CGameHandler.cpp 199 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/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "CGameHandler.h"
  41. #include "CVCMIServer.h"
  42. #include "../lib/CCreatureSet.h"
  43. #include "../lib/CThreadHelper.h"
  44. #include "../lib/GameConstants.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/Connection.h"
  48. #ifndef _MSC_VER
  49. #include <boost/thread/xtime.hpp>
  50. #endif
  51. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  52. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  53. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  54. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  55. class ServerSpellCastEnvironment : public SpellCastEnvironment
  56. {
  57. public:
  58. ServerSpellCastEnvironment(CGameHandler * gh);
  59. ~ServerSpellCastEnvironment() = default;
  60. void sendAndApply(CPackForClient * pack) const override;
  61. CRandomGenerator & getRandomGenerator() const override;
  62. void complain(const std::string & problem) const override;
  63. const CMap * getMap() const override;
  64. const CGameInfoCallback * getCb() const override;
  65. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;
  66. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;
  67. private:
  68. mutable CGameHandler * gh;
  69. };
  70. namespace spells
  71. {
  72. class ObstacleCasterProxy : public Caster
  73. {
  74. public:
  75. ObstacleCasterProxy(const CGameHandler * gh_, const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  76. : gh(gh_),
  77. owner(owner_),
  78. hero(hero_),
  79. obs(obs_)
  80. {
  81. };
  82. ~ObstacleCasterProxy() = default;
  83. int32_t getCasterUnitId() const override
  84. {
  85. if(hero)
  86. return hero->getCasterUnitId();
  87. else
  88. return -1;
  89. }
  90. ui8 getSpellSchoolLevel(const Spell * spell, int * outSelectedSchool = nullptr) const override
  91. {
  92. return obs->spellLevel;
  93. }
  94. int getEffectLevel(const Spell * spell) const override
  95. {
  96. return obs->spellLevel;
  97. }
  98. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  99. {
  100. if(hero)
  101. return hero->getSpellBonus(spell, base, affectedStack);
  102. else
  103. return base;
  104. }
  105. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  106. {
  107. if(hero)
  108. return hero->getSpecificSpellBonus(spell, base);
  109. else
  110. return base;
  111. }
  112. int getEffectPower(const Spell * spell) const override
  113. {
  114. return obs->casterSpellPower;
  115. }
  116. int getEnchantPower(const Spell * spell) const override
  117. {
  118. return obs->casterSpellPower;
  119. }
  120. int64_t getEffectValue(const Spell * spell) const override
  121. {
  122. if(hero)
  123. return hero->getEffectValue(spell);
  124. else
  125. return 0;
  126. }
  127. const PlayerColor getOwner() const override
  128. {
  129. return owner;
  130. }
  131. void getCasterName(MetaString & text) const override
  132. {
  133. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  134. }
  135. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  136. {
  137. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  138. }
  139. void spendMana(const PacketSender * server, const int spellCost) const override
  140. {
  141. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  142. }
  143. private:
  144. const CGHeroInstance * hero;
  145. const CGameHandler * gh;
  146. const PlayerColor owner;
  147. const SpellCreatedObstacle * obs;
  148. };
  149. }//
  150. CondSh<bool> battleMadeAction(false);
  151. CondSh<BattleResult *> battleResult(nullptr);
  152. template <typename T> class CApplyOnGH;
  153. class CBaseForGHApply
  154. {
  155. public:
  156. virtual bool applyOnGH(CGameHandler * gh, void * pack) const =0;
  157. virtual ~CBaseForGHApply(){}
  158. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  159. {
  160. return new CApplyOnGH<U>();
  161. }
  162. };
  163. template <typename T> class CApplyOnGH : public CBaseForGHApply
  164. {
  165. public:
  166. bool applyOnGH(CGameHandler * gh, void * pack) const override
  167. {
  168. T *ptr = static_cast<T*>(pack);
  169. try
  170. {
  171. return ptr->applyGh(gh);
  172. }
  173. catch(ExceptionNotAllowedAction & e)
  174. {
  175. return false;
  176. }
  177. catch(...)
  178. {
  179. throw;
  180. }
  181. }
  182. };
  183. template <>
  184. class CApplyOnGH<CPack> : public CBaseForGHApply
  185. {
  186. public:
  187. bool applyOnGH(CGameHandler * gh, void * pack) const override
  188. {
  189. logGlobal->error("Cannot apply on GH plain CPack!");
  190. assert(0);
  191. return false;
  192. }
  193. };
  194. static inline double distance(int3 a, int3 b)
  195. {
  196. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  197. }
  198. static void giveExp(BattleResult &r)
  199. {
  200. if (r.winner > 1)
  201. {
  202. // draw
  203. return;
  204. }
  205. r.exp[0] = 0;
  206. r.exp[1] = 0;
  207. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  208. {
  209. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  210. }
  211. }
  212. 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
  213. {
  214. int x = targetPosition.getX();
  215. int y = targetPosition.getY();
  216. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  217. 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...
  218. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  219. else
  220. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  221. //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
  222. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  223. {
  224. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  225. {
  226. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  227. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  228. }
  229. else
  230. { //add back-side guardians for two-hex target, side guardians for one-hex
  231. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  232. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  233. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  234. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  235. else if (targetIsTwoHex)//front-side guardians for two-hex target
  236. {
  237. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  238. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  239. if (x > 3) //back guard for two-hex
  240. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  241. }
  242. }
  243. }
  244. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  245. {
  246. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  247. {
  248. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  249. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  250. }
  251. else
  252. {
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  254. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  255. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  256. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  257. else if (targetIsTwoHex)
  258. {
  259. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  260. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  261. if (x < GameConstants::BFIELD_WIDTH - 4)
  262. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  263. }
  264. }
  265. }
  266. else if (!targetIsAttacker && y % 2 == 0)
  267. {
  268. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  269. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  270. }
  271. else if (targetIsAttacker && y % 2 == 1)
  272. {
  273. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  274. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  275. }
  276. }
  277. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  278. {
  279. boost::unique_lock<boost::mutex> l(mx);
  280. if (players.find(player) != players.end())
  281. {
  282. return players.at(player);
  283. }
  284. else
  285. {
  286. throw std::runtime_error("No such player!");
  287. }
  288. }
  289. void PlayerStatuses::addPlayer(PlayerColor player)
  290. {
  291. boost::unique_lock<boost::mutex> l(mx);
  292. players[player];
  293. }
  294. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  295. {
  296. boost::unique_lock<boost::mutex> l(mx);
  297. if (players.find(player) != players.end())
  298. {
  299. return players[player].*flag;
  300. }
  301. else
  302. {
  303. throw std::runtime_error("No such player!");
  304. }
  305. }
  306. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  307. {
  308. boost::unique_lock<boost::mutex> l(mx);
  309. if (players.find(player) != players.end())
  310. {
  311. players[player].*flag = val;
  312. }
  313. else
  314. {
  315. throw std::runtime_error("No such player!");
  316. }
  317. cv.notify_all();
  318. }
  319. template <typename T>
  320. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  321. {
  322. fun(args[which]);
  323. }
  324. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  325. {
  326. changeSecSkill(hero, skill, 1, 0);
  327. expGiven(hero);
  328. }
  329. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  330. {
  331. // required exp for at least 1 lvl-up hasn't been reached
  332. if (!hero->gainsLevel())
  333. {
  334. return;
  335. }
  336. // give primary skill
  337. logGlobal->trace("%s got level %d", hero->name, hero->level);
  338. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  339. SetPrimSkill sps;
  340. sps.id = hero->id;
  341. sps.which = primarySkill;
  342. sps.abs = false;
  343. sps.val = 1;
  344. sendAndApply(&sps);
  345. PrepareHeroLevelUp pre;
  346. pre.heroId = hero->id;
  347. sendAndApply(&pre);
  348. HeroLevelUp hlu;
  349. hlu.player = hero->tempOwner;
  350. hlu.heroId = hero->id;
  351. hlu.primskill = primarySkill;
  352. hlu.skills = pre.skills;
  353. if (hlu.skills.size() == 0)
  354. {
  355. sendAndApply(&hlu);
  356. levelUpHero(hero);
  357. }
  358. else if (hlu.skills.size() == 1)
  359. {
  360. sendAndApply(&hlu);
  361. levelUpHero(hero, pre.skills.front());
  362. }
  363. else if (hlu.skills.size() > 1)
  364. {
  365. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  366. hlu.queryID = levelUpQuery->queryID;
  367. queries.addQuery(levelUpQuery);
  368. sendAndApply(&hlu);
  369. //level up will be called on query reply
  370. }
  371. }
  372. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  373. {
  374. SetCommanderProperty scp;
  375. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  376. if (hero)
  377. scp.heroid = hero->id;
  378. else
  379. {
  380. complain ("Commander is not led by hero!");
  381. return;
  382. }
  383. scp.accumulatedBonus.subtype = 0;
  384. scp.accumulatedBonus.additionalInfo = 0;
  385. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  386. scp.accumulatedBonus.turnsRemain = 0;
  387. scp.accumulatedBonus.source = Bonus::COMMANDER;
  388. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  389. if (skill <= ECommander::SPELL_POWER)
  390. {
  391. scp.which = SetCommanderProperty::BONUS;
  392. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  393. {
  394. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  395. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  396. };
  397. switch (skill)
  398. {
  399. case ECommander::ATTACK:
  400. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  401. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  402. break;
  403. case ECommander::DEFENSE:
  404. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  405. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  406. break;
  407. case ECommander::HEALTH:
  408. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  409. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  410. break;
  411. case ECommander::DAMAGE:
  412. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  413. scp.accumulatedBonus.subtype = 0;
  414. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  415. break;
  416. case ECommander::SPEED:
  417. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  418. break;
  419. case ECommander::SPELL_POWER:
  420. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  421. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  422. sendAndApply (&scp); //additional pack
  423. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  424. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  425. sendAndApply (&scp); //additional pack
  426. scp.accumulatedBonus.type = Bonus::CASTS;
  427. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  428. sendAndApply (&scp); //additional pack
  429. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  430. break;
  431. }
  432. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  433. sendAndApply (&scp);
  434. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  435. scp.additionalInfo = skill;
  436. scp.amount = c->secondarySkills.at(skill) + 1;
  437. sendAndApply (&scp);
  438. }
  439. else if (skill >= 100)
  440. {
  441. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  442. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  443. scp.additionalInfo = skill; //unnormalized
  444. sendAndApply (&scp);
  445. }
  446. expGiven(hero);
  447. }
  448. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  449. {
  450. if (!c->gainsLevel())
  451. {
  452. return;
  453. }
  454. CommanderLevelUp clu;
  455. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  456. if(hero)
  457. {
  458. clu.heroId = hero->id;
  459. clu.player = hero->tempOwner;
  460. }
  461. else
  462. {
  463. complain ("Commander is not led by hero!");
  464. return;
  465. }
  466. //picking sec. skills for choice
  467. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  468. {
  469. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  470. clu.skills.push_back(i);
  471. }
  472. int i = 100;
  473. for (auto specialSkill : VLC->creh->skillRequirements)
  474. {
  475. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  476. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  477. && !vstd::contains (c->specialSKills, i))
  478. clu.skills.push_back (i);
  479. ++i;
  480. }
  481. int skillAmount = clu.skills.size();
  482. if (!skillAmount)
  483. {
  484. sendAndApply(&clu);
  485. levelUpCommander(c);
  486. }
  487. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  488. {
  489. sendAndApply(&clu);
  490. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  491. }
  492. else if (skillAmount > 1) //apply and ask for secondary skill
  493. {
  494. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  495. clu.queryID = commanderLevelUp->queryID;
  496. queries.addQuery(commanderLevelUp);
  497. sendAndApply(&clu);
  498. }
  499. }
  500. void CGameHandler::expGiven(const CGHeroInstance *hero)
  501. {
  502. if (hero->gainsLevel())
  503. levelUpHero(hero);
  504. else if (hero->commander && hero->commander->gainsLevel())
  505. levelUpCommander(hero->commander);
  506. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  507. // levelUpCommander(hero->commander);
  508. // else
  509. // levelUpHero(hero);
  510. }
  511. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  512. {
  513. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  514. {
  515. if (gs->map->levelLimit != 0)
  516. {
  517. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  518. TExpType resultingExp = abs ? val : hero->exp + val;
  519. if (resultingExp > expLimit)
  520. {
  521. // set given experience to max possible, but don't decrease if hero already over top
  522. abs = true;
  523. val = std::max(expLimit, hero->exp);
  524. InfoWindow iw;
  525. iw.player = hero->tempOwner;
  526. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  527. iw.text.addReplacement(hero->name);
  528. sendAndApply(&iw);
  529. }
  530. }
  531. }
  532. SetPrimSkill sps;
  533. sps.id = hero->id;
  534. sps.which = which;
  535. sps.abs = abs;
  536. sps.val = val;
  537. sendAndApply(&sps);
  538. //only for exp - hero may level up
  539. if (which == PrimarySkill::EXPERIENCE)
  540. {
  541. if (hero->commander && hero->commander->alive)
  542. {
  543. //FIXME: trim experience according to map limit?
  544. SetCommanderProperty scp;
  545. scp.heroid = hero->id;
  546. scp.which = SetCommanderProperty::EXPERIENCE;
  547. scp.amount = val;
  548. sendAndApply (&scp);
  549. CBonusSystemNode::treeHasChanged();
  550. }
  551. expGiven(hero);
  552. }
  553. }
  554. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  555. {
  556. if(!hero)
  557. {
  558. logGlobal->error("changeSecSkill provided no hero");
  559. return;
  560. }
  561. SetSecSkill sss;
  562. sss.id = hero->id;
  563. sss.which = which;
  564. sss.val = val;
  565. sss.abs = abs;
  566. sendAndApply(&sss);
  567. if (which == SecondarySkill::WISDOM)
  568. {
  569. if (hero->visitedTown)
  570. giveSpells(hero->visitedTown, hero);
  571. }
  572. }
  573. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  574. {
  575. LOG_TRACE(logGlobal);
  576. //Fill BattleResult structure with exp info
  577. giveExp(*battleResult.data);
  578. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  579. {
  580. if (hero1)
  581. battleResult.data->exp[1] += 500;
  582. if (hero2)
  583. battleResult.data->exp[0] += 500;
  584. }
  585. if (hero1)
  586. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  587. if (hero2)
  588. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  589. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  590. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  591. const BattleResult::EResult result = battleResult.get()->result;
  592. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  593. {
  594. for (auto &q : queries.allQueries())
  595. {
  596. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  597. if (bq->bi == gs->curB)
  598. return bq;
  599. }
  600. return std::shared_ptr<CBattleQuery>();
  601. };
  602. auto battleQuery = findBattleQuery();
  603. if (!battleQuery)
  604. {
  605. logGlobal->error("Cannot find battle query!");
  606. }
  607. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  608. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  609. battleQuery->result = boost::make_optional(*battleResult.data);
  610. //Check how many battle queries were created (number of players blocked by battle)
  611. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  612. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  613. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  614. ChangeSpells cs; //for Eagle Eye
  615. if (finishingBattle->winnerHero)
  616. {
  617. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  618. {
  619. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  620. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  621. if (sp->level <= eagleEyeLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  622. cs.spells.insert(sp->id);
  623. }
  624. }
  625. std::vector<const CArtifactInstance *> arts; //display them in window
  626. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  627. {
  628. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  629. {
  630. arts.push_back(art);
  631. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  632. sendAndApply(ma);
  633. };
  634. if (finishingBattle->loserHero)
  635. {
  636. //TODO: wrap it into a function, somehow (boost::variant -_-)
  637. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  638. for (auto artSlot : artifactsWorn)
  639. {
  640. MoveArtifact ma;
  641. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  642. const CArtifactInstance * art = ma.src.getArt();
  643. if (art && !art->artType->isBig() &&
  644. art->artType->id != ArtifactID::SPELLBOOK)
  645. // don't move war machines or locked arts (spellbook)
  646. {
  647. sendMoveArtifact(art, &ma);
  648. }
  649. }
  650. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  651. {
  652. //we assume that no big artifacts can be found
  653. MoveArtifact ma;
  654. ma.src = ArtifactLocation(finishingBattle->loserHero,
  655. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  656. const CArtifactInstance * art = ma.src.getArt();
  657. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  658. {
  659. sendMoveArtifact(art, &ma);
  660. }
  661. }
  662. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  663. {
  664. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  665. for (auto artSlot : artifactsWorn)
  666. {
  667. MoveArtifact ma;
  668. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  669. const CArtifactInstance * art = ma.src.getArt();
  670. if (art && !art->artType->isBig())
  671. {
  672. sendMoveArtifact(art, &ma);
  673. }
  674. }
  675. }
  676. }
  677. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  678. {
  679. auto artifactsWorn = armySlot.second->artifactsWorn;
  680. for (auto artSlot : artifactsWorn)
  681. {
  682. MoveArtifact ma;
  683. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  684. const CArtifactInstance * art = ma.src.getArt();
  685. if (art && !art->artType->isBig())
  686. {
  687. sendMoveArtifact(art, &ma);
  688. }
  689. }
  690. }
  691. }
  692. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  693. if (arts.size()) //display loot
  694. {
  695. InfoWindow iw;
  696. iw.player = finishingBattle->winnerHero->tempOwner;
  697. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  698. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  699. {
  700. iw.components.push_back(Component(
  701. Component::ARTIFACT, art->artType->id,
  702. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  703. if (iw.components.size() >= 14)
  704. {
  705. sendAndApply(&iw);
  706. iw.components.clear();
  707. }
  708. }
  709. if (iw.components.size())
  710. {
  711. sendAndApply(&iw);
  712. }
  713. }
  714. //Eagle Eye secondary skill handling
  715. if (!cs.spells.empty())
  716. {
  717. cs.learn = 1;
  718. cs.hid = finishingBattle->winnerHero->id;
  719. InfoWindow iw;
  720. iw.player = finishingBattle->winnerHero->tempOwner;
  721. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  722. iw.text.addReplacement(finishingBattle->winnerHero->name);
  723. std::ostringstream names;
  724. for (int i = 0; i < cs.spells.size(); i++)
  725. {
  726. names << "%s";
  727. if (i < cs.spells.size() - 2)
  728. names << ", ";
  729. else if (i < cs.spells.size() - 1)
  730. names << "%s";
  731. }
  732. names << ".";
  733. iw.text.addReplacement(names.str());
  734. auto it = cs.spells.begin();
  735. for (int i = 0; i < cs.spells.size(); i++, it++)
  736. {
  737. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  738. if (i == cs.spells.size() - 2) //we just added pre-last name
  739. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  740. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  741. }
  742. sendAndApply(&iw);
  743. sendAndApply(&cs);
  744. }
  745. cab1.updateArmy(this);
  746. cab2.updateArmy(this); //take casualties after battle is deleted
  747. //if one hero has lost we will erase him
  748. if (battleResult.data->winner!=0 && hero1)
  749. {
  750. RemoveObject ro(hero1->id);
  751. sendAndApply(&ro);
  752. }
  753. if (battleResult.data->winner!=1 && hero2)
  754. {
  755. auto town = hero2->visitedTown;
  756. RemoveObject ro(hero2->id);
  757. sendAndApply(&ro);
  758. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  759. town->battleFinished(hero1, *battleResult.get());
  760. }
  761. //give exp
  762. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  763. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  764. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  765. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  766. queries.popIfTop(battleQuery);
  767. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  768. }
  769. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  770. {
  771. LOG_TRACE(logGlobal);
  772. finishingBattle->remainingBattleQueriesCount--;
  773. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  774. if (finishingBattle->remainingBattleQueriesCount > 0)
  775. //Battle results will be handled when all battle queries are closed
  776. return;
  777. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  778. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  779. // Still, it looks like a hole.
