CGameHandler.cpp 194 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/CSpellHandler.h"
  21. #include "../lib/spells/ISpellMechanics.h"
  22. #include "../lib/CGeneralTextHandler.h"
  23. #include "../lib/CTownHandler.h"
  24. #include "../lib/CCreatureHandler.h"
  25. #include "../lib/CGameState.h"
  26. #include "../lib/CStack.h"
  27. #include "../lib/battle/BattleInfo.h"
  28. #include "../lib/CondSh.h"
  29. #include "../lib/NetPacks.h"
  30. #include "../lib/VCMI_Lib.h"
  31. #include "../lib/mapping/CMap.h"
  32. #include "../lib/rmg/CMapGenOptions.h"
  33. #include "../lib/VCMIDirs.h"
  34. #include "../lib/ScopeGuard.h"
  35. #include "../lib/CSoundBase.h"
  36. #include "CGameHandler.h"
  37. #include "CVCMIServer.h"
  38. #include "../lib/CCreatureSet.h"
  39. #include "../lib/CThreadHelper.h"
  40. #include "../lib/GameConstants.h"
  41. #include "../lib/registerTypes/RegisterTypes.h"
  42. #include "../lib/serializer/CTypeList.h"
  43. #include "../lib/serializer/Connection.h"
  44. #ifndef _MSC_VER
  45. #include <boost/thread/xtime.hpp>
  46. #endif
  47. extern std::atomic<bool> serverShuttingDown;
  48. #ifdef min
  49. #undef min
  50. #endif
  51. #ifdef max
  52. #undef max
  53. #endif
  54. #define COMPLAIN_RET_IF(cond, txt) do {if(cond) {complain(txt); return;}} while(0)
  55. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond) {complain(txt); return false;}} while(0)
  56. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  57. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  58. class ServerSpellCastEnvironment : public SpellCastEnvironment
  59. {
  60. public:
  61. ServerSpellCastEnvironment(CGameHandler * gh);
  62. ~ServerSpellCastEnvironment(){};
  63. void sendAndApply(CPackForClient * info) const override;
  64. CRandomGenerator & getRandomGenerator() const override;
  65. void complain(const std::string & problem) const override;
  66. const CMap * getMap() const override;
  67. const CGameInfoCallback * getCb() const override;
  68. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;
  69. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;
  70. private:
  71. mutable CGameHandler * gh;
  72. };
  73. CondSh<bool> battleMadeAction(false);
  74. CondSh<BattleResult *> battleResult(nullptr);
  75. template<typename T> class CApplyOnGH;
  76. class CBaseForGHApply
  77. {
  78. public:
  79. virtual bool applyOnGH(CGameHandler * gh, CConnection * c, void * pack, PlayerColor player) const = 0;
  80. virtual ~CBaseForGHApply(){}
  81. template<typename U> static CBaseForGHApply * getApplier(const U * t = nullptr)
  82. {
  83. return new CApplyOnGH<U>();
  84. }
  85. };
  86. template<typename T> class CApplyOnGH : public CBaseForGHApply
  87. {
  88. public:
  89. bool applyOnGH(CGameHandler * gh, CConnection * c, void * pack, PlayerColor player) const override
  90. {
  91. T * ptr = static_cast<T *>(pack);
  92. ptr->c = c;
  93. ptr->player = player;
  94. return ptr->applyGh(gh);
  95. }
  96. };
  97. template<>
  98. class CApplyOnGH<CPack>: public CBaseForGHApply
  99. {
  100. public:
  101. bool applyOnGH(CGameHandler * gh, CConnection * c, void * pack, PlayerColor player) const override
  102. {
  103. logGlobal->error("Cannot apply on GH plain CPack!");
  104. assert(0);
  105. return false;
  106. }
  107. };
  108. static CApplier<CBaseForGHApply> * applier = nullptr;
  109. CMP_stack cmpst;
  110. static inline double distance(int3 a, int3 b)
  111. {
  112. return std::sqrt((double)(a.x - b.x) * (a.x - b.x) + (a.y - b.y) * (a.y - b.y));
  113. }
  114. static void giveExp(BattleResult & r)
  115. {
  116. if(r.winner > 1)
  117. {
  118. // draw
  119. return;
  120. }
  121. r.exp[0] = 0;
  122. r.exp[1] = 0;
  123. for(auto i = r.casualties[!r.winner].begin(); i != r.casualties[!r.winner].end(); i++)
  124. {
  125. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  126. }
  127. }
  128. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  129. {
  130. int x = targetPosition.getX();
  131. int y = targetPosition.getY();
  132. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  133. if(targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  134. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  135. else
  136. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  137. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  138. if(targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  139. {
  140. if(targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  141. {
  142. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  143. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  144. }
  145. else
  146. { //add back-side guardians for two-hex target, side guardians for one-hex
  147. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  148. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  149. if(!targetIsTwoHex && x > 2) //back guard for one-hex
  150. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  151. else if(targetIsTwoHex) //front-side guardians for two-hex target
  152. {
  153. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  155. if(x > 3) //back guard for two-hex
  156. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  157. }
  158. }
  159. }
  160. else if(!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  161. {
  162. if(targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  163. {
  164. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  165. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  166. }
  167. else
  168. {
  169. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  170. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  171. if(!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  172. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  173. else if(targetIsTwoHex)
  174. {
  175. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  177. if(x < GameConstants::BFIELD_WIDTH - 4)
  178. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  179. }
  180. }
  181. }
  182. else if(!targetIsAttacker && y % 2 == 0)
  183. {
  184. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  185. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  186. }
  187. else if(targetIsAttacker && y % 2 == 1)
  188. {
  189. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  190. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  191. }
  192. }
  193. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  194. {
  195. boost::unique_lock<boost::mutex> l(mx);
  196. if(players.find(player) != players.end())
  197. {
  198. return players.at(player);
  199. }
  200. else
  201. {
  202. throw std::runtime_error("No such player!");
  203. }
  204. }
  205. void PlayerStatuses::addPlayer(PlayerColor player)
  206. {
  207. boost::unique_lock<boost::mutex> l(mx);
  208. players[player];
  209. }
  210. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::* flag)
  211. {
  212. boost::unique_lock<boost::mutex> l(mx);
  213. if(players.find(player) != players.end())
  214. {
  215. return players[player].*flag;
  216. }
  217. else
  218. {
  219. throw std::runtime_error("No such player!");
  220. }
  221. }
  222. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::* flag, bool val)
  223. {
  224. boost::unique_lock<boost::mutex> l(mx);
  225. if(players.find(player) != players.end())
  226. {
  227. players[player].*flag = val;
  228. }
  229. else
  230. {
  231. throw std::runtime_error("No such player!");
  232. }
  233. cv.notify_all();
  234. }
  235. template<typename T>
  236. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  237. {
  238. fun(args[which]);
  239. }
  240. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  241. {
  242. changeSecSkill(hero, skill, 1, 0);
  243. expGiven(hero);
  244. }
  245. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  246. {
  247. // required exp for at least 1 lvl-up hasn't been reached
  248. if(!hero->gainsLevel())
  249. {
  250. return;
  251. }
  252. // give primary skill
  253. logGlobal->trace("%s got level %d", hero->name, hero->level);
  254. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  255. SetPrimSkill sps;
  256. sps.id = hero->id;
  257. sps.which = primarySkill;
  258. sps.abs = false;
  259. sps.val = 1;
  260. sendAndApply(&sps);
  261. PrepareHeroLevelUp pre;
  262. pre.hero = hero;
  263. sendAndApply(&pre);
  264. HeroLevelUp hlu;
  265. hlu.hero = hero;
  266. hlu.primskill = primarySkill;
  267. hlu.skills = pre.skills;
  268. if(hlu.skills.size() == 0)
  269. {
  270. sendAndApply(&hlu);
  271. levelUpHero(hero);
  272. }
  273. else if(hlu.skills.size() == 1)
  274. {
  275. sendAndApply(&hlu);
  276. levelUpHero(hero, pre.skills.front());
  277. }
  278. else if(hlu.skills.size() > 1)
  279. {
  280. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu);
  281. hlu.queryID = levelUpQuery->queryID;
  282. queries.addQuery(levelUpQuery);
  283. sendAndApply(&hlu);
  284. //level up will be called on query reply
  285. }
  286. }
  287. void CGameHandler::levelUpCommander(const CCommanderInstance * c, int skill)
  288. {
  289. SetCommanderProperty scp;
  290. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  291. if(hero)
  292. scp.heroid = hero->id;
  293. else
  294. {
  295. complain("Commander is not led by hero!");
  296. return;
  297. }
  298. scp.accumulatedBonus.subtype = 0;
  299. scp.accumulatedBonus.additionalInfo = 0;
  300. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  301. scp.accumulatedBonus.turnsRemain = 0;
  302. scp.accumulatedBonus.source = Bonus::COMMANDER;
  303. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  304. if(skill <= ECommander::SPELL_POWER)
  305. {
  306. scp.which = SetCommanderProperty::BONUS;
  307. auto difference = [](std::vector<std::vector<ui8>> skillLevels, std::vector<ui8> secondarySkills, int skill) -> int
  308. {
  309. int s = std::min(skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  310. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s) - 1) : 0);
  311. };
  312. switch(skill)
  313. {
  314. case ECommander::ATTACK:
  315. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  316. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  317. break;
  318. case ECommander::DEFENSE:
  319. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  320. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  321. break;
  322. case ECommander::HEALTH:
  323. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  324. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  325. break;
  326. case ECommander::DAMAGE:
  327. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  328. scp.accumulatedBonus.subtype = 0;
  329. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  330. break;
  331. case ECommander::SPEED:
  332. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  333. break;
  334. case ECommander::SPELL_POWER:
  335. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  336. scp.accumulatedBonus.val = difference(VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  337. sendAndApply(&scp); //additional pack
  338. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  339. scp.accumulatedBonus.val = difference(VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  340. sendAndApply(&scp); //additional pack
  341. scp.accumulatedBonus.type = Bonus::CASTS;
  342. scp.accumulatedBonus.val = difference(VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  343. sendAndApply(&scp); //additional pack
  344. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  345. break;
  346. }
  347. scp.accumulatedBonus.val = difference(VLC->creh->skillLevels, c->secondarySkills, skill);
  348. sendAndApply(&scp);
  349. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  350. scp.additionalInfo = skill;
  351. scp.amount = c->secondarySkills.at(skill) + 1;
  352. sendAndApply(&scp);
  353. }
  354. else if(skill >= 100)
  355. {
  356. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  357. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill - 100).first;
  358. scp.additionalInfo = skill; //unnormalized
  359. sendAndApply(&scp);
  360. }
  361. expGiven(hero);
  362. }
  363. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  364. {
  365. if(!c->gainsLevel())
  366. {
  367. return;
  368. }
  369. CommanderLevelUp clu;
  370. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  371. if(hero)
  372. clu.hero = hero;
  373. else
  374. {
  375. complain("Commander is not led by hero!");
  376. return;
  377. }
  378. //picking sec. skills for choice
  379. for(int i = 0; i <= ECommander::SPELL_POWER; ++i)
  380. {
  381. if(c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  382. clu.skills.push_back(i);
  383. }
  384. int i = 100;
  385. for(auto specialSkill : VLC->creh->skillRequirements)
  386. {
  387. if(c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  388. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  389. && !vstd::contains(c->specialSKills, i))
  390. clu.skills.push_back(i);
  391. ++i;
  392. }
  393. int skillAmount = clu.skills.size();
  394. if(!skillAmount)
  395. {
  396. sendAndApply(&clu);
  397. levelUpCommander(c);
  398. }
  399. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  400. {
  401. sendAndApply(&clu);
  402. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  403. }
  404. else if(skillAmount > 1) //apply and ask for secondary skill
  405. {
  406. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu);
  407. clu.queryID = commanderLevelUp->queryID;
  408. queries.addQuery(commanderLevelUp);
  409. sendAndApply(&clu);
  410. }
  411. }
  412. void CGameHandler::expGiven(const CGHeroInstance * hero)
  413. {
  414. if(hero->gainsLevel())
  415. levelUpHero(hero);
  416. else if(hero->commander && hero->commander->gainsLevel())
  417. levelUpCommander(hero->commander);
  418. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  419. // levelUpCommander(hero->commander);
  420. // else
  421. // levelUpHero(hero);
  422. }
  423. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  424. {
  425. if(which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  426. {
  427. if(gs->map->levelLimit != 0)
  428. {
  429. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  430. TExpType resultingExp = abs ? val : hero->exp + val;
  431. if(resultingExp > expLimit)
  432. {
  433. // set given experience to max possible, but don't decrease if hero already over top
  434. abs = true;
  435. val = std::max(expLimit, hero->exp);
  436. InfoWindow iw;
  437. iw.player = hero->tempOwner;
  438. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  439. iw.text.addReplacement(hero->name);
  440. sendAndApply(&iw);
  441. }
  442. }
  443. }
  444. SetPrimSkill sps;
  445. sps.id = hero->id;
  446. sps.which = which;
  447. sps.abs = abs;
  448. sps.val = val;
  449. sendAndApply(&sps);
  450. //only for exp - hero may level up
  451. if(which == PrimarySkill::EXPERIENCE)
  452. {
  453. if(hero->commander && hero->commander->alive)
  454. {
  455. //FIXME: trim experience according to map limit?
  456. SetCommanderProperty scp;
  457. scp.heroid = hero->id;
  458. scp.which = SetCommanderProperty::EXPERIENCE;
  459. scp.amount = val;
  460. sendAndApply(&scp);
  461. CBonusSystemNode::treeHasChanged();
  462. }
  463. expGiven(hero);
  464. }
  465. }
  466. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  467. {
  468. if(!hero)
  469. {
  470. logGlobal->error("changeSecSkill provided no hero");
  471. return;
  472. }
  473. SetSecSkill sss;
  474. sss.id = hero->id;
  475. sss.which = which;
  476. sss.val = val;
  477. sss.abs = abs;
  478. sendAndApply(&sss);
  479. if(which == SecondarySkill::WISDOM)
  480. {
  481. if(hero->visitedTown)
  482. giveSpells(hero->visitedTown, hero);
  483. }
  484. }
  485. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2)
  486. {
  487. LOG_TRACE(logGlobal);
  488. //Fill BattleResult structure with exp info
  489. giveExp(*battleResult.data);
  490. if(battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  491. {
  492. if(hero1)
  493. battleResult.data->exp[1] += 500;
  494. if(hero2)
  495. battleResult.data->exp[0] += 500;
  496. }
  497. if(hero1)
  498. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]); //scholar skill
  499. if(hero2)
  500. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  501. const CArmedInstance * bEndArmy1 = gs->curB->sides.at(0).armyObject;
  502. const CArmedInstance * bEndArmy2 = gs->curB->sides.at(1).armyObject;
  503. const BattleResult::EResult result = battleResult.get()->result;
  504. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  505. {
  506. for(auto & q : queries.allQueries())
  507. {
  508. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  509. if(bq->bi == gs->curB)
  510. return bq;
  511. }
  512. return std::shared_ptr<CBattleQuery>();
  513. };
  514. auto battleQuery = findBattleQuery();
  515. if(!battleQuery)
  516. {
  517. logGlobal->error("Cannot find battle query!");
  518. }
  519. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  520. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  521. battleQuery->result = *battleResult.data;
  522. //Check how many battle queries were created (number of players blocked by battle)
  523. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  524. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  525. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  526. ChangeSpells cs; //for Eagle Eye
  527. if(finishingBattle->winnerHero)
  528. {
  529. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  530. {
  531. int maxLevel = eagleEyeLevel + 1;
  532. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  533. for(const CSpell * sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  534. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  535. cs.spells.insert(sp->id);
  536. }
  537. }
  538. std::vector<const CArtifactInstance *> arts; //display them in window
  539. if(result == BattleResult::NORMAL && finishingBattle->winnerHero)
  540. {
  541. auto sendMoveArtifact = [&](const CArtifactInstance * art, MoveArtifact * ma)
  542. {
  543. arts.push_back(art);
  544. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  545. sendAndApply(ma);
  546. };
  547. if(finishingBattle->loserHero)
  548. {
  549. //TODO: wrap it into a function, somehow (boost::variant -_-)
  550. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  551. for(auto artSlot : artifactsWorn)
  552. {
  553. MoveArtifact ma;
  554. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  555. const CArtifactInstance * art = ma.src.getArt();
  556. if(art && !art->artType->isBig() &&
  557. art->artType->id != ArtifactID::SPELLBOOK)
  558. // don't move war machines or locked arts (spellbook)
  559. {
  560. sendMoveArtifact(art, &ma);
  561. }
  562. }
  563. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  564. {
  565. //we assume that no big artifacts can be found
  566. MoveArtifact ma;
  567. ma.src = ArtifactLocation(finishingBattle->loserHero,
  568. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  569. const CArtifactInstance * art = ma.src.getArt();
  570. if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
  571. {
  572. sendMoveArtifact(art, &ma);
  573. }
  574. }
  575. if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  576. {
  577. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  578. for(auto artSlot : artifactsWorn)
  579. {
  580. MoveArtifact ma;
  581. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  582. const CArtifactInstance * art = ma.src.getArt();
  583. if(art && !art->artType->isBig())
  584. {
  585. sendMoveArtifact(art, &ma);
  586. }
  587. }
  588. }
  589. }
  590. for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  591. {
  592. auto artifactsWorn = armySlot.second->artifactsWorn;
  593. for(auto artSlot : artifactsWorn)
  594. {
  595. MoveArtifact ma;
  596. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  597. const CArtifactInstance * art = ma.src.getArt();
  598. if(art && !art->artType->isBig())
  599. {
  600. sendMoveArtifact(art, &ma);
  601. }
  602. }
  603. }
  604. }
  605. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  606. if(arts.size()) //display loot
  607. {
  608. InfoWindow iw;
  609. iw.player = finishingBattle->winnerHero->tempOwner;
  610. iw.text.addTxt(MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  611. for(auto art : arts) //TODO; separate function to display loot for various ojects?
  612. {
  613. iw.components.push_back(Component(
  614. Component::ARTIFACT, art->artType->id,
  615. art->artType->id == ArtifactID::SPELL_SCROLL ? art->getGivenSpellID() : 0, 0));
  616. if(iw.components.size() >= 14)
  617. {
  618. sendAndApply(&iw);
  619. iw.components.clear();
  620. }
  621. }
  622. if(iw.components.size())
  623. {
  624. sendAndApply(&iw);
  625. }
  626. }
  627. //Eagle Eye secondary skill handling
  628. if(!cs.spells.empty())
  629. {
  630. cs.learn = 1;
  631. cs.hid = finishingBattle->winnerHero->id;
  632. InfoWindow iw;
  633. iw.player = finishingBattle->winnerHero->tempOwner;
  634. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  635. iw.text.addReplacement(finishingBattle->winnerHero->name);
  636. std::ostringstream names;
  637. for(int i = 0; i < cs.spells.size(); i++)
  638. {
  639. names << "%s";
  640. if(i < cs.spells.size() - 2)
  641. names << ", ";
  642. else if(i < cs.spells.size() - 1)
  643. names << "%s";
  644. }
  645. names << ".";
  646. iw.text.addReplacement(names.str());
  647. auto it = cs.spells.begin();
  648. for(int i = 0; i < cs.spells.size(); i++, it++)
  649. {
  650. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  651. if(i == cs.spells.size() - 2) //we just added pre-last name
  652. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  653. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  654. }
  655. sendAndApply(&iw);
  656. sendAndApply(&cs);
  657. }
  658. cab1.updateArmy(this);
  659. cab2.updateArmy(this); //take casualties after battle is deleted
  660. //if one hero has lost we will erase him
  661. if(battleResult.data->winner != 0 && hero1)
  662. {
  663. RemoveObject ro(hero1->id);
  664. sendAndApply(&ro);
  665. }
  666. if(battleResult.data->winner != 1 && hero2)
  667. {
  668. auto town = hero2->visitedTown;
  669. RemoveObject ro(hero2->id);
  670. sendAndApply(&ro);
  671. if(town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  672. town->battleFinished(hero1, *battleResult.get());
  673. }
  674. //give exp
  675. if(battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  676. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  677. else if(battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  678. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  679. queries.popIfTop(battleQuery);
  680. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  681. }
  682. void CGameHandler::battleAfterLevelUp(const BattleResult & result)
  683. {
  684. LOG_TRACE(logGlobal);
  685. finishingBattle->remainingBattleQueriesCount--;
  686. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  687. if(finishingBattle->remainingBattleQueriesCount > 0)
  688. //Battle results will be handled when all battle queries are closed
  689. return;
  690. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  691. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  692. // Still, it looks like a hole.
  693. // Necromancy if applicable.
  694. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  695. // Give raised units to winner and show dialog, if any were raised,
  696. // units will be given after casualties are taken
  697. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  698. if(necroSlot != SlotID())
  699. {
  700. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  701. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  702. }
  703. BattleResultsApplied resultsApplied;
  704. resultsApplied.player1 = finishingBattle->victor;
  705. resultsApplied.player2 = finishingBattle->loser;
  706. sendAndApply(&resultsApplied);
  707. setBattle(nullptr);
  708. if(visitObjectAfterVictory && result.winner == 0 && !finishingBattle->winnerHero->stacks.empty())
  709. {
  710. logGlobal->trace("post-victory visit");
  711. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  712. }
  713. visitObjectAfterVictory = false;
  714. //handle victory/loss of engaged players
  715. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  716. checkVictoryLossConditions(playerColors);
  717. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  718. {
  719. SetAvailableHeroes sah;
  720. sah.player = finishingBattle->loser;
  721. sah.hid[0] = finishingBattle->loserHero->subID;
  722. if(result.result == BattleResult::ESCAPE) //retreat
  723. {
  724. sah.army[0].clear();
  725. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  726. }
  727. if(const CGHeroInstance * another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  728. sah.hid[1] = another->subID;
  729. else
  730. sah.hid[1] = -1;
  731. sendAndApply(&sah);
  732. }
  733. if(result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  734. {
  735. RemoveObject ro(finishingBattle->winnerHero->id);
  736. sendAndApply(&ro);
  737. if(VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  738. {
  739. SetAvailableHeroes sah;
  740. sah.player = finishingBattle->victor;
  741. sah.hid[0] = finishingBattle->winnerHero->subID;
  742. sah.army[0].clear();
  743. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  744. if(const CGHeroInstance * another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  745. sah.hid[1] = another->subID;
  746. else
  747. sah.hid[1] = -1;
  748. sendAndApply(&sah);
  749. }
  750. }
  751. }
  752. void CGameHandler::prepareAttack(BattleAttack & bat, const CStack * att, const CStack * def, int distance, int targetHex)
  753. {
  754. bat.bsa.clear();
  755. bat.stackAttacking = att->ID;
  756. const int attackerLuck = att->LuckVal();
  757. auto sideHeroBlocksLuck = [](const SideInBattle & side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  758. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  759. {
  760. if(attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  761. {
  762. bat.flags |= BattleAttack::LUCKY;
  763. }
  764. if(VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  765. {
  766. if(attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  767. {
  768. bat.flags |= BattleAttack::UNLUCKY;
  769. }
  770. }
  771. }
  772. if(getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  773. {
  774. bat.flags |= BattleAttack::DEATH_BLOW;
  775. }
  776. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  777. {
  778. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  779. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  780. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  781. if(chance > getRandomGenerator().nextInt(99))
  782. {
  783. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  784. }
  785. }
  786. // only primary target
  787. applyBattleEffects(bat, att, def, distance, false);
  788. if(!bat.shot()) //multiple-hex attack - only in meele
  789. {
  790. std::set<const CStack *> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  791. for(const CStack * stack : attackedCreatures)
  792. {
  793. if(stack != def) //do not hit same stack twice
  794. {
  795. applyBattleEffects(bat, att, stack, distance, true);
  796. }
  797. }
  798. }
  799. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  800. if(bonus && (bat.shot())) //TODO: make it work in melee?
