274. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  275. break;
  276. }
  277. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  278. sendAndApply (&scp);
  279. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  280. scp.additionalInfo = skill;
  281. scp.amount = c->secondarySkills.at(skill) + 1;
  282. sendAndApply (&scp);
  283. }
  284. else if (skill >= 100)
  285. {
  286. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  287. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  288. scp.additionalInfo = skill; //unnormalized
  289. sendAndApply (&scp);
  290. }
  291. expGiven(hero);
  292. }
  293. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  294. {
  295. if (!c->gainsLevel())
  296. {
  297. return;
  298. }
  299. CommanderLevelUp clu;
  300. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  301. if (hero)
  302. clu.hero = hero;
  303. else
  304. {
  305. complain ("Commander is not led by hero!");
  306. return;
  307. }
  308. //picking sec. skills for choice
  309. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  310. {
  311. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  312. clu.skills.push_back(i);
  313. }
  314. int i = 100;
  315. for (auto specialSkill : VLC->creh->skillRequirements)
  316. {
  317. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  318. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  319. && !vstd::contains (c->specialSKills, i))
  320. clu.skills.push_back (i);
  321. ++i;
  322. }
  323. int skillAmount = clu.skills.size();
  324. if(!skillAmount)
  325. {
  326. sendAndApply(&clu);
  327. levelUpCommander(c);
  328. }
  329. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  330. {
  331. sendAndApply(&clu);
  332. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator()));
  333. }
  334. else if(skillAmount > 1) //apply and ask for secondary skill
  335. {
  336. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  337. clu.queryID = commanderLevelUp->queryID;
  338. queries.addQuery(commanderLevelUp);
  339. sendAndApply(&clu);
  340. }
  341. }
  342. void CGameHandler::expGiven(const CGHeroInstance *hero)
  343. {
  344. if(hero->gainsLevel())
  345. levelUpHero(hero);
  346. else if(hero->commander && hero->commander->gainsLevel())
  347. levelUpCommander(hero->commander);
  348. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  349. // levelUpCommander(hero->commander);
  350. // else
  351. // levelUpHero(hero);
  352. }
  353. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  354. {
  355. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  356. {
  357. if (gs->map->levelLimit != 0)
  358. {
  359. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  360. TExpType resultingExp = abs ? val : hero->exp + val;
  361. if (resultingExp > expLimit)
  362. {
  363. // set given experience to max possible, but don't decrease if hero already over top
  364. abs = true;
  365. val = std::max(expLimit, hero->exp);
  366. InfoWindow iw;
  367. iw.player = hero->tempOwner;
  368. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  369. iw.text.addReplacement(hero->name);
  370. sendAndApply(&iw);
  371. }
  372. }
  373. }
  374. SetPrimSkill sps;
  375. sps.id = hero->id;
  376. sps.which = which;
  377. sps.abs = abs;
  378. sps.val = val;
  379. sendAndApply(&sps);
  380. //only for exp - hero may level up
  381. if (which == PrimarySkill::EXPERIENCE)
  382. {
  383. if(hero->commander && hero->commander->alive)
  384. {
  385. //FIXME: trim experience according to map limit?
  386. SetCommanderProperty scp;
  387. scp.heroid = hero->id;
  388. scp.which = SetCommanderProperty::EXPERIENCE;
  389. scp.amount = val;
  390. sendAndApply (&scp);
  391. CBonusSystemNode::treeHasChanged();
  392. }
  393. expGiven(hero);
  394. }
  395. }
  396. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  397. {
  398. SetSecSkill sss;
  399. sss.id = hero->id;
  400. sss.which = which;
  401. sss.val = val;
  402. sss.abs = abs;
  403. sendAndApply(&sss);
  404. if(which == SecondarySkill::WISDOM)
  405. {
  406. if(hero && hero->visitedTown)
  407. giveSpells(hero->visitedTown, hero);
  408. }
  409. }
  410. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  411. {
  412. LOG_TRACE(logGlobal);
  413. //Fill BattleResult structure with exp info
  414. giveExp(*battleResult.data);
  415. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  416. {
  417. if (hero1)
  418. battleResult.data->exp[1] += 500;
  419. if (hero2)
  420. battleResult.data->exp[0] += 500;
  421. }
  422. if (hero1)
  423. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  424. if (hero2)
  425. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  426. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  427. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  428. const BattleResult::EResult result = battleResult.get()->result;
  429. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  430. {
  431. for(auto &q : queries.allQueries())
  432. {
  433. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  434. if(bq->bi == gs->curB)
  435. return bq;
  436. }
  437. return std::shared_ptr<CBattleQuery>();
  438. };
  439. auto battleQuery = findBattleQuery();
  440. if(!battleQuery)
  441. {
  442. logGlobal->errorStream() << "Cannot find battle query!";
  443. if(gs->initialOpts->mode == StartInfo::DUEL)
  444. {
  445. battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  446. }
  447. }
  448. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  449. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  450. battleQuery->result = *battleResult.data;
  451. //Check how many battle queries were created (number of players blocked by battle)
  452. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  453. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  454. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  455. if(finishingBattle->duel)
  456. {
  457. duelFinished();
  458. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  459. return;
  460. }
  461. ChangeSpells cs; //for Eagle Eye
  462. if(finishingBattle->winnerHero)
  463. {
  464. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  465. {
  466. int maxLevel = eagleEyeLevel + 1;
  467. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  468. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  469. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && gs->getRandomGenerator().nextInt(99) < eagleEyeChance)
  470. cs.spells.insert(sp->id);
  471. }
  472. }
  473. std::vector<const CArtifactInstance *> arts; //display them in window
  474. if(result == BattleResult::NORMAL && finishingBattle->winnerHero)
  475. {
  476. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  477. {
  478. arts.push_back(art);
  479. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  480. sendAndApply(ma);
  481. };
  482. if(finishingBattle->loserHero)
  483. {
  484. //TODO: wrap it into a function, somehow (boost::variant -_-)
  485. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  486. for (auto artSlot : artifactsWorn)
  487. {
  488. MoveArtifact ma;
  489. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  490. const CArtifactInstance * art = ma.src.getArt();
  491. if(art && !art->artType->isBig() &&
  492. art->artType->id != ArtifactID::SPELLBOOK)
  493. // don't move war machines or locked arts (spellbook)
  494. {
  495. sendMoveArtifact(art, &ma);
  496. }
  497. }
  498. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  499. {
  500. //we assume that no big artifacts can be found
  501. MoveArtifact ma;
  502. ma.src = ArtifactLocation(finishingBattle->loserHero,
  503. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  504. const CArtifactInstance * art = ma.src.getArt();
  505. if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
  506. {
  507. sendMoveArtifact(art, &ma);
  508. }
  509. }
  510. if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  511. {
  512. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  513. for(auto artSlot : artifactsWorn)
  514. {
  515. MoveArtifact ma;
  516. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  517. const CArtifactInstance * art = ma.src.getArt();
  518. if (art && !art->artType->isBig())
  519. {
  520. sendMoveArtifact(art, &ma);
  521. }
  522. }
  523. }
  524. }
  525. for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  526. {
  527. auto artifactsWorn = armySlot.second->artifactsWorn;
  528. for (auto artSlot : artifactsWorn)
  529. {
  530. MoveArtifact ma;
  531. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  532. const CArtifactInstance * art = ma.src.getArt();
  533. if (art && !art->artType->isBig())
  534. {
  535. sendMoveArtifact(art, &ma);
  536. }
  537. }
  538. }
  539. }
  540. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  541. if(arts.size()) //display loot
  542. {
  543. InfoWindow iw;
  544. iw.player = finishingBattle->winnerHero->tempOwner;
  545. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  546. for(auto art : arts) //TODO; separate function to display loot for various ojects?
  547. {
  548. iw.components.push_back(Component(
  549. Component::ARTIFACT, art->artType->id,
  550. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  551. if(iw.components.size() >= 14)
  552. {
  553. sendAndApply(&iw);
  554. iw.components.clear();
  555. }
  556. }
  557. if(iw.components.size())
  558. {
  559. sendAndApply(&iw);
  560. }
  561. }
  562. //Eagle Eye secondary skill handling
  563. if(!cs.spells.empty())
  564. {
  565. cs.learn = 1;
  566. cs.hid = finishingBattle->winnerHero->id;
  567. InfoWindow iw;
  568. iw.player = finishingBattle->winnerHero->tempOwner;
  569. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  570. iw.text.addReplacement(finishingBattle->winnerHero->name);
  571. std::ostringstream names;
  572. for(int i = 0; i < cs.spells.size(); i++)
  573. {
  574. names << "%s";
  575. if(i < cs.spells.size() - 2)
  576. names << ", ";
  577. else if(i < cs.spells.size() - 1)
  578. names << "%s";
  579. }
  580. names << ".";
  581. iw.text.addReplacement(names.str());
  582. auto it = cs.spells.begin();
  583. for(int i = 0; i < cs.spells.size(); i++, it++)
  584. {
  585. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  586. if(i == cs.spells.size() - 2) //we just added pre-last name
  587. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  588. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  589. }
  590. sendAndApply(&iw);
  591. sendAndApply(&cs);
  592. }
  593. cab1.updateArmy(this);
  594. cab2.updateArmy(this); //take casualties after battle is deleted
  595. //if one hero has lost we will erase him
  596. if(battleResult.data->winner!=0 && hero1)
  597. {
  598. RemoveObject ro(hero1->id);
  599. sendAndApply(&ro);
  600. }
  601. if(battleResult.data->winner!=1 && hero2)
  602. {
  603. auto town = hero2->visitedTown;
  604. RemoveObject ro(hero2->id);
  605. sendAndApply(&ro);
  606. if(town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  607. town->battleFinished(hero1, *battleResult.get());
  608. }
  609. //give exp
  610. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  611. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  612. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  613. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  614. queries.popIfTop(battleQuery);
  615. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  616. }
  617. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  618. {
  619. LOG_TRACE(logGlobal);
  620. finishingBattle->remainingBattleQueriesCount--;
  621. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  622. if(finishingBattle->remainingBattleQueriesCount > 0)
  623. //Battle results will be handled when all battle queries are closed
  624. return;
  625. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  626. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  627. // Still, it looks like a hole.
  628. // Necromancy if applicable.
  629. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  630. // Give raised units to winner and show dialog, if any were raised,
  631. // units will be given after casualties are taken
  632. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  633. if (necroSlot != SlotID())
  634. {
  635. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  636. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  637. }
  638. BattleResultsApplied resultsApplied;
  639. resultsApplied.player1 = finishingBattle->victor;
  640. resultsApplied.player2 = finishingBattle->loser;
  641. sendAndApply(&resultsApplied);
  642. setBattle(nullptr);
  643. if(visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  644. {
  645. logGlobal->traceStream() << "post-victory visit";
  646. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  647. }
  648. visitObjectAfterVictory = false;
  649. //handle victory/loss of engaged players
  650. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  651. checkVictoryLossConditions(playerColors);
  652. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  653. {
  654. SetAvailableHeroes sah;
  655. sah.player = finishingBattle->loser;
  656. sah.hid[0] = finishingBattle->loserHero->subID;
  657. if(result.result == BattleResult::ESCAPE) //retreat
  658. {
  659. sah.army[0].clear();
  660. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  661. }
  662. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  663. sah.hid[1] = another->subID;
  664. else
  665. sah.hid[1] = -1;
  666. sendAndApply(&sah);
  667. }
  668. if(result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  669. {
  670. RemoveObject ro(finishingBattle->winnerHero->id);
  671. sendAndApply(&ro);
  672. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  673. {
  674. SetAvailableHeroes sah;
  675. sah.player = finishingBattle->victor;
  676. sah.hid[0] = finishingBattle->winnerHero->subID;
  677. sah.army[0].clear();
  678. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  679. if(const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  680. sah.hid[1] = another->subID;
  681. else
  682. sah.hid[1] = -1;
  683. sendAndApply(&sah);
  684. }
  685. }
  686. }
  687. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  688. {
  689. bat.bsa.clear();
  690. bat.stackAttacking = att->ID;
  691. const int attackerLuck = att->LuckVal();
  692. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  693. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  694. {
  695. if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck)
  696. {
  697. bat.flags |= BattleAttack::LUCKY;
  698. }
  699. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  700. {
  701. if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck))
  702. {
  703. bat.flags |= BattleAttack::UNLUCKY;
  704. }
  705. }
  706. }
  707. if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  708. {
  709. bat.flags |= BattleAttack::DEATH_BLOW;
  710. }
  711. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  712. {
  713. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  714. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  715. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  716. if(chance > gs->getRandomGenerator().nextInt(99))
  717. {
  718. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  719. }
  720. }
  721. // only primary target
  722. applyBattleEffects(bat, att, def, distance, false);
  723. if (!bat.shot()) //multiple-hex attack - only in meele
  724. {
  725. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  726. for(const CStack * stack : attackedCreatures)
  727. {
  728. if (stack != def) //do not hit same stack twice
  729. {
  730. applyBattleEffects(bat, att, stack, distance, true);
  731. }
  732. }
  733. }
  734. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  735. if (bonus && (bat.shot())) //TODO: make it work in melee?
  736. {
  737. //this is need for displaying hit animation
  738. bat.flags |= BattleAttack::SPELL_LIKE;
  739. bat.spellID = SpellID(bonus->subtype);
  740. //TODO: should spell override creature`s projectile?
  741. std::set<const CStack*> attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att->owner, bonus->val, targetHex, att);
  742. //TODO: get exact attacked hex for defender
  743. for(const CStack * stack : attackedCreatures)
  744. {
  745. if (stack != def) //do not hit same stack twice
  746. {
  747. applyBattleEffects(bat, att, stack, distance, true);
  748. }
  749. }
  750. //now add effect info for all attacked stacks
  751. for(BattleStackAttacked & bsa : bat.bsa)
  752. {
  753. if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  754. {
  755. //this is need for displaying affect animation
  756. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  757. bsa.spellID = SpellID(bonus->subtype);
  758. }
  759. }
  760. }
  761. }
  762. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  763. {
  764. BattleStackAttacked bsa;
  765. if (secondary)
  766. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  767. bsa.attackerID = att->ID;
  768. bsa.stackAttacked = def->ID;
  769. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
  770. bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), gs->getRandomGenerator());
  771. def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties
  772. //life drain handling
  773. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  774. {
  775. StacksHealedOrResurrected shi;
  776. shi.lifeDrain = true;
  777. shi.tentHealing = false;
  778. shi.drainedFrom = def->ID;
  779. StacksHealedOrResurrected::HealInfo hi;
  780. hi.stackID = att->ID;
  781. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  782. hi.lowLevelResurrection = false;
  783. shi.healedStacks.push_back(hi);
  784. if (hi.healedHP > 0)
  785. {
  786. bsa.healedStacks.push_back(shi);
  787. }
  788. }
  789. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  790. //fire shield handling
  791. if(!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY))
  792. {
  793. BattleStackAttacked bsa2;
  794. bsa2.stackAttacked = att->ID; //invert
  795. bsa2.attackerID = def->ID;
  796. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  797. bsa2.effect = 11;
  798. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  799. att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
  800. bat.bsa.push_back(bsa2);
  801. }
  802. }
  803. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  804. {
  805. setThreadName("CGameHandler::handleConnection");
  806. try
  807. {
  808. while(1)//server should never shut connection first //was: while(!end2)
  809. {
  810. CPack *pack = nullptr;
  811. PlayerColor player = PlayerColor::NEUTRAL;
  812. si32 requestID = -999;
  813. int packType = 0;
  814. {
  815. boost::unique_lock<boost::mutex> lock(*c.rmx);
  816. c >> player >> requestID >> pack; //get the package
  817. if(!pack)
  818. {
  819. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  820. }
  821. packType = typeList.getTypeID(pack); //get the id of type
  822. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  823. % requestID % player.getNum() % packType % typeid(*pack).name();
  824. }
  825. //prepare struct informing that action was applied
  826. auto sendPackageResponse = [&](bool succesfullyApplied)
  827. {
  828. PackageApplied applied;
  829. applied.player = player;
  830. applied.result = succesfullyApplied;
  831. applied.packType = packType;
  832. applied.requestID = requestID;
  833. boost::unique_lock<boost::mutex> lock(*c.wmx);
  834. c << &applied;
  835. };
  836. CBaseForGHApply *apply = applier->apps[packType]; //and appropriate applier object
  837. if(isBlockedByQueries(pack, player))
  838. {
  839. sendPackageResponse(false);
  840. }
  841. else if(apply)
  842. {
  843. const bool result = apply->applyOnGH(this,&c,pack, player);
  844. if(!result)
  845. {
  846. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  847. % typeid(*pack).name()).str());
  848. }
  849. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  850. sendPackageResponse(true);
  851. }
  852. else
  853. {
  854. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  855. sendPackageResponse(false);
  856. }
  857. vstd::clear_pointer(pack);
  858. }
  859. }
  860. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  861. {
  862. assert(!c.connected); //make sure that connection has been marked as broken
  863. logGlobal->errorStream() << e.what();
  864. end2 = true;
  865. }
  866. catch(...)
  867. {
  868. end2 = true;
  869. handleException();
  870. throw;
  871. }
  872. logGlobal->errorStream() << "Ended handling connection";
  873. }
  874. int CGameHandler::moveStack(int stack, BattleHex dest)
  875. {
  876. int ret = 0;
  877. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  878. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  879. assert(curStack);
  880. assert(dest < GameConstants::BFIELD_SIZE);
  881. if (gs->curB->tacticDistance)
  882. {
  883. assert(gs->curB->isInTacticRange(dest));
  884. }
  885. auto start = curStack->position;
  886. if(start == dest)
  887. return 0;
  888. //initing necessary tables
  889. auto accessibility = getAccesibility(curStack);
  890. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  891. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  892. {
  893. if(curStack->attackerOwned)
  894. {
  895. if(accessibility.accessible(dest+1, curStack))
  896. dest += BattleHex::RIGHT;
  897. }
  898. else
  899. {
  900. if(accessibility.accessible(dest-1, curStack))
  901. dest += BattleHex::LEFT;
  902. }
  903. }
  904. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  905. {
  906. complain("Given destination is not accessible!");
  907. return 0;
  908. }
  909. bool canUseGate = false;
  910. auto dbState = gs->curB->si.gateState;
  911. if(battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  912. dbState != EGateState::DESTROYED &&
  913. dbState != EGateState::BLOCKED)
  914. {
  915. canUseGate = true;
  916. }
  917. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  918. ret = path.second;
  919. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  920. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  921. {
  922. if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  923. return true;
  924. if(hex == ESiegeHex::GATE_OUTER)
  925. return true;
  926. if(hex == ESiegeHex::GATE_INNER)
  927. return true;
  928. return false;
  929. };
  930. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  931. {
  932. if(isGateDrawbridgeHex(hex))
  933. return true;
  934. if(curStack->doubleWide())
  935. {
  936. BattleHex otherHex = curStack->occupiedHex(hex);
  937. if(otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  938. return true;
  939. }
  940. return false;
  941. };
  942. if(curStack->hasBonusOfType(Bonus::FLYING))
  943. {
  944. if(path.second <= creSpeed && path.first.size() > 0)
  945. {
  946. if(canUseGate && dbState != EGateState::OPENED &&
  947. occupyGateDrawbridgeHex(dest))
  948. {
  949. BattleUpdateGateState db;
  950. db.state = EGateState::OPENED;
  951. sendAndApply(&db);
  952. }
  953. //inform clients about move
  954. BattleStackMoved sm;
  955. sm.stack = curStack->ID;
  956. std::vector<BattleHex> tiles;
  957. tiles.push_back(path.first[0]);
  958. sm.tilesToMove = tiles;
  959. sm.distance = path.second;
  960. sm.teleporting = false;
  961. sendAndApply(&sm);
  962. }
  963. }
  964. else //for non-flying creatures
  965. {
  966. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  967. std::vector<BattleHex> tiles;
  968. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  969. int v = path.first.size()-1;
  970. path.first.push_back(start);
  971. // check if gate need to be open or closed at some point
  972. BattleHex openGateAtHex, gateMayCloseAtHex;
  973. if(canUseGate)
  974. {
  975. for(int i = path.first.size()-1; i >= 0; i--)
  976. {
  977. auto needOpenGates = [&](BattleHex hex) -> bool
  978. {
  979. if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  980. return true;
  981. if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  982. return true;
  983. else if(hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  984. return true;
  985. return false;
  986. };
  987. auto hex = path.first[i];
  988. if(!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  989. {
  990. if(needOpenGates(hex))
  991. openGateAtHex = path.first[i+1];
  992. //TODO we need find batter way to handle double-wide stacks
  993. //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.