  780. // Necromancy if applicable.
  781. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  782. // Give raised units to winner and show dialog, if any were raised,
  783. // units will be given after casualties are taken
  784. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  785. if (necroSlot != SlotID())
  786. {
  787. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  788. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  789. }
  790. BattleResultsApplied resultsApplied;
  791. resultsApplied.player1 = finishingBattle->victor;
  792. resultsApplied.player2 = finishingBattle->loser;
  793. sendAndApply(&resultsApplied);
  794. setBattle(nullptr);
  795. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  796. {
  797. logGlobal->trace("post-victory visit");
  798. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  799. }
  800. visitObjectAfterVictory = false;
  801. //handle victory/loss of engaged players
  802. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  803. checkVictoryLossConditions(playerColors);
  804. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  805. {
  806. SetAvailableHeroes sah;
  807. sah.player = finishingBattle->loser;
  808. sah.hid[0] = finishingBattle->loserHero->subID;
  809. if (result.result == BattleResult::ESCAPE) //retreat
  810. {
  811. sah.army[0].clear();
  812. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  813. }
  814. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  815. sah.hid[1] = another->subID;
  816. else
  817. sah.hid[1] = -1;
  818. sendAndApply(&sah);
  819. }
  820. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  821. {
  822. RemoveObject ro(finishingBattle->winnerHero->id);
  823. sendAndApply(&ro);
  824. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  825. {
  826. SetAvailableHeroes sah;
  827. sah.player = finishingBattle->victor;
  828. sah.hid[0] = finishingBattle->winnerHero->subID;
  829. sah.army[0].clear();
  830. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  831. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  832. sah.hid[1] = another->subID;
  833. else
  834. sah.hid[1] = -1;
  835. sendAndApply(&sah);
  836. }
  837. }
  838. }
  839. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  840. {
  841. if(first && !counter)
  842. handleAttackBeforeCasting(ranged, attacker, defender);
  843. FireShieldInfo fireShield;
  844. BattleAttack bat;
  845. bat.stackAttacking = attacker->unitId();
  846. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  847. if(ranged)
  848. bat.flags |= BattleAttack::SHOT;
  849. if(counter)
  850. bat.flags |= BattleAttack::COUNTER;
  851. const int attackerLuck = attacker->LuckVal();
  852. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  853. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  854. {
  855. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  856. {
  857. bat.flags |= BattleAttack::LUCKY;
  858. }
  859. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  860. {
  861. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  862. {
  863. bat.flags |= BattleAttack::UNLUCKY;
  864. }
  865. }
  866. }
  867. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  868. {
  869. bat.flags |= BattleAttack::DEATH_BLOW;
  870. }
  871. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  872. {
  873. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  874. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  875. if (chance > getRandomGenerator().nextInt(99))
  876. {
  877. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  878. }
  879. }
  880. // only primary target
  881. if(defender->alive())
  882. applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  883. //multiple-hex normal attack
  884. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  885. for(const CStack * stack : attackedCreatures)
  886. {
  887. if(stack != defender && stack->alive()) //do not hit same stack twice
  888. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  889. }
  890. const std::shared_ptr<Bonus> bonus = attacker->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  891. if(bonus && ranged) //TODO: make it work in melee?
  892. {
  893. //this is need for displaying hit animation
  894. bat.flags |= BattleAttack::SPELL_LIKE;
  895. bat.spellID = SpellID(bonus->subtype);
  896. //TODO: should spell override creature`s projectile?
  897. battle::Target target;
  898. target.emplace_back(defender);
  899. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, spells::Mode::SPELL_LIKE_ATTACK, attacker, bonus->val, target);
  900. //TODO: get exact attacked hex for defender
  901. for(const CStack * stack : attackedCreatures)
  902. {
  903. if(stack != defender && stack->alive()) //do not hit same stack twice
  904. {
  905. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  906. }
  907. }
  908. //now add effect info for all attacked stacks
  909. for (BattleStackAttacked & bsa : bat.bsa)
  910. {
  911. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  912. {
  913. //this is need for displaying affect animation
  914. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  915. bsa.spellID = SpellID(bonus->subtype);
  916. }
  917. }
  918. }
  919. attackerState->afterAttack(ranged, counter);
  920. {
  921. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  922. attackerState->save(info.data);
  923. bat.attackerChanges.changedStacks.push_back(info);
  924. }
  925. sendAndApply(&bat);
  926. if(!fireShield.empty())
  927. {
  928. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  929. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  930. StacksInjured pack;
  931. int64_t totalDamage = 0;
  932. for(const auto & item : fireShield)
  933. {
  934. const CStack * actor = item.first;
  935. int64_t rawDamage = item.second;
  936. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  937. if(actorOwner)
  938. {
  939. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  940. }
  941. else
  942. {
  943. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  944. }
  945. totalDamage+=rawDamage;
  946. //FIXME: add custom effect on actor
  947. }
  948. BattleStackAttacked bsa;
  949. bsa.stackAttacked = attacker->ID; //invert
  950. bsa.attackerID = uint32_t(-1);
  951. bsa.flags |= BattleStackAttacked::EFFECT;
  952. bsa.effect = 11;
  953. bsa.damageAmount = totalDamage;
  954. attacker->prepareAttacked(bsa, getRandomGenerator());
  955. pack.stacks.push_back(bsa);
  956. sendAndApply(&pack);
  957. }
  958. handleAfterAttackCasting(ranged, attacker, defender);
  959. }
  960. void CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  961. {
  962. BattleStackAttacked bsa;
  963. if(secondary)
  964. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  965. bsa.attackerID = attackerState->unitId();
  966. bsa.stackAttacked = def->unitId();
  967. {
  968. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  969. bai.chargedFields = distance;
  970. if(bat.deathBlow())
  971. bai.additiveBonus += 1.0;
  972. if(bat.ballistaDoubleDmg())
  973. bai.additiveBonus += 1.0;
  974. if(bat.lucky())
  975. bai.additiveBonus += 1.0;
  976. //unlucky hit, used only if negative luck is enabled
  977. if(bat.unlucky())
  978. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  979. auto range = gs->curB->calculateDmgRange(bai);
  980. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  981. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  982. }
  983. auto addLifeDrain = [&](int64_t & toHeal, EHealLevel level, EHealPower power)
  984. {
  985. attackerState->heal(toHeal, level, power);
  986. if(toHeal > 0)
  987. {
  988. CustomEffectInfo customEffect;
  989. customEffect.sound = soundBase::DRAINLIF;
  990. customEffect.effect = 52;
  991. customEffect.stack = attackerState->unitId();
  992. bat.customEffects.push_back(customEffect);
  993. MetaString text;
  994. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  995. attackerState->addNameReplacement(text, false);
  996. text.addReplacement(toHeal);
  997. def->addNameReplacement(text, true);
  998. bat.battleLog.push_back(text);
  999. }
  1000. };
  1001. //life drain handling
  1002. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1003. {
  1004. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1005. if(toHeal > 0)
  1006. addLifeDrain(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1007. }
  1008. //soul steal handling
  1009. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1010. {
  1011. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1012. //try to use permanent first, use only one of two
  1013. for(si32 subtype = 1; subtype >= 0; subtype--)
  1014. {
  1015. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1016. {
  1017. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1018. addLifeDrain(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1019. break;
  1020. }
  1021. }
  1022. }
  1023. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1024. //fire shield handling
  1025. if(!bat.shot() && !def->isClone() &&
  1026. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  1027. {
  1028. //TODO: use damage with bonus but without penalties
  1029. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1030. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1031. }
  1032. }
  1033. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1034. {
  1035. for(auto playerConns : connections)
  1036. {
  1037. for(auto conn : playerConns.second)
  1038. {
  1039. if(lobby->state != EServerState::SHUTDOWN && conn == c)
  1040. {
  1041. vstd::erase_if_present(playerConns.second, conn);
  1042. if(playerConns.second.size())
  1043. continue;
  1044. PlayerCheated pc;
  1045. pc.player = playerConns.first;
  1046. pc.losingCheatCode = true;
  1047. sendAndApply(&pc);
  1048. checkVictoryLossConditionsForPlayer(playerConns.first);
  1049. }
  1050. }
  1051. }
  1052. }
  1053. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1054. {
  1055. //prepare struct informing that action was applied
  1056. auto sendPackageResponse = [&](bool succesfullyApplied)
  1057. {
  1058. PackageApplied applied;
  1059. applied.player = pack->player;
  1060. applied.result = succesfullyApplied;
  1061. applied.packType = typeList.getTypeID(pack);
  1062. applied.requestID = pack->requestID;
  1063. pack->c->sendPack(&applied);
  1064. };
  1065. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1066. if(isBlockedByQueries(pack, pack->player))
  1067. {
  1068. sendPackageResponse(false);
  1069. }
  1070. else if(apply)
  1071. {
  1072. const bool result = apply->applyOnGH(this, pack);
  1073. if(result)
  1074. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1075. else
  1076. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1077. % typeid(*pack).name()).str());
  1078. sendPackageResponse(true);
  1079. }
  1080. else
  1081. {
  1082. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1083. sendPackageResponse(false);
  1084. }
  1085. vstd::clear_pointer(pack);
  1086. }
  1087. int CGameHandler::moveStack(int stack, BattleHex dest)
  1088. {
  1089. int ret = 0;
  1090. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1091. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1092. assert(curStack);
  1093. assert(dest < GameConstants::BFIELD_SIZE);
  1094. if (gs->curB->tacticDistance)
  1095. {
  1096. assert(gs->curB->isInTacticRange(dest));
  1097. }
  1098. auto start = curStack->getPosition();
  1099. if (start == dest)
  1100. return 0;
  1101. //initing necessary tables
  1102. auto accessibility = getAccesibility(curStack);
  1103. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1104. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1105. {
  1106. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1107. if(accessibility.accessible(shifted, curStack))
  1108. dest = shifted;
  1109. }
  1110. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1111. {
  1112. complain("Given destination is not accessible!");
  1113. return 0;
  1114. }
  1115. bool canUseGate = false;
  1116. auto dbState = gs->curB->si.gateState;
  1117. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1118. dbState != EGateState::DESTROYED &&
  1119. dbState != EGateState::BLOCKED)
  1120. {
  1121. canUseGate = true;
  1122. }
  1123. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1124. ret = path.second;
  1125. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1126. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1127. {
  1128. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1129. return true;
  1130. if (hex == ESiegeHex::GATE_OUTER)
  1131. return true;
  1132. if (hex == ESiegeHex::GATE_INNER)
  1133. return true;
  1134. return false;
  1135. };
  1136. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1137. {
  1138. if (isGateDrawbridgeHex(hex))
  1139. return true;
  1140. if (curStack->doubleWide())
  1141. {
  1142. BattleHex otherHex = curStack->occupiedHex(hex);
  1143. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1144. return true;
  1145. }
  1146. return false;
  1147. };
  1148. if (curStack->hasBonusOfType(Bonus::FLYING))
  1149. {
  1150. if (path.second <= creSpeed && path.first.size() > 0)
  1151. {
  1152. if (canUseGate && dbState != EGateState::OPENED &&
  1153. occupyGateDrawbridgeHex(dest))
  1154. {
  1155. BattleUpdateGateState db;
  1156. db.state = EGateState::OPENED;
  1157. sendAndApply(&db);
  1158. }
  1159. //inform clients about move
  1160. BattleStackMoved sm;
  1161. sm.stack = curStack->ID;
  1162. std::vector<BattleHex> tiles;
  1163. tiles.push_back(path.first[0]);
  1164. sm.tilesToMove = tiles;
  1165. sm.distance = path.second;
  1166. sm.teleporting = false;
  1167. sendAndApply(&sm);
  1168. }
  1169. }
  1170. else //for non-flying creatures
  1171. {
  1172. std::vector<BattleHex> tiles;
  1173. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1174. int v = path.first.size()-1;
  1175. path.first.push_back(start);
  1176. // check if gate need to be open or closed at some point
  1177. BattleHex openGateAtHex, gateMayCloseAtHex;
  1178. if (canUseGate)
  1179. {
  1180. for (int i = path.first.size()-1; i >= 0; i--)
  1181. {
  1182. auto needOpenGates = [&](BattleHex hex) -> bool
  1183. {
  1184. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1185. return true;
  1186. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1187. return true;
  1188. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1189. return true;
  1190. return false;
  1191. };
  1192. auto hex = path.first[i];
  1193. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1194. {
  1195. if (needOpenGates(hex))
  1196. openGateAtHex = path.first[i+1];
  1197. //TODO we need find batter way to handle double-wide stacks
  1198. //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.