  801. {
  802. //this is need for displaying hit animation
  803. bat.flags |= BattleAttack::SPELL_LIKE;
  804. bat.spellID = SpellID(bonus->subtype);
  805. //TODO: should spell override creature`s projectile?
  806. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  807. //TODO: get exact attacked hex for defender
  808. for(const CStack * stack : attackedCreatures)
  809. {
  810. if(stack != def) //do not hit same stack twice
  811. {
  812. applyBattleEffects(bat, att, stack, distance, true);
  813. }
  814. }
  815. //now add effect info for all attacked stacks
  816. for(BattleStackAttacked & bsa : bat.bsa)
  817. {
  818. if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  819. {
  820. //this is need for displaying affect animation
  821. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  822. bsa.spellID = SpellID(bonus->subtype);
  823. }
  824. }
  825. }
  826. }
  827. void CGameHandler::applyBattleEffects(BattleAttack & bat, const CStack * att, const CStack * def, int distance, bool secondary) //helper function for prepareAttack
  828. {
  829. BattleStackAttacked bsa;
  830. if(secondary)
  831. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  832. bsa.attackerID = att->ID;
  833. bsa.stackAttacked = def->ID;
  834. bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  835. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  836. //life drain handling
  837. if(att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  838. {
  839. StacksHealedOrResurrected shi;
  840. shi.lifeDrain = true;
  841. shi.tentHealing = false;
  842. shi.cure = false;
  843. shi.drainedFrom = def->ID;
  844. int32_t toHeal = bsa.damageAmount * att->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  845. CHealth health = att->healthAfterHealed(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  846. CHealthInfo hi;
  847. health.toInfo(hi);
  848. hi.stackId = att->ID;
  849. hi.delta = toHeal;
  850. shi.healedStacks.push_back(hi);
  851. if(hi.delta > 0)
  852. bsa.healedStacks.push_back(shi);
  853. }
  854. //soul steal handling
  855. if(att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  856. {
  857. StacksHealedOrResurrected shi;
  858. shi.lifeDrain = true;
  859. shi.tentHealing = false;
  860. shi.cure = false;
  861. shi.drainedFrom = def->ID;
  862. for(int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
  863. {
  864. if(att->hasBonusOfType(Bonus::SOUL_STEAL, i))
  865. {
  866. int32_t toHeal = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
  867. CHealth health = att->healthAfterHealed(toHeal, EHealLevel::OVERHEAL, ((i == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  868. CHealthInfo hi;
  869. health.toInfo(hi);
  870. hi.stackId = att->ID;
  871. hi.delta = toHeal;
  872. if(hi.delta > 0)
  873. shi.healedStacks.push_back(hi);
  874. }
  875. }
  876. if(!shi.healedStacks.empty())
  877. bsa.healedStacks.push_back(shi);
  878. }
  879. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  880. //fire shield handling
  881. if(!bat.shot() && !def->isClone() &&
  882. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  883. {
  884. // TODO: Fire shield damage should be calculated separately after BattleAttack applied.
  885. // Currently it looks like attacking stack damage itself with defenders fire shield.
  886. // So no separate message on spell damage in log and experience calculation is likely wrong too.
  887. BattleStackAttacked bsa2;
  888. bsa2.stackAttacked = att->ID; //invert
  889. bsa2.attackerID = def->ID;
  890. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  891. bsa2.effect = 11;
  892. bsa2.damageAmount = (std::min<int64_t>(def->health.available(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  893. att->prepareAttacked(bsa2, getRandomGenerator());
  894. bat.bsa.push_back(bsa2);
  895. }
  896. }
  897. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection & c)
  898. {
  899. setThreadName("CGameHandler::handleConnection");
  900. auto handleDisconnection = [&](const std::exception & e)
  901. {
  902. boost::unique_lock<boost::mutex> lock(*c.wmx);
  903. assert(!c.connected); //make sure that connection has been marked as broken
  904. logGlobal->error(e.what());
  905. conns -= &c;
  906. for(auto playerConn : connections)
  907. {
  908. if(!serverShuttingDown && playerConn.second == &c)
  909. {
  910. PlayerCheated pc;
  911. pc.player = playerConn.first;
  912. pc.losingCheatCode = true;
  913. sendAndApply(&pc);
  914. checkVictoryLossConditionsForPlayer(playerConn.first);
  915. }
  916. }
  917. };
  918. try
  919. {
  920. while(1) //server should never shut connection first //was: while(!end2)
  921. {
  922. CPack * pack = nullptr;
  923. PlayerColor player = PlayerColor::NEUTRAL;
  924. si32 requestID = -999;
  925. int packType = 0;
  926. {
  927. boost::unique_lock<boost::mutex> lock(*c.rmx);
  928. if(!c.connected)
  929. throw clientDisconnectedException();
  930. c >> player >> requestID >> pack; //get the package
  931. if(!pack)
  932. {
  933. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  934. }
  935. else
  936. {
  937. packType = typeList.getTypeID(pack); //get the id of type
  938. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  939. requestID, player, player.getStr(), packType, typeid(*pack).name());
  940. }
  941. }
  942. //prepare struct informing that action was applied
  943. auto sendPackageResponse = [&](bool succesfullyApplied)
  944. {
  945. //dont reply to disconnected client
  946. //TODO: this must be implemented as option of CPackForServer
  947. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  948. return;
  949. PackageApplied applied;
  950. applied.player = player;
  951. applied.result = succesfullyApplied;
  952. applied.packType = packType;
  953. applied.requestID = requestID;
  954. boost::unique_lock<boost::mutex> lock(*c.wmx);
  955. c << &applied;
  956. };
  957. CBaseForGHApply * apply = applier->getApplier(packType); //and appropriate applier object
  958. if(isBlockedByQueries(pack, player))
  959. {
  960. sendPackageResponse(false);
  961. }
  962. else if(apply)
  963. {
  964. const bool result = apply->applyOnGH(this, &c, pack, player);
  965. if(result)
  966. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  967. else
  968. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  969. % typeid(*pack).name()).str());
  970. sendPackageResponse(true);
  971. }
  972. else
  973. {
  974. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  975. sendPackageResponse(false);
  976. }
  977. vstd::clear_pointer(pack);
  978. }
  979. }
  980. catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
  981. {
  982. handleDisconnection(e);
  983. }
  984. catch(clientDisconnectedException & e)
  985. {
  986. handleDisconnection(e);
  987. }
  988. catch(...)
  989. {
  990. serverShuttingDown = true;
  991. handleException();
  992. throw;
  993. }
  994. logGlobal->error("Ended handling connection");
  995. }
  996. int CGameHandler::moveStack(int stack, BattleHex dest)
  997. {
  998. int ret = 0;
  999. const CStack * curStack = gs->curB->battleGetStackByID(stack),
  1000. * stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1001. assert(curStack);
  1002. assert(dest < GameConstants::BFIELD_SIZE);
  1003. if(gs->curB->tacticDistance)
  1004. {
  1005. assert(gs->curB->isInTacticRange(dest));
  1006. }
  1007. auto start = curStack->position;
  1008. if(start == dest)
  1009. return 0;
  1010. //initing necessary tables
  1011. auto accessibility = getAccesibility(curStack);
  1012. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1013. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1014. {
  1015. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1016. if(accessibility.accessible(shifted, curStack))
  1017. dest = shifted;
  1018. }
  1019. if((stackAtEnd && stackAtEnd != curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1020. {
  1021. complain("Given destination is not accessible!");
  1022. return 0;
  1023. }
  1024. bool canUseGate = false;
  1025. auto dbState = gs->curB->si.gateState;
  1026. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1027. dbState != EGateState::DESTROYED &&
  1028. dbState != EGateState::BLOCKED)
  1029. {
  1030. canUseGate = true;
  1031. }
  1032. std::pair<std::vector<BattleHex>, int> path = gs->curB->getPath(start, dest, curStack);
  1033. ret = path.second;
  1034. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  1035. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1036. {
  1037. if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1038. return true;
  1039. if(hex == ESiegeHex::GATE_OUTER)
  1040. return true;
  1041. if(hex == ESiegeHex::GATE_INNER)
  1042. return true;
  1043. return false;
  1044. };
  1045. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1046. {
  1047. if(isGateDrawbridgeHex(hex))
  1048. return true;
  1049. if(curStack->doubleWide())
  1050. {
  1051. BattleHex otherHex = curStack->occupiedHex(hex);
  1052. if(otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1053. return true;
  1054. }
  1055. return false;
  1056. };
  1057. if(curStack->hasBonusOfType(Bonus::FLYING))
  1058. {
  1059. if(path.second <= creSpeed && path.first.size() > 0)
  1060. {
  1061. if(canUseGate && dbState != EGateState::OPENED &&
  1062. occupyGateDrawbridgeHex(dest))
  1063. {
  1064. BattleUpdateGateState db;
  1065. db.state = EGateState::OPENED;
  1066. sendAndApply(&db);
  1067. }
  1068. //inform clients about move
  1069. BattleStackMoved sm;
  1070. sm.stack = curStack->ID;
  1071. std::vector<BattleHex> tiles;
  1072. tiles.push_back(path.first[0]);
  1073. sm.tilesToMove = tiles;
  1074. sm.distance = path.second;
  1075. sm.teleporting = false;
  1076. sendAndApply(&sm);
  1077. }
  1078. }
  1079. else //for non-flying creatures
  1080. {
  1081. std::vector<BattleHex> tiles;
  1082. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1083. int v = path.first.size() - 1;
  1084. path.first.push_back(start);
  1085. // check if gate need to be open or closed at some point
  1086. BattleHex openGateAtHex, gateMayCloseAtHex;
  1087. if(canUseGate)
  1088. {
  1089. for(int i = path.first.size() - 1; i >= 0; i--)
  1090. {
  1091. auto needOpenGates = [&](BattleHex hex) -> bool
  1092. {
  1093. if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1094. return true;
  1095. if(hex == ESiegeHex::GATE_BRIDGE && i - 1 >= 0 && path.first[i - 1] == ESiegeHex::GATE_OUTER)
  1096. return true;
  1097. else if(hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1098. return true;
  1099. return false;
  1100. };
  1101. auto hex = path.first[i];
  1102. if(!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1103. {
  1104. if(needOpenGates(hex))
  1105. openGateAtHex = path.first[i + 1];
  1106. //TODO we need find batter way to handle double-wide stacks
  1107. //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.
  1108. if(curStack->doubleWide())
  1109. {
  1110. BattleHex otherHex = curStack->occupiedHex(hex);
  1111. if(otherHex.isValid() && needOpenGates(otherHex))
  1112. openGateAtHex = path.first[i + 2];
  1113. }
  1114. //gate may be opened and then closed during stack movement, but not other way around
  1115. if(openGateAtHex.isValid())
  1116. dbState = EGateState::OPENED;
  1117. }
  1118. if(!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1119. {
  1120. if(hex == ESiegeHex::GATE_INNER && i - 1 >= 0 && path.first[i - 1] != ESiegeHex::GATE_OUTER)
  1121. {
  1122. gateMayCloseAtHex = path.first[i - 1];
  1123. }
  1124. if(gs->curB->town->subID == ETownType::FORTRESS)
  1125. {
  1126. if(hex == ESiegeHex::GATE_BRIDGE && i - 1 >= 0 && path.first[i - 1] != ESiegeHex::GATE_OUTER)
  1127. {
  1128. gateMayCloseAtHex = path.first[i - 1];
  1129. }
  1130. else if(hex == ESiegeHex::GATE_OUTER && i - 1 >= 0 &&
  1131. path.first[i - 1] != ESiegeHex::GATE_INNER &&
  1132. path.first[i - 1] != ESiegeHex::GATE_BRIDGE)
  1133. {
  1134. gateMayCloseAtHex = path.first[i - 1];
  1135. }
  1136. }
  1137. else if(hex == ESiegeHex::GATE_OUTER && i - 1 >= 0 && path.first[i - 1] != ESiegeHex::GATE_INNER)
  1138. {
  1139. gateMayCloseAtHex = path.first[i - 1];
  1140. }
  1141. }
  1142. }
  1143. }
  1144. bool stackIsMoving = true;
  1145. while(stackIsMoving)
  1146. {
  1147. if(v < tilesToMove)
  1148. {
  1149. logGlobal->error("Movement terminated abnormally");
  1150. break;
  1151. }
  1152. bool gateStateChanging = false;
  1153. //special handling for opening gate on from starting hex
  1154. if(openGateAtHex.isValid() && openGateAtHex == start)
  1155. gateStateChanging = true;
  1156. else
  1157. {
  1158. for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1159. {
  1160. BattleHex hex = path.first[v];
  1161. tiles.push_back(hex);
  1162. if((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1163. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1164. {
  1165. gateStateChanging = true;
  1166. }
  1167. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1168. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1169. obstacleHit = true;
  1170. if(curStack->doubleWide())
  1171. {
  1172. BattleHex otherHex = curStack->occupiedHex(hex);
  1173. //two hex creature hit obstacle by backside
  1174. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1175. if(otherHex.isValid() && !obstacle2.empty())
  1176. obstacleHit = true;
  1177. }
  1178. }
  1179. }
  1180. if(tiles.size() > 0)
  1181. {
  1182. //commit movement
  1183. BattleStackMoved sm;
  1184. sm.stack = curStack->ID;
  1185. sm.distance = path.second;
  1186. sm.teleporting = false;
  1187. sm.tilesToMove = tiles;
  1188. sendAndApply(&sm);
  1189. tiles.clear();
  1190. }
  1191. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1192. if(curStack->position != dest)
  1193. {
  1194. if(stackIsMoving && start != curStack->position)
  1195. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1196. if(gateStateChanging)
  1197. {
  1198. if(curStack->position == openGateAtHex)
  1199. {
  1200. openGateAtHex = BattleHex();
  1201. //only open gate if stack is still alive
  1202. if(curStack->alive())
  1203. {
  1204. BattleUpdateGateState db;
  1205. db.state = EGateState::OPENED;
  1206. sendAndApply(&db);
  1207. }
  1208. }
  1209. else if(curStack->position == gateMayCloseAtHex)
  1210. {
  1211. gateMayCloseAtHex = BattleHex();
  1212. updateGateState();
  1213. }
  1214. }
  1215. }
  1216. else
  1217. //movement finished normally: we reached destination
  1218. stackIsMoving = false;
  1219. }
  1220. }
  1221. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1222. handleDamageFromObstacle(curStack);
  1223. return ret;
  1224. }
  1225. CGameHandler::CGameHandler(void)
  1226. {
  1227. QID = 1;
  1228. //gs = nullptr;
  1229. IObjectInterface::cb = this;
  1230. applier = new CApplier<CBaseForGHApply>();
  1231. registerTypesServerPacks(*applier);
  1232. visitObjectAfterVictory = false;
  1233. spellEnv = new ServerSpellCastEnvironment(this);
  1234. }
  1235. CGameHandler::~CGameHandler(void)
  1236. {
  1237. delete spellEnv;
  1238. delete applier;
  1239. applier = nullptr;
  1240. delete gs;
  1241. }
  1242. void CGameHandler::init(StartInfo * si)
  1243. {
  1244. if(si->seedToBeUsed == 0)
  1245. {
  1246. si->seedToBeUsed = std::time(nullptr);
  1247. }
  1248. gs = new CGameState();
  1249. logGlobal->info("Gamestate created!");
  1250. gs->init(si);
  1251. logGlobal->info("Gamestate initialized!");
  1252. // reset seed, so that clients can't predict any following random values
  1253. getRandomGenerator().resetSeed();
  1254. for(auto & elem : gs->players)
  1255. {
  1256. states.addPlayer(elem.first);
  1257. }
  1258. }
  1259. static bool evntCmp(const CMapEvent & a, const CMapEvent & b)
  1260. {
  1261. return a.earlierThan(b);
  1262. }
  1263. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced = false, bool clear = false)
  1264. { // bool forced = true - if creature should be replaced, if false - only if no creature was set
  1265. const PlayerState * p = getPlayer(town->tempOwner);
  1266. if(!p)
  1267. {
  1268. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1269. return;
  1270. }
  1271. if(forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty()) //we need to change creature
  1272. {
  1273. SetAvailableCreatures ssi;
  1274. ssi.tid = town->id;
  1275. ssi.creatures = town->creatures;
  1276. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear(); //remove old one
  1277. const std::vector<ConstTransitivePtr<CGDwelling>> & dwellings = p->dwellings;
  1278. if(dwellings.empty()) //no dwellings - just remove
  1279. {
  1280. sendAndApply(&ssi);
  1281. return;
  1282. }
  1283. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1284. // for multi-creature dwellings like Golem Factory
  1285. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1286. if(clear)
  1287. {
  1288. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth) / 2);
  1289. }
  1290. else
  1291. {
  1292. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1293. }
  1294. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1295. sendAndApply(&ssi);
  1296. }
  1297. }
  1298. void CGameHandler::newTurn()
  1299. {
  1300. logGlobal->trace("Turn %d", gs->day + 1);
  1301. NewTurn n;
  1302. n.specialWeek = NewTurn::NO_ACTION;
  1303. n.creatureid = CreatureID::NONE;
  1304. n.day = gs->day + 1;
  1305. bool firstTurn = !getDate(Date::DAY);
  1306. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1307. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1308. std::map<PlayerColor, si32> hadGold; //starting gold - for buildings like dwarven treasury
  1309. if(firstTurn)
  1310. {
  1311. for(auto obj : gs->map->objects)
  1312. {
  1313. if(obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1314. {
  1315. changePrimSkill(getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1316. }
  1317. }
  1318. }
  1319. if(newWeek && !firstTurn)
  1320. {
  1321. n.specialWeek = NewTurn::NORMAL;
  1322. bool deityOfFireBuilt = false;
  1323. for(const CGTownInstance * t : gs->map->towns)
  1324. {
  1325. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1326. {
  1327. deityOfFireBuilt = true;
  1328. break;
  1329. }
  1330. }
  1331. if(deityOfFireBuilt)
  1332. {
  1333. n.specialWeek = NewTurn::DEITYOFFIRE;
  1334. n.creatureid = CreatureID::IMP;
  1335. }
  1336. else
  1337. {
  1338. int monthType = getRandomGenerator().nextInt(99);
  1339. if(newMonth) //new month
  1340. {
  1341. if(monthType < 40) //double growth
  1342. {
  1343. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1344. if(VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1345. {
  1346. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1347. n.creatureid = newMonster.second;
  1348. }
  1349. else if(VLC->creh->doubledCreatures.size())
  1350. {
  1351. const std::vector<CreatureID> doubledCreatures(VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1352. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1353. }
  1354. else
  1355. {
  1356. complain("Cannot find creature that can be spawned!");
  1357. n.specialWeek = NewTurn::NORMAL;
  1358. }
  1359. }
  1360. else if(monthType < 50)
  1361. n.specialWeek = NewTurn::PLAGUE;
  1362. }
  1363. else //it's a week, but not full month
  1364. {
  1365. if(monthType < 25)
  1366. {
  1367. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1368. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1369. //TODO do not pick neutrals
  1370. n.creatureid = newMonster.second;
  1371. }
  1372. }
  1373. }
  1374. }
  1375. std::map<ui32, ConstTransitivePtr<CGHeroInstance>> pool = gs->hpool.heroesPool;
  1376. for(auto & hp : pool)
  1377. {
  1378. auto hero = hp.second;
  1379. if(hero->isInitialized() && hero->stacks.size())
  1380. {
  1381. // reset retreated or surrendered heroes
  1382. auto maxmove = hero->maxMovePoints(true);
  1383. // if movement is greater than maxmove, we should decrease it
  1384. if(hero->movement != maxmove || hero->mana < hero->manaLimit())
  1385. {
  1386. NewTurn::Hero hth;
  1387. hth.id = hero->id;
  1388. hth.move = maxmove;
  1389. hth.mana = hero->getManaNewTurn();
  1390. n.heroes.insert(hth);
  1391. }
  1392. }
  1393. }
  1394. for(auto & elem : gs->players)
  1395. {
  1396. if(elem.first == PlayerColor::NEUTRAL)
  1397. continue;
  1398. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1399. assert(0); //illegal player number!
