CGameHandler.cpp 195 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/CSpellHandler.h"
  21. #include "../lib/spells/ISpellMechanics.h"
  22. #include "../lib/CGeneralTextHandler.h"
  23. #include "../lib/CTownHandler.h"
  24. #include "../lib/CCreatureHandler.h"
  25. #include "../lib/CGameState.h"
  26. #include "../lib/CStack.h"
  27. #include "../lib/battle/BattleInfo.h"
  28. #include "../lib/CondSh.h"
  29. #include "../lib/NetPacks.h"
  30. #include "../lib/VCMI_Lib.h"
  31. #include "../lib/mapping/CMap.h"
  32. #include "../lib/rmg/CMapGenOptions.h"
  33. #include "../lib/VCMIDirs.h"
  34. #include "../lib/ScopeGuard.h"
  35. #include "../lib/CSoundBase.h"
  36. #include "CGameHandler.h"
  37. #include "CVCMIServer.h"
  38. #include "../lib/CCreatureSet.h"
  39. #include "../lib/CThreadHelper.h"
  40. #include "../lib/GameConstants.h"
  41. #include "../lib/registerTypes/RegisterTypes.h"
  42. #include "../lib/serializer/CTypeList.h"
  43. #include "../lib/serializer/Connection.h"
  44. #ifndef _MSC_VER
  45. #include <boost/thread/xtime.hpp>
  46. #endif
  47. extern std::atomic<bool> serverShuttingDown;
  48. #ifdef min
  49. #undef min
  50. #endif
  51. #ifdef max
  52. #undef max
  53. #endif
  54. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  55. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  56. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  57. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  58. class ServerSpellCastEnvironment: public SpellCastEnvironment
  59. {
  60. public:
  61. ServerSpellCastEnvironment(CGameHandler * gh);
  62. ~ServerSpellCastEnvironment(){};
  63. void sendAndApply(CPackForClient * info) const override;
  64. CRandomGenerator & getRandomGenerator() const override;
  65. void complain(const std::string & problem) const override;
  66. const CMap * getMap() const override;
  67. const CGameInfoCallback * getCb() const override;
  68. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;
  69. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;
  70. private:
  71. mutable CGameHandler * gh;
  72. };
  73. CondSh<bool> battleMadeAction(false);
  74. CondSh<BattleResult *> battleResult(nullptr);
  75. template <typename T> class CApplyOnGH;
  76. class CBaseForGHApply
  77. {
  78. public:
  79. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  80. virtual ~CBaseForGHApply(){}
  81. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  82. {
  83. return new CApplyOnGH<U>();
  84. }
  85. };
  86. template <typename T> class CApplyOnGH : public CBaseForGHApply
  87. {
  88. public:
  89. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  90. {
  91. T *ptr = static_cast<T*>(pack);
  92. ptr->c = c;
  93. ptr->player = player;
  94. return ptr->applyGh(gh);
  95. }
  96. };
  97. template <>
  98. class CApplyOnGH<CPack> : public CBaseForGHApply
  99. {
  100. public:
  101. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  102. {
  103. logGlobal->error("Cannot apply on GH plain CPack!");
  104. assert(0);
  105. return false;
  106. }
  107. };
  108. static CApplier<CBaseForGHApply> *applier = nullptr;
  109. CMP_stack cmpst ;
  110. static inline double distance(int3 a, int3 b)
  111. {
  112. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  113. }
  114. static void giveExp(BattleResult &r)
  115. {
  116. if (r.winner > 1)
  117. {
  118. // draw
  119. return;
  120. }
  121. r.exp[0] = 0;
  122. r.exp[1] = 0;
  123. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  124. {
  125. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  126. }
  127. }
  128. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  129. {
  130. int x = targetPosition.getX();
  131. int y = targetPosition.getY();
  132. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  133. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  134. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  135. else
  136. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  137. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  138. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  139. {
  140. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  141. {
  142. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  143. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  144. }
  145. else
  146. { //add back-side guardians for two-hex target, side guardians for one-hex
  147. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  148. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  149. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  150. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  151. else if (targetIsTwoHex)//front-side guardians for two-hex target
  152. {
  153. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  155. if (x > 3) //back guard for two-hex
  156. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  157. }
  158. }
  159. }
  160. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  161. {
  162. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  163. {
  164. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  165. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  166. }
  167. else
  168. {
  169. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  170. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  171. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  172. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  173. else if (targetIsTwoHex)
  174. {
  175. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  177. if (x < GameConstants::BFIELD_WIDTH - 4)
  178. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  179. }
  180. }
  181. }
  182. else if (!targetIsAttacker && y % 2 == 0)
  183. {
  184. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  185. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  186. }
  187. else if (targetIsAttacker && y % 2 == 1)
  188. {
  189. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  190. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  191. }
  192. }
  193. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  194. {
  195. boost::unique_lock<boost::mutex> l(mx);
  196. if (players.find(player) != players.end())
  197. {
  198. return players.at(player);
  199. }
  200. else
  201. {
  202. throw std::runtime_error("No such player!");
  203. }
  204. }
  205. void PlayerStatuses::addPlayer(PlayerColor player)
  206. {
  207. boost::unique_lock<boost::mutex> l(mx);
  208. players[player];
  209. }
  210. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  211. {
  212. boost::unique_lock<boost::mutex> l(mx);
  213. if (players.find(player) != players.end())
  214. {
  215. return players[player].*flag;
  216. }
  217. else
  218. {
  219. throw std::runtime_error("No such player!");
  220. }
  221. }
  222. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  223. {
  224. boost::unique_lock<boost::mutex> l(mx);
  225. if (players.find(player) != players.end())
  226. {
  227. players[player].*flag = val;
  228. }
  229. else
  230. {
  231. throw std::runtime_error("No such player!");
  232. }
  233. cv.notify_all();
  234. }
  235. template <typename T>
  236. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  237. {
  238. fun(args[which]);
  239. }
  240. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  241. {
  242. changeSecSkill(hero, skill, 1, 0);
  243. expGiven(hero);
  244. }
  245. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  246. {
  247. // required exp for at least 1 lvl-up hasn't been reached
  248. if (!hero->gainsLevel())
  249. {
  250. return;
  251. }
  252. // give primary skill
  253. logGlobal->trace("%s got level %d", hero->name, hero->level);
  254. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  255. SetPrimSkill sps;
  256. sps.id = hero->id;
  257. sps.which = primarySkill;
  258. sps.abs = false;
  259. sps.val = 1;
  260. sendAndApply(&sps);
  261. PrepareHeroLevelUp pre;
  262. pre.hero = hero;
  263. sendAndApply(&pre);
  264. HeroLevelUp hlu;
  265. hlu.hero = hero;
  266. hlu.primskill = primarySkill;
  267. hlu.skills = pre.skills;
  268. if (hlu.skills.size() == 0)
  269. {
  270. sendAndApply(&hlu);
  271. levelUpHero(hero);
  272. }
  273. else if (hlu.skills.size() == 1)
  274. {
  275. sendAndApply(&hlu);
  276. levelUpHero(hero, pre.skills.front());
  277. }
  278. else if (hlu.skills.size() > 1)
  279. {
  280. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu);
  281. hlu.queryID = levelUpQuery->queryID;
  282. queries.addQuery(levelUpQuery);
  283. sendAndApply(&hlu);
  284. //level up will be called on query reply
  285. }
  286. }
  287. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  288. {
  289. SetCommanderProperty scp;
  290. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  291. if (hero)
  292. scp.heroid = hero->id;
  293. else
  294. {
  295. complain ("Commander is not led by hero!");
  296. return;
  297. }
  298. scp.accumulatedBonus.subtype = 0;
  299. scp.accumulatedBonus.additionalInfo = 0;
  300. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  301. scp.accumulatedBonus.turnsRemain = 0;
  302. scp.accumulatedBonus.source = Bonus::COMMANDER;
  303. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  304. if (skill <= ECommander::SPELL_POWER)
  305. {
  306. scp.which = SetCommanderProperty::BONUS;
  307. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  308. {
  309. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  310. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  311. };
  312. switch (skill)
  313. {
  314. case ECommander::ATTACK:
  315. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  316. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  317. break;
  318. case ECommander::DEFENSE:
  319. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  320. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  321. break;
  322. case ECommander::HEALTH:
  323. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  324. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  325. break;
  326. case ECommander::DAMAGE:
  327. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  328. scp.accumulatedBonus.subtype = 0;
  329. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  330. break;
  331. case ECommander::SPEED:
  332. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  333. break;
  334. case ECommander::SPELL_POWER:
  335. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  336. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  337. sendAndApply (&scp); //additional pack
  338. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  339. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  340. sendAndApply (&scp); //additional pack
  341. scp.accumulatedBonus.type = Bonus::CASTS;
  342. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  343. sendAndApply (&scp); //additional pack
  344. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  345. break;
  346. }
  347. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  348. sendAndApply (&scp);
  349. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  350. scp.additionalInfo = skill;
  351. scp.amount = c->secondarySkills.at(skill) + 1;
  352. sendAndApply (&scp);
  353. }
  354. else if (skill >= 100)
  355. {
  356. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  357. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  358. scp.additionalInfo = skill; //unnormalized
  359. sendAndApply (&scp);
  360. }
  361. expGiven(hero);
  362. }
  363. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  364. {
  365. if (!c->gainsLevel())
  366. {
  367. return;
  368. }
  369. CommanderLevelUp clu;
  370. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  371. if (hero)
  372. clu.hero = hero;
  373. else
  374. {
  375. complain ("Commander is not led by hero!");
  376. return;
  377. }
  378. //picking sec. skills for choice
  379. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  380. {
  381. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  382. clu.skills.push_back(i);
  383. }
  384. int i = 100;
  385. for (auto specialSkill : VLC->creh->skillRequirements)
  386. {
  387. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  388. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  389. && !vstd::contains (c->specialSKills, i))
  390. clu.skills.push_back (i);
  391. ++i;
  392. }
  393. int skillAmount = clu.skills.size();
  394. if (!skillAmount)
  395. {
  396. sendAndApply(&clu);
  397. levelUpCommander(c);
  398. }
  399. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  400. {
  401. sendAndApply(&clu);
  402. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  403. }
  404. else if (skillAmount > 1) //apply and ask for secondary skill
  405. {
  406. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu);
  407. clu.queryID = commanderLevelUp->queryID;
  408. queries.addQuery(commanderLevelUp);
  409. sendAndApply(&clu);
  410. }
  411. }
  412. void CGameHandler::expGiven(const CGHeroInstance *hero)
  413. {
  414. if (hero->gainsLevel())
  415. levelUpHero(hero);
  416. else if (hero->commander && hero->commander->gainsLevel())
  417. levelUpCommander(hero->commander);
  418. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  419. // levelUpCommander(hero->commander);
  420. // else
  421. // levelUpHero(hero);
  422. }
  423. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  424. {
  425. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  426. {
  427. if (gs->map->levelLimit != 0)
  428. {
  429. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  430. TExpType resultingExp = abs ? val : hero->exp + val;
  431. if (resultingExp > expLimit)
  432. {
  433. // set given experience to max possible, but don't decrease if hero already over top
  434. abs = true;
  435. val = std::max(expLimit, hero->exp);
  436. InfoWindow iw;
  437. iw.player = hero->tempOwner;
  438. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  439. iw.text.addReplacement(hero->name);
  440. sendAndApply(&iw);
  441. }
  442. }
  443. }
  444. SetPrimSkill sps;
  445. sps.id = hero->id;
  446. sps.which = which;
  447. sps.abs = abs;
  448. sps.val = val;
  449. sendAndApply(&sps);
  450. //only for exp - hero may level up
  451. if (which == PrimarySkill::EXPERIENCE)
  452. {
  453. if (hero->commander && hero->commander->alive)
  454. {
  455. //FIXME: trim experience according to map limit?
  456. SetCommanderProperty scp;
  457. scp.heroid = hero->id;
  458. scp.which = SetCommanderProperty::EXPERIENCE;
  459. scp.amount = val;
  460. sendAndApply (&scp);
  461. CBonusSystemNode::treeHasChanged();
  462. }
  463. expGiven(hero);
  464. }
  465. }
  466. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  467. {
  468. if(!hero)
  469. {
  470. logGlobal->error("changeSecSkill provided no hero");
  471. return;
  472. }
  473. SetSecSkill sss;
  474. sss.id = hero->id;
  475. sss.which = which;
  476. sss.val = val;
  477. sss.abs = abs;
  478. sendAndApply(&sss);
  479. if (which == SecondarySkill::WISDOM)
  480. {
  481. if (hero->visitedTown)
  482. giveSpells(hero->visitedTown, hero);
  483. }
  484. }
  485. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  486. {
  487. LOG_TRACE(logGlobal);
  488. //Fill BattleResult structure with exp info
  489. giveExp(*battleResult.data);
  490. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  491. {
  492. if (hero1)
  493. battleResult.data->exp[1] += 500;
  494. if (hero2)
  495. battleResult.data->exp[0] += 500;
  496. }
  497. if (hero1)
  498. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  499. if (hero2)
  500. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  501. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  502. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  503. const BattleResult::EResult result = battleResult.get()->result;
  504. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  505. {
  506. for (auto &q : queries.allQueries())
  507. {
  508. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  509. if (bq->bi == gs->curB)
  510. return bq;
  511. }
  512. return std::shared_ptr<CBattleQuery>();
  513. };
  514. auto battleQuery = findBattleQuery();
  515. if (!battleQuery)
  516. {
  517. logGlobal->error("Cannot find battle query!");
  518. }
  519. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  520. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  521. battleQuery->result = boost::make_optional(*battleResult.data);
  522. //Check how many battle queries were created (number of players blocked by battle)
  523. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  524. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  525. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  526. ChangeSpells cs; //for Eagle Eye
  527. if (finishingBattle->winnerHero)
  528. {
  529. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  530. {
  531. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  532. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  533. if (sp->level <= eagleEyeLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  534. cs.spells.insert(sp->id);
  535. }
  536. }
  537. std::vector<const CArtifactInstance *> arts; //display them in window
  538. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  539. {
  540. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  541. {
  542. arts.push_back(art);
  543. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  544. sendAndApply(ma);
  545. };
  546. if (finishingBattle->loserHero)
  547. {
  548. //TODO: wrap it into a function, somehow (boost::variant -_-)
  549. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  550. for (auto artSlot : artifactsWorn)
  551. {
  552. MoveArtifact ma;
  553. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  554. const CArtifactInstance * art = ma.src.getArt();
  555. if (art && !art->artType->isBig() &&
  556. art->artType->id != ArtifactID::SPELLBOOK)
  557. // don't move war machines or locked arts (spellbook)
  558. {
  559. sendMoveArtifact(art, &ma);
  560. }
  561. }
  562. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  563. {
  564. //we assume that no big artifacts can be found
  565. MoveArtifact ma;
  566. ma.src = ArtifactLocation(finishingBattle->loserHero,
  567. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  568. const CArtifactInstance * art = ma.src.getArt();
  569. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  570. {
  571. sendMoveArtifact(art, &ma);
  572. }
  573. }
  574. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  575. {
  576. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  577. for (auto artSlot : artifactsWorn)
  578. {
  579. MoveArtifact ma;
  580. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  581. const CArtifactInstance * art = ma.src.getArt();
  582. if (art && !art->artType->isBig())
  583. {
  584. sendMoveArtifact(art, &ma);
  585. }
  586. }
  587. }
  588. }
  589. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  590. {
  591. auto artifactsWorn = armySlot.second->artifactsWorn;
  592. for (auto artSlot : artifactsWorn)
  593. {
  594. MoveArtifact ma;
  595. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  596. const CArtifactInstance * art = ma.src.getArt();
  597. if (art && !art->artType->isBig())
  598. {
  599. sendMoveArtifact(art, &ma);
  600. }
  601. }
  602. }
  603. }
  604. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  605. if (arts.size()) //display loot
  606. {
  607. InfoWindow iw;
  608. iw.player = finishingBattle->winnerHero->tempOwner;
  609. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  610. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  611. {
  612. iw.components.push_back(Component(
  613. Component::ARTIFACT, art->artType->id,
  614. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  615. if (iw.components.size() >= 14)
  616. {
  617. sendAndApply(&iw);
  618. iw.components.clear();
  619. }
  620. }
  621. if (iw.components.size())
  622. {
  623. sendAndApply(&iw);
  624. }
  625. }
  626. //Eagle Eye secondary skill handling
  627. if (!cs.spells.empty())
  628. {
  629. cs.learn = 1;
  630. cs.hid = finishingBattle->winnerHero->id;
  631. InfoWindow iw;
  632. iw.player = finishingBattle->winnerHero->tempOwner;
  633. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  634. iw.text.addReplacement(finishingBattle->winnerHero->name);
  635. std::ostringstream names;
  636. for (int i = 0; i < cs.spells.size(); i++)
  637. {
  638. names << "%s";
  639. if (i < cs.spells.size() - 2)
  640. names << ", ";
  641. else if (i < cs.spells.size() - 1)
  642. names << "%s";
  643. }
  644. names << ".";
  645. iw.text.addReplacement(names.str());
  646. auto it = cs.spells.begin();
  647. for (int i = 0; i < cs.spells.size(); i++, it++)
  648. {
  649. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  650. if (i == cs.spells.size() - 2) //we just added pre-last name
  651. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  652. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  653. }
  654. sendAndApply(&iw);
  655. sendAndApply(&cs);
  656. }
  657. cab1.updateArmy(this);
  658. cab2.updateArmy(this); //take casualties after battle is deleted
  659. //if one hero has lost we will erase him
  660. if (battleResult.data->winner!=0 && hero1)
  661. {
  662. RemoveObject ro(hero1->id);
  663. sendAndApply(&ro);
  664. }
  665. if (battleResult.data->winner!=1 && hero2)
  666. {
  667. auto town = hero2->visitedTown;
  668. RemoveObject ro(hero2->id);
  669. sendAndApply(&ro);
  670. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  671. town->battleFinished(hero1, *battleResult.get());
  672. }
  673. //give exp
  674. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  675. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  676. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  677. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  678. queries.popIfTop(battleQuery);
  679. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  680. }
  681. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  682. {
  683. LOG_TRACE(logGlobal);
  684. finishingBattle->remainingBattleQueriesCount--;
  685. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  686. if (finishingBattle->remainingBattleQueriesCount > 0)
  687. //Battle results will be handled when all battle queries are closed
  688. return;
  689. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  690. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  691. // Still, it looks like a hole.
  692. // Necromancy if applicable.
  693. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  694. // Give raised units to winner and show dialog, if any were raised,
  695. // units will be given after casualties are taken
  696. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  697. if (necroSlot != SlotID())
  698. {
  699. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  700. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  701. }
  702. BattleResultsApplied resultsApplied;
  703. resultsApplied.player1 = finishingBattle->victor;
  704. resultsApplied.player2 = finishingBattle->loser;
  705. sendAndApply(&resultsApplied);
  706. setBattle(nullptr);
  707. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  708. {
  709. logGlobal->trace("post-victory visit");
  710. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  711. }
  712. visitObjectAfterVictory = false;
  713. //handle victory/loss of engaged players
  714. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  715. checkVictoryLossConditions(playerColors);
  716. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  717. {
  718. SetAvailableHeroes sah;
  719. sah.player = finishingBattle->loser;
  720. sah.hid[0] = finishingBattle->loserHero->subID;
  721. if (result.result == BattleResult::ESCAPE) //retreat
  722. {
  723. sah.army[0].clear();
  724. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  725. }
  726. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  727. sah.hid[1] = another->subID;
  728. else
  729. sah.hid[1] = -1;
  730. sendAndApply(&sah);
  731. }
  732. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  733. {
  734. RemoveObject ro(finishingBattle->winnerHero->id);
  735. sendAndApply(&ro);
  736. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  737. {
  738. SetAvailableHeroes sah;
  739. sah.player = finishingBattle->victor;
  740. sah.hid[0] = finishingBattle->winnerHero->subID;
  741. sah.army[0].clear();
  742. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  743. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  744. sah.hid[1] = another->subID;
  745. else
  746. sah.hid[1] = -1;
  747. sendAndApply(&sah);
  748. }
  749. }
  750. }
  751. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  752. {
  753. bat.bsa.clear();
  754. bat.stackAttacking = att->ID;
  755. const int attackerLuck = att->LuckVal();
  756. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  757. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  758. {
  759. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  760. {
  761. bat.flags |= BattleAttack::LUCKY;
  762. }
  763. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  764. {
  765. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  766. {
  767. bat.flags |= BattleAttack::UNLUCKY;
  768. }
  769. }
  770. }
  771. if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  772. {
  773. bat.flags |= BattleAttack::DEATH_BLOW;
  774. }
  775. if (att->getCreature()->idNumber == CreatureID::BALLISTA)
  776. {
  777. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  778. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  779. if (chance > getRandomGenerator().nextInt(99))
  780. {
  781. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  782. }
  783. }
  784. // only primary target
  785. applyBattleEffects(bat, att, def, distance, false);
  786. if (!bat.shot()) //multiple-hex attack - only in meele
  787. {
  788. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  789. for (const CStack * stack : attackedCreatures)
  790. {
  791. if (stack != def) //do not hit same stack twice
  792. {
  793. applyBattleEffects(bat, att, stack, distance, true);
  794. }
  795. }
  796. }
  797. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  798. if (bonus && (bat.shot())) //TODO: make it work in melee?