  1199. if (curStack->doubleWide())
  1200. {
  1201. BattleHex otherHex = curStack->occupiedHex(hex);
  1202. if (otherHex.isValid() && needOpenGates(otherHex))
  1203. openGateAtHex = path.first[i+2];
  1204. }
  1205. //gate may be opened and then closed during stack movement, but not other way around
  1206. if (openGateAtHex.isValid())
  1207. dbState = EGateState::OPENED;
  1208. }
  1209. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1210. {
  1211. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1212. {
  1213. gateMayCloseAtHex = path.first[i-1];
  1214. }
  1215. if (gs->curB->town->subID == ETownType::FORTRESS)
  1216. {
  1217. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1218. {
  1219. gateMayCloseAtHex = path.first[i-1];
  1220. }
  1221. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1222. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1223. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1224. {
  1225. gateMayCloseAtHex = path.first[i-1];
  1226. }
  1227. }
  1228. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1229. {
  1230. gateMayCloseAtHex = path.first[i-1];
  1231. }
  1232. }
  1233. }
  1234. }
  1235. bool stackIsMoving = true;
  1236. while(stackIsMoving)
  1237. {
  1238. if (v<tilesToMove)
  1239. {
  1240. logGlobal->error("Movement terminated abnormally");
  1241. break;
  1242. }
  1243. bool gateStateChanging = false;
  1244. //special handling for opening gate on from starting hex
  1245. if (openGateAtHex.isValid() && openGateAtHex == start)
  1246. gateStateChanging = true;
  1247. else
  1248. {
  1249. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1250. {
  1251. BattleHex hex = path.first[v];
  1252. tiles.push_back(hex);
  1253. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1254. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1255. {
  1256. gateStateChanging = true;
  1257. }
  1258. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1259. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1260. obstacleHit = true;
  1261. if (curStack->doubleWide())
  1262. {
  1263. BattleHex otherHex = curStack->occupiedHex(hex);
  1264. //two hex creature hit obstacle by backside
  1265. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1266. if(otherHex.isValid() && !obstacle2.empty())
  1267. obstacleHit = true;
  1268. }
  1269. }
  1270. }
  1271. if (tiles.size() > 0)
  1272. {
  1273. //commit movement
  1274. BattleStackMoved sm;
  1275. sm.stack = curStack->ID;
  1276. sm.distance = path.second;
  1277. sm.teleporting = false;
  1278. sm.tilesToMove = tiles;
  1279. sendAndApply(&sm);
  1280. tiles.clear();
  1281. }
  1282. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1283. if (curStack->getPosition() != dest)
  1284. {
  1285. if(stackIsMoving && start != curStack->getPosition())
  1286. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1287. if (gateStateChanging)
  1288. {
  1289. if (curStack->getPosition() == openGateAtHex)
  1290. {
  1291. openGateAtHex = BattleHex();
  1292. //only open gate if stack is still alive
  1293. if (curStack->alive())
  1294. {
  1295. BattleUpdateGateState db;
  1296. db.state = EGateState::OPENED;
  1297. sendAndApply(&db);
  1298. }
  1299. }
  1300. else if (curStack->getPosition() == gateMayCloseAtHex)
  1301. {
  1302. gateMayCloseAtHex = BattleHex();
  1303. updateGateState();
  1304. }
  1305. }
  1306. }
  1307. else
  1308. //movement finished normally: we reached destination
  1309. stackIsMoving = false;
  1310. }
  1311. }
  1312. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1313. handleDamageFromObstacle(curStack);
  1314. return ret;
  1315. }
  1316. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1317. : lobby(lobby)
  1318. {
  1319. QID = 1;
  1320. IObjectInterface::cb = this;
  1321. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1322. registerTypesServerPacks(*applier);
  1323. visitObjectAfterVictory = false;
  1324. spellEnv = new ServerSpellCastEnvironment(this);
  1325. }
  1326. CGameHandler::~CGameHandler()
  1327. {
  1328. delete spellEnv;
  1329. delete gs;
  1330. }
  1331. void CGameHandler::init(StartInfo *si)
  1332. {
  1333. if (si->seedToBeUsed == 0)
  1334. {
  1335. si->seedToBeUsed = std::time(nullptr);
  1336. }
  1337. CMapService mapService;
  1338. gs = new CGameState();
  1339. logGlobal->info("Gamestate created!");
  1340. gs->init(&mapService, si);
  1341. logGlobal->info("Gamestate initialized!");
  1342. // reset seed, so that clients can't predict any following random values
  1343. getRandomGenerator().resetSeed();
  1344. for (auto & elem : gs->players)
  1345. {
  1346. states.addPlayer(elem.first);
  1347. }
  1348. }
  1349. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1350. {
  1351. return a.earlierThan(b);
  1352. }
  1353. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1354. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1355. const PlayerState * p = getPlayer(town->tempOwner);
  1356. if (!p)
  1357. {
  1358. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1359. return;
  1360. }
  1361. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1362. {
  1363. SetAvailableCreatures ssi;
  1364. ssi.tid = town->id;
  1365. ssi.creatures = town->creatures;
  1366. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1367. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1368. if (dwellings.empty())//no dwellings - just remove
  1369. {
  1370. sendAndApply(&ssi);
  1371. return;
  1372. }
  1373. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1374. // for multi-creature dwellings like Golem Factory
  1375. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1376. if (clear)
  1377. {
  1378. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1379. }
  1380. else
  1381. {
  1382. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1383. }
  1384. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1385. sendAndApply(&ssi);
  1386. }
  1387. }
  1388. void CGameHandler::newTurn()
  1389. {
  1390. logGlobal->trace("Turn %d", gs->day+1);
  1391. NewTurn n;
  1392. n.specialWeek = NewTurn::NO_ACTION;
  1393. n.creatureid = CreatureID::NONE;
  1394. n.day = gs->day + 1;
  1395. bool firstTurn = !getDate(Date::DAY);
  1396. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1397. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1398. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1399. if (firstTurn)
  1400. {
  1401. for (auto obj : gs->map->objects)
  1402. {
  1403. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1404. {
  1405. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1406. }
  1407. }
  1408. }
  1409. if (newWeek && !firstTurn)
  1410. {
  1411. n.specialWeek = NewTurn::NORMAL;
  1412. bool deityOfFireBuilt = false;
  1413. for (const CGTownInstance *t : gs->map->towns)
  1414. {
  1415. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1416. {
  1417. deityOfFireBuilt = true;
  1418. break;
  1419. }
  1420. }
  1421. if (deityOfFireBuilt)
  1422. {
  1423. n.specialWeek = NewTurn::DEITYOFFIRE;
  1424. n.creatureid = CreatureID::IMP;
  1425. }
  1426. else
  1427. {
  1428. int monthType = getRandomGenerator().nextInt(99);
  1429. if (newMonth) //new month
  1430. {
  1431. if (monthType < 40) //double growth
  1432. {
  1433. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1434. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1435. {
  1436. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1437. n.creatureid = newMonster.second;
  1438. }
  1439. else if (VLC->creh->doubledCreatures.size())
  1440. {
  1441. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1442. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1443. }
  1444. else
  1445. {
  1446. complain("Cannot find creature that can be spawned!");
  1447. n.specialWeek = NewTurn::NORMAL;
  1448. }
  1449. }
  1450. else if (monthType < 50)
  1451. n.specialWeek = NewTurn::PLAGUE;
  1452. }
  1453. else //it's a week, but not full month
  1454. {
  1455. if (monthType < 25)
  1456. {
  1457. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1458. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1459. //TODO do not pick neutrals
  1460. n.creatureid = newMonster.second;
  1461. }
  1462. }
  1463. }
  1464. }
  1465. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1466. for (auto& hp : pool)
  1467. {
  1468. auto hero = hp.second;
  1469. if (hero->isInitialized() && hero->stacks.size())
  1470. {
  1471. // reset retreated or surrendered heroes
  1472. auto maxmove = hero->maxMovePoints(true);
  1473. // if movement is greater than maxmove, we should decrease it
  1474. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1475. {
  1476. NewTurn::Hero hth;
  1477. hth.id = hero->id;
  1478. hth.move = maxmove;
  1479. hth.mana = hero->getManaNewTurn();
  1480. n.heroes.insert(hth);
  1481. }
  1482. }
  1483. }
  1484. for (auto & elem : gs->players)
  1485. {
  1486. if (elem.first == PlayerColor::NEUTRAL)
  1487. continue;
  1488. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1489. assert(0); //illegal player number!
  1490. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1491. hadGold.insert(playerGold);
  1492. if (newWeek) //new heroes in tavern
  1493. {
  1494. SetAvailableHeroes sah;
  1495. sah.player = elem.first;
  1496. //pick heroes and their armies
  1497. CHeroClass *banned = nullptr;
  1498. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1499. {
  1500. //first hero - native if possible, second hero -> any other class
  1501. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1502. {
  1503. sah.hid[j] = h->subID;
  1504. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1505. banned = h->type->heroClass;
  1506. }
  1507. else
  1508. {
  1509. sah.hid[j] = -1;
  1510. }
  1511. }
  1512. sendAndApply(&sah);
  1513. }
  1514. n.res[elem.first] = elem.second.resources;
  1515. for (CGHeroInstance *h : (elem).second.heroes)
  1516. {
  1517. if (h->visitedTown)
  1518. giveSpells(h->visitedTown, h);
  1519. NewTurn::Hero hth;
  1520. hth.id = h->id;
  1521. auto ti = make_unique<TurnInfo>(h, 1);
  1522. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1523. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1524. hth.mana = h->getManaNewTurn();
  1525. n.heroes.insert(hth);
  1526. if (!firstTurn) //not first day
  1527. {
  1528. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1529. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1530. {
  1531. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1532. }
  1533. }
  1534. }
  1535. }
  1536. for (CGTownInstance *t : gs->map->towns)
  1537. {
  1538. PlayerColor player = t->tempOwner;
  1539. handleTownEvents(t, n);
  1540. if (newWeek) //first day of week
  1541. {
  1542. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1543. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1544. if (!firstTurn)
  1545. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1546. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1547. if (!vstd::contains(n.cres, t->id))
  1548. {
  1549. n.cres[t->id].tid = t->id;
  1550. n.cres[t->id].creatures = t->creatures;
  1551. }
  1552. auto & sac = n.cres.at(t->id);
  1553. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1554. {
  1555. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1556. {
  1557. ui32 &availableCount = sac.creatures.at(k).first;
  1558. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1559. if (n.specialWeek == NewTurn::PLAGUE)
  1560. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1561. else
  1562. {
  1563. if (firstTurn) //first day of game: use only basic growths
  1564. availableCount = cre->growth;
  1565. else
  1566. availableCount += t->creatureGrowth(k);
  1567. //Deity of fire week - upgrade both imps and upgrades
  1568. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1569. availableCount += 15;
  1570. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1571. {
  1572. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1573. availableCount *= 2;
  1574. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1575. availableCount += 5;
  1576. }
  1577. }
  1578. }
  1579. }
  1580. }
  1581. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1582. {
  1583. n.res[player] = n.res[player] + t->dailyIncome();
  1584. }
  1585. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1586. {
  1587. // Skyship, probably easier to handle same as Veil of darkness
  1588. //do it every new day after veils apply
  1589. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1590. {
  1591. FoWChange fw;
  1592. fw.mode = 1;
  1593. fw.player = player;
  1594. // find all hidden tiles
  1595. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1596. for (size_t i=0; i<fow.size(); i++)
  1597. for (size_t j=0; j<fow.at(i).size(); j++)
  1598. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1599. if (!fow.at(i).at(j).at(k))
  1600. fw.tiles.insert(int3(i,j,k));
  1601. sendAndApply (&fw);
  1602. }
  1603. }
  1604. if (t->hasBonusOfType (Bonus::DARKNESS))
  1605. {
  1606. for (auto & player : gs->players)
  1607. {
  1608. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1609. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1610. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1611. }
  1612. }
  1613. }
  1614. if (newMonth)
  1615. {
  1616. SetAvailableArtifacts saa;
  1617. saa.id = -1;
  1618. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1619. sendAndApply(&saa);
  1620. }
  1621. sendAndApply(&n);
  1622. if (newWeek)
  1623. {
  1624. //spawn wandering monsters
  1625. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1626. {
  1627. spawnWanderingMonsters(n.creatureid);
  1628. }
  1629. //new week info popup
  1630. if (!firstTurn)
  1631. {
  1632. InfoWindow iw;
  1633. switch (n.specialWeek)
  1634. {
  1635. case NewTurn::DOUBLE_GROWTH:
  1636. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1637. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1638. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1639. break;
  1640. case NewTurn::PLAGUE:
  1641. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1642. break;
  1643. case NewTurn::BONUS_GROWTH:
  1644. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1645. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1646. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1647. break;
  1648. case NewTurn::DEITYOFFIRE:
  1649. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1650. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1651. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1652. iw.text.addReplacement2(15); //%+d 15
  1653. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1654. iw.text.addReplacement2(15); //%+d 15
  1655. break;
  1656. default:
  1657. if (newMonth)
  1658. {
  1659. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1660. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1661. }
  1662. else
  1663. {
  1664. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1665. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1666. }
  1667. }
  1668. for (auto & elem : gs->players)
  1669. {
  1670. iw.player = elem.first;
  1671. sendAndApply(&iw);
  1672. }
  1673. }
  1674. }
  1675. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1676. handleTimeEvents();
  1677. //call objects
  1678. for (auto & elem : gs->map->objects)
  1679. {
  1680. if (elem)
  1681. elem->newTurn(getRandomGenerator());
  1682. }
  1683. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1684. }
  1685. void CGameHandler::run(bool resume)
  1686. {
  1687. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1688. using namespace boost::posix_time;
  1689. for (auto cc : lobby->connections)
  1690. {
  1691. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1692. std::stringstream sbuffer;
  1693. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1694. for (PlayerColor color : players)
  1695. {
  1696. sbuffer << color << " ";
  1697. {
  1698. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1699. connections[color].insert(cc);
  1700. }
  1701. }
  1702. logGlobal->info(sbuffer.str());
  1703. }
  1704. auto playerTurnOrder = generatePlayerTurnOrder();
  1705. while(lobby->state == EServerState::GAMEPLAY)
  1706. {
  1707. if (!resume) newTurn();
  1708. std::list<PlayerColor>::iterator it;
  1709. if (resume)
  1710. {
  1711. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1712. }
  1713. else
  1714. {
  1715. it = playerTurnOrder.begin();
  1716. }
  1717. resume = false;
  1718. for (; it != playerTurnOrder.end(); it++)
  1719. {
  1720. auto playerColor = *it;
  1721. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1722. if (playerState->status == EPlayerStatus::INGAME)
  1723. {
  1724. //if player runs out of time, he shouldn't get the turn (especially AI)
  1725. checkVictoryLossConditionsForAll();
  1726. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1727. { //player lost at the beginning of his turn
  1728. continue;
  1729. }
  1730. else //give normal turn
  1731. {
  1732. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1733. YourTurn yt;
  1734. yt.player = playerColor;
  1735. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1736. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1737. applyAndSend(&yt);
  1738. //wait till turn is done
  1739. boost::unique_lock<boost::mutex> lock(states.mx);
  1740. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1741. {
  1742. static time_duration p = milliseconds(100);
  1743. states.cv.timed_wait(lock, p);
  1744. }
  1745. }
  1746. if(lobby->state != EServerState::GAMEPLAY)
  1747. break;
  1748. }
  1749. }
  1750. //additional check that game is not finished
  1751. bool activePlayer = false;
  1752. for (auto player : playerTurnOrder)
  1753. {
  1754. if (gs->players[player].status == EPlayerStatus::INGAME)
  1755. activePlayer = true;
  1756. }
  1757. if(!activePlayer)
  1758. lobby->state = EServerState::GAMEPLAY_ENDED;
  1759. }
  1760. }
  1761. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1762. {
  1763. // Generate player turn order
  1764. std::list<PlayerColor> playerTurnOrder;
  1765. for (const auto & player : gs->players) // add human players first
  1766. {
  1767. if (player.second.human)
  1768. playerTurnOrder.push_back(player.first);
  1769. }
  1770. for (const auto & player : gs->players) // then add non-human players
  1771. {
  1772. if (!player.second.human)
  1773. playerTurnOrder.push_back(player.first);
  1774. }
  1775. return playerTurnOrder;
  1776. }
  1777. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1778. {
  1779. battleResult.set(nullptr);
  1780. const auto t = getTile(tile);
  1781. ETerrainType terrain = t->terType;
  1782. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1783. terrain = ETerrainType::SAND;
  1784. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1785. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1786. terType = BFieldType::SHIP_TO_SHIP;
  1787. //send info about battles
  1788. BattleStart bs;
  1789. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1790. sendAndApply(&bs);
  1791. }
  1792. void CGameHandler::checkBattleStateChanges()
  1793. {
  1794. //check if drawbridge state need to be changes
  1795. if (battleGetSiegeLevel() > 0)
  1796. updateGateState();
  1797. //check if battle ended
  1798. if (auto result = battleIsFinished())
  1799. {
  1800. setBattleResult(BattleResult::NORMAL, *result);
  1801. }
  1802. }
  1803. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1804. {
  1805. if (!h->hasSpellbook())
  1806. return; //hero hasn't spellbook
  1807. ChangeSpells cs;
  1808. cs.hid = h->id;
  1809. cs.learn = true;
  1810. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1811. {
  1812. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1813. for (int i = 0; i < h->maxSpellLevel(); i++)
  1814. {
  1815. std::vector<SpellID> spells;
  1816. getAllowedSpells(spells, i+1);
  1817. for (auto & spell : spells)
  1818. cs.spells.insert(spell);
  1819. }
  1820. }
  1821. else
  1822. {
  1823. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1824. {
  1825. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1826. {
  1827. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1828. cs.spells.insert(t->spells.at(i).at(j));
  1829. }
  1830. }
  1831. }
  1832. if (!cs.spells.empty())
  1833. sendAndApply(&cs);
  1834. }
  1835. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1836. {
  1837. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1838. sendAndApply(&sop);
  1839. }
  1840. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1841. {
  1842. if (!obj || !getObj(obj->id))
  1843. {
  1844. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1845. return false;
  1846. }
  1847. RemoveObject ro;
  1848. ro.id = obj->id;
  1849. sendAndApply(&ro);
  1850. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1851. return true;
  1852. }
  1853. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1854. {
  1855. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1856. sendAndApply(&sop);
  1857. }
  1858. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1859. {
  1860. const CGHeroInstance *h = getHero(hid);
  1861. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1862. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1863. {
  1864. logGlobal->error("Illegal call to move hero!");
  1865. return false;
  1866. }
  1867. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1868. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1869. if (!gs->map->isInTheMap(hmpos))
  1870. {
  1871. logGlobal->error("Destination tile is outside the map!");
  1872. return false;
  1873. }
  1874. const TerrainTile t = *getTile(hmpos);
  1875. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1876. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1877. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1878. //result structure for start - movement failed, no move points used
  1879. TryMoveHero tmh;
  1880. tmh.id = hid;
  1881. tmh.start = h->pos;
  1882. tmh.end = dst;
  1883. tmh.result = TryMoveHero::FAILED;
  1884. tmh.movePoints = h->movement;
  1885. //check if destination tile is available
  1886. auto ti = make_unique<TurnInfo>(h);
  1887. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1888. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1889. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1890. //it's a rock or blocked and not visitable tile
  1891. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1892. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1893. && complain("Cannot move hero, destination tile is blocked!"))
  1894. || ((!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)
  1895. && complain("Cannot move hero, destination tile is on water!"))
  1896. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1897. && complain("Cannot disembark hero, tile is blocked!"))
  1898. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1899. && complain("Tiles are not neighboring!"))
  1900. || ((h->inTownGarrison)
  1901. && complain("Can not move garrisoned hero!"))
  1902. || ((h->movement < cost && dst != h->pos && !teleporting)
  1903. && complain("Hero doesn't have any movement points left!"))
  1904. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1905. && complain("Hero cannot transit over this tile!"))
  1906. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1907. && complain("Cannot move hero during the battle"))*/)
  1908. {
  1909. //send info about movement failure
  1910. sendAndApply(&tmh);
  1911. return false;
  1912. }
  1913. //several generic blocks of code
  1914. // should be called if hero changes tile but before applying TryMoveHero package
  1915. auto leaveTile = [&]()
  1916. {
  1917. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1918. {
  1919. obj->onHeroLeave(h);
  1920. }
  1921. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1922. };
  1923. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1924. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1925. {
  1926. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  1927. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1928. queries.addQuery(moveQuery);
  1929. if (leavingTile == LEAVING_TILE)
  1930. leaveTile();
  1931. tmh.result = result;
  1932. sendAndApply(&tmh);
  1933. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1934. { // Hero should be always able to visit any object he staying on even if there guards around
  1935. visitObjectOnTile(t, h);
  1936. }
  1937. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1938. {
  1939. tmh.attackedFrom = boost::make_optional(guardPos);
  1940. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1941. objectVisited(guardTile.visitableObjects.back(), h);
  1942. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1943. }
  1944. else if (visitDest == VISIT_DEST)
  1945. {
  1946. visitObjectOnTile(t, h);
  1947. }
  1948. queries.popIfTop(moveQuery);
  1949. logGlobal->trace("Hero %s ends movement", h->name);
  1950. return result != TryMoveHero::FAILED;
  1951. };
  1952. //interaction with blocking object (like resources)
  1953. auto blockingVisit = [&]() -> bool
  1954. {
  1955. for (CGObjectInstance *obj : t.visitableObjects)
  1956. {
  1957. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1958. {
  1959. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1960. //this-> is needed for MVS2010 to recognize scope (?)