  994. if(curStack->doubleWide())
  995. {
  996. BattleHex otherHex = curStack->occupiedHex(hex);
  997. if(otherHex.isValid() && needOpenGates(otherHex))
  998. openGateAtHex = path.first[i+2];
  999. }
  1000. //gate may be opened and then closed during stack movement, but not other way around
  1001. if(openGateAtHex.isValid())
  1002. dbState = EGateState::OPENED;
  1003. }
  1004. if(!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1005. {
  1006. if(hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1007. {
  1008. gateMayCloseAtHex = path.first[i-1];
  1009. }
  1010. if(gs->curB->town->subID == ETownType::FORTRESS)
  1011. {
  1012. if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1013. {
  1014. gateMayCloseAtHex = path.first[i-1];
  1015. }
  1016. else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1017. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1018. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1019. {
  1020. gateMayCloseAtHex = path.first[i-1];
  1021. }
  1022. }
  1023. else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1024. {
  1025. gateMayCloseAtHex = path.first[i-1];
  1026. }
  1027. }
  1028. }
  1029. }
  1030. bool stackIsMoving = true;
  1031. while(stackIsMoving)
  1032. {
  1033. if(v<tilesToMove)
  1034. {
  1035. logGlobal->error("Movement terminated abnormally");
  1036. break;
  1037. }
  1038. bool gateStateChanging = false;
  1039. //special handling for opening gate on from starting hex
  1040. if(openGateAtHex.isValid() && openGateAtHex == start)
  1041. gateStateChanging = true;
  1042. else
  1043. {
  1044. for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1045. {
  1046. BattleHex hex = path.first[v];
  1047. tiles.push_back(hex);
  1048. if((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1049. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1050. {
  1051. gateStateChanging = true;
  1052. }
  1053. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1054. if((obstacle = battleGetObstacleOnPos(hex, false)))
  1055. obstacleHit = true;
  1056. if(curStack->doubleWide())
  1057. {
  1058. BattleHex otherHex = curStack->occupiedHex(hex);
  1059. //two hex creature hit obstacle by backside
  1060. if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1061. obstacleHit = true;
  1062. }
  1063. }
  1064. }
  1065. if(tiles.size() > 0)
  1066. {
  1067. //commit movement
  1068. BattleStackMoved sm;
  1069. sm.stack = curStack->ID;
  1070. sm.distance = path.second;
  1071. sm.teleporting = false;
  1072. sm.tilesToMove = tiles;
  1073. sendAndApply(&sm);
  1074. tiles.clear();
  1075. }
  1076. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1077. if(curStack->position != dest)
  1078. {
  1079. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1080. {
  1081. if(obs)
  1082. {
  1083. handleDamageFromObstacle(*obs, curStack);
  1084. //if stack die in explosion or interrupted by obstacle, abort movement
  1085. if(obs->stopsMovement() || !curStack->alive())
  1086. stackIsMoving = false;
  1087. obs.reset();
  1088. }
  1089. };
  1090. processObstacle(obstacle);
  1091. if(curStack->alive())
  1092. processObstacle(obstacle2);
  1093. if(gateStateChanging)
  1094. {
  1095. if(curStack->position == openGateAtHex)
  1096. {
  1097. openGateAtHex = BattleHex();
  1098. //only open gate if stack is still alive
  1099. if(curStack->alive())
  1100. {
  1101. BattleUpdateGateState db;
  1102. db.state = EGateState::OPENED;
  1103. sendAndApply(&db);
  1104. }
  1105. }
  1106. else if(curStack->position == gateMayCloseAtHex)
  1107. {
  1108. gateMayCloseAtHex = BattleHex();
  1109. updateGateState();
  1110. }
  1111. }
  1112. }
  1113. else
  1114. //movement finished normally: we reached destination
  1115. stackIsMoving = false;
  1116. }
  1117. }
  1118. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1119. if(curStack->alive())
  1120. {
  1121. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1122. {
  1123. handleDamageFromObstacle(*theLastObstacle, curStack);
  1124. }
  1125. }
  1126. if(curStack->alive() && curStack->doubleWide())
  1127. {
  1128. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1129. if(otherHex.isValid())
  1130. if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1131. {
  1132. //two hex creature hit obstacle by backside
  1133. handleDamageFromObstacle(*theLastObstacle, curStack);
  1134. }
  1135. }
  1136. return ret;
  1137. }
  1138. CGameHandler::CGameHandler(void)
  1139. {
  1140. QID = 1;
  1141. //gs = nullptr;
  1142. IObjectInterface::cb = this;
  1143. applier = new CApplier<CBaseForGHApply>;
  1144. registerTypesServerPacks(*applier);
  1145. visitObjectAfterVictory = false;
  1146. queries.gh = this;
  1147. spellEnv = new ServerSpellCastEnvironment(this);
  1148. }
  1149. CGameHandler::~CGameHandler(void)
  1150. {
  1151. delete spellEnv;
  1152. delete applier;
  1153. applier = nullptr;
  1154. delete gs;
  1155. }
  1156. void CGameHandler::init(StartInfo *si)
  1157. {
  1158. if(si->seedToBeUsed == 0)
  1159. {
  1160. si->seedToBeUsed = std::time(nullptr);
  1161. }
  1162. gs = new CGameState();
  1163. logGlobal->infoStream() << "Gamestate created!";
  1164. gs->init(si);
  1165. logGlobal->infoStream() << "Gamestate initialized!";
  1166. // reset seed, so that clients can't predict any following random values
  1167. gs->getRandomGenerator().resetSeed();
  1168. for(auto & elem : gs->players)
  1169. {
  1170. states.addPlayer(elem.first);
  1171. }
  1172. }
  1173. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1174. {
  1175. return a.earlierThan(b);
  1176. }
  1177. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1178. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1179. const PlayerState *p = gs->getPlayer(town->tempOwner);
  1180. if(!p)
  1181. {
  1182. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  1183. return;
  1184. }
  1185. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1186. {
  1187. SetAvailableCreatures ssi;
  1188. ssi.tid = town->id;
  1189. ssi.creatures = town->creatures;
  1190. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1191. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1192. if (dwellings.empty())//no dwellings - just remove
  1193. {
  1194. sendAndApply(&ssi);
  1195. return;
  1196. }
  1197. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator());
  1198. // for multi-creature dwellings like Golem Factory
  1199. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
  1200. if(clear)
  1201. {
  1202. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1203. }
  1204. else
  1205. {
  1206. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1207. }
  1208. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1209. sendAndApply(&ssi);
  1210. }
  1211. }
  1212. void CGameHandler::newTurn()
  1213. {
  1214. logGlobal->traceStream() << "Turn " << gs->day+1;
  1215. NewTurn n;
  1216. n.specialWeek = NewTurn::NO_ACTION;
  1217. n.creatureid = CreatureID::NONE;
  1218. n.day = gs->day + 1;
  1219. bool firstTurn = !getDate(Date::DAY);
  1220. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1221. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1222. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1223. if (firstTurn)
  1224. {
  1225. for (auto obj : gs->map->objects)
  1226. {
  1227. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1228. {
  1229. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1230. }
  1231. }
  1232. }
  1233. if (newWeek && !firstTurn)
  1234. {
  1235. n.specialWeek = NewTurn::NORMAL;
  1236. bool deityOfFireBuilt = false;
  1237. for(const CGTownInstance *t : gs->map->towns)
  1238. {
  1239. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1240. {
  1241. deityOfFireBuilt = true;
  1242. break;
  1243. }
  1244. }
  1245. if(deityOfFireBuilt)
  1246. {
  1247. n.specialWeek = NewTurn::DEITYOFFIRE;
  1248. n.creatureid = CreatureID::IMP;
  1249. }
  1250. else
  1251. {
  1252. int monthType = gs->getRandomGenerator().nextInt(99);
  1253. if(newMonth) //new month
  1254. {
  1255. if (monthType < 40) //double growth
  1256. {
  1257. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1258. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1259. {
  1260. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1261. n.creatureid = newMonster.second;
  1262. }
  1263. else if(VLC->creh->doubledCreatures.size())
  1264. {
  1265. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1266. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
  1267. }
  1268. else
  1269. {
  1270. complain("Cannot find creature that can be spawned!");
  1271. n.specialWeek = NewTurn::NORMAL;
  1272. }
  1273. }
  1274. else if (monthType < 50)
  1275. n.specialWeek = NewTurn::PLAGUE;
  1276. }
  1277. else //it's a week, but not full month
  1278. {
  1279. if (monthType < 25)
  1280. {
  1281. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1282. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1283. //TODO do not pick neutrals
  1284. n.creatureid = newMonster.second;
  1285. }
  1286. }
  1287. }
  1288. }
  1289. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1290. for(auto& hp : pool)
  1291. {
  1292. auto hero = hp.second;
  1293. if(hero->isInitialized() && hero->stacks.size())
  1294. {
  1295. // reset retreated or surrendered heroes
  1296. auto maxmove = hero->maxMovePoints(true);
  1297. // if movement is greater than maxmove, we should decrease it
  1298. if(hero->movement != maxmove || hero->mana < hero->manaLimit())
  1299. {
  1300. NewTurn::Hero hth;
  1301. hth.id = hero->id;
  1302. hth.move = maxmove;
  1303. hth.mana = hero->getManaNewTurn();
  1304. n.heroes.insert(hth);
  1305. }
  1306. }
  1307. }
  1308. for (auto & elem : gs->players)
  1309. {
  1310. if(elem.first == PlayerColor::NEUTRAL)
  1311. continue;
  1312. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1313. assert(0); //illegal player number!
  1314. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1315. hadGold.insert(playerGold);
  1316. if(newWeek) //new heroes in tavern
  1317. {
  1318. SetAvailableHeroes sah;
  1319. sah.player = elem.first;
  1320. //pick heroes and their armies
  1321. CHeroClass *banned = nullptr;
  1322. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1323. {
  1324. //first hero - native if possible, second hero -> any other class
  1325. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
  1326. {
  1327. sah.hid[j] = h->subID;
  1328. h->initArmy(&sah.army[j]);
  1329. banned = h->type->heroClass;
  1330. }
  1331. else
  1332. {
  1333. sah.hid[j] = -1;
  1334. }
  1335. }
  1336. sendAndApply(&sah);
  1337. }
  1338. n.res[elem.first] = elem.second.resources;
  1339. for(CGHeroInstance *h : (elem).second.heroes)
  1340. {
  1341. if(h->visitedTown)
  1342. giveSpells(h->visitedTown, h);
  1343. NewTurn::Hero hth;
  1344. hth.id = h->id;
  1345. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1346. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, new TurnInfo(h, 1));
  1347. hth.mana = h->getManaNewTurn();
  1348. n.heroes.insert(hth);
  1349. if(!firstTurn) //not first day
  1350. {
  1351. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1352. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1353. {
  1354. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1355. }
  1356. }
  1357. }
  1358. }
  1359. for(CGTownInstance *t : gs->map->towns)
  1360. {
  1361. PlayerColor player = t->tempOwner;
  1362. handleTownEvents(t, n);
  1363. if(newWeek) //first day of week
  1364. {
  1365. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1366. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1367. if(!firstTurn)
  1368. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1369. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1370. if (!vstd::contains(n.cres, t->id))
  1371. {
  1372. n.cres[t->id].tid = t->id;
  1373. n.cres[t->id].creatures = t->creatures;
  1374. }
  1375. auto & sac = n.cres.at(t->id);
  1376. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1377. {
  1378. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1379. {
  1380. ui32 &availableCount = sac.creatures.at(k).first;
  1381. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1382. if (n.specialWeek == NewTurn::PLAGUE)
  1383. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1384. else
  1385. {
  1386. if(firstTurn) //first day of game: use only basic growths
  1387. availableCount = cre->growth;
  1388. else
  1389. availableCount += t->creatureGrowth(k);
  1390. //Deity of fire week - upgrade both imps and upgrades
  1391. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1392. availableCount += 15;
  1393. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1394. {
  1395. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1396. availableCount *= 2;
  1397. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1398. availableCount += 5;
  1399. }
  1400. }
  1401. }
  1402. }
  1403. }
  1404. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1405. {
  1406. n.res[player] = n.res[player] + t->dailyIncome();
  1407. }
  1408. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1409. {
  1410. // Skyship, probably easier to handle same as Veil of darkness
  1411. //do it every new day after veils apply
  1412. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1413. {
  1414. FoWChange fw;
  1415. fw.mode = 1;
  1416. fw.player = player;
  1417. // find all hidden tiles
  1418. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1419. for (size_t i=0; i<fow.size(); i++)
  1420. for (size_t j=0; j<fow.at(i).size(); j++)
  1421. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1422. if (!fow.at(i).at(j).at(k))
  1423. fw.tiles.insert(int3(i,j,k));
  1424. sendAndApply (&fw);
  1425. }
  1426. }
  1427. if (t->hasBonusOfType (Bonus::DARKNESS))
  1428. {
  1429. for (auto & player : gameState()->players)
  1430. {
  1431. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1432. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1433. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1434. }
  1435. }
  1436. }
  1437. if(newMonth)
  1438. {
  1439. SetAvailableArtifacts saa;
  1440. saa.id = -1;
  1441. pickAllowedArtsSet(saa.arts);
  1442. sendAndApply(&saa);
  1443. }
  1444. sendAndApply(&n);
  1445. if(newWeek)
  1446. {
  1447. //spawn wandering monsters
  1448. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1449. {
  1450. spawnWanderingMonsters(n.creatureid);
  1451. }
  1452. //new week info popup
  1453. if(!firstTurn)
  1454. {
  1455. InfoWindow iw;
  1456. switch (n.specialWeek)
  1457. {
  1458. case NewTurn::DOUBLE_GROWTH:
  1459. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1460. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1461. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1462. break;
  1463. case NewTurn::PLAGUE:
  1464. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1465. break;
  1466. case NewTurn::BONUS_GROWTH:
  1467. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1468. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1469. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1470. break;
  1471. case NewTurn::DEITYOFFIRE:
  1472. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1473. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1474. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1475. iw.text.addReplacement2(15); //%+d 15
  1476. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1477. iw.text.addReplacement2(15); //%+d 15
  1478. break;
  1479. default:
  1480. if (newMonth)
  1481. {
  1482. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1483. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
  1484. }
  1485. else
  1486. {
  1487. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1488. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
  1489. }
  1490. }
  1491. for (auto & elem : gs->players)
  1492. {
  1493. iw.player = elem.first;
  1494. sendAndApply(&iw);
  1495. }
  1496. }
  1497. }
  1498. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1499. handleTimeEvents();
  1500. //call objects
  1501. for(auto & elem : gs->map->objects)
  1502. {
  1503. if(elem)
  1504. elem->newTurn();
  1505. }
  1506. //count days without town for all players, regardless of their turn order
  1507. for (auto &p : gs->players)
  1508. {
  1509. PlayerState & playerState = p.second;
  1510. if (playerState.status == EPlayerStatus::INGAME)
  1511. {
  1512. if (playerState.towns.empty())
  1513. {
  1514. if (playerState.daysWithoutCastle)
  1515. ++(*playerState.daysWithoutCastle);
  1516. else playerState.daysWithoutCastle = 0;
  1517. }
  1518. else
  1519. {
  1520. playerState.daysWithoutCastle = boost::none;
  1521. }
  1522. }
  1523. }
  1524. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1525. }
  1526. void CGameHandler::run(bool resume)
  1527. {
  1528. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1529. using namespace boost::posix_time;
  1530. for(CConnection *cc : conns)
  1531. {
  1532. if(!resume)
  1533. {
  1534. (*cc) << gs->initialOpts; // gs->scenarioOps
  1535. }
  1536. std::set<PlayerColor> players;
  1537. (*cc) >> players; //how many players will be handled at that client
  1538. std::stringstream sbuffer;
  1539. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1540. for(PlayerColor color : players)
  1541. {
  1542. sbuffer << color << " ";
  1543. {
  1544. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1545. connections[color] = cc;
  1546. }
  1547. }
  1548. logGlobal->infoStream() << sbuffer.str();
  1549. cc->addStdVecItems(gs);
  1550. cc->enableStackSendingByID();
  1551. cc->disableSmartPointerSerialization();
  1552. }
  1553. for(auto & elem : conns)
  1554. {
  1555. std::set<PlayerColor> pom;
  1556. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1557. if(j->second == elem)
  1558. pom.insert(j->first);
  1559. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1560. }
  1561. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1562. {
  1563. runBattle();
  1564. end2 = true;
  1565. while(conns.size() && (*conns.begin())->isOpen())
  1566. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1567. return;
  1568. }
  1569. auto playerTurnOrder = generatePlayerTurnOrder();
  1570. while(!end2)
  1571. {
  1572. if(!resume) newTurn();
  1573. std::list<PlayerColor>::iterator it;
  1574. if(resume)
  1575. {
  1576. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1577. }
  1578. else
  1579. {
  1580. it = playerTurnOrder.begin();
  1581. }
  1582. resume = false;
  1583. for (; it != playerTurnOrder.end(); it++)
  1584. {
  1585. auto playerColor = *it;
  1586. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1587. if (playerState->status == EPlayerStatus::INGAME)
  1588. {
  1589. //if player runs out of time, he shouldn't get the turn (especially AI)
  1590. checkVictoryLossConditionsForAll();
  1591. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1592. { //player lost at the beginning of his turn
  1593. continue;
  1594. }
  1595. else //give normal turn
  1596. {
  1597. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1598. YourTurn yt;
  1599. yt.player = playerColor;
  1600. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1601. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1602. applyAndSend(&yt);
  1603. //wait till turn is done
  1604. boost::unique_lock<boost::mutex> lock(states.mx);
  1605. while (states.players.at(playerColor).makingTurn && !end2)
  1606. {
  1607. static time_duration p = milliseconds(100);
  1608. states.cv.timed_wait(lock, p);
  1609. }
  1610. }
  1611. }
  1612. }
  1613. //additional check that game is not finished
  1614. bool activePlayer = false;
  1615. for(auto player : playerTurnOrder)
  1616. {
  1617. if(gs->players[player].status == EPlayerStatus::INGAME)
  1618. activePlayer = true;
  1619. }
  1620. if(!activePlayer)
  1621. end2 = true;
  1622. }
  1623. while(conns.size() && (*conns.begin())->isOpen())
  1624. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1625. }
  1626. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1627. {
  1628. // Generate player turn order
  1629. std::list<PlayerColor> playerTurnOrder;
  1630. for(const auto & player : gs->players) // add human players first
  1631. {
  1632. if(player.second.human)
  1633. playerTurnOrder.push_back(player.first);
  1634. }
  1635. for(const auto & player : gs->players) // then add non-human players
  1636. {
  1637. if(!player.second.human)
  1638. playerTurnOrder.push_back(player.first);
  1639. }
  1640. return playerTurnOrder;
  1641. }
  1642. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1643. {
  1644. battleResult.set(nullptr);
  1645. //send info about battles
  1646. BattleStart bs;
  1647. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1648. sendAndApply(&bs);
  1649. }
  1650. void CGameHandler::checkBattleStateChanges()
  1651. {
  1652. //check if drawbridge state need to be changes
  1653. if(battleGetSiegeLevel() > 0)
  1654. updateGateState();
  1655. //check if battle ended
  1656. if(auto result = battleIsFinished())
  1657. {
  1658. setBattleResult(BattleResult::NORMAL, *result);
  1659. }
  1660. }
  1661. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1662. {
  1663. if(!h->hasSpellbook())
  1664. return; //hero hasn't spellbook
  1665. ChangeSpells cs;
  1666. cs.hid = h->id;
  1667. cs.learn = true;
  1668. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1669. {
  1670. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1671. {
  1672. std::vector<SpellID> spells;
  1673. getAllowedSpells(spells, i);
  1674. for (auto & spell : spells)
  1675. cs.spells.insert(spell);
  1676. }
  1677. else
  1678. {
  1679. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
  1680. {
  1681. if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
  1682. cs.spells.insert(t->spells.at(i).at(j));
  1683. }
  1684. }
  1685. }
  1686. if(!cs.spells.empty())
  1687. sendAndApply(&cs);
  1688. }
  1689. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1690. {
  1691. SetObjectProperty sop(objid,2,bv);
  1692. sendAndApply(&sop);
  1693. }
  1694. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1695. {
  1696. if(!obj || !getObj(obj->id))
  1697. {
  1698. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1699. return false;
  1700. }
  1701. RemoveObject ro;
  1702. ro.id = obj->id;
  1703. sendAndApply(&ro);
  1704. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1705. return true;
  1706. }
  1707. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1708. {
  1709. SetObjectProperty sop(objid,3,val);
  1710. sendAndApply(&sop);
  1711. }
  1712. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
  1713. {
  1714. const CGHeroInstance *h = getHero(hid);
  1715. if(!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
  1716. )
  1717. {
  1718. logGlobal->errorStream() << "Illegal call to move hero!";
  1719. return false;
  1720. }
  1721. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1722. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1723. if(!gs->map->isInTheMap(hmpos))
  1724. {
  1725. logGlobal->errorStream() << "Destination tile is outside the map!";
  1726. return false;
  1727. }
  1728. const TerrainTile t = *gs->getTile(hmpos);
  1729. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1730. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1731. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1732. //result structure for start - movement failed, no move points used
  1733. TryMoveHero tmh;
  1734. tmh.id = hid;
  1735. tmh.start = h->pos;
  1736. tmh.end = dst;
  1737. tmh.result = TryMoveHero::FAILED;
  1738. tmh.movePoints = h->movement;
  1739. //check if destination tile is available
  1740. auto ti = new TurnInfo(h);
  1741. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1742. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1743. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti);
  1744. //it's a rock or blocked and not visitable tile
  1745. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1746. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1747. && complain("Cannot move hero, destination tile is blocked!"))