  799. {
  800. //this is need for displaying hit animation
  801. bat.flags |= BattleAttack::SPELL_LIKE;
  802. bat.spellID = SpellID(bonus->subtype);
  803. //TODO: should spell override creature`s projectile?
  804. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  805. //TODO: get exact attacked hex for defender
  806. for (const CStack * stack : attackedCreatures)
  807. {
  808. if (stack != def) //do not hit same stack twice
  809. {
  810. applyBattleEffects(bat, att, stack, distance, true);
  811. }
  812. }
  813. //now add effect info for all attacked stacks
  814. for (BattleStackAttacked & bsa : bat.bsa)
  815. {
  816. if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  817. {
  818. //this is need for displaying affect animation
  819. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  820. bsa.spellID = SpellID(bonus->subtype);
  821. }
  822. }
  823. }
  824. }
  825. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  826. {
  827. BattleStackAttacked bsa;
  828. if (secondary)
  829. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  830. bsa.attackerID = att->ID;
  831. bsa.stackAttacked = def->ID;
  832. bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  833. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  834. //life drain handling
  835. if(att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  836. {
  837. StacksHealedOrResurrected shi;
  838. shi.lifeDrain = true;
  839. shi.tentHealing = false;
  840. shi.cure = false;
  841. shi.drainedFrom = def->ID;
  842. int32_t toHeal = bsa.damageAmount * att->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  843. CHealth health = att->healthAfterHealed(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  844. CHealthInfo hi;
  845. health.toInfo(hi);
  846. hi.stackId = att->ID;
  847. hi.delta = toHeal;
  848. shi.healedStacks.push_back(hi);
  849. if(hi.delta > 0)
  850. bsa.healedStacks.push_back(shi);
  851. }
  852. //soul steal handling
  853. if(att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  854. {
  855. StacksHealedOrResurrected shi;
  856. shi.lifeDrain = true;
  857. shi.tentHealing = false;
  858. shi.cure = false;
  859. shi.drainedFrom = def->ID;
  860. for(int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
  861. {
  862. if(att->hasBonusOfType(Bonus::SOUL_STEAL, i))
  863. {
  864. int32_t toHeal = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
  865. CHealth health = att->healthAfterHealed(toHeal, EHealLevel::OVERHEAL, ((i == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  866. CHealthInfo hi;
  867. health.toInfo(hi);
  868. hi.stackId = att->ID;
  869. hi.delta = toHeal;
  870. if(hi.delta > 0)
  871. shi.healedStacks.push_back(hi);
  872. }
  873. }
  874. if(!shi.healedStacks.empty())
  875. bsa.healedStacks.push_back(shi);
  876. }
  877. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  878. //fire shield handling
  879. if(!bat.shot() && !def->isClone() &&
  880. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  881. {
  882. // TODO: Fire shield damage should be calculated separately after BattleAttack applied.
  883. // Currently it looks like attacking stack damage itself with defenders fire shield.
  884. // So no separate message on spell damage in log and experience calculation is likely wrong too.
  885. BattleStackAttacked bsa2;
  886. bsa2.stackAttacked = att->ID; //invert
  887. bsa2.attackerID = def->ID;
  888. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  889. bsa2.effect = 11;
  890. bsa2.damageAmount = (std::min<int64_t>(def->health.available(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  891. att->prepareAttacked(bsa2, getRandomGenerator());
  892. bat.bsa.push_back(bsa2);
  893. }
  894. }
  895. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  896. {
  897. setThreadName("CGameHandler::handleConnection");
  898. auto handleDisconnection = [&](const std::exception & e)
  899. {
  900. boost::unique_lock<boost::mutex> lock(*c.wmx);
  901. assert(!c.connected); //make sure that connection has been marked as broken
  902. logGlobal->error(e.what());
  903. conns -= &c;
  904. for(auto playerConn : connections)
  905. {
  906. if(!serverShuttingDown && playerConn.second == &c)
  907. {
  908. PlayerCheated pc;
  909. pc.player = playerConn.first;
  910. pc.losingCheatCode = true;
  911. sendAndApply(&pc);
  912. checkVictoryLossConditionsForPlayer(playerConn.first);
  913. }
  914. }
  915. };
  916. try
  917. {
  918. while(1)//server should never shut connection first //was: while(!end2)
  919. {
  920. CPack *pack = nullptr;
  921. PlayerColor player = PlayerColor::NEUTRAL;
  922. si32 requestID = -999;
  923. int packType = 0;
  924. {
  925. boost::unique_lock<boost::mutex> lock(*c.rmx);
  926. if(!c.connected)
  927. throw clientDisconnectedException();
  928. c >> player >> requestID >> pack; //get the package
  929. if (!pack)
  930. {
  931. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  932. }
  933. else
  934. {
  935. packType = typeList.getTypeID(pack); //get the id of type
  936. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  937. requestID, player, player.getStr(), packType, typeid(*pack).name());
  938. }
  939. }
  940. //prepare struct informing that action was applied
  941. auto sendPackageResponse = [&](bool succesfullyApplied)
  942. {
  943. //dont reply to disconnected client
  944. //TODO: this must be implemented as option of CPackForServer
  945. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  946. return;
  947. PackageApplied applied;
  948. applied.player = player;
  949. applied.result = succesfullyApplied;
  950. applied.packType = packType;
  951. applied.requestID = requestID;
  952. boost::unique_lock<boost::mutex> lock(*c.wmx);
  953. c << &applied;
  954. };
  955. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  956. if(isBlockedByQueries(pack, player))
  957. {
  958. sendPackageResponse(false);
  959. }
  960. else if (apply)
  961. {
  962. const bool result = apply->applyOnGH(this, &c, pack, player);
  963. if (result)
  964. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  965. else
  966. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  967. % typeid(*pack).name()).str());
  968. sendPackageResponse(true);
  969. }
  970. else
  971. {
  972. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  973. sendPackageResponse(false);
  974. }
  975. vstd::clear_pointer(pack);
  976. }
  977. }
  978. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  979. {
  980. handleDisconnection(e);
  981. }
  982. catch(clientDisconnectedException & e)
  983. {
  984. handleDisconnection(e);
  985. }
  986. catch(...)
  987. {
  988. serverShuttingDown = true;
  989. handleException();
  990. throw;
  991. }
  992. logGlobal->error("Ended handling connection");
  993. }
  994. int CGameHandler::moveStack(int stack, BattleHex dest)
  995. {
  996. int ret = 0;
  997. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  998. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  999. assert(curStack);
  1000. assert(dest < GameConstants::BFIELD_SIZE);
  1001. if (gs->curB->tacticDistance)
  1002. {
  1003. assert(gs->curB->isInTacticRange(dest));
  1004. }
  1005. auto start = curStack->position;
  1006. if (start == dest)
  1007. return 0;
  1008. //initing necessary tables
  1009. auto accessibility = getAccesibility(curStack);
  1010. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1011. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1012. {
  1013. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1014. if(accessibility.accessible(shifted, curStack))
  1015. dest = shifted;
  1016. }
  1017. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1018. {
  1019. complain("Given destination is not accessible!");
  1020. return 0;
  1021. }
  1022. bool canUseGate = false;
  1023. auto dbState = gs->curB->si.gateState;
  1024. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1025. dbState != EGateState::DESTROYED &&
  1026. dbState != EGateState::BLOCKED)
  1027. {
  1028. canUseGate = true;
  1029. }
  1030. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1031. ret = path.second;
  1032. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  1033. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1034. {
  1035. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1036. return true;
  1037. if (hex == ESiegeHex::GATE_OUTER)
  1038. return true;
  1039. if (hex == ESiegeHex::GATE_INNER)
  1040. return true;
  1041. return false;
  1042. };
  1043. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1044. {
  1045. if (isGateDrawbridgeHex(hex))
  1046. return true;
  1047. if (curStack->doubleWide())
  1048. {
  1049. BattleHex otherHex = curStack->occupiedHex(hex);
  1050. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1051. return true;
  1052. }
  1053. return false;
  1054. };
  1055. if (curStack->hasBonusOfType(Bonus::FLYING))
  1056. {
  1057. if (path.second <= creSpeed && path.first.size() > 0)
  1058. {
  1059. if (canUseGate && dbState != EGateState::OPENED &&
  1060. occupyGateDrawbridgeHex(dest))
  1061. {
  1062. BattleUpdateGateState db;
  1063. db.state = EGateState::OPENED;
  1064. sendAndApply(&db);
  1065. }
  1066. //inform clients about move
  1067. BattleStackMoved sm;
  1068. sm.stack = curStack->ID;
  1069. std::vector<BattleHex> tiles;
  1070. tiles.push_back(path.first[0]);
  1071. sm.tilesToMove = tiles;
  1072. sm.distance = path.second;
  1073. sm.teleporting = false;
  1074. sendAndApply(&sm);
  1075. }
  1076. }
  1077. else //for non-flying creatures
  1078. {
  1079. std::vector<BattleHex> tiles;
  1080. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1081. int v = path.first.size()-1;
  1082. path.first.push_back(start);
  1083. // check if gate need to be open or closed at some point
  1084. BattleHex openGateAtHex, gateMayCloseAtHex;
  1085. if (canUseGate)
  1086. {
  1087. for (int i = path.first.size()-1; i >= 0; i--)
  1088. {
  1089. auto needOpenGates = [&](BattleHex hex) -> bool
  1090. {
  1091. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1092. return true;
  1093. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1094. return true;
  1095. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1096. return true;
  1097. return false;
  1098. };
  1099. auto hex = path.first[i];
  1100. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1101. {
  1102. if (needOpenGates(hex))
  1103. openGateAtHex = path.first[i+1];
  1104. //TODO we need find batter way to handle double-wide stacks
  1105. //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.
  1106. if (curStack->doubleWide())
  1107. {
  1108. BattleHex otherHex = curStack->occupiedHex(hex);
  1109. if (otherHex.isValid() && needOpenGates(otherHex))
  1110. openGateAtHex = path.first[i+2];
  1111. }
  1112. //gate may be opened and then closed during stack movement, but not other way around
  1113. if (openGateAtHex.isValid())
  1114. dbState = EGateState::OPENED;
  1115. }
  1116. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1117. {
  1118. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1119. {
  1120. gateMayCloseAtHex = path.first[i-1];
  1121. }
  1122. if (gs->curB->town->subID == ETownType::FORTRESS)
  1123. {
  1124. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1125. {
  1126. gateMayCloseAtHex = path.first[i-1];
  1127. }
  1128. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1129. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1130. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1131. {
  1132. gateMayCloseAtHex = path.first[i-1];
  1133. }
  1134. }
  1135. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1136. {
  1137. gateMayCloseAtHex = path.first[i-1];
  1138. }
  1139. }
  1140. }
  1141. }
  1142. bool stackIsMoving = true;
  1143. while(stackIsMoving)
  1144. {
  1145. if (v<tilesToMove)
  1146. {
  1147. logGlobal->error("Movement terminated abnormally");
  1148. break;
  1149. }
  1150. bool gateStateChanging = false;
  1151. //special handling for opening gate on from starting hex
  1152. if (openGateAtHex.isValid() && openGateAtHex == start)
  1153. gateStateChanging = true;
  1154. else
  1155. {
  1156. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1157. {
  1158. BattleHex hex = path.first[v];
  1159. tiles.push_back(hex);
  1160. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1161. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1162. {
  1163. gateStateChanging = true;
  1164. }
  1165. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1166. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1167. obstacleHit = true;
  1168. if (curStack->doubleWide())
  1169. {
  1170. BattleHex otherHex = curStack->occupiedHex(hex);
  1171. //two hex creature hit obstacle by backside
  1172. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1173. if(otherHex.isValid() && !obstacle2.empty())
  1174. obstacleHit = true;
  1175. }
  1176. }
  1177. }
  1178. if (tiles.size() > 0)
  1179. {
  1180. //commit movement
  1181. BattleStackMoved sm;
  1182. sm.stack = curStack->ID;
  1183. sm.distance = path.second;
  1184. sm.teleporting = false;
  1185. sm.tilesToMove = tiles;
  1186. sendAndApply(&sm);
  1187. tiles.clear();
  1188. }
  1189. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1190. if (curStack->position != dest)
  1191. {
  1192. if(stackIsMoving && start != curStack->position)
  1193. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1194. if (gateStateChanging)
  1195. {
  1196. if (curStack->position == openGateAtHex)
  1197. {
  1198. openGateAtHex = BattleHex();
  1199. //only open gate if stack is still alive
  1200. if (curStack->alive())
  1201. {
  1202. BattleUpdateGateState db;
  1203. db.state = EGateState::OPENED;
  1204. sendAndApply(&db);
  1205. }
  1206. }
  1207. else if (curStack->position == gateMayCloseAtHex)
  1208. {
  1209. gateMayCloseAtHex = BattleHex();
  1210. updateGateState();
  1211. }
  1212. }
  1213. }
  1214. else
  1215. //movement finished normally: we reached destination
  1216. stackIsMoving = false;
  1217. }
  1218. }
  1219. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1220. handleDamageFromObstacle(curStack);
  1221. return ret;
  1222. }
  1223. CGameHandler::CGameHandler(void)
  1224. {
  1225. QID = 1;
  1226. //gs = nullptr;
  1227. IObjectInterface::cb = this;
  1228. applier = new CApplier<CBaseForGHApply>();
  1229. registerTypesServerPacks(*applier);
  1230. visitObjectAfterVictory = false;
  1231. spellEnv = new ServerSpellCastEnvironment(this);
  1232. }
  1233. CGameHandler::~CGameHandler(void)
  1234. {
  1235. delete spellEnv;
  1236. delete applier;
  1237. applier = nullptr;
  1238. delete gs;
  1239. }
  1240. void CGameHandler::init(StartInfo *si)
  1241. {
  1242. if (si->seedToBeUsed == 0)
  1243. {
  1244. si->seedToBeUsed = std::time(nullptr);
  1245. }
  1246. gs = new CGameState();
  1247. logGlobal->info("Gamestate created!");
  1248. gs->init(si);
  1249. logGlobal->info("Gamestate initialized!");
  1250. // reset seed, so that clients can't predict any following random values
  1251. getRandomGenerator().resetSeed();
  1252. for (auto & elem : gs->players)
  1253. {
  1254. states.addPlayer(elem.first);
  1255. }
  1256. }
  1257. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1258. {
  1259. return a.earlierThan(b);
  1260. }
  1261. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1262. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1263. const PlayerState * p = getPlayer(town->tempOwner);
  1264. if (!p)
  1265. {
  1266. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1267. return;
  1268. }
  1269. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1270. {
  1271. SetAvailableCreatures ssi;
  1272. ssi.tid = town->id;
  1273. ssi.creatures = town->creatures;
  1274. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1275. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1276. if (dwellings.empty())//no dwellings - just remove
  1277. {
  1278. sendAndApply(&ssi);
  1279. return;
  1280. }
  1281. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1282. // for multi-creature dwellings like Golem Factory
  1283. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1284. if (clear)
  1285. {
  1286. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1287. }
  1288. else
  1289. {
  1290. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1291. }
  1292. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1293. sendAndApply(&ssi);
  1294. }
  1295. }
  1296. void CGameHandler::newTurn()
  1297. {
  1298. logGlobal->trace("Turn %d", gs->day+1);
  1299. NewTurn n;
  1300. n.specialWeek = NewTurn::NO_ACTION;
  1301. n.creatureid = CreatureID::NONE;
  1302. n.day = gs->day + 1;
  1303. bool firstTurn = !getDate(Date::DAY);
  1304. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1305. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1306. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1307. if (firstTurn)
  1308. {
  1309. for (auto obj : gs->map->objects)
  1310. {
  1311. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1312. {
  1313. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1314. }
  1315. }
  1316. }
  1317. if (newWeek && !firstTurn)
  1318. {
  1319. n.specialWeek = NewTurn::NORMAL;
  1320. bool deityOfFireBuilt = false;
  1321. for (const CGTownInstance *t : gs->map->towns)
  1322. {
  1323. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1324. {
  1325. deityOfFireBuilt = true;
  1326. break;
  1327. }
  1328. }
  1329. if (deityOfFireBuilt)
  1330. {
  1331. n.specialWeek = NewTurn::DEITYOFFIRE;
  1332. n.creatureid = CreatureID::IMP;
  1333. }
  1334. else
  1335. {
  1336. int monthType = getRandomGenerator().nextInt(99);
  1337. if (newMonth) //new month
  1338. {
  1339. if (monthType < 40) //double growth
  1340. {
  1341. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1342. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1343. {
  1344. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1345. n.creatureid = newMonster.second;
  1346. }
  1347. else if (VLC->creh->doubledCreatures.size())
  1348. {
  1349. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1350. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1351. }
  1352. else
  1353. {
  1354. complain("Cannot find creature that can be spawned!");
  1355. n.specialWeek = NewTurn::NORMAL;
  1356. }
  1357. }
  1358. else if (monthType < 50)
  1359. n.specialWeek = NewTurn::PLAGUE;
  1360. }
  1361. else //it's a week, but not full month
  1362. {
  1363. if (monthType < 25)
  1364. {
  1365. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1366. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1367. //TODO do not pick neutrals
  1368. n.creatureid = newMonster.second;
  1369. }
  1370. }
  1371. }
  1372. }
  1373. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1374. for (auto& hp : pool)
  1375. {
  1376. auto hero = hp.second;
  1377. if (hero->isInitialized() && hero->stacks.size())
  1378. {
  1379. // reset retreated or surrendered heroes
  1380. auto maxmove = hero->maxMovePoints(true);
  1381. // if movement is greater than maxmove, we should decrease it
  1382. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1383. {
  1384. NewTurn::Hero hth;
  1385. hth.id = hero->id;
  1386. hth.move = maxmove;
  1387. hth.mana = hero->getManaNewTurn();
  1388. n.heroes.insert(hth);
  1389. }
  1390. }
  1391. }
  1392. for (auto & elem : gs->players)
  1393. {
  1394. if (elem.first == PlayerColor::NEUTRAL)
  1395. continue;
  1396. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1397. assert(0); //illegal player number!