  1961. }
  1962. }
  1963. return false;
  1964. };
  1965. if (!transit && embarking)
  1966. {
  1967. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1968. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1969. // In H3 embark ignore guards
  1970. }
  1971. if (disembarking)
  1972. {
  1973. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1974. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1975. }
  1976. if (teleporting)
  1977. {
  1978. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1979. return true;
  1980. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1981. // visit town for town portal \ castle gates
  1982. // do not use generic visitObjectOnTile to avoid double-teleporting
  1983. // if this moveHero call was triggered by teleporter
  1984. if (!t.visitableObjects.empty())
  1985. {
  1986. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1987. town->onHeroVisit(h);
  1988. }
  1989. return true;
  1990. }
  1991. //still here? it is standard movement!
  1992. {
  1993. tmh.movePoints = h->movement >= cost
  1994. ? h->movement - cost
  1995. : 0;
  1996. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1997. EVisitDest visitDest = VISIT_DEST;
  1998. if (transit)
  1999. {
  2000. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2001. visitDest = DONT_VISIT_DEST;
  2002. if (canFly)
  2003. {
  2004. lookForGuards = IGNORE_GUARDS;
  2005. visitDest = DONT_VISIT_DEST;
  2006. }
  2007. }
  2008. else if (blockingVisit())
  2009. return true;
  2010. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2011. return true;
  2012. }
  2013. }
  2014. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2015. {
  2016. const CGHeroInstance *h = getHero(hid);
  2017. const CGTownInstance *t = getTown(dstid);
  2018. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2019. COMPLAIN_RET("Invalid call to teleportHero!");
  2020. const CGTownInstance *from = h->visitedTown;
  2021. if (((h->getOwner() != t->getOwner())
  2022. && complain("Cannot teleport hero to another player"))
  2023. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  2024. && complain("Hero must be in town with Castle gate for teleporting"))
  2025. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  2026. && complain("Cannot teleport hero to town without Castle gate in it")))
  2027. return false;
  2028. int3 pos = t->visitablePos();
  2029. pos += h->getVisitableOffset();
  2030. moveHero(hid,pos,1);
  2031. return true;
  2032. }
  2033. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  2034. {
  2035. PlayerColor oldOwner = getOwner(obj->id);
  2036. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2037. sendAndApply(&sop);
  2038. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2039. checkVictoryLossConditions(playerColors);
  2040. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2041. if (town) //town captured
  2042. {
  2043. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2044. {
  2045. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2046. setPortalDwelling(town, true, false);
  2047. }
  2048. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2049. {
  2050. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2051. {
  2052. InfoWindow iw;
  2053. iw.player = oldOwner;
  2054. 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.
  2055. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2056. sendAndApply(&iw);
  2057. }
  2058. }
  2059. }
  2060. const PlayerState * p = getPlayer(owner);
  2061. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2062. {
  2063. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2064. {
  2065. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2066. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2067. }
  2068. }
  2069. }
  2070. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2071. {
  2072. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2073. queries.addQuery(dialogQuery);
  2074. iw->queryID = dialogQuery->queryID;
  2075. sendToAllClients(iw);
  2076. }
  2077. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2078. {
  2079. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2080. queries.addQuery(dialogQuery);
  2081. iw->queryID = dialogQuery->queryID;
  2082. sendToAllClients(iw);
  2083. }
  2084. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2085. {
  2086. if (!val) return; //don't waste time on empty call
  2087. TResources resources;
  2088. resources.at(which) = val;
  2089. giveResources(player, resources);
  2090. }
  2091. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2092. {
  2093. SetResources sr;
  2094. sr.abs = false;
  2095. sr.player = player;
  2096. sr.res = resources;
  2097. sendAndApply(&sr);
  2098. }
  2099. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2100. {
  2101. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2102. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2103. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2104. //first we move creatures to give to make them army of object-source
  2105. for (auto & elem : creatures.Slots())
  2106. {
  2107. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2108. }
  2109. tryJoiningArmy(obj, h, remove, true);
  2110. }
  2111. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2112. {
  2113. std::vector<CStackBasicDescriptor> cres = creatures;
  2114. if (cres.size() <= 0)
  2115. return;
  2116. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2117. for (CStackBasicDescriptor &sbd : cres)
  2118. {
  2119. TQuantity collected = 0;
  2120. while(collected < sbd.count)
  2121. {
  2122. bool foundSth = false;
  2123. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2124. {
  2125. if (i->second->type == sbd.type)
  2126. {
  2127. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2128. changeStackCount(StackLocation(obj, i->first), -take, false);
  2129. collected += take;
  2130. foundSth = true;
  2131. break;
  2132. }
  2133. }
  2134. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2135. {
  2136. complain("Unexpected failure during taking creatures!");
  2137. return;
  2138. }
  2139. }
  2140. }
  2141. }
  2142. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2143. {
  2144. sendToAllClients(comp);
  2145. }
  2146. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2147. {
  2148. HeroVisitCastle vc;
  2149. vc.hid = hero->id;
  2150. vc.tid = obj->id;
  2151. vc.flags |= 1;
  2152. sendAndApply(&vc);
  2153. vistiCastleObjects (obj, hero);
  2154. giveSpells (obj, hero);
  2155. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2156. }
  2157. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2158. {
  2159. std::vector<CGTownBuilding*>::const_iterator i;
  2160. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2161. (*i)->onHeroVisit (h);
  2162. }
  2163. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2164. {
  2165. HeroVisitCastle vc;
  2166. vc.hid = hero->id;
  2167. vc.tid = obj->id;
  2168. sendAndApply(&vc);
  2169. }
  2170. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2171. {
  2172. EraseArtifact ea;
  2173. ea.al = al;
  2174. sendAndApply(&ea);
  2175. }
  2176. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2177. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2178. const CGTownInstance *town) //use hero=nullptr for no hero
  2179. {
  2180. engageIntoBattle(army1->tempOwner);
  2181. engageIntoBattle(army2->tempOwner);
  2182. static const CArmedInstance *armies[2];
  2183. armies[0] = army1;
  2184. armies[1] = army2;
  2185. static const CGHeroInstance*heroes[2];
  2186. heroes[0] = hero1;
  2187. heroes[1] = hero2;
  2188. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2189. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2190. queries.addQuery(battleQuery);
  2191. boost::thread(&CGameHandler::runBattle, this);
  2192. }
  2193. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2194. {
  2195. startBattlePrimary(army1, army2, tile,
  2196. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2197. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2198. creatureBank);
  2199. }
  2200. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2201. {
  2202. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2203. }
  2204. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2205. {
  2206. ChangeSpells cs;
  2207. cs.hid = hero->id;
  2208. cs.spells = spells;
  2209. cs.learn = give;
  2210. sendAndApply(&cs);
  2211. }
  2212. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2213. {
  2214. SystemMessage sm;
  2215. sm.text = message;
  2216. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2217. *(c.get()) << &sm;
  2218. }
  2219. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2220. {
  2221. sendAndApply(bonus);
  2222. }
  2223. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2224. {
  2225. sendAndApply(smp);
  2226. }
  2227. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2228. {
  2229. SetMana sm;
  2230. sm.hid = hid;
  2231. sm.val = val;
  2232. sm.absolute = true;
  2233. sendAndApply(&sm);
  2234. }
  2235. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2236. {
  2237. GiveHero gh;
  2238. gh.id = id;
  2239. gh.player = player;
  2240. sendAndApply(&gh);
  2241. }
  2242. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2243. {
  2244. ChangeObjPos cop;
  2245. cop.objid = objid;
  2246. cop.nPos = newPos;
  2247. cop.flags = flags;
  2248. sendAndApply(&cop);
  2249. }
  2250. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2251. {
  2252. const CGHeroInstance * h1 = getHero(fromHero);
  2253. const CGHeroInstance * h2 = getHero(toHero);
  2254. int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2255. int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2256. if (h1_scholarLevel < h2_scholarLevel)
  2257. {
  2258. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2259. std::swap(fromHero, toHero);
  2260. }
  2261. int ScholarLevel = std::max(h1_scholarLevel, h2_scholarLevel);//heroes can trade up to this level
  2262. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2263. return;//no scholar skill or no spellbook
  2264. int h1Lvl = std::min(ScholarLevel, h1->maxSpellLevel()),
  2265. h2Lvl = std::min(ScholarLevel, h2->maxSpellLevel());//heroes can receive this levels
  2266. ChangeSpells cs1;
  2267. cs1.learn = true;
  2268. cs1.hid = toHero;//giving spells to first hero
  2269. for (auto it : h1->spells)
  2270. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2271. cs1.spells.insert(it);//spell to learn
  2272. ChangeSpells cs2;
  2273. cs2.learn = true;
  2274. cs2.hid = fromHero;
  2275. for (auto it : h2->spells)
  2276. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2277. cs2.spells.insert(it);
  2278. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2279. {
  2280. InfoWindow iw;
  2281. iw.player = h1->tempOwner;
  2282. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2283. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2284. iw.text.addReplacement(h1->name);
  2285. if (!cs2.spells.empty())//if found new spell - apply
  2286. {
  2287. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2288. int size = cs2.spells.size();
  2289. for (auto it : cs2.spells)
  2290. {
  2291. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2292. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2293. switch (size--)
  2294. {
  2295. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2296. case 1: break;
  2297. default: iw.text << ", ";
  2298. }
  2299. }
  2300. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2301. iw.text.addReplacement(h2->name);
  2302. sendAndApply(&cs2);
  2303. }
  2304. if (!cs1.spells.empty() && !cs2.spells.empty())
  2305. {
  2306. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2307. }
  2308. if (!cs1.spells.empty())
  2309. {
  2310. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2311. int size = cs1.spells.size();
  2312. for (auto it : cs1.spells)
  2313. {
  2314. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2315. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2316. switch (size--)
  2317. {
  2318. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2319. case 1: break;
  2320. default: iw.text << ", ";
  2321. } }
  2322. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2323. iw.text.addReplacement(h2->name);
  2324. sendAndApply(&cs1);
  2325. }
  2326. sendAndApply(&iw);
  2327. }
  2328. }
  2329. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2330. {
  2331. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2332. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2333. {
  2334. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2335. ExchangeDialog hex;
  2336. hex.queryID = exchange->queryID;
  2337. hex.player = h1->getOwner();
  2338. hex.hero1 = hero1;
  2339. hex.hero2 = hero2;
  2340. sendAndApply(&hex);
  2341. useScholarSkill(hero1,hero2);
  2342. queries.addQuery(exchange);
  2343. }
  2344. }
  2345. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2346. {
  2347. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2348. for (auto c : lobby->connections)
  2349. {
  2350. if(!c->isOpen())
  2351. continue;
  2352. c->sendPack(pack);
  2353. }
  2354. }
  2355. void CGameHandler::sendAndApply(CPackForClient * pack)
  2356. {
  2357. sendToAllClients(pack);
  2358. gs->apply(pack);
  2359. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2360. }
  2361. void CGameHandler::applyAndSend(CPackForClient * pack)
  2362. {
  2363. gs->apply(pack);
  2364. sendToAllClients(pack);
  2365. }
  2366. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2367. {
  2368. sendAndApply(static_cast<CPackForClient *>(pack));
  2369. checkVictoryLossConditionsForAll();
  2370. }
  2371. void CGameHandler::sendAndApply(SetResources * pack)
  2372. {
  2373. sendAndApply(static_cast<CPackForClient *>(pack));
  2374. checkVictoryLossConditionsForPlayer(pack->player);
  2375. }
  2376. void CGameHandler::sendAndApply(NewStructures * pack)
  2377. {
  2378. sendAndApply(static_cast<CPackForClient *>(pack));
  2379. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2380. }
  2381. void CGameHandler::save(const std::string & filename)
  2382. {
  2383. logGlobal->info("Loading from %s", filename);
  2384. const auto stem = FileInfo::GetPathStem(filename);
  2385. const auto savefname = stem.to_string() + ".vsgm1";
  2386. CResourceHandler::get("local")->createResource(savefname);
  2387. {
  2388. logGlobal->info("Ordering clients to serialize...");
  2389. SaveGameClient sg(savefname);
  2390. sendToAllClients(&sg);
  2391. }
  2392. try
  2393. {
  2394. {
  2395. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2396. saveCommonState(save);
  2397. logGlobal->info("Saving server state");
  2398. save << *this;
  2399. }
  2400. logGlobal->info("Game has been successfully saved!");
  2401. }
  2402. catch(std::exception &e)
  2403. {
  2404. logGlobal->error("Failed to save game: %s", e.what());
  2405. }
  2406. }
  2407. void CGameHandler::load(const std::string & filename)
  2408. {
  2409. logGlobal->info("Loading from %s", filename);
  2410. const auto stem = FileInfo::GetPathStem(filename);
  2411. try
  2412. {
  2413. {
  2414. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2415. loadCommonState(lf);
  2416. logGlobal->info("Loading server state");
  2417. lf >> *this;
  2418. }
  2419. logGlobal->info("Game has been successfully loaded!");
  2420. }
  2421. catch(std::exception &e)
  2422. {
  2423. logGlobal->error("Failed to load game: %s", e.what());
  2424. }
  2425. gs->updateOnLoad(lobby->si.get());
  2426. }
  2427. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2428. {
  2429. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2430. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2431. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2432. StackLocation sl1(s1, p1), sl2(s2, p2);
  2433. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2434. {
  2435. complain("Invalid slot accessed!");
  2436. return false;
  2437. }
  2438. if (!isAllowedExchange(id1,id2))
  2439. {
  2440. complain("Cannot exchange stacks between these two objects!\n");
  2441. return false;
  2442. }
  2443. // We can always put stacks into locked garrison, but not take them out of it
  2444. auto notRemovable = [&](const CArmedInstance * army)
  2445. {
  2446. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2447. {
  2448. auto g = dynamic_cast<const CGGarrison *>(army);
  2449. if (g && !g->removableUnits)
  2450. {
  2451. complain("Stacks in this garrison are not removable!\n");
  2452. return true;
  2453. }
  2454. }
  2455. return false;
  2456. };
  2457. if (what==1) //swap
  2458. {
  2459. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2460. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2461. {
  2462. complain("Can't take troops from another player!");
  2463. return false;
  2464. }
  2465. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2466. {
  2467. complain("Cannot swap stacks - slots are the same!");
  2468. return false;
  2469. }
  2470. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2471. {
  2472. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2473. return false;
  2474. }
  2475. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2476. return false;
  2477. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2478. return false;
  2479. swapStacks(sl1, sl2);
  2480. }
  2481. else if (what==2)//merge
  2482. {
  2483. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2484. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2485. return false;
  2486. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2487. {
  2488. complain("Cannot merge empty stack!");
  2489. return false;
  2490. }
  2491. else if (notRemovable(sl1.army))
  2492. return false;
  2493. moveStack(sl1, sl2);
  2494. }
  2495. else if (what==3) //split
  2496. {
  2497. const int countToMove = val - s2->getStackCount(p2);
  2498. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2499. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2500. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2501. {
  2502. complain("Can't move troops of another player!");
  2503. return false;
  2504. }
  2505. //general conditions checking
  2506. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2507. || (val<1 && complain("no creatures to split")) )
  2508. {
  2509. return false;
  2510. }
  2511. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2512. {
  2513. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2514. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2515. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2516. )
  2517. {
  2518. return false;
  2519. }
  2520. if (notRemovable(sl1.army))
  2521. {
  2522. if (s1->getStackCount(p1) > countLeftOnSrc)
  2523. return false;
  2524. }
  2525. else if (notRemovable(sl2.army))
  2526. {
  2527. if (s2->getStackCount(p1) < countLeftOnSrc)
  2528. return false;
  2529. }
  2530. moveStack(sl1, sl2, countToMove);
  2531. //S2.slots[p2]->count = val;
  2532. //S1.slots[p1]->count = total - val;
  2533. }
  2534. else //split one stack to the two
  2535. {
  2536. if (s1->getStackCount(p1) < val)//not enough creatures
  2537. {
  2538. complain("Cannot split that stack, not enough creatures!");
  2539. return false;
  2540. }
  2541. if (notRemovable(sl1.army))
  2542. return false;
  2543. moveStack(sl1, sl2, val);
  2544. }
  2545. }
  2546. return true;
  2547. }
  2548. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2549. {
  2550. std::set<PlayerColor> all;
  2551. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2552. if(vstd::contains(i->second, c))
  2553. all.insert(i->first);
  2554. switch(all.size())
  2555. {
  2556. case 0:
  2557. return PlayerColor::NEUTRAL;
  2558. case 1:
  2559. return *all.begin();
  2560. default:
  2561. {
  2562. //if we have more than one player at this connection, try to pick active one
  2563. if (vstd::contains(all, gs->currentPlayer))
  2564. return gs->currentPlayer;
  2565. else
  2566. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2567. }
  2568. }
  2569. }
  2570. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2571. {
  2572. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2573. if (!vstd::contains(s1->stacks,pos))
  2574. {
  2575. complain("Illegal call to disbandCreature - no such stack in army!");
  2576. return false;
  2577. }
  2578. eraseStack(StackLocation(s1, pos));
  2579. return true;
  2580. }
  2581. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2582. {
  2583. const CGTownInstance * t = getTown(tid);
  2584. if (!t)
  2585. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2586. if (!t->town->buildings.count(requestedID))
  2587. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2588. if (t->hasBuilt(requestedID))
  2589. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2590. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2591. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2592. std::vector<const CBuilding*> remainingAutoBuildings;
  2593. std::set<BuildingID> buildingsThatWillBe;
  2594. //Check validity of request
  2595. if (!force)
  2596. {
  2597. switch (requestedBuilding->mode)
  2598. {
  2599. case CBuilding::BUILD_NORMAL :
  2600. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2601. COMPLAIN_RET("Cannot build that building!");
  2602. break;
  2603. case CBuilding::BUILD_AUTO :
  2604. case CBuilding::BUILD_SPECIAL:
  2605. COMPLAIN_RET("This building can not be constructed normally!");
  2606. case CBuilding::BUILD_GRAIL :
  2607. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2608. {
  2609. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2610. COMPLAIN_RET("Cannot build this without grail!")