  1748. || ((!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)
  1749. && complain("Cannot move hero, destination tile is on water!"))
  1750. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1751. && complain("Cannot disembark hero, tile is blocked!"))
  1752. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1753. && complain("Tiles are not neighboring!"))
  1754. || ( (h->inTownGarrison)
  1755. && complain("Can not move garrisoned hero!"))
  1756. || ((h->movement < cost && dst != h->pos && !teleporting)
  1757. && complain("Hero doesn't have any movement points left!"))
  1758. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1759. && complain("Hero cannot transit over this tile!"))
  1760. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1761. && complain("Cannot move hero during the battle"))*/)
  1762. {
  1763. //send info about movement failure
  1764. sendAndApply(&tmh);
  1765. return false;
  1766. }
  1767. //several generic blocks of code
  1768. // should be called if hero changes tile but before applying TryMoveHero package
  1769. auto leaveTile = [&]()
  1770. {
  1771. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1772. {
  1773. obj->onHeroLeave(h);
  1774. }
  1775. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1776. };
  1777. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1778. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1779. {
  1780. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1781. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1782. queries.addQuery(moveQuery);
  1783. if(leavingTile == LEAVING_TILE)
  1784. leaveTile();
  1785. tmh.result = result;
  1786. sendAndApply(&tmh);
  1787. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1788. { // Hero should be always able to visit any object he staying on even if there guards around
  1789. visitObjectOnTile(t, h);
  1790. }
  1791. else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1792. {
  1793. tmh.attackedFrom = guardPos;
  1794. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1795. objectVisited(guardTile.visitableObjects.back(), h);
  1796. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1797. }
  1798. else if(visitDest == VISIT_DEST)
  1799. {
  1800. visitObjectOnTile(t, h);
  1801. }
  1802. queries.popIfTop(moveQuery);
  1803. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1804. return result != TryMoveHero::FAILED;
  1805. };
  1806. //interaction with blocking object (like resources)
  1807. auto blockingVisit = [&]() -> bool
  1808. {
  1809. for(CGObjectInstance *obj : t.visitableObjects)
  1810. {
  1811. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1812. {
  1813. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1814. //this-> is needed for MVS2010 to recognize scope (?)
  1815. }
  1816. }
  1817. return false;
  1818. };
  1819. if(!transit && embarking)
  1820. {
  1821. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  1822. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1823. // In H3 embark ignore guards
  1824. }
  1825. if(disembarking)
  1826. {
  1827. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  1828. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1829. }
  1830. if(teleporting)
  1831. {
  1832. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1833. return true;
  1834. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1835. // visit town for town portal \ castle gates
  1836. // do not use generic visitObjectOnTile to avoid double-teleporting
  1837. // if this moveHero call was triggered by teleporter
  1838. if (!t.visitableObjects.empty())
  1839. {
  1840. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1841. town->onHeroVisit(h);
  1842. }
  1843. return true;
  1844. }
  1845. //still here? it is standard movement!
  1846. {
  1847. tmh.movePoints = h->movement >= cost
  1848. ? h->movement - cost
  1849. : 0;
  1850. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1851. EVisitDest visitDest = VISIT_DEST;
  1852. if(transit)
  1853. {
  1854. if(CGTeleport::isTeleport(t.topVisitableObj()))
  1855. visitDest = DONT_VISIT_DEST;
  1856. if(canFly)
  1857. {
  1858. lookForGuards = IGNORE_GUARDS;
  1859. visitDest = DONT_VISIT_DEST;
  1860. }
  1861. }
  1862. else if(blockingVisit())
  1863. return true;
  1864. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1865. return true;
  1866. }
  1867. }
  1868. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1869. {
  1870. const CGHeroInstance *h = getHero(hid);
  1871. const CGTownInstance *t = getTown(dstid);
  1872. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1873. logGlobal->errorStream() << "Invalid call to teleportHero!";
  1874. const CGTownInstance *from = h->visitedTown;
  1875. if(((h->getOwner() != t->getOwner())
  1876. && complain("Cannot teleport hero to another player"))
  1877. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1878. && complain("Hero must be in town with Castle gate for teleporting"))
  1879. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1880. && complain("Cannot teleport hero to town without Castle gate in it")))
  1881. return false;
  1882. int3 pos = t->visitablePos();
  1883. pos += h->getVisitableOffset();
  1884. moveHero(hid,pos,1);
  1885. return true;
  1886. }
  1887. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1888. {
  1889. PlayerColor oldOwner = getOwner(obj->id);
  1890. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1891. sendAndApply(&sop);
  1892. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1893. checkVictoryLossConditions(playerColors);
  1894. if(dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1895. {
  1896. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1897. {
  1898. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1899. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1900. setPortalDwelling(town, true, false);
  1901. gs->getPlayer(owner)->daysWithoutCastle = boost::none; // reset counter
  1902. }
  1903. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1904. {
  1905. if (gs->getPlayer(oldOwner)->towns.empty())//previous player lost last last town
  1906. {
  1907. InfoWindow iw;
  1908. iw.player = oldOwner;
  1909. 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.
  1910. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1911. sendAndApply(&iw);
  1912. }
  1913. }
  1914. }
  1915. const PlayerState * p = gs->getPlayer(owner);
  1916. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1917. {
  1918. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1919. {
  1920. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1921. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1922. }
  1923. }
  1924. }
  1925. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1926. {
  1927. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  1928. queries.addQuery(dialogQuery);
  1929. iw->queryID = dialogQuery->queryID;
  1930. sendToAllClients(iw);
  1931. }
  1932. void CGameHandler::showTeleportDialog( TeleportDialog *iw )
  1933. {
  1934. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  1935. queries.addQuery(dialogQuery);
  1936. iw->queryID = dialogQuery->queryID;
  1937. sendToAllClients(iw);
  1938. }
  1939. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1940. {
  1941. if(!val) return; //don't waste time on empty call
  1942. SetResource sr;
  1943. sr.player = player;
  1944. sr.resid = which;
  1945. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1946. sendAndApply(&sr);
  1947. }
  1948. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1949. {
  1950. for(TResources::nziterator i(resources); i.valid(); i++)
  1951. giveResource(player, i->resType, i->resVal);
  1952. }
  1953. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1954. {
  1955. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1956. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1957. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1958. //first we move creatures to give to make them army of object-source
  1959. for (auto & elem : creatures.Slots())
  1960. {
  1961. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1962. }
  1963. tryJoiningArmy(obj, h, remove, true);
  1964. }
  1965. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1966. {
  1967. std::vector<CStackBasicDescriptor> cres = creatures;
  1968. if (cres.size() <= 0)
  1969. return;
  1970. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1971. for(CStackBasicDescriptor &sbd : cres)
  1972. {
  1973. TQuantity collected = 0;
  1974. while(collected < sbd.count)
  1975. {
  1976. bool foundSth = false;
  1977. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1978. {
  1979. if(i->second->type == sbd.type)
  1980. {
  1981. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1982. changeStackCount(StackLocation(obj, i->first), -take, false);
  1983. collected += take;
  1984. foundSth = true;
  1985. break;
  1986. }
  1987. }
  1988. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1989. {
  1990. complain("Unexpected failure during taking creatures!");
  1991. return;
  1992. }
  1993. }
  1994. }
  1995. }
  1996. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1997. {
  1998. sendToAllClients(comp);
  1999. }
  2000. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2001. {
  2002. HeroVisitCastle vc;
  2003. vc.hid = hero->id;
  2004. vc.tid = obj->id;
  2005. vc.flags |= 1;
  2006. sendAndApply(&vc);
  2007. vistiCastleObjects (obj, hero);
  2008. giveSpells (obj, hero);
  2009. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2010. }
  2011. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2012. {
  2013. std::vector<CGTownBuilding*>::const_iterator i;
  2014. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2015. (*i)->onHeroVisit (h);
  2016. }
  2017. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2018. {
  2019. HeroVisitCastle vc;
  2020. vc.hid = hero->id;
  2021. vc.tid = obj->id;
  2022. sendAndApply(&vc);
  2023. }
  2024. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2025. {
  2026. EraseArtifact ea;
  2027. ea.al = al;
  2028. sendAndApply(&ea);
  2029. }
  2030. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2031. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2032. const CGTownInstance *town) //use hero=nullptr for no hero
  2033. {
  2034. engageIntoBattle(army1->tempOwner);
  2035. engageIntoBattle(army2->tempOwner);
  2036. static const CArmedInstance *armies[2];
  2037. armies[0] = army1;
  2038. armies[1] = army2;
  2039. static const CGHeroInstance*heroes[2];
  2040. heroes[0] = hero1;
  2041. heroes[1] = hero2;
  2042. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2043. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2044. queries.addQuery(battleQuery);
  2045. boost::thread(&CGameHandler::runBattle, this);
  2046. }
  2047. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  2048. {
  2049. startBattlePrimary(army1, army2, tile,
  2050. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2051. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2052. creatureBank);
  2053. }
  2054. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2055. {
  2056. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2057. }
  2058. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  2059. {
  2060. ChangeSpells cs;
  2061. cs.hid = hero->id;
  2062. cs.spells = spells;
  2063. cs.learn = give;
  2064. sendAndApply(&cs);
  2065. }
  2066. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  2067. {
  2068. SystemMessage sm;
  2069. sm.text = message;
  2070. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2071. c << &sm;
  2072. }
  2073. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  2074. {
  2075. sendAndApply(bonus);
  2076. }
  2077. void CGameHandler::setMovePoints( SetMovePoints * smp )
  2078. {
  2079. sendAndApply(smp);
  2080. }
  2081. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  2082. {
  2083. SetMana sm;
  2084. sm.hid = hid;
  2085. sm.val = val;
  2086. sm.absolute = true;
  2087. sendAndApply(&sm);
  2088. }
  2089. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  2090. {
  2091. GiveHero gh;
  2092. gh.id = id;
  2093. gh.player = player;
  2094. sendAndApply(&gh);
  2095. }
  2096. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  2097. {
  2098. ChangeObjPos cop;
  2099. cop.objid = objid;
  2100. cop.nPos = newPos;
  2101. cop.flags = flags;
  2102. sendAndApply(&cop);
  2103. }
  2104. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2105. {
  2106. const CGHeroInstance * h1 = getHero(fromHero);
  2107. const CGHeroInstance * h2 = getHero(toHero);
  2108. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  2109. {
  2110. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2111. std::swap(fromHero, toHero);
  2112. }
  2113. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2114. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  2115. return;//no scholar skill or no spellbook
  2116. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2117. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2118. ChangeSpells cs1;
  2119. cs1.learn = true;
  2120. cs1.hid = toHero;//giving spells to first hero
  2121. for(auto it : h1->spells)
  2122. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2123. cs1.spells.insert(it);//spell to learn
  2124. ChangeSpells cs2;
  2125. cs2.learn = true;
  2126. cs2.hid = fromHero;
  2127. for(auto it : h2->spells)
  2128. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2129. cs2.spells.insert(it);
  2130. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2131. {
  2132. InfoWindow iw;
  2133. iw.player = h1->tempOwner;
  2134. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2135. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2136. iw.text.addReplacement(h1->name);
  2137. if (!cs2.spells.empty())//if found new spell - apply
  2138. {
  2139. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2140. int size = cs2.spells.size();
  2141. for(auto it : cs2.spells)
  2142. {
  2143. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2144. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2145. switch (size--)
  2146. {
  2147. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2148. case 1: break;
  2149. default: iw.text << ", ";
  2150. }
  2151. }
  2152. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2153. iw.text.addReplacement(h2->name);
  2154. sendAndApply(&cs2);
  2155. }
  2156. if (!cs1.spells.empty() && !cs2.spells.empty() )
  2157. {
  2158. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2159. }
  2160. if (!cs1.spells.empty())
  2161. {
  2162. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2163. int size = cs1.spells.size();
  2164. for(auto it : cs1.spells)
  2165. {
  2166. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2167. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2168. switch (size--)
  2169. {
  2170. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2171. case 1: break;
  2172. default: iw.text << ", ";
  2173. } }
  2174. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2175. iw.text.addReplacement(h2->name);
  2176. sendAndApply(&cs1);
  2177. }
  2178. sendAndApply(&iw);
  2179. }
  2180. }
  2181. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2182. {
  2183. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2184. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2185. {
  2186. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2187. ExchangeDialog hex;
  2188. hex.queryID = exchange->queryID;
  2189. hex.heroes[0] = getHero(hero1);
  2190. hex.heroes[1] = getHero(hero2);
  2191. sendAndApply(&hex);
  2192. useScholarSkill(hero1,hero2);
  2193. queries.addQuery(exchange);
  2194. }
  2195. }
  2196. void CGameHandler::sendToAllClients( CPackForClient * info )
  2197. {
  2198. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  2199. for(auto & elem : conns)
  2200. {
  2201. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2202. *elem << info;
  2203. }
  2204. }
  2205. void CGameHandler::sendAndApply(CPackForClient * info)
  2206. {
  2207. sendToAllClients(info);
  2208. gs->apply(info);
  2209. }
  2210. void CGameHandler::applyAndSend(CPackForClient * info)
  2211. {
  2212. gs->apply(info);
  2213. sendToAllClients(info);
  2214. }
  2215. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2216. {
  2217. sendAndApply(static_cast<CPackForClient*>(info));
  2218. checkVictoryLossConditionsForAll();
  2219. }
  2220. void CGameHandler::sendAndApply( SetResource * info )
  2221. {
  2222. sendAndApply(static_cast<CPackForClient*>(info));
  2223. checkVictoryLossConditionsForPlayer(info->player);
  2224. }
  2225. void CGameHandler::sendAndApply( SetResources * info )
  2226. {
  2227. sendAndApply(static_cast<CPackForClient*>(info));
  2228. checkVictoryLossConditionsForPlayer(info->player);
  2229. }
  2230. void CGameHandler::sendAndApply( NewStructures * info )
  2231. {
  2232. sendAndApply(static_cast<CPackForClient*>(info));
  2233. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2234. }
  2235. void CGameHandler::save(const std::string & filename )
  2236. {
  2237. logGlobal->infoStream() << "Saving to " << filename;
  2238. const auto stem = FileInfo::GetPathStem(filename);
  2239. const auto savefname = stem.to_string() + ".vsgm1";
  2240. CResourceHandler::get("local")->createResource(savefname);
  2241. {
  2242. logGlobal->infoStream() << "Ordering clients to serialize...";
  2243. SaveGame sg(savefname);
  2244. sendToAllClients(&sg);
  2245. }
  2246. try
  2247. {
  2248. // {
  2249. // logGlobal->infoStream() << "Serializing game info...";
  2250. // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  2251. // // char hlp[8] = "VCMISVG";
  2252. // // save << hlp;
  2253. // saveCommonState(save);
  2254. // }
  2255. {
  2256. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2257. saveCommonState(save);
  2258. logGlobal->infoStream() << "Saving server state";
  2259. save << *this;
  2260. }
  2261. logGlobal->infoStream() << "Game has been successfully saved!";
  2262. }
  2263. catch(std::exception &e)
  2264. {
  2265. logGlobal->errorStream() << "Failed to save game: " << e.what();
  2266. }
  2267. }
  2268. void CGameHandler::close()
  2269. {
  2270. logGlobal->infoStream() << "We have been requested to close.";
  2271. if(gs->initialOpts->mode == StartInfo::DUEL)
  2272. {
  2273. exit(0);
  2274. }
  2275. //for(CConnection *cc : conns)
  2276. // if(cc && cc->socket && cc->socket->is_open())
  2277. // cc->socket->close();
  2278. //exit(0);
  2279. }
  2280. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  2281. {
  2282. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  2283. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  2284. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2285. StackLocation sl1(s1, p1), sl2(s2, p2);
  2286. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2287. {
  2288. complain("Invalid slot accessed!");
  2289. return false;
  2290. }
  2291. if(!isAllowedExchange(id1,id2))
  2292. {
  2293. complain("Cannot exchange stacks between these two objects!\n");
  2294. return false;
  2295. }
  2296. if(what==1) //swap
  2297. {
  2298. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2299. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2300. {
  2301. complain("Can't take troops from another player!");
  2302. return false;
  2303. }
  2304. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2305. {
  2306. complain("Cannot swap stacks - slots are the same!");
  2307. return false;
  2308. }
  2309. swapStacks(sl1, sl2);
  2310. }
  2311. else if(what==2)//merge
  2312. {
  2313. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2314. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2315. return false;
  2316. moveStack(sl1, sl2);
  2317. }
  2318. else if(what==3) //split
  2319. {
  2320. const int countToMove = val - s2->getStackCount(p2);
  2321. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2322. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2323. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2324. {
  2325. complain("Can't move troops of another player!");
  2326. return false;
  2327. }
  2328. //general conditions checking
  2329. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2330. || (val<1 && complain("no creatures to split")) )
  2331. {
  2332. return false;
  2333. }
  2334. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2335. {
  2336. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2337. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2338. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2339. )
  2340. {
  2341. return false;
  2342. }
  2343. moveStack(sl1, sl2, countToMove);
  2344. //S2.slots[p2]->count = val;
  2345. //S1.slots[p1]->count = total - val;
  2346. }
  2347. else //split one stack to the two
  2348. {
  2349. if(s1->getStackCount(p1) < val)//not enough creatures
  2350. {
  2351. complain("Cannot split that stack, not enough creatures!");
  2352. return false;
  2353. }
  2354. moveStack(sl1, sl2, val);
  2355. }
  2356. }
  2357. return true;
  2358. }
  2359. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2360. {
  2361. std::set<PlayerColor> all;
  2362. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2363. if(i->second == c)
  2364. all.insert(i->first);
  2365. switch(all.size())
  2366. {
  2367. case 0:
  2368. return PlayerColor::NEUTRAL;
  2369. case 1:
  2370. return *all.begin();
  2371. default:
  2372. {
  2373. //if we have more than one player at this connection, try to pick active one
  2374. if(vstd::contains(all, gs->currentPlayer))
  2375. return gs->currentPlayer;
  2376. else
  2377. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2378. }
  2379. }
  2380. }
  2381. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2382. {
  2383. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2384. if(!vstd::contains(s1->stacks,pos))
  2385. {
  2386. complain("Illegal call to disbandCreature - no such stack in army!");
  2387. return false;
  2388. }
  2389. eraseStack(StackLocation(s1, pos));
  2390. return true;
  2391. }
  2392. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2393. {
  2394. const CGTownInstance * t = getTown(tid);
  2395. if(!t)
  2396. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2397. if(!t->town->buildings.count(requestedID))
  2398. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2399. if (t->hasBuilt(requestedID))
  2400. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2401. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2402. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2403. std::vector<const CBuilding*> remainingAutoBuildings;
  2404. std::set<BuildingID> buildingsThatWillBe;
  2405. //Check validity of request
  2406. if(!force)
  2407. {
  2408. switch (requestedBuilding->mode)
  2409. {
  2410. case CBuilding::BUILD_NORMAL :
  2411. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2412. COMPLAIN_RET("Cannot build that building!");
  2413. break;
  2414. case CBuilding::BUILD_AUTO :
  2415. case CBuilding::BUILD_SPECIAL:
  2416. COMPLAIN_RET("This building can not be constructed normally!");
  2417. case CBuilding::BUILD_GRAIL :
  2418. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2419. {
  2420. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2421. COMPLAIN_RET("Cannot build this without grail!")