  1398. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1399. hadGold.insert(playerGold);
  1400. if (newWeek) //new heroes in tavern
  1401. {
  1402. SetAvailableHeroes sah;
  1403. sah.player = elem.first;
  1404. //pick heroes and their armies
  1405. CHeroClass *banned = nullptr;
  1406. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1407. {
  1408. //first hero - native if possible, second hero -> any other class
  1409. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1410. {
  1411. sah.hid[j] = h->subID;
  1412. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1413. banned = h->type->heroClass;
  1414. }
  1415. else
  1416. {
  1417. sah.hid[j] = -1;
  1418. }
  1419. }
  1420. sendAndApply(&sah);
  1421. }
  1422. n.res[elem.first] = elem.second.resources;
  1423. for (CGHeroInstance *h : (elem).second.heroes)
  1424. {
  1425. if (h->visitedTown)
  1426. giveSpells(h->visitedTown, h);
  1427. NewTurn::Hero hth;
  1428. hth.id = h->id;
  1429. auto ti = make_unique<TurnInfo>(h, 1);
  1430. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1431. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1432. hth.mana = h->getManaNewTurn();
  1433. n.heroes.insert(hth);
  1434. if (!firstTurn) //not first day
  1435. {
  1436. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1437. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1438. {
  1439. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1440. }
  1441. }
  1442. }
  1443. }
  1444. for (CGTownInstance *t : gs->map->towns)
  1445. {
  1446. PlayerColor player = t->tempOwner;
  1447. handleTownEvents(t, n);
  1448. if (newWeek) //first day of week
  1449. {
  1450. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1451. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1452. if (!firstTurn)
  1453. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1454. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1455. if (!vstd::contains(n.cres, t->id))
  1456. {
  1457. n.cres[t->id].tid = t->id;
  1458. n.cres[t->id].creatures = t->creatures;
  1459. }
  1460. auto & sac = n.cres.at(t->id);
  1461. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1462. {
  1463. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1464. {
  1465. ui32 &availableCount = sac.creatures.at(k).first;
  1466. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1467. if (n.specialWeek == NewTurn::PLAGUE)
  1468. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1469. else
  1470. {
  1471. if (firstTurn) //first day of game: use only basic growths
  1472. availableCount = cre->growth;
  1473. else
  1474. availableCount += t->creatureGrowth(k);
  1475. //Deity of fire week - upgrade both imps and upgrades
  1476. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1477. availableCount += 15;
  1478. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1479. {
  1480. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1481. availableCount *= 2;
  1482. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1483. availableCount += 5;
  1484. }
  1485. }
  1486. }
  1487. }
  1488. }
  1489. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1490. {
  1491. n.res[player] = n.res[player] + t->dailyIncome();
  1492. }
  1493. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1494. {
  1495. // Skyship, probably easier to handle same as Veil of darkness
  1496. //do it every new day after veils apply
  1497. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1498. {
  1499. FoWChange fw;
  1500. fw.mode = 1;
  1501. fw.player = player;
  1502. // find all hidden tiles
  1503. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1504. for (size_t i=0; i<fow.size(); i++)
  1505. for (size_t j=0; j<fow.at(i).size(); j++)
  1506. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1507. if (!fow.at(i).at(j).at(k))
  1508. fw.tiles.insert(int3(i,j,k));
  1509. sendAndApply (&fw);
  1510. }
  1511. }
  1512. if (t->hasBonusOfType (Bonus::DARKNESS))
  1513. {
  1514. for (auto & player : gs->players)
  1515. {
  1516. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1517. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1518. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1519. }
  1520. }
  1521. }
  1522. if (newMonth)
  1523. {
  1524. SetAvailableArtifacts saa;
  1525. saa.id = -1;
  1526. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1527. sendAndApply(&saa);
  1528. }
  1529. sendAndApply(&n);
  1530. if (newWeek)
  1531. {
  1532. //spawn wandering monsters
  1533. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1534. {
  1535. spawnWanderingMonsters(n.creatureid);
  1536. }
  1537. //new week info popup
  1538. if (!firstTurn)
  1539. {
  1540. InfoWindow iw;
  1541. switch (n.specialWeek)
  1542. {
  1543. case NewTurn::DOUBLE_GROWTH:
  1544. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1545. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1546. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1547. break;
  1548. case NewTurn::PLAGUE:
  1549. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1550. break;
  1551. case NewTurn::BONUS_GROWTH:
  1552. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1553. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1554. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1555. break;
  1556. case NewTurn::DEITYOFFIRE:
  1557. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1558. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1559. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1560. iw.text.addReplacement2(15); //%+d 15
  1561. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1562. iw.text.addReplacement2(15); //%+d 15
  1563. break;
  1564. default:
  1565. if (newMonth)
  1566. {
  1567. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1568. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1569. }
  1570. else
  1571. {
  1572. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1573. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1574. }
  1575. }
  1576. for (auto & elem : gs->players)
  1577. {
  1578. iw.player = elem.first;
  1579. sendAndApply(&iw);
  1580. }
  1581. }
  1582. }
  1583. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1584. handleTimeEvents();
  1585. //call objects
  1586. for (auto & elem : gs->map->objects)
  1587. {
  1588. if (elem)
  1589. elem->newTurn(getRandomGenerator());
  1590. }
  1591. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1592. }
  1593. void CGameHandler::run(bool resume)
  1594. {
  1595. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1596. using namespace boost::posix_time;
  1597. for (CConnection *cc : conns)
  1598. {
  1599. if (!resume)
  1600. {
  1601. (*cc) << gs->initialOpts; // gs->scenarioOps
  1602. }
  1603. std::set<PlayerColor> players;
  1604. (*cc) >> players; //how many players will be handled at that client
  1605. std::stringstream sbuffer;
  1606. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1607. for (PlayerColor color : players)
  1608. {
  1609. sbuffer << color << " ";
  1610. {
  1611. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1612. if(!color.isSpectator()) // there can be more than one spectator
  1613. connections[color] = cc;
  1614. }
  1615. }
  1616. logGlobal->info(sbuffer.str());
  1617. cc->addStdVecItems(gs);
  1618. cc->enableStackSendingByID();
  1619. cc->disableSmartPointerSerialization();
  1620. }
  1621. for (auto & elem : conns)
  1622. {
  1623. std::set<PlayerColor> pom;
  1624. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1625. if (j->second == elem)
  1626. pom.insert(j->first);
  1627. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1628. }
  1629. auto playerTurnOrder = generatePlayerTurnOrder();
  1630. while(!serverShuttingDown)
  1631. {
  1632. if (!resume) newTurn();
  1633. std::list<PlayerColor>::iterator it;
  1634. if (resume)
  1635. {
  1636. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1637. }
  1638. else
  1639. {
  1640. it = playerTurnOrder.begin();
  1641. }
  1642. resume = false;
  1643. for (; it != playerTurnOrder.end(); it++)
  1644. {
  1645. auto playerColor = *it;
  1646. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1647. if (playerState->status == EPlayerStatus::INGAME)
  1648. {
  1649. //if player runs out of time, he shouldn't get the turn (especially AI)
  1650. checkVictoryLossConditionsForAll();
  1651. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1652. { //player lost at the beginning of his turn
  1653. continue;
  1654. }
  1655. else //give normal turn
  1656. {
  1657. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1658. YourTurn yt;
  1659. yt.player = playerColor;
  1660. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1661. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1662. applyAndSend(&yt);
  1663. //wait till turn is done
  1664. boost::unique_lock<boost::mutex> lock(states.mx);
  1665. while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
  1666. {
  1667. static time_duration p = milliseconds(100);
  1668. states.cv.timed_wait(lock, p);
  1669. }
  1670. }
  1671. }
  1672. }
  1673. //additional check that game is not finished
  1674. bool activePlayer = false;
  1675. for (auto player : playerTurnOrder)
  1676. {
  1677. if (gs->players[player].status == EPlayerStatus::INGAME)
  1678. activePlayer = true;
  1679. }
  1680. if (!activePlayer)
  1681. serverShuttingDown = true;
  1682. }
  1683. while(conns.size() && (*conns.begin())->isOpen())
  1684. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1685. }
  1686. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1687. {
  1688. // Generate player turn order
  1689. std::list<PlayerColor> playerTurnOrder;
  1690. for (const auto & player : gs->players) // add human players first
  1691. {
  1692. if (player.second.human)
  1693. playerTurnOrder.push_back(player.first);
  1694. }
  1695. for (const auto & player : gs->players) // then add non-human players
  1696. {
  1697. if (!player.second.human)
  1698. playerTurnOrder.push_back(player.first);
  1699. }
  1700. return playerTurnOrder;
  1701. }
  1702. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1703. {
  1704. battleResult.set(nullptr);
  1705. const auto t = getTile(tile);
  1706. ETerrainType terrain = t->terType;
  1707. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1708. terrain = ETerrainType::SAND;
  1709. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1710. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1711. terType = BFieldType::SHIP_TO_SHIP;
  1712. //send info about battles
  1713. BattleStart bs;
  1714. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1715. sendAndApply(&bs);
  1716. }
  1717. void CGameHandler::checkBattleStateChanges()
  1718. {
  1719. //check if drawbridge state need to be changes
  1720. if (battleGetSiegeLevel() > 0)
  1721. updateGateState();
  1722. //check if battle ended
  1723. if (auto result = battleIsFinished())
  1724. {
  1725. setBattleResult(BattleResult::NORMAL, *result);
  1726. }
  1727. }
  1728. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1729. {
  1730. if (!h->hasSpellbook())
  1731. return; //hero hasn't spellbook
  1732. ChangeSpells cs;
  1733. cs.hid = h->id;
  1734. cs.learn = true;
  1735. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1736. {
  1737. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1738. for (int i = 0; i < h->maxSpellLevel(); i++)
  1739. {
  1740. std::vector<SpellID> spells;
  1741. getAllowedSpells(spells, i+1);
  1742. for (auto & spell : spells)
  1743. cs.spells.insert(spell);
  1744. }
  1745. }
  1746. else
  1747. {
  1748. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1749. {
  1750. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1751. {
  1752. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1753. cs.spells.insert(t->spells.at(i).at(j));
  1754. }
  1755. }
  1756. }
  1757. if (!cs.spells.empty())
  1758. sendAndApply(&cs);
  1759. }
  1760. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1761. {
  1762. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1763. sendAndApply(&sop);
  1764. }
  1765. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1766. {
  1767. if (!obj || !getObj(obj->id))
  1768. {
  1769. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1770. return false;
  1771. }
  1772. RemoveObject ro;
  1773. ro.id = obj->id;
  1774. sendAndApply(&ro);
  1775. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1776. return true;
  1777. }
  1778. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1779. {
  1780. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1781. sendAndApply(&sop);
  1782. }
  1783. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1784. {
  1785. const CGHeroInstance *h = getHero(hid);
  1786. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1787. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1788. {
  1789. logGlobal->error("Illegal call to move hero!");
  1790. return false;
  1791. }
  1792. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1793. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1794. if (!gs->map->isInTheMap(hmpos))
  1795. {
  1796. logGlobal->error("Destination tile is outside the map!");
  1797. return false;
  1798. }
  1799. const TerrainTile t = *getTile(hmpos);
  1800. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1801. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1802. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1803. //result structure for start - movement failed, no move points used
  1804. TryMoveHero tmh;
  1805. tmh.id = hid;
  1806. tmh.start = h->pos;
  1807. tmh.end = dst;
  1808. tmh.result = TryMoveHero::FAILED;
  1809. tmh.movePoints = h->movement;
  1810. //check if destination tile is available
  1811. auto ti = make_unique<TurnInfo>(h);
  1812. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1813. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1814. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1815. //it's a rock or blocked and not visitable tile
  1816. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1817. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1818. && complain("Cannot move hero, destination tile is blocked!"))
  1819. || ((!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)
  1820. && complain("Cannot move hero, destination tile is on water!"))
  1821. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1822. && complain("Cannot disembark hero, tile is blocked!"))
  1823. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1824. && complain("Tiles are not neighboring!"))
  1825. || ((h->inTownGarrison)
  1826. && complain("Can not move garrisoned hero!"))
  1827. || ((h->movement < cost && dst != h->pos && !teleporting)
  1828. && complain("Hero doesn't have any movement points left!"))
  1829. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1830. && complain("Hero cannot transit over this tile!"))
  1831. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1832. && complain("Cannot move hero during the battle"))*/)
  1833. {
  1834. //send info about movement failure
  1835. sendAndApply(&tmh);
  1836. return false;
  1837. }
  1838. //several generic blocks of code
  1839. // should be called if hero changes tile but before applying TryMoveHero package
  1840. auto leaveTile = [&]()
  1841. {
  1842. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1843. {
  1844. obj->onHeroLeave(h);
  1845. }
  1846. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1847. };
  1848. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1849. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1850. {
  1851. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  1852. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1853. queries.addQuery(moveQuery);
  1854. if (leavingTile == LEAVING_TILE)
  1855. leaveTile();
  1856. tmh.result = result;
  1857. sendAndApply(&tmh);
  1858. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1859. { // Hero should be always able to visit any object he staying on even if there guards around
  1860. visitObjectOnTile(t, h);
  1861. }
  1862. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1863. {
  1864. tmh.attackedFrom = boost::make_optional(guardPos);
  1865. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1866. objectVisited(guardTile.visitableObjects.back(), h);
  1867. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1868. }
  1869. else if (visitDest == VISIT_DEST)
  1870. {
  1871. visitObjectOnTile(t, h);
  1872. }
  1873. queries.popIfTop(moveQuery);
  1874. logGlobal->trace("Hero %s ends movement", h->name);
  1875. return result != TryMoveHero::FAILED;
  1876. };
  1877. //interaction with blocking object (like resources)
  1878. auto blockingVisit = [&]() -> bool
  1879. {
  1880. for (CGObjectInstance *obj : t.visitableObjects)
  1881. {
  1882. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1883. {
  1884. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1885. //this-> is needed for MVS2010 to recognize scope (?)
  1886. }
  1887. }
  1888. return false;
  1889. };
  1890. if (!transit && embarking)
  1891. {
  1892. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1893. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1894. // In H3 embark ignore guards
  1895. }
  1896. if (disembarking)
  1897. {
  1898. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1899. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1900. }
  1901. if (teleporting)
  1902. {
  1903. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1904. return true;
  1905. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1906. // visit town for town portal \ castle gates
  1907. // do not use generic visitObjectOnTile to avoid double-teleporting
  1908. // if this moveHero call was triggered by teleporter
  1909. if (!t.visitableObjects.empty())
  1910. {
  1911. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1912. town->onHeroVisit(h);
  1913. }
  1914. return true;
  1915. }
  1916. //still here? it is standard movement!
  1917. {
  1918. tmh.movePoints = h->movement >= cost
  1919. ? h->movement - cost
  1920. : 0;
  1921. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1922. EVisitDest visitDest = VISIT_DEST;
  1923. if (transit)
  1924. {
  1925. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1926. visitDest = DONT_VISIT_DEST;
  1927. if (canFly)
  1928. {
  1929. lookForGuards = IGNORE_GUARDS;
  1930. visitDest = DONT_VISIT_DEST;
  1931. }
  1932. }
  1933. else if (blockingVisit())
  1934. return true;
  1935. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1936. return true;
  1937. }
  1938. }
  1939. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1940. {
  1941. const CGHeroInstance *h = getHero(hid);
  1942. const CGTownInstance *t = getTown(dstid);
  1943. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1944. COMPLAIN_RET("Invalid call to teleportHero!");
  1945. const CGTownInstance *from = h->visitedTown;
  1946. if (((h->getOwner() != t->getOwner())
  1947. && complain("Cannot teleport hero to another player"))
  1948. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1949. && complain("Hero must be in town with Castle gate for teleporting"))
  1950. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1951. && complain("Cannot teleport hero to town without Castle gate in it")))
  1952. return false;
  1953. int3 pos = t->visitablePos();
  1954. pos += h->getVisitableOffset();
  1955. moveHero(hid,pos,1);
  1956. return true;
  1957. }
  1958. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1959. {
  1960. PlayerColor oldOwner = getOwner(obj->id);
  1961. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1962. sendAndApply(&sop);
  1963. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1964. checkVictoryLossConditions(playerColors);
  1965. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1966. if (town) //town captured
  1967. {
  1968. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1969. {
  1970. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1971. setPortalDwelling(town, true, false);
  1972. }
  1973. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1974. {
  1975. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  1976. {
  1977. InfoWindow iw;
  1978. iw.player = oldOwner;
  1979. 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.