  1400. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1401. hadGold.insert(playerGold);
  1402. if(newWeek) //new heroes in tavern
  1403. {
  1404. SetAvailableHeroes sah;
  1405. sah.player = elem.first;
  1406. //pick heroes and their armies
  1407. CHeroClass * banned = nullptr;
  1408. for(int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1409. {
  1410. //first hero - native if possible, second hero -> any other class
  1411. if(CGHeroInstance * h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1412. {
  1413. sah.hid[j] = h->subID;
  1414. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1415. banned = h->type->heroClass;
  1416. }
  1417. else
  1418. {
  1419. sah.hid[j] = -1;
  1420. }
  1421. }
  1422. sendAndApply(&sah);
  1423. }
  1424. n.res[elem.first] = elem.second.resources;
  1425. for(CGHeroInstance * h : (elem).second.heroes)
  1426. {
  1427. if(h->visitedTown)
  1428. giveSpells(h->visitedTown, h);
  1429. NewTurn::Hero hth;
  1430. hth.id = h->id;
  1431. auto ti = make_unique<TurnInfo>(h, 1);
  1432. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1433. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1434. hth.mana = h->getManaNewTurn();
  1435. n.heroes.insert(hth);
  1436. if(!firstTurn) //not first day
  1437. {
  1438. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1439. for(int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1440. {
  1441. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1442. }
  1443. }
  1444. }
  1445. }
  1446. for(CGTownInstance * t : gs->map->towns)
  1447. {
  1448. PlayerColor player = t->tempOwner;
  1449. handleTownEvents(t, n);
  1450. if(newWeek) //first day of week
  1451. {
  1452. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1453. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1454. if(!firstTurn)
  1455. if(t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1456. n.res[player][Res::GOLD] += hadGold.at(player) / 10;
  1457. //give 10% of starting gold
  1458. if(!vstd::contains(n.cres, t->id))
  1459. {
  1460. n.cres[t->id].tid = t->id;
  1461. n.cres[t->id].creatures = t->creatures;
  1462. }
  1463. auto & sac = n.cres.at(t->id);
  1464. for(int k = 0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1465. {
  1466. if(!t->creatures.at(k).second.empty()) // there are creatures at this level
  1467. {
  1468. ui32 & availableCount = sac.creatures.at(k).first;
  1469. const CCreature * cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1470. if(n.specialWeek == NewTurn::PLAGUE)
  1471. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1472. else
  1473. {
  1474. if(firstTurn) //first day of game: use only basic growths
  1475. availableCount = cre->growth;
  1476. else
  1477. availableCount += t->creatureGrowth(k);
  1478. //Deity of fire week - upgrade both imps and upgrades
  1479. if(n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1480. availableCount += 15;
  1481. if(cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1482. {
  1483. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1484. availableCount *= 2;
  1485. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1486. availableCount += 5;
  1487. }
  1488. }
  1489. }
  1490. }
  1491. }
  1492. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT) //not the first day and town not neutral
  1493. {
  1494. n.res[player] = n.res[player] + t->dailyIncome();
  1495. }
  1496. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1497. {
  1498. // Skyship, probably easier to handle same as Veil of darkness
  1499. //do it every new day after veils apply
  1500. if(player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1501. {
  1502. FoWChange fw;
  1503. fw.mode = 1;
  1504. fw.player = player;
  1505. // find all hidden tiles
  1506. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1507. for(size_t i = 0; i < fow.size(); i++)
  1508. for(size_t j = 0; j < fow.at(i).size(); j++)
  1509. for(size_t k = 0; k < fow.at(i).at(j).size(); k++)
  1510. if(!fow.at(i).at(j).at(k))
  1511. fw.tiles.insert(int3(i, j, k));
  1512. sendAndApply(&fw);
  1513. }
  1514. }
  1515. if(t->hasBonusOfType(Bonus::DARKNESS))
  1516. {
  1517. for(auto & player : gs->players)
  1518. {
  1519. if(getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1520. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1521. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1522. }
  1523. }
  1524. }
  1525. if(newMonth)
  1526. {
  1527. SetAvailableArtifacts saa;
  1528. saa.id = -1;
  1529. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1530. sendAndApply(&saa);
  1531. }
  1532. sendAndApply(&n);
  1533. if(newWeek)
  1534. {
  1535. //spawn wandering monsters
  1536. if(newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1537. {
  1538. spawnWanderingMonsters(n.creatureid);
  1539. }
  1540. //new week info popup
  1541. if(!firstTurn)
  1542. {
  1543. InfoWindow iw;
  1544. switch(n.specialWeek)
  1545. {
  1546. case NewTurn::DOUBLE_GROWTH:
  1547. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1548. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1549. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1550. break;
  1551. case NewTurn::PLAGUE:
  1552. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1553. break;
  1554. case NewTurn::BONUS_GROWTH:
  1555. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1556. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1557. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1558. break;
  1559. case NewTurn::DEITYOFFIRE:
  1560. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1561. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1562. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1563. iw.text.addReplacement2(15); //%+d 15
  1564. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1565. iw.text.addReplacement2(15); //%+d 15
  1566. break;
  1567. default:
  1568. if(newMonth)
  1569. {
  1570. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1571. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1572. }
  1573. else
  1574. {
  1575. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1576. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1577. }
  1578. }
  1579. for(auto & elem : gs->players)
  1580. {
  1581. iw.player = elem.first;
  1582. sendAndApply(&iw);
  1583. }
  1584. }
  1585. }
  1586. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1587. handleTimeEvents();
  1588. //call objects
  1589. for(auto & elem : gs->map->objects)
  1590. {
  1591. if(elem)
  1592. elem->newTurn(getRandomGenerator());
  1593. }
  1594. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1595. }
  1596. void CGameHandler::run(bool resume)
  1597. {
  1598. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1599. using namespace boost::posix_time;
  1600. for(CConnection * cc : conns)
  1601. {
  1602. if(!resume)
  1603. {
  1604. (*cc) << gs->initialOpts; // gs->scenarioOps
  1605. }
  1606. std::set<PlayerColor> players;
  1607. (*cc) >> players; //how many players will be handled at that client
  1608. std::stringstream sbuffer;
  1609. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1610. for(PlayerColor color : players)
  1611. {
  1612. sbuffer << color << " ";
  1613. {
  1614. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1615. if(!color.isSpectator()) // there can be more than one spectator
  1616. connections[color] = cc;
  1617. }
  1618. }
  1619. logGlobal->info(sbuffer.str());
  1620. cc->addStdVecItems(gs);
  1621. cc->enableStackSendingByID();
  1622. cc->disableSmartPointerSerialization();
  1623. }
  1624. for(auto & elem : conns)
  1625. {
  1626. std::set<PlayerColor> pom;
  1627. for(auto j = connections.cbegin(); j != connections.cend(); j++)
  1628. if(j->second == elem)
  1629. pom.insert(j->first);
  1630. boost::thread(std::bind(&CGameHandler::handleConnection, this, pom, std::ref(*elem)));
  1631. }
  1632. auto playerTurnOrder = generatePlayerTurnOrder();
  1633. while(!serverShuttingDown)
  1634. {
  1635. if(!resume)
  1636. newTurn();
  1637. std::list<PlayerColor>::iterator it;
  1638. if(resume)
  1639. {
  1640. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1641. }
  1642. else
  1643. {
  1644. it = playerTurnOrder.begin();
  1645. }
  1646. resume = false;
  1647. for(; it != playerTurnOrder.end(); it++)
  1648. {
  1649. auto playerColor = *it;
  1650. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1651. if(playerState->status == EPlayerStatus::INGAME)
  1652. {
  1653. //if player runs out of time, he shouldn't get the turn (especially AI)
  1654. checkVictoryLossConditionsForAll();
  1655. if(gs->players[playerColor].status != EPlayerStatus::INGAME)
  1656. { //player lost at the beginning of his turn
  1657. continue;
  1658. }
  1659. else //give normal turn
  1660. {
  1661. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1662. YourTurn yt;
  1663. yt.player = playerColor;
  1664. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1665. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1666. applyAndSend(&yt);
  1667. //wait till turn is done
  1668. boost::unique_lock<boost::mutex> lock(states.mx);
  1669. while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
  1670. {
  1671. static time_duration p = milliseconds(100);
  1672. states.cv.timed_wait(lock, p);
  1673. }
  1674. }
  1675. }
  1676. }
  1677. //additional check that game is not finished
  1678. bool activePlayer = false;
  1679. for(auto player : playerTurnOrder)
  1680. {
  1681. if(gs->players[player].status == EPlayerStatus::INGAME)
  1682. activePlayer = true;
  1683. }
  1684. if(!activePlayer)
  1685. serverShuttingDown = true;
  1686. }
  1687. while(conns.size() && (*conns.begin())->isOpen())
  1688. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1689. }
  1690. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1691. {
  1692. // Generate player turn order
  1693. std::list<PlayerColor> playerTurnOrder;
  1694. for(const auto & player : gs->players) // add human players first
  1695. {
  1696. if(player.second.human)
  1697. playerTurnOrder.push_back(player.first);
  1698. }
  1699. for(const auto & player : gs->players) // then add non-human players
  1700. {
  1701. if(!player.second.human)
  1702. playerTurnOrder.push_back(player.first);
  1703. }
  1704. return playerTurnOrder;
  1705. }
  1706. void CGameHandler::setupBattle(int3 tile, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town)
  1707. {
  1708. battleResult.set(nullptr);
  1709. const auto t = getTile(tile);
  1710. ETerrainType terrain = t->terType;
  1711. if(gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1712. terrain = ETerrainType::SAND;
  1713. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1714. if(heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1715. terType = BFieldType::SHIP_TO_SHIP;
  1716. //send info about battles
  1717. BattleStart bs;
  1718. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1719. sendAndApply(&bs);
  1720. }
  1721. void CGameHandler::checkBattleStateChanges()
  1722. {
  1723. //check if drawbridge state need to be changes
  1724. if(battleGetSiegeLevel() > 0)
  1725. updateGateState();
  1726. //check if battle ended
  1727. if(auto result = battleIsFinished())
  1728. {
  1729. setBattleResult(BattleResult::NORMAL, *result);
  1730. }
  1731. }
  1732. void CGameHandler::giveSpells(const CGTownInstance * t, const CGHeroInstance * h)
  1733. {
  1734. if(!h->hasSpellbook())
  1735. return; //hero hasn't spellbook
  1736. ChangeSpells cs;
  1737. cs.hid = h->id;
  1738. cs.learn = true;
  1739. if(t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1740. {
  1741. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1742. for(int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM) + 2; i++)
  1743. {
  1744. std::vector<SpellID> spells;
  1745. getAllowedSpells(spells, i + 1);
  1746. for(auto & spell : spells)
  1747. cs.spells.insert(spell);
  1748. }
  1749. }
  1750. else
  1751. {
  1752. for(int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM) + 2); i++)
  1753. {
  1754. for(int j = 0; j < t->spellsAtLevel(i + 1, true) && j < t->spells.at(i).size(); j++)
  1755. {
  1756. if(!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1757. cs.spells.insert(t->spells.at(i).at(j));
  1758. }
  1759. }
  1760. }
  1761. if(!cs.spells.empty())
  1762. sendAndApply(&cs);
  1763. }
  1764. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1765. {
  1766. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1767. sendAndApply(&sop);
  1768. }
  1769. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1770. {
  1771. if(!obj || !getObj(obj->id))
  1772. {
  1773. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1774. return false;
  1775. }
  1776. RemoveObject ro;
  1777. ro.id = obj->id;
  1778. sendAndApply(&ro);
  1779. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1780. return true;
  1781. }
  1782. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1783. {
  1784. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1785. sendAndApply(&sop);
  1786. }
  1787. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1788. {
  1789. const CGHeroInstance * h = getHero(hid);
  1790. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1791. if(!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1792. {
  1793. logGlobal->error("Illegal call to move hero!");
  1794. return false;
  1795. }
  1796. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
  1797. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1798. if(!gs->map->isInTheMap(hmpos))
  1799. {
  1800. logGlobal->error("Destination tile is outside the map!");
  1801. return false;
  1802. }
  1803. const TerrainTile t = *getTile(hmpos);
  1804. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1805. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1806. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1807. //result structure for start - movement failed, no move points used
  1808. TryMoveHero tmh;
  1809. tmh.id = hid;
  1810. tmh.start = h->pos;
  1811. tmh.end = dst;
  1812. tmh.result = TryMoveHero::FAILED;
  1813. tmh.movePoints = h->movement;
  1814. //check if destination tile is available
  1815. auto ti = make_unique<TurnInfo>(h);
  1816. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1817. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1818. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1819. //it's a rock or blocked and not visitable tile
  1820. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1821. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1822. && complain("Cannot move hero, destination tile is blocked!"))
  1823. || ((!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)
  1824. && complain("Cannot move hero, destination tile is on water!"))
  1825. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1826. && complain("Cannot disembark hero, tile is blocked!"))
  1827. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1828. && complain("Tiles are not neighboring!"))
  1829. || ((h->inTownGarrison)
  1830. && complain("Can not move garrisoned hero!"))
  1831. || ((h->movement < cost && dst != h->pos && !teleporting)
  1832. && complain("Hero doesn't have any movement points left!"))
  1833. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1834. && complain("Hero cannot transit over this tile!"))
  1835. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1836. && complain("Cannot move hero during the battle"))*/)
  1837. {
  1838. //send info about movement failure
  1839. sendAndApply(&tmh);
  1840. return false;
  1841. }
  1842. //several generic blocks of code
  1843. // should be called if hero changes tile but before applying TryMoveHero package
  1844. auto leaveTile = [&]()
  1845. {
  1846. for(CGObjectInstance * obj : gs->map->getTile(int3(h->pos.x - 1, h->pos.y, h->pos.z)).visitableObjects)
  1847. {
  1848. obj->onHeroLeave(h);
  1849. }
  1850. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter() + (tmh.end - tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1851. };
  1852. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1853. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1854. {
  1855. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1856. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1857. queries.addQuery(moveQuery);
  1858. if(leavingTile == LEAVING_TILE)
  1859. leaveTile();
  1860. tmh.result = result;
  1861. sendAndApply(&tmh);
  1862. if(visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1863. { // Hero should be always able to visit any object he staying on even if there guards around
  1864. visitObjectOnTile(t, h);
  1865. }
  1866. else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1867. {
  1868. tmh.attackedFrom = guardPos;
  1869. const TerrainTile & guardTile = *gs->getTile(guardPos);
  1870. objectVisited(guardTile.visitableObjects.back(), h);
  1871. moveQuery->visitDestAfterVictory = visitDest == VISIT_DEST;
  1872. }
  1873. else if(visitDest == VISIT_DEST)
  1874. {
  1875. visitObjectOnTile(t, h);
  1876. }
  1877. queries.popIfTop(moveQuery);
  1878. logGlobal->trace("Hero %s ends movement", h->name);
  1879. return result != TryMoveHero::FAILED;
  1880. };
  1881. //interaction with blocking object (like resources)
  1882. auto blockingVisit = [&]() -> bool
  1883. {
  1884. for(CGObjectInstance * obj : t.visitableObjects)
  1885. {
  1886. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1887. {
  1888. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1889. //this-> is needed for MVS2010 to recognize scope (?)
  1890. }
  1891. }
  1892. return false;
  1893. };
  1894. if(!transit && embarking)
  1895. {
  1896. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1897. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1898. // In H3 embark ignore guards
  1899. }
  1900. if(disembarking)
  1901. {
  1902. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1903. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1904. }
  1905. if(teleporting)
  1906. {
  1907. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1908. return true;
  1909. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1910. // visit town for town portal \ castle gates
  1911. // do not use generic visitObjectOnTile to avoid double-teleporting
  1912. // if this moveHero call was triggered by teleporter
  1913. if(!t.visitableObjects.empty())
  1914. {
  1915. if(CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1916. town->onHeroVisit(h);
  1917. }
  1918. return true;
  1919. }
  1920. //still here? it is standard movement!
  1921. {
  1922. tmh.movePoints = h->movement >= cost ? h->movement - cost : 0;
  1923. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1924. EVisitDest visitDest = VISIT_DEST;
  1925. if(transit)
  1926. {
  1927. if(CGTeleport::isTeleport(t.topVisitableObj()))
  1928. visitDest = DONT_VISIT_DEST;
  1929. if(canFly)
  1930. {
  1931. lookForGuards = IGNORE_GUARDS;
  1932. visitDest = DONT_VISIT_DEST;
  1933. }
  1934. }
  1935. else if(blockingVisit())
  1936. return true;
  1937. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1938. return true;
  1939. }
  1940. }
  1941. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1942. {
  1943. const CGHeroInstance * h = getHero(hid);
  1944. const CGTownInstance * t = getTown(dstid);
  1945. if(!h || !t || h->getOwner() != gs->currentPlayer)
  1946. COMPLAIN_RET("Invalid call to teleportHero!");
  1947. const CGTownInstance * from = h->visitedTown;
  1948. if(((h->getOwner() != t->getOwner())
  1949. && complain("Cannot teleport hero to another player"))
  1950. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1951. && complain("Hero must be in town with Castle gate for teleporting"))
  1952. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1953. && complain("Cannot teleport hero to town without Castle gate in it")))
  1954. return false;
  1955. int3 pos = t->visitablePos();
  1956. pos += h->getVisitableOffset();
  1957. moveHero(hid, pos, 1);
  1958. return true;
  1959. }
  1960. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1961. {
  1962. PlayerColor oldOwner = getOwner(obj->id);
  1963. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1964. sendAndApply(&sop);
  1965. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1966. checkVictoryLossConditions(playerColors);
  1967. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1968. if(town) //town captured
  1969. {
  1970. if(owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1971. {
  1972. if(town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1973. setPortalDwelling(town, true, false);
  1974. }
  1975. if(oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1976. {
  1977. if(getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  1978. {
  1979. InfoWindow iw;
  1980. iw.player = oldOwner;
  1981. 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.