  2611. else
  2612. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2613. }
  2614. break;
  2615. }
  2616. }
  2617. //Performs stuff that has to be done before new building is built
  2618. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2619. {
  2620. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2621. {
  2622. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2623. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2624. if (upgradeNumber >= t->town->creatures.at(level).size())
  2625. {
  2626. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2627. "no creature found (upgrade number %d, level %d!")
  2628. % buildingID % upgradeNumber % level));
  2629. return;
  2630. }
  2631. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2632. SetAvailableCreatures ssi;
  2633. ssi.tid = t->id;
  2634. ssi.creatures = t->creatures;
  2635. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2636. ssi.creatures[level].first = crea->growth;
  2637. ssi.creatures[level].second.push_back(crea->idNumber);
  2638. sendAndApply(&ssi);
  2639. }
  2640. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2641. {
  2642. setPortalDwelling(t);
  2643. }
  2644. };
  2645. //Performs stuff that has to be done after new building is built
  2646. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2647. {
  2648. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2649. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2650. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2651. {
  2652. if (t->visitingHero)
  2653. giveSpells(t,t->visitingHero);
  2654. if (t->garrisonHero)
  2655. giveSpells(t,t->garrisonHero);
  2656. }
  2657. };
  2658. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2659. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2660. {
  2661. return buildingsThatWillBe.count(buildID);
  2662. };
  2663. //Init the vectors
  2664. for (auto & build : t->town->buildings)
  2665. {
  2666. if (t->hasBuilt(build.first))
  2667. buildingsThatWillBe.insert(build.first);
  2668. else
  2669. {
  2670. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2671. remainingAutoBuildings.push_back(build.second);
  2672. }
  2673. }
  2674. //Prepare structure (list of building ids will be filled later)
  2675. NewStructures ns;
  2676. ns.tid = tid;
  2677. ns.builded = force ? t->builded : (t->builded+1);
  2678. std::queue<const CBuilding*> buildingsToAdd;
  2679. buildingsToAdd.push(requestedBuilding);
  2680. while(!buildingsToAdd.empty())
  2681. {
  2682. auto b = buildingsToAdd.front();
  2683. buildingsToAdd.pop();
  2684. ns.bid.insert(b->bid);
  2685. buildingsThatWillBe.insert(b->bid);
  2686. remainingAutoBuildings -= b;
  2687. for(auto autoBuilding : remainingAutoBuildings)
  2688. {
  2689. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2690. if(actualRequirements.test(areRequirementsFullfilled))
  2691. buildingsToAdd.push(autoBuilding);
  2692. }
  2693. }
  2694. // 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.
  2695. for (auto builtID : ns.bid)
  2696. processBeforeBuiltStructure(builtID);
  2697. //Take cost
  2698. if (!force)
  2699. {
  2700. giveResources(t->tempOwner, -requestedBuilding->resources);
  2701. }
  2702. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2703. sendAndApply(&ns);
  2704. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2705. for (auto builtID : ns.bid)
  2706. processAfterBuiltStructure(builtID);
  2707. // now when everything is built - reveal tiles for lookout tower
  2708. FoWChange fw;
  2709. fw.player = t->tempOwner;
  2710. fw.mode = 1;
  2711. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2712. sendAndApply(&fw);
  2713. if (t->visitingHero)
  2714. vistiCastleObjects (t, t->visitingHero);
  2715. if (t->garrisonHero)
  2716. vistiCastleObjects (t, t->garrisonHero);
  2717. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2718. return true;
  2719. }
  2720. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2721. {
  2722. ///incomplete, simply erases target building
  2723. const CGTownInstance * t = getTown(tid);
  2724. if (!vstd::contains(t->builtBuildings, bid))
  2725. return false;
  2726. RazeStructures rs;
  2727. rs.tid = tid;
  2728. rs.bid.insert(bid);
  2729. rs.destroyed = t->destroyed + 1;
  2730. sendAndApply(&rs);
  2731. //TODO: Remove dwellers
  2732. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2733. // {
  2734. // RemoveBonus rb(RemoveBonus::TOWN);
  2735. // rb.whoID = t->id;
  2736. // rb.source = Bonus::TOWN_STRUCTURE;
  2737. // rb.id = 17;
  2738. // sendAndApply(&rb);
  2739. // }
  2740. return true;
  2741. }
  2742. void CGameHandler::sendMessageToAll(const std::string &message)
  2743. {
  2744. SystemMessage sm;
  2745. sm.text = message;
  2746. sendToAllClients(&sm);
  2747. }
  2748. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2749. {
  2750. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2751. const CArmedInstance *dst = nullptr;
  2752. const CCreature *c = VLC->creh->creatures.at(crid);
  2753. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2754. //TODO: test for owning
  2755. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2756. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2757. assert(dw && dst);
  2758. //verify
  2759. bool found = false;
  2760. int level = 0;
  2761. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2762. {
  2763. if ((fromLvl != -1) && (level !=fromLvl))
  2764. continue;
  2765. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2766. int i = 0;
  2767. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2768. if (cur.second.at(i) == crid)
  2769. break;
  2770. if (i < cur.second.size())
  2771. {
  2772. found = true;
  2773. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2774. break;
  2775. }
  2776. }
  2777. SlotID slot = dst->getSlotFor(crid);
  2778. if ((!found && complain("Cannot recruit: no such creatures!"))
  2779. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2780. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2781. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2782. {
  2783. return false;
  2784. }
  2785. //recruit
  2786. giveResources(dst->tempOwner, -(c->cost * cram));
  2787. SetAvailableCreatures sac;
  2788. sac.tid = objid;
  2789. sac.creatures = dw->creatures;
  2790. sac.creatures[level].first -= cram;
  2791. sendAndApply(&sac);
  2792. if (warMachine)
  2793. {
  2794. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2795. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2796. ArtifactID artId = c->warMachine;
  2797. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2798. const CArtifact * art = artId.toArtifact();
  2799. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2800. return giveHeroNewArtifact(h, art);
  2801. }
  2802. else
  2803. {
  2804. addToSlot(StackLocation(dst, slot), c, cram);
  2805. }
  2806. return true;
  2807. }
  2808. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2809. {
  2810. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2811. if (!obj->hasStackAtSlot(pos))
  2812. {
  2813. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2814. }
  2815. UpgradeInfo ui;
  2816. getUpgradeInfo(obj, pos, ui);
  2817. PlayerColor player = obj->tempOwner;
  2818. const PlayerState *p = getPlayer(player);
  2819. int crQuantity = obj->stacks.at(pos)->count;
  2820. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2821. //check if upgrade is possible
  2822. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2823. {
  2824. return false;
  2825. }
  2826. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2827. //check if player has enough resources
  2828. if (!p->resources.canAfford(totalCost))
  2829. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2830. //take resources
  2831. giveResources(player, -totalCost);
  2832. //upgrade creature
  2833. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2834. return true;
  2835. }
  2836. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2837. {
  2838. if (!sl.army->hasStackAtSlot(sl.slot))
  2839. COMPLAIN_RET("Cannot find a stack to change type");
  2840. SetStackType sst;
  2841. sst.army = sl.army->id;
  2842. sst.slot = sl.slot;
  2843. sst.type = c->idNumber;
  2844. sendAndApply(&sst);
  2845. return true;
  2846. }
  2847. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2848. {
  2849. assert(src->canBeMergedWith(*dst, allowMerging));
  2850. while(src->stacksCount())//while there are unmoved creatures
  2851. {
  2852. auto i = src->Slots().begin(); //iterator to stack to move
  2853. StackLocation sl(src, i->first); //location of stack to move
  2854. SlotID pos = dst->getSlotFor(i->second->type);
  2855. if (!pos.validSlot())
  2856. {
  2857. //try to merge two other stacks to make place
  2858. std::pair<SlotID, SlotID> toMerge;
  2859. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2860. {
  2861. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2862. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2863. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2864. }
  2865. else
  2866. {
  2867. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2868. return;
  2869. }
  2870. }
  2871. else
  2872. {
  2873. moveStack(sl, StackLocation(dst, pos));
  2874. }
  2875. }
  2876. }
  2877. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2878. {
  2879. const CGTownInstance * town = getTown(tid);
  2880. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2881. {
  2882. if (!town->visitingHero->canBeMergedWith(*town))
  2883. {
  2884. complain("Cannot make garrison swap, not enough free slots!");
  2885. return false;
  2886. }
  2887. moveArmy(town, town->visitingHero, true);
  2888. SetHeroesInTown intown;
  2889. intown.tid = tid;
  2890. intown.visiting = ObjectInstanceID();
  2891. intown.garrison = town->visitingHero->id;
  2892. sendAndApply(&intown);
  2893. return true;
  2894. }
  2895. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2896. {
  2897. //check if moving hero out of town will break 8 wandering heroes limit
  2898. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2899. {
  2900. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2901. return false;
  2902. }
  2903. SetHeroesInTown intown;
  2904. intown.tid = tid;
  2905. intown.garrison = ObjectInstanceID();
  2906. intown.visiting = town->garrisonHero->id;
  2907. sendAndApply(&intown);
  2908. return true;
  2909. }
  2910. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2911. {
  2912. SetHeroesInTown intown;
  2913. intown.tid = tid;
  2914. intown.garrison = town->visitingHero->id;
  2915. intown.visiting = town->garrisonHero->id;
  2916. sendAndApply(&intown);
  2917. return true;
  2918. }
  2919. else
  2920. {
  2921. complain("Cannot swap garrison hero!");
  2922. return false;
  2923. }
  2924. }
  2925. // With the amount of changes done to the function, it's more like transferArtifacts.
  2926. // 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.
  2927. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2928. {
  2929. ArtifactLocation src = al1, dst = al2;
  2930. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2931. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2932. // Make sure exchange is even possible between the two heroes.
  2933. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2934. COMPLAIN_RET("That heroes cannot make any exchange!");
  2935. const CArtifactInstance *srcArtifact = src.getArt();
  2936. const CArtifactInstance *destArtifact = dst.getArt();
  2937. if (srcArtifact == nullptr)
  2938. COMPLAIN_RET("No artifact to move!");
  2939. if (destArtifact && srcPlayer != dstPlayer)
  2940. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2941. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2942. // Moving to the backpack is always allowed.
  2943. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2944. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2945. COMPLAIN_RET("Cannot move artifact!");
  2946. auto srcSlot = src.getSlot();
  2947. auto dstSlot = dst.getSlot();
  2948. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2949. COMPLAIN_RET("Cannot move artifact locks.");
  2950. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2951. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2952. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2953. COMPLAIN_RET("Cannot move catapult!");
  2954. if (dst.slot >= GameConstants::BACKPACK_START)
  2955. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2956. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2957. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2958. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2959. {
  2960. //old artifact must be removed first
  2961. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2962. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2963. }
  2964. MoveArtifact ma;
  2965. ma.src = src;
  2966. ma.dst = dst;
  2967. sendAndApply(&ma);
  2968. return true;
  2969. }
  2970. /**
  2971. * Assembles or disassembles a combination artifact.
  2972. * @param heroID ID of hero holding the artifact(s).
  2973. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2974. * @param assemble True for assembly operation, false for disassembly.
  2975. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2976. * artifact to assemble to. Otherwise it's not used.
  2977. */
  2978. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2979. {
  2980. const CGHeroInstance * hero = getHero(heroID);
  2981. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2982. if (!destArtifact)
  2983. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2984. if (assemble)
  2985. {
  2986. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2987. if (!combinedArt->constituents)
  2988. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2989. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2990. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2991. AssembledArtifact aa;
  2992. aa.al = ArtifactLocation(hero, artifactSlot);
  2993. aa.builtArt = combinedArt;
  2994. sendAndApply(&aa);
  2995. }
  2996. else
  2997. {
  2998. if (!destArtifact->artType->constituents)
  2999. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3000. DisassembledArtifact da;
  3001. da.al = ArtifactLocation(hero, artifactSlot);
  3002. sendAndApply(&da);
  3003. }
  3004. return true;
  3005. }
  3006. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3007. {
  3008. const CGHeroInstance * hero = getHero(hid);
  3009. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3010. const CGTownInstance * town = hero->visitedTown;
  3011. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3012. if (aid==ArtifactID::SPELLBOOK)
  3013. {
  3014. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3015. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3016. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3017. )
  3018. return false;
  3019. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3020. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3021. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3022. giveSpells(town,hero);
  3023. return true;
  3024. }
  3025. else
  3026. {
  3027. const CArtifact * art = aid.toArtifact();
  3028. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3029. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3030. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3031. const int price = art->price;
  3032. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3033. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3034. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  3035. {
  3036. giveResource(hero->getOwner(),Res::GOLD,-price);
  3037. return giveHeroNewArtifact(hero, art);
  3038. }
  3039. else
  3040. COMPLAIN_RET("This machine is unavailable here!");
  3041. }
  3042. }
  3043. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3044. {
  3045. if(!h)
  3046. COMPLAIN_RET("Only hero can buy artifacts!");
  3047. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3048. COMPLAIN_RET("That artifact is unavailable!");
  3049. int b1, b2;
  3050. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3051. if (getResource(h->tempOwner, rid) < b1)
  3052. COMPLAIN_RET("You can't afford to buy this artifact!");
  3053. giveResource(h->tempOwner, rid, -b1);
  3054. SetAvailableArtifacts saa;
  3055. if (m->o->ID == Obj::TOWN)
  3056. {
  3057. saa.id = -1;
  3058. saa.arts = CGTownInstance::merchantArtifacts;
  3059. }
  3060. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3061. {
  3062. saa.id = bm->id.getNum();
  3063. saa.arts = bm->artifacts;
  3064. }
  3065. else
  3066. COMPLAIN_RET("Wrong marktet...");
  3067. bool found = false;
  3068. for (const CArtifact *&art : saa.arts)
  3069. {
  3070. if (art && art->id == aid)
  3071. {
  3072. art = nullptr;
  3073. found = true;
  3074. break;
  3075. }
  3076. }
  3077. if (!found)
  3078. COMPLAIN_RET("Cannot find selected artifact on the list");
  3079. sendAndApply(&saa);
  3080. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3081. return true;
  3082. }
  3083. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3084. {
  3085. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3086. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3087. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3088. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3089. int resVal = 0, dump = 1;
  3090. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3091. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3092. giveResource(h->tempOwner, rid, resVal);
  3093. return true;
  3094. }
  3095. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3096. {
  3097. if (!h)
  3098. COMPLAIN_RET("You need hero to buy a skill!");
  3099. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3100. COMPLAIN_RET("Hero already know this skill");
  3101. if (!h->canLearnSkill())
  3102. COMPLAIN_RET("Hero can't learn any more skills");
  3103. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3104. COMPLAIN_RET("The hero can't learn this skill!");
  3105. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3106. COMPLAIN_RET("That skill is unavailable!");
  3107. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3108. COMPLAIN_RET("You can't afford to buy this skill");
  3109. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3110. changeSecSkill(h, skill, 1, true);
  3111. return true;
  3112. }
  3113. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3114. {
  3115. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3116. vstd::amin(val, r1); //can't trade more resources than have
  3117. int b1, b2; //base quantities for trade
  3118. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3119. int units = val / b1; //how many base quantities we trade
  3120. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3121. {
  3122. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3123. }
  3124. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3125. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3126. return true;
  3127. }
  3128. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3129. {
  3130. if(!hero)
  3131. COMPLAIN_RET("Only hero can sell creatures!");
  3132. if (!vstd::contains(hero->Slots(), slot))
  3133. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3134. const CStackInstance &s = hero->getStack(slot);
  3135. if (s.count < count //can't sell more creatures than have
  3136. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3137. {
  3138. COMPLAIN_RET("Not enough creatures in army!");
  3139. }
  3140. int b1, b2; //base quantities for trade
  3141. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3142. int units = count / b1; //how many base quantities we trade
  3143. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3144. {
  3145. //TODO: complain?