  1980. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1981. sendAndApply(&iw);
  1982. }
  1983. }
  1984. }
  1985. const PlayerState * p = getPlayer(owner);
  1986. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1987. {
  1988. for (const CGTownInstance * t : getPlayer(owner)->towns)
  1989. {
  1990. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1991. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1992. }
  1993. }
  1994. }
  1995. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1996. {
  1997. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1998. queries.addQuery(dialogQuery);
  1999. iw->queryID = dialogQuery->queryID;
  2000. sendToAllClients(iw);
  2001. }
  2002. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2003. {
  2004. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2005. queries.addQuery(dialogQuery);
  2006. iw->queryID = dialogQuery->queryID;
  2007. sendToAllClients(iw);
  2008. }
  2009. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2010. {
  2011. if (!val) return; //don't waste time on empty call
  2012. TResources resources;
  2013. resources.at(which) = val;
  2014. giveResources(player, resources);
  2015. }
  2016. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2017. {
  2018. SetResources sr;
  2019. sr.abs = false;
  2020. sr.player = player;
  2021. sr.res = resources;
  2022. sendAndApply(&sr);
  2023. }
  2024. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2025. {
  2026. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2027. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2028. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2029. //first we move creatures to give to make them army of object-source
  2030. for (auto & elem : creatures.Slots())
  2031. {
  2032. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2033. }
  2034. tryJoiningArmy(obj, h, remove, true);
  2035. }
  2036. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2037. {
  2038. std::vector<CStackBasicDescriptor> cres = creatures;
  2039. if (cres.size() <= 0)
  2040. return;
  2041. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2042. for (CStackBasicDescriptor &sbd : cres)
  2043. {
  2044. TQuantity collected = 0;
  2045. while(collected < sbd.count)
  2046. {
  2047. bool foundSth = false;
  2048. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2049. {
  2050. if (i->second->type == sbd.type)
  2051. {
  2052. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2053. changeStackCount(StackLocation(obj, i->first), -take, false);
  2054. collected += take;
  2055. foundSth = true;
  2056. break;
  2057. }
  2058. }
  2059. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2060. {
  2061. complain("Unexpected failure during taking creatures!");
  2062. return;
  2063. }
  2064. }
  2065. }
  2066. }
  2067. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2068. {
  2069. sendToAllClients(comp);
  2070. }
  2071. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2072. {
  2073. HeroVisitCastle vc;
  2074. vc.hid = hero->id;
  2075. vc.tid = obj->id;
  2076. vc.flags |= 1;
  2077. sendAndApply(&vc);
  2078. vistiCastleObjects (obj, hero);
  2079. giveSpells (obj, hero);
  2080. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2081. }
  2082. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2083. {
  2084. std::vector<CGTownBuilding*>::const_iterator i;
  2085. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2086. (*i)->onHeroVisit (h);
  2087. }
  2088. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2089. {
  2090. HeroVisitCastle vc;
  2091. vc.hid = hero->id;
  2092. vc.tid = obj->id;
  2093. sendAndApply(&vc);
  2094. }
  2095. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2096. {
  2097. EraseArtifact ea;
  2098. ea.al = al;
  2099. sendAndApply(&ea);
  2100. }
  2101. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2102. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2103. const CGTownInstance *town) //use hero=nullptr for no hero
  2104. {
  2105. engageIntoBattle(army1->tempOwner);
  2106. engageIntoBattle(army2->tempOwner);
  2107. static const CArmedInstance *armies[2];
  2108. armies[0] = army1;
  2109. armies[1] = army2;
  2110. static const CGHeroInstance*heroes[2];
  2111. heroes[0] = hero1;
  2112. heroes[1] = hero2;
  2113. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2114. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2115. queries.addQuery(battleQuery);
  2116. boost::thread(&CGameHandler::runBattle, this);
  2117. }
  2118. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2119. {
  2120. startBattlePrimary(army1, army2, tile,
  2121. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2122. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2123. creatureBank);
  2124. }
  2125. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2126. {
  2127. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2128. }
  2129. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2130. {
  2131. ChangeSpells cs;
  2132. cs.hid = hero->id;
  2133. cs.spells = spells;
  2134. cs.learn = give;
  2135. sendAndApply(&cs);
  2136. }
  2137. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2138. {
  2139. SystemMessage sm;
  2140. sm.text = message;
  2141. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2142. c << &sm;
  2143. }
  2144. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2145. {
  2146. sendAndApply(bonus);
  2147. }
  2148. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2149. {
  2150. sendAndApply(smp);
  2151. }
  2152. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2153. {
  2154. SetMana sm;
  2155. sm.hid = hid;
  2156. sm.val = val;
  2157. sm.absolute = true;
  2158. sendAndApply(&sm);
  2159. }
  2160. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2161. {
  2162. GiveHero gh;
  2163. gh.id = id;
  2164. gh.player = player;
  2165. sendAndApply(&gh);
  2166. }
  2167. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2168. {
  2169. ChangeObjPos cop;
  2170. cop.objid = objid;
  2171. cop.nPos = newPos;
  2172. cop.flags = flags;
  2173. sendAndApply(&cop);
  2174. }
  2175. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2176. {
  2177. const CGHeroInstance * h1 = getHero(fromHero);
  2178. const CGHeroInstance * h2 = getHero(toHero);
  2179. int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2180. int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2181. if (h1_scholarLevel < h2_scholarLevel)
  2182. {
  2183. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2184. std::swap(fromHero, toHero);
  2185. }
  2186. int ScholarLevel = std::max(h1_scholarLevel, h2_scholarLevel);//heroes can trade up to this level
  2187. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2188. return;//no scholar skill or no spellbook
  2189. int h1Lvl = std::min(ScholarLevel, h1->maxSpellLevel()),
  2190. h2Lvl = std::min(ScholarLevel, h2->maxSpellLevel());//heroes can receive this levels
  2191. ChangeSpells cs1;
  2192. cs1.learn = true;
  2193. cs1.hid = toHero;//giving spells to first hero
  2194. for (auto it : h1->spells)
  2195. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2196. cs1.spells.insert(it);//spell to learn
  2197. ChangeSpells cs2;
  2198. cs2.learn = true;
  2199. cs2.hid = fromHero;
  2200. for (auto it : h2->spells)
  2201. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2202. cs2.spells.insert(it);
  2203. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2204. {
  2205. InfoWindow iw;
  2206. iw.player = h1->tempOwner;
  2207. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2208. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2209. iw.text.addReplacement(h1->name);
  2210. if (!cs2.spells.empty())//if found new spell - apply
  2211. {
  2212. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2213. int size = cs2.spells.size();
  2214. for (auto it : cs2.spells)
  2215. {
  2216. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2217. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2218. switch (size--)
  2219. {
  2220. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2221. case 1: break;
  2222. default: iw.text << ", ";
  2223. }
  2224. }
  2225. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2226. iw.text.addReplacement(h2->name);
  2227. sendAndApply(&cs2);
  2228. }
  2229. if (!cs1.spells.empty() && !cs2.spells.empty())
  2230. {
  2231. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2232. }
  2233. if (!cs1.spells.empty())
  2234. {
  2235. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2236. int size = cs1.spells.size();
  2237. for (auto it : cs1.spells)
  2238. {
  2239. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2240. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2241. switch (size--)
  2242. {
  2243. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2244. case 1: break;
  2245. default: iw.text << ", ";
  2246. } }
  2247. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2248. iw.text.addReplacement(h2->name);
  2249. sendAndApply(&cs1);
  2250. }
  2251. sendAndApply(&iw);
  2252. }
  2253. }
  2254. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2255. {
  2256. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2257. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2258. {
  2259. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2260. ExchangeDialog hex;
  2261. hex.queryID = exchange->queryID;
  2262. hex.heroes[0] = getHero(hero1);
  2263. hex.heroes[1] = getHero(hero2);
  2264. sendAndApply(&hex);
  2265. useScholarSkill(hero1,hero2);
  2266. queries.addQuery(exchange);
  2267. }
  2268. }
  2269. void CGameHandler::sendToAllClients(CPackForClient * info)
  2270. {
  2271. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2272. for (auto & elem : conns)
  2273. {
  2274. if(!elem->isOpen())
  2275. continue;
  2276. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2277. *elem << info;
  2278. }
  2279. }
  2280. void CGameHandler::sendAndApply(CPackForClient * info)
  2281. {
  2282. sendToAllClients(info);
  2283. gs->apply(info);
  2284. }
  2285. void CGameHandler::applyAndSend(CPackForClient * info)
  2286. {
  2287. gs->apply(info);
  2288. sendToAllClients(info);
  2289. }
  2290. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2291. {
  2292. sendAndApply(static_cast<CPackForClient*>(info));
  2293. checkVictoryLossConditionsForAll();
  2294. }
  2295. void CGameHandler::sendAndApply(SetResources * info)
  2296. {
  2297. sendAndApply(static_cast<CPackForClient*>(info));
  2298. checkVictoryLossConditionsForPlayer(info->player);
  2299. }
  2300. void CGameHandler::sendAndApply(NewStructures * info)
  2301. {
  2302. sendAndApply(static_cast<CPackForClient*>(info));
  2303. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2304. }
  2305. void CGameHandler::save(const std::string & filename)
  2306. {
  2307. logGlobal->info("Saving to %s", filename);
  2308. const auto stem = FileInfo::GetPathStem(filename);
  2309. const auto savefname = stem.to_string() + ".vsgm1";
  2310. CResourceHandler::get("local")->createResource(savefname);
  2311. {
  2312. logGlobal->info("Ordering clients to serialize...");
  2313. SaveGame sg(savefname);
  2314. sendToAllClients(&sg);
  2315. }
  2316. try
  2317. {
  2318. {
  2319. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2320. saveCommonState(save);
  2321. logGlobal->info("Saving server state");
  2322. save << *this;
  2323. }
  2324. logGlobal->info("Game has been successfully saved!");
  2325. }
  2326. catch(std::exception &e)
  2327. {
  2328. logGlobal->error("Failed to save game: %s", e.what());
  2329. }
  2330. }
  2331. void CGameHandler::close()
  2332. {
  2333. logGlobal->info("We have been requested to close.");
  2334. serverShuttingDown = true;
  2335. for (auto & elem : conns)
  2336. {
  2337. if(!elem->isOpen())
  2338. continue;
  2339. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2340. elem->close();
  2341. elem->connected = false;
  2342. }
  2343. }
  2344. void CGameHandler::playerLeftGame(int cid)
  2345. {
  2346. for (auto & elem : conns)
  2347. {
  2348. if(elem->isOpen() && elem->connectionID == cid)
  2349. {
  2350. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2351. elem->close();
  2352. elem->connected = false;
  2353. break;
  2354. }
  2355. }
  2356. }
  2357. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2358. {
  2359. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2360. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2361. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2362. StackLocation sl1(s1, p1), sl2(s2, p2);
  2363. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2364. {
  2365. complain("Invalid slot accessed!");
  2366. return false;
  2367. }
  2368. if (!isAllowedExchange(id1,id2))
  2369. {
  2370. complain("Cannot exchange stacks between these two objects!\n");
  2371. return false;
  2372. }
  2373. // We can always put stacks into locked garrison, but not take them out of it
  2374. auto notRemovable = [&](const CArmedInstance * army)
  2375. {
  2376. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2377. {
  2378. auto g = dynamic_cast<const CGGarrison *>(army);
  2379. if (g && !g->removableUnits)
  2380. {
  2381. complain("Stacks in this garrison are not removable!\n");
  2382. return true;
  2383. }
  2384. }
  2385. return false;
  2386. };
  2387. if (what==1) //swap
  2388. {
  2389. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2390. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2391. {
  2392. complain("Can't take troops from another player!");
  2393. return false;
  2394. }
  2395. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2396. {
  2397. complain("Cannot swap stacks - slots are the same!");
  2398. return false;
  2399. }
  2400. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2401. {
  2402. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2403. return false;
  2404. }
  2405. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2406. return false;
  2407. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2408. return false;
  2409. swapStacks(sl1, sl2);
  2410. }
  2411. else if (what==2)//merge
  2412. {
  2413. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2414. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2415. return false;
  2416. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2417. {
  2418. complain("Cannot merge empty stack!");
  2419. return false;
  2420. }
  2421. else if (notRemovable(sl1.army))
  2422. return false;
  2423. moveStack(sl1, sl2);
  2424. }
  2425. else if (what==3) //split
  2426. {
  2427. const int countToMove = val - s2->getStackCount(p2);
  2428. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2429. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2430. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2431. {
  2432. complain("Can't move troops of another player!");
  2433. return false;
  2434. }
  2435. //general conditions checking
  2436. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2437. || (val<1 && complain("no creatures to split")) )
  2438. {
  2439. return false;
  2440. }
  2441. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2442. {
  2443. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2444. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2445. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2446. )
  2447. {
  2448. return false;
  2449. }
  2450. if (notRemovable(sl1.army))
  2451. {
  2452. if (s1->getStackCount(p1) > countLeftOnSrc)
  2453. return false;
  2454. }
  2455. else if (notRemovable(sl2.army))
  2456. {
  2457. if (s2->getStackCount(p1) < countLeftOnSrc)
  2458. return false;
  2459. }
  2460. moveStack(sl1, sl2, countToMove);
  2461. //S2.slots[p2]->count = val;
  2462. //S1.slots[p1]->count = total - val;
  2463. }
  2464. else //split one stack to the two
  2465. {
  2466. if (s1->getStackCount(p1) < val)//not enough creatures
  2467. {
  2468. complain("Cannot split that stack, not enough creatures!");
  2469. return false;
  2470. }
  2471. if (notRemovable(sl1.army))
  2472. return false;
  2473. moveStack(sl1, sl2, val);
  2474. }
  2475. }
  2476. return true;
  2477. }
  2478. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2479. {
  2480. std::set<PlayerColor> all;
  2481. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2482. if (i->second == c)
  2483. all.insert(i->first);
  2484. switch(all.size())
  2485. {
  2486. case 0:
  2487. return PlayerColor::NEUTRAL;
  2488. case 1:
  2489. return *all.begin();
  2490. default:
  2491. {
  2492. //if we have more than one player at this connection, try to pick active one
  2493. if (vstd::contains(all, gs->currentPlayer))
  2494. return gs->currentPlayer;
  2495. else
  2496. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2497. }
  2498. }
  2499. }
  2500. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2501. {
  2502. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2503. if (!vstd::contains(s1->stacks,pos))
  2504. {
  2505. complain("Illegal call to disbandCreature - no such stack in army!");
  2506. return false;
  2507. }
  2508. eraseStack(StackLocation(s1, pos));
  2509. return true;
  2510. }
  2511. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2512. {
  2513. const CGTownInstance * t = getTown(tid);
  2514. if (!t)
  2515. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2516. if (!t->town->buildings.count(requestedID))
  2517. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2518. if (t->hasBuilt(requestedID))
  2519. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2520. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2521. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2522. std::vector<const CBuilding*> remainingAutoBuildings;
  2523. std::set<BuildingID> buildingsThatWillBe;
  2524. //Check validity of request
  2525. if (!force)
  2526. {
  2527. switch (requestedBuilding->mode)
  2528. {
  2529. case CBuilding::BUILD_NORMAL :
  2530. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2531. COMPLAIN_RET("Cannot build that building!");
  2532. break;
  2533. case CBuilding::BUILD_AUTO :
  2534. case CBuilding::BUILD_SPECIAL:
  2535. COMPLAIN_RET("This building can not be constructed normally!");
  2536. case CBuilding::BUILD_GRAIL :
  2537. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2538. {
  2539. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2540. COMPLAIN_RET("Cannot build this without grail!")
  2541. else
  2542. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2543. }
  2544. break;
  2545. }
  2546. }
  2547. //Performs stuff that has to be done before new building is built
  2548. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2549. {
  2550. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2551. {
  2552. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2553. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2554. if (upgradeNumber >= t->town->creatures.at(level).size())
  2555. {
  2556. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2557. "no creature found (upgrade number %d, level %d!")
  2558. % buildingID % upgradeNumber % level));
  2559. return;
  2560. }
  2561. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2562. SetAvailableCreatures ssi;
  2563. ssi.tid = t->id;
  2564. ssi.creatures = t->creatures;
  2565. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2566. ssi.creatures[level].first = crea->growth;
  2567. ssi.creatures[level].second.push_back(crea->idNumber);
  2568. sendAndApply(&ssi);
  2569. }
  2570. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2571. {
  2572. setPortalDwelling(t);
  2573. }
  2574. };
  2575. //Performs stuff that has to be done after new building is built
  2576. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2577. {
  2578. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2579. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2580. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2581. {
  2582. if (t->visitingHero)
  2583. giveSpells(t,t->visitingHero);
  2584. if (t->garrisonHero)
  2585. giveSpells(t,t->garrisonHero);
  2586. }
  2587. };
  2588. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2589. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2590. {
  2591. return buildingsThatWillBe.count(buildID);
  2592. };
  2593. //Init the vectors
  2594. for (auto & build : t->town->buildings)
  2595. {
  2596. if (t->hasBuilt(build.first))
  2597. buildingsThatWillBe.insert(build.first);
  2598. else
  2599. {
  2600. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2601. remainingAutoBuildings.push_back(build.second);
  2602. }
  2603. }
  2604. //Prepare structure (list of building ids will be filled later)
  2605. NewStructures ns;
  2606. ns.tid = tid;
  2607. ns.builded = force ? t->builded : (t->builded+1);
  2608. std::queue<const CBuilding*> buildingsToAdd;
  2609. buildingsToAdd.push(requestedBuilding);
  2610. while(!buildingsToAdd.empty())
  2611. {
  2612. auto b = buildingsToAdd.front();
  2613. buildingsToAdd.pop();
  2614. ns.bid.insert(b->bid);
  2615. buildingsThatWillBe.insert(b->bid);
  2616. remainingAutoBuildings -= b;
  2617. for(auto autoBuilding : remainingAutoBuildings)
  2618. {
  2619. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2620. if(actualRequirements.test(areRequirementsFullfilled))
  2621. buildingsToAdd.push(autoBuilding);
  2622. }
  2623. }
  2624. // 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.
  2625. for (auto builtID : ns.bid)
  2626. processBeforeBuiltStructure(builtID);
  2627. //Take cost
  2628. if (!force)
  2629. {
  2630. giveResources(t->tempOwner, -requestedBuilding->resources);
  2631. }
  2632. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2633. sendAndApply(&ns);
  2634. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2635. for (auto builtID : ns.bid)
  2636. processAfterBuiltStructure(builtID);
  2637. // now when everything is built - reveal tiles for lookout tower
  2638. FoWChange fw;
  2639. fw.player = t->tempOwner;
  2640. fw.mode = 1;
  2641. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2642. sendAndApply(&fw);
  2643. if (t->visitingHero)
  2644. vistiCastleObjects (t, t->visitingHero);
  2645. if (t->garrisonHero)
  2646. vistiCastleObjects (t, t->garrisonHero);
  2647. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2648. return true;
  2649. }
  2650. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2651. {
  2652. ///incomplete, simply erases target building
  2653. const CGTownInstance * t = getTown(tid);
  2654. if (!vstd::contains(t->builtBuildings, bid))
  2655. return false;
  2656. RazeStructures rs;
  2657. rs.tid = tid;
  2658. rs.bid.insert(bid);
  2659. rs.destroyed = t->destroyed + 1;
  2660. sendAndApply(&rs);
  2661. //TODO: Remove dwellers
  2662. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2663. // {
  2664. // RemoveBonus rb(RemoveBonus::TOWN);
  2665. // rb.whoID = t->id;
  2666. // rb.source = Bonus::TOWN_STRUCTURE;
  2667. // rb.id = 17;
  2668. // sendAndApply(&rb);
  2669. // }
  2670. return true;
  2671. }
  2672. void CGameHandler::sendMessageToAll(const std::string &message)
  2673. {
  2674. SystemMessage sm;
  2675. sm.text = message;
  2676. sendToAllClients(&sm);
  2677. }
  2678. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2679. {
  2680. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2681. const CArmedInstance *dst = nullptr;
  2682. const CCreature *c = VLC->creh->creatures.at(crid);
  2683. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2684. //TODO: test for owning
  2685. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2686. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2687. assert(dw && dst);
  2688. //verify
  2689. bool found = false;
  2690. int level = 0;
  2691. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2692. {
  2693. if ((fromLvl != -1) && (level !=fromLvl))
  2694. continue;
  2695. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2696. int i = 0;
  2697. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2698. if (cur.second.at(i) == crid)
  2699. break;
  2700. if (i < cur.second.size())
  2701. {
  2702. found = true;
  2703. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2704. break;
  2705. }
  2706. }
  2707. SlotID slot = dst->getSlotFor(crid);
  2708. if ((!found && complain("Cannot recruit: no such creatures!"))
  2709. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2710. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2711. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2712. {
  2713. return false;
  2714. }
  2715. //recruit
  2716. giveResources(dst->tempOwner, -(c->cost * cram));
  2717. SetAvailableCreatures sac;
  2718. sac.tid = objid;
  2719. sac.creatures = dw->creatures;
  2720. sac.creatures[level].first -= cram;
  2721. sendAndApply(&sac);
  2722. if (warMachine)
  2723. {
  2724. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2725. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2726. ArtifactID artId = c->warMachine;
  2727. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2728. const CArtifact * art = artId.toArtifact();
  2729. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2730. return giveHeroNewArtifact(h, art);
  2731. }
  2732. else
  2733. {
  2734. addToSlot(StackLocation(dst, slot), c, cram);
  2735. }
  2736. return true;
  2737. }
  2738. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2739. {
  2740. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2741. if (!obj->hasStackAtSlot(pos))
  2742. {
  2743. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2744. }
  2745. UpgradeInfo ui;
  2746. getUpgradeInfo(obj, pos, ui);
  2747. PlayerColor player = obj->tempOwner;
  2748. const PlayerState *p = getPlayer(player);
  2749. int crQuantity = obj->stacks.at(pos)->count;
  2750. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2751. //check if upgrade is possible
  2752. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2753. {
  2754. return false;
  2755. }
  2756. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2757. //check if player has enough resources
  2758. if (!p->resources.canAfford(totalCost))
  2759. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2760. //take resources
  2761. giveResources(player, -totalCost);
  2762. //upgrade creature
  2763. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2764. return true;
  2765. }
  2766. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2767. {
  2768. if (!sl.army->hasStackAtSlot(sl.slot))
  2769. COMPLAIN_RET("Cannot find a stack to change type");
  2770. SetStackType sst;
  2771. sst.sl = sl;
  2772. sst.type = c;
  2773. sendAndApply(&sst);
  2774. return true;
  2775. }
  2776. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2777. {
  2778. assert(src->canBeMergedWith(*dst, allowMerging));
  2779. while(src->stacksCount())//while there are unmoved creatures
  2780. {
  2781. auto i = src->Slots().begin(); //iterator to stack to move
  2782. StackLocation sl(src, i->first); //location of stack to move
  2783. SlotID pos = dst->getSlotFor(i->second->type);
  2784. if (!pos.validSlot())
  2785. {
  2786. //try to merge two other stacks to make place
  2787. std::pair<SlotID, SlotID> toMerge;
  2788. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2789. {
  2790. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2791. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2792. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2793. }
  2794. else
  2795. {
  2796. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2797. return;
  2798. }
  2799. }
  2800. else
  2801. {
  2802. moveStack(sl, StackLocation(dst, pos));
  2803. }
  2804. }
  2805. }
  2806. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2807. {
  2808. const CGTownInstance * town = getTown(tid);
  2809. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2810. {
  2811. if (!town->visitingHero->canBeMergedWith(*town))
  2812. {
  2813. complain("Cannot make garrison swap, not enough free slots!");
  2814. return false;
  2815. }
  2816. moveArmy(town, town->visitingHero, true);
  2817. SetHeroesInTown intown;
  2818. intown.tid = tid;
  2819. intown.visiting = ObjectInstanceID();
  2820. intown.garrison = town->visitingHero->id;
  2821. sendAndApply(&intown);
  2822. return true;
  2823. }
  2824. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2825. {
  2826. //check if moving hero out of town will break 8 wandering heroes limit
  2827. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2828. {
  2829. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2830. return false;
  2831. }
  2832. SetHeroesInTown intown;
  2833. intown.tid = tid;
  2834. intown.garrison = ObjectInstanceID();
  2835. intown.visiting = town->garrisonHero->id;
  2836. sendAndApply(&intown);
  2837. return true;
  2838. }
  2839. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2840. {
  2841. SetHeroesInTown intown;
  2842. intown.tid = tid;
  2843. intown.garrison = town->visitingHero->id;
  2844. intown.visiting = town->garrisonHero->id;
  2845. sendAndApply(&intown);
  2846. return true;
  2847. }
  2848. else
  2849. {
  2850. complain("Cannot swap garrison hero!");
  2851. return false;
  2852. }
  2853. }
  2854. // With the amount of changes done to the function, it's more like transferArtifacts.
  2855. // 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.
  2856. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2857. {
  2858. ArtifactLocation src = al1, dst = al2;
  2859. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2860. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2861. // Make sure exchange is even possible between the two heroes.
  2862. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2863. COMPLAIN_RET("That heroes cannot make any exchange!");
  2864. const CArtifactInstance *srcArtifact = src.getArt();
  2865. const CArtifactInstance *destArtifact = dst.getArt();
  2866. if (srcArtifact == nullptr)
  2867. COMPLAIN_RET("No artifact to move!");
  2868. if (destArtifact && srcPlayer != dstPlayer)
  2869. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2870. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2871. // Moving to the backpack is always allowed.
  2872. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2873. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2874. COMPLAIN_RET("Cannot move artifact!");
  2875. auto srcSlot = src.getSlot();
  2876. auto dstSlot = dst.getSlot();
  2877. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2878. COMPLAIN_RET("Cannot move artifact locks.");
  2879. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2880. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2881. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2882. COMPLAIN_RET("Cannot move catapult!");
  2883. if (dst.slot >= GameConstants::BACKPACK_START)
  2884. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2885. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2886. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2887. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2888. {
  2889. //old artifact must be removed first
  2890. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2891. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2892. }
  2893. MoveArtifact ma;
  2894. ma.src = src;
  2895. ma.dst = dst;
  2896. sendAndApply(&ma);
  2897. return true;
  2898. }
  2899. /**
  2900. * Assembles or disassembles a combination artifact.