  1982. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1983. sendAndApply(&iw);
  1984. }
  1985. }
  1986. }
  1987. const PlayerState * p = getPlayer(owner);
  1988. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size() == 1) //first dwelling captured
  1989. {
  1990. for(const CGTownInstance * t : getPlayer(owner)->towns)
  1991. {
  1992. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1993. setPortalDwelling(t); //set initial creatures for all portals of summoning
  1994. }
  1995. }
  1996. }
  1997. void CGameHandler::showBlockingDialog(BlockingDialog * iw)
  1998. {
  1999. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2000. queries.addQuery(dialogQuery);
  2001. iw->queryID = dialogQuery->queryID;
  2002. sendToAllClients(iw);
  2003. }
  2004. void CGameHandler::showTeleportDialog(TeleportDialog * iw)
  2005. {
  2006. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2007. queries.addQuery(dialogQuery);
  2008. iw->queryID = dialogQuery->queryID;
  2009. sendToAllClients(iw);
  2010. }
  2011. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2012. {
  2013. if(!val)
  2014. return; //don't waste time on empty call
  2015. TResources resources;
  2016. resources.at(which) = val;
  2017. giveResources(player, resources);
  2018. }
  2019. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2020. {
  2021. SetResources sr;
  2022. sr.abs = false;
  2023. sr.player = player;
  2024. sr.res = resources;
  2025. sendAndApply(&sr);
  2026. }
  2027. void CGameHandler::giveCreatures(const CArmedInstance * obj, const CGHeroInstance * h, const CCreatureSet & creatures, bool remove)
  2028. {
  2029. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2030. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2031. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2032. //first we move creatures to give to make them army of object-source
  2033. for(auto & elem : creatures.Slots())
  2034. {
  2035. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2036. }
  2037. tryJoiningArmy(obj, h, remove, true);
  2038. }
  2039. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> & creatures)
  2040. {
  2041. std::vector<CStackBasicDescriptor> cres = creatures;
  2042. if(cres.size() <= 0)
  2043. return;
  2044. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObj(objid));
  2045. for(CStackBasicDescriptor & sbd : cres)
  2046. {
  2047. TQuantity collected = 0;
  2048. while(collected < sbd.count)
  2049. {
  2050. bool foundSth = false;
  2051. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2052. {
  2053. if(i->second->type == sbd.type)
  2054. {
  2055. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2056. changeStackCount(StackLocation(obj, i->first), -take, false);
  2057. collected += take;
  2058. foundSth = true;
  2059. break;
  2060. }
  2061. }
  2062. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  2063. {
  2064. complain("Unexpected failure during taking creatures!");
  2065. return;
  2066. }
  2067. }
  2068. }
  2069. }
  2070. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2071. {
  2072. sendToAllClients(comp);
  2073. }
  2074. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2075. {
  2076. HeroVisitCastle vc;
  2077. vc.hid = hero->id;
  2078. vc.tid = obj->id;
  2079. vc.flags |= 1;
  2080. sendAndApply(&vc);
  2081. vistiCastleObjects(obj, hero);
  2082. giveSpells(obj, hero);
  2083. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2084. }
  2085. void CGameHandler::vistiCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2086. {
  2087. std::vector<CGTownBuilding *>::const_iterator i;
  2088. for(i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2089. (*i)->onHeroVisit(h);
  2090. }
  2091. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2092. {
  2093. HeroVisitCastle vc;
  2094. vc.hid = hero->id;
  2095. vc.tid = obj->id;
  2096. sendAndApply(&vc);
  2097. }
  2098. void CGameHandler::removeArtifact(const ArtifactLocation & al)
  2099. {
  2100. EraseArtifact ea;
  2101. ea.al = al;
  2102. sendAndApply(&ea);
  2103. }
  2104. void CGameHandler::startBattlePrimary(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance * town) //use hero=nullptr for no hero
  2105. {
  2106. engageIntoBattle(army1->tempOwner);
  2107. engageIntoBattle(army2->tempOwner);
  2108. static const CArmedInstance * armies[2];
  2109. armies[0] = army1;
  2110. armies[1] = army2;
  2111. static const CGHeroInstance * heroes[2];
  2112. heroes[0] = hero1;
  2113. heroes[1] = hero2;
  2114. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2115. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2116. queries.addQuery(battleQuery);
  2117. boost::thread(&CGameHandler::runBattle, this);
  2118. }
  2119. void CGameHandler::startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, bool creatureBank)
  2120. {
  2121. startBattlePrimary(army1, army2, tile,
  2122. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance *>(army1) : nullptr,
  2123. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance *>(army2) : nullptr,
  2124. creatureBank);
  2125. }
  2126. void CGameHandler::startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, bool creatureBank)
  2127. {
  2128. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2129. }
  2130. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> & spells)
  2131. {
  2132. ChangeSpells cs;
  2133. cs.hid = hero->id;
  2134. cs.spells = spells;
  2135. cs.learn = give;
  2136. sendAndApply(&cs);
  2137. }
  2138. void CGameHandler::sendMessageTo(CConnection & c, const std::string & message)
  2139. {
  2140. SystemMessage sm;
  2141. sm.text = message;
  2142. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2143. c << &sm;
  2144. }
  2145. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2146. {
  2147. sendAndApply(bonus);
  2148. }
  2149. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2150. {
  2151. sendAndApply(smp);
  2152. }
  2153. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2154. {
  2155. SetMana sm;
  2156. sm.hid = hid;
  2157. sm.val = val;
  2158. sm.absolute = true;
  2159. sendAndApply(&sm);
  2160. }
  2161. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2162. {
  2163. GiveHero gh;
  2164. gh.id = id;
  2165. gh.player = player;
  2166. sendAndApply(&gh);
  2167. }
  2168. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2169. {
  2170. ChangeObjPos cop;
  2171. cop.objid = objid;
  2172. cop.nPos = newPos;
  2173. cop.flags = flags;
  2174. sendAndApply(&cop);
  2175. }
  2176. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2177. {
  2178. const CGHeroInstance * h1 = getHero(fromHero);
  2179. const CGHeroInstance * h2 = getHero(toHero);
  2180. if(h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR))
  2181. {
  2182. std::swap(h1, h2); //1st hero need to have higher scholar level for correct message
  2183. std::swap(fromHero, toHero);
  2184. }
  2185. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR); //heroes can trade up to this level
  2186. if(!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2187. return; //no scholar skill or no spellbook
  2188. int h1Lvl = std::min(ScholarLevel + 1, h1->getSecSkillLevel(SecondarySkill::WISDOM) + 2),
  2189. h2Lvl = std::min(ScholarLevel + 1, h2->getSecSkillLevel(SecondarySkill::WISDOM) + 2); //heroes can receive this levels
  2190. ChangeSpells cs1;
  2191. cs1.learn = true;
  2192. cs1.hid = toHero; //giving spells to first hero
  2193. for(auto it : h1->spells)
  2194. if(h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it)) //hero can learn it and don't have it yet
  2195. cs1.spells.insert(it);
  2196. //spell to learn
  2197. ChangeSpells cs2;
  2198. cs2.learn = true;
  2199. cs2.hid = fromHero;
  2200. for(auto it : h2->spells)
  2201. if(h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2202. cs2.spells.insert(it);
  2203. if(!cs1.spells.empty() || !cs2.spells.empty()) //create a message
  2204. {
  2205. InfoWindow iw;
  2206. iw.player = h1->tempOwner;
  2207. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2208. iw.text.addTxt(MetaString::GENERAL_TXT, 139); //"%s, who has studied magic extensively,
  2209. iw.text.addReplacement(h1->name);
  2210. if(!cs2.spells.empty()) //if found new spell - apply
  2211. {
  2212. iw.text.addTxt(MetaString::GENERAL_TXT, 140); //learns
  2213. int size = cs2.spells.size();
  2214. for(auto it : cs2.spells)
  2215. {
  2216. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2217. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2218. switch(size--)
  2219. {
  2220. case 2:
  2221. iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2222. case 1:
  2223. break;
  2224. default:
  2225. iw.text << ", ";
  2226. }
  2227. }
  2228. iw.text.addTxt(MetaString::GENERAL_TXT, 142); //from %s
  2229. iw.text.addReplacement(h2->name);
  2230. sendAndApply(&cs2);
  2231. }
  2232. if(!cs1.spells.empty() && !cs2.spells.empty())
  2233. {
  2234. iw.text.addTxt(MetaString::GENERAL_TXT, 141); //and
  2235. }
  2236. if(!cs1.spells.empty())
  2237. {
  2238. iw.text.addTxt(MetaString::GENERAL_TXT, 147); //teaches
  2239. int size = cs1.spells.size();
  2240. for(auto it : cs1.spells)
  2241. {
  2242. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2243. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2244. switch(size--)
  2245. {
  2246. case 2:
  2247. iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2248. case 1:
  2249. break;
  2250. default:
  2251. iw.text << ", ";
  2252. }
  2253. }
  2254. iw.text.addTxt(MetaString::GENERAL_TXT, 148); //from %s
  2255. iw.text.addReplacement(h2->name);
  2256. sendAndApply(&cs1);
  2257. }
  2258. sendAndApply(&iw);
  2259. }
  2260. }
  2261. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2262. {
  2263. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2264. if(getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2265. {
  2266. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2267. ExchangeDialog hex;
  2268. hex.queryID = exchange->queryID;
  2269. hex.heroes[0] = getHero(hero1);
  2270. hex.heroes[1] = getHero(hero2);
  2271. sendAndApply(&hex);
  2272. useScholarSkill(hero1, hero2);
  2273. queries.addQuery(exchange);
  2274. }
  2275. }
  2276. void CGameHandler::sendToAllClients(CPackForClient * info)
  2277. {
  2278. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2279. for(auto & elem : conns)
  2280. {
  2281. if(!elem->isOpen())
  2282. continue;
  2283. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2284. *elem << info;
  2285. }
  2286. }
  2287. void CGameHandler::sendAndApply(CPackForClient * info)
  2288. {
  2289. sendToAllClients(info);
  2290. gs->apply(info);
  2291. }
  2292. void CGameHandler::applyAndSend(CPackForClient * info)
  2293. {
  2294. gs->apply(info);
  2295. sendToAllClients(info);
  2296. }
  2297. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2298. {
  2299. sendAndApply(static_cast<CPackForClient *>(info));
  2300. checkVictoryLossConditionsForAll();
  2301. }
  2302. void CGameHandler::sendAndApply(SetResources * info)
  2303. {
  2304. sendAndApply(static_cast<CPackForClient *>(info));
  2305. checkVictoryLossConditionsForPlayer(info->player);
  2306. }
  2307. void CGameHandler::sendAndApply(NewStructures * info)
  2308. {
  2309. sendAndApply(static_cast<CPackForClient *>(info));
  2310. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2311. }
  2312. void CGameHandler::save(const std::string & filename)
  2313. {
  2314. logGlobal->info("Saving to %s", filename);
  2315. const auto stem = FileInfo::GetPathStem(filename);
  2316. const auto savefname = stem.to_string() + ".vsgm1";
  2317. CResourceHandler::get("local")->createResource(savefname);
  2318. {
  2319. logGlobal->info("Ordering clients to serialize...");
  2320. SaveGame sg(savefname);
  2321. sendToAllClients(&sg);
  2322. }
  2323. try
  2324. {
  2325. {
  2326. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2327. saveCommonState(save);
  2328. logGlobal->info("Saving server state");
  2329. save << *this;
  2330. }
  2331. logGlobal->info("Game has been successfully saved!");
  2332. }
  2333. catch(std::exception & e)
  2334. {
  2335. logGlobal->error("Failed to save game: %s", e.what());
  2336. }
  2337. }
  2338. void CGameHandler::close()
  2339. {
  2340. logGlobal->info("We have been requested to close.");
  2341. serverShuttingDown = true;
  2342. for(auto & elem : conns)
  2343. {
  2344. if(!elem->isOpen())
  2345. continue;
  2346. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2347. elem->close();
  2348. elem->connected = false;
  2349. }
  2350. }
  2351. void CGameHandler::playerLeftGame(int cid)
  2352. {
  2353. for(auto & elem : conns)
  2354. {
  2355. if(elem->isOpen() && elem->connectionID == cid)
  2356. {
  2357. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2358. elem->close();
  2359. elem->connected = false;
  2360. break;
  2361. }
  2362. }
  2363. }
  2364. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2365. {
  2366. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2367. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2368. const CCreatureSet & S1 = *s1, & S2 = *s2;
  2369. StackLocation sl1(s1, p1), sl2(s2, p2);
  2370. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2371. {
  2372. complain("Invalid slot accessed!");
  2373. return false;
  2374. }
  2375. if(!isAllowedExchange(id1, id2))
  2376. {
  2377. complain("Cannot exchange stacks between these two objects!\n");
  2378. return false;
  2379. }
  2380. // We can always put stacks into locked garrison, but not take them out of it
  2381. auto notRemovable = [&](const CArmedInstance * army)
  2382. {
  2383. if(id1 != id2) // Stack arrangement inside locked garrison is allowed
  2384. {
  2385. auto g = dynamic_cast<const CGGarrison *>(army);
  2386. if(g && !g->removableUnits)
  2387. {
  2388. complain("Stacks in this garrison are not removable!\n");
  2389. return true;
  2390. }
  2391. }
  2392. return false;
  2393. };
  2394. if(what == 1) //swap
  2395. {
  2396. if(((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2397. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2398. {
  2399. complain("Can't take troops from another player!");
  2400. return false;
  2401. }
  2402. if(sl1.army == sl2.army && sl1.slot == sl2.slot)
  2403. {
  2404. complain("Cannot swap stacks - slots are the same!");
  2405. return false;
  2406. }
  2407. if(!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2408. {
  2409. if(notRemovable(sl1.army) || notRemovable(sl2.army))
  2410. return false;
  2411. }
  2412. if(s1->slotEmpty(p1) && notRemovable(sl2.army))
  2413. return false;
  2414. else if(s2->slotEmpty(p2) && notRemovable(sl1.army))
  2415. return false;
  2416. swapStacks(sl1, sl2);
  2417. }
  2418. else if(what == 2) //merge
  2419. {
  2420. if((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2421. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2422. return false;
  2423. if(s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2424. {
  2425. complain("Cannot merge empty stack!");
  2426. return false;
  2427. }
  2428. else if(notRemovable(sl1.army))
  2429. return false;
  2430. moveStack(sl1, sl2);
  2431. }
  2432. else if(what == 3) //split
  2433. {
  2434. const int countToMove = val - s2->getStackCount(p2);
  2435. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2436. if((s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2437. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2438. {
  2439. complain("Can't move troops of another player!");
  2440. return false;
  2441. }
  2442. //general conditions checking
  2443. if((!vstd::contains(S1.stacks, p1) && complain("no creatures to split"))
  2444. || (val < 1 && complain("no creatures to split")))
  2445. {
  2446. return false;
  2447. }
  2448. if(vstd::contains(S2.stacks, p2)) //dest. slot not free - it must be "rebalancing"...
  2449. {
  2450. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2451. if((total < val && complain("Cannot split that stack, not enough creatures!"))
  2452. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!")))
  2453. {
  2454. return false;
  2455. }
  2456. if(notRemovable(sl1.army))
  2457. {
  2458. if(s1->getStackCount(p1) > countLeftOnSrc)
  2459. return false;
  2460. }
  2461. else if(notRemovable(sl2.army))
  2462. {
  2463. if(s2->getStackCount(p1) < countLeftOnSrc)
  2464. return false;
  2465. }
  2466. moveStack(sl1, sl2, countToMove);
  2467. //S2.slots[p2]->count = val;
  2468. //S1.slots[p1]->count = total - val;
  2469. }
  2470. else //split one stack to the two
  2471. {
  2472. if(s1->getStackCount(p1) < val) //not enough creatures
  2473. {
  2474. complain("Cannot split that stack, not enough creatures!");
  2475. return false;
  2476. }
  2477. if(notRemovable(sl1.army))
  2478. return false;
  2479. moveStack(sl1, sl2, val);
  2480. }
  2481. }
  2482. return true;
  2483. }
  2484. PlayerColor CGameHandler::getPlayerAt(CConnection * c) const
  2485. {
  2486. std::set<PlayerColor> all;
  2487. for(auto i = connections.cbegin(); i != connections.cend(); i++)
  2488. if(i->second == c)
  2489. all.insert(i->first);
  2490. switch(all.size())
  2491. {
  2492. case 0:
  2493. return PlayerColor::NEUTRAL;
  2494. case 1:
  2495. return *all.begin();
  2496. default:
  2497. {
  2498. //if we have more than one player at this connection, try to pick active one
  2499. if(vstd::contains(all, gs->currentPlayer))
  2500. return gs->currentPlayer;
  2501. else
  2502. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2503. }
  2504. }
  2505. }
  2506. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2507. {
  2508. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2509. if(!vstd::contains(s1->stacks, pos))
  2510. {
  2511. complain("Illegal call to disbandCreature - no such stack in army!");
  2512. return false;
  2513. }
  2514. eraseStack(StackLocation(s1, pos));
  2515. return true;
  2516. }
  2517. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2518. {
  2519. const CGTownInstance * t = getTown(tid);
  2520. if(!t)
  2521. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2522. if(!t->town->buildings.count(requestedID))
  2523. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2524. if(t->hasBuilt(requestedID))
  2525. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2526. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2527. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2528. std::vector<const CBuilding *> remainingAutoBuildings;
  2529. std::set<BuildingID> buildingsThatWillBe;
  2530. //Check validity of request
  2531. if(!force)
  2532. {
  2533. switch(requestedBuilding->mode)
  2534. {
  2535. case CBuilding::BUILD_NORMAL:
  2536. if(canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2537. COMPLAIN_RET("Cannot build that building!");
  2538. break;
  2539. case CBuilding::BUILD_AUTO:
  2540. case CBuilding::BUILD_SPECIAL:
  2541. COMPLAIN_RET("This building can not be constructed normally!");
  2542. case CBuilding::BUILD_GRAIL:
  2543. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2544. {
  2545. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2546. COMPLAIN_RET("Cannot build this without grail!")
  2547. else
  2548. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2549. }
  2550. break;
  2551. }
  2552. }
  2553. //Performs stuff that has to be done before new building is built
  2554. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2555. {
  2556. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2557. {
  2558. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2559. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2560. if(upgradeNumber >= t->town->creatures.at(level).size())
  2561. {
  2562. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2563. "no creature found (upgrade number %d, level %d!")
  2564. % buildingID % upgradeNumber % level));
  2565. return;
  2566. }
  2567. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2568. SetAvailableCreatures ssi;
  2569. ssi.tid = t->id;
  2570. ssi.creatures = t->creatures;
  2571. if(ssi.creatures[level].second.empty()) // first creature in a dwelling
  2572. ssi.creatures[level].first = crea->growth;
  2573. ssi.creatures[level].second.push_back(crea->idNumber);
  2574. sendAndApply(&ssi);
  2575. }
  2576. if(t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2577. {
  2578. setPortalDwelling(t);
  2579. }
  2580. };
  2581. //Performs stuff that has to be done after new building is built
  2582. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2583. {
  2584. if(buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2585. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2586. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2587. {
  2588. if(t->visitingHero)
  2589. giveSpells(t, t->visitingHero);
  2590. if(t->garrisonHero)
  2591. giveSpells(t, t->garrisonHero);
  2592. }
  2593. };
  2594. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2595. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2596. {
  2597. return buildingsThatWillBe.count(buildID);
  2598. };
  2599. //Init the vectors
  2600. for(auto & build : t->town->buildings)
  2601. {
  2602. if(t->hasBuilt(build.first))
  2603. buildingsThatWillBe.insert(build.first);
  2604. else
  2605. {
  2606. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2607. remainingAutoBuildings.push_back(build.second);
  2608. }
  2609. }
  2610. //Prepare structure (list of building ids will be filled later)
  2611. NewStructures ns;
  2612. ns.tid = tid;
  2613. ns.builded = force ? t->builded : (t->builded + 1);
  2614. std::queue<const CBuilding *> buildingsToAdd;
  2615. buildingsToAdd.push(requestedBuilding);
  2616. while(!buildingsToAdd.empty())
  2617. {
  2618. auto b = buildingsToAdd.front();
  2619. buildingsToAdd.pop();
  2620. ns.bid.insert(b->bid);
  2621. buildingsThatWillBe.insert(b->bid);
  2622. remainingAutoBuildings -= b;
  2623. for(auto autoBuilding : remainingAutoBuildings)
  2624. {
  2625. if(autoBuilding->requirements.test(areRequirementsFullfilled))
  2626. buildingsToAdd.push(autoBuilding);
  2627. }
  2628. }
  2629. // 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.
  2630. for(auto builtID : ns.bid)
  2631. processBeforeBuiltStructure(builtID);
  2632. //Take cost
  2633. if(!force)
  2634. {
  2635. giveResources(t->tempOwner, -requestedBuilding->resources);
  2636. }
  2637. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2638. sendAndApply(&ns);
  2639. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2640. for(auto builtID : ns.bid)
  2641. processAfterBuiltStructure(builtID);
  2642. // now when everything is built - reveal tiles for lookout tower
  2643. FoWChange fw;
  2644. fw.player = t->tempOwner;
  2645. fw.mode = 1;
  2646. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2647. sendAndApply(&fw);
  2648. if(t->visitingHero)
  2649. vistiCastleObjects(t, t->visitingHero);
  2650. if(t->garrisonHero)
  2651. vistiCastleObjects(t, t->garrisonHero);
  2652. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2653. return true;
  2654. }
  2655. bool CGameHandler::razeStructure(ObjectInstanceID tid, BuildingID bid)
  2656. {
  2657. ///incomplete, simply erases target building
  2658. const CGTownInstance * t = getTown(tid);
  2659. if(!vstd::contains(t->builtBuildings, bid))
  2660. return false;
  2661. RazeStructures rs;
  2662. rs.tid = tid;
  2663. rs.bid.insert(bid);
  2664. rs.destroyed = t->destroyed + 1;
  2665. sendAndApply(&rs);
  2666. //TODO: Remove dwellers
  2667. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2668. // {
  2669. // RemoveBonus rb(RemoveBonus::TOWN);
  2670. // rb.whoID = t->id;
  2671. // rb.source = Bonus::TOWN_STRUCTURE;
  2672. // rb.id = 17;
  2673. // sendAndApply(&rb);
  2674. // }
  2675. return true;
  2676. }
  2677. void CGameHandler::sendMessageToAll(const std::string & message)
  2678. {
  2679. SystemMessage sm;
  2680. sm.text = message;
  2681. sendToAllClients(&sm);
  2682. }
  2683. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2684. {
  2685. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2686. const CArmedInstance * dst = nullptr;
  2687. const CCreature * c = VLC->creh->creatures.at(crid);
  2688. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2689. //TODO: test for owning
  2690. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2691. dst = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2692. assert(dw && dst);
  2693. //verify
  2694. bool found = false;
  2695. int level = 0;
  2696. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2697. {
  2698. if((fromLvl != -1) && (level != fromLvl))
  2699. continue;
  2700. const auto & cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2701. int i = 0;
  2702. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2703. if(cur.second.at(i) == crid)
  2704. break;
  2705. if(i < cur.second.size())
  2706. {
  2707. found = true;
  2708. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2709. break;
  2710. }
  2711. }
  2712. SlotID slot = dst->getSlotFor(crid);
  2713. if((!found && complain("Cannot recruit: no such creatures!"))
  2714. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2715. || (cram <= 0 && complain("Cannot recruit: cram <= 0!"))
  2716. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2717. {
  2718. return false;
  2719. }
  2720. //recruit
  2721. giveResources(dst->tempOwner, -(c->cost * cram));
  2722. SetAvailableCreatures sac;
  2723. sac.tid = objid;
  2724. sac.creatures = dw->creatures;
  2725. sac.creatures[level].first -= cram;
  2726. sendAndApply(&sac);
  2727. if(warMachine)
  2728. {
  2729. const CGHeroInstance * h = dynamic_cast<const CGHeroInstance *>(dst);
  2730. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2731. ArtifactID artId = c->warMachine;
  2732. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2733. const CArtifact * art = artId.toArtifact();
  2734. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2735. return giveHeroNewArtifact(h, art);
  2736. }
  2737. else
  2738. {
  2739. addToSlot(StackLocation(dst, slot), c, cram);
  2740. }
  2741. return true;
  2742. }
  2743. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2744. {
  2745. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2746. if(!obj->hasStackAtSlot(pos))
  2747. {
  2748. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2749. }
  2750. UpgradeInfo ui;
  2751. getUpgradeInfo(obj, pos, ui);
  2752. PlayerColor player = obj->tempOwner;
  2753. const PlayerState * p = getPlayer(player);
  2754. int crQuantity = obj->stacks.at(pos)->count;
  2755. int newIDpos = vstd::find_pos(ui.newID, upgID); //get position of new id in UpgradeInfo
  2756. //check if upgrade is possible
  2757. if((ui.oldID < 0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2758. {
  2759. return false;
  2760. }
  2761. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2762. //check if player has enough resources
  2763. if(!p->resources.canAfford(totalCost))
  2764. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2765. //take resources
  2766. giveResources(player, -totalCost);
  2767. //upgrade creature
  2768. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2769. return true;
  2770. }
  2771. bool CGameHandler::changeStackType(const StackLocation & sl, const CCreature * c)
  2772. {
  2773. if(!sl.army->hasStackAtSlot(sl.slot))
  2774. COMPLAIN_RET("Cannot find a stack to change type");
  2775. SetStackType sst;
  2776. sst.sl = sl;
  2777. sst.type = c;
  2778. sendAndApply(&sst);
  2779. return true;
  2780. }
  2781. void CGameHandler::moveArmy(const CArmedInstance * src, const CArmedInstance * dst, bool allowMerging)
  2782. {
  2783. assert(src->canBeMergedWith(*dst, allowMerging));
  2784. while(src->stacksCount()) //while there are unmoved creatures
  2785. {
  2786. auto i = src->Slots().begin(); //iterator to stack to move
  2787. StackLocation sl(src, i->first); //location of stack to move
  2788. SlotID pos = dst->getSlotFor(i->second->type);
  2789. if(!pos.validSlot())
  2790. {
  2791. //try to merge two other stacks to make place
  2792. std::pair<SlotID, SlotID> toMerge;
  2793. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2794. {
  2795. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2796. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2797. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2798. }
  2799. else
  2800. {
  2801. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2802. return;
  2803. }
  2804. }
  2805. else
  2806. {
  2807. moveStack(sl, StackLocation(dst, pos));
  2808. }
  2809. }
  2810. }
  2811. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2812. {
  2813. const CGTownInstance * town = getTown(tid);
  2814. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2815. {
  2816. if(!town->visitingHero->canBeMergedWith(*town))
  2817. {
  2818. complain("Cannot make garrison swap, not enough free slots!");
  2819. return false;
  2820. }
  2821. moveArmy(town, town->visitingHero, true);
  2822. SetHeroesInTown intown;
  2823. intown.tid = tid;
  2824. intown.visiting = ObjectInstanceID();
  2825. intown.garrison = town->visitingHero->id;
  2826. sendAndApply(&intown);
  2827. return true;
  2828. }
  2829. else if(town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2830. {
  2831. //check if moving hero out of town will break 8 wandering heroes limit
  2832. if(getHeroCount(town->garrisonHero->tempOwner, false) >= 8)
  2833. {
  2834. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2835. return false;
  2836. }
  2837. SetHeroesInTown intown;
  2838. intown.tid = tid;
  2839. intown.garrison = ObjectInstanceID();
  2840. intown.visiting = town->garrisonHero->id;
  2841. sendAndApply(&intown);
  2842. return true;
  2843. }
  2844. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2845. {
  2846. SetHeroesInTown intown;
  2847. intown.tid = tid;
  2848. intown.garrison = town->visitingHero->id;
  2849. intown.visiting = town->garrisonHero->id;
  2850. sendAndApply(&intown);
  2851. return true;
  2852. }
  2853. else
  2854. {
  2855. complain("Cannot swap garrison hero!");
  2856. return false;
  2857. }
  2858. }
  2859. // With the amount of changes done to the function, it's more like transferArtifacts.
  2860. // 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.
