CGameHandler.cpp 201 KB

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