  2901. * @param heroID ID of hero holding the artifact(s).
  2902. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2903. * @param assemble True for assembly operation, false for disassembly.
  2904. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2905. * artifact to assemble to. Otherwise it's not used.
  2906. */
  2907. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2908. {
  2909. const CGHeroInstance * hero = getHero(heroID);
  2910. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2911. if (!destArtifact)
  2912. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2913. if (assemble)
  2914. {
  2915. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2916. if (!combinedArt->constituents)
  2917. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2918. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2919. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2920. AssembledArtifact aa;
  2921. aa.al = ArtifactLocation(hero, artifactSlot);
  2922. aa.builtArt = combinedArt;
  2923. sendAndApply(&aa);
  2924. }
  2925. else
  2926. {
  2927. if (!destArtifact->artType->constituents)
  2928. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2929. DisassembledArtifact da;
  2930. da.al = ArtifactLocation(hero, artifactSlot);
  2931. sendAndApply(&da);
  2932. }
  2933. return true;
  2934. }
  2935. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2936. {
  2937. const CGHeroInstance * hero = getHero(hid);
  2938. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2939. const CGTownInstance * town = hero->visitedTown;
  2940. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2941. if (aid==ArtifactID::SPELLBOOK)
  2942. {
  2943. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2944. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2945. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2946. )
  2947. return false;
  2948. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2949. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2950. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2951. giveSpells(town,hero);
  2952. return true;
  2953. }
  2954. else
  2955. {
  2956. const CArtifact * art = aid.toArtifact();
  2957. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2958. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  2959. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2960. const int price = art->price;
  2961. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  2962. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2963. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2964. {
  2965. giveResource(hero->getOwner(),Res::GOLD,-price);
  2966. return giveHeroNewArtifact(hero, art);
  2967. }
  2968. else
  2969. COMPLAIN_RET("This machine is unavailable here!");
  2970. }
  2971. }
  2972. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2973. {
  2974. if(!h)
  2975. COMPLAIN_RET("Only hero can buy artifacts!");
  2976. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2977. COMPLAIN_RET("That artifact is unavailable!");
  2978. int b1, b2;
  2979. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2980. if (getResource(h->tempOwner, rid) < b1)
  2981. COMPLAIN_RET("You can't afford to buy this artifact!");
  2982. giveResource(h->tempOwner, rid, -b1);
  2983. SetAvailableArtifacts saa;
  2984. if (m->o->ID == Obj::TOWN)
  2985. {
  2986. saa.id = -1;
  2987. saa.arts = CGTownInstance::merchantArtifacts;
  2988. }
  2989. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2990. {
  2991. saa.id = bm->id.getNum();
  2992. saa.arts = bm->artifacts;
  2993. }
  2994. else
  2995. COMPLAIN_RET("Wrong marktet...");
  2996. bool found = false;
  2997. for (const CArtifact *&art : saa.arts)
  2998. {
  2999. if (art && art->id == aid)
  3000. {
  3001. art = nullptr;
  3002. found = true;
  3003. break;
  3004. }
  3005. }
  3006. if (!found)
  3007. COMPLAIN_RET("Cannot find selected artifact on the list");
  3008. sendAndApply(&saa);
  3009. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3010. return true;
  3011. }
  3012. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3013. {
  3014. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3015. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3016. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3017. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3018. int resVal = 0, dump = 1;
  3019. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3020. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3021. giveResource(h->tempOwner, rid, resVal);
  3022. return true;
  3023. }
  3024. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3025. {
  3026. if (!h)
  3027. COMPLAIN_RET("You need hero to buy a skill!");
  3028. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3029. COMPLAIN_RET("Hero already know this skill");
  3030. if (!h->canLearnSkill())
  3031. COMPLAIN_RET("Hero can't learn any more skills");
  3032. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3033. COMPLAIN_RET("The hero can't learn this skill!");
  3034. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3035. COMPLAIN_RET("That skill is unavailable!");
  3036. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3037. COMPLAIN_RET("You can't afford to buy this skill");
  3038. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3039. changeSecSkill(h, skill, 1, true);
  3040. return true;
  3041. }
  3042. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3043. {
  3044. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3045. vstd::amin(val, r1); //can't trade more resources than have
  3046. int b1, b2; //base quantities for trade
  3047. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3048. int units = val / b1; //how many base quantities we trade
  3049. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3050. {
  3051. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3052. }
  3053. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3054. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3055. return true;
  3056. }
  3057. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3058. {
  3059. if(!hero)
  3060. COMPLAIN_RET("Only hero can sell creatures!");
  3061. if (!vstd::contains(hero->Slots(), slot))
  3062. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3063. const CStackInstance &s = hero->getStack(slot);
  3064. if (s.count < count //can't sell more creatures than have
  3065. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3066. {
  3067. COMPLAIN_RET("Not enough creatures in army!");
  3068. }
  3069. int b1, b2; //base quantities for trade
  3070. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3071. int units = count / b1; //how many base quantities we trade
  3072. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3073. {
  3074. //TODO: complain?
  3075. assert(0);
  3076. }
  3077. changeStackCount(StackLocation(hero, slot), -count);
  3078. giveResource(hero->tempOwner, resourceID, b2 * units);
  3079. return true;
  3080. }
  3081. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3082. {
  3083. const CArmedInstance *army = nullptr;
  3084. if (hero)
  3085. army = hero;
  3086. else
  3087. army = dynamic_cast<const CGTownInstance *>(market->o);
  3088. if (!army)
  3089. COMPLAIN_RET("Incorrect call to transform in undead!");
  3090. if (!army->hasStackAtSlot(slot))
  3091. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3092. const CStackInstance &s = army->getStack(slot);
  3093. //resulting creature - bone dragons or skeletons
  3094. CreatureID resCreature = CreatureID::SKELETON;
  3095. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3096. || (s.getCreatureID() == CreatureID::HYDRA)
  3097. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3098. resCreature = CreatureID::BONE_DRAGON;
  3099. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3100. return true;
  3101. }
  3102. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3103. {
  3104. const PlayerState *p2 = getPlayer(r2, false);
  3105. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3106. {
  3107. complain("Dest player must be in game!");
  3108. return false;
  3109. }
  3110. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3111. vstd::amin(val, curRes1);
  3112. giveResource(player, r1, -val);
  3113. giveResource(r2, r1, val);
  3114. return true;
  3115. }
  3116. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3117. {
  3118. const CGHeroInstance *h = getHero(hid);
  3119. if (!h)
  3120. {
  3121. logGlobal->error("Hero doesn't exist!");
  3122. return false;
  3123. }
  3124. ChangeFormation cf;
  3125. cf.hid = hid;
  3126. cf.formation = formation;
  3127. sendAndApply(&cf);
  3128. return true;
  3129. }
  3130. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3131. {
  3132. const PlayerState * p = getPlayer(player);
  3133. const CGTownInstance * t = getTown(obj->id);
  3134. //common preconditions
  3135. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3136. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3137. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3138. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3139. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3140. {
  3141. return false;
  3142. }
  3143. if (t) //tavern in town
  3144. {
  3145. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3146. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3147. {
  3148. return false;
  3149. }
  3150. }
  3151. else if (obj->ID == Obj::TAVERN)
  3152. {
  3153. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3154. {
  3155. return false;
  3156. }
  3157. }
  3158. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3159. if (!nh)
  3160. {
  3161. complain ("Hero is not available for hiring!");
  3162. return false;
  3163. }
  3164. HeroRecruited hr;
  3165. hr.tid = obj->id;
  3166. hr.hid = nh->subID;
  3167. hr.player = player;
  3168. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3169. sendAndApply(&hr);
  3170. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3171. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3172. const CGHeroInstance *newHero = nullptr;
  3173. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3174. {
  3175. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3176. }
  3177. SetAvailableHeroes sah;
  3178. sah.player = player;
  3179. if (newHero)
  3180. {
  3181. sah.hid[hid] = newHero->subID;
  3182. sah.army[hid].clear();
  3183. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3184. }
  3185. else
  3186. {
  3187. sah.hid[hid] = -1;
  3188. }
  3189. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3190. sendAndApply(&sah);
  3191. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3192. if (t)
  3193. {
  3194. vistiCastleObjects (t, nh);
  3195. giveSpells (t,nh);
  3196. }
  3197. return true;
  3198. }
  3199. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3200. {
  3201. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3202. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3203. logGlobal->trace(answer.toJson());
  3204. auto topQuery = queries.topQuery(player);
  3205. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3206. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3207. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3208. topQuery->setReply(answer);
  3209. queries.popQuery(topQuery);
  3210. return true;
  3211. }
  3212. static EndAction end_action;
  3213. void CGameHandler::updateGateState()
  3214. {
  3215. BattleUpdateGateState db;
  3216. db.state = gs->curB->si.gateState;
  3217. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3218. {
  3219. db.state = EGateState::DESTROYED;
  3220. }
  3221. else if (db.state == EGateState::OPENED)
  3222. {
  3223. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3224. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3225. {
  3226. if (gs->curB->town->subID == ETownType::FORTRESS)
  3227. {
  3228. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3229. db.state = EGateState::CLOSED;
  3230. }
  3231. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3232. db.state = EGateState::BLOCKED;
  3233. else
  3234. db.state = EGateState::CLOSED;
  3235. }
  3236. }
  3237. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3238. db.state = EGateState::BLOCKED;
  3239. else
  3240. db.state = EGateState::CLOSED;
  3241. if (db.state != gs->curB->si.gateState)
  3242. sendAndApply(&db);
  3243. }
  3244. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3245. {
  3246. bool ok = true;
  3247. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3248. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3249. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3250. : nullptr;
  3251. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3252. logGlobal->trace(
  3253. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3254. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3255. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3256. switch(ba.actionType)
  3257. {
  3258. case Battle::WALK: //walk
  3259. case Battle::DEFEND: //defend
  3260. case Battle::WAIT: //wait
  3261. case Battle::WALK_AND_ATTACK: //walk or attack
  3262. case Battle::SHOOT: //shoot
  3263. case Battle::CATAPULT: //catapult
  3264. case Battle::STACK_HEAL: //healing with First Aid Tent
  3265. case Battle::DAEMON_SUMMONING:
  3266. case Battle::MONSTER_SPELL:
  3267. if (!stack)
  3268. {
  3269. complain("No such stack!");
  3270. return false;
  3271. }
  3272. if (!stack->alive())
  3273. {
  3274. complain("This stack is dead: " + stack->nodeName());
  3275. return false;
  3276. }
  3277. if (battleTacticDist())
  3278. {
  3279. if (stack && stack->side != battleGetTacticsSide())
  3280. {
  3281. complain("This is not a stack of side that has tactics!");
  3282. return false;
  3283. }
  3284. }
  3285. else if (!isAboutActiveStack)
  3286. {
  3287. complain("Action has to be about active stack!");
  3288. return false;
  3289. }
  3290. }
  3291. auto wrapAction = [this](BattleAction &ba)
  3292. {
  3293. StartAction startAction(ba);
  3294. sendAndApply(&startAction);
  3295. return vstd::makeScopeGuard([&]()
  3296. {
  3297. sendAndApply(&end_action);
  3298. });
  3299. };
  3300. switch(ba.actionType)
  3301. {
  3302. case Battle::END_TACTIC_PHASE: //wait
  3303. case Battle::BAD_MORALE:
  3304. case Battle::NO_ACTION:
  3305. {
  3306. auto wrapper = wrapAction(ba);
  3307. break;
  3308. }
  3309. case Battle::WALK:
  3310. {
  3311. auto wrapper = wrapAction(ba);
  3312. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3313. if (!walkedTiles)
  3314. complain("Stack failed movement!");
  3315. break;
  3316. }
  3317. case Battle::DEFEND:
  3318. {
  3319. //defensive stance
  3320. SetStackEffect sse;
  3321. Bonus bonus1(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3322. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3323. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3324. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3325. int oldDefenceValue = defence.totalValue();
  3326. defence.push_back(std::make_shared<Bonus>(bonus1));
  3327. defence.push_back(std::make_shared<Bonus>(bonus2));
  3328. int difference = defence.totalValue() - oldDefenceValue;
  3329. MetaString text;
  3330. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3331. stack->addNameReplacement(text);
  3332. text.addReplacement(difference);
  3333. sse.battleLog.push_back(text);
  3334. sse.effect.push_back(bonus1);
  3335. sse.effect.push_back(bonus2);
  3336. sse.stacks.push_back(ba.stackNumber);
  3337. sendAndApply(&sse);
  3338. //don't break - we share code with next case
  3339. }
  3340. case Battle::WAIT:
  3341. {
  3342. auto wrapper = wrapAction(ba);
  3343. break;
  3344. }
  3345. case Battle::RETREAT: //retreat/flee
  3346. {
  3347. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3348. complain("Cannot retreat!");
  3349. else
  3350. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3351. break;
  3352. }
  3353. case Battle::SURRENDER:
  3354. {
  3355. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3356. int cost = gs->curB->battleGetSurrenderCost(player);
  3357. if (cost < 0)
  3358. complain("Cannot surrender!");
  3359. else if (getResource(player, Res::GOLD) < cost)
  3360. complain("Not enough gold to surrender!");
  3361. else
  3362. {
  3363. giveResource(player, Res::GOLD, -cost);
  3364. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3365. }
  3366. break;
  3367. }
  3368. case Battle::WALK_AND_ATTACK: //walk or attack
  3369. {
  3370. auto wrapper = wrapAction(ba);
  3371. if (!stack || !destinationStack)
  3372. {
  3373. break;
  3374. }
  3375. BattleHex startingPos = stack->position;
  3376. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3377. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3378. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3379. && !(stack->doubleWide() && (stack->position == ba.destinationTile.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3380. )
  3381. {
  3382. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3383. ok = false;
  3384. break;
  3385. }
  3386. if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3387. {
  3388. destinationStack = nullptr;
  3389. }
  3390. if (!destinationStack)
  3391. {
  3392. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3393. ok = false;
  3394. break;
  3395. }
  3396. if (!CStack::isMeleeAttackPossible(stack, destinationStack))
  3397. {
  3398. complain("Attack cannot be performed!");
  3399. ok = false;
  3400. break;
  3401. }
  3402. //attack
  3403. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3404. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3405. for (int i = 0; i < totalAttacks; ++i)
  3406. {
  3407. if (stack &&
  3408. stack->alive() && //move can cause death, eg. by walking into the moat
  3409. destinationStack->alive())
  3410. {
  3411. BattleAttack bat;
  3412. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3413. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3414. handleAttackBeforeCasting(&bat); //only before first attack
  3415. sendAndApply(&bat);
  3416. handleAfterAttackCasting(bat);
  3417. }
  3418. //counterattack
  3419. if (i == 0 && destinationStack
  3420. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3421. && destinationStack->ableToRetaliate()
  3422. && stack->alive()) //attacker may have died (fire shield)
  3423. {
  3424. BattleAttack bat;
  3425. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3426. bat.flags |= BattleAttack::COUNTER;
  3427. sendAndApply(&bat);
  3428. handleAfterAttackCasting(bat);
  3429. }
  3430. }
  3431. //return
  3432. if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3433. {
  3434. moveStack(ba.stackNumber, startingPos);
  3435. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3436. }
  3437. break;
  3438. }
  3439. case Battle::SHOOT:
  3440. {
  3441. if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
  3442. {
  3443. complain("Cannot shoot!");
  3444. break;
  3445. }
  3446. if (!destinationStack)
  3447. {
  3448. complain("No target to shoot!");
  3449. break;
  3450. }
  3451. auto wrapper = wrapAction(ba);
  3452. {
  3453. BattleAttack bat;
  3454. bat.flags |= BattleAttack::SHOT;
  3455. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3456. handleAttackBeforeCasting(&bat);
  3457. sendAndApply(&bat);
  3458. handleAfterAttackCasting(bat);
  3459. }
  3460. //ranged counterattack
  3461. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3462. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3463. && destinationStack->ableToRetaliate()
  3464. && stack->alive()) //attacker may have died (fire shield)
  3465. {
  3466. BattleAttack bat;
  3467. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3468. bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;
  3469. sendAndApply(&bat);
  3470. handleAfterAttackCasting(bat);
  3471. }
  3472. //extra shot(s) for ballista, based on artillery skill
  3473. if(stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3474. {
  3475. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3476. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3477. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3478. {
  3479. BattleAttack bat2;
  3480. bat2.flags |= BattleAttack::SHOT;
  3481. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3482. sendAndApply(&bat2);
  3483. }
  3484. }
  3485. //allow more than one additional attack
  3486. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3487. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3488. for(int i = 0; i < additionalAttacks; ++i)
  3489. {
  3490. if (
  3491. stack->alive()
  3492. && destinationStack->alive()
  3493. && stack->shots.canUse()
  3494. )
  3495. {
  3496. BattleAttack bat;
  3497. bat.flags |= BattleAttack::SHOT;
  3498. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3499. sendAndApply(&bat);
  3500. handleAfterAttackCasting(bat);
  3501. }
  3502. }
  3503. break;
  3504. }
  3505. case Battle::CATAPULT:
  3506. {
  3507. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3508. {
  3509. switch(part)
  3510. {
  3511. case EWallPart::GATE:
  3512. return sbi.gate;
  3513. case EWallPart::KEEP:
  3514. return sbi.keep;
  3515. case EWallPart::BOTTOM_TOWER:
  3516. case EWallPart::UPPER_TOWER:
  3517. return sbi.tower;
  3518. case EWallPart::BOTTOM_WALL:
  3519. case EWallPart::BELOW_GATE:
  3520. case EWallPart::OVER_GATE:
  3521. case EWallPart::UPPER_WALL:
  3522. return sbi.wall;
  3523. default:
  3524. return 0;
  3525. }
  3526. };
  3527. auto wrapper = wrapAction(ba);
  3528. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3529. CHeroHandler::SBallisticsLevelInfo sbi;
  3530. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3531. sbi = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  3532. else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
  3533. {
  3534. sbi = VLC->heroh->ballistics.at(1);
  3535. sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  3536. }
  3537. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3538. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3539. {
  3540. complain("catapult tried to attack non-catapultable hex!");
  3541. break;
  3542. }
  3543. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3544. auto &currentHP = gs->curB->si.wallState;
  3545. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3546. {
  3547. complain("catapult tried to attack already destroyed wall part!");
  3548. break;
  3549. }
  3550. for (int g=0; g<sbi.shots; ++g)
  3551. {
  3552. bool hitSuccessfull = false;
  3553. auto attackedPart = wallPart;
  3554. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3555. {
  3556. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3557. currentHP.at(attackedPart) != EWallState::NONE &&
  3558. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3559. {
  3560. hitSuccessfull = true;
  3561. }
  3562. else // select new target
  3563. {
  3564. std::vector<EWallPart::EWallPart> allowedTargets;
  3565. for (size_t i=0; i< currentHP.size(); i++)
  3566. {
  3567. if(currentHP.at(i) != EWallState::DESTROYED &&
  3568. currentHP.at(i) != EWallState::NONE)
  3569. allowedTargets.push_back(EWallPart::EWallPart(i));
  3570. }
  3571. if (allowedTargets.empty())
  3572. break;
  3573. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3574. }
  3575. }
  3576. while (!hitSuccessfull);
  3577. if (!hitSuccessfull) // break triggered - no target to shoot at
  3578. break;
  3579. CatapultAttack ca; //package for clients
  3580. CatapultAttack::AttackInfo attack;
  3581. attack.attackedPart = attackedPart;
  3582. attack.destinationTile = ba.destinationTile;
  3583. attack.damageDealt = 0;
  3584. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3585. int dmgRand = getRandomGenerator().nextInt(99);
  3586. //accumulating dmgChance
  3587. dmgChance[1] += dmgChance[0];
  3588. dmgChance[2] += dmgChance[1];
  3589. //calculating dealt damage
  3590. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3591. {
  3592. if (dmgRand <= dmgChance[damage])
  3593. {
  3594. attack.damageDealt = damage;
  3595. break;
  3596. }
  3597. }
  3598. // attacked tile may have changed - update destination
  3599. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3600. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3601. //removing creatures in turrets / keep if one is destroyed
  3602. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3603. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3604. {
  3605. int posRemove = -1;
  3606. switch(attackedPart)
  3607. {
  3608. case EWallPart::KEEP:
  3609. posRemove = -2;
  3610. break;
  3611. case EWallPart::BOTTOM_TOWER:
  3612. posRemove = -3;
  3613. break;
  3614. case EWallPart::UPPER_TOWER:
  3615. posRemove = -4;
  3616. break;
  3617. }
  3618. BattleStacksRemoved bsr;
  3619. for (auto & elem : gs->curB->stacks)
  3620. {
  3621. if (elem->position == posRemove)
  3622. {
  3623. bsr.stackIDs.insert(elem->ID);
  3624. break;
  3625. }
  3626. }
  3627. sendAndApply(&bsr);
  3628. }
  3629. ca.attacker = ba.stackNumber;
  3630. ca.attackedParts.push_back(attack);
  3631. sendAndApply(&ca);
  3632. }
  3633. //finish by scope guard
  3634. break;
  3635. }
  3636. case Battle::STACK_HEAL: //healing with First Aid Tent
  3637. {
  3638. auto wrapper = wrapAction(ba);
  3639. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3640. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3641. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3642. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3643. {
  3644. complain("There is either no healer, no destination, or healer cannot heal :P");
  3645. }
  3646. else
  3647. {
  3648. int32_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3649. //TODO: allow resurrection for mods
  3650. CHealth health = destStack->healthAfterHealed(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  3651. if(toHeal == 0)
  3652. {
  3653. logGlobal->warn("Nothing to heal");
  3654. }
  3655. else
  3656. {
  3657. StacksHealedOrResurrected shr;
  3658. shr.lifeDrain = false;
  3659. shr.tentHealing = true;
  3660. shr.cure = false;
  3661. shr.drainedFrom = ba.stackNumber;
  3662. CHealthInfo hi;
  3663. health.toInfo(hi);
  3664. hi.stackId = destStack->ID;
  3665. hi.delta = toHeal;
  3666. shr.healedStacks.push_back(hi);
  3667. sendAndApply(&shr);
  3668. }
  3669. }
  3670. break;
  3671. }
  3672. case Battle::DAEMON_SUMMONING:
  3673. //TODO: From Strategija:
  3674. //Summon Demon is a level 2 spell.