  2861. bool CGameHandler::moveArtifact(const ArtifactLocation & al1, const ArtifactLocation & al2)
  2862. {
  2863. ArtifactLocation src = al1, dst = al2;
  2864. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2865. const CArmedInstance * srcObj = src.relatedObj(), * dstObj = dst.relatedObj();
  2866. // Make sure exchange is even possible between the two heroes.
  2867. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2868. COMPLAIN_RET("That heroes cannot make any exchange!");
  2869. const CArtifactInstance * srcArtifact = src.getArt();
  2870. const CArtifactInstance * destArtifact = dst.getArt();
  2871. if(srcArtifact == nullptr)
  2872. COMPLAIN_RET("No artifact to move!");
  2873. if(destArtifact && srcPlayer != dstPlayer)
  2874. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2875. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2876. // Moving to the backpack is always allowed.
  2877. if((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2878. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2879. COMPLAIN_RET("Cannot move artifact!");
  2880. auto srcSlot = src.getSlot();
  2881. auto dstSlot = dst.getSlot();
  2882. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2883. COMPLAIN_RET("Cannot move artifact locks.");
  2884. if(dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2885. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2886. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2887. COMPLAIN_RET("Cannot move catapult!");
  2888. if(dst.slot >= GameConstants::BACKPACK_START)
  2889. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2890. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  2891. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2892. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2893. {
  2894. //old artifact must be removed first
  2895. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2896. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2897. }
  2898. MoveArtifact ma;
  2899. ma.src = src;
  2900. ma.dst = dst;
  2901. sendAndApply(&ma);
  2902. return true;
  2903. }
  2904. /**
  2905. * Assembles or disassembles a combination artifact.
  2906. * @param heroID ID of hero holding the artifact(s).
  2907. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2908. * @param assemble True for assembly operation, false for disassembly.
  2909. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2910. * artifact to assemble to. Otherwise it's not used.
  2911. */
  2912. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2913. {
  2914. const CGHeroInstance * hero = getHero(heroID);
  2915. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2916. if(!destArtifact)
  2917. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2918. if(assemble)
  2919. {
  2920. CArtifact * combinedArt = VLC->arth->artifacts[assembleTo];
  2921. if(!combinedArt->constituents)
  2922. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2923. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2924. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2925. AssembledArtifact aa;
  2926. aa.al = ArtifactLocation(hero, artifactSlot);
  2927. aa.builtArt = combinedArt;
  2928. sendAndApply(&aa);
  2929. }
  2930. else
  2931. {
  2932. if(!destArtifact->artType->constituents)
  2933. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2934. DisassembledArtifact da;
  2935. da.al = ArtifactLocation(hero, artifactSlot);
  2936. sendAndApply(&da);
  2937. }
  2938. return true;
  2939. }
  2940. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2941. {
  2942. const CGHeroInstance * hero = getHero(hid);
  2943. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2944. const CGTownInstance * town = hero->visitedTown;
  2945. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2946. if(aid == ArtifactID::SPELLBOOK)
  2947. {
  2948. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2949. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2950. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!")))
  2951. return false;
  2952. giveResource(hero->getOwner(), Res::GOLD, -GameConstants::SPELLBOOK_GOLD_COST);
  2953. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2954. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2955. giveSpells(town, hero);
  2956. return true;
  2957. }
  2958. else
  2959. {
  2960. const CArtifact * art = aid.toArtifact();
  2961. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2962. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  2963. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid), "Hero already has this machine!");
  2964. const int price = art->price;
  2965. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  2966. if((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2967. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2968. {
  2969. giveResource(hero->getOwner(), Res::GOLD, -price);
  2970. return giveHeroNewArtifact(hero, art);
  2971. }
  2972. else
  2973. COMPLAIN_RET("This machine is unavailable here!");
  2974. }
  2975. }
  2976. bool CGameHandler::buyArtifact(const IMarket * m, const CGHeroInstance * h, Res::ERes rid, ArtifactID aid)
  2977. {
  2978. if(!h)
  2979. COMPLAIN_RET("Only hero can buy artifacts!");
  2980. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2981. COMPLAIN_RET("That artifact is unavailable!");
  2982. int b1, b2;
  2983. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2984. if(getResource(h->tempOwner, rid) < b1)
  2985. COMPLAIN_RET("You can't afford to buy this artifact!");
  2986. giveResource(h->tempOwner, rid, -b1);
  2987. SetAvailableArtifacts saa;
  2988. if(m->o->ID == Obj::TOWN)
  2989. {
  2990. saa.id = -1;
  2991. saa.arts = CGTownInstance::merchantArtifacts;
  2992. }
  2993. else if(const CGBlackMarket * bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2994. {
  2995. saa.id = bm->id.getNum();
  2996. saa.arts = bm->artifacts;
  2997. }
  2998. else
  2999. COMPLAIN_RET("Wrong marktet...");
  3000. bool found = false;
  3001. for(const CArtifact * & art : saa.arts)
  3002. {
  3003. if(art && art->id == aid)
  3004. {
  3005. art = nullptr;
  3006. found = true;
  3007. break;
  3008. }
  3009. }
  3010. if(!found)
  3011. COMPLAIN_RET("Cannot find selected artifact on the list");
  3012. sendAndApply(&saa);
  3013. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3014. return true;
  3015. }
  3016. bool CGameHandler::sellArtifact(const IMarket * m, const CGHeroInstance * h, ArtifactInstanceID aid, Res::ERes rid)
  3017. {
  3018. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3019. const CArtifactInstance * art = h->getArtByInstanceId(aid);
  3020. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3021. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3022. int resVal = 0, dump = 1;
  3023. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3024. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3025. giveResource(h->tempOwner, rid, resVal);
  3026. return true;
  3027. }
  3028. bool CGameHandler::buySecSkill(const IMarket * m, const CGHeroInstance * h, SecondarySkill skill)
  3029. {
  3030. if(!h)
  3031. COMPLAIN_RET("You need hero to buy a skill!");
  3032. if(h->getSecSkillLevel(SecondarySkill(skill)))
  3033. COMPLAIN_RET("Hero already know this skill");
  3034. if(!h->canLearnSkill())
  3035. COMPLAIN_RET("Hero can't learn any more skills");
  3036. if(h->type->heroClass->secSkillProbability.at(skill) == 0) //can't learn this skill (like necromancy for most of non-necros)
  3037. COMPLAIN_RET("The hero can't learn this skill!");
  3038. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3039. COMPLAIN_RET("That skill is unavailable!");
  3040. if(getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST) //TODO: remove hardcoded resource\summ?
  3041. COMPLAIN_RET("You can't afford to buy this skill");
  3042. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3043. changeSecSkill(h, skill, 1, true);
  3044. return true;
  3045. }
  3046. bool CGameHandler::tradeResources(const IMarket * market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3047. {
  3048. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3049. vstd::amin(val, r1); //can't trade more resources than have
  3050. int b1, b2; //base quantities for trade
  3051. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3052. int units = val / b1; //how many base quantities we trade
  3053. if(val % b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3054. {
  3055. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3056. }
  3057. giveResource(player, static_cast<Res::ERes>(id1), -b1 * units);
  3058. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3059. return true;
  3060. }
  3061. bool CGameHandler::sellCreatures(ui32 count, const IMarket * market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3062. {
  3063. if(!hero)
  3064. COMPLAIN_RET("Only hero can sell creatures!");
  3065. if(!vstd::contains(hero->Slots(), slot))
  3066. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3067. const CStackInstance & s = hero->getStack(slot);
  3068. if(s.count < count //can't sell more creatures than have
  3069. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3070. {
  3071. COMPLAIN_RET("Not enough creatures in army!");
  3072. }
  3073. int b1, b2; //base quantities for trade
  3074. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3075. int units = count / b1; //how many base quantities we trade
  3076. if(count % b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3077. {
  3078. //TODO: complain?
  3079. assert(0);
  3080. }
  3081. changeStackCount(StackLocation(hero, slot), -count);
  3082. giveResource(hero->tempOwner, resourceID, b2 * units);
  3083. return true;
  3084. }
  3085. bool CGameHandler::transformInUndead(const IMarket * market, const CGHeroInstance * hero, SlotID slot)
  3086. {
  3087. const CArmedInstance * army = nullptr;
  3088. if(hero)
  3089. army = hero;
  3090. else
  3091. army = dynamic_cast<const CGTownInstance *>(market->o);
  3092. if(!army)
  3093. COMPLAIN_RET("Incorrect call to transform in undead!");
  3094. if(!army->hasStackAtSlot(slot))
  3095. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3096. const CStackInstance & s = army->getStack(slot);
  3097. //resulting creature - bone dragons or skeletons
  3098. CreatureID resCreature = CreatureID::SKELETON;
  3099. if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3100. || (s.getCreatureID() == CreatureID::HYDRA)
  3101. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3102. resCreature = CreatureID::BONE_DRAGON;
  3103. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3104. return true;
  3105. }
  3106. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3107. {
  3108. const PlayerState * p2 = getPlayer(r2, false);
  3109. if(!p2 || p2->status != EPlayerStatus::INGAME)
  3110. {
  3111. complain("Dest player must be in game!");
  3112. return false;
  3113. }
  3114. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3115. vstd::amin(val, curRes1);
  3116. giveResource(player, r1, -val);
  3117. giveResource(r2, r1, val);
  3118. return true;
  3119. }
  3120. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3121. {
  3122. const CGHeroInstance * h = getHero(hid);
  3123. if(!h)
  3124. {
  3125. logGlobal->error("Hero doesn't exist!");
  3126. return false;
  3127. }
  3128. ChangeFormation cf;
  3129. cf.hid = hid;
  3130. cf.formation = formation;
  3131. sendAndApply(&cf);
  3132. return true;
  3133. }
  3134. bool CGameHandler::hireHero(const CGObjectInstance * obj, ui8 hid, PlayerColor player)
  3135. {
  3136. const PlayerState * p = getPlayer(player);
  3137. const CGTownInstance * t = getTown(obj->id);
  3138. //common preconditions
  3139. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3140. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3141. if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3142. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3143. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3144. {
  3145. return false;
  3146. }
  3147. if(t) //tavern in town
  3148. {
  3149. if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3150. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3151. {
  3152. return false;
  3153. }
  3154. }
  3155. else if(obj->ID == Obj::TAVERN)
  3156. {
  3157. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3158. {
  3159. return false;
  3160. }
  3161. }
  3162. const CGHeroInstance * nh = p->availableHeroes.at(hid);
  3163. if(!nh)
  3164. {
  3165. complain("Hero is not available for hiring!");
  3166. return false;
  3167. }
  3168. HeroRecruited hr;
  3169. hr.tid = obj->id;
  3170. hr.hid = nh->subID;
  3171. hr.player = player;
  3172. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3173. sendAndApply(&hr);
  3174. std::map<ui32, ConstTransitivePtr<CGHeroInstance>> pool = gs->unusedHeroesFromPool();
  3175. const CGHeroInstance * theOtherHero = p->availableHeroes.at(!hid);
  3176. const CGHeroInstance * newHero = nullptr;
  3177. if(theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3178. {
  3179. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3180. }
  3181. SetAvailableHeroes sah;
  3182. sah.player = player;
  3183. if(newHero)
  3184. {
  3185. sah.hid[hid] = newHero->subID;
  3186. sah.army[hid].clear();
  3187. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3188. }
  3189. else
  3190. {
  3191. sah.hid[hid] = -1;
  3192. }
  3193. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3194. sendAndApply(&sah);
  3195. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3196. if(t)
  3197. {
  3198. vistiCastleObjects(t, nh);
  3199. giveSpells(t, nh);
  3200. }
  3201. return true;
  3202. }
  3203. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3204. {
  3205. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3206. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3207. logGlobal->traceStream() << answer;
  3208. auto topQuery = queries.topQuery(player);
  3209. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3210. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3211. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3212. topQuery->setReply(answer);
  3213. queries.popQuery(topQuery);
  3214. return true;
  3215. }
  3216. static EndAction end_action;
  3217. void CGameHandler::updateGateState()
  3218. {
  3219. BattleUpdateGateState db;
  3220. db.state = gs->curB->si.gateState;
  3221. if(gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3222. {
  3223. db.state = EGateState::DESTROYED;
  3224. }
  3225. else if(db.state == EGateState::OPENED)
  3226. {
  3227. if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3228. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3229. {
  3230. if(gs->curB->town->subID == ETownType::FORTRESS)
  3231. {
  3232. if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3233. db.state = EGateState::CLOSED;
  3234. }
  3235. else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3236. db.state = EGateState::BLOCKED;
  3237. else
  3238. db.state = EGateState::CLOSED;
  3239. }
  3240. }
  3241. else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3242. db.state = EGateState::BLOCKED;
  3243. else
  3244. db.state = EGateState::CLOSED;
  3245. if(db.state != gs->curB->si.gateState)
  3246. sendAndApply(&db);
  3247. }
  3248. bool CGameHandler::makeBattleAction(BattleAction & ba)
  3249. {
  3250. bool ok = true;
  3251. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3252. const CStack * destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo) : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile) : nullptr;
  3253. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3254. logGlobal->trace(
  3255. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3256. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3257. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3258. switch(ba.actionType)
  3259. {
  3260. case Battle::WALK: //walk
  3261. case Battle::DEFEND: //defend
  3262. case Battle::WAIT: //wait
  3263. case Battle::WALK_AND_ATTACK: //walk or attack
  3264. case Battle::SHOOT: //shoot
  3265. case Battle::CATAPULT: //catapult
  3266. case Battle::STACK_HEAL: //healing with First Aid Tent
  3267. case Battle::DAEMON_SUMMONING:
  3268. case Battle::MONSTER_SPELL:
  3269. if(!stack)
  3270. {
  3271. complain("No such stack!");
  3272. return false;
  3273. }
  3274. if(!stack->alive())
  3275. {
  3276. complain("This stack is dead: " + stack->nodeName());
  3277. return false;
  3278. }
  3279. if(battleTacticDist())
  3280. {
  3281. if(stack && stack->side != battleGetTacticsSide())
  3282. {
  3283. complain("This is not a stack of side that has tactics!");
  3284. return false;
  3285. }
  3286. }
  3287. else if(!isAboutActiveStack)
  3288. {
  3289. complain("Action has to be about active stack!");
  3290. return false;
  3291. }
  3292. }
  3293. auto wrapAction = [this](BattleAction & ba)
  3294. {
  3295. StartAction startAction(ba);
  3296. sendAndApply(&startAction);
  3297. return vstd::makeScopeGuard([&]()
  3298. {
  3299. sendAndApply(&end_action);
  3300. });
  3301. };
  3302. switch(ba.actionType)
  3303. {
  3304. case Battle::END_TACTIC_PHASE: //wait
  3305. case Battle::BAD_MORALE:
  3306. case Battle::NO_ACTION:
  3307. {
  3308. auto wrapper = wrapAction(ba);
  3309. break;
  3310. }
  3311. case Battle::WALK:
  3312. {
  3313. auto wrapper = wrapAction(ba);
  3314. int walkedTiles = moveStack(ba.stackNumber, ba.destinationTile); //move
  3315. if(!walkedTiles)
  3316. complain("Stack failed movement!");
  3317. break;
  3318. }
  3319. case Battle::DEFEND:
  3320. {
  3321. //defensive stance
  3322. SetStackEffect sse;
  3323. Bonus bonus1(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3324. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3325. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3326. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3327. int oldDefenceValue = defence.totalValue();
  3328. defence.push_back(std::make_shared<Bonus>(bonus1));
  3329. defence.push_back(std::make_shared<Bonus>(bonus2));
  3330. int difference = defence.totalValue() - oldDefenceValue;
  3331. MetaString text;
  3332. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3333. stack->addNameReplacement(text);
  3334. text.addReplacement(difference);
  3335. sse.battleLog.push_back(text);
  3336. sse.effect.push_back(bonus1);
  3337. sse.effect.push_back(bonus2);
  3338. sse.stacks.push_back(ba.stackNumber);
  3339. sendAndApply(&sse);
  3340. //don't break - we share code with next case
  3341. }
  3342. case Battle::WAIT:
  3343. {
  3344. auto wrapper = wrapAction(ba);
  3345. break;
  3346. }
  3347. case Battle::RETREAT: //retreat/flee
  3348. {
  3349. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3350. complain("Cannot retreat!");
  3351. else
  3352. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3353. break;
  3354. }
  3355. case Battle::SURRENDER:
  3356. {
  3357. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3358. int cost = gs->curB->battleGetSurrenderCost(player);
  3359. if(cost < 0)
  3360. complain("Cannot surrender!");
  3361. else if(getResource(player, Res::GOLD) < cost)
  3362. complain("Not enough gold to surrender!");
  3363. else
  3364. {
  3365. giveResource(player, Res::GOLD, -cost);
  3366. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3367. }
  3368. break;
  3369. }
  3370. case Battle::WALK_AND_ATTACK: //walk or attack
  3371. {
  3372. auto wrapper = wrapAction(ba);
  3373. if(!stack || !destinationStack)
  3374. {
  3375. break;
  3376. }
  3377. BattleHex startingPos = stack->position;
  3378. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3379. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3380. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3381. && !(stack->doubleWide() && (stack->position == ba.destinationTile.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3382. )
  3383. {
  3384. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3385. ok = false;
  3386. break;
  3387. }
  3388. if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3389. {
  3390. destinationStack = nullptr;
  3391. }
  3392. if(!destinationStack)
  3393. {
  3394. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3395. ok = false;
  3396. break;
  3397. }
  3398. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3399. {
  3400. complain("Attack cannot be performed!");
  3401. ok = false;
  3402. break;
  3403. }
  3404. //attack
  3405. int totalAttacks = 1 + stack->getBonuses(Selector::type(Bonus::ADDITIONAL_ATTACK),
  3406. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3407. for(int i = 0; i < totalAttacks; ++i)
  3408. {
  3409. if(stack &&
  3410. stack->alive() && //move can cause death, eg. by walking into the moat
  3411. destinationStack->alive())
  3412. {
  3413. BattleAttack bat;
  3414. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3415. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3416. handleAttackBeforeCasting(&bat); //only before first attack
  3417. sendAndApply(&bat);
  3418. handleAfterAttackCasting(bat);
  3419. }
  3420. //counterattack
  3421. if(i == 0 && destinationStack
  3422. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3423. && destinationStack->ableToRetaliate()
  3424. && stack->alive()) //attacker may have died (fire shield)
  3425. {
  3426. BattleAttack bat;
  3427. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3428. bat.flags |= BattleAttack::COUNTER;
  3429. sendAndApply(&bat);
  3430. handleAfterAttackCasting(bat);
  3431. }
  3432. }
  3433. //return
  3434. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3435. {
  3436. moveStack(ba.stackNumber, startingPos);
  3437. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3438. }
  3439. break;
  3440. }
  3441. case Battle::SHOOT:
  3442. {
  3443. if(!gs->curB->battleCanShoot(stack, ba.destinationTile))
  3444. {
  3445. complain("Cannot shoot!");
  3446. break;
  3447. }
  3448. if(!destinationStack)
  3449. {
  3450. complain("No target to shoot!");
  3451. break;
  3452. }
  3453. auto wrapper = wrapAction(ba);
  3454. {
  3455. BattleAttack bat;
  3456. bat.flags |= BattleAttack::SHOT;
  3457. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3458. handleAttackBeforeCasting(&bat);
  3459. sendAndApply(&bat);
  3460. handleAfterAttackCasting(bat);
  3461. }
  3462. //ranged counterattack
  3463. if(destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3464. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3465. && destinationStack->ableToRetaliate()
  3466. && stack->alive()) //attacker may have died (fire shield)
  3467. {
  3468. BattleAttack bat;
  3469. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3470. bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;
  3471. sendAndApply(&bat);
  3472. handleAfterAttackCasting(bat);
  3473. }
  3474. //second shot for ballista, only if hero has advanced artillery
  3475. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3476. if(destinationStack->alive()
  3477. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3478. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED))
  3479. {
  3480. BattleAttack bat2;
  3481. bat2.flags |= BattleAttack::SHOT;
  3482. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3483. sendAndApply(&bat2);
  3484. }
  3485. //allow more than one additional attack
  3486. int additionalAttacks = stack->getBonuses(Selector::type(Bonus::ADDITIONAL_ATTACK),
  3487. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3488. for(int i = 0; i < additionalAttacks; ++i)
  3489. {
  3490. if(
  3491. stack->alive()
  3492. && destinationStack->alive()
  3493. && stack->shots.canUse())
  3494. {
  3495. BattleAttack bat;
  3496. bat.flags |= BattleAttack::SHOT;
  3497. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3498. sendAndApply(&bat);
  3499. handleAfterAttackCasting(bat);
  3500. }
  3501. }
  3502. break;
  3503. }
  3504. case Battle::CATAPULT:
  3505. {
  3506. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3507. {
  3508. switch(part)
  3509. {
  3510. case EWallPart::GATE:
  3511. return sbi.gate;
  3512. case EWallPart::KEEP:
  3513. return sbi.keep;
  3514. case EWallPart::BOTTOM_TOWER:
  3515. case EWallPart::UPPER_TOWER:
  3516. return sbi.tower;
  3517. case EWallPart::BOTTOM_WALL:
  3518. case EWallPart::BELOW_GATE:
  3519. case EWallPart::OVER_GATE:
  3520. case EWallPart::UPPER_WALL:
  3521. return sbi.wall;
  3522. default:
  3523. return 0;
  3524. }
  3525. };
  3526. auto wrapper = wrapAction(ba);
  3527. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3528. CHeroHandler::SBallisticsLevelInfo sbi;
  3529. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3530. sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3531. else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
  3532. {
  3533. sbi = VLC->heroh->ballistics.at(1);
  3534. sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  3535. }
  3536. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3537. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3538. {
  3539. complain("catapult tried to attack non-catapultable hex!");
  3540. break;
  3541. }
  3542. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3543. auto & currentHP = gs->curB->si.wallState;
  3544. if(currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3545. {
  3546. complain("catapult tried to attack already destroyed wall part!");
  3547. break;
  3548. }
  3549. for(int g = 0; g < sbi.shots; ++g)
  3550. {
  3551. bool hitSuccessfull = false;
  3552. auto attackedPart = wallPart;
  3553. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3554. {
  3555. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3556. currentHP.at(attackedPart) != EWallState::NONE &&
  3557. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi)) //hit is successful
  3558. {
  3559. hitSuccessfull = true;
  3560. }
  3561. else // select new target
  3562. {
  3563. std::vector<EWallPart::EWallPart> allowedTargets;
  3564. for(size_t i = 0; i < currentHP.size(); i++)
  3565. {
  3566. if(currentHP.at(i) != EWallState::DESTROYED &&
  3567. currentHP.at(i) != EWallState::NONE)
  3568. allowedTargets.push_back(EWallPart::EWallPart(i));
  3569. }
  3570. if(allowedTargets.empty())
  3571. break;
  3572. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3573. }
  3574. }
  3575. while(!hitSuccessfull);
  3576. if(!hitSuccessfull) // break triggered - no target to shoot at
  3577. break;
  3578. CatapultAttack ca; //package for clients
  3579. CatapultAttack::AttackInfo attack;
  3580. attack.attackedPart = attackedPart;
  3581. attack.destinationTile = ba.destinationTile;
  3582. attack.damageDealt = 0;
  3583. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3584. int dmgRand = getRandomGenerator().nextInt(99);
  3585. //accumulating dmgChance
  3586. dmgChance[1] += dmgChance[0];
  3587. dmgChance[2] += dmgChance[1];
  3588. //calculating dealt damage
  3589. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3590. {
  3591. if(dmgRand <= dmgChance[damage])
  3592. {
  3593. attack.damageDealt = damage;
  3594. break;
  3595. }
  3596. }
  3597. // attacked tile may have changed - update destination
  3598. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3599. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3600. //removing creatures in turrets / keep if one is destroyed
  3601. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3602. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3603. {
  3604. int posRemove = -1;
  3605. switch(attackedPart)
  3606. {
  3607. case EWallPart::KEEP:
  3608. posRemove = -2;
  3609. break;
  3610. case EWallPart::BOTTOM_TOWER:
  3611. posRemove = -3;
  3612. break;
  3613. case EWallPart::UPPER_TOWER:
  3614. posRemove = -4;
  3615. break;
  3616. }
  3617. BattleStacksRemoved bsr;
  3618. for(auto & elem : gs->curB->stacks)
  3619. {
  3620. if(elem->position == posRemove)
  3621. {
  3622. bsr.stackIDs.insert(elem->ID);
  3623. break;
  3624. }
  3625. }
  3626. sendAndApply(&bsr);
  3627. }
  3628. ca.attacker = ba.stackNumber;
  3629. ca.attackedParts.push_back(attack);
  3630. sendAndApply(&ca);
  3631. }
  3632. //finish by scope guard
  3633. break;
  3634. }
  3635. case Battle::STACK_HEAL: //healing with First Aid Tent
  3636. {
  3637. auto wrapper = wrapAction(ba);
  3638. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3639. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3640. * destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3641. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3642. {
  3643. complain("There is either no healer, no destination, or healer cannot heal :P");
  3644. }
  3645. else
  3646. {
  3647. int32_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3648. //TODO: allow resurrection for mods
  3649. CHealth health = destStack->healthAfterHealed(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  3650. if(toHeal == 0)
  3651. {
  3652. logGlobal->warn("Nothing to heal");
  3653. }
  3654. else
  3655. {
  3656. StacksHealedOrResurrected shr;
  3657. shr.lifeDrain = false;
  3658. shr.tentHealing = true;
  3659. shr.cure = false;
  3660. shr.drainedFrom = ba.stackNumber;
  3661. CHealthInfo hi;
  3662. health.toInfo(hi);
  3663. hi.stackId = destStack->ID;
  3664. hi.delta = toHeal;
  3665. shr.healedStacks.push_back(hi);
  3666. sendAndApply(&shr);
  3667. }
  3668. }
  3669. break;
  3670. }
  3671. case Battle::DAEMON_SUMMONING:
  3672. //TODO: From Strategija:
  3673. //Summon Demon is a level 2 spell.