  2422. else
  2423. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2424. }
  2425. break;
  2426. }
  2427. }
  2428. //Performs stuff that has to be done before new building is built
  2429. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2430. {
  2431. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2432. {
  2433. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2434. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2435. if (upgradeNumber >= t->town->creatures.at(level).size())
  2436. {
  2437. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2438. "no creature found (upgrade number %d, level %d!")
  2439. % buildingID % upgradeNumber % level));
  2440. return;
  2441. }
  2442. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2443. SetAvailableCreatures ssi;
  2444. ssi.tid = t->id;
  2445. ssi.creatures = t->creatures;
  2446. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2447. ssi.creatures[level].first = crea->growth;
  2448. ssi.creatures[level].second.push_back(crea->idNumber);
  2449. sendAndApply(&ssi);
  2450. }
  2451. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2452. {
  2453. setPortalDwelling(t);
  2454. }
  2455. };
  2456. //Performs stuff that has to be done after new building is built
  2457. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2458. {
  2459. if(buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2460. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2461. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2462. {
  2463. if(t->visitingHero)
  2464. giveSpells(t,t->visitingHero);
  2465. if(t->garrisonHero)
  2466. giveSpells(t,t->garrisonHero);
  2467. }
  2468. };
  2469. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2470. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2471. {
  2472. return buildingsThatWillBe.count(buildID);
  2473. };
  2474. //Init the vectors
  2475. for(auto & build : t->town->buildings)
  2476. {
  2477. if(t->hasBuilt(build.first))
  2478. buildingsThatWillBe.insert(build.first);
  2479. else
  2480. {
  2481. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2482. remainingAutoBuildings.push_back(build.second);
  2483. }
  2484. }
  2485. //Prepare structure (list of building ids will be filled later)
  2486. NewStructures ns;
  2487. ns.tid = tid;
  2488. ns.builded = force ? t->builded : (t->builded+1);
  2489. std::queue<const CBuilding*> buildingsToAdd;
  2490. buildingsToAdd.push(requestedBuilding);
  2491. while(!buildingsToAdd.empty())
  2492. {
  2493. auto b = buildingsToAdd.front();
  2494. buildingsToAdd.pop();
  2495. ns.bid.insert(b->bid);
  2496. buildingsThatWillBe.insert(b->bid);
  2497. remainingAutoBuildings -= b;
  2498. for(auto autoBuilding : remainingAutoBuildings)
  2499. {
  2500. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2501. buildingsToAdd.push(autoBuilding);
  2502. }
  2503. }
  2504. // 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.
  2505. for(auto builtID : ns.bid)
  2506. processBeforeBuiltStructure(builtID);
  2507. //Take cost
  2508. if (!force)
  2509. {
  2510. SetResources sr;
  2511. sr.player = t->tempOwner;
  2512. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2513. sendAndApply(&sr);
  2514. }
  2515. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2516. sendAndApply(&ns);
  2517. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2518. for(auto builtID : ns.bid)
  2519. processAfterBuiltStructure(builtID);
  2520. // now when everything is built - reveal tiles for lookout tower
  2521. FoWChange fw;
  2522. fw.player = t->tempOwner;
  2523. fw.mode = 1;
  2524. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2525. sendAndApply(&fw);
  2526. if(t->visitingHero)
  2527. vistiCastleObjects (t, t->visitingHero);
  2528. if(t->garrisonHero)
  2529. vistiCastleObjects (t, t->garrisonHero);
  2530. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2531. return true;
  2532. }
  2533. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2534. {
  2535. ///incomplete, simply erases target building
  2536. const CGTownInstance * t = getTown(tid);
  2537. if (!vstd::contains(t->builtBuildings, bid))
  2538. return false;
  2539. RazeStructures rs;
  2540. rs.tid = tid;
  2541. rs.bid.insert(bid);
  2542. rs.destroyed = t->destroyed + 1;
  2543. sendAndApply(&rs);
  2544. //TODO: Remove dwellers
  2545. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2546. // {
  2547. // RemoveBonus rb(RemoveBonus::TOWN);
  2548. // rb.whoID = t->id;
  2549. // rb.source = Bonus::TOWN_STRUCTURE;
  2550. // rb.id = 17;
  2551. // sendAndApply(&rb);
  2552. // }
  2553. return true;
  2554. }
  2555. void CGameHandler::sendMessageToAll( const std::string &message )
  2556. {
  2557. SystemMessage sm;
  2558. sm.text = message;
  2559. sendToAllClients(&sm);
  2560. }
  2561. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
  2562. {
  2563. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2564. const CArmedInstance *dst = nullptr;
  2565. const CCreature *c = VLC->creh->creatures.at(crid);
  2566. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2567. //TODO: test for owning
  2568. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2569. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2570. assert(dw && dst);
  2571. //verify
  2572. bool found = false;
  2573. int level = 0;
  2574. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2575. {
  2576. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2577. continue;
  2578. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2579. int i = 0;
  2580. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2581. if(cur.second.at(i) == crid)
  2582. break;
  2583. if(i < cur.second.size())
  2584. {
  2585. found = true;
  2586. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2587. break;
  2588. }
  2589. }
  2590. SlotID slot = dst->getSlotFor(crid);
  2591. if( (!found && complain("Cannot recruit: no such creatures!"))
  2592. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2593. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2594. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2595. {
  2596. return false;
  2597. }
  2598. //recruit
  2599. SetResources sr;
  2600. sr.player = dst->tempOwner;
  2601. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2602. SetAvailableCreatures sac;
  2603. sac.tid = objid;
  2604. sac.creatures = dw->creatures;
  2605. sac.creatures[level].first -= cram;
  2606. sendAndApply(&sr);
  2607. sendAndApply(&sac);
  2608. if(warMachine)
  2609. {
  2610. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2611. if(!h)
  2612. COMPLAIN_RET("Only hero can buy war machines");
  2613. switch(crid)
  2614. {
  2615. case CreatureID::BALLISTA:
  2616. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2617. break;
  2618. case CreatureID::FIRST_AID_TENT:
  2619. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2620. break;
  2621. case CreatureID::AMMO_CART:
  2622. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2623. break;
  2624. default:
  2625. complain("This war machine cannot be recruited!");
  2626. return false;
  2627. }
  2628. }
  2629. else
  2630. {
  2631. addToSlot(StackLocation(dst, slot), c, cram);
  2632. }
  2633. return true;
  2634. }
  2635. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2636. {
  2637. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2638. if (!obj->hasStackAtSlot(pos))
  2639. {
  2640. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2641. }
  2642. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2643. PlayerColor player = obj->tempOwner;
  2644. const PlayerState *p = getPlayer(player);
  2645. int crQuantity = obj->stacks.at(pos)->count;
  2646. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2647. //check if upgrade is possible
  2648. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2649. {
  2650. return false;
  2651. }
  2652. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2653. //check if player has enough resources
  2654. if(!p->resources.canAfford(totalCost))
  2655. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2656. //take resources
  2657. SetResources sr;
  2658. sr.player = player;
  2659. sr.res = p->resources - totalCost;
  2660. sendAndApply(&sr);
  2661. //upgrade creature
  2662. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2663. return true;
  2664. }
  2665. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2666. {
  2667. if(!sl.army->hasStackAtSlot(sl.slot))
  2668. COMPLAIN_RET("Cannot find a stack to change type");
  2669. SetStackType sst;
  2670. sst.sl = sl;
  2671. sst.type = c;
  2672. sendAndApply(&sst);
  2673. return true;
  2674. }
  2675. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2676. {
  2677. assert(src->canBeMergedWith(*dst, allowMerging));
  2678. while(src->stacksCount())//while there are unmoved creatures
  2679. {
  2680. auto i = src->Slots().begin(); //iterator to stack to move
  2681. StackLocation sl(src, i->first); //location of stack to move
  2682. SlotID pos = dst->getSlotFor(i->second->type);
  2683. if(!pos.validSlot())
  2684. {
  2685. //try to merge two other stacks to make place
  2686. std::pair<SlotID, SlotID> toMerge;
  2687. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2688. {
  2689. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2690. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2691. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2692. }
  2693. else
  2694. {
  2695. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2696. return;
  2697. }
  2698. }
  2699. else
  2700. {
  2701. moveStack(sl, StackLocation(dst, pos));
  2702. }
  2703. }
  2704. }
  2705. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2706. {
  2707. CGTownInstance *town = gs->getTown(tid);
  2708. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2709. {
  2710. if(!town->visitingHero->canBeMergedWith(*town))
  2711. {
  2712. complain("Cannot make garrison swap, not enough free slots!");
  2713. return false;
  2714. }
  2715. moveArmy(town, town->visitingHero, true);
  2716. SetHeroesInTown intown;
  2717. intown.tid = tid;
  2718. intown.visiting = ObjectInstanceID();
  2719. intown.garrison = town->visitingHero->id;
  2720. sendAndApply(&intown);
  2721. return true;
  2722. }
  2723. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2724. {
  2725. //check if moving hero out of town will break 8 wandering heroes limit
  2726. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2727. {
  2728. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2729. return false;
  2730. }
  2731. SetHeroesInTown intown;
  2732. intown.tid = tid;
  2733. intown.garrison = ObjectInstanceID();
  2734. intown.visiting = town->garrisonHero->id;
  2735. sendAndApply(&intown);
  2736. return true;
  2737. }
  2738. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2739. {
  2740. SetHeroesInTown intown;
  2741. intown.tid = tid;
  2742. intown.garrison = town->visitingHero->id;
  2743. intown.visiting = town->garrisonHero->id;
  2744. sendAndApply(&intown);
  2745. return true;
  2746. }
  2747. else
  2748. {
  2749. complain("Cannot swap garrison hero!");
  2750. return false;
  2751. }
  2752. }
  2753. // With the amount of changes done to the function, it's more like transferArtifacts.
  2754. // 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.
  2755. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2756. {
  2757. ArtifactLocation src = al1, dst = al2;
  2758. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2759. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2760. // Make sure exchange is even possible between the two heroes.
  2761. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2762. COMPLAIN_RET("That heroes cannot make any exchange!");
  2763. const CArtifactInstance *srcArtifact = src.getArt();
  2764. const CArtifactInstance *destArtifact = dst.getArt();
  2765. if (srcArtifact == nullptr)
  2766. COMPLAIN_RET("No artifact to move!");
  2767. if (destArtifact && srcPlayer != dstPlayer)
  2768. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2769. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2770. // Moving to the backpack is always allowed.
  2771. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2772. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2773. COMPLAIN_RET("Cannot move artifact!");
  2774. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2775. COMPLAIN_RET("Cannot move artifact locks.");
  2776. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2777. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2778. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2779. COMPLAIN_RET("Cannot move catapult!");
  2780. if(dst.slot >= GameConstants::BACKPACK_START)
  2781. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2782. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2783. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2784. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2785. {
  2786. //old artifact must be removed first
  2787. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2788. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2789. }
  2790. MoveArtifact ma;
  2791. ma.src = src;
  2792. ma.dst = dst;
  2793. sendAndApply(&ma);
  2794. return true;
  2795. }
  2796. /**
  2797. * Assembles or disassembles a combination artifact.
  2798. * @param heroID ID of hero holding the artifact(s).
  2799. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2800. * @param assemble True for assembly operation, false for disassembly.
  2801. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2802. * artifact to assemble to. Otherwise it's not used.
  2803. */
  2804. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2805. {
  2806. CGHeroInstance *hero = gs->getHero(heroID);
  2807. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2808. if(!destArtifact)
  2809. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2810. if(assemble)
  2811. {
  2812. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2813. if(!combinedArt->constituents)
  2814. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2815. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2816. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2817. AssembledArtifact aa;
  2818. aa.al = ArtifactLocation(hero, artifactSlot);
  2819. aa.builtArt = combinedArt;
  2820. sendAndApply(&aa);
  2821. }
  2822. else
  2823. {
  2824. if(!destArtifact->artType->constituents)
  2825. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2826. DisassembledArtifact da;
  2827. da.al = ArtifactLocation(hero, artifactSlot);
  2828. sendAndApply(&da);
  2829. }
  2830. return true;
  2831. }
  2832. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2833. {
  2834. CGHeroInstance *hero = gs->getHero(hid);
  2835. CGTownInstance *town = hero->visitedTown;
  2836. if(aid==ArtifactID::SPELLBOOK)
  2837. {
  2838. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2839. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2840. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2841. )
  2842. return false;
  2843. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2844. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2845. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2846. giveSpells(town,hero);
  2847. return true;
  2848. }
  2849. else if(aid < 7 && aid > 3) //war machine
  2850. {
  2851. int price = VLC->arth->artifacts[aid]->price;
  2852. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2853. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2854. {
  2855. return false;
  2856. }
  2857. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2858. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2859. {
  2860. giveResource(hero->getOwner(),Res::GOLD,-price);
  2861. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2862. return true;
  2863. }
  2864. else
  2865. COMPLAIN_RET("This machine is unavailable here!");
  2866. }
  2867. return false;
  2868. }
  2869. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2870. {
  2871. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2872. COMPLAIN_RET("That artifact is unavailable!");
  2873. int b1, b2;
  2874. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2875. if(getResource(h->tempOwner, rid) < b1)
  2876. COMPLAIN_RET("You can't afford to buy this artifact!");
  2877. SetResource sr;
  2878. sr.player = h->tempOwner;
  2879. sr.resid = rid;
  2880. sr.val = getResource(h->tempOwner, rid) - b1;
  2881. sendAndApply(&sr);
  2882. SetAvailableArtifacts saa;
  2883. if(m->o->ID == Obj::TOWN)
  2884. {
  2885. saa.id = -1;
  2886. saa.arts = CGTownInstance::merchantArtifacts;
  2887. }
  2888. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2889. {
  2890. saa.id = bm->id.getNum();
  2891. saa.arts = bm->artifacts;
  2892. }
  2893. else
  2894. COMPLAIN_RET("Wrong marktet...");
  2895. bool found = false;
  2896. for(const CArtifact *&art : saa.arts)
  2897. {
  2898. if(art && art->id == aid)
  2899. {
  2900. art = nullptr;
  2901. found = true;
  2902. break;
  2903. }
  2904. }
  2905. if(!found)
  2906. COMPLAIN_RET("Cannot find selected artifact on the list");
  2907. sendAndApply(&saa);
  2908. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2909. return true;
  2910. }
  2911. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2912. {
  2913. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2914. if(!art)
  2915. COMPLAIN_RET("There is no artifact to sell!");
  2916. if(!art->artType->isTradable())
  2917. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2918. int resVal = 0, dump = 1;
  2919. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2920. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2921. giveResource(h->tempOwner, rid, resVal);
  2922. return true;
  2923. }
  2924. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2925. //{
  2926. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2927. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2928. // {
  2929. // }
  2930. //}
  2931. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2932. {
  2933. if (!h)
  2934. COMPLAIN_RET("You need hero to buy a skill!");
  2935. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2936. COMPLAIN_RET("Hero already know this skill");
  2937. if (!h->canLearnSkill())
  2938. COMPLAIN_RET("Hero can't learn any more skills");
  2939. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2940. COMPLAIN_RET("The hero can't learn this skill!");
  2941. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2942. COMPLAIN_RET("That skill is unavailable!");
  2943. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2944. COMPLAIN_RET("You can't afford to buy this skill");
  2945. SetResource sr;
  2946. sr.player = h->tempOwner;
  2947. sr.resid = Res::GOLD;
  2948. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2949. sendAndApply(&sr);
  2950. changeSecSkill(h, skill, 1, true);
  2951. return true;
  2952. }
  2953. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2954. {
  2955. int r1 = gs->getPlayer(player)->resources.at(id1),
  2956. r2 = gs->getPlayer(player)->resources.at(id2);
  2957. vstd::amin(val, r1); //can't trade more resources than have
  2958. int b1, b2; //base quantities for trade
  2959. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2960. int units = val / b1; //how many base quantities we trade
  2961. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2962. {
  2963. //TODO: complain?