  3675. {
  3676. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3677. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3678. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3679. BattleStackAdded bsa;
  3680. bsa.side = summoner->side;
  3681. bsa.creID = summonedType;
  3682. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3683. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3684. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3685. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3686. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3687. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.side, destStack->position);
  3688. bsa.summoned = false;
  3689. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3690. {
  3691. auto wrapper = wrapAction(ba);
  3692. BattleStacksRemoved bsr; //remove body
  3693. bsr.stackIDs.insert(destStack->ID);
  3694. sendAndApply(&bsr);
  3695. sendAndApply(&bsa);
  3696. BattleSetStackProperty ssp;
  3697. ssp.stackID = ba.stackNumber;
  3698. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3699. ssp.val = -1;
  3700. ssp.absolute = false;
  3701. sendAndApply(&ssp);
  3702. }
  3703. break;
  3704. }
  3705. case Battle::MONSTER_SPELL:
  3706. {
  3707. auto wrapper = wrapAction(ba);
  3708. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3709. SpellID spellID = SpellID(ba.additionalInfo);
  3710. BattleHex destination(ba.destinationTile);
  3711. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3712. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3713. //TODO special bonus for genies ability
  3714. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3715. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3716. if (spellID < 0)
  3717. complain("That stack can't cast spells!");
  3718. else
  3719. {
  3720. const CSpell * spell = SpellID(spellID).toSpell();
  3721. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3722. parameters.spellLvl = 0;
  3723. if (spellcaster)
  3724. vstd::amax(parameters.spellLvl, spellcaster->val);
  3725. if (randSpellcaster)
  3726. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3727. vstd::amin(parameters.spellLvl, 3);
  3728. parameters.effectLevel = parameters.spellLvl;
  3729. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3730. parameters.aimToHex(destination);//todo: allow multiple destinations
  3731. parameters.cast(spellEnv);
  3732. }
  3733. break;
  3734. }
  3735. }
  3736. if(ba.actionType == Battle::DAEMON_SUMMONING || ba.actionType == Battle::WAIT || ba.actionType == Battle::DEFEND
  3737. || ba.actionType == Battle::SHOOT || ba.actionType == Battle::MONSTER_SPELL)
  3738. handleDamageFromObstacle(stack);
  3739. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3740. battleMadeAction.setn(true);
  3741. return ok;
  3742. }
  3743. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3744. {
  3745. bool cheated = true;
  3746. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3747. sendAndApply(&temp_message);
  3748. std::vector<std::string> cheat;
  3749. boost::split(cheat, message, boost::is_any_of(" "));
  3750. int obj = 0;
  3751. if (cheat.size() == 2)
  3752. {
  3753. obj = std::atoi(cheat[1].c_str());
  3754. if (obj)
  3755. currObj = ObjectInstanceID(obj);
  3756. }
  3757. const CGHeroInstance * hero = getHero(currObj);
  3758. const CGTownInstance * town = getTown(currObj);
  3759. if (!town && hero)
  3760. town = hero->visitedTown;
  3761. if (cheat.size() == 1 || obj)
  3762. handleCheatCode(cheat[0], player, hero, town, cheated);
  3763. else
  3764. {
  3765. for (const auto & i : gs->players)
  3766. {
  3767. if (i.first == PlayerColor::NEUTRAL)
  3768. continue;
  3769. if (cheat[1] == "ai")
  3770. {
  3771. if (i.second.human)
  3772. continue;
  3773. }
  3774. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3775. continue;
  3776. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3777. {
  3778. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3779. }
  3780. else if (cheat[0] == "vcmiarmenelos")
  3781. {
  3782. for (const auto & t : i.second.towns)
  3783. {
  3784. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3785. }
  3786. }
  3787. else
  3788. {
  3789. for (const auto & h : i.second.heroes)
  3790. {
  3791. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3792. }
  3793. }
  3794. }
  3795. }
  3796. if (cheated)
  3797. {
  3798. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3799. sendAndApply(&temp_message);
  3800. if(!player.isSpectator())
  3801. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3802. }
  3803. }
  3804. bool CGameHandler::makeCustomAction(BattleAction &ba)
  3805. {
  3806. switch(ba.actionType)
  3807. {
  3808. case Battle::HERO_SPELL:
  3809. {
  3810. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3811. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3812. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3813. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3814. if (!s)
  3815. {
  3816. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3817. return false;
  3818. }
  3819. BattleSpellCastParameters parameters(gs->curB, h, s);
  3820. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3821. parameters.mode = ECastingMode::HERO_CASTING;
  3822. if (ba.selectedStack >= 0)
  3823. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3824. ESpellCastProblem::ESpellCastProblem escp = s->canBeCast(gs->curB, ECastingMode::HERO_CASTING, h);//todo: should we check aimed cast?
  3825. if (escp != ESpellCastProblem::OK)
  3826. {
  3827. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3828. return false;
  3829. }
  3830. StartAction start_action(ba);
  3831. sendAndApply(&start_action); //start spell casting
  3832. parameters.cast(spellEnv);
  3833. sendAndApply(&end_action);
  3834. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3835. {
  3836. battleMadeAction.setn(true);
  3837. }
  3838. checkBattleStateChanges();
  3839. if (battleResult.get())
  3840. {
  3841. battleMadeAction.setn(true);
  3842. //battle will be ended by startBattle function
  3843. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3844. }
  3845. return true;
  3846. }
  3847. }
  3848. return false;
  3849. }
  3850. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  3851. {
  3852. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3853. for(auto b : bl)
  3854. {
  3855. SetStackEffect sse;
  3856. int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3857. if(val > 3)
  3858. {
  3859. for(auto s : gs->curB->battleGetAllStacks())
  3860. {
  3861. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3862. sse.stacks.push_back (s->ID);
  3863. }
  3864. }
  3865. else
  3866. sse.stacks.push_back (st->ID);
  3867. const CSpell * sp = SpellID(b->subtype).toSpell();
  3868. const int level = ((val > 3) ? (val - 3) : val);
  3869. sp->getEffects(sse.effect, level, false, 50);
  3870. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  3871. sp->getEffects(sse.cumulativeEffects, level, true, 50);
  3872. if(!sse.effect.empty() || !sse.cumulativeEffects.empty())
  3873. sendAndApply(&sse);
  3874. }
  3875. }
  3876. void CGameHandler::stackTurnTrigger(const CStack *st)
  3877. {
  3878. BattleTriggerEffect bte;
  3879. bte.stackID = st->ID;
  3880. bte.effect = -1;
  3881. bte.val = 0;
  3882. bte.additionalInfo = 0;
  3883. if (st->alive())
  3884. {
  3885. //unbind
  3886. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  3887. {
  3888. bool unbind = true;
  3889. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3890. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3891. for (auto b : bl)
  3892. {
  3893. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3894. if (stack)
  3895. {
  3896. if (vstd::contains(stacks, stack)) //binding stack is still present
  3897. {
  3898. unbind = false;
  3899. }
  3900. }
  3901. }
  3902. if (unbind)
  3903. {
  3904. BattleSetStackProperty ssp;
  3905. ssp.which = BattleSetStackProperty::UNBIND;
  3906. ssp.stackID = st->ID;
  3907. sendAndApply(&ssp);
  3908. }
  3909. }
  3910. //regeneration
  3911. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  3912. {
  3913. bte.effect = Bonus::HP_REGENERATION;
  3914. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  3915. }
  3916. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3917. {
  3918. bte.effect = Bonus::HP_REGENERATION;
  3919. bte.val = st->MaxHealth() - st->getFirstHPleft();
  3920. }
  3921. if (bte.val) //anything to heal
  3922. sendAndApply(&bte);
  3923. if (st->hasBonusOfType(Bonus::POISON))
  3924. {
  3925. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3926. if (b) //TODO: what if not?...
  3927. {
  3928. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3929. if (bte.val < b->val) //(negative) poison effect increases - update it
  3930. {
  3931. bte.effect = Bonus::POISON;
  3932. sendAndApply(&bte);
  3933. }
  3934. }
  3935. }
  3936. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3937. {
  3938. const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
  3939. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3940. if (opponentHero)
  3941. {
  3942. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3943. vstd::amin(manaDrained, opponentHero->mana);
  3944. if (manaDrained)
  3945. {
  3946. bte.effect = Bonus::MANA_DRAIN;
  3947. bte.val = manaDrained;
  3948. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3949. sendAndApply(&bte);
  3950. }
  3951. }
  3952. }
  3953. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3954. {
  3955. bool fearsomeCreature = false;
  3956. for (CStack * stack : gs->curB->stacks)
  3957. {
  3958. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3959. {
  3960. fearsomeCreature = true;
  3961. break;
  3962. }
  3963. }
  3964. if (fearsomeCreature)
  3965. {
  3966. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3967. {
  3968. bte.effect = Bonus::FEAR;
  3969. sendAndApply(&bte);
  3970. }
  3971. }
  3972. }
  3973. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3974. int side = gs->curB->whatSide(st->owner);
  3975. if(st->canCast() && !gs->curB->sides.at(side).enchanterCounter)
  3976. {
  3977. bool cast = false;
  3978. while (!bl.empty() && !cast)
  3979. {
  3980. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  3981. auto spellID = SpellID(bonus->subtype);
  3982. const CSpell * spell = SpellID(spellID).toSpell();
  3983. bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
  3984. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3985. parameters.spellLvl = bonus->val;
  3986. parameters.effectLevel = bonus->val;//todo: recheck
  3987. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3988. cast = parameters.castIfPossible(spellEnv);
  3989. if(cast)
  3990. {
  3991. //todo: move to mechanics
  3992. BattleSetStackProperty ssp;
  3993. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3994. ssp.absolute = false;
  3995. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3996. ssp.stackID = st->ID;
  3997. sendAndApply(&ssp);
  3998. }
  3999. }
  4000. }
  4001. }
  4002. }
  4003. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4004. {
  4005. if(!curStack->alive())
  4006. return false;
  4007. bool containDamageFromMoat = false;
  4008. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4009. {
  4010. if(!curStack->alive() || obstacle->stopsMovement() && stackIsMoving == true)
  4011. return false;
  4012. //we want to determine following vars depending on obstacle type
  4013. int damage = -1;
  4014. int effect = -1;
  4015. bool oneTimeObstacle = false;
  4016. //helper info
  4017. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get()); //not nice but we may need spell params
  4018. const ui8 side = curStack->side; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4019. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4020. if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4021. {
  4022. damage = battleGetMoatDmg();
  4023. if(!containDamageFromMoat)
  4024. containDamageFromMoat = true;
  4025. else
  4026. continue;
  4027. }
  4028. else if(obstacle->obstacleType == CObstacleInstance::LAND_MINE)
  4029. {
  4030. if(!spellObstacle)
  4031. COMPLAIN_RET("Invalid obstacle instance");
  4032. //You don't get hit by a Mine you can see.
  4033. if(gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side))
  4034. continue;
  4035. oneTimeObstacle = true;
  4036. effect = 82;
  4037. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4038. if(sp->isImmuneByStack(hero, curStack))
  4039. continue;
  4040. damage = sp->calculateDamage(hero, curStack, spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4041. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4042. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4043. }
  4044. else if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL)
  4045. {
  4046. if(!spellObstacle)
  4047. COMPLAIN_RET("Invalid obstacle instance");
  4048. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4049. if(sp->isImmuneByStack(hero, curStack))
  4050. continue;
  4051. damage = sp->calculateDamage(hero, curStack,
  4052. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4053. }
  4054. else
  4055. continue;
  4056. BattleStackAttacked bsa;
  4057. if(effect >= 0)
  4058. {
  4059. bsa.flags |= BattleStackAttacked::EFFECT;
  4060. bsa.effect = effect; //makes POOF
  4061. }
  4062. bsa.damageAmount = damage;
  4063. bsa.stackAttacked = curStack->ID;
  4064. bsa.attackerID = -1;
  4065. curStack->prepareAttacked(bsa, getRandomGenerator());
  4066. StacksInjured si;
  4067. si.stacks.push_back(bsa);
  4068. sendAndApply(&si);
  4069. if(oneTimeObstacle)
  4070. removeObstacle(*obstacle);
  4071. }
  4072. if(!curStack->alive())
  4073. return false;
  4074. return true;
  4075. }
  4076. void CGameHandler::handleTimeEvents()
  4077. {
  4078. gs->map->events.sort(evntCmp);
  4079. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4080. {
  4081. CMapEvent ev = gs->map->events.front();
  4082. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4083. {
  4084. auto color = PlayerColor(player);
  4085. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4086. if (pinfo //player exists
  4087. && (ev.players & 1<<player) //event is enabled to this player
  4088. && ((ev.computerAffected && !pinfo->human)
  4089. || (ev.humanAffected && pinfo->human)
  4090. )
  4091. )
  4092. {
  4093. //give resources
  4094. giveResources(color, ev.resources);
  4095. //prepare dialog
  4096. InfoWindow iw;
  4097. iw.player = color;
  4098. iw.text << ev.message;
  4099. for (int i=0; i<ev.resources.size(); i++)
  4100. {
  4101. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4102. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4103. }
  4104. sendAndApply(&iw); //show dialog
  4105. }
  4106. } //PLAYERS LOOP
  4107. if (ev.nextOccurence)
  4108. {
  4109. gs->map->events.pop_front();
  4110. ev.firstOccurence += ev.nextOccurence;
  4111. auto it = gs->map->events.begin();
  4112. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4113. it++;
  4114. gs->map->events.insert(it, ev);
  4115. }
  4116. else
  4117. {
  4118. gs->map->events.pop_front();
  4119. }
  4120. }
  4121. //TODO send only if changed
  4122. UpdateMapEvents ume;
  4123. ume.events = gs->map->events;
  4124. sendAndApply(&ume);
  4125. }
  4126. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4127. {
  4128. town->events.sort(evntCmp);
  4129. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4130. {
  4131. PlayerColor player = town->tempOwner;
  4132. CCastleEvent ev = town->events.front();
  4133. const PlayerState * pinfo = getPlayer(player, false);
  4134. if (pinfo //player exists
  4135. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4136. && ((ev.computerAffected && !pinfo->human)
  4137. || (ev.humanAffected && pinfo->human)))
  4138. {
  4139. // dialog
  4140. InfoWindow iw;
  4141. iw.player = player;
  4142. iw.text << ev.message;
  4143. if (ev.resources.nonZero())
  4144. {
  4145. TResources was = n.res[player];
  4146. n.res[player] += ev.resources;
  4147. n.res[player].amax(0);
  4148. for (int i=0; i<ev.resources.size(); i++)
  4149. 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
  4150. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4151. }
  4152. for (auto & i : ev.buildings)
  4153. {
  4154. if (!town->hasBuilt(i))
  4155. {
  4156. buildStructure(town->id, i, true);
  4157. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4158. }
  4159. }
  4160. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4161. {
  4162. n.cres[town->id].tid = town->id;
  4163. n.cres[town->id].creatures = town->creatures;
  4164. }
  4165. auto & sac = n.cres[town->id];
  4166. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4167. {
  4168. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4169. {
  4170. sac.creatures[i].first += ev.creatures.at(i);
  4171. iw.components.push_back(Component(Component::CREATURE,
  4172. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4173. }
  4174. }
  4175. sendAndApply(&iw); //show dialog
  4176. }
  4177. if (ev.nextOccurence)
  4178. {
  4179. town->events.pop_front();
  4180. ev.firstOccurence += ev.nextOccurence;
  4181. auto it = town->events.begin();
  4182. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4183. it++;
  4184. town->events.insert(it, ev);
  4185. }
  4186. else
  4187. {
  4188. town->events.pop_front();
  4189. }
  4190. }
  4191. //TODO send only if changed
  4192. UpdateCastleEvents uce;
  4193. uce.town = town->id;
  4194. uce.events = town->events;
  4195. sendAndApply(&uce);
  4196. }
  4197. bool CGameHandler::complain(const std::string &problem)
  4198. {
  4199. sendMessageToAll("Server encountered a problem: " + problem);
  4200. logGlobal->error(problem);
  4201. return true;
  4202. }
  4203. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4204. {
  4205. //PlayerColor player = getOwner(hid);
  4206. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4207. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4208. assert(lowerArmy);
  4209. assert(upperArmy);
  4210. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4211. queries.addQuery(garrisonQuery);
  4212. GarrisonDialog gd;
  4213. gd.hid = hid;
  4214. gd.objid = upobj;
  4215. gd.removableUnits = removableUnits;
  4216. gd.queryID = garrisonQuery->queryID;
  4217. sendAndApply(&gd);
  4218. }
  4219. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4220. {
  4221. OpenWindow ow;
  4222. ow.window = OpenWindow::THIEVES_GUILD;
  4223. ow.id1 = player.getNum();
  4224. ow.id2 = requestingObjId.getNum();
  4225. sendAndApply(&ow);
  4226. }
  4227. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4228. {
  4229. if (id1 == id2)
  4230. return true;
  4231. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4232. if (!o1 || !o2)
  4233. return true; //arranging stacks within an object should be always allowed
  4234. if (o1 && o2)
  4235. {
  4236. if (o1->ID == Obj::TOWN)
  4237. {
  4238. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4239. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4240. return true;
  4241. }
  4242. if (o2->ID == Obj::TOWN)
  4243. {
  4244. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4245. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4246. return true;
  4247. }
  4248. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4249. {
  4250. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4251. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4252. // two heroes in same town (garrisoned and visiting)
  4253. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4254. return true;
  4255. }
  4256. //Ongoing garrison exchange
  4257. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4258. {
  4259. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4260. return true;
  4261. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4262. return true;
  4263. }
  4264. }
  4265. return false;
  4266. }
  4267. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4268. {
  4269. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4270. auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
  4271. queries.addQuery(visitQuery); //TODO real visit pos
  4272. HeroVisit hv;
  4273. hv.obj = obj;
  4274. hv.hero = h;
  4275. hv.player = h->tempOwner;
  4276. hv.starting = true;
  4277. sendAndApply(&hv);
  4278. obj->onHeroVisit(h);
  4279. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4280. }
  4281. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4282. {
  4283. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4284. HeroVisit hv;
  4285. hv.player = query.players.front();
  4286. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4287. hv.hero = query.visitingHero;
  4288. assert(hv.hero);
  4289. hv.starting = false;
  4290. sendAndApply(&hv);
  4291. }
  4292. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4293. {
  4294. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4295. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4296. {
  4297. complain("Cannot build boat in this shipyard!");
  4298. return false;
  4299. }
  4300. else if (obj->o->ID == Obj::TOWN
  4301. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4302. {
  4303. complain("Cannot build boat in the town - no shipyard!");
  4304. return false;
  4305. }
  4306. const PlayerColor playerID = obj->o->tempOwner;
  4307. TResources boatCost;
  4308. obj->getBoatCost(boatCost);
  4309. TResources aviable = getPlayer(playerID)->resources;
  4310. if (!aviable.canAfford(boatCost))
  4311. {
  4312. complain("Not enough resources to build a boat!");
  4313. return false;
  4314. }
  4315. int3 tile = obj->bestLocation();
  4316. if (!gs->map->isInTheMap(tile))
  4317. {
  4318. complain("Cannot find appropriate tile for a boat!");
  4319. return false;
  4320. }
  4321. //take boat cost
  4322. giveResources(playerID, -boatCost);