  3674. {
  3675. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3676. * destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3677. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3678. BattleStackAdded bsa;
  3679. bsa.side = summoner->side;
  3680. bsa.creID = summonedType;
  3681. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3682. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3683. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3684. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3685. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3686. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.side, destStack->position);
  3687. bsa.summoned = false;
  3688. if(bsa.amount) //there's rare possibility single creature cannot rise desired type
  3689. {
  3690. auto wrapper = wrapAction(ba);
  3691. BattleStacksRemoved bsr; //remove body
  3692. bsr.stackIDs.insert(destStack->ID);
  3693. sendAndApply(&bsr);
  3694. sendAndApply(&bsa);
  3695. BattleSetStackProperty ssp;
  3696. ssp.stackID = ba.stackNumber;
  3697. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3698. ssp.val = -1;
  3699. ssp.absolute = false;
  3700. sendAndApply(&ssp);
  3701. }
  3702. break;
  3703. }
  3704. case Battle::MONSTER_SPELL:
  3705. {
  3706. auto wrapper = wrapAction(ba);
  3707. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3708. SpellID spellID = SpellID(ba.additionalInfo);
  3709. BattleHex destination(ba.destinationTile);
  3710. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3711. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3712. //TODO special bonus for genies ability
  3713. if(randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3714. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3715. if(spellID < 0)
  3716. complain("That stack can't cast spells!");
  3717. else
  3718. {
  3719. const CSpell * spell = SpellID(spellID).toSpell();
  3720. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3721. parameters.spellLvl = 0;
  3722. if(spellcaster)
  3723. vstd::amax(parameters.spellLvl, spellcaster->val);
  3724. if(randSpellcaster)
  3725. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3726. vstd::amin(parameters.spellLvl, 3);
  3727. parameters.effectLevel = parameters.spellLvl;
  3728. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3729. parameters.aimToHex(destination); //todo: allow multiple destinations
  3730. parameters.cast(spellEnv);
  3731. }
  3732. break;
  3733. }
  3734. }
  3735. if(ba.actionType == Battle::DAEMON_SUMMONING || ba.actionType == Battle::WAIT || ba.actionType == Battle::DEFEND
  3736. || ba.actionType == Battle::SHOOT || ba.actionType == Battle::MONSTER_SPELL)
  3737. handleDamageFromObstacle(stack);
  3738. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3739. battleMadeAction.setn(true);
  3740. return ok;
  3741. }
  3742. void CGameHandler::playerMessage(PlayerColor player, const std::string & message, ObjectInstanceID currObj)
  3743. {
  3744. bool cheated = true;
  3745. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3746. sendAndApply(&temp_message);
  3747. std::vector<std::string> cheat;
  3748. boost::split(cheat, message, boost::is_any_of(" "));
  3749. int obj = 0;
  3750. if(cheat.size() == 2)
  3751. {
  3752. obj = std::atoi(cheat[1].c_str());
  3753. if(obj)
  3754. currObj = ObjectInstanceID(obj);
  3755. }
  3756. const CGHeroInstance * hero = getHero(currObj);
  3757. const CGTownInstance * town = getTown(currObj);
  3758. if(!town && hero)
  3759. town = hero->visitedTown;
  3760. if(cheat.size() == 1 || obj)
  3761. handleCheatCode(cheat[0], player, hero, town, cheated);
  3762. else
  3763. {
  3764. for(const auto & i : gs->players)
  3765. {
  3766. if(i.first == PlayerColor::NEUTRAL)
  3767. continue;
  3768. if(cheat[1] == "ai")
  3769. {
  3770. if(i.second.human)
  3771. continue;
  3772. }
  3773. else if(cheat[1] != "all" && cheat[1] != i.first.getStr())
  3774. continue;
  3775. if(cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3776. {
  3777. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3778. }
  3779. else if(cheat[0] == "vcmiarmenelos")
  3780. {
  3781. for(const auto & t : i.second.towns)
  3782. {
  3783. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3784. }
  3785. }
  3786. else
  3787. {
  3788. for(const auto & h : i.second.heroes)
  3789. {
  3790. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3791. }
  3792. }
  3793. }
  3794. }
  3795. if(cheated)
  3796. {
  3797. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3798. sendAndApply(&temp_message);
  3799. if(!player.isSpectator())
  3800. checkVictoryLossConditionsForPlayer(player); //Player enter win code or got required art\creature
  3801. }
  3802. }
  3803. bool CGameHandler::makeCustomAction(BattleAction & ba)
  3804. {
  3805. switch(ba.actionType)
  3806. {
  3807. case Battle::HERO_SPELL:
  3808. {
  3809. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3810. const CGHeroInstance * h = gs->curB->battleGetFightingHero(ba.side);
  3811. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3812. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3813. if(!s)
  3814. {
  3815. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3816. return false;
  3817. }
  3818. BattleSpellCastParameters parameters(gs->curB, h, s);
  3819. parameters.aimToHex(ba.destinationTile); //todo: allow multiple destinations
  3820. parameters.mode = ECastingMode::HERO_CASTING;
  3821. if(ba.selectedStack >= 0)
  3822. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3823. ESpellCastProblem::ESpellCastProblem escp = s->canBeCast(gs->curB, ECastingMode::HERO_CASTING, h); //todo: should we check aimed cast?
  3824. if(escp != ESpellCastProblem::OK)
  3825. {
  3826. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3827. return false;
  3828. }
  3829. StartAction start_action(ba);
  3830. sendAndApply(&start_action); //start spell casting
  3831. parameters.cast(spellEnv);
  3832. sendAndApply(&end_action);
  3833. if(!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3834. {
  3835. battleMadeAction.setn(true);
  3836. }
  3837. checkBattleStateChanges();
  3838. if(battleResult.get())
  3839. {
  3840. battleMadeAction.setn(true);
  3841. //battle will be ended by startBattle function
  3842. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3843. }
  3844. return true;
  3845. }
  3846. }
  3847. return false;
  3848. }
  3849. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  3850. {
  3851. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3852. for(auto b : bl)
  3853. {
  3854. SetStackEffect sse;
  3855. int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3856. if(val > 3)
  3857. {
  3858. for(auto s : gs->curB->battleGetAllStacks())
  3859. {
  3860. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3861. sse.stacks.push_back(s->ID);
  3862. }
  3863. }
  3864. else
  3865. sse.stacks.push_back(st->ID);
  3866. const CSpell * sp = SpellID(b->subtype).toSpell();
  3867. const int level = ((val > 3) ? (val - 3) : val);
  3868. sp->getEffects(sse.effect, level, false, 50);
  3869. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  3870. sp->getEffects(sse.cumulativeEffects, level, true, 50);
  3871. if(!sse.effect.empty() || !sse.cumulativeEffects.empty())
  3872. sendAndApply(&sse);
  3873. }
  3874. }
  3875. void CGameHandler::stackTurnTrigger(const CStack * st)
  3876. {
  3877. BattleTriggerEffect bte;
  3878. bte.stackID = st->ID;
  3879. bte.effect = -1;
  3880. bte.val = 0;
  3881. bte.additionalInfo = 0;
  3882. if(st->alive())
  3883. {
  3884. //unbind
  3885. if(st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  3886. {
  3887. bool unbind = true;
  3888. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3889. std::set<const CStack *> stacks = gs->curB->batteAdjacentCreatures(st);
  3890. for(auto b : bl)
  3891. {
  3892. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3893. if(stack)
  3894. {
  3895. if(vstd::contains(stacks, stack)) //binding stack is still present
  3896. {
  3897. unbind = false;
  3898. }
  3899. }
  3900. }
  3901. if(unbind)
  3902. {
  3903. BattleSetStackProperty ssp;
  3904. ssp.which = BattleSetStackProperty::UNBIND;
  3905. ssp.stackID = st->ID;
  3906. sendAndApply(&ssp);
  3907. }
  3908. }
  3909. //regeneration
  3910. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3911. {
  3912. bte.effect = Bonus::HP_REGENERATION;
  3913. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  3914. }
  3915. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3916. {
  3917. bte.effect = Bonus::HP_REGENERATION;
  3918. bte.val = st->MaxHealth() - st->getFirstHPleft();
  3919. }
  3920. if(bte.val) //anything to heal
  3921. sendAndApply(&bte);
  3922. if(st->hasBonusOfType(Bonus::POISON))
  3923. {
  3924. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3925. if(b) //TODO: what if not?...
  3926. {
  3927. bte.val = std::max(b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3928. if(bte.val < b->val) //(negative) poison effect increases - update it
  3929. {
  3930. bte.effect = Bonus::POISON;
  3931. sendAndApply(&bte);
  3932. }
  3933. }
  3934. }
  3935. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3936. {
  3937. const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
  3938. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3939. if(opponentHero)
  3940. {
  3941. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3942. vstd::amin(manaDrained, opponentHero->mana);
  3943. if(manaDrained)
  3944. {
  3945. bte.effect = Bonus::MANA_DRAIN;
  3946. bte.val = manaDrained;
  3947. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3948. sendAndApply(&bte);
  3949. }
  3950. }
  3951. }
  3952. if(st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3953. {
  3954. bool fearsomeCreature = false;
  3955. for(CStack * stack : gs->curB->stacks)
  3956. {
  3957. if(battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3958. {
  3959. fearsomeCreature = true;
  3960. break;
  3961. }
  3962. }
  3963. if(fearsomeCreature)
  3964. {
  3965. if(getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3966. {
  3967. bte.effect = Bonus::FEAR;
  3968. sendAndApply(&bte);
  3969. }
  3970. }
  3971. }
  3972. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3973. int side = gs->curB->whatSide(st->owner);
  3974. if(st->canCast() && !gs->curB->sides.at(side).enchanterCounter)
  3975. {
  3976. bool cast = false;
  3977. while(!bl.empty() && !cast)
  3978. {
  3979. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  3980. auto spellID = SpellID(bonus->subtype);
  3981. const CSpell * spell = SpellID(spellID).toSpell();
  3982. bl.remove_if([&bonus](const Bonus * b){return b == bonus.get();});
  3983. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3984. parameters.spellLvl = bonus->val;
  3985. parameters.effectLevel = bonus->val; //todo: recheck
  3986. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3987. cast = parameters.castIfPossible(spellEnv);
  3988. if(cast)
  3989. {
  3990. //todo: move to mechanics
  3991. BattleSetStackProperty ssp;
  3992. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3993. ssp.absolute = false;
  3994. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3995. ssp.stackID = st->ID;
  3996. sendAndApply(&ssp);
  3997. }
  3998. }
  3999. }
  4000. }
  4001. }
  4002. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4003. {
  4004. if(!curStack->alive())
  4005. return false;
  4006. bool containDamageFromMoat = false;
  4007. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4008. {
  4009. if(!curStack->alive() || obstacle->stopsMovement() && stackIsMoving == true)
  4010. return false;
  4011. //we want to determine following vars depending on obstacle type
  4012. int damage = -1;
  4013. int effect = -1;
  4014. bool oneTimeObstacle = false;
  4015. //helper info
  4016. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get()); //not nice but we may need spell params
  4017. const ui8 side = curStack->side; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4018. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(side); //FIXME: there may be no hero - landmines in Tower
  4019. if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4020. {
  4021. damage = battleGetMoatDmg();
  4022. if(!containDamageFromMoat)
  4023. containDamageFromMoat = true;
  4024. else
  4025. continue;
  4026. }
  4027. else if(obstacle->obstacleType == CObstacleInstance::LAND_MINE)
  4028. {
  4029. if(!spellObstacle)
  4030. COMPLAIN_RET("Invalid obstacle instance");
  4031. //You don't get hit by a Mine you can see.
  4032. if(gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side))
  4033. continue;
  4034. oneTimeObstacle = true;
  4035. effect = 82;
  4036. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4037. if(sp->isImmuneByStack(hero, curStack))
  4038. continue;
  4039. damage = sp->calculateDamage(hero, curStack, spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4040. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4041. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4042. }
  4043. else if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL)
  4044. {
  4045. if(!spellObstacle)
  4046. COMPLAIN_RET("Invalid obstacle instance");
  4047. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4048. if(sp->isImmuneByStack(hero, curStack))
  4049. continue;
  4050. damage = sp->calculateDamage(hero, curStack,
  4051. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4052. }
  4053. else
  4054. continue;
  4055. BattleStackAttacked bsa;
  4056. if(effect >= 0)
  4057. {
  4058. bsa.flags |= BattleStackAttacked::EFFECT;
  4059. bsa.effect = effect; //makes POOF
  4060. }
  4061. bsa.damageAmount = damage;
  4062. bsa.stackAttacked = curStack->ID;
  4063. bsa.attackerID = -1;
  4064. curStack->prepareAttacked(bsa, getRandomGenerator());
  4065. StacksInjured si;
  4066. si.stacks.push_back(bsa);
  4067. sendAndApply(&si);
  4068. if(oneTimeObstacle)
  4069. removeObstacle(*obstacle);
  4070. }
  4071. if(!curStack->alive())
  4072. return false;
  4073. return true;
  4074. }
  4075. void CGameHandler::handleTimeEvents()
  4076. {
  4077. gs->map->events.sort(evntCmp);
  4078. while(gs->map->events.size() && gs->map->events.front().firstOccurence + 1 == gs->day)
  4079. {
  4080. CMapEvent ev = gs->map->events.front();
  4081. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4082. {
  4083. auto color = PlayerColor(player);
  4084. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4085. if(pinfo //player exists
  4086. && (ev.players & 1 << player) //event is enabled to this player
  4087. && ((ev.computerAffected && !pinfo->human)
  4088. || (ev.humanAffected && pinfo->human)
  4089. ))
  4090. {
  4091. //give resources
  4092. giveResources(color, ev.resources);
  4093. //prepare dialog
  4094. InfoWindow iw;
  4095. iw.player = color;
  4096. iw.text << ev.message;
  4097. for(int i = 0; i < ev.resources.size(); i++)
  4098. {
  4099. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4100. iw.components.push_back(Component(Component::RESOURCE, i, ev.resources.at(i), 0));
  4101. }
  4102. sendAndApply(&iw); //show dialog
  4103. }
  4104. } //PLAYERS LOOP
  4105. if(ev.nextOccurence)
  4106. {
  4107. gs->map->events.pop_front();
  4108. ev.firstOccurence += ev.nextOccurence;
  4109. auto it = gs->map->events.begin();
  4110. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4111. it++;
  4112. gs->map->events.insert(it, ev);
  4113. }
  4114. else
  4115. {
  4116. gs->map->events.pop_front();
  4117. }
  4118. }
  4119. //TODO send only if changed
  4120. UpdateMapEvents ume;
  4121. ume.events = gs->map->events;
  4122. sendAndApply(&ume);
  4123. }
  4124. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn & n)
  4125. {
  4126. town->events.sort(evntCmp);
  4127. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4128. {
  4129. PlayerColor player = town->tempOwner;
  4130. CCastleEvent ev = town->events.front();
  4131. const PlayerState * pinfo = getPlayer(player, false);
  4132. if(pinfo //player exists
  4133. && (ev.players & 1 << player.getNum()) //event is enabled to this player
  4134. && ((ev.computerAffected && !pinfo->human)
  4135. || (ev.humanAffected && pinfo->human)))
  4136. {
  4137. // dialog
  4138. InfoWindow iw;
  4139. iw.player = player;
  4140. iw.text << ev.message;
  4141. if(ev.resources.nonZero())
  4142. {
  4143. TResources was = n.res[player];
  4144. n.res[player] += ev.resources;
  4145. n.res[player].amax(0);
  4146. for(int i = 0; i < ev.resources.size(); i++)
  4147. 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
  4148. iw.components.push_back(Component(Component::RESOURCE, i, n.res.at(player).at(i) - was.at(i), 0));
  4149. }
  4150. for(auto & i : ev.buildings)
  4151. {
  4152. if(!town->hasBuilt(i))
  4153. {
  4154. buildStructure(town->id, i, true);
  4155. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4156. }
  4157. }
  4158. if(!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4159. {
  4160. n.cres[town->id].tid = town->id;
  4161. n.cres[town->id].creatures = town->creatures;
  4162. }
  4163. auto & sac = n.cres[town->id];
  4164. for(si32 i = 0; i < ev.creatures.size(); i++) //creature growths
  4165. {
  4166. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0) //there is dwelling
  4167. {
  4168. sac.creatures[i].first += ev.creatures.at(i);
  4169. iw.components.push_back(Component(Component::CREATURE,
  4170. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4171. }
  4172. }
  4173. sendAndApply(&iw); //show dialog
  4174. }
  4175. if(ev.nextOccurence)
  4176. {
  4177. town->events.pop_front();
  4178. ev.firstOccurence += ev.nextOccurence;
  4179. auto it = town->events.begin();
  4180. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4181. it++;
  4182. town->events.insert(it, ev);
  4183. }
  4184. else
  4185. {
  4186. town->events.pop_front();
  4187. }
  4188. }
  4189. //TODO send only if changed
  4190. UpdateCastleEvents uce;
  4191. uce.town = town->id;
  4192. uce.events = town->events;
  4193. sendAndApply(&uce);
  4194. }
  4195. bool CGameHandler::complain(const std::string & problem)
  4196. {
  4197. sendMessageToAll("Server encountered a problem: " + problem);
  4198. logGlobal->error(problem);
  4199. return true;
  4200. }
  4201. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4202. {
  4203. //PlayerColor player = getOwner(hid);
  4204. auto upperArmy = dynamic_cast<const CArmedInstance *>(getObj(upobj));
  4205. auto lowerArmy = dynamic_cast<const CArmedInstance *>(getObj(hid));
  4206. assert(lowerArmy);
  4207. assert(upperArmy);
  4208. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4209. queries.addQuery(garrisonQuery);
  4210. GarrisonDialog gd;
  4211. gd.hid = hid;
  4212. gd.objid = upobj;
  4213. gd.removableUnits = removableUnits;
  4214. gd.queryID = garrisonQuery->queryID;
  4215. sendAndApply(&gd);
  4216. }
  4217. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4218. {
  4219. OpenWindow ow;
  4220. ow.window = OpenWindow::THIEVES_GUILD;
  4221. ow.id1 = player.getNum();
  4222. ow.id2 = requestingObjId.getNum();
  4223. sendAndApply(&ow);
  4224. }
  4225. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4226. {
  4227. if(id1 == id2)
  4228. return true;
  4229. const CGObjectInstance * o1 = getObj(id1), * o2 = getObj(id2);
  4230. if(!o1 || !o2)
  4231. return true; //arranging stacks within an object should be always allowed
  4232. if(o1 && o2)
  4233. {
  4234. if(o1->ID == Obj::TOWN)
  4235. {
  4236. const CGTownInstance * t = static_cast<const CGTownInstance *>(o1);
  4237. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4238. return true;
  4239. }
  4240. if(o2->ID == Obj::TOWN)
  4241. {
  4242. const CGTownInstance * t = static_cast<const CGTownInstance *>(o2);
  4243. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4244. return true;
  4245. }
  4246. if(o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4247. {
  4248. const CGHeroInstance * h1 = static_cast<const CGHeroInstance *>(o1);
  4249. const CGHeroInstance * h2 = static_cast<const CGHeroInstance *>(o2);
  4250. // two heroes in same town (garrisoned and visiting)
  4251. if(h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4252. return true;
  4253. }
  4254. //Ongoing garrison exchange
  4255. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4256. {
  4257. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4258. return true;
  4259. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4260. return true;
  4261. }
  4262. }
  4263. return false;
  4264. }
  4265. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4266. {
  4267. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4268. auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
  4269. queries.addQuery(visitQuery); //TODO real visit pos
  4270. HeroVisit hv;
  4271. hv.obj = obj;
  4272. hv.hero = h;
  4273. hv.player = h->tempOwner;
  4274. hv.starting = true;
  4275. sendAndApply(&hv);
  4276. obj->onHeroVisit(h);
  4277. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4278. }
  4279. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4280. {
  4281. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4282. HeroVisit hv;
  4283. hv.player = query.players.front();
  4284. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4285. hv.hero = query.visitingHero;
  4286. assert(hv.hero);
  4287. hv.starting = false;
  4288. sendAndApply(&hv);
  4289. }
  4290. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4291. {
  4292. const IShipyard * obj = IShipyard::castFrom(getObj(objid));
  4293. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4294. {
  4295. complain("Cannot build boat in this shipyard!");
  4296. return false;
  4297. }
  4298. else if(obj->o->ID == Obj::TOWN
  4299. && !static_cast<const CGTownInstance *>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4300. {
  4301. complain("Cannot build boat in the town - no shipyard!");
  4302. return false;
  4303. }
  4304. const PlayerColor playerID = obj->o->tempOwner;
  4305. TResources boatCost;
  4306. obj->getBoatCost(boatCost);
  4307. TResources aviable = getPlayer(playerID)->resources;
  4308. if(!aviable.canAfford(boatCost))
  4309. {
  4310. complain("Not enough resources to build a boat!");
  4311. return false;
  4312. }
  4313. int3 tile = obj->bestLocation();
  4314. if(!gs->map->isInTheMap(tile))
  4315. {
  4316. complain("Cannot find appropriate tile for a boat!");