  2964. assert(0);
  2965. }
  2966. SetResource sr;
  2967. sr.player = player;
  2968. sr.resid = static_cast<Res::ERes>(id1);
  2969. sr.val = r1 - b1 * units;
  2970. sendAndApply(&sr);
  2971. sr.resid = static_cast<Res::ERes>(id2);
  2972. sr.val = r2 + b2 * units;
  2973. sendAndApply(&sr);
  2974. return true;
  2975. }
  2976. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2977. {
  2978. if(!vstd::contains(hero->Slots(), slot))
  2979. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2980. const CStackInstance &s = hero->getStack(slot);
  2981. if( s.count < count //can't sell more creatures than have
  2982. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2983. {
  2984. COMPLAIN_RET("Not enough creatures in army!");
  2985. }
  2986. int b1, b2; //base quantities for trade
  2987. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2988. int units = count / b1; //how many base quantities we trade
  2989. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2990. {
  2991. //TODO: complain?
  2992. assert(0);
  2993. }
  2994. changeStackCount(StackLocation(hero, slot), -count);
  2995. SetResource sr;
  2996. sr.player = hero->tempOwner;
  2997. sr.resid = resourceID;
  2998. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2999. sendAndApply(&sr);
  3000. return true;
  3001. }
  3002. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3003. {
  3004. const CArmedInstance *army = nullptr;
  3005. if (hero)
  3006. army = hero;
  3007. else
  3008. army = dynamic_cast<const CGTownInstance *>(market->o);
  3009. if (!army)
  3010. COMPLAIN_RET("Incorrect call to transform in undead!");
  3011. if(!army->hasStackAtSlot(slot))
  3012. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3013. const CStackInstance &s = army->getStack(slot);
  3014. //resulting creature - bone dragons or skeletons
  3015. CreatureID resCreature = CreatureID::SKELETON;
  3016. if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3017. || (s.getCreatureID() == CreatureID::HYDRA)
  3018. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3019. resCreature = CreatureID::BONE_DRAGON;
  3020. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3021. return true;
  3022. }
  3023. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3024. {
  3025. const PlayerState *p2 = gs->getPlayer(r2, false);
  3026. if(!p2 || p2->status != EPlayerStatus::INGAME)
  3027. {
  3028. complain("Dest player must be in game!");
  3029. return false;
  3030. }
  3031. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  3032. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  3033. val = std::min(si32(val),curRes1);
  3034. SetResource sr;
  3035. sr.player = player;
  3036. sr.resid = r1;
  3037. sr.val = curRes1 - val;
  3038. sendAndApply(&sr);
  3039. sr.player = r2;
  3040. sr.val = curRes2 + val;
  3041. sendAndApply(&sr);
  3042. return true;
  3043. }
  3044. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  3045. {
  3046. gs->getHero(hid)-> formation = formation;
  3047. return true;
  3048. }
  3049. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3050. {
  3051. const PlayerState *p = gs->getPlayer(player);
  3052. const CGTownInstance *t = gs->getTown(obj->id);
  3053. //common preconditions
  3054. // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3055. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3056. if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3057. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3058. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
  3059. {
  3060. return false;
  3061. }
  3062. if(t) //tavern in town
  3063. {
  3064. if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3065. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3066. {
  3067. return false;
  3068. }
  3069. }
  3070. else if(obj->ID == Obj::TAVERN)
  3071. {
  3072. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3073. {
  3074. return false;
  3075. }
  3076. }
  3077. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3078. if (!nh)
  3079. {
  3080. complain ("Hero is not available for hiring!");
  3081. return false;
  3082. }
  3083. HeroRecruited hr;
  3084. hr.tid = obj->id;
  3085. hr.hid = nh->subID;
  3086. hr.player = player;
  3087. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3088. sendAndApply(&hr);
  3089. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3090. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3091. const CGHeroInstance *newHero = nullptr;
  3092. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3093. {
  3094. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
  3095. }
  3096. SetAvailableHeroes sah;
  3097. sah.player = player;
  3098. if(newHero)
  3099. {
  3100. sah.hid[hid] = newHero->subID;
  3101. sah.army[hid].clear();
  3102. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3103. }
  3104. else
  3105. {
  3106. sah.hid[hid] = -1;
  3107. }
  3108. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3109. sendAndApply(&sah);
  3110. SetResource sr;
  3111. sr.player = player;
  3112. sr.resid = Res::GOLD;
  3113. sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
  3114. sendAndApply(&sr);
  3115. if(t)
  3116. {
  3117. vistiCastleObjects (t, nh);
  3118. giveSpells (t,nh);
  3119. }
  3120. return true;
  3121. }
  3122. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3123. {
  3124. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3125. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  3126. auto topQuery = queries.topQuery(player);
  3127. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3128. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3129. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3130. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3131. dialogQuery->answer = answer;
  3132. queries.popQuery(topQuery);
  3133. return true;
  3134. }
  3135. static EndAction end_action;
  3136. void CGameHandler::updateGateState()
  3137. {
  3138. BattleUpdateGateState db;
  3139. db.state = gs->curB->si.gateState;
  3140. if(gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3141. {
  3142. db.state = EGateState::DESTROYED;
  3143. }
  3144. else if(db.state == EGateState::OPENED)
  3145. {
  3146. if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3147. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3148. {
  3149. if(gs->curB->town->subID == ETownType::FORTRESS)
  3150. {
  3151. if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3152. db.state = EGateState::CLOSED;
  3153. }
  3154. else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3155. db.state = EGateState::BLOCKED;
  3156. else
  3157. db.state = EGateState::CLOSED;
  3158. }
  3159. }
  3160. else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3161. db.state = EGateState::BLOCKED;
  3162. else
  3163. db.state = EGateState::CLOSED;
  3164. if(db.state != gs->curB->si.gateState)
  3165. sendAndApply(&db);
  3166. }
  3167. bool CGameHandler::makeBattleAction( BattleAction &ba )
  3168. {
  3169. bool ok = true;
  3170. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3171. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3172. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3173. : nullptr;
  3174. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3175. logGlobal->traceStream() << boost::format(
  3176. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  3177. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  3178. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  3179. switch(ba.actionType)
  3180. {
  3181. case Battle::WALK: //walk
  3182. case Battle::DEFEND: //defend
  3183. case Battle::WAIT: //wait
  3184. case Battle::WALK_AND_ATTACK: //walk or attack
  3185. case Battle::SHOOT: //shoot
  3186. case Battle::CATAPULT: //catapult
  3187. case Battle::STACK_HEAL: //healing with First Aid Tent
  3188. case Battle::DAEMON_SUMMONING:
  3189. case Battle::MONSTER_SPELL:
  3190. if(!stack)
  3191. {
  3192. complain("No such stack!");
  3193. return false;
  3194. }
  3195. if(!stack->alive())
  3196. {
  3197. complain("This stack is dead: " + stack->nodeName());
  3198. return false;
  3199. }
  3200. if(battleTacticDist())
  3201. {
  3202. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  3203. {
  3204. complain("This is not a stack of side that has tactics!");
  3205. return false;
  3206. }
  3207. }
  3208. else if(!isAboutActiveStack)
  3209. {
  3210. complain("Action has to be about active stack!");
  3211. return false;
  3212. }
  3213. }
  3214. switch(ba.actionType)
  3215. {
  3216. case Battle::END_TACTIC_PHASE: //wait
  3217. case Battle::BAD_MORALE:
  3218. case Battle::NO_ACTION:
  3219. {
  3220. StartAction start_action(ba);
  3221. sendAndApply(&start_action);
  3222. sendAndApply(&end_action);
  3223. break;
  3224. }
  3225. case Battle::WALK:
  3226. {
  3227. StartAction start_action(ba);
  3228. sendAndApply(&start_action); //start movement
  3229. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3230. if(!walkedTiles)
  3231. complain("Stack failed movement!");
  3232. sendAndApply(&end_action);
  3233. break;
  3234. }
  3235. case Battle::DEFEND:
  3236. {
  3237. //defensive stance //TODO: remove this bonus when stack becomes active
  3238. SetStackEffect sse;
  3239. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  3240. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3241. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3242. sse.stacks.push_back(ba.stackNumber);
  3243. sendAndApply(&sse);
  3244. //don't break - we share code with next case
  3245. }
  3246. case Battle::WAIT:
  3247. {
  3248. StartAction start_action(ba);
  3249. sendAndApply(&start_action);
  3250. sendAndApply(&end_action);
  3251. break;
  3252. }
  3253. case Battle::RETREAT: //retreat/flee
  3254. {
  3255. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3256. complain("Cannot retreat!");
  3257. else
  3258. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3259. break;
  3260. }
  3261. case Battle::SURRENDER:
  3262. {
  3263. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3264. int cost = gs->curB->battleGetSurrenderCost(player);
  3265. if(cost < 0)
  3266. complain("Cannot surrender!");
  3267. else if(getResource(player, Res::GOLD) < cost)
  3268. complain("Not enough gold to surrender!");
  3269. else
  3270. {
  3271. giveResource(player, Res::GOLD, -cost);
  3272. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3273. }
  3274. break;
  3275. }
  3276. case Battle::WALK_AND_ATTACK: //walk or attack
  3277. {
  3278. StartAction start_action(ba);
  3279. sendAndApply(&start_action); //start movement and attack
  3280. if(!stack || !destinationStack)
  3281. {
  3282. sendAndApply(&end_action);
  3283. break;
  3284. }
  3285. BattleHex startingPos = stack->position;
  3286. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3287. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  3288. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3289. && !(stack->doubleWide()
  3290. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  3291. ) //nor occupy specified hex
  3292. )
  3293. {
  3294. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  3295. logGlobal->warnStream() << problem;
  3296. complain(problem);
  3297. ok = false;
  3298. sendAndApply(&end_action);
  3299. break;
  3300. }
  3301. if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3302. {
  3303. destinationStack = nullptr;
  3304. }
  3305. if(!destinationStack)
  3306. {
  3307. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3308. ok = false;
  3309. sendAndApply(&end_action);
  3310. break;
  3311. }
  3312. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  3313. {
  3314. complain("Attack cannot be performed!");
  3315. sendAndApply(&end_action);
  3316. ok = false;
  3317. break;
  3318. }
  3319. //attack
  3320. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3321. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3322. for (int i = 0; i < totalAttacks; ++i)
  3323. {
  3324. if (stack &&
  3325. stack->alive() && //move can cause death, eg. by walking into the moat
  3326. destinationStack->alive())
  3327. {
  3328. BattleAttack bat;
  3329. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3330. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3331. handleAttackBeforeCasting(bat); //only before first attack
  3332. sendAndApply(&bat);
  3333. handleAfterAttackCasting(bat);
  3334. }
  3335. //counterattack
  3336. if (destinationStack
  3337. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3338. && destinationStack->ableToRetaliate()
  3339. && stack->alive()) //attacker may have died (fire shield)
  3340. {
  3341. BattleAttack bat;
  3342. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3343. bat.flags |= BattleAttack::COUNTER;
  3344. sendAndApply(&bat);
  3345. handleAfterAttackCasting(bat);
  3346. }
  3347. }
  3348. //return
  3349. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3350. {
  3351. moveStack(ba.stackNumber, startingPos);
  3352. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3353. }
  3354. sendAndApply(&end_action);
  3355. break;
  3356. }
  3357. case Battle::SHOOT:
  3358. {
  3359. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3360. {
  3361. complain("Cannot shoot!");
  3362. break;
  3363. }
  3364. StartAction start_action(ba);
  3365. sendAndApply(&start_action); //start shooting
  3366. {
  3367. BattleAttack bat;
  3368. bat.flags |= BattleAttack::SHOT;
  3369. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3370. handleAttackBeforeCasting(bat);
  3371. sendAndApply(&bat);
  3372. handleAfterAttackCasting(bat);
  3373. }
  3374. //second shot for ballista, only if hero has advanced artillery
  3375. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3376. if( destinationStack->alive()
  3377. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3378. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3379. )
  3380. {
  3381. BattleAttack bat2;
  3382. bat2.flags |= BattleAttack::SHOT;
  3383. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3384. sendAndApply(&bat2);
  3385. }
  3386. //allow more than one additional attack
  3387. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3388. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3389. for (int i = 0; i < additionalAttacks; ++i)
  3390. {
  3391. if(
  3392. stack->alive()
  3393. && destinationStack->alive()
  3394. && stack->shots
  3395. )
  3396. {
  3397. BattleAttack bat;
  3398. bat.flags |= BattleAttack::SHOT;
  3399. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3400. sendAndApply(&bat);
  3401. handleAfterAttackCasting(bat);
  3402. }
  3403. }
  3404. sendAndApply(&end_action);
  3405. break;
  3406. }
  3407. case Battle::CATAPULT:
  3408. {
  3409. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3410. {
  3411. switch(part)
  3412. {
  3413. case EWallPart::GATE:
  3414. return sbi.gate;
  3415. case EWallPart::KEEP:
  3416. return sbi.keep;
  3417. case EWallPart::BOTTOM_TOWER:
  3418. case EWallPart::UPPER_TOWER:
  3419. return sbi.tower;
  3420. case EWallPart::BOTTOM_WALL:
  3421. case EWallPart::BELOW_GATE:
  3422. case EWallPart::OVER_GATE:
  3423. case EWallPart::UPPER_WALL:
  3424. return sbi.wall;
  3425. default:
  3426. return 0;
  3427. }
  3428. };
  3429. StartAction start_action(ba);
  3430. sendAndApply(&start_action);
  3431. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3432. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3433. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3434. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3435. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3436. {
  3437. complain("catapult tried to attack non-catapultable hex!");
  3438. break;
  3439. }
  3440. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3441. auto &currentHP = gs->curB->si.wallState;
  3442. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3443. {
  3444. complain("catapult tried to attack already destroyed wall part!");
  3445. break;
  3446. }
  3447. for(int g=0; g<sbi.shots; ++g)
  3448. {
  3449. bool hitSuccessfull = false;
  3450. auto attackedPart = wallPart;
  3451. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3452. {
  3453. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3454. currentHP.at(attackedPart) != EWallState::NONE &&
  3455. gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3456. {
  3457. hitSuccessfull = true;
  3458. }
  3459. else // select new target
  3460. {
  3461. std::vector<EWallPart::EWallPart> allowedTargets;
  3462. for (size_t i=0; i< currentHP.size(); i++)
  3463. {
  3464. if (currentHP.at(i) != EWallState::DESTROYED &&
  3465. currentHP.at(i) != EWallState::NONE)
  3466. allowedTargets.push_back(EWallPart::EWallPart(i));
  3467. }
  3468. if (allowedTargets.empty())
  3469. break;
  3470. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
  3471. }
  3472. }
  3473. while (!hitSuccessfull);
  3474. if (!hitSuccessfull) // break triggered - no target to shoot at
  3475. break;
  3476. CatapultAttack ca; //package for clients
  3477. CatapultAttack::AttackInfo attack;
  3478. attack.attackedPart = attackedPart;
  3479. attack.destinationTile = ba.destinationTile;
  3480. attack.damageDealt = 0;
  3481. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3482. int dmgRand = gs->getRandomGenerator().nextInt(99);
  3483. //accumulating dmgChance
  3484. dmgChance[1] += dmgChance[0];
  3485. dmgChance[2] += dmgChance[1];
  3486. //calculating dealt damage
  3487. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3488. {
  3489. if(dmgRand <= dmgChance[damage])
  3490. {
  3491. attack.damageDealt = damage;
  3492. break;
  3493. }
  3494. }
  3495. // attacked tile may have changed - update destination
  3496. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3497. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3498. << " dealing " << (int)attack.damageDealt << " damage";
  3499. //removing creatures in turrets / keep if one is destroyed
  3500. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3501. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3502. {
  3503. int posRemove = -1;
  3504. switch(attackedPart)
  3505. {
  3506. case EWallPart::KEEP:
  3507. posRemove = -2;
  3508. break;
  3509. case EWallPart::BOTTOM_TOWER:
  3510. posRemove = -3;
  3511. break;
  3512. case EWallPart::UPPER_TOWER:
  3513. posRemove = -4;
  3514. break;
  3515. }
  3516. BattleStacksRemoved bsr;
  3517. for(auto & elem : gs->curB->stacks)
  3518. {
  3519. if(elem->position == posRemove)
  3520. {
  3521. bsr.stackIDs.insert( elem->ID );
  3522. break;
  3523. }
  3524. }
  3525. sendAndApply(&bsr);
  3526. }
  3527. ca.attacker = ba.stackNumber;
  3528. ca.attackedParts.push_back(attack);
  3529. sendAndApply(&ca);
  3530. }
  3531. //finish by scope guard
  3532. break;
  3533. }
  3534. case Battle::STACK_HEAL: //healing with First Aid Tent
  3535. {
  3536. StartAction start_action(ba);
  3537. sendAndApply(&start_action);
  3538. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3539. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3540. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3541. ui32 healed = 0;
  3542. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3543. {
  3544. complain("There is either no healer, no destination, or healer cannot heal :P");
  3545. }
  3546. else
  3547. {
  3548. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3549. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3550. }
  3551. if(healed == 0)
  3552. {
  3553. //nothing to heal.. should we complain?