  3146. assert(0);
  3147. }
  3148. changeStackCount(StackLocation(hero, slot), -count);
  3149. giveResource(hero->tempOwner, resourceID, b2 * units);
  3150. return true;
  3151. }
  3152. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3153. {
  3154. const CArmedInstance *army = nullptr;
  3155. if (hero)
  3156. army = hero;
  3157. else
  3158. army = dynamic_cast<const CGTownInstance *>(market->o);
  3159. if (!army)
  3160. COMPLAIN_RET("Incorrect call to transform in undead!");
  3161. if (!army->hasStackAtSlot(slot))
  3162. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3163. const CStackInstance &s = army->getStack(slot);
  3164. //resulting creature - bone dragons or skeletons
  3165. CreatureID resCreature = CreatureID::SKELETON;
  3166. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3167. || (s.getCreatureID() == CreatureID::HYDRA)
  3168. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3169. resCreature = CreatureID::BONE_DRAGON;
  3170. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3171. return true;
  3172. }
  3173. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3174. {
  3175. const PlayerState *p2 = getPlayer(r2, false);
  3176. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3177. {
  3178. complain("Dest player must be in game!");
  3179. return false;
  3180. }
  3181. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3182. vstd::amin(val, curRes1);
  3183. giveResource(player, r1, -val);
  3184. giveResource(r2, r1, val);
  3185. return true;
  3186. }
  3187. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3188. {
  3189. const CGHeroInstance *h = getHero(hid);
  3190. if (!h)
  3191. {
  3192. logGlobal->error("Hero doesn't exist!");
  3193. return false;
  3194. }
  3195. ChangeFormation cf;
  3196. cf.hid = hid;
  3197. cf.formation = formation;
  3198. sendAndApply(&cf);
  3199. return true;
  3200. }
  3201. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3202. {
  3203. const PlayerState * p = getPlayer(player);
  3204. const CGTownInstance * t = getTown(obj->id);
  3205. //common preconditions
  3206. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3207. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3208. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3209. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3210. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3211. {
  3212. return false;
  3213. }
  3214. if (t) //tavern in town
  3215. {
  3216. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3217. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3218. {
  3219. return false;
  3220. }
  3221. }
  3222. else if (obj->ID == Obj::TAVERN)
  3223. {
  3224. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3225. {
  3226. return false;
  3227. }
  3228. }
  3229. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3230. if (!nh)
  3231. {
  3232. complain ("Hero is not available for hiring!");
  3233. return false;
  3234. }
  3235. HeroRecruited hr;
  3236. hr.tid = obj->id;
  3237. hr.hid = nh->subID;
  3238. hr.player = player;
  3239. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3240. sendAndApply(&hr);
  3241. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3242. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3243. const CGHeroInstance *newHero = nullptr;
  3244. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3245. {
  3246. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3247. }
  3248. SetAvailableHeroes sah;
  3249. sah.player = player;
  3250. if (newHero)
  3251. {
  3252. sah.hid[hid] = newHero->subID;
  3253. sah.army[hid].clear();
  3254. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3255. }
  3256. else
  3257. {
  3258. sah.hid[hid] = -1;
  3259. }
  3260. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3261. sendAndApply(&sah);
  3262. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3263. if (t)
  3264. {
  3265. vistiCastleObjects (t, nh);
  3266. giveSpells (t,nh);
  3267. }
  3268. return true;
  3269. }
  3270. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3271. {
  3272. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3273. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3274. logGlobal->trace(answer.toJson());
  3275. auto topQuery = queries.topQuery(player);
  3276. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3277. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3278. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3279. topQuery->setReply(answer);
  3280. queries.popQuery(topQuery);
  3281. return true;
  3282. }
  3283. static EndAction end_action;
  3284. void CGameHandler::updateGateState()
  3285. {
  3286. BattleUpdateGateState db;
  3287. db.state = gs->curB->si.gateState;
  3288. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3289. {
  3290. db.state = EGateState::DESTROYED;
  3291. }
  3292. else if (db.state == EGateState::OPENED)
  3293. {
  3294. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3295. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3296. {
  3297. if (gs->curB->town->subID == ETownType::FORTRESS)
  3298. {
  3299. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3300. db.state = EGateState::CLOSED;
  3301. }
  3302. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3303. db.state = EGateState::BLOCKED;
  3304. else
  3305. db.state = EGateState::CLOSED;
  3306. }
  3307. }
  3308. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3309. db.state = EGateState::BLOCKED;
  3310. else
  3311. db.state = EGateState::CLOSED;
  3312. if (db.state != gs->curB->si.gateState)
  3313. sendAndApply(&db);
  3314. }
  3315. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3316. {
  3317. bool ok = true;
  3318. battle::Target target = ba.getTarget(gs->curB);
  3319. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3320. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3321. logGlobal->trace("Making action: %s", ba.toString());
  3322. switch(ba.actionType)
  3323. {
  3324. case EActionType::WALK: //walk
  3325. case EActionType::DEFEND: //defend
  3326. case EActionType::WAIT: //wait
  3327. case EActionType::WALK_AND_ATTACK: //walk or attack
  3328. case EActionType::SHOOT: //shoot
  3329. case EActionType::CATAPULT: //catapult
  3330. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3331. case EActionType::DAEMON_SUMMONING:
  3332. case EActionType::MONSTER_SPELL:
  3333. if (!stack)
  3334. {
  3335. complain("No such stack!");
  3336. return false;
  3337. }
  3338. if (!stack->alive())
  3339. {
  3340. complain("This stack is dead: " + stack->nodeName());
  3341. return false;
  3342. }
  3343. if (battleTacticDist())
  3344. {
  3345. if (stack && stack->side != battleGetTacticsSide())
  3346. {
  3347. complain("This is not a stack of side that has tactics!");
  3348. return false;
  3349. }
  3350. }
  3351. else if (!isAboutActiveStack)
  3352. {
  3353. complain("Action has to be about active stack!");
  3354. return false;
  3355. }
  3356. }
  3357. auto wrapAction = [this](BattleAction &ba)
  3358. {
  3359. StartAction startAction(ba);
  3360. sendAndApply(&startAction);
  3361. return vstd::makeScopeGuard([&]()
  3362. {
  3363. sendAndApply(&end_action);
  3364. });
  3365. };
  3366. switch(ba.actionType)
  3367. {
  3368. case EActionType::END_TACTIC_PHASE: //wait
  3369. case EActionType::BAD_MORALE:
  3370. case EActionType::NO_ACTION:
  3371. {
  3372. auto wrapper = wrapAction(ba);
  3373. break;
  3374. }
  3375. case EActionType::WALK:
  3376. {
  3377. auto wrapper = wrapAction(ba);
  3378. if(target.size() < 1)
  3379. {
  3380. complain("Destination required for move action.");
  3381. ok = false;
  3382. break;
  3383. }
  3384. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3385. if (!walkedTiles)
  3386. complain("Stack failed movement!");
  3387. break;
  3388. }
  3389. case EActionType::DEFEND:
  3390. {
  3391. //defensive stance
  3392. SetStackEffect sse;
  3393. Bonus bonus1(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3394. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3395. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3396. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3397. int oldDefenceValue = defence.totalValue();
  3398. defence.push_back(std::make_shared<Bonus>(bonus1));
  3399. defence.push_back(std::make_shared<Bonus>(bonus2));
  3400. int difference = defence.totalValue() - oldDefenceValue;
  3401. MetaString text;
  3402. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3403. stack->addNameReplacement(text);
  3404. text.addReplacement(difference);
  3405. sse.battleLog.push_back(text);
  3406. std::vector<Bonus> buffer;
  3407. buffer.push_back(bonus1);
  3408. buffer.push_back(bonus2);
  3409. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3410. sendAndApply(&sse);
  3411. //don't break - we share code with next case
  3412. }
  3413. FALLTHROUGH
  3414. case EActionType::WAIT:
  3415. {
  3416. auto wrapper = wrapAction(ba);
  3417. break;
  3418. }
  3419. case EActionType::RETREAT: //retreat/flee
  3420. {
  3421. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3422. complain("Cannot retreat!");
  3423. else
  3424. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3425. break;
  3426. }
  3427. case EActionType::SURRENDER:
  3428. {
  3429. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3430. int cost = gs->curB->battleGetSurrenderCost(player);
  3431. if (cost < 0)
  3432. complain("Cannot surrender!");
  3433. else if (getResource(player, Res::GOLD) < cost)
  3434. complain("Not enough gold to surrender!");
  3435. else
  3436. {
  3437. giveResource(player, Res::GOLD, -cost);
  3438. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3439. }
  3440. break;
  3441. }
  3442. case EActionType::WALK_AND_ATTACK: //walk or attack
  3443. {
  3444. auto wrapper = wrapAction(ba);
  3445. if(!stack)
  3446. {
  3447. complain("No attacker");
  3448. ok = false;
  3449. break;
  3450. }
  3451. if(target.size() < 2)
  3452. {
  3453. complain("Two destinations required for attack action.");
  3454. ok = false;
  3455. break;
  3456. }
  3457. BattleHex attackPos = target.at(0).hexValue;
  3458. BattleHex destinationTile = target.at(1).hexValue;
  3459. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3460. if(!destinationStack)
  3461. {
  3462. complain("Invalid target to attack");
  3463. ok = false;
  3464. break;
  3465. }
  3466. BattleHex startingPos = stack->getPosition();
  3467. int distance = moveStack(ba.stackNumber, attackPos);
  3468. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3469. if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
  3470. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3471. )
  3472. {
  3473. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3474. ok = false;
  3475. break;
  3476. }
  3477. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3478. {
  3479. destinationStack = nullptr;
  3480. }
  3481. if(!destinationStack)
  3482. {
  3483. complain("Unit can not attack itself");
  3484. ok = false;
  3485. break;
  3486. }
  3487. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3488. {
  3489. complain("Attack cannot be performed!");
  3490. ok = false;
  3491. break;
  3492. }
  3493. //attack
  3494. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3495. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  3496. const bool retaliation = destinationStack->ableToRetaliate();
  3497. for (int i = 0; i < totalAttacks; ++i)
  3498. {
  3499. //first strike
  3500. if(i == 0 && firstStrike && retaliation)
  3501. {
  3502. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3503. }
  3504. //move can cause death, eg. by walking into the moat, first strike can cause death as well
  3505. if(stack->alive() && destinationStack->alive())
  3506. {
  3507. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3508. }
  3509. //counterattack
  3510. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3511. if(stack->alive()
  3512. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3513. && (i == 0 && !firstStrike)
  3514. && retaliation && destinationStack->ableToRetaliate())
  3515. {
  3516. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3517. }
  3518. }
  3519. //return
  3520. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  3521. && target.size() == 3
  3522. && startingPos != stack->getPosition()
  3523. && startingPos == target.at(2).hexValue
  3524. && stack->alive())
  3525. {
  3526. moveStack(ba.stackNumber, startingPos);
  3527. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3528. }
  3529. break;
  3530. }
  3531. case EActionType::SHOOT:
  3532. {
  3533. if(target.size() < 1)
  3534. {
  3535. complain("Destination required for shot action.");
  3536. ok = false;
  3537. break;
  3538. }
  3539. auto destination = target.at(0).hexValue;
  3540. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  3541. if (!gs->curB->battleCanShoot(stack, destination))
  3542. {
  3543. complain("Cannot shoot!");
  3544. break;
  3545. }
  3546. if (!destinationStack)
  3547. {
  3548. complain("No target to shoot!");
  3549. break;
  3550. }
  3551. auto wrapper = wrapAction(ba);
  3552. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  3553. //ranged counterattack
  3554. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3555. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3556. && destinationStack->ableToRetaliate()
  3557. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  3558. && stack->alive()) //attacker may have died (fire shield)
  3559. {
  3560. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  3561. }
  3562. //TODO: move to CUnitState
  3563. //extra shot(s) for ballista, based on artillery skill
  3564. if(stack->creatureIndex() == CreatureID::BALLISTA)
  3565. {
  3566. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3567. if(attackingHero)
  3568. {
  3569. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3570. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3571. {
  3572. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3573. }
  3574. }
  3575. }
  3576. //allow more than one additional attack
  3577. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  3578. for(int i = 1; i < totalRangedAttacks; ++i)
  3579. {
  3580. if(
  3581. stack->alive()
  3582. && destinationStack->alive()
  3583. && stack->shots.canUse()
  3584. )
  3585. {
  3586. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3587. }
  3588. }
  3589. break;
  3590. }
  3591. case EActionType::CATAPULT:
  3592. {
  3593. //TODO: unify with spells::effects:Catapult
  3594. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3595. {
  3596. switch(part)
  3597. {
  3598. case EWallPart::GATE:
  3599. return sbi.gate;
  3600. case EWallPart::KEEP:
  3601. return sbi.keep;
  3602. case EWallPart::BOTTOM_TOWER:
  3603. case EWallPart::UPPER_TOWER:
  3604. return sbi.tower;
  3605. case EWallPart::BOTTOM_WALL:
  3606. case EWallPart::BELOW_GATE:
  3607. case EWallPart::OVER_GATE:
  3608. case EWallPart::UPPER_WALL:
  3609. return sbi.wall;
  3610. default:
  3611. return 0;
  3612. }
  3613. };
  3614. auto wrapper = wrapAction(ba);
  3615. if(target.size() < 1)
  3616. {
  3617. complain("Destination required for catapult action.");
  3618. ok = false;
  3619. break;
  3620. }
  3621. auto destination = target.at(0).hexValue;
  3622. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3623. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
  3624. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3625. stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  3626. else
  3627. {
  3628. if(stack->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS)) //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  3629. {
  3630. stackBallisticsParameters = VLC->heroh->ballistics.at(2);
  3631. stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
  3632. }
  3633. else
  3634. stackBallisticsParameters = VLC->heroh->ballistics.at(1);
  3635. stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
  3636. }
  3637. auto wallPart = gs->curB->battleHexToWallPart(destination);
  3638. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3639. {
  3640. complain("catapult tried to attack non-catapultable hex!");
  3641. break;
  3642. }
  3643. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3644. auto &currentHP = gs->curB->si.wallState;
  3645. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3646. {
  3647. complain("catapult tried to attack already destroyed wall part!");
  3648. break;
  3649. }
  3650. for (int g=0; g<stackBallisticsParameters.shots; ++g)
  3651. {
  3652. bool hitSuccessfull = false;
  3653. auto attackedPart = wallPart;
  3654. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  3655. {
  3656. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3657. currentHP.at(attackedPart) != EWallState::NONE &&
  3658. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
  3659. {
  3660. hitSuccessfull = true;
  3661. }
  3662. else // select new target
  3663. {
  3664. std::vector<EWallPart::EWallPart> allowedTargets;
  3665. for (size_t i=0; i< currentHP.size(); i++)
  3666. {
  3667. if(currentHP.at(i) != EWallState::DESTROYED &&
  3668. currentHP.at(i) != EWallState::NONE)
  3669. allowedTargets.push_back(EWallPart::EWallPart(i));
  3670. }
  3671. if (allowedTargets.empty())
  3672. break;
  3673. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3674. }
  3675. }
  3676. while (!hitSuccessfull);
  3677. if (!hitSuccessfull) // break triggered - no target to shoot at
  3678. break;
  3679. CatapultAttack ca; //package for clients
  3680. CatapultAttack::AttackInfo attack;
  3681. attack.attackedPart = attackedPart;
  3682. attack.destinationTile = destination;
  3683. attack.damageDealt = 0;
  3684. BattleUnitsChanged removeUnits;
  3685. int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3686. int dmgRand = getRandomGenerator().nextInt(99);
  3687. //accumulating dmgChance
  3688. dmgChance[1] += dmgChance[0];
  3689. dmgChance[2] += dmgChance[1];
  3690. //calculating dealt damage
  3691. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3692. {
  3693. if (dmgRand <= dmgChance[damage])
  3694. {
  3695. attack.damageDealt = damage;
  3696. break;
  3697. }
  3698. }
  3699. // attacked tile may have changed - update destination
  3700. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3701. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3702. //removing creatures in turrets / keep if one is destroyed
  3703. if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  3704. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3705. {
  3706. int posRemove = -1;
  3707. switch(attackedPart)
  3708. {
  3709. case EWallPart::KEEP:
  3710. posRemove = -2;
  3711. break;
  3712. case EWallPart::BOTTOM_TOWER:
  3713. posRemove = -3;
  3714. break;
  3715. case EWallPart::UPPER_TOWER:
  3716. posRemove = -4;
  3717. break;
  3718. }
  3719. for(auto & elem : gs->curB->stacks)
  3720. {
  3721. if(elem->initialPosition == posRemove)
  3722. {
  3723. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  3724. break;
  3725. }
  3726. }
  3727. }
  3728. ca.attacker = ba.stackNumber;
  3729. ca.attackedParts.push_back(attack);
  3730. sendAndApply(&ca);
  3731. if(!removeUnits.changedStacks.empty())
  3732. sendAndApply(&removeUnits);
  3733. }
  3734. //finish by scope guard
  3735. break;
  3736. }
  3737. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3738. {
  3739. auto wrapper = wrapAction(ba);
  3740. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3741. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  3742. if(target.size() < 1)
  3743. {
  3744. complain("Destination required for heal action.");
  3745. ok = false;
  3746. break;
  3747. }
  3748. const battle::Unit * destStack = nullptr;
  3749. if(target.at(0).unitValue)
  3750. destStack = target.at(0).unitValue;
  3751. else
  3752. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  3753. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3754. {
  3755. complain("There is either no healer, no destination, or healer cannot heal :P");
  3756. }
  3757. else
  3758. {
  3759. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3760. //TODO: allow resurrection for mods
  3761. auto state = destStack->acquireState();
  3762. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  3763. if(toHeal == 0)
  3764. {
  3765. logGlobal->warn("Nothing to heal");
  3766. }
  3767. else
  3768. {
  3769. BattleUnitsChanged pack;
  3770. MetaString text;
  3771. text.addTxt(MetaString::GENERAL_TXT, 414);
  3772. healer->addNameReplacement(text, false);
  3773. destStack->addNameReplacement(text, false);
  3774. text.addReplacement(toHeal);
  3775. pack.battleLog.push_back(text);
  3776. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  3777. info.healthDelta = toHeal;
  3778. state->save(info.data);
  3779. pack.changedStacks.push_back(info);
  3780. sendAndApply(&pack);
  3781. }
  3782. }
  3783. break;
  3784. }
  3785. case EActionType::DAEMON_SUMMONING:
  3786. //TODO: From Strategija:
  3787. //Summon Demon is a level 2 spell.