  4317. return false;
  4318. }
  4319. //take boat cost
  4320. giveResources(playerID, -boatCost);
  4321. //create boat
  4322. NewObject no;
  4323. no.ID = Obj::BOAT;
  4324. no.subID = obj->getBoatType();
  4325. no.pos = tile + int3(1, 0, 0);
  4326. sendAndApply(&no);
  4327. return true;
  4328. }
  4329. void CGameHandler::engageIntoBattle(PlayerColor player)
  4330. {
  4331. //notify interfaces
  4332. PlayerBlocked pb;
  4333. pb.player = player;
  4334. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4335. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4336. sendAndApply(&pb);
  4337. }
  4338. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4339. {
  4340. for(auto playerColor : playerColors)
  4341. {
  4342. if(getPlayer(playerColor, false))
  4343. checkVictoryLossConditionsForPlayer(playerColor);
  4344. }
  4345. }
  4346. void CGameHandler::checkVictoryLossConditionsForAll()
  4347. {
  4348. std::set<PlayerColor> playerColors;
  4349. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4350. {
  4351. playerColors.insert(PlayerColor(i));
  4352. }
  4353. checkVictoryLossConditions(playerColors);
  4354. }
  4355. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4356. {
  4357. const PlayerState * p = getPlayer(player);
  4358. if(p->status != EPlayerStatus::INGAME)
  4359. return;
  4360. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4361. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4362. {
  4363. InfoWindow iw;
  4364. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4365. sendAndApply(&iw);
  4366. PlayerEndsGame peg;
  4367. peg.player = player;
  4368. peg.victoryLossCheckResult = victoryLossCheckResult;
  4369. sendAndApply(&peg);
  4370. if(victoryLossCheckResult.victory())
  4371. {
  4372. //one player won -> all enemies lost
  4373. for(auto i = gs->players.cbegin(); i != gs->players.cend(); i++)
  4374. {
  4375. if(i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4376. {
  4377. peg.player = i->first;
  4378. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ? victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4379. InfoWindow iw;
  4380. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4381. iw.player = i->first;
  4382. sendAndApply(&iw);
  4383. sendAndApply(&peg);
  4384. }
  4385. }
  4386. if(p->human)
  4387. {
  4388. serverShuttingDown = true;
  4389. if(gs->scenarioOps->campState)
  4390. {
  4391. std::vector<CGHeroInstance *> crossoverHeroes;
  4392. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4393. {
  4394. if(hero->tempOwner == player)
  4395. {
  4396. // keep all heroes from the winning player
  4397. crossoverHeroes.push_back(hero);
  4398. }
  4399. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4400. {
  4401. // keep hero whether lost or won (like Xeron in AB campaign)
  4402. crossoverHeroes.push_back(hero);
  4403. }
  4404. }
  4405. // keep lost heroes which are in heroes pool
  4406. for(auto & heroPair : gs->hpool.heroesPool)
  4407. {
  4408. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4409. {
  4410. crossoverHeroes.push_back(heroPair.second.get());
  4411. }
  4412. }
  4413. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4414. //Request clients to change connection mode
  4415. PrepareForAdvancingCampaign pfac;
  4416. sendAndApply(&pfac);
  4417. //Change connection mode
  4418. if(getPlayer(player)->human && getStartInfo()->campState)
  4419. {
  4420. for(auto connection : conns)
  4421. connection->prepareForSendingHeroes();
  4422. }
  4423. UpdateCampaignState ucs;
  4424. ucs.camp = gs->scenarioOps->campState;
  4425. sendAndApply(&ucs);
  4426. }
  4427. }
  4428. }
  4429. else
  4430. {
  4431. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4432. auto hlp = p->heroes;
  4433. for(auto h : hlp) //eliminate heroes
  4434. {
  4435. if(h.get())
  4436. removeObject(h);
  4437. }
  4438. //player lost -> all his objects become unflagged (neutral)
  4439. for(auto obj : gs->map->objects) //unflag objs
  4440. {
  4441. if(obj.get() && obj->tempOwner == player)
  4442. setOwner(obj, PlayerColor::NEUTRAL);
  4443. }
  4444. //eliminating one player may cause victory of another:
  4445. std::set<PlayerColor> playerColors;
  4446. //do not copy player state (CBonusSystemNode) by value
  4447. for(auto & p : gs->players) //players may have different colors, iterate over players and not integers
  4448. {
  4449. if(p.first != player)
  4450. playerColors.insert(p.first);
  4451. }
  4452. //notify all players
  4453. for(auto pc : playerColors)
  4454. {
  4455. if(getPlayer(pc)->status == EPlayerStatus::INGAME)
  4456. {
  4457. InfoWindow iw;
  4458. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4459. iw.player = pc;
  4460. sendAndApply(&iw);
  4461. }
  4462. }
  4463. checkVictoryLossConditions(playerColors);
  4464. }
  4465. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4466. // If we are called before the actual game start, there might be no current player
  4467. if(playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4468. {
  4469. // If player making turn has lost his turn must be over as well
  4470. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4471. }
  4472. }
  4473. }
  4474. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4475. {
  4476. out.player = player;
  4477. out.text.clear();
  4478. out.text << victoryLossCheckResult.messageToSelf;
  4479. // hackish, insert one player-specific string, if applicable
  4480. if(victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4481. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4482. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4483. }
  4484. bool CGameHandler::dig(const CGHeroInstance * h)
  4485. {
  4486. for(auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4487. {
  4488. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4489. {
  4490. complain("Cannot dig - there is already a hole under the hero!");
  4491. return false;
  4492. }
  4493. }
  4494. if(h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4495. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4496. //create a hole
  4497. NewObject no;
  4498. no.ID = Obj::HOLE;
  4499. no.pos = h->getPosition();
  4500. no.subID = 0;
  4501. sendAndApply(&no);
  4502. //take MPs
  4503. SetMovePoints smp;
  4504. smp.hid = h->id;
  4505. smp.val = 0;
  4506. sendAndApply(&smp);
  4507. InfoWindow iw;
  4508. iw.player = h->tempOwner;
  4509. if(gs->map->grailPos == h->getPosition())
  4510. {
  4511. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4512. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4513. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4514. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4515. sendAndApply(&iw);
  4516. iw.soundID = soundBase::invalid;
  4517. iw.text.clear();
  4518. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4519. sendAndApply(&iw);
  4520. }
  4521. else
  4522. {
  4523. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4524. iw.soundID = soundBase::Dig;
  4525. sendAndApply(&iw);
  4526. }
  4527. return true;
  4528. }
  4529. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4530. {
  4531. if(attacker->hasBonusOfType(attackMode))
  4532. {
  4533. std::set<SpellID> spellsToCast;
  4534. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4535. for(const std::shared_ptr<Bonus> sf : *spells)
  4536. {
  4537. spellsToCast.insert(SpellID(sf->subtype));
  4538. }
  4539. for(SpellID spellID : spellsToCast)
  4540. {
  4541. const CStack * oneOfAttacked = nullptr;
  4542. for(auto & elem : bat.bsa)
  4543. {
  4544. if((elem.newHealth.fullUnits > 0 || elem.newHealth.firstHPleft > 0) && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4545. {
  4546. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4547. break;
  4548. }
  4549. }
  4550. bool castMe = false;
  4551. if(oneOfAttacked == nullptr)
  4552. {
  4553. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4554. return;
  4555. }
  4556. int spellLevel = 0;
  4557. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4558. for(const std::shared_ptr<Bonus> sf : *spellsByType)
  4559. {
  4560. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4561. int meleeRanged = sf->additionalInfo / 1000;
  4562. if(meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4563. castMe = true;
  4564. }
  4565. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4566. vstd::amin(chance, 100);
  4567. const CSpell * spell = SpellID(spellID).toSpell();
  4568. if(spell->canBeCastAt(gs->curB, ECastingMode::AFTER_ATTACK_CASTING, attacker, oneOfAttacked->position) != ESpellCastProblem::OK)
  4569. continue;
  4570. //check if spell should be cast (probability handling)
  4571. if(getRandomGenerator().nextInt(99) >= chance)
  4572. continue;
  4573. //casting
  4574. if(castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4575. {
  4576. logGlobal->debug("battle spell cast");
  4577. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4578. parameters.spellLvl = spellLevel;
  4579. parameters.effectLevel = spellLevel;
  4580. parameters.aimToStack(oneOfAttacked);
  4581. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4582. parameters.cast(spellEnv);
  4583. }
  4584. }
  4585. }
  4586. }
  4587. void CGameHandler::handleAttackBeforeCasting(BattleAttack * bat)
  4588. {
  4589. const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
  4590. attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4591. // filter possibly dead stacks
  4592. bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
  4593. [this](const BattleStackAttacked & bsa)
  4594. {
  4595. return battleGetStackByID(bsa.stackAttacked) == nullptr;
  4596. }),
  4597. bat->bsa.end());
  4598. }
  4599. void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
  4600. {
  4601. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4602. if(!attacker || bat.bsa.empty()) // can be already dead
  4603. return;
  4604. const CStack * defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
  4605. if(!defender)
  4606. return; //already dead
  4607. auto cast = [=](SpellID spellID, int power)
  4608. {
  4609. const CSpell * spell = SpellID(spellID).toSpell();
  4610. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4611. parameters.spellLvl = 0;
  4612. parameters.effectLevel = 0;
  4613. parameters.aimToStack(defender);
  4614. parameters.effectPower = power;
  4615. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4616. parameters.cast(spellEnv);
  4617. };
  4618. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4619. if(!defender->alive())
  4620. {
  4621. //don't try death stare or acid breath on dead stack (crash!)
  4622. return;
  4623. }
  4624. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  4625. {
  4626. // mechanics of Death Stare as in H3:
  4627. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4628. //original formula x = min(x, (gorgons_count + 9)/10);
  4629. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4630. vstd::amin(chanceToKill, 1); //cap at 100%
  4631. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4632. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4633. double cap = 1 / std::max(chanceToKill, (double)(0.01)); //don't divide by 0
  4634. int maxToKill = (attacker->getCount() + cap - 1) / cap; //not much more than chance * count
  4635. vstd::amin(staredCreatures, maxToKill);
  4636. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  4637. if(staredCreatures)
  4638. {
  4639. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4640. cast(SpellID::DEATH_STARE, staredCreatures);
  4641. }
  4642. }
  4643. if(!defender->alive())
  4644. return;
  4645. int acidDamage = 0;
  4646. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4647. for(const std::shared_ptr<Bonus> b : *acidBreath)
  4648. {
  4649. if(b->additionalInfo > getRandomGenerator().nextInt(99))
  4650. acidDamage += b->val;
  4651. }
  4652. if(acidDamage)
  4653. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->getCount());
  4654. if(!defender->alive())
  4655. return;
  4656. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4657. {
  4658. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4659. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4660. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4661. return;
  4662. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4663. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4664. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4665. return;
  4666. BattleStackAdded resurrectInfo;
  4667. resurrectInfo.pos = defender->position;
  4668. resurrectInfo.side = defender->side;
  4669. if(bonusAdditionalInfo != -1)
  4670. resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
  4671. else
  4672. resurrectInfo.creID = attacker->getCreature()->idNumber;
  4673. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4674. resurrectInfo.amount = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
  4675. else if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4676. resurrectInfo.amount = defender->getCount();
  4677. else
  4678. return; //wrong subtype
  4679. BattleStacksRemoved victimInfo;
  4680. victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
  4681. sendAndApply(&victimInfo);
  4682. sendAndApply(&resurrectInfo);
  4683. }
  4684. }
  4685. void CGameHandler::visitObjectOnTile(const TerrainTile & t, const CGHeroInstance * h)
  4686. {
  4687. if(!t.visitableObjects.empty())
  4688. {
  4689. //to prevent self-visiting heroes on space press
  4690. if(t.visitableObjects.back() != h)
  4691. objectVisited(t.visitableObjects.back(), h);
  4692. else if(t.visitableObjects.size() > 1)
  4693. objectVisited(*(t.visitableObjects.end() - 2), h);
  4694. }
  4695. }
  4696. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, SlotID slot, ui32 count)
  4697. {
  4698. if(!hero)
  4699. COMPLAIN_RET("You need hero to sacrifice creature!");
  4700. int oldCount = hero->getStackCount(slot);
  4701. if(oldCount < count)
  4702. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4703. else if(oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4704. COMPLAIN_RET("Cannot sacrifice last creature!");
  4705. int crid = hero->getStack(slot).type->idNumber;
  4706. changeStackCount(StackLocation(hero, slot), -count);
  4707. int dump, exp;
  4708. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4709. exp *= count;
  4710. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4711. return true;
  4712. }
  4713. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4714. {
  4715. if(!hero)
  4716. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4717. ArtifactLocation al(hero, slot);
  4718. const CArtifactInstance * a = al.getArt();
  4719. COMPLAIN_RET_FALSE_IF(!a, "Cannot find artifact to sacrifice!");
  4720. int dmp, expToGive;
  4721. const CArtifactInstance * art = hero->getArt(slot);
  4722. COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");
  4723. si32 typId = art->artType->id;
  4724. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4725. removeArtifact(al);
  4726. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4727. return true;
  4728. }
  4729. void CGameHandler::makeStackDoNothing(const CStack * next)
  4730. {
  4731. BattleAction doNothing;
  4732. doNothing.actionType = Battle::NO_ACTION;
  4733. doNothing.additionalInfo = 0;
  4734. doNothing.destinationTile = -1;
  4735. doNothing.side = next->side;
  4736. doNothing.stackNumber = next->ID;
  4737. makeAutomaticAction(next, doNothing);
  4738. }
  4739. bool CGameHandler::insertNewStack(const StackLocation & sl, const CCreature * c, TQuantity count)
  4740. {
  4741. if(sl.army->hasStackAtSlot(sl.slot))
  4742. COMPLAIN_RET("Slot is already taken!");
  4743. if(!sl.slot.validSlot())
  4744. COMPLAIN_RET("Cannot insert stack to that slot!");
  4745. InsertNewStack ins;
  4746. ins.sl = sl;
  4747. ins.stack = CStackBasicDescriptor(c, count);
  4748. sendAndApply(&ins);
  4749. return true;
  4750. }
  4751. bool CGameHandler::eraseStack(const StackLocation & sl, bool forceRemoval)
  4752. {
  4753. if(!sl.army->hasStackAtSlot(sl.slot))
  4754. COMPLAIN_RET("Cannot find a stack to erase");
  4755. if(sl.army->stacksCount() == 1 //from the last stack
  4756. && sl.army->needsLastStack() //that must be left
  4757. && !forceRemoval) //ignore above conditions if we are forcing removal
  4758. {
  4759. COMPLAIN_RET("Cannot erase the last stack!");
  4760. }
  4761. EraseStack es;
  4762. es.sl = sl;
  4763. sendAndApply(&es);
  4764. return true;
  4765. }
  4766. bool CGameHandler::changeStackCount(const StackLocation & sl, TQuantity count, bool absoluteValue)
  4767. {
  4768. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4769. if((absoluteValue && count < 0)
  4770. || (!absoluteValue && -count > currentCount))
  4771. {
  4772. COMPLAIN_RET("Cannot take more stacks than present!");
  4773. }
  4774. if((currentCount == -count && !absoluteValue)
  4775. || (!count && absoluteValue))
  4776. {
  4777. eraseStack(sl);
  4778. }
  4779. else
  4780. {
  4781. ChangeStackCount csc;
  4782. csc.sl = sl;
  4783. csc.count = count;
  4784. csc.absoluteValue = absoluteValue;
  4785. sendAndApply(&csc);
  4786. }
  4787. return true;
  4788. }
  4789. bool CGameHandler::addToSlot(const StackLocation & sl, const CCreature * c, TQuantity count)
  4790. {
  4791. const CCreature * slotC = sl.army->getCreature(sl.slot);
  4792. if(!slotC) //slot is empty
  4793. insertNewStack(sl, c, count);
  4794. else if(c == slotC)
  4795. changeStackCount(sl, count);
  4796. else
  4797. {
  4798. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4799. }
  4800. return true;
  4801. }
  4802. void CGameHandler::tryJoiningArmy(const CArmedInstance * src, const CArmedInstance * dst, bool removeObjWhenFinished, bool allowMerging)
  4803. {
  4804. if(removeObjWhenFinished)
  4805. removeAfterVisit(src);
  4806. if(!src->canBeMergedWith(*dst, allowMerging))
  4807. {
  4808. if(allowMerging) //do that, add all matching creatures.
  4809. {
  4810. bool cont = true;
  4811. while(cont)
  4812. {
  4813. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++) //while there are unmoved creatures
  4814. {
  4815. SlotID pos = dst->getSlotFor(i->second->type);
  4816. if(pos.validSlot())
  4817. {
  4818. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4819. cont = true;
  4820. break; //or iterator crashes
  4821. }
  4822. cont = false;
  4823. }
  4824. }
  4825. }
  4826. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4827. }
  4828. else //merge
  4829. {
  4830. moveArmy(src, dst, allowMerging);
  4831. }
  4832. }
  4833. bool CGameHandler::moveStack(const StackLocation & src, const StackLocation & dst, TQuantity count)
  4834. {
  4835. if(!src.army->hasStackAtSlot(src.slot))
  4836. COMPLAIN_RET("No stack to move!");
  4837. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4838. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4839. if(!dst.slot.validSlot())
  4840. COMPLAIN_RET("Cannot move stack to that slot!");
  4841. if(count == -1)
  4842. {
  4843. count = src.army->getStackCount(src.slot);
  4844. }
  4845. if(src.army != dst.army //moving away
  4846. && count == src.army->getStackCount(src.slot) //all creatures
  4847. && src.army->stacksCount() == 1 //from the last stack
  4848. && src.army->needsLastStack()) //that must be left
  4849. {
  4850. COMPLAIN_RET("Cannot move away the last creature!");
  4851. }
  4852. RebalanceStacks rs;
  4853. rs.src = src;
  4854. rs.dst = dst;
  4855. rs.count = count;
  4856. sendAndApply(&rs);
  4857. return true;
  4858. }
  4859. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  4860. {
  4861. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4862. return moveStack(sl2, sl1);
  4863. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4864. return moveStack(sl1, sl2);
  4865. else
  4866. {
  4867. SwapStacks ss;
  4868. ss.sl1 = sl1;
  4869. ss.sl2 = sl2;
  4870. sendAndApply(&ss);
  4871. return true;
  4872. }
  4873. }
  4874. void CGameHandler::runBattle()
  4875. {
  4876. setBattle(gs->curB);
  4877. assert(gs->curB);
  4878. //TODO: pre-tactic stuff, call scripts etc.
  4879. //tactic round
  4880. {
  4881. while(gs->curB->tacticDistance && !battleResult.get())
  4882. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4883. }
  4884. //initial stacks appearance triggers, e.g. built-in bonus spells
  4885. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  4886. for(CStack * stack : initialStacks)
  4887. {
  4888. if(stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  4889. {
  4890. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  4891. auto accessibility = getAccesibility();
  4892. CreatureID creatureData = CreatureID(summonInfo->subtype);
  4893. std::vector<BattleHex> targetHexes;
  4894. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  4895. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  4896. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  4897. For one-hex targets there are four guardians - front, back and one per side (up + down).
  4898. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  4899. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  4900. if(!guardianIsBig)
  4901. targetHexes = stack->getSurroundingHexes();
  4902. else
  4903. summonGuardiansHelper(targetHexes, stack->position, stack->side, targetIsBig);
  4904. for(auto hex : targetHexes)
  4905. {
  4906. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  4907. {
  4908. BattleStackAdded newStack;
  4909. newStack.amount = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  4910. newStack.creID = creatureData.num;
  4911. newStack.side = stack->side;
  4912. newStack.summoned = true;
  4913. newStack.pos = hex.hex;
  4914. sendAndApply(&newStack);
  4915. }
  4916. }
  4917. }
  4918. stackEnchantedTrigger(stack);
  4919. }
  4920. //spells opening battle
  4921. for(int i = 0; i < 2; ++i)
  4922. {
  4923. auto h = gs->curB->battleGetFightingHero(i);
  4924. if(h)
  4925. {
  4926. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4927. for(auto b : *bl)
  4928. {
  4929. const CSpell * spell = SpellID(b->subtype).toSpell();
  4930. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4931. parameters.spellLvl = 3;
  4932. parameters.effectLevel = 3;
  4933. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4934. parameters.enchantPower = b->val;
  4935. parameters.castIfPossible(spellEnv);
  4936. }
  4937. }
  4938. }
  4939. bool firstRound = true; //FIXME: why first round is -1?