  3554. }
  3555. else
  3556. {
  3557. StacksHealedOrResurrected shr;
  3558. shr.lifeDrain = false;
  3559. shr.tentHealing = true;
  3560. shr.drainedFrom = ba.stackNumber;
  3561. StacksHealedOrResurrected::HealInfo hi;
  3562. hi.healedHP = healed;
  3563. hi.lowLevelResurrection = false;
  3564. hi.stackID = destStack->ID;
  3565. shr.healedStacks.push_back(hi);
  3566. sendAndApply(&shr);
  3567. }
  3568. sendAndApply(&end_action);
  3569. break;
  3570. }
  3571. case Battle::DAEMON_SUMMONING:
  3572. //TODO: From Strategija:
  3573. //Summon Demon is a level 2 spell.
  3574. {
  3575. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3576. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3577. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3578. BattleStackAdded bsa;
  3579. bsa.attacker = summoner->attackerOwned;
  3580. bsa.creID = summonedType;
  3581. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3582. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;//todo: ignore AGE effect
  3583. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3584. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3585. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3586. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3587. bsa.summoned = false;
  3588. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3589. {
  3590. StartAction start_action(ba);
  3591. sendAndApply(&start_action);
  3592. BattleStacksRemoved bsr; //remove body
  3593. bsr.stackIDs.insert(destStack->ID);
  3594. sendAndApply(&bsr);
  3595. sendAndApply(&bsa);
  3596. BattleSetStackProperty ssp;
  3597. ssp.stackID = ba.stackNumber;
  3598. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3599. ssp.val = -1;
  3600. ssp.absolute = false;
  3601. sendAndApply(&ssp);
  3602. sendAndApply(&end_action);
  3603. }
  3604. break;
  3605. }
  3606. case Battle::MONSTER_SPELL:
  3607. {
  3608. StartAction start_action(ba);
  3609. sendAndApply(&start_action);
  3610. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3611. SpellID spellID = SpellID(ba.additionalInfo);
  3612. BattleHex destination(ba.destinationTile);
  3613. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3614. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3615. //TODO special bonus for genies ability
  3616. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3617. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3618. if(spellID < 0)
  3619. complain("That stack can't cast spells!");
  3620. else
  3621. {
  3622. const CSpell * spell = SpellID(spellID).toSpell();
  3623. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3624. parameters.spellLvl = 0;
  3625. if (spellcaster)
  3626. vstd::amax(parameters.spellLvl, spellcaster->val);
  3627. if (randSpellcaster)
  3628. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3629. vstd::amin (parameters.spellLvl, 3);
  3630. parameters.effectLevel = parameters.spellLvl;
  3631. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3632. parameters.aimToHex(destination);//todo: allow multiple destinations
  3633. parameters.selectedStack = nullptr;
  3634. spell->battleCast(spellEnv, parameters);
  3635. }
  3636. sendAndApply(&end_action);
  3637. break;
  3638. }
  3639. }
  3640. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3641. battleMadeAction.setn(true);
  3642. return ok;
  3643. }
  3644. void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
  3645. {
  3646. bool cheated=true;
  3647. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3648. sendAndApply(&temp_message);
  3649. if(message == "vcmiistari") //give all spells and 999 mana
  3650. {
  3651. SetMana sm;
  3652. GiveBonus giveBonus(GiveBonus::HERO);
  3653. CGHeroInstance *h = gs->getHero(currObj);
  3654. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3655. sm.hid = h->id;
  3656. giveBonus.id = h->id.getNum();
  3657. //give all spells with bonus (to allow banned spells)
  3658. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  3659. //start with level 0 to skip abilities
  3660. for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  3661. {
  3662. giveBonus.bonus.subtype = level;
  3663. sendAndApply(&giveBonus);
  3664. }
  3665. //give mana
  3666. sm.val = 999;
  3667. sm.absolute = true;
  3668. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3669. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); //give spellbook
  3670. sendAndApply(&sm);
  3671. }
  3672. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3673. {
  3674. CGHeroInstance *hero = gs->getHero(currObj);
  3675. CGTownInstance *town;
  3676. if (hero)
  3677. town = hero->visitedTown;
  3678. else
  3679. town = gs->getTown(currObj);
  3680. if (town)
  3681. {
  3682. for (auto & build : town->town->buildings)
  3683. {
  3684. if (!town->hasBuilt(build.first)
  3685. && !build.second->Name().empty()
  3686. && build.first != BuildingID::SHIP)
  3687. {
  3688. buildStructure(town->id, build.first, true);
  3689. }
  3690. }
  3691. }
  3692. }
  3693. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3694. {
  3695. CGHeroInstance *hero = gs->getHero(currObj);
  3696. const CCreature *archangel = VLC->creh->creatures.at(13);
  3697. if(!hero) return;
  3698. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3699. if(!hero->hasStackAtSlot(SlotID(i)))
  3700. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3701. }
  3702. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3703. {
  3704. CGHeroInstance *hero = gs->getHero(currObj);
  3705. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3706. if(!hero) return;
  3707. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3708. if(!hero->hasStackAtSlot(SlotID(i)))
  3709. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3710. }
  3711. else if(message == "vcmiglaurung") //gives 5000 crystal dragons into each slot
  3712. {
  3713. CGHeroInstance *hero = gs->getHero(currObj);
  3714. const CCreature *crystalDragon = VLC->creh->creatures.at(133);
  3715. if(!hero) return;
  3716. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3717. if(!hero->hasStackAtSlot(SlotID(i)))
  3718. insertNewStack(StackLocation(hero, SlotID(i)), crystalDragon, 5000);
  3719. }
  3720. else if(message == "vcminoldor") //all war machines
  3721. {
  3722. CGHeroInstance *hero = gs->getHero(currObj);
  3723. if(!hero) return;
  3724. if(!hero->getArt(ArtifactPosition::MACH1))
  3725. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  3726. if(!hero->getArt(ArtifactPosition::MACH2))
  3727. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  3728. if(!hero->getArt(ArtifactPosition::MACH3))
  3729. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  3730. }
  3731. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3732. {
  3733. CGHeroInstance *hero = gs->getHero(currObj);
  3734. if(!hero) return;
  3735. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3736. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3737. }
  3738. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3739. {
  3740. CGHeroInstance *hero = gs->getHero(currObj);
  3741. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3742. }
  3743. else if(message == "vcminahar") //1000000 movement points
  3744. {
  3745. CGHeroInstance *hero = gs->getHero(currObj);
  3746. if(!hero) return;
  3747. SetMovePoints smp;
  3748. smp.hid = hero->id;
  3749. smp.val = 1000000;
  3750. sendAndApply(&smp);
  3751. }
  3752. else if(message == "vcmiformenos") //give resources
  3753. {
  3754. SetResources sr;
  3755. sr.player = player;
  3756. sr.res = gs->getPlayer(player)->resources;
  3757. for(int i=0;i<Res::GOLD;i++)
  3758. sr.res[i] += 100;
  3759. sr.res[Res::GOLD] += 100000; //100k
  3760. sendAndApply(&sr);
  3761. }
  3762. else if(message == "vcmieagles") //reveal FoW
  3763. {
  3764. FoWChange fc;
  3765. fc.mode = 1;
  3766. fc.player = player;
  3767. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3768. int lastUnc = 0;
  3769. for(int i=0;i<gs->map->width;i++)
  3770. for(int j=0;j<gs->map->height;j++)
  3771. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3772. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3773. hlp_tab[lastUnc++] = int3(i,j,k);
  3774. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3775. delete [] hlp_tab;
  3776. sendAndApply(&fc);
  3777. }
  3778. else if(message == "vcmisilmaril") //player wins
  3779. {
  3780. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3781. }
  3782. else if(message == "vcmimelkor") //player looses
  3783. {
  3784. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3785. }
  3786. else
  3787. cheated = false;
  3788. if(cheated)
  3789. {
  3790. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3791. sendAndApply(&temp_message);
  3792. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3793. }
  3794. }
  3795. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3796. {
  3797. switch(ba.actionType)
  3798. {
  3799. case Battle::HERO_SPELL:
  3800. {
  3801. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3802. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3803. if(!h)
  3804. {
  3805. logGlobal->warnStream() << "Wrong caster!";
  3806. return false;
  3807. }
  3808. if(ba.additionalInfo >= VLC->spellh->objects.size())
  3809. {
  3810. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3811. return false;
  3812. }
  3813. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3814. BattleSpellCastParameters parameters(gs->curB, h, s);
  3815. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3816. parameters.mode = ECastingMode::HERO_CASTING;
  3817. parameters.selectedStack = gs->curB->battleGetStackByID(ba.selectedStack, false);
  3818. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3819. if(escp != ESpellCastProblem::OK)
  3820. {
  3821. logGlobal->warnStream() << "Spell cannot be cast!";
  3822. logGlobal->warnStream() << "Problem : " << escp;
  3823. return false;
  3824. }
  3825. StartAction start_action(ba);
  3826. sendAndApply(&start_action); //start spell casting
  3827. s->battleCast(spellEnv, parameters);
  3828. sendAndApply(&end_action);
  3829. if( !gs->curB->battleGetStackByID(gs->curB->activeStack))
  3830. {
  3831. battleMadeAction.setn(true);
  3832. }
  3833. checkBattleStateChanges();
  3834. if(battleResult.get())
  3835. {
  3836. battleMadeAction.setn(true);
  3837. //battle will be ended by startBattle function
  3838. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3839. }
  3840. return true;
  3841. }
  3842. }
  3843. return false;
  3844. }
  3845. void CGameHandler::stackTurnTrigger(const CStack * st)
  3846. {
  3847. BattleTriggerEffect bte;
  3848. bte.stackID = st->ID;
  3849. bte.effect = -1;
  3850. bte.val = 0;
  3851. bte.additionalInfo = 0;
  3852. if (st->alive())
  3853. {
  3854. //unbind
  3855. if (st->getEffect (SpellID::BIND))
  3856. {
  3857. bool unbind = true;
  3858. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3859. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3860. for(Bonus * b : bl)
  3861. {
  3862. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3863. if (stack)
  3864. {
  3865. if (vstd::contains(stacks, stack)) //binding stack is still present
  3866. {
  3867. unbind = false;
  3868. }
  3869. }
  3870. }
  3871. if (unbind)
  3872. {
  3873. BattleSetStackProperty ssp;
  3874. ssp.which = BattleSetStackProperty::UNBIND;
  3875. ssp.stackID = st->ID;
  3876. sendAndApply(&ssp);
  3877. }
  3878. }
  3879. //regeneration
  3880. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3881. {
  3882. bte.effect = Bonus::HP_REGENERATION;
  3883. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3884. }
  3885. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3886. {
  3887. bte.effect = Bonus::HP_REGENERATION;
  3888. bte.val = st->MaxHealth() - st->firstHPleft;
  3889. }
  3890. if (bte.val) //anything to heal
  3891. sendAndApply(&bte);
  3892. if(st->hasBonusOfType(Bonus::POISON))
  3893. {
  3894. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3895. if (b) //TODO: what if not?...
  3896. {
  3897. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3898. if (bte.val < b->val) //(negative) poison effect increases - update it
  3899. {
  3900. bte.effect = Bonus::POISON;
  3901. sendAndApply(&bte);
  3902. }
  3903. }
  3904. }
  3905. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3906. {
  3907. const PlayerColor opponent = gs->curB->theOtherPlayer(st->owner);
  3908. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3909. if (opponentHero)
  3910. {
  3911. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3912. vstd::amin(manaDrained, opponentHero->mana);
  3913. if (manaDrained)
  3914. {
  3915. bte.effect = Bonus::MANA_DRAIN;
  3916. bte.val = manaDrained;
  3917. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3918. sendAndApply(&bte);
  3919. }
  3920. }
  3921. }
  3922. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3923. {
  3924. bool fearsomeCreature = false;
  3925. for(CStack * stack : gs->curB->stacks)
  3926. {
  3927. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3928. {
  3929. fearsomeCreature = true;
  3930. break;
  3931. }
  3932. }
  3933. if (fearsomeCreature)
  3934. {
  3935. if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3936. {
  3937. bte.effect = Bonus::FEAR;
  3938. sendAndApply(&bte);
  3939. }
  3940. }
  3941. }
  3942. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3943. int side = gs->curB->whatSide(st->owner);
  3944. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3945. {
  3946. bool cast = false;
  3947. while (!bl.empty() && !cast)
  3948. {
  3949. auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
  3950. auto spellID = SpellID(bonus->subtype);
  3951. const CSpell * spell = SpellID(spellID).toSpell();
  3952. bl.remove_if([&bonus](Bonus * b){return b==bonus;});
  3953. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  3954. {
  3955. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3956. parameters.spellLvl = bonus->val;
  3957. parameters.effectLevel = bonus->val;//todo: recheck
  3958. parameters.aimToHex(BattleHex::INVALID);
  3959. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3960. parameters.selectedStack = nullptr;
  3961. spell->battleCast(spellEnv, parameters);
  3962. //todo: move to mechanics
  3963. BattleSetStackProperty ssp;
  3964. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3965. ssp.absolute = false;
  3966. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3967. ssp.stackID = st->ID;
  3968. sendAndApply(&ssp);
  3969. cast = true;
  3970. }
  3971. };
  3972. }
  3973. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3974. for (auto b : bl)
  3975. {
  3976. SetStackEffect sse;
  3977. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3978. if (val > 3)
  3979. {
  3980. for (auto s : gs->curB->battleGetAllStacks())
  3981. {
  3982. if (st->owner == s->owner && s->isValidTarget()) //all allied
  3983. sse.stacks.push_back (s->ID);
  3984. }
  3985. }
  3986. else
  3987. sse.stacks.push_back (st->ID);
  3988. Bonus pseudoBonus;
  3989. pseudoBonus.sid = b->subtype;
  3990. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3991. pseudoBonus.turnsRemain = 50;
  3992. st->stackEffectToFeature (sse.effect, pseudoBonus);
  3993. if (sse.effect.size())
  3994. sendAndApply (&sse);
  3995. }
  3996. }
  3997. }
  3998. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  3999. {
  4000. //we want to determine following vars depending on obstacle type
  4001. int damage = -1;
  4002. int effect = -1;
  4003. bool oneTimeObstacle = false;
  4004. //helper info
  4005. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4006. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4007. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4008. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4009. {
  4010. damage = battleGetMoatDmg();
  4011. }
  4012. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4013. {
  4014. //You don't get hit by a Mine you can see.