  3788. {
  3789. if(target.size() < 1)
  3790. {
  3791. complain("Destination required for summon action.");
  3792. ok = false;
  3793. break;
  3794. }
  3795. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
  3796. const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
  3797. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3798. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
  3799. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3800. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3801. ui32 canRiseAmount = canRiseHp / summonedType.toCreature()->MaxHealth();
  3802. battle::UnitInfo info;
  3803. info.id = gs->curB->battleNextUnitId();
  3804. info.count = std::min(canRiseAmount, destStack->baseAmount);
  3805. info.type = summonedType;
  3806. info.side = summoner->side;
  3807. info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
  3808. info.summoned = false;
  3809. BattleUnitsChanged addUnits;
  3810. addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  3811. info.save(addUnits.changedStacks.back().data);
  3812. if(info.count > 0) //there's rare possibility single creature cannot rise desired type
  3813. {
  3814. auto wrapper = wrapAction(ba);
  3815. BattleUnitsChanged removeUnits;
  3816. removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
  3817. sendAndApply(&removeUnits);
  3818. sendAndApply(&addUnits);
  3819. BattleSetStackProperty ssp;
  3820. ssp.stackID = ba.stackNumber;
  3821. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3822. ssp.val = -1;
  3823. ssp.absolute = false;
  3824. sendAndApply(&ssp);
  3825. }
  3826. break;
  3827. }
  3828. case EActionType::MONSTER_SPELL:
  3829. {
  3830. auto wrapper = wrapAction(ba);
  3831. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3832. SpellID spellID = SpellID(ba.actionSubtype);
  3833. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3834. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3835. //TODO special bonus for genies ability
  3836. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3837. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3838. if (spellID < 0)
  3839. complain("That stack can't cast spells!");
  3840. else
  3841. {
  3842. const CSpell * spell = SpellID(spellID).toSpell();
  3843. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  3844. int32_t spellLvl = 0;
  3845. if(spellcaster)
  3846. vstd::amax(spellLvl, spellcaster->val);
  3847. if(randSpellcaster)
  3848. vstd::amax(spellLvl, randSpellcaster->val);
  3849. parameters.setSpellLevel(spellLvl);
  3850. parameters.target = target;
  3851. parameters.cast(spellEnv);
  3852. }
  3853. break;
  3854. }
  3855. }
  3856. if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  3857. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  3858. handleDamageFromObstacle(stack);
  3859. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3860. battleMadeAction.setn(true);
  3861. return ok;
  3862. }
  3863. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3864. {
  3865. bool cheated = true;
  3866. PlayerMessageClient temp_message(player, message);
  3867. sendAndApply(&temp_message);
  3868. std::vector<std::string> cheat;
  3869. boost::split(cheat, message, boost::is_any_of(" "));
  3870. int obj = 0;
  3871. if (cheat.size() == 2)
  3872. {
  3873. obj = std::atoi(cheat[1].c_str());
  3874. if (obj)
  3875. currObj = ObjectInstanceID(obj);
  3876. }
  3877. const CGHeroInstance * hero = getHero(currObj);
  3878. const CGTownInstance * town = getTown(currObj);
  3879. if (!town && hero)
  3880. town = hero->visitedTown;
  3881. if (cheat.size() == 1 || obj)
  3882. handleCheatCode(cheat[0], player, hero, town, cheated);
  3883. else
  3884. {
  3885. for (const auto & i : gs->players)
  3886. {
  3887. if (i.first == PlayerColor::NEUTRAL)
  3888. continue;
  3889. if (cheat[1] == "ai")
  3890. {
  3891. if (i.second.human)
  3892. continue;
  3893. }
  3894. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3895. continue;
  3896. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3897. {
  3898. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3899. }
  3900. else if (cheat[0] == "vcmiarmenelos")
  3901. {
  3902. for (const auto & t : i.second.towns)
  3903. {
  3904. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3905. }
  3906. }
  3907. else
  3908. {
  3909. for (const auto & h : i.second.heroes)
  3910. {
  3911. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3912. }
  3913. }
  3914. }
  3915. }
  3916. if (cheated)
  3917. {
  3918. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3919. sendAndApply(&temp_message);
  3920. if(!player.isSpectator())
  3921. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3922. }
  3923. }
  3924. bool CGameHandler::makeCustomAction(BattleAction & ba)
  3925. {
  3926. switch(ba.actionType)
  3927. {
  3928. case EActionType::HERO_SPELL:
  3929. {
  3930. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3931. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3932. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3933. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  3934. if (!s)
  3935. {
  3936. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  3937. return false;
  3938. }
  3939. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  3940. parameters.target = ba.getTarget(gs->curB);
  3941. spells::detail::ProblemImpl problem;
  3942. if(!s->canBeCast(problem, gs->curB, spells::Mode::HERO, h))//todo: should we check aimed cast?
  3943. {
  3944. logGlobal->warn("Spell cannot be cast!");
  3945. std::vector<std::string> texts;
  3946. problem.getAll(texts);
  3947. for(auto s : texts)
  3948. logGlobal->warn(s);
  3949. return false;
  3950. }
  3951. StartAction start_action(ba);
  3952. sendAndApply(&start_action); //start spell casting
  3953. parameters.cast(spellEnv);
  3954. sendAndApply(&end_action);
  3955. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3956. {
  3957. battleMadeAction.setn(true);
  3958. }
  3959. checkBattleStateChanges();
  3960. if (battleResult.get())
  3961. {
  3962. battleMadeAction.setn(true);
  3963. //battle will be ended by startBattle function
  3964. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3965. }
  3966. return true;
  3967. }
  3968. }
  3969. return false;
  3970. }
  3971. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  3972. {
  3973. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3974. for(auto b : bl)
  3975. {
  3976. const CSpell * sp = SpellID(b->subtype).toSpell();
  3977. if(!sp)
  3978. continue;
  3979. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3980. const int32_t level = ((val > 3) ? (val - 3) : val);
  3981. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  3982. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  3983. battleCast.setEffectDuration(50);
  3984. battleCast.setSpellLevel(level);
  3985. if(val > 3)
  3986. {
  3987. for(auto s : gs->curB->battleGetAllStacks())
  3988. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3989. battleCast.aimToUnit(s);
  3990. }
  3991. else
  3992. {
  3993. battleCast.aimToUnit(st);
  3994. }
  3995. battleCast.applyEffects(spellEnv, false, true);
  3996. }
  3997. }
  3998. void CGameHandler::stackTurnTrigger(const CStack *st)
  3999. {
  4000. BattleTriggerEffect bte;
  4001. bte.stackID = st->ID;
  4002. bte.effect = -1;
  4003. bte.val = 0;
  4004. bte.additionalInfo = 0;
  4005. if (st->alive())
  4006. {
  4007. //unbind
  4008. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  4009. {
  4010. bool unbind = true;
  4011. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  4012. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4013. for (auto b : bl)
  4014. {
  4015. if(b->additionalInfo != CAddInfo::NONE)
  4016. {
  4017. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4018. if(stack)
  4019. {
  4020. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4021. unbind = false;
  4022. }
  4023. }
  4024. else
  4025. {
  4026. unbind = false;
  4027. }
  4028. }
  4029. if (unbind)
  4030. {
  4031. BattleSetStackProperty ssp;
  4032. ssp.which = BattleSetStackProperty::UNBIND;
  4033. ssp.stackID = st->ID;
  4034. sendAndApply(&ssp);
  4035. }
  4036. }
  4037. //regeneration
  4038. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  4039. {
  4040. bte.effect = Bonus::HP_REGENERATION;
  4041. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  4042. }
  4043. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4044. {
  4045. bte.effect = Bonus::HP_REGENERATION;
  4046. bte.val = st->MaxHealth() - st->getFirstHPleft();
  4047. }
  4048. if (bte.val) //anything to heal
  4049. sendAndApply(&bte);
  4050. if (st->hasBonusOfType(Bonus::POISON))
  4051. {
  4052. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  4053. if (b) //TODO: what if not?...
  4054. {
  4055. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4056. if (bte.val < b->val) //(negative) poison effect increases - update it
  4057. {
  4058. bte.effect = Bonus::POISON;
  4059. sendAndApply(&bte);
  4060. }
  4061. }
  4062. }
  4063. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4064. {
  4065. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4066. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4067. if(opponentHero)
  4068. {
  4069. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4070. vstd::amin(manaDrained, opponentHero->mana);
  4071. if(manaDrained)
  4072. {
  4073. bte.effect = Bonus::MANA_DRAIN;
  4074. bte.val = manaDrained;
  4075. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4076. sendAndApply(&bte);
  4077. }
  4078. }
  4079. }
  4080. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4081. {
  4082. bool fearsomeCreature = false;
  4083. for (CStack * stack : gs->curB->stacks)
  4084. {
  4085. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4086. {
  4087. fearsomeCreature = true;
  4088. break;
  4089. }
  4090. }
  4091. if (fearsomeCreature)
  4092. {
  4093. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4094. {
  4095. bte.effect = Bonus::FEAR;
  4096. sendAndApply(&bte);
  4097. }
  4098. }
  4099. }
  4100. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4101. int side = gs->curB->whatSide(st->owner);
  4102. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4103. {
  4104. bool cast = false;
  4105. while(!bl.empty() && !cast)
  4106. {
  4107. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4108. auto spellID = SpellID(bonus->subtype);
  4109. const CSpell * spell = SpellID(spellID).toSpell();
  4110. bl.remove_if([&bonus](const Bonus * b)
  4111. {
  4112. return b == bonus.get();
  4113. });
  4114. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4115. parameters.setSpellLevel(bonus->val);
  4116. parameters.massive = true;
  4117. parameters.smart = true;
  4118. //todo: recheck effect level
  4119. if(parameters.castIfPossible(spellEnv))
  4120. {
  4121. cast = true;
  4122. int cooldown = bonus->additionalInfo[0];
  4123. BattleSetStackProperty ssp;
  4124. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4125. ssp.absolute = false;
  4126. ssp.val = cooldown;
  4127. ssp.stackID = st->unitId();
  4128. sendAndApply(&ssp);
  4129. }
  4130. }
  4131. }
  4132. }
  4133. }
  4134. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4135. {
  4136. if(!curStack->alive())
  4137. return false;
  4138. bool containDamageFromMoat = false;
  4139. bool movementStoped = false;
  4140. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4141. {
  4142. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4143. {
  4144. //helper info
  4145. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4146. const ui8 side = curStack->side;
  4147. if(!spellObstacle)
  4148. COMPLAIN_RET("Invalid obstacle instance");
  4149. if(spellObstacle->trigger)
  4150. {
  4151. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4152. //hidden obstacle triggers effects until revealed
  4153. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4154. {
  4155. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4156. spells::ObstacleCasterProxy caster(this, gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4157. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4158. if(!sp)
  4159. COMPLAIN_RET("Invalid obstacle instance");
  4160. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4161. battleCast.aimToUnit(curStack);
  4162. battleCast.applyEffects(spellEnv, true);
  4163. if(oneTimeObstacle)
  4164. removeObstacle(*obstacle);
  4165. }
  4166. }
  4167. }
  4168. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4169. {
  4170. auto town = gs->curB->town;
  4171. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4172. if(!containDamageFromMoat)
  4173. {
  4174. containDamageFromMoat = true;
  4175. BattleStackAttacked bsa;
  4176. bsa.damageAmount = damage;
  4177. bsa.stackAttacked = curStack->ID;
  4178. bsa.attackerID = -1;
  4179. curStack->prepareAttacked(bsa, getRandomGenerator());
  4180. StacksInjured si;
  4181. si.stacks.push_back(bsa);
  4182. sendAndApply(&si);
  4183. }
  4184. }
  4185. if(!curStack->alive())
  4186. return false;
  4187. if((obstacle->stopsMovement() && stackIsMoving))
  4188. movementStoped = true;
  4189. }
  4190. if(stackIsMoving)
  4191. return curStack->alive() && !movementStoped;
  4192. else
  4193. return curStack->alive();
  4194. }
  4195. void CGameHandler::handleTimeEvents()
  4196. {
  4197. gs->map->events.sort(evntCmp);
  4198. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4199. {
  4200. CMapEvent ev = gs->map->events.front();
  4201. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4202. {
  4203. auto color = PlayerColor(player);
  4204. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4205. if (pinfo //player exists
  4206. && (ev.players & 1<<player) //event is enabled to this player
  4207. && ((ev.computerAffected && !pinfo->human)
  4208. || (ev.humanAffected && pinfo->human)
  4209. )
  4210. )
  4211. {
  4212. //give resources
  4213. giveResources(color, ev.resources);
  4214. //prepare dialog
  4215. InfoWindow iw;
  4216. iw.player = color;
  4217. iw.text << ev.message;
  4218. for (int i=0; i<ev.resources.size(); i++)
  4219. {
  4220. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4221. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4222. }
  4223. sendAndApply(&iw); //show dialog
  4224. }
  4225. } //PLAYERS LOOP
  4226. if (ev.nextOccurence)
  4227. {
  4228. gs->map->events.pop_front();
  4229. ev.firstOccurence += ev.nextOccurence;
  4230. auto it = gs->map->events.begin();
  4231. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4232. it++;
  4233. gs->map->events.insert(it, ev);
  4234. }
  4235. else
  4236. {
  4237. gs->map->events.pop_front();
  4238. }
  4239. }
  4240. //TODO send only if changed
  4241. UpdateMapEvents ume;
  4242. ume.events = gs->map->events;
  4243. sendAndApply(&ume);
  4244. }
  4245. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4246. {
  4247. town->events.sort(evntCmp);
  4248. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4249. {
  4250. PlayerColor player = town->tempOwner;
  4251. CCastleEvent ev = town->events.front();
  4252. const PlayerState * pinfo = getPlayer(player, false);
  4253. if (pinfo //player exists
  4254. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4255. && ((ev.computerAffected && !pinfo->human)
  4256. || (ev.humanAffected && pinfo->human)))
  4257. {
  4258. // dialog
  4259. InfoWindow iw;
  4260. iw.player = player;
  4261. iw.text << ev.message;
  4262. if (ev.resources.nonZero())
  4263. {
  4264. TResources was = n.res[player];
  4265. n.res[player] += ev.resources;
  4266. n.res[player].amax(0);
  4267. for (int i=0; i<ev.resources.size(); i++)
  4268. 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
  4269. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4270. }
  4271. for (auto & i : ev.buildings)
  4272. {
  4273. if (!town->hasBuilt(i))
  4274. {
  4275. buildStructure(town->id, i, true);
  4276. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4277. }
  4278. }
  4279. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4280. {
  4281. n.cres[town->id].tid = town->id;
  4282. n.cres[town->id].creatures = town->creatures;
  4283. }
  4284. auto & sac = n.cres[town->id];
  4285. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4286. {
  4287. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4288. {
  4289. sac.creatures[i].first += ev.creatures.at(i);
  4290. iw.components.push_back(Component(Component::CREATURE,
  4291. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4292. }
  4293. }
  4294. sendAndApply(&iw); //show dialog
  4295. }
  4296. if (ev.nextOccurence)
  4297. {
  4298. town->events.pop_front();
  4299. ev.firstOccurence += ev.nextOccurence;
  4300. auto it = town->events.begin();
  4301. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4302. it++;
  4303. town->events.insert(it, ev);
  4304. }
  4305. else
  4306. {
  4307. town->events.pop_front();
  4308. }
  4309. }
  4310. //TODO send only if changed
  4311. UpdateCastleEvents uce;
  4312. uce.town = town->id;
  4313. uce.events = town->events;
  4314. sendAndApply(&uce);
  4315. }
  4316. bool CGameHandler::complain(const std::string &problem)
  4317. {
  4318. sendMessageToAll("Server encountered a problem: " + problem);
  4319. logGlobal->error(problem);
  4320. return true;
  4321. }
  4322. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4323. {
  4324. //PlayerColor player = getOwner(hid);
  4325. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4326. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4327. assert(lowerArmy);
  4328. assert(upperArmy);
  4329. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4330. queries.addQuery(garrisonQuery);
  4331. GarrisonDialog gd;
  4332. gd.hid = hid;
  4333. gd.objid = upobj;
  4334. gd.removableUnits = removableUnits;
  4335. gd.queryID = garrisonQuery->queryID;
  4336. sendAndApply(&gd);
  4337. }
  4338. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4339. {
  4340. OpenWindow ow;
  4341. ow.window = OpenWindow::THIEVES_GUILD;
  4342. ow.id1 = player.getNum();
  4343. ow.id2 = requestingObjId.getNum();
  4344. sendAndApply(&ow);
  4345. }
  4346. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4347. {
  4348. if (id1 == id2)
  4349. return true;
  4350. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4351. if (!o1 || !o2)
  4352. return true; //arranging stacks within an object should be always allowed
  4353. if (o1 && o2)
  4354. {
  4355. if (o1->ID == Obj::TOWN)
  4356. {
  4357. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4358. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4359. return true;
  4360. }
  4361. if (o2->ID == Obj::TOWN)
  4362. {
  4363. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4364. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4365. return true;
  4366. }
  4367. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4368. {
  4369. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4370. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4371. // two heroes in same town (garrisoned and visiting)
  4372. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4373. return true;
  4374. }
  4375. //Ongoing garrison exchange
  4376. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4377. {
  4378. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4379. return true;
  4380. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4381. return true;
  4382. }
  4383. }
  4384. return false;
  4385. }
  4386. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4387. {
  4388. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4389. auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
  4390. queries.addQuery(visitQuery); //TODO real visit pos
  4391. HeroVisit hv;
  4392. hv.objId = obj->id;
  4393. hv.heroId = h->id;
  4394. hv.player = h->tempOwner;
  4395. hv.starting = true;
  4396. sendAndApply(&hv);
  4397. obj->onHeroVisit(h);
  4398. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4399. }
  4400. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4401. {
  4402. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4403. HeroVisit hv;
  4404. hv.player = query.players.front();
  4405. hv.heroId = query.visitingHero->id;
  4406. hv.starting = false;
  4407. sendAndApply(&hv);
  4408. }
  4409. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4410. {
  4411. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4412. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4413. {
  4414. complain("Cannot build boat in this shipyard!");
  4415. return false;