  4323. //create boat
  4324. NewObject no;
  4325. no.ID = Obj::BOAT;
  4326. no.subID = obj->getBoatType();
  4327. no.pos = tile + int3(1,0,0);
  4328. sendAndApply(&no);
  4329. return true;
  4330. }
  4331. void CGameHandler::engageIntoBattle(PlayerColor player)
  4332. {
  4333. //notify interfaces
  4334. PlayerBlocked pb;
  4335. pb.player = player;
  4336. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4337. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4338. sendAndApply(&pb);
  4339. }
  4340. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4341. {
  4342. for (auto playerColor : playerColors)
  4343. {
  4344. if (getPlayer(playerColor, false))
  4345. checkVictoryLossConditionsForPlayer(playerColor);
  4346. }
  4347. }
  4348. void CGameHandler::checkVictoryLossConditionsForAll()
  4349. {
  4350. std::set<PlayerColor> playerColors;
  4351. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4352. {
  4353. playerColors.insert(PlayerColor(i));
  4354. }
  4355. checkVictoryLossConditions(playerColors);
  4356. }
  4357. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4358. {
  4359. const PlayerState * p = getPlayer(player);
  4360. if (p->status != EPlayerStatus::INGAME) return;
  4361. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4362. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4363. {
  4364. InfoWindow iw;
  4365. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4366. sendAndApply(&iw);
  4367. PlayerEndsGame peg;
  4368. peg.player = player;
  4369. peg.victoryLossCheckResult = victoryLossCheckResult;
  4370. sendAndApply(&peg);
  4371. if (victoryLossCheckResult.victory())
  4372. {
  4373. //one player won -> all enemies lost
  4374. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4375. {
  4376. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4377. {
  4378. peg.player = i->first;
  4379. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4380. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4381. InfoWindow iw;
  4382. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4383. iw.player = i->first;
  4384. sendAndApply(&iw);
  4385. sendAndApply(&peg);
  4386. }
  4387. }
  4388. if (p->human)
  4389. {
  4390. serverShuttingDown = true;
  4391. if (gs->scenarioOps->campState)
  4392. {
  4393. std::vector<CGHeroInstance *> crossoverHeroes;
  4394. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4395. {
  4396. if (hero->tempOwner == player)
  4397. {
  4398. // keep all heroes from the winning player
  4399. crossoverHeroes.push_back(hero);
  4400. }
  4401. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4402. {
  4403. // keep hero whether lost or won (like Xeron in AB campaign)
  4404. crossoverHeroes.push_back(hero);
  4405. }
  4406. }
  4407. // keep lost heroes which are in heroes pool
  4408. for (auto & heroPair : gs->hpool.heroesPool)
  4409. {
  4410. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4411. {
  4412. crossoverHeroes.push_back(heroPair.second.get());
  4413. }
  4414. }
  4415. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4416. //Request clients to change connection mode
  4417. PrepareForAdvancingCampaign pfac;
  4418. sendAndApply(&pfac);
  4419. //Change connection mode
  4420. if (getPlayer(player)->human && getStartInfo()->campState)
  4421. {
  4422. for (auto connection : conns)
  4423. connection->prepareForSendingHeroes();
  4424. }
  4425. UpdateCampaignState ucs;
  4426. ucs.camp = gs->scenarioOps->campState;
  4427. sendAndApply(&ucs);
  4428. }
  4429. }
  4430. }
  4431. else
  4432. {
  4433. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4434. auto hlp = p->heroes;
  4435. for (auto h : hlp) //eliminate heroes
  4436. {
  4437. if (h.get())
  4438. removeObject(h);
  4439. }
  4440. //player lost -> all his objects become unflagged (neutral)
  4441. for (auto obj : gs->map->objects) //unflag objs
  4442. {
  4443. if (obj.get() && obj->tempOwner == player)
  4444. setOwner(obj, PlayerColor::NEUTRAL);
  4445. }
  4446. //eliminating one player may cause victory of another:
  4447. std::set<PlayerColor> playerColors;
  4448. //do not copy player state (CBonusSystemNode) by value
  4449. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4450. {
  4451. if (p.first != player)
  4452. playerColors.insert(p.first);
  4453. }
  4454. //notify all players
  4455. for (auto pc : playerColors)
  4456. {
  4457. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4458. {
  4459. InfoWindow iw;
  4460. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4461. iw.player = pc;
  4462. sendAndApply(&iw);
  4463. }
  4464. }
  4465. checkVictoryLossConditions(playerColors);
  4466. }
  4467. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4468. // If we are called before the actual game start, there might be no current player
  4469. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4470. {
  4471. // If player making turn has lost his turn must be over as well
  4472. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4473. }
  4474. }
  4475. }
  4476. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4477. {
  4478. out.player = player;
  4479. out.text.clear();
  4480. out.text << victoryLossCheckResult.messageToSelf;
  4481. // hackish, insert one player-specific string, if applicable
  4482. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4483. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4484. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4485. }
  4486. bool CGameHandler::dig(const CGHeroInstance *h)
  4487. {
  4488. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4489. {
  4490. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4491. {
  4492. complain("Cannot dig - there is already a hole under the hero!");
  4493. return false;
  4494. }
  4495. }
  4496. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4497. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4498. //create a hole
  4499. NewObject no;
  4500. no.ID = Obj::HOLE;
  4501. no.pos = h->getPosition();
  4502. no.subID = 0;
  4503. sendAndApply(&no);
  4504. //take MPs
  4505. SetMovePoints smp;
  4506. smp.hid = h->id;
  4507. smp.val = 0;
  4508. sendAndApply(&smp);
  4509. InfoWindow iw;
  4510. iw.player = h->tempOwner;
  4511. if (gs->map->grailPos == h->getPosition())
  4512. {
  4513. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4514. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4515. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4516. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4517. sendAndApply(&iw);
  4518. iw.soundID = soundBase::invalid;
  4519. iw.text.clear();
  4520. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4521. sendAndApply(&iw);
  4522. }
  4523. else
  4524. {
  4525. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4526. iw.soundID = soundBase::Dig;
  4527. sendAndApply(&iw);
  4528. }
  4529. return true;
  4530. }
  4531. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4532. {
  4533. if (attacker->hasBonusOfType(attackMode))
  4534. {
  4535. std::set<SpellID> spellsToCast;
  4536. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4537. for (const std::shared_ptr<Bonus> sf : *spells)
  4538. {
  4539. spellsToCast.insert(SpellID(sf->subtype));
  4540. }
  4541. for (SpellID spellID : spellsToCast)
  4542. {
  4543. const CStack * oneOfAttacked = nullptr;
  4544. for (auto & elem : bat.bsa)
  4545. {
  4546. if ((elem.newHealth.fullUnits > 0 || elem.newHealth.firstHPleft > 0) && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4547. {
  4548. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4549. break;
  4550. }
  4551. }
  4552. bool castMe = false;
  4553. if (oneOfAttacked == nullptr)
  4554. {
  4555. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4556. return;
  4557. }
  4558. int spellLevel = 0;
  4559. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4560. for (const std::shared_ptr<Bonus> sf : *spellsByType)
  4561. {
  4562. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4563. int meleeRanged = sf->additionalInfo / 1000;
  4564. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4565. castMe = true;
  4566. }
  4567. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4568. vstd::amin(chance, 100);
  4569. const CSpell * spell = SpellID(spellID).toSpell();
  4570. if(spell->canBeCastAt(gs->curB, ECastingMode::AFTER_ATTACK_CASTING, attacker, oneOfAttacked->position) != ESpellCastProblem::OK)
  4571. continue;
  4572. //check if spell should be cast (probability handling)
  4573. if (getRandomGenerator().nextInt(99) >= chance)
  4574. continue;
  4575. //casting
  4576. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4577. {
  4578. logGlobal->debug("battle spell cast");
  4579. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4580. parameters.spellLvl = spellLevel;
  4581. parameters.effectLevel = spellLevel;
  4582. parameters.aimToStack(oneOfAttacked);
  4583. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4584. parameters.cast(spellEnv);
  4585. }
  4586. }
  4587. }
  4588. }
  4589. void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
  4590. {
  4591. const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
  4592. attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4593. // filter possibly dead stacks
  4594. bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
  4595. [this](const BattleStackAttacked &bsa)
  4596. {
  4597. return battleGetStackByID(bsa.stackAttacked) == nullptr;
  4598. }),
  4599. bat->bsa.end());
  4600. }
  4601. void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
  4602. {
  4603. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4604. if (!attacker || bat.bsa.empty()) // can be already dead
  4605. return;
  4606. const CStack * defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
  4607. if(!defender)
  4608. return;//already dead
  4609. auto cast = [=](SpellID spellID, int power)
  4610. {
  4611. const CSpell * spell = SpellID(spellID).toSpell();
  4612. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4613. parameters.spellLvl = 0;
  4614. parameters.effectLevel = 0;
  4615. parameters.aimToStack(defender);
  4616. parameters.effectPower = power;
  4617. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4618. parameters.cast(spellEnv);
  4619. };
  4620. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4621. if(!defender->alive())
  4622. {
  4623. //don't try death stare or acid breath on dead stack (crash!)
  4624. return;
  4625. }
  4626. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  4627. {
  4628. // mechanics of Death Stare as in H3:
  4629. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4630. //original formula x = min(x, (gorgons_count + 9)/10);
  4631. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4632. vstd::amin(chanceToKill, 1); //cap at 100%
  4633. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4634. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4635. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4636. int maxToKill = (attacker->getCount() + cap - 1) / cap; //not much more than chance * count
  4637. vstd::amin(staredCreatures, maxToKill);
  4638. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  4639. if(staredCreatures)
  4640. {
  4641. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4642. cast(SpellID::DEATH_STARE, staredCreatures);
  4643. }
  4644. }
  4645. if(!defender->alive())
  4646. return;
  4647. int acidDamage = 0;
  4648. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4649. for(const std::shared_ptr<Bonus> b : *acidBreath)
  4650. {
  4651. if(b->additionalInfo > getRandomGenerator().nextInt(99))
  4652. acidDamage += b->val;
  4653. }
  4654. if(acidDamage)
  4655. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->getCount());
  4656. if(!defender->alive())
  4657. return;
  4658. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4659. {
  4660. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4661. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4662. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4663. return;
  4664. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4665. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4666. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4667. return;
  4668. BattleStackAdded resurrectInfo;
  4669. resurrectInfo.pos = defender->position;
  4670. resurrectInfo.side = defender->side;
  4671. if(bonusAdditionalInfo != -1)
  4672. resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
  4673. else
  4674. resurrectInfo.creID = attacker->getCreature()->idNumber;
  4675. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4676. resurrectInfo.amount = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
  4677. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4678. resurrectInfo.amount = defender->getCount();
  4679. else
  4680. return; //wrong subtype
  4681. BattleStacksRemoved victimInfo;
  4682. victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
  4683. sendAndApply(&victimInfo);
  4684. sendAndApply(&resurrectInfo);
  4685. }
  4686. }
  4687. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4688. {
  4689. if (!t.visitableObjects.empty())
  4690. {
  4691. //to prevent self-visiting heroes on space press
  4692. if (t.visitableObjects.back() != h)
  4693. objectVisited(t.visitableObjects.back(), h);
  4694. else if (t.visitableObjects.size() > 1)
  4695. objectVisited(*(t.visitableObjects.end()-2),h);
  4696. }
  4697. }
  4698. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4699. {
  4700. if (!hero)
  4701. COMPLAIN_RET("You need hero to sacrifice creature!");
  4702. int oldCount = hero->getStackCount(slot);
  4703. if (oldCount < count)
  4704. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4705. else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4706. COMPLAIN_RET("Cannot sacrifice last creature!");
  4707. int crid = hero->getStack(slot).type->idNumber;
  4708. changeStackCount(StackLocation(hero, slot), -count);
  4709. int dump, exp;
  4710. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4711. exp *= count;
  4712. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4713. return true;
  4714. }
  4715. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4716. {
  4717. if (!hero)
  4718. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4719. ArtifactLocation al(hero, slot);
  4720. const CArtifactInstance *a = al.getArt();
  4721. COMPLAIN_RET_FALSE_IF(!a,"Cannot find artifact to sacrifice!");
  4722. int dmp, expToGive;
  4723. const CArtifactInstance * art = hero->getArt(slot);
  4724. COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");
  4725. si32 typId = art->artType->id;
  4726. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4727. removeArtifact(al);
  4728. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4729. return true;
  4730. }
  4731. void CGameHandler::makeStackDoNothing(const CStack * next)
  4732. {
  4733. BattleAction doNothing;
  4734. doNothing.actionType = Battle::NO_ACTION;
  4735. doNothing.additionalInfo = 0;
  4736. doNothing.destinationTile = -1;
  4737. doNothing.side = next->side;
  4738. doNothing.stackNumber = next->ID;
  4739. makeAutomaticAction(next, doNothing);
  4740. }
  4741. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4742. {
  4743. if (sl.army->hasStackAtSlot(sl.slot))
  4744. COMPLAIN_RET("Slot is already taken!");
  4745. if (!sl.slot.validSlot())
  4746. COMPLAIN_RET("Cannot insert stack to that slot!");
  4747. InsertNewStack ins;
  4748. ins.sl = sl;
  4749. ins.stack = CStackBasicDescriptor(c, count);
  4750. sendAndApply(&ins);
  4751. return true;
  4752. }
  4753. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  4754. {
  4755. if (!sl.army->hasStackAtSlot(sl.slot))
  4756. COMPLAIN_RET("Cannot find a stack to erase");
  4757. if (sl.army->stacksCount() == 1 //from the last stack
  4758. && sl.army->needsLastStack() //that must be left
  4759. && !forceRemoval) //ignore above conditions if we are forcing removal
  4760. {
  4761. COMPLAIN_RET("Cannot erase the last stack!");
  4762. }
  4763. EraseStack es;
  4764. es.sl = sl;
  4765. sendAndApply(&es);
  4766. return true;
  4767. }
  4768. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  4769. {
  4770. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4771. if ((absoluteValue && count < 0)
  4772. || (!absoluteValue && -count > currentCount))
  4773. {
  4774. COMPLAIN_RET("Cannot take more stacks than present!");
  4775. }
  4776. if ((currentCount == -count && !absoluteValue)
  4777. || (!count && absoluteValue))
  4778. {
  4779. eraseStack(sl);
  4780. }
  4781. else
  4782. {
  4783. ChangeStackCount csc;
  4784. csc.sl = sl;
  4785. csc.count = count;
  4786. csc.absoluteValue = absoluteValue;
  4787. sendAndApply(&csc);
  4788. }
  4789. return true;
  4790. }
  4791. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4792. {
  4793. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4794. if (!slotC) //slot is empty
  4795. insertNewStack(sl, c, count);
  4796. else if (c == slotC)
  4797. changeStackCount(sl, count);
  4798. else
  4799. {
  4800. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4801. }
  4802. return true;
  4803. }
  4804. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4805. {
  4806. if (removeObjWhenFinished)
  4807. removeAfterVisit(src);
  4808. if (!src->canBeMergedWith(*dst, allowMerging))
  4809. {
  4810. if (allowMerging) //do that, add all matching creatures.
  4811. {
  4812. bool cont = true;
  4813. while (cont)
  4814. {
  4815. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4816. {
  4817. SlotID pos = dst->getSlotFor(i->second->type);
  4818. if (pos.validSlot())
  4819. {
  4820. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4821. cont = true;
  4822. break; //or iterator crashes
  4823. }
  4824. cont = false;
  4825. }
  4826. }
  4827. }
  4828. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4829. }
  4830. else //merge
  4831. {
  4832. moveArmy(src, dst, allowMerging);
  4833. }
  4834. }
  4835. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4836. {
  4837. if (!src.army->hasStackAtSlot(src.slot))
  4838. COMPLAIN_RET("No stack to move!");
  4839. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4840. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4841. if (!dst.slot.validSlot())
  4842. COMPLAIN_RET("Cannot move stack to that slot!");
  4843. if (count == -1)
  4844. {
  4845. count = src.army->getStackCount(src.slot);
  4846. }
  4847. if (src.army != dst.army //moving away
  4848. && count == src.army->getStackCount(src.slot) //all creatures
  4849. && src.army->stacksCount() == 1 //from the last stack
  4850. && src.army->needsLastStack()) //that must be left
  4851. {
  4852. COMPLAIN_RET("Cannot move away the last creature!");
  4853. }
  4854. RebalanceStacks rs;
  4855. rs.src = src;
  4856. rs.dst = dst;
  4857. rs.count = count;
  4858. sendAndApply(&rs);
  4859. return true;
  4860. }
  4861. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4862. {
  4863. if (!sl1.army->hasStackAtSlot(sl1.slot))
  4864. return moveStack(sl2, sl1);
  4865. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  4866. return moveStack(sl1, sl2);
  4867. else
  4868. {
  4869. SwapStacks ss;
  4870. ss.sl1 = sl1;
  4871. ss.sl2 = sl2;
  4872. sendAndApply(&ss);
  4873. return true;
  4874. }
  4875. }
  4876. void CGameHandler::runBattle()
  4877. {
  4878. setBattle(gs->curB);
  4879. assert(gs->curB);
  4880. //TODO: pre-tactic stuff, call scripts etc.
  4881. //tactic round
  4882. {
  4883. while (gs->curB->tacticDistance && !battleResult.get())
  4884. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4885. }
  4886. //initial stacks appearance triggers, e.g. built-in bonus spells
  4887. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  4888. for (CStack * stack : initialStacks)
  4889. {
  4890. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  4891. {
  4892. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  4893. auto accessibility = getAccesibility();
  4894. CreatureID creatureData = CreatureID(summonInfo->subtype);
  4895. std::vector<BattleHex> targetHexes;
  4896. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  4897. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  4898. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  4899. For one-hex targets there are four guardians - front, back and one per side (up + down).
  4900. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  4901. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  4902. if (!guardianIsBig)
  4903. targetHexes = stack->getSurroundingHexes();
  4904. else
  4905. summonGuardiansHelper(targetHexes, stack->position, stack->side, targetIsBig);
  4906. for (auto hex : targetHexes)
  4907. {
  4908. if (accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  4909. {
  4910. BattleStackAdded newStack;
  4911. newStack.amount = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  4912. newStack.creID = creatureData.num;
  4913. newStack.side = stack->side;
  4914. newStack.summoned = true;
  4915. newStack.pos = hex.hex;
  4916. sendAndApply(&newStack);
  4917. }
  4918. }
  4919. }
  4920. stackEnchantedTrigger(stack);
  4921. }
  4922. //spells opening battle
  4923. for (int i = 0; i < 2; ++i)
  4924. {
  4925. auto h = gs->curB->battleGetFightingHero(i);
  4926. if (h)
  4927. {
  4928. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4929. for (auto b : *bl)
  4930. {
  4931. const CSpell * spell = SpellID(b->subtype).toSpell();
  4932. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4933. parameters.spellLvl = 3;
  4934. parameters.effectLevel = 3;
  4935. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4936. parameters.enchantPower = b->val;
  4937. parameters.castIfPossible(spellEnv);
  4938. }
  4939. }
  4940. }
  4941. bool firstRound = true;//FIXME: why first round is -1?