  4940. //main loop
  4941. while(!battleResult.get()) //till the end of the battle ;]
  4942. {
  4943. BattleNextRound bnr;
  4944. bnr.round = gs->curB->round + 1;
  4945. logGlobal->debug("Round %d", bnr.round);
  4946. sendAndApply(&bnr);
  4947. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4948. for(auto & obstPtr : obstacles)
  4949. {
  4950. if(const SpellCreatedObstacle * sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4951. if(sco->turnsRemaining == 0)
  4952. removeObstacle(*obstPtr);
  4953. }
  4954. const BattleInfo & curB = *gs->curB;
  4955. for(auto stack : curB.stacks)
  4956. {
  4957. if(stack->alive() && !firstRound)
  4958. stackEnchantedTrigger(stack);
  4959. }
  4960. //stack loop
  4961. const CStack * next;
  4962. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4963. {
  4964. std::set<const CStack *> stacksToRemove;
  4965. for(auto stack : curB.stacks)
  4966. {
  4967. if(vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  4968. stacksToRemove.insert(stack);
  4969. }
  4970. for(auto stack : stacksToRemove)
  4971. {
  4972. BattleStacksRemoved bsr;
  4973. bsr.stackIDs.insert(stack->ID);
  4974. sendAndApply(&bsr);
  4975. }
  4976. //check for bad morale => freeze
  4977. int nextStackMorale = next->MoraleVal();
  4978. if(nextStackMorale < 0 &&
  4979. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4980. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4981. )
  4982. {
  4983. if(getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4984. {
  4985. //unit loses its turn - empty freeze action
  4986. BattleAction ba;
  4987. ba.actionType = Battle::BAD_MORALE;
  4988. ba.additionalInfo = 1;
  4989. ba.side = next->side;
  4990. ba.stackNumber = next->ID;
  4991. makeAutomaticAction(next, ba);
  4992. continue;
  4993. }
  4994. }
  4995. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4996. {
  4997. logGlobal->debug("Handle Berserk effect");
  4998. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::none);
  4999. if(attackInfo.first != nullptr)
  5000. {
  5001. BattleAction attack;
  5002. attack.actionType = Battle::WALK_AND_ATTACK;
  5003. attack.side = next->side;
  5004. attack.stackNumber = next->ID;
  5005. attack.additionalInfo = attackInfo.first->position;
  5006. attack.destinationTile = attackInfo.second;
  5007. makeAutomaticAction(next, attack);
  5008. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  5009. }
  5010. else
  5011. {
  5012. makeStackDoNothing(next);
  5013. logGlobal->debug("No target found");
  5014. }
  5015. continue;
  5016. }
  5017. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5018. if((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5019. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5020. {
  5021. BattleAction attack;
  5022. attack.actionType = Battle::SHOOT;
  5023. attack.side = next->side;
  5024. attack.stackNumber = next->ID;
  5025. for(auto & elem : gs->curB->stacks)
  5026. {
  5027. if(elem->owner != next->owner && elem->isValidTarget())
  5028. {
  5029. attack.destinationTile = elem->position;
  5030. break;
  5031. }
  5032. }
  5033. makeAutomaticAction(next, attack);
  5034. continue;
  5035. }
  5036. if(next->getCreature()->idNumber == CreatureID::CATAPULT)
  5037. {
  5038. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5039. if(attackableBattleHexes.empty())
  5040. {
  5041. makeStackDoNothing(next);
  5042. continue;
  5043. }
  5044. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  5045. {
  5046. BattleAction attack;
  5047. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  5048. getRandomGenerator());
  5049. attack.actionType = Battle::CATAPULT;
  5050. attack.additionalInfo = 0;
  5051. attack.side = next->side;
  5052. attack.stackNumber = next->ID;
  5053. makeAutomaticAction(next, attack);
  5054. continue;
  5055. }
  5056. }
  5057. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5058. {
  5059. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5060. {
  5061. return s->owner == next->owner && s->canBeHealed();
  5062. });
  5063. if(!possibleStacks.size())
  5064. {
  5065. makeStackDoNothing(next);
  5066. continue;
  5067. }
  5068. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5069. {
  5070. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5071. const CStack * toBeHealed = possibleStacks.front();
  5072. BattleAction heal;
  5073. heal.actionType = Battle::STACK_HEAL;
  5074. heal.additionalInfo = 0;
  5075. heal.destinationTile = toBeHealed->position;
  5076. heal.side = next->side;
  5077. heal.stackNumber = next->ID;
  5078. makeAutomaticAction(next, heal);
  5079. continue;
  5080. }
  5081. }
  5082. int numberOfAsks = 1;
  5083. bool breakOuter = false;
  5084. do
  5085. { //ask interface and wait for answer
  5086. if(!battleResult.get())
  5087. {
  5088. stackTurnTrigger(next); //various effects
  5089. if(vstd::contains(next->state, EBattleStackState::FEAR))
  5090. {
  5091. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5092. }
  5093. else
  5094. {
  5095. logGlobal->trace("Activating %s", next->nodeName());
  5096. auto nextId = next->ID;
  5097. BattleSetActiveStack sas;
  5098. sas.stack = nextId;
  5099. sendAndApply(&sas);
  5100. auto actionWasMade = [&]() -> bool
  5101. {
  5102. if(battleMadeAction.data) //active stack has made its action
  5103. return true;
  5104. if(battleResult.get()) // battle is finished
  5105. return true;
  5106. if(next == nullptr) //active stack was been removed
  5107. return true;
  5108. return !next->alive(); //active stack is dead
  5109. };
  5110. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5111. battleMadeAction.data = false;
  5112. while(!actionWasMade())
  5113. {
  5114. battleMadeAction.cond.wait(lock);
  5115. if(battleGetStackByID(nextId, false) != next)
  5116. next = nullptr; //it may be removed, while we wait
  5117. }
  5118. }
  5119. }
  5120. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5121. {
  5122. breakOuter = true;
  5123. break;
  5124. }
  5125. //we're after action, all results applied
  5126. checkBattleStateChanges(); //check if this action ended the battle
  5127. if(next != nullptr)
  5128. {
  5129. //check for good morale
  5130. nextStackMorale = next->MoraleVal();
  5131. if(!vstd::contains(next->state, EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5132. && !vstd::contains(next->state, EBattleStackState::DEFENDING)
  5133. && !next->waited()
  5134. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5135. && next->alive()
  5136. && nextStackMorale > 0
  5137. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5138. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5139. )
  5140. {
  5141. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5142. {
  5143. BattleTriggerEffect bte;
  5144. bte.stackID = next->ID;
  5145. bte.effect = Bonus::MORALE;
  5146. bte.val = 1;
  5147. bte.additionalInfo = 0;
  5148. sendAndApply(&bte); //play animation
  5149. ++numberOfAsks; //move this stack once more
  5150. }
  5151. }
  5152. }
  5153. --numberOfAsks;
  5154. }
  5155. while(numberOfAsks > 0);
  5156. if(breakOuter)
  5157. {
  5158. break;
  5159. }
  5160. }
  5161. firstRound = false;
  5162. }
  5163. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5164. }
  5165. bool CGameHandler::makeAutomaticAction(const CStack * stack, BattleAction & ba)
  5166. {
  5167. BattleSetActiveStack bsa;
  5168. bsa.stack = stack->ID;
  5169. bsa.askPlayerInterface = false;
  5170. sendAndApply(&bsa);
  5171. bool ret = makeBattleAction(ba);
  5172. checkBattleStateChanges();
  5173. return ret;
  5174. }
  5175. void CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5176. {
  5177. assert(a->artType);
  5178. ArtifactLocation al;
  5179. al.artHolder = const_cast<CGHeroInstance *>(h);
  5180. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5181. if(pos < 0)
  5182. {
  5183. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5184. slot = a->firstAvailableSlot(h);
  5185. else
  5186. slot = a->firstBackpackSlot(h);
  5187. }
  5188. else
  5189. {
  5190. slot = pos;
  5191. }
  5192. al.slot = slot;
  5193. if(slot < 0 || !a->canBePutAt(al))
  5194. {
  5195. complain("Cannot put artifact in that slot!");
  5196. return;
  5197. }
  5198. putArtifact(al, a);
  5199. }
  5200. void CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * a)
  5201. {
  5202. PutArtifact pa;
  5203. pa.art = a;
  5204. pa.al = al;
  5205. sendAndApply(&pa);
  5206. }
  5207. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5208. {
  5209. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5210. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5211. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5212. giveHeroNewArtifact(h, art, slot);
  5213. return true;
  5214. }
  5215. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5216. {
  5217. CArtifactInstance * a = nullptr;
  5218. if(!artType->constituents)
  5219. {
  5220. a = new CArtifactInstance();
  5221. }
  5222. else
  5223. {
  5224. a = new CCombinedArtifactInstance();
  5225. }
  5226. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5227. NewArtifact na;
  5228. na.art = a;
  5229. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5230. giveHeroArtifact(h, a, pos);
  5231. }
  5232. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5233. {
  5234. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5235. if(battleResult.data)
  5236. {
  5237. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5238. % battleResult.data->result % resultType).str());
  5239. return;
  5240. }
  5241. auto br = new BattleResult();
  5242. br->result = resultType;
  5243. br->winner = victoriusSide; //surrendering side loses
  5244. gs->curB->calculateCasualties(br->casualties);
  5245. battleResult.data = br;
  5246. }
  5247. void CGameHandler::commitPackage(CPackForClient * pack)
  5248. {
  5249. sendAndApply(pack);
  5250. }
  5251. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5252. {
  5253. std::vector<int3>::iterator tile;
  5254. std::vector<int3> tiles;
  5255. getFreeTiles(tiles);
  5256. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5257. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5258. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5259. const CCreature * cre = VLC->creh->creatures.at(creatureID);
  5260. for(int i = 0; i < amount; ++i)
  5261. {
  5262. tile = tiles.begin();
  5263. logGlobal->trace("\tSpawning monster at %s", (*tile)());
  5264. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5265. tiles.erase(tile); //not use it again
  5266. }
  5267. }
  5268. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5269. {
  5270. if(cheat == "vcmiistari")
  5271. {
  5272. if(!hero)
  5273. return;
  5274. ///Give hero spellbook
  5275. if(!hero->hasSpellbook())
  5276. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5277. ///Give all spells with bonus (to allow banned spells)
  5278. GiveBonus giveBonus(GiveBonus::HERO);
  5279. giveBonus.id = hero->id.getNum();
  5280. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5281. //start with level 0 to skip abilities
  5282. for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5283. {
  5284. giveBonus.bonus.subtype = level;
  5285. sendAndApply(&giveBonus);
  5286. }
  5287. ///Give mana
  5288. SetMana sm;
  5289. sm.hid = hero->id;
  5290. sm.val = 999;
  5291. sm.absolute = true;
  5292. sendAndApply(&sm);
  5293. }
  5294. else if(cheat == "vcmiarmenelos")
  5295. {
  5296. if(!town)
  5297. return;
  5298. ///Build all buildings in selected town
  5299. for(auto & build : town->town->buildings)
  5300. {
  5301. if(!town->hasBuilt(build.first)
  5302. && !build.second->Name().empty()
  5303. && build.first != BuildingID::SHIP)
  5304. {
  5305. buildStructure(town->id, build.first, true);
  5306. }
  5307. }
  5308. }
  5309. else if(cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5310. {
  5311. if(!hero)
  5312. return;
  5313. ///Gives N creatures into each slot
  5314. std::map<std::string, std::pair<int, int>> creatures;
  5315. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5316. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5317. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5318. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5319. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5320. if(!hero->hasStackAtSlot(SlotID(i)))
  5321. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5322. }
  5323. else if(cheat == "vcminoldor")
  5324. {
  5325. if(!hero)
  5326. return;
  5327. ///Give all war machines to hero
  5328. if(!hero->getArt(ArtifactPosition::MACH1))
  5329. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5330. if(!hero->getArt(ArtifactPosition::MACH2))
  5331. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5332. if(!hero->getArt(ArtifactPosition::MACH3))
  5333. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5334. }
  5335. else if(cheat == "vcmiforgeofnoldorking")
  5336. {
  5337. if(!hero)
  5338. return;
  5339. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5340. for(int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5341. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5342. }
  5343. else if(cheat == "vcmiglorfindel")
  5344. {
  5345. if(!hero)
  5346. return;
  5347. ///selected hero gains a new level
  5348. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5349. }
  5350. else if(cheat == "vcminahar")
  5351. {
  5352. if(!hero)
  5353. return;
  5354. ///Give 1000000 movement points to hero
  5355. SetMovePoints smp;
  5356. smp.hid = hero->id;
  5357. smp.val = 1000000;
  5358. sendAndApply(&smp);
  5359. GiveBonus gb(GiveBonus::HERO);
  5360. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5361. gb.bonus.duration = Bonus::ONE_DAY;
  5362. gb.bonus.source = Bonus::OTHER;
  5363. gb.id = hero->id.getNum();
  5364. giveHeroBonus(&gb);
  5365. }
  5366. else if(cheat == "vcmiformenos")
  5367. {
  5368. ///Give resources to player
  5369. TResources resources;
  5370. resources[Res::GOLD] = 100000;
  5371. for(Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5372. resources[i] = 100;
  5373. giveResources(player, resources);
  5374. }
  5375. else if(cheat == "vcmisilmaril")
  5376. {
  5377. ///Player wins
  5378. PlayerCheated pc;
  5379. pc.player = player;
  5380. pc.winningCheatCode = true;
  5381. sendAndApply(&pc);
  5382. }
  5383. else if(cheat == "vcmimelkor")
  5384. {
  5385. ///Player looses
  5386. PlayerCheated pc;
  5387. pc.player = player;
  5388. pc.losingCheatCode = true;
  5389. sendAndApply(&pc);
  5390. }
  5391. else if(cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5392. {
  5393. ///Reveal or conceal FoW
  5394. FoWChange fc;
  5395. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5396. fc.player = player;
  5397. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5398. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5399. int lastUnc = 0;
  5400. for(int i = 0; i < gs->map->width; i++)
  5401. for(int j = 0; j < gs->map->height; j++)
  5402. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5403. if(!fowMap.at(i).at(j).at(k) || !fc.mode)
  5404. hlp_tab[lastUnc++] = int3(i, j, k);
  5405. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5406. delete[] hlp_tab;
  5407. sendAndApply(&fc);
  5408. }
  5409. else
  5410. cheated = false;
  5411. }
  5412. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5413. {
  5414. ObstaclesRemoved obsRem;
  5415. obsRem.obstacles.insert(obstacle.uniqueID);
  5416. sendAndApply(&obsRem);
  5417. }
  5418. void CGameHandler::synchronizeArtifactHandlerLists()
  5419. {
  5420. UpdateArtHandlerLists uahl;
  5421. uahl.treasures = VLC->arth->treasures;
  5422. uahl.minors = VLC->arth->minors;
  5423. uahl.majors = VLC->arth->majors;
  5424. uahl.relics = VLC->arth->relics;
  5425. sendAndApply(&uahl);
  5426. }
  5427. bool CGameHandler::isValidObject(const CGObjectInstance * obj) const
  5428. {
  5429. return vstd::contains(gs->map->objects, obj);
  5430. }
  5431. bool CGameHandler::isBlockedByQueries(const CPack * pack, PlayerColor player)
  5432. {
  5433. if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5434. return false;
  5435. auto query = queries.topQuery(player);
  5436. if(query && query->blocksPack(pack))
  5437. {
  5438. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5439. return true;
  5440. }
  5441. return false;
  5442. }
  5443. void CGameHandler::removeAfterVisit(const CGObjectInstance * object)
  5444. {
  5445. //If the object is being visited, there must be a matching query
  5446. for(const auto & query : queries.allQueries())
  5447. {
  5448. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5449. {
  5450. if(someVistQuery->visitedObject == object)
  5451. {
  5452. someVistQuery->removeObjectAfterVisit = true;
  5453. return;
  5454. }
  5455. }
  5456. }
  5457. //If we haven't returned so far, there is no query and no visit, call was wrong
  5458. assert("This function needs to be called during the object visit!");
  5459. }
  5460. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5461. {
  5462. std::unordered_set<int3, ShashInt3> tiles;
  5463. getTilesInRange(tiles, center, radius, player, hide ? -1 : 1);
  5464. if(hide)
  5465. {
  5466. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5467. auto p = getPlayer(player);
  5468. for(auto h : p->heroes)
  5469. {
  5470. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5471. }
  5472. for(auto t : p->towns)
  5473. {
  5474. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5475. }
  5476. for(auto tile : observedTiles)
  5477. vstd::erase_if_present(tiles, tile);
  5478. }
  5479. changeFogOfWar(tiles, player, hide);
  5480. }
  5481. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> & tiles, PlayerColor player, bool hide)
  5482. {
  5483. FoWChange fow;
  5484. fow.tiles = tiles;
  5485. fow.player = player;
  5486. fow.mode = hide ? 0 : 1;
  5487. sendAndApply(&fow);
  5488. }
  5489. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance * obj, const CGHeroInstance * hero)
  5490. {
  5491. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5492. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5493. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5494. return true;
  5495. }
  5496. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo * bat)
  5497. : army(_army)
  5498. {
  5499. heroWithDeadCommander = ObjectInstanceID();
  5500. PlayerColor color = army->tempOwner;
  5501. if(color == PlayerColor::UNFLAGGABLE)
  5502. color = PlayerColor::NEUTRAL;
  5503. for(CStack * st : bat->stacks)
  5504. {
  5505. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5506. continue;
  5507. if(st->owner != color) //remove only our stacks
  5508. continue;
  5509. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5510. st->health.takeResurrected();
  5511. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5512. {
  5513. logGlobal->debug("Ignored arrow towers stack.");
  5514. }
  5515. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5516. {
  5517. auto warMachine = st->type->warMachine;
  5518. if(warMachine == ArtifactID::NONE)
  5519. {
  5520. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5521. }
  5522. //catapult artifact remain even if "creature" killed in siege
  5523. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5524. {
  5525. logGlobal->debug("War machine has been destroyed");
  5526. auto hero = dynamic_ptr_cast<CGHeroInstance>(army);
  5527. if(hero)
  5528. removedWarMachines.push_back(ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5529. else
  5530. logGlobal->error("War machine in army without hero");
  5531. }
  5532. }
  5533. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5534. {
  5535. if(st->alive() && st->getCount() > 0)
  5536. {
  5537. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5538. const CreatureID summonedType = st->type->idNumber;
  5539. summoned[summonedType] += st->getCount();
  5540. }
  5541. }
  5542. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5543. {
  5544. if(nullptr == st->base)
  5545. {
  5546. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5547. }
  5548. else
  5549. {
  5550. auto c = dynamic_cast<const CCommanderInstance *>(st->base);
  5551. if(c)
  5552. {
  5553. auto h = dynamic_cast<const CGHeroInstance *>(army);
  5554. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5555. {
  5556. logGlobal->debug("Commander is dead.");
  5557. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5558. }
  5559. }
  5560. else
  5561. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5562. }
  5563. }
  5564. else if(st->base && !army->slotEmpty(st->slot))
  5565. {
  5566. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  5567. if(st->getCount() == 0 || !st->alive())
  5568. {
  5569. logGlobal->debug("Stack has been destroyed.");
  5570. StackLocation sl(army, st->slot);
  5571. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5572. }
  5573. else if(st->getCount() < army->getStackCount(st->slot))
  5574. {
  5575. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  5576. StackLocation sl(army, st->slot);
  5577. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5578. }
  5579. else if(st->getCount() > army->getStackCount(st->slot))
  5580. {
  5581. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  5582. StackLocation sl(army, st->slot);
  5583. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5584. }
  5585. }
  5586. else
  5587. {
  5588. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5589. }
  5590. }
  5591. }
  5592. void CasualtiesAfterBattle::updateArmy(CGameHandler * gh)
  5593. {
  5594. for(TStackAndItsNewCount & ncount : newStackCounts)
  5595. {
  5596. if(ncount.second > 0)
  5597. gh->changeStackCount(ncount.first, ncount.second, true);
  5598. else
  5599. gh->eraseStack(ncount.first, true);
  5600. }
  5601. for(auto summoned_iter : summoned)
  5602. {
  5603. SlotID slot = army->getSlotFor(summoned_iter.first);
  5604. if(slot.validSlot())
  5605. {
  5606. StackLocation location(army, slot);
  5607. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5608. }
  5609. else
  5610. {
  5611. //even if it will be possible to summon anything permanently it should be checked for free slot
  5612. //necromancy is handled separately
  5613. gh->complain("No free slot to put summoned creature");
  5614. }
  5615. }
  5616. for(auto al : removedWarMachines)
  5617. {
  5618. gh->removeArtifact(al);
  5619. }
  5620. if(heroWithDeadCommander != ObjectInstanceID())
  5621. {
  5622. SetCommanderProperty scp;
  5623. scp.heroid = heroWithDeadCommander;
  5624. scp.which = SetCommanderProperty::ALIVE;
  5625. scp.amount = 0;
  5626. gh->sendAndApply(&scp);
  5627. }
  5628. }
  5629. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5630. {
  5631. assert(Query->result);
  5632. assert(Query->bi);
  5633. auto & result = *Query->result;
  5634. auto & info = *Query->bi;
  5635. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5636. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5637. victor = info.sides[result.winner].color;
  5638. loser = info.sides[!result.winner].color;
  5639. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5640. }
  5641. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5642. {
  5643. winnerHero = loserHero = nullptr;
  5644. remainingBattleQueriesCount = 0;
  5645. }
  5646. CRandomGenerator & CGameHandler::getRandomGenerator()
  5647. {
  5648. return CRandomGenerator::getDefault();
  5649. }
  5650. ///ServerSpellCastEnvironment
  5651. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  5652. : gh(gh)
  5653. {
  5654. }
  5655. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5656. {
  5657. gh->sendAndApply(info);
  5658. }
  5659. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5660. {
  5661. return gh->getRandomGenerator();
  5662. }
  5663. void ServerSpellCastEnvironment::complain(const std::string & problem) const
  5664. {
  5665. gh->complain(problem);
  5666. }
  5667. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5668. {
  5669. return gh;
  5670. }
  5671. const CMap * ServerSpellCastEnvironment::getMap() const
  5672. {
  5673. return gh->gameState()->map;
  5674. }
  5675. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const
  5676. {
  5677. return gh->moveHero(hid, dst, teleporting, false);
  5678. }
  5679. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const
  5680. {
  5681. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  5682. request->queryID = query->queryID;
  5683. gh->queries.addQuery(query);
  5684. gh->sendAndApply(request);
  5685. }