  4015. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4016. return;
  4017. oneTimeObstacle = true;
  4018. effect = 82; //makes
  4019. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4020. if(sp->isImmuneByStack(hero, curStack))
  4021. return;
  4022. damage = sp->calculateDamage(hero, curStack,
  4023. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4024. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4025. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4026. }
  4027. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4028. {
  4029. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4030. if(sp->isImmuneByStack(hero, curStack))
  4031. return;
  4032. damage = sp->calculateDamage(hero, curStack,
  4033. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4034. }
  4035. else
  4036. {
  4037. //no other obstacle does damage to stack
  4038. return;
  4039. }
  4040. BattleStackAttacked bsa;
  4041. if(effect >= 0)
  4042. {
  4043. bsa.flags |= BattleStackAttacked::EFFECT;
  4044. bsa.effect = effect; //makes POOF
  4045. }
  4046. bsa.damageAmount = damage;
  4047. bsa.stackAttacked = curStack->ID;
  4048. bsa.attackerID = -1;
  4049. curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
  4050. StacksInjured si;
  4051. si.stacks.push_back(bsa);
  4052. sendAndApply(&si);
  4053. if(oneTimeObstacle)
  4054. removeObstacle(obstacle);
  4055. }
  4056. void CGameHandler::handleTimeEvents()
  4057. {
  4058. gs->map->events.sort(evntCmp);
  4059. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4060. {
  4061. CMapEvent ev = gs->map->events.front();
  4062. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4063. {
  4064. auto color = PlayerColor(player);
  4065. PlayerState *pinfo = gs->getPlayer(color, false); //do not output error if player does not exist
  4066. if( pinfo //player exists
  4067. && (ev.players & 1<<player) //event is enabled to this player
  4068. && ((ev.computerAffected && !pinfo->human)
  4069. || (ev.humanAffected && pinfo->human)
  4070. )
  4071. )
  4072. {
  4073. //give resources
  4074. SetResources sr;
  4075. sr.player = color;
  4076. sr.res = pinfo->resources + ev.resources;
  4077. //prepare dialog
  4078. InfoWindow iw;
  4079. iw.player = color;
  4080. iw.text << ev.message;
  4081. for (int i=0; i<ev.resources.size(); i++)
  4082. {
  4083. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4084. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4085. }
  4086. if (iw.components.size())
  4087. {
  4088. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4089. sendAndApply(&sr); //update player resources if changed
  4090. }
  4091. sendAndApply(&iw); //show dialog
  4092. }
  4093. } //PLAYERS LOOP
  4094. if(ev.nextOccurence)
  4095. {
  4096. gs->map->events.pop_front();
  4097. ev.firstOccurence += ev.nextOccurence;
  4098. auto it = gs->map->events.begin();
  4099. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4100. it++;
  4101. gs->map->events.insert(it, ev);
  4102. }
  4103. else
  4104. {
  4105. gs->map->events.pop_front();
  4106. }
  4107. }
  4108. //TODO send only if changed
  4109. UpdateMapEvents ume;
  4110. ume.events = gs->map->events;
  4111. sendAndApply(&ume);
  4112. }
  4113. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4114. {
  4115. town->events.sort(evntCmp);
  4116. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4117. {
  4118. PlayerColor player = town->tempOwner;
  4119. CCastleEvent ev = town->events.front();
  4120. PlayerState *pinfo = gs->getPlayer(player, false);
  4121. if( pinfo //player exists
  4122. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4123. && ((ev.computerAffected && !pinfo->human)
  4124. || (ev.humanAffected && pinfo->human) ) )
  4125. {
  4126. // dialog
  4127. InfoWindow iw;
  4128. iw.player = player;
  4129. iw.text << ev.message;
  4130. if(ev.resources.nonZero())
  4131. {
  4132. TResources was = n.res[player];
  4133. n.res[player] += ev.resources;
  4134. n.res[player].amax(0);
  4135. for (int i=0; i<ev.resources.size(); i++)
  4136. 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
  4137. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4138. }
  4139. for(auto & i : ev.buildings)
  4140. {
  4141. if(!town->hasBuilt(i))
  4142. {
  4143. buildStructure(town->id, i, true);
  4144. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4145. }
  4146. }
  4147. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4148. {
  4149. n.cres[town->id].tid = town->id;
  4150. n.cres[town->id].creatures = town->creatures;
  4151. }
  4152. auto & sac = n.cres[town->id];
  4153. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4154. {
  4155. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4156. {
  4157. sac.creatures[i].first += ev.creatures.at(i);
  4158. iw.components.push_back(Component(Component::CREATURE,
  4159. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4160. }
  4161. }
  4162. sendAndApply(&iw); //show dialog
  4163. }
  4164. if(ev.nextOccurence)
  4165. {
  4166. town->events.pop_front();
  4167. ev.firstOccurence += ev.nextOccurence;
  4168. auto it = town->events.begin();
  4169. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4170. it++;
  4171. town->events.insert(it, ev);
  4172. }
  4173. else
  4174. {
  4175. town->events.pop_front();
  4176. }
  4177. }
  4178. //TODO send only if changed
  4179. UpdateCastleEvents uce;
  4180. uce.town = town->id;
  4181. uce.events = town->events;
  4182. sendAndApply(&uce);
  4183. }
  4184. bool CGameHandler::complain( const std::string &problem )
  4185. {
  4186. sendMessageToAll("Server encountered a problem: " + problem);
  4187. logGlobal->errorStream() << problem;
  4188. return true;
  4189. }
  4190. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4191. {
  4192. //PlayerColor player = getOwner(hid);
  4193. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4194. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4195. assert(lowerArmy);
  4196. assert(upperArmy);
  4197. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4198. queries.addQuery(garrisonQuery);
  4199. GarrisonDialog gd;
  4200. gd.hid = hid;
  4201. gd.objid = upobj;
  4202. gd.removableUnits = removableUnits;
  4203. gd.queryID = garrisonQuery->queryID;
  4204. sendAndApply(&gd);
  4205. }
  4206. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4207. {
  4208. OpenWindow ow;
  4209. ow.window = OpenWindow::THIEVES_GUILD;
  4210. ow.id1 = player.getNum();
  4211. ow.id2 = requestingObjId.getNum();
  4212. sendAndApply(&ow);
  4213. }
  4214. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4215. {
  4216. if(id1 == id2)
  4217. return true;
  4218. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4219. if(!o1 || !o2)
  4220. return true; //arranging stacks within an object should be always allowed
  4221. if (o1 && o2)
  4222. {
  4223. if(o1->ID == Obj::TOWN)
  4224. {
  4225. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4226. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4227. return true;
  4228. }
  4229. if(o2->ID == Obj::TOWN)
  4230. {
  4231. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4232. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4233. return true;
  4234. }
  4235. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4236. {
  4237. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4238. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4239. // two heroes in same town (garrisoned and visiting)
  4240. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4241. return true;
  4242. }
  4243. //Ongoing garrison exchange
  4244. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4245. {
  4246. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4247. return true;
  4248. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4249. return true;
  4250. }
  4251. }
  4252. return false;
  4253. }
  4254. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4255. {
  4256. logGlobal->debugStream() << h->nodeName() << " visits " << obj->getObjectName() << "(" << obj->ID << ":" << obj->subID << ")";
  4257. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4258. queries.addQuery(visitQuery); //TODO real visit pos
  4259. HeroVisit hv;
  4260. hv.obj = obj;
  4261. hv.hero = h;
  4262. hv.player = h->tempOwner;
  4263. hv.starting = true;
  4264. sendAndApply(&hv);
  4265. obj->onHeroVisit(h);
  4266. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4267. }
  4268. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4269. {
  4270. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4271. HeroVisit hv;
  4272. hv.player = query.players.front();
  4273. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4274. hv.hero = query.visitingHero;
  4275. assert(hv.hero);
  4276. hv.starting = false;
  4277. sendAndApply(&hv);
  4278. }
  4279. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4280. {
  4281. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4282. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4283. {
  4284. complain("Cannot build boat in this shipyard!");
  4285. return false;
  4286. }
  4287. else if(obj->o->ID == Obj::TOWN
  4288. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4289. {
  4290. complain("Cannot build boat in the town - no shipyard!");
  4291. return false;
  4292. }
  4293. const PlayerColor playerID = obj->o->tempOwner;
  4294. TResources boatCost;
  4295. obj->getBoatCost(boatCost);
  4296. TResources aviable = gs->getPlayer(playerID)->resources;
  4297. if (!aviable.canAfford(boatCost))
  4298. {
  4299. complain("Not enough resources to build a boat!");
  4300. return false;
  4301. }
  4302. int3 tile = obj->bestLocation();
  4303. if(!gs->map->isInTheMap(tile))
  4304. {
  4305. complain("Cannot find appropriate tile for a boat!");
  4306. return false;
  4307. }
  4308. //take boat cost
  4309. SetResources sr;
  4310. sr.player = playerID;
  4311. sr.res = (aviable - boatCost);
  4312. sendAndApply(&sr);
  4313. //create boat
  4314. NewObject no;
  4315. no.ID = Obj::BOAT;
  4316. no.subID = obj->getBoatType();
  4317. no.pos = tile + int3(1,0,0);
  4318. sendAndApply(&no);
  4319. return true;
  4320. }
  4321. void CGameHandler::engageIntoBattle( PlayerColor player )
  4322. {
  4323. //notify interfaces
  4324. PlayerBlocked pb;
  4325. pb.player = player;
  4326. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4327. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4328. sendAndApply(&pb);
  4329. }
  4330. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4331. {
  4332. for(auto playerColor : playerColors)
  4333. {
  4334. if(gs->getPlayer(playerColor, false))
  4335. checkVictoryLossConditionsForPlayer(playerColor);
  4336. }
  4337. }
  4338. void CGameHandler::checkVictoryLossConditionsForAll()
  4339. {
  4340. std::set<PlayerColor> playerColors;
  4341. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4342. {
  4343. playerColors.insert(PlayerColor(i));
  4344. }
  4345. checkVictoryLossConditions(playerColors);
  4346. }
  4347. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4348. {
  4349. const PlayerState *p = gs->getPlayer(player);
  4350. if(p->status != EPlayerStatus::INGAME) return;
  4351. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4352. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4353. {
  4354. InfoWindow iw;
  4355. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4356. sendAndApply(&iw);
  4357. PlayerEndsGame peg;
  4358. peg.player = player;
  4359. peg.victoryLossCheckResult = victoryLossCheckResult;
  4360. sendAndApply(&peg);
  4361. if(victoryLossCheckResult.victory())
  4362. {
  4363. //one player won -> all enemies lost
  4364. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4365. {
  4366. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4367. {
  4368. peg.player = i->first;
  4369. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4370. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4371. InfoWindow iw;
  4372. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4373. iw.player = i->first;
  4374. sendAndApply(&iw);
  4375. sendAndApply(&peg);
  4376. }
  4377. }
  4378. if(p->human)
  4379. {
  4380. end2 = true;
  4381. if(gs->scenarioOps->campState)
  4382. {
  4383. std::vector<CGHeroInstance *> crossoverHeroes;
  4384. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4385. {
  4386. if(hero->tempOwner == player)
  4387. {
  4388. // keep all heroes from the winning player
  4389. crossoverHeroes.push_back(hero);
  4390. }
  4391. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4392. {
  4393. // keep hero whether lost or won (like Xeron in AB campaign)
  4394. crossoverHeroes.push_back(hero);
  4395. }
  4396. }
  4397. // keep lost heroes which are in heroes pool
  4398. for(auto & heroPair : gs->hpool.heroesPool)
  4399. {
  4400. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4401. {
  4402. crossoverHeroes.push_back(heroPair.second.get());
  4403. }
  4404. }
  4405. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4406. //Request clients to change connection mode
  4407. PrepareForAdvancingCampaign pfac;
  4408. sendAndApply(&pfac);
  4409. //Change connection mode
  4410. if(getPlayer(player)->human && getStartInfo()->campState)
  4411. {
  4412. for(auto connection : conns)
  4413. connection->prepareForSendingHeroes();
  4414. }
  4415. UpdateCampaignState ucs;
  4416. ucs.camp = gs->scenarioOps->campState;
  4417. sendAndApply(&ucs);
  4418. }
  4419. }
  4420. }
  4421. else
  4422. {
  4423. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4424. auto hlp = p->heroes;
  4425. for(auto h : hlp) //eliminate heroes
  4426. {
  4427. if(h.get())
  4428. removeObject(h);
  4429. }
  4430. //player lost -> all his objects become unflagged (neutral)
  4431. for (auto obj : gs->map->objects) //unflag objs
  4432. {
  4433. if(obj.get() && obj->tempOwner == player)
  4434. setOwner(obj, PlayerColor::NEUTRAL);
  4435. }
  4436. //eliminating one player may cause victory of another:
  4437. std::set<PlayerColor> playerColors;
  4438. //do not copy player state (CBonusSystemNode) by value
  4439. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4440. {
  4441. if (p.first != player)
  4442. playerColors.insert(p.first);
  4443. }
  4444. //notify all players
  4445. for (auto pc : playerColors)
  4446. {
  4447. if (gs->getPlayer(pc)->status == EPlayerStatus::INGAME)
  4448. {
  4449. InfoWindow iw;
  4450. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4451. iw.player = pc;
  4452. sendAndApply(&iw);
  4453. }
  4454. }
  4455. checkVictoryLossConditions(playerColors);
  4456. }
  4457. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4458. // If we are called before the actual game start, there might be no current player
  4459. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4460. {
  4461. // If player making turn has lost his turn must be over as well
  4462. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4463. }
  4464. }
  4465. }
  4466. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4467. {
  4468. out.player = player;
  4469. out.text.clear();
  4470. out.text << victoryLossCheckResult.messageToSelf;
  4471. // hackish, insert one player-specific string, if applicable
  4472. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4473. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4474. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4475. }
  4476. bool CGameHandler::dig( const CGHeroInstance *h )
  4477. {
  4478. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4479. {
  4480. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4481. {
  4482. complain("Cannot dig - there is already a hole under the hero!");
  4483. return false;
  4484. }
  4485. }
  4486. if(h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4487. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4488. //create a hole
  4489. NewObject no;
  4490. no.ID = Obj::HOLE;
  4491. no.pos = h->getPosition();
  4492. no.subID = 0;
  4493. sendAndApply(&no);
  4494. //take MPs
  4495. SetMovePoints smp;
  4496. smp.hid = h->id;
  4497. smp.val = 0;
  4498. sendAndApply(&smp);
  4499. InfoWindow iw;
  4500. iw.player = h->tempOwner;
  4501. if(gs->map->grailPos == h->getPosition())
  4502. {
  4503. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4504. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4505. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4506. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4507. sendAndApply(&iw);
  4508. iw.soundID = soundBase::invalid;
  4509. iw.text.clear();
  4510. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4511. sendAndApply(&iw);
  4512. }
  4513. else
  4514. {
  4515. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4516. iw.soundID = soundBase::Dig;
  4517. sendAndApply(&iw);
  4518. }
  4519. return true;
  4520. }
  4521. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4522. {
  4523. if(attacker->hasBonusOfType(attackMode))
  4524. {
  4525. std::set<SpellID> spellsToCast;
  4526. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4527. for(const Bonus *sf : *spells)
  4528. {
  4529. spellsToCast.insert (SpellID(sf->subtype));
  4530. }
  4531. for(SpellID spellID : spellsToCast)
  4532. {
  4533. const CStack * oneOfAttacked = nullptr;
  4534. for (auto & elem : bat.bsa)
  4535. {
  4536. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4537. {
  4538. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4539. break;
  4540. }
  4541. }
  4542. bool castMe = false;
  4543. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4544. return;
  4545. int spellLevel = 0;
  4546. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4547. for(const Bonus *sf : *spellsByType)
  4548. {
  4549. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4550. int meleeRanged = sf->additionalInfo / 1000;
  4551. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4552. castMe = true;
  4553. }
  4554. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4555. vstd::amin (chance, 100);
  4556. const CSpell * spell = SpellID(spellID).toSpell();
  4557. if(gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4558. continue;
  4559. //check if spell should be cast (probability handling)
  4560. if(gs->getRandomGenerator().nextInt(99) >= chance)
  4561. continue;
  4562. //casting
  4563. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4564. {
  4565. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4566. parameters.spellLvl = spellLevel;
  4567. parameters.effectLevel = spellLevel;
  4568. parameters.aimToStack(oneOfAttacked);
  4569. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4570. parameters.selectedStack = nullptr;
  4571. spell->battleCast(spellEnv, parameters);
  4572. }
  4573. }
  4574. }
  4575. }
  4576. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4577. {
  4578. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4579. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4580. }
  4581. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4582. {
  4583. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4584. if (!attacker) //could be already dead
  4585. return;
  4586. auto cast = [=](SpellID spellID, int power)
  4587. {
  4588. const CSpell * spell = SpellID(spellID).toSpell();
  4589. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4590. parameters.spellLvl = 0;
  4591. parameters.effectLevel = 0;
  4592. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4593. parameters.effectPower = power;
  4594. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4595. parameters.selectedStack = nullptr;
  4596. spell->battleCast(this->spellEnv, parameters);
  4597. };
  4598. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4599. if(bat.bsa.at(0).newAmount <= 0)
  4600. {
  4601. //don't try death stare or acid breath on dead stack (crash!)
  4602. return;
  4603. }
  4604. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4605. {
  4606. // mechanics of Death Stare as in H3:
  4607. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4608. //original formula x = min(x, (gorgons_count + 9)/10);
  4609. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4610. vstd::amin(chanceToKill, 1); //cap at 100%
  4611. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4612. std::mt19937 rng(std::time(nullptr));
  4613. int staredCreatures = distribution(rng);
  4614. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4615. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4616. vstd::amin(staredCreatures, maxToKill);
  4617. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4618. if (staredCreatures)
  4619. {
  4620. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4621. cast(SpellID::DEATH_STARE, staredCreatures);
  4622. }
  4623. }
  4624. int acidDamage = 0;
  4625. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4626. for(const Bonus *b : *acidBreath)
  4627. {
  4628. if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
  4629. acidDamage += b->val;
  4630. }
  4631. if (acidDamage)
  4632. {
  4633. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4634. }
  4635. }
  4636. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4637. {
  4638. const CSpell *s = spellID.toSpell();
  4639. AdventureSpellCastParameters p;
  4640. p.caster = h;
  4641. p.pos = pos;
  4642. return s->adventureCast(spellEnv, p);
  4643. }
  4644. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4645. {
  4646. if (!t.visitableObjects.empty())
  4647. {
  4648. //to prevent self-visiting heroes on space press
  4649. if(t.visitableObjects.back() != h)
  4650. objectVisited(t.visitableObjects.back(), h);
  4651. else if(t.visitableObjects.size() > 1)
  4652. objectVisited(*(t.visitableObjects.end()-2),h);
  4653. }
  4654. }
  4655. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4656. {
  4657. int oldCount = hero->getStackCount(slot);
  4658. if(oldCount < count)
  4659. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4660. else if(oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4661. COMPLAIN_RET("Cannot sacrifice last creature!");
  4662. int crid = hero->getStack(slot).type->idNumber;
  4663. changeStackCount(StackLocation(hero, slot), -count);
  4664. int dump, exp;
  4665. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4666. exp *= count;
  4667. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4668. return true;
  4669. }
  4670. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4671. {
  4672. ArtifactLocation al(hero, slot);
  4673. const CArtifactInstance *a = al.getArt();
  4674. if(!a)
  4675. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4676. int dmp, expToGive;
  4677. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4678. removeArtifact(al);
  4679. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4680. return true;
  4681. }
  4682. void CGameHandler::makeStackDoNothing(const CStack * next)
  4683. {
  4684. BattleAction doNothing;
  4685. doNothing.actionType = Battle::NO_ACTION;
  4686. doNothing.additionalInfo = 0;
  4687. doNothing.destinationTile = -1;
  4688. doNothing.side = !next->attackerOwned;
  4689. doNothing.stackNumber = next->ID;
  4690. makeAutomaticAction(next, doNothing);
  4691. }
  4692. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4693. {
  4694. if(sl.army->hasStackAtSlot(sl.slot))
  4695. COMPLAIN_RET("Slot is already taken!");
  4696. if(!sl.slot.validSlot())
  4697. COMPLAIN_RET("Cannot insert stack to that slot!");
  4698. InsertNewStack ins;
  4699. ins.sl = sl;
  4700. ins.stack = CStackBasicDescriptor(c, count);
  4701. sendAndApply(&ins);
  4702. return true;
  4703. }
  4704. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4705. {
  4706. if(!sl.army->hasStackAtSlot(sl.slot))
  4707. COMPLAIN_RET("Cannot find a stack to erase");
  4708. if(sl.army->stacksCount() == 1 //from the last stack
  4709. && sl.army->needsLastStack() //that must be left
  4710. && !forceRemoval) //ignore above conditions if we are forcing removal
  4711. {
  4712. COMPLAIN_RET("Cannot erase the last stack!");
  4713. }
  4714. EraseStack es;
  4715. es.sl = sl;
  4716. sendAndApply(&es);
  4717. return true;
  4718. }
  4719. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4720. {
  4721. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4722. if((absoluteValue && count < 0)
  4723. || (!absoluteValue && -count > currentCount))
  4724. {
  4725. COMPLAIN_RET("Cannot take more stacks than present!");
  4726. }
  4727. if((currentCount == -count && !absoluteValue)
  4728. || (!count && absoluteValue))
  4729. {
  4730. eraseStack(sl);
  4731. }
  4732. else
  4733. {
  4734. ChangeStackCount csc;
  4735. csc.sl = sl;
  4736. csc.count = count;
  4737. csc.absoluteValue = absoluteValue;
  4738. sendAndApply(&csc);
  4739. }
  4740. return true;
  4741. }
  4742. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4743. {
  4744. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4745. if(!slotC) //slot is empty
  4746. insertNewStack(sl, c, count);
  4747. else if(c == slotC)
  4748. changeStackCount(sl, count);
  4749. else
  4750. {
  4751. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4752. }
  4753. return true;
  4754. }
  4755. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4756. {
  4757. if(removeObjWhenFinished)
  4758. removeAfterVisit(src);
  4759. if(!src->canBeMergedWith(*dst, allowMerging))
  4760. {
  4761. if (allowMerging) //do that, add all matching creatures.
  4762. {
  4763. bool cont = true;
  4764. while (cont)
  4765. {
  4766. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4767. {
  4768. SlotID pos = dst->getSlotFor(i->second->type);
  4769. if(pos.validSlot())
  4770. {
  4771. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4772. cont = true;
  4773. break; //or iterator crashes
  4774. }
  4775. cont = false;
  4776. }
  4777. }
  4778. }
  4779. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4780. }
  4781. else //merge
  4782. {
  4783. moveArmy(src, dst, allowMerging);
  4784. }
  4785. }
  4786. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4787. {
  4788. if(!src.army->hasStackAtSlot(src.slot))
  4789. COMPLAIN_RET("No stack to move!");
  4790. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4791. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4792. if(!dst.slot.validSlot())
  4793. COMPLAIN_RET("Cannot move stack to that slot!");
  4794. if(count == -1)
  4795. {
  4796. count = src.army->getStackCount(src.slot);
  4797. }
  4798. if(src.army != dst.army //moving away
  4799. && count == src.army->getStackCount(src.slot) //all creatures
  4800. && src.army->stacksCount() == 1 //from the last stack
  4801. && src.army->needsLastStack()) //that must be left
  4802. {
  4803. COMPLAIN_RET("Cannot move away the last creature!");
  4804. }
  4805. RebalanceStacks rs;
  4806. rs.src = src;
  4807. rs.dst = dst;
  4808. rs.count = count;
  4809. sendAndApply(&rs);
  4810. return true;
  4811. }
  4812. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4813. {
  4814. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4815. return moveStack(sl2, sl1);
  4816. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4817. return moveStack(sl1, sl2);
  4818. else
  4819. {
  4820. SwapStacks ss;
  4821. ss.sl1 = sl1;
  4822. ss.sl2 = sl2;
  4823. sendAndApply(&ss);
  4824. return true;
  4825. }
  4826. }
  4827. void CGameHandler::runBattle()
  4828. {
  4829. setBattle(gs->curB);
  4830. assert(gs->curB);
  4831. //TODO: pre-tactic stuff, call scripts etc.