  4942. //main loop
  4943. while (!battleResult.get()) //till the end of the battle ;]
  4944. {
  4945. BattleNextRound bnr;
  4946. bnr.round = gs->curB->round + 1;
  4947. logGlobal->debug("Round %d", bnr.round);
  4948. sendAndApply(&bnr);
  4949. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4950. for (auto &obstPtr : obstacles)
  4951. {
  4952. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4953. if (sco->turnsRemaining == 0)
  4954. removeObstacle(*obstPtr);
  4955. }
  4956. const BattleInfo & curB = *gs->curB;
  4957. for(auto stack : curB.stacks)
  4958. {
  4959. if(stack->alive() && !firstRound)
  4960. stackEnchantedTrigger(stack);
  4961. }
  4962. //stack loop
  4963. const CStack *next;
  4964. while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4965. {
  4966. std::set <const CStack *> stacksToRemove;
  4967. for (auto stack : curB.stacks)
  4968. {
  4969. if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  4970. stacksToRemove.insert(stack);
  4971. }
  4972. for (auto stack : stacksToRemove)
  4973. {
  4974. BattleStacksRemoved bsr;
  4975. bsr.stackIDs.insert(stack->ID);
  4976. sendAndApply(&bsr);
  4977. }
  4978. //check for bad morale => freeze
  4979. int nextStackMorale = next->MoraleVal();
  4980. if (nextStackMorale < 0 &&
  4981. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4982. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4983. )
  4984. {
  4985. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4986. {
  4987. //unit loses its turn - empty freeze action
  4988. BattleAction ba;
  4989. ba.actionType = Battle::BAD_MORALE;
  4990. ba.additionalInfo = 1;
  4991. ba.side = next->side;
  4992. ba.stackNumber = next->ID;
  4993. makeAutomaticAction(next, ba);
  4994. continue;
  4995. }
  4996. }
  4997. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4998. {
  4999. logGlobal->debug("Handle Berserk effect");
  5000. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::none);
  5001. if (attackInfo.first != nullptr)
  5002. {
  5003. BattleAction attack;
  5004. attack.actionType = Battle::WALK_AND_ATTACK;
  5005. attack.side = next->side;
  5006. attack.stackNumber = next->ID;
  5007. attack.additionalInfo = attackInfo.first->position;
  5008. attack.destinationTile = attackInfo.second;
  5009. makeAutomaticAction(next, attack);
  5010. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  5011. }
  5012. else
  5013. {
  5014. makeStackDoNothing(next);
  5015. logGlobal->debug("No target found");
  5016. }
  5017. continue;
  5018. }
  5019. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5020. const int stackCreatureId = next->getCreature()->idNumber;
  5021. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5022. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5023. {
  5024. BattleAction attack;
  5025. attack.actionType = Battle::SHOOT;
  5026. attack.side = next->side;
  5027. attack.stackNumber = next->ID;
  5028. for (auto & elem : gs->curB->stacks)
  5029. {
  5030. if (elem->owner != next->owner && elem->isValidTarget())
  5031. {
  5032. attack.destinationTile = elem->position;
  5033. break;
  5034. }
  5035. }
  5036. makeAutomaticAction(next, attack);
  5037. continue;
  5038. }
  5039. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5040. {
  5041. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5042. if (attackableBattleHexes.empty())
  5043. {
  5044. makeStackDoNothing(next);
  5045. continue;
  5046. }
  5047. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5048. {
  5049. BattleAction attack;
  5050. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  5051. getRandomGenerator());
  5052. attack.actionType = Battle::CATAPULT;
  5053. attack.additionalInfo = 0;
  5054. attack.side = next->side;
  5055. attack.stackNumber = next->ID;
  5056. makeAutomaticAction(next, attack);
  5057. continue;
  5058. }
  5059. }
  5060. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5061. {
  5062. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5063. {
  5064. return s->owner == next->owner && s->canBeHealed();
  5065. });
  5066. if (!possibleStacks.size())
  5067. {
  5068. makeStackDoNothing(next);
  5069. continue;
  5070. }
  5071. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5072. {
  5073. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5074. const CStack * toBeHealed = possibleStacks.front();
  5075. BattleAction heal;
  5076. heal.actionType = Battle::STACK_HEAL;
  5077. heal.additionalInfo = 0;
  5078. heal.destinationTile = toBeHealed->position;
  5079. heal.side = next->side;
  5080. heal.stackNumber = next->ID;
  5081. makeAutomaticAction(next, heal);
  5082. continue;
  5083. }
  5084. }
  5085. int numberOfAsks = 1;
  5086. bool breakOuter = false;
  5087. do
  5088. {//ask interface and wait for answer
  5089. if (!battleResult.get())
  5090. {
  5091. stackTurnTrigger(next); //various effects
  5092. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5093. {
  5094. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5095. }
  5096. else
  5097. {
  5098. logGlobal->trace("Activating %s", next->nodeName());
  5099. auto nextId = next->ID;
  5100. BattleSetActiveStack sas;
  5101. sas.stack = nextId;
  5102. sendAndApply(&sas);
  5103. auto actionWasMade = [&]() -> bool
  5104. {
  5105. if (battleMadeAction.data)//active stack has made its action
  5106. return true;
  5107. if (battleResult.get())// battle is finished
  5108. return true;
  5109. if (next == nullptr)//active stack was been removed
  5110. return true;
  5111. return !next->alive();//active stack is dead
  5112. };
  5113. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5114. battleMadeAction.data = false;
  5115. while (!actionWasMade())
  5116. {
  5117. battleMadeAction.cond.wait(lock);
  5118. if (battleGetStackByID(nextId, false) != next)
  5119. next = nullptr; //it may be removed, while we wait
  5120. }
  5121. }
  5122. }
  5123. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5124. {
  5125. breakOuter = true;
  5126. break;
  5127. }
  5128. //we're after action, all results applied
  5129. checkBattleStateChanges(); //check if this action ended the battle
  5130. if (next != nullptr)
  5131. {
  5132. //check for good morale
  5133. nextStackMorale = next->MoraleVal();
  5134. if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5135. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5136. && !next->waited()
  5137. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5138. && next->alive()
  5139. && nextStackMorale > 0
  5140. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5141. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5142. )
  5143. {
  5144. if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5145. {
  5146. BattleTriggerEffect bte;
  5147. bte.stackID = next->ID;
  5148. bte.effect = Bonus::MORALE;
  5149. bte.val = 1;
  5150. bte.additionalInfo = 0;
  5151. sendAndApply(&bte); //play animation
  5152. ++numberOfAsks; //move this stack once more
  5153. }
  5154. }
  5155. }
  5156. --numberOfAsks;
  5157. } while (numberOfAsks > 0);
  5158. if (breakOuter)
  5159. {
  5160. break;
  5161. }
  5162. }
  5163. firstRound = false;
  5164. }
  5165. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5166. }
  5167. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5168. {
  5169. BattleSetActiveStack bsa;
  5170. bsa.stack = stack->ID;
  5171. bsa.askPlayerInterface = false;
  5172. sendAndApply(&bsa);
  5173. bool ret = makeBattleAction(ba);
  5174. checkBattleStateChanges();
  5175. return ret;
  5176. }
  5177. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5178. {
  5179. assert(a->artType);
  5180. ArtifactLocation al;
  5181. al.artHolder = const_cast<CGHeroInstance*>(h);
  5182. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5183. if (pos < 0)
  5184. {
  5185. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5186. slot = a->firstAvailableSlot(h);
  5187. else
  5188. slot = a->firstBackpackSlot(h);
  5189. }
  5190. else
  5191. {
  5192. slot = pos;
  5193. }
  5194. al.slot = slot;
  5195. if (slot < 0 || !a->canBePutAt(al))
  5196. {
  5197. complain("Cannot put artifact in that slot!");
  5198. return;
  5199. }
  5200. putArtifact(al, a);
  5201. }
  5202. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5203. {
  5204. PutArtifact pa;
  5205. pa.art = a;
  5206. pa.al = al;
  5207. sendAndApply(&pa);
  5208. }
  5209. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5210. {
  5211. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5212. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5213. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5214. giveHeroNewArtifact(h, art, slot);
  5215. return true;
  5216. }
  5217. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5218. {
  5219. CArtifactInstance *a = nullptr;
  5220. if (!artType->constituents)
  5221. {
  5222. a = new CArtifactInstance();
  5223. }
  5224. else
  5225. {
  5226. a = new CCombinedArtifactInstance();
  5227. }
  5228. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5229. NewArtifact na;
  5230. na.art = a;
  5231. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5232. giveHeroArtifact(h, a, pos);
  5233. }
  5234. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5235. {
  5236. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5237. if (battleResult.data)
  5238. {
  5239. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5240. % battleResult.data->result % resultType).str());
  5241. return;
  5242. }
  5243. auto br = new BattleResult();
  5244. br->result = resultType;
  5245. br->winner = victoriusSide; //surrendering side loses
  5246. gs->curB->calculateCasualties(br->casualties);
  5247. battleResult.data = br;
  5248. }
  5249. void CGameHandler::commitPackage(CPackForClient *pack)
  5250. {
  5251. sendAndApply(pack);
  5252. }
  5253. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5254. {
  5255. std::vector<int3>::iterator tile;
  5256. std::vector<int3> tiles;
  5257. getFreeTiles(tiles);
  5258. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5259. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5260. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5261. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5262. for (int i = 0; i < amount; ++i)
  5263. {
  5264. tile = tiles.begin();
  5265. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5266. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5267. tiles.erase(tile); //not use it again
  5268. }
  5269. }
  5270. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5271. {
  5272. if (cheat == "vcmiistari")
  5273. {
  5274. if (!hero) return;
  5275. ///Give hero spellbook
  5276. if (!hero->hasSpellbook())
  5277. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5278. ///Give all spells with bonus (to allow banned spells)
  5279. GiveBonus giveBonus(GiveBonus::HERO);
  5280. giveBonus.id = hero->id.getNum();
  5281. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5282. //start with level 0 to skip abilities
  5283. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5284. {
  5285. giveBonus.bonus.subtype = level;
  5286. sendAndApply(&giveBonus);
  5287. }
  5288. ///Give mana
  5289. SetMana sm;
  5290. sm.hid = hero->id;
  5291. sm.val = 999;
  5292. sm.absolute = true;
  5293. sendAndApply(&sm);
  5294. }
  5295. else if (cheat == "vcmiarmenelos")
  5296. {
  5297. if (!town) return;
  5298. ///Build all buildings in selected town
  5299. for (auto & build : town->town->buildings)
  5300. {
  5301. if (!town->hasBuilt(build.first)
  5302. && !build.second->Name().empty()
  5303. && build.first != BuildingID::SHIP)
  5304. {
  5305. buildStructure(town->id, build.first, true);
  5306. }
  5307. }
  5308. }
  5309. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5310. {
  5311. if (!hero) return;
  5312. ///Gives N creatures into each slot
  5313. std::map<std::string, std::pair<int, int>> creatures;
  5314. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5315. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5316. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5317. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5318. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5319. if (!hero->hasStackAtSlot(SlotID(i)))
  5320. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5321. }
  5322. else if (cheat == "vcminoldor")
  5323. {
  5324. if (!hero) return;
  5325. ///Give all war machines to hero
  5326. if (!hero->getArt(ArtifactPosition::MACH1))
  5327. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5328. if (!hero->getArt(ArtifactPosition::MACH2))
  5329. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5330. if (!hero->getArt(ArtifactPosition::MACH3))
  5331. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5332. }
  5333. else if (cheat == "vcmiforgeofnoldorking")
  5334. {
  5335. if (!hero) return;
  5336. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5337. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5338. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5339. }
  5340. else if (cheat == "vcmiglorfindel")
  5341. {
  5342. if (!hero) return;
  5343. ///selected hero gains a new level
  5344. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5345. }
  5346. else if (cheat == "vcminahar")
  5347. {
  5348. if (!hero) return;
  5349. ///Give 1000000 movement points to hero
  5350. SetMovePoints smp;
  5351. smp.hid = hero->id;
  5352. smp.val = 1000000;
  5353. sendAndApply(&smp);
  5354. GiveBonus gb(GiveBonus::HERO);
  5355. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5356. gb.bonus.duration = Bonus::ONE_DAY;
  5357. gb.bonus.source = Bonus::OTHER;
  5358. gb.id = hero->id.getNum();
  5359. giveHeroBonus(&gb);
  5360. }
  5361. else if (cheat == "vcmiformenos")
  5362. {
  5363. ///Give resources to player
  5364. TResources resources;
  5365. resources[Res::GOLD] = 100000;
  5366. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5367. resources[i] = 100;
  5368. giveResources(player, resources);
  5369. }
  5370. else if (cheat == "vcmisilmaril")
  5371. {
  5372. ///Player wins
  5373. PlayerCheated pc;
  5374. pc.player = player;
  5375. pc.winningCheatCode = true;
  5376. sendAndApply(&pc);
  5377. }
  5378. else if (cheat == "vcmimelkor")
  5379. {
  5380. ///Player looses
  5381. PlayerCheated pc;
  5382. pc.player = player;
  5383. pc.losingCheatCode = true;
  5384. sendAndApply(&pc);
  5385. }
  5386. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5387. {
  5388. ///Reveal or conceal FoW
  5389. FoWChange fc;
  5390. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5391. fc.player = player;
  5392. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5393. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5394. int lastUnc = 0;
  5395. for (int i = 0; i < gs->map->width; i++)
  5396. for (int j = 0; j < gs->map->height; j++)
  5397. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5398. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5399. hlp_tab[lastUnc++] = int3(i, j, k);
  5400. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5401. delete [] hlp_tab;
  5402. sendAndApply(&fc);
  5403. }
  5404. else
  5405. cheated = false;
  5406. }
  5407. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5408. {
  5409. ObstaclesRemoved obsRem;
  5410. obsRem.obstacles.insert(obstacle.uniqueID);
  5411. sendAndApply(&obsRem);
  5412. }
  5413. void CGameHandler::synchronizeArtifactHandlerLists()
  5414. {
  5415. UpdateArtHandlerLists uahl;
  5416. uahl.treasures = VLC->arth->treasures;
  5417. uahl.minors = VLC->arth->minors;
  5418. uahl.majors = VLC->arth->majors;
  5419. uahl.relics = VLC->arth->relics;
  5420. sendAndApply(&uahl);
  5421. }
  5422. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5423. {
  5424. return vstd::contains(gs->map->objects, obj);
  5425. }
  5426. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5427. {
  5428. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5429. return false;
  5430. auto query = queries.topQuery(player);
  5431. if (query && query->blocksPack(pack))
  5432. {
  5433. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5434. return true;
  5435. }
  5436. return false;
  5437. }
  5438. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5439. {
  5440. //If the object is being visited, there must be a matching query
  5441. for (const auto &query : queries.allQueries())
  5442. {
  5443. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5444. {
  5445. if (someVistQuery->visitedObject == object)
  5446. {
  5447. someVistQuery->removeObjectAfterVisit = true;
  5448. return;
  5449. }
  5450. }
  5451. }
  5452. //If we haven't returned so far, there is no query and no visit, call was wrong
  5453. assert("This function needs to be called during the object visit!");
  5454. }
  5455. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5456. {
  5457. std::unordered_set<int3, ShashInt3> tiles;
  5458. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5459. if (hide)
  5460. {
  5461. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5462. auto p = getPlayer(player);
  5463. for (auto h : p->heroes)
  5464. {
  5465. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5466. }
  5467. for (auto t : p->towns)
  5468. {
  5469. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5470. }
  5471. for (auto tile : observedTiles)
  5472. vstd::erase_if_present (tiles, tile);
  5473. }
  5474. changeFogOfWar(tiles, player, hide);
  5475. }
  5476. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5477. {
  5478. FoWChange fow;
  5479. fow.tiles = tiles;
  5480. fow.player = player;
  5481. fow.mode = hide? 0 : 1;
  5482. sendAndApply(&fow);
  5483. }
  5484. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5485. {
  5486. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5487. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5488. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5489. return true;
  5490. }
  5491. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5492. army(_army)
  5493. {
  5494. heroWithDeadCommander = ObjectInstanceID();
  5495. PlayerColor color = army->tempOwner;
  5496. if(color == PlayerColor::UNFLAGGABLE)
  5497. color = PlayerColor::NEUTRAL;
  5498. for(CStack * st : bat->stacks)
  5499. {
  5500. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5501. continue;
  5502. if(st->owner != color) //remove only our stacks
  5503. continue;
  5504. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5505. st->health.takeResurrected();
  5506. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5507. {
  5508. logGlobal->debug("Ignored arrow towers stack.");
  5509. }
  5510. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5511. {
  5512. auto warMachine = st->type->warMachine;
  5513. if(warMachine == ArtifactID::NONE)
  5514. {
  5515. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5516. }
  5517. //catapult artifact remain even if "creature" killed in siege
  5518. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5519. {
  5520. logGlobal->debug("War machine has been destroyed");
  5521. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5522. if (hero)
  5523. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5524. else
  5525. logGlobal->error("War machine in army without hero");
  5526. }
  5527. }
  5528. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5529. {
  5530. if(st->alive() && st->getCount() > 0)
  5531. {
  5532. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5533. const CreatureID summonedType = st->type->idNumber;
  5534. summoned[summonedType] += st->getCount();
  5535. }
  5536. }
  5537. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5538. {
  5539. if (nullptr == st->base)
  5540. {
  5541. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5542. }
  5543. else
  5544. {
  5545. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5546. if(c)
  5547. {
  5548. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5549. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5550. {
  5551. logGlobal->debug("Commander is dead.");
  5552. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5553. }
  5554. }
  5555. else
  5556. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5557. }
  5558. }
  5559. else if(st->base && !army->slotEmpty(st->slot))
  5560. {
  5561. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  5562. if(st->getCount() == 0 || !st->alive())
  5563. {
  5564. logGlobal->debug("Stack has been destroyed.");
  5565. StackLocation sl(army, st->slot);
  5566. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5567. }
  5568. else if(st->getCount() < army->getStackCount(st->slot))
  5569. {
  5570. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  5571. StackLocation sl(army, st->slot);
  5572. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5573. }
  5574. else if(st->getCount() > army->getStackCount(st->slot))
  5575. {
  5576. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  5577. StackLocation sl(army, st->slot);
  5578. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5579. }
  5580. }
  5581. else
  5582. {
  5583. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5584. }
  5585. }
  5586. }
  5587. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5588. {
  5589. for (TStackAndItsNewCount &ncount : newStackCounts)
  5590. {
  5591. if (ncount.second > 0)
  5592. gh->changeStackCount(ncount.first, ncount.second, true);
  5593. else
  5594. gh->eraseStack(ncount.first, true);
  5595. }
  5596. for (auto summoned_iter : summoned)
  5597. {
  5598. SlotID slot = army->getSlotFor(summoned_iter.first);
  5599. if (slot.validSlot())
  5600. {
  5601. StackLocation location(army, slot);
  5602. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5603. }
  5604. else
  5605. {
  5606. //even if it will be possible to summon anything permanently it should be checked for free slot
  5607. //necromancy is handled separately
  5608. gh->complain("No free slot to put summoned creature");
  5609. }
  5610. }
  5611. for (auto al : removedWarMachines)
  5612. {
  5613. gh->removeArtifact(al);
  5614. }
  5615. if (heroWithDeadCommander != ObjectInstanceID())
  5616. {
  5617. SetCommanderProperty scp;
  5618. scp.heroid = heroWithDeadCommander;
  5619. scp.which = SetCommanderProperty::ALIVE;
  5620. scp.amount = 0;
  5621. gh->sendAndApply(&scp);
  5622. }
  5623. }
  5624. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5625. {
  5626. assert(Query->result);
  5627. assert(Query->bi);
  5628. auto &result = *Query->result;
  5629. auto &info = *Query->bi;
  5630. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5631. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5632. victor = info.sides[result.winner].color;
  5633. loser = info.sides[!result.winner].color;
  5634. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5635. }
  5636. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5637. {
  5638. winnerHero = loserHero = nullptr;
  5639. remainingBattleQueriesCount = 0;
  5640. }
  5641. CRandomGenerator & CGameHandler::getRandomGenerator()
  5642. {
  5643. return CRandomGenerator::getDefault();
  5644. }
  5645. ///ServerSpellCastEnvironment
  5646. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5647. {
  5648. }
  5649. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5650. {
  5651. gh->sendAndApply(info);
  5652. }
  5653. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5654. {
  5655. return gh->getRandomGenerator();
  5656. }
  5657. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5658. {
  5659. gh->complain(problem);
  5660. }
  5661. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5662. {
  5663. return gh;
  5664. }
  5665. const CMap * ServerSpellCastEnvironment::getMap() const
  5666. {
  5667. return gh->gameState()->map;
  5668. }
  5669. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const
  5670. {
  5671. return gh->moveHero(hid, dst, teleporting, false);
  5672. }
  5673. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback) const
  5674. {
  5675. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  5676. request->queryID = query->queryID;
  5677. gh->queries.addQuery(query);
  5678. gh->sendAndApply(request);
  5679. }