  4832. //tactic round
  4833. {
  4834. while(gs->curB->tacticDistance && !battleResult.get())
  4835. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4836. }
  4837. //spells opening battle
  4838. for(int i = 0; i < 2; ++i)
  4839. {
  4840. auto h = gs->curB->battleGetFightingHero(i);
  4841. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4842. {
  4843. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4844. for (Bonus *b : *bl)
  4845. {
  4846. const CSpell * spell = SpellID(b->subtype).toSpell();
  4847. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4848. parameters.spellLvl = 3;
  4849. parameters.effectLevel = 3;
  4850. parameters.aimToHex(BattleHex::INVALID);
  4851. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4852. parameters.selectedStack = nullptr;
  4853. parameters.enchantPower = b->val;
  4854. spell->battleCast(spellEnv, parameters);
  4855. }
  4856. }
  4857. }
  4858. //main loop
  4859. while(!battleResult.get()) //till the end of the battle ;]
  4860. {
  4861. NEW_ROUND;
  4862. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4863. for(auto &obstPtr : obstacles)
  4864. {
  4865. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4866. if(sco->turnsRemaining == 0)
  4867. removeObstacle(*obstPtr);
  4868. }
  4869. const BattleInfo & curB = *gs->curB;
  4870. //stack loop
  4871. const CStack *next;
  4872. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4873. {
  4874. std::set <const CStack *> stacksToRemove;
  4875. for(auto stack : curB.stacks)
  4876. {
  4877. if(vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  4878. stacksToRemove.insert(stack);
  4879. }
  4880. for(auto stack : stacksToRemove)
  4881. {
  4882. BattleStacksRemoved bsr;
  4883. bsr.stackIDs.insert(stack->ID);
  4884. sendAndApply(&bsr);
  4885. }
  4886. //check for bad morale => freeze
  4887. int nextStackMorale = next->MoraleVal();
  4888. if( nextStackMorale < 0 &&
  4889. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4890. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4891. )
  4892. {
  4893. if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4894. {
  4895. //unit loses its turn - empty freeze action
  4896. BattleAction ba;
  4897. ba.actionType = Battle::BAD_MORALE;
  4898. ba.additionalInfo = 1;
  4899. ba.side = !next->attackerOwned;
  4900. ba.stackNumber = next->ID;
  4901. makeAutomaticAction(next, ba);
  4902. continue;
  4903. }
  4904. }
  4905. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4906. { //fixme: stack should not attack itself
  4907. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4908. if(attackInfo.first != nullptr)
  4909. {
  4910. BattleAction attack;
  4911. attack.actionType = Battle::WALK_AND_ATTACK;
  4912. attack.side = !next->attackerOwned;
  4913. attack.stackNumber = next->ID;
  4914. attack.additionalInfo = attackInfo.first->position;
  4915. attack.destinationTile = attackInfo.second;
  4916. makeAutomaticAction(next, attack);
  4917. }
  4918. else
  4919. {
  4920. makeStackDoNothing(next);
  4921. }
  4922. continue;
  4923. }
  4924. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4925. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  4926. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  4927. {
  4928. BattleAction attack;
  4929. attack.actionType = Battle::SHOOT;
  4930. attack.side = !next->attackerOwned;
  4931. attack.stackNumber = next->ID;
  4932. for(auto & elem : gs->curB->stacks)
  4933. {
  4934. if(elem->owner != next->owner && elem->isValidTarget())
  4935. {
  4936. attack.destinationTile = elem->position;
  4937. break;
  4938. }
  4939. }
  4940. makeAutomaticAction(next, attack);
  4941. continue;
  4942. }
  4943. if(next->getCreature()->idNumber == CreatureID::CATAPULT)
  4944. {
  4945. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  4946. if(attackableBattleHexes.empty())
  4947. {
  4948. makeStackDoNothing(next);
  4949. continue;
  4950. }
  4951. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  4952. {
  4953. BattleAction attack;
  4954. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  4955. gs->getRandomGenerator());
  4956. attack.actionType = Battle::CATAPULT;
  4957. attack.additionalInfo = 0;
  4958. attack.side = !next->attackerOwned;
  4959. attack.stackNumber = next->ID;
  4960. makeAutomaticAction(next, attack);
  4961. continue;
  4962. }
  4963. }
  4964. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  4965. {
  4966. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  4967. {
  4968. return s->owner == next->owner && s->canBeHealed();
  4969. });
  4970. if(!possibleStacks.size())
  4971. {
  4972. makeStackDoNothing(next);
  4973. continue;
  4974. }
  4975. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  4976. {
  4977. range::random_shuffle(possibleStacks);
  4978. const CStack * toBeHealed = possibleStacks.front();
  4979. BattleAction heal;
  4980. heal.actionType = Battle::STACK_HEAL;
  4981. heal.additionalInfo = 0;
  4982. heal.destinationTile = toBeHealed->position;
  4983. heal.side = !next->attackerOwned;
  4984. heal.stackNumber = next->ID;
  4985. makeAutomaticAction(next, heal);
  4986. continue;
  4987. }
  4988. }
  4989. int numberOfAsks = 1;
  4990. bool breakOuter = false;
  4991. do
  4992. {//ask interface and wait for answer
  4993. if(!battleResult.get())
  4994. {
  4995. stackTurnTrigger(next); //various effects
  4996. if (vstd::contains(next->state, EBattleStackState::FEAR))
  4997. {
  4998. makeStackDoNothing(next); //end immediately if stack was affected by fear
  4999. }
  5000. else
  5001. {
  5002. logGlobal->traceStream() << "Activating " << next->nodeName();
  5003. auto nextId = next->ID;
  5004. BattleSetActiveStack sas;
  5005. sas.stack = nextId;
  5006. sendAndApply(&sas);
  5007. auto actionWasMade = [&]() -> bool
  5008. {
  5009. if(battleMadeAction.data)//active stack has made its action
  5010. return true;
  5011. if(battleResult.get())// battle is finished
  5012. return true;
  5013. if(next == nullptr)//active stack was been removed
  5014. return true;
  5015. return !next->alive();//active stack is dead
  5016. };
  5017. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5018. battleMadeAction.data = false;
  5019. while(!actionWasMade())
  5020. {
  5021. battleMadeAction.cond.wait(lock);
  5022. if(battleGetStackByID(nextId, false) != next)
  5023. next = nullptr; //it may be removed, while we wait
  5024. }
  5025. }
  5026. }
  5027. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5028. {
  5029. breakOuter = true;
  5030. break;
  5031. }
  5032. //we're after action, all results applied
  5033. checkBattleStateChanges(); //check if this action ended the battle
  5034. if(next != nullptr)
  5035. {
  5036. //check for good morale
  5037. nextStackMorale = next->MoraleVal();
  5038. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5039. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5040. && !next->waited()
  5041. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5042. && next->alive()
  5043. && nextStackMorale > 0
  5044. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5045. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5046. )
  5047. {
  5048. if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5049. {
  5050. BattleTriggerEffect bte;
  5051. bte.stackID = next->ID;
  5052. bte.effect = Bonus::MORALE;
  5053. bte.val = 1;
  5054. bte.additionalInfo = 0;
  5055. sendAndApply(&bte); //play animation
  5056. ++numberOfAsks; //move this stack once more
  5057. }
  5058. }
  5059. }
  5060. --numberOfAsks;
  5061. } while (numberOfAsks > 0);
  5062. if (breakOuter)
  5063. {
  5064. break;
  5065. }
  5066. }
  5067. }
  5068. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5069. }
  5070. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5071. {
  5072. BattleSetActiveStack bsa;
  5073. bsa.stack = stack->ID;
  5074. bsa.askPlayerInterface = false;
  5075. sendAndApply(&bsa);
  5076. bool ret = makeBattleAction(ba);
  5077. checkBattleStateChanges();
  5078. return ret;
  5079. }
  5080. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5081. {
  5082. assert(a->artType);
  5083. ArtifactLocation al;
  5084. al.artHolder = const_cast<CGHeroInstance*>(h);
  5085. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5086. if(pos < 0)
  5087. {
  5088. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5089. slot = a->firstAvailableSlot(h);
  5090. else
  5091. slot = a->firstBackpackSlot(h);
  5092. }
  5093. else
  5094. {
  5095. slot = pos;
  5096. }
  5097. al.slot = slot;
  5098. if(slot < 0 || !a->canBePutAt(al))
  5099. {
  5100. complain("Cannot put artifact in that slot!");
  5101. return;
  5102. }
  5103. putArtifact(al, a);
  5104. }
  5105. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5106. {
  5107. PutArtifact pa;
  5108. pa.art = a;
  5109. pa.al = al;
  5110. sendAndApply(&pa);
  5111. }
  5112. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5113. {
  5114. CArtifactInstance *a = nullptr;
  5115. if(!artType->constituents)
  5116. {
  5117. a = new CArtifactInstance();
  5118. }
  5119. else
  5120. {
  5121. a = new CCombinedArtifactInstance();
  5122. }
  5123. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5124. NewArtifact na;
  5125. na.art = a;
  5126. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5127. giveHeroArtifact(h, a, pos);
  5128. }
  5129. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5130. {
  5131. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5132. if(battleResult.data)
  5133. {
  5134. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5135. % battleResult.data->result % resultType).str());
  5136. return;
  5137. }
  5138. auto br = new BattleResult;
  5139. br->result = resultType;
  5140. br->winner = victoriusSide; //surrendering side loses
  5141. gs->curB->calculateCasualties(br->casualties);
  5142. battleResult.data = br;
  5143. }
  5144. void CGameHandler::commitPackage( CPackForClient *pack )
  5145. {
  5146. sendAndApply(pack);
  5147. }
  5148. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5149. {
  5150. std::vector<int3>::iterator tile;
  5151. std::vector<int3> tiles;
  5152. getFreeTiles(tiles);
  5153. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5154. std::random_shuffle(tiles.begin(), tiles.end());
  5155. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5156. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5157. for (int i = 0; i < amount; ++i)
  5158. {
  5159. tile = tiles.begin();
  5160. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5161. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5162. tiles.erase(tile); //not use it again
  5163. }
  5164. }
  5165. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5166. {
  5167. ObstaclesRemoved obsRem;
  5168. obsRem.obstacles.insert(obstacle.uniqueID);
  5169. sendAndApply(&obsRem);
  5170. }
  5171. void CGameHandler::synchronizeArtifactHandlerLists()
  5172. {
  5173. UpdateArtHandlerLists uahl;
  5174. uahl.treasures = VLC->arth->treasures;
  5175. uahl.minors = VLC->arth->minors;
  5176. uahl.majors = VLC->arth->majors;
  5177. uahl.relics = VLC->arth->relics;
  5178. sendAndApply(&uahl);
  5179. }
  5180. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5181. {
  5182. return vstd::contains(gs->map->objects, obj);
  5183. }
  5184. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5185. {
  5186. if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5187. return false;
  5188. auto query = queries.topQuery(player);
  5189. if(query && query->blocksPack(pack))
  5190. {
  5191. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5192. return true;
  5193. }
  5194. return false;
  5195. }
  5196. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5197. {
  5198. //If the object is being visited, there must be a matching query
  5199. for(const auto &query : queries.allQueries())
  5200. {
  5201. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5202. {
  5203. if(someVistQuery->visitedObject == object)
  5204. {
  5205. someVistQuery->removeObjectAfterVisit = true;
  5206. return;
  5207. }
  5208. }
  5209. };
  5210. //If we haven't returned so far, there is no query and no visit, call was wrong
  5211. assert("This function needs to be called during the object visit!");
  5212. }
  5213. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5214. {
  5215. std::unordered_set<int3, ShashInt3> tiles;
  5216. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5217. if (hide)
  5218. {
  5219. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5220. auto p = gs->getPlayer(player);
  5221. for (auto h : p->heroes)
  5222. {
  5223. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5224. }
  5225. for (auto t : p->towns)
  5226. {
  5227. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5228. }
  5229. for (auto tile : observedTiles)
  5230. vstd::erase_if_present (tiles, tile);
  5231. }
  5232. changeFogOfWar(tiles, player, hide);
  5233. }
  5234. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5235. {
  5236. FoWChange fow;
  5237. fow.tiles = tiles;
  5238. fow.player = player;
  5239. fow.mode = hide? 0 : 1;
  5240. sendAndApply(&fow);
  5241. }
  5242. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5243. {
  5244. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5245. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5246. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5247. return true;
  5248. }
  5249. void CGameHandler::duelFinished()
  5250. {
  5251. auto si = getStartInfo();
  5252. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5253. int casualtiesPoints = 0;
  5254. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5255. % (int)battleResult.data->winner;
  5256. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5257. {
  5258. const CCreature *c = VLC->creh->creatures[elem.first];
  5259. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5260. casualtiesPoints += c->AIValue * elem.second;
  5261. }
  5262. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5263. time_t timeNow;
  5264. time(&timeNow);
  5265. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5266. if(out)
  5267. {
  5268. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5269. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5270. % asctime(localtime(&timeNow));
  5271. }
  5272. else
  5273. {
  5274. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5275. }
  5276. CSaveFile resultFile("result.vdrst");
  5277. resultFile << *battleResult.data;
  5278. BattleResultsApplied resultsApplied;
  5279. resultsApplied.player1 = finishingBattle->victor;
  5280. resultsApplied.player2 = finishingBattle->loser;
  5281. sendAndApply(&resultsApplied);
  5282. return;
  5283. }
  5284. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5285. army(_army)
  5286. {
  5287. heroWithDeadCommander = ObjectInstanceID();
  5288. PlayerColor color = army->tempOwner;
  5289. if(color == PlayerColor::UNFLAGGABLE)
  5290. color = PlayerColor::NEUTRAL;
  5291. for(CStack *st : bat->stacks)
  5292. {
  5293. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5294. continue;
  5295. if (st->owner != color) //remove only our stacks
  5296. continue;
  5297. logGlobal->debugStream() << "Calculating casualties for " << st->nodeName();
  5298. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5299. st->count = std::max (0, st->count - st->resurrected);
  5300. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5301. {
  5302. //do nothing
  5303. logGlobal->debug("Ignored arrow towers stack.");
  5304. }
  5305. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5306. {
  5307. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5308. if(warMachine == ArtifactID::NONE)
  5309. {
  5310. logGlobal->errorStream() << "Invalid creature in war machine virtual slot: " << st->nodeName();
  5311. }
  5312. //catapult artifact remain even if "creature" killed in siege
  5313. else if(warMachine != ArtifactID::CATAPULT && !st->count)
  5314. {
  5315. logGlobal->debug("War machine has been destroyed");
  5316. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5317. if (hero)
  5318. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5319. else
  5320. logGlobal->error("War machine in army without hero");
  5321. }
  5322. }
  5323. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5324. {
  5325. if(st->alive() && st->count > 0)
  5326. {
  5327. logGlobal->debugStream() << "Permanently summoned " << st->count << " units.";
  5328. const CreatureID summonedType = st->type->idNumber;
  5329. summoned[summonedType] += st->count;
  5330. }
  5331. }
  5332. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5333. {
  5334. if(nullptr == st->base)
  5335. {
  5336. logGlobal->error("Stack with no base in commander slot.");
  5337. }
  5338. else
  5339. {
  5340. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5341. if(c)
  5342. {
  5343. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5344. if (h && h->commander == c)
  5345. {
  5346. logGlobal->debug("Commander is dead.");
  5347. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5348. }
  5349. }
  5350. else
  5351. logGlobal->error("Stack with invalid instance in commander slot.");
  5352. }
  5353. }
  5354. else if(st->base && !army->slotEmpty(st->slot))
  5355. {
  5356. if(st->count == 0 || !st->alive())
  5357. {
  5358. logGlobal->debug("Stack has been destroyed.");
  5359. StackLocation sl(army, st->slot);
  5360. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5361. }
  5362. else if(st->count < army->getStackCount(st->slot))
  5363. {
  5364. logGlobal->debugStream() << "Stack lost " << (army->getStackCount(st->slot) - st->count) << " units.";
  5365. StackLocation sl(army, st->slot);
  5366. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5367. }
  5368. }
  5369. else
  5370. {
  5371. logGlobal->warnStream() << "Unable to process stack: " << st->nodeName();
  5372. }
  5373. }
  5374. }
  5375. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5376. {
  5377. for(TStackAndItsNewCount &ncount : newStackCounts)
  5378. {
  5379. if(ncount.second > 0)
  5380. gh->changeStackCount(ncount.first, ncount.second, true);
  5381. else
  5382. gh->eraseStack(ncount.first, true);
  5383. }
  5384. for(auto summoned_iter : summoned)
  5385. {
  5386. SlotID slot = army->getSlotFor(summoned_iter.first);
  5387. if(slot.validSlot())
  5388. {
  5389. StackLocation location(army, slot);
  5390. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5391. }
  5392. else
  5393. {
  5394. //even if it will be possible to summon anything permanently it should be checked for free slot
  5395. //necromancy is handled separately
  5396. gh->complain("No free slot to put summoned creature");
  5397. }
  5398. }
  5399. for (auto al : removedWarMachines)
  5400. {
  5401. gh->removeArtifact(al);
  5402. }
  5403. if (heroWithDeadCommander != ObjectInstanceID())
  5404. {
  5405. SetCommanderProperty scp;
  5406. scp.heroid = heroWithDeadCommander;
  5407. scp.which = SetCommanderProperty::ALIVE;
  5408. scp.amount = 0;
  5409. gh->sendAndApply (&scp);
  5410. }
  5411. }
  5412. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5413. {
  5414. assert(Query->result);
  5415. assert(Query->bi);
  5416. auto &result = *Query->result;
  5417. auto &info = *Query->bi;
  5418. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5419. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5420. victor = info.sides[result.winner].color;
  5421. loser = info.sides[!result.winner].color;
  5422. duel = Duel;
  5423. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5424. }
  5425. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5426. {
  5427. winnerHero = loserHero = nullptr;
  5428. }
  5429. ///ServerSpellCastEnvironment
  5430. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5431. {
  5432. }
  5433. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5434. {
  5435. gh->sendAndApply(info);
  5436. }
  5437. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5438. {
  5439. return gh->gameState()->getRandomGenerator();
  5440. }
  5441. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5442. {
  5443. gh->complain(problem);
  5444. }
  5445. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5446. {
  5447. return gh;
  5448. }
  5449. const CMap * ServerSpellCastEnvironment::getMap() const
  5450. {
  5451. return gh->gameState()->map;
  5452. }
  5453. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5454. {
  5455. return gh->moveHero(hid, dst, teleporting, false, asker);
  5456. }