  4416. }
  4417. else if (obj->o->ID == Obj::TOWN
  4418. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4419. {
  4420. complain("Cannot build boat in the town - no shipyard!");
  4421. return false;
  4422. }
  4423. const PlayerColor playerID = obj->o->tempOwner;
  4424. TResources boatCost;
  4425. obj->getBoatCost(boatCost);
  4426. TResources aviable = getPlayer(playerID)->resources;
  4427. if (!aviable.canAfford(boatCost))
  4428. {
  4429. complain("Not enough resources to build a boat!");
  4430. return false;
  4431. }
  4432. int3 tile = obj->bestLocation();
  4433. if (!gs->map->isInTheMap(tile))
  4434. {
  4435. complain("Cannot find appropriate tile for a boat!");
  4436. return false;
  4437. }
  4438. //take boat cost
  4439. giveResources(playerID, -boatCost);
  4440. //create boat
  4441. NewObject no;
  4442. no.ID = Obj::BOAT;
  4443. no.subID = obj->getBoatType();
  4444. no.pos = tile + int3(1,0,0);
  4445. sendAndApply(&no);
  4446. return true;
  4447. }
  4448. void CGameHandler::engageIntoBattle(PlayerColor player)
  4449. {
  4450. //notify interfaces
  4451. PlayerBlocked pb;
  4452. pb.player = player;
  4453. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4454. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4455. sendAndApply(&pb);
  4456. }
  4457. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4458. {
  4459. for (auto playerColor : playerColors)
  4460. {
  4461. if (getPlayer(playerColor, false))
  4462. checkVictoryLossConditionsForPlayer(playerColor);
  4463. }
  4464. }
  4465. void CGameHandler::checkVictoryLossConditionsForAll()
  4466. {
  4467. std::set<PlayerColor> playerColors;
  4468. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4469. {
  4470. playerColors.insert(PlayerColor(i));
  4471. }
  4472. checkVictoryLossConditions(playerColors);
  4473. }
  4474. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4475. {
  4476. const PlayerState * p = getPlayer(player);
  4477. if (p->status != EPlayerStatus::INGAME) return;
  4478. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4479. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4480. {
  4481. InfoWindow iw;
  4482. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4483. sendAndApply(&iw);
  4484. PlayerEndsGame peg;
  4485. peg.player = player;
  4486. peg.victoryLossCheckResult = victoryLossCheckResult;
  4487. sendAndApply(&peg);
  4488. if (victoryLossCheckResult.victory())
  4489. {
  4490. //one player won -> all enemies lost
  4491. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4492. {
  4493. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4494. {
  4495. peg.player = i->first;
  4496. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4497. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4498. InfoWindow iw;
  4499. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4500. iw.player = i->first;
  4501. sendAndApply(&iw);
  4502. sendAndApply(&peg);
  4503. }
  4504. }
  4505. if(p->human)
  4506. {
  4507. lobby->state = EServerState::GAMEPLAY_ENDED;
  4508. }
  4509. }
  4510. else
  4511. {
  4512. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4513. auto hlp = p->heroes;
  4514. for (auto h : hlp) //eliminate heroes
  4515. {
  4516. if (h.get())
  4517. removeObject(h);
  4518. }
  4519. //player lost -> all his objects become unflagged (neutral)
  4520. for (auto obj : gs->map->objects) //unflag objs
  4521. {
  4522. if (obj.get() && obj->tempOwner == player)
  4523. setOwner(obj, PlayerColor::NEUTRAL);
  4524. }
  4525. //eliminating one player may cause victory of another:
  4526. std::set<PlayerColor> playerColors;
  4527. //do not copy player state (CBonusSystemNode) by value
  4528. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4529. {
  4530. if (p.first != player)
  4531. playerColors.insert(p.first);
  4532. }
  4533. //notify all players
  4534. for (auto pc : playerColors)
  4535. {
  4536. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4537. {
  4538. InfoWindow iw;
  4539. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4540. iw.player = pc;
  4541. sendAndApply(&iw);
  4542. }
  4543. }
  4544. checkVictoryLossConditions(playerColors);
  4545. }
  4546. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4547. // If we are called before the actual game start, there might be no current player
  4548. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4549. {
  4550. // If player making turn has lost his turn must be over as well
  4551. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4552. }
  4553. }
  4554. }
  4555. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4556. {
  4557. out.player = player;
  4558. out.text.clear();
  4559. out.text << victoryLossCheckResult.messageToSelf;
  4560. // hackish, insert one player-specific string, if applicable
  4561. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4562. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4563. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4564. }
  4565. bool CGameHandler::dig(const CGHeroInstance *h)
  4566. {
  4567. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4568. {
  4569. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4570. {
  4571. complain("Cannot dig - there is already a hole under the hero!");
  4572. return false;
  4573. }
  4574. }
  4575. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4576. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4577. //create a hole
  4578. NewObject no;
  4579. no.ID = Obj::HOLE;
  4580. no.pos = h->getPosition();
  4581. no.subID = 0;
  4582. sendAndApply(&no);
  4583. //take MPs
  4584. SetMovePoints smp;
  4585. smp.hid = h->id;
  4586. smp.val = 0;
  4587. sendAndApply(&smp);
  4588. InfoWindow iw;
  4589. iw.player = h->tempOwner;
  4590. if (gs->map->grailPos == h->getPosition())
  4591. {
  4592. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4593. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4594. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4595. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4596. sendAndApply(&iw);
  4597. iw.soundID = soundBase::invalid;
  4598. iw.text.clear();
  4599. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4600. sendAndApply(&iw);
  4601. }
  4602. else
  4603. {
  4604. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4605. iw.soundID = soundBase::Dig;
  4606. sendAndApply(&iw);
  4607. }
  4608. return true;
  4609. }
  4610. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  4611. {
  4612. if(attacker->hasBonusOfType(attackMode))
  4613. {
  4614. std::set<SpellID> spellsToCast;
  4615. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4616. for(const std::shared_ptr<Bonus> sf : *spells)
  4617. {
  4618. spellsToCast.insert(SpellID(sf->subtype));
  4619. }
  4620. for(SpellID spellID : spellsToCast)
  4621. {
  4622. bool castMe = false;
  4623. if(!defender->alive())
  4624. {
  4625. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4626. return;
  4627. }
  4628. int32_t spellLevel = 0;
  4629. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4630. for(const std::shared_ptr<Bonus> sf : *spellsByType)
  4631. {
  4632. int meleeRanged;
  4633. if(sf->additionalInfo.size() < 2)
  4634. {
  4635. // legacy format
  4636. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  4637. meleeRanged = sf->additionalInfo[0] / 1000;
  4638. }
  4639. else
  4640. {
  4641. vstd::amax(spellLevel, sf->additionalInfo[0]);
  4642. meleeRanged = sf->additionalInfo[1];
  4643. }
  4644. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4645. castMe = true;
  4646. }
  4647. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4648. vstd::amin(chance, 100);
  4649. const CSpell * spell = SpellID(spellID).toSpell();
  4650. spells::AbilityCaster caster(attacker, spellLevel);
  4651. if(!spell->canBeCastAt(gs->curB, spells::Mode::PASSIVE, &caster, defender->getPosition()))
  4652. continue;
  4653. //check if spell should be cast (probability handling)
  4654. if(getRandomGenerator().nextInt(99) >= chance)
  4655. continue;
  4656. //casting
  4657. if(castMe)
  4658. {
  4659. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4660. parameters.aimToUnit(defender);
  4661. parameters.cast(spellEnv);
  4662. }
  4663. }
  4664. }
  4665. }
  4666. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4667. {
  4668. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4669. }
  4670. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4671. {
  4672. if(!attacker->alive() || !defender->alive()) // can be already dead
  4673. return;
  4674. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  4675. if(!defender->alive())
  4676. {
  4677. //don't try death stare or acid breath on dead stack (crash!)
  4678. return;
  4679. }
  4680. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  4681. {
  4682. // mechanics of Death Stare as in H3:
  4683. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4684. //original formula x = min(x, (gorgons_count + 9)/10);
  4685. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4686. vstd::amin(chanceToKill, 1); //cap at 100%
  4687. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4688. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4689. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4690. int maxToKill = (attacker->getCount() + cap - 1) / cap; //not much more than chance * count
  4691. vstd::amin(staredCreatures, maxToKill);
  4692. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  4693. if(staredCreatures)
  4694. {
  4695. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4696. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4697. spells::AbilityCaster caster(attacker, 0);
  4698. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4699. parameters.aimToUnit(defender);
  4700. parameters.setEffectValue(staredCreatures);
  4701. parameters.cast(spellEnv);
  4702. }
  4703. }
  4704. if(!defender->alive())
  4705. return;
  4706. int64_t acidDamage = 0;
  4707. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4708. for(const std::shared_ptr<Bonus> b : *acidBreath)
  4709. {
  4710. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  4711. acidDamage += b->val;
  4712. }
  4713. if(acidDamage > 0)
  4714. {
  4715. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4716. spells::AbilityCaster caster(attacker, 0);
  4717. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4718. parameters.aimToUnit(defender);
  4719. parameters.setEffectValue(acidDamage * attacker->getCount());
  4720. parameters.cast(spellEnv);
  4721. }
  4722. if(!defender->alive())
  4723. return;
  4724. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4725. {
  4726. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4727. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4728. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4729. return;
  4730. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo[0];
  4731. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4732. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4733. return;
  4734. battle::UnitInfo resurrectInfo;
  4735. resurrectInfo.id = gs->curB->battleNextUnitId();
  4736. resurrectInfo.summoned = false;
  4737. resurrectInfo.position = defender->getPosition();
  4738. resurrectInfo.side = defender->unitSide();
  4739. if(bonusAdditionalInfo != CAddInfo::NONE)
  4740. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  4741. else
  4742. resurrectInfo.type = attacker->creatureId();
  4743. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4744. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  4745. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4746. resurrectInfo.count = defender->getCount();
  4747. else
  4748. return; //wrong subtype
  4749. BattleUnitsChanged addUnits;
  4750. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  4751. resurrectInfo.save(addUnits.changedStacks.back().data);
  4752. BattleUnitsChanged removeUnits;
  4753. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  4754. sendAndApply(&removeUnits);
  4755. sendAndApply(&addUnits);
  4756. }
  4757. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  4758. {
  4759. double chanceToTrigger = 0;
  4760. int amountToDie = 0;
  4761. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  4762. {
  4763. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  4764. int percentageToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(0)))->additionalInfo[0];
  4765. amountToDie = defender->getCount() * percentageToDie * 0.01f;
  4766. }
  4767. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  4768. {
  4769. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  4770. amountToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(1)))->additionalInfo[0];
  4771. }
  4772. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4773. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4774. return;
  4775. BattleStackAttacked bsa;
  4776. bsa.attackerID = -1;
  4777. bsa.stackAttacked = defender->ID;
  4778. bsa.damageAmount = amountToDie * defender->MaxHealth();
  4779. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4780. bsa.spellID = SpellID::SLAYER;
  4781. defender->prepareAttacked(bsa, getRandomGenerator());
  4782. StacksInjured si;
  4783. si.stacks.push_back(bsa);
  4784. sendAndApply(&si);
  4785. }
  4786. }
  4787. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4788. {
  4789. if (!t.visitableObjects.empty())
  4790. {
  4791. //to prevent self-visiting heroes on space press
  4792. if (t.visitableObjects.back() != h)
  4793. objectVisited(t.visitableObjects.back(), h);
  4794. else if (t.visitableObjects.size() > 1)
  4795. objectVisited(*(t.visitableObjects.end()-2),h);
  4796. }
  4797. }
  4798. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  4799. {
  4800. if (!hero)
  4801. COMPLAIN_RET("You need hero to sacrifice creature!");
  4802. int expSum = 0;
  4803. auto finish = [this, &hero, &expSum]()
  4804. {
  4805. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4806. };
  4807. for(int i = 0; i < slot.size(); ++i)
  4808. {
  4809. int oldCount = hero->getStackCount(slot[i]);
  4810. if(oldCount < count[i])
  4811. {
  4812. finish();
  4813. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4814. }
  4815. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  4816. {
  4817. finish();
  4818. COMPLAIN_RET("Cannot sacrifice last creature!");
  4819. }
  4820. int crid = hero->getStack(slot[i]).type->idNumber;
  4821. changeStackCount(StackLocation(hero, slot[i]), -count[i]);
  4822. int dump, exp;
  4823. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4824. exp *= count[i];
  4825. expSum += exp;
  4826. }
  4827. finish();
  4828. return true;
  4829. }
  4830. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  4831. {
  4832. if (!hero)
  4833. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4834. int expSum = 0;
  4835. auto finish = [this, &hero, &expSum]()
  4836. {
  4837. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4838. };
  4839. for(int i = 0; i < slot.size(); ++i)
  4840. {
  4841. ArtifactLocation al(hero, slot[i]);
  4842. const CArtifactInstance * a = al.getArt();
  4843. if(!a)
  4844. {
  4845. finish();
  4846. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4847. }
  4848. const CArtifactInstance * art = hero->getArt(slot[i]);
  4849. if(!art)
  4850. {
  4851. finish();
  4852. COMPLAIN_RET("No artifact at position to sacrifice!");
  4853. }
  4854. si32 typId = art->artType->id;
  4855. int dmp, expToGive;
  4856. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4857. expSum += expToGive;
  4858. removeArtifact(al);
  4859. }
  4860. finish();
  4861. return true;
  4862. }
  4863. void CGameHandler::makeStackDoNothing(const CStack * next)
  4864. {
  4865. BattleAction doNothing;
  4866. doNothing.actionType = EActionType::NO_ACTION;
  4867. doNothing.side = next->side;
  4868. doNothing.stackNumber = next->ID;
  4869. makeAutomaticAction(next, doNothing);
  4870. }
  4871. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4872. {
  4873. if (sl.army->hasStackAtSlot(sl.slot))
  4874. COMPLAIN_RET("Slot is already taken!");
  4875. if (!sl.slot.validSlot())
  4876. COMPLAIN_RET("Cannot insert stack to that slot!");
  4877. InsertNewStack ins;
  4878. ins.army = sl.army->id;
  4879. ins.slot = sl.slot;
  4880. ins.type = c->idNumber;
  4881. ins.count = count;
  4882. sendAndApply(&ins);
  4883. return true;
  4884. }
  4885. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  4886. {
  4887. if (!sl.army->hasStackAtSlot(sl.slot))
  4888. COMPLAIN_RET("Cannot find a stack to erase");
  4889. if (sl.army->stacksCount() == 1 //from the last stack
  4890. && sl.army->needsLastStack() //that must be left
  4891. && !forceRemoval) //ignore above conditions if we are forcing removal
  4892. {
  4893. COMPLAIN_RET("Cannot erase the last stack!");
  4894. }
  4895. EraseStack es;
  4896. es.army = sl.army->id;
  4897. es.slot = sl.slot;
  4898. sendAndApply(&es);
  4899. return true;
  4900. }
  4901. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  4902. {
  4903. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4904. if ((absoluteValue && count < 0)
  4905. || (!absoluteValue && -count > currentCount))
  4906. {
  4907. COMPLAIN_RET("Cannot take more stacks than present!");
  4908. }
  4909. if ((currentCount == -count && !absoluteValue)
  4910. || (!count && absoluteValue))
  4911. {
  4912. eraseStack(sl);
  4913. }
  4914. else
  4915. {
  4916. ChangeStackCount csc;
  4917. csc.army = sl.army->id;
  4918. csc.slot = sl.slot;
  4919. csc.count = count;
  4920. csc.absoluteValue = absoluteValue;
  4921. sendAndApply(&csc);
  4922. }
  4923. return true;
  4924. }
  4925. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4926. {
  4927. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4928. if (!slotC) //slot is empty
  4929. insertNewStack(sl, c, count);
  4930. else if (c == slotC)
  4931. changeStackCount(sl, count);
  4932. else
  4933. {
  4934. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4935. }
  4936. return true;
  4937. }
  4938. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4939. {
  4940. if (removeObjWhenFinished)
  4941. removeAfterVisit(src);
  4942. if (!src->canBeMergedWith(*dst, allowMerging))
  4943. {
  4944. if (allowMerging) //do that, add all matching creatures.
  4945. {
  4946. bool cont = true;
  4947. while (cont)
  4948. {
  4949. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4950. {
  4951. SlotID pos = dst->getSlotFor(i->second->type);
  4952. if (pos.validSlot())
  4953. {
  4954. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4955. cont = true;
  4956. break; //or iterator crashes
  4957. }
  4958. cont = false;
  4959. }
  4960. }
  4961. }
  4962. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4963. }
  4964. else //merge
  4965. {
  4966. moveArmy(src, dst, allowMerging);
  4967. }
  4968. }
  4969. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4970. {
  4971. if (!src.army->hasStackAtSlot(src.slot))
  4972. COMPLAIN_RET("No stack to move!");
  4973. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4974. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4975. if (!dst.slot.validSlot())
  4976. COMPLAIN_RET("Cannot move stack to that slot!");
  4977. if (count == -1)
  4978. {
  4979. count = src.army->getStackCount(src.slot);
  4980. }
  4981. if (src.army != dst.army //moving away
  4982. && count == src.army->getStackCount(src.slot) //all creatures
  4983. && src.army->stacksCount() == 1 //from the last stack
  4984. && src.army->needsLastStack()) //that must be left
  4985. {
  4986. COMPLAIN_RET("Cannot move away the last creature!");
  4987. }
  4988. RebalanceStacks rs;
  4989. rs.srcArmy = src.army->id;
  4990. rs.dstArmy = dst.army->id;
  4991. rs.srcSlot = src.slot;
  4992. rs.dstSlot = dst.slot;
  4993. rs.count = count;
  4994. sendAndApply(&rs);
  4995. return true;
  4996. }
  4997. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  4998. {
  4999. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5000. {
  5001. return moveStack(sl2, sl1);
  5002. }
  5003. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5004. {
  5005. return moveStack(sl1, sl2);
  5006. }
  5007. else
  5008. {
  5009. SwapStacks ss;
  5010. ss.srcArmy = sl1.army->id;
  5011. ss.dstArmy = sl2.army->id;
  5012. ss.srcSlot = sl1.slot;
  5013. ss.dstSlot = sl2.slot;
  5014. sendAndApply(&ss);
  5015. return true;
  5016. }
  5017. }
  5018. void CGameHandler::runBattle()
  5019. {
  5020. setBattle(gs->curB);
  5021. assert(gs->curB);
  5022. //TODO: pre-tactic stuff, call scripts etc.
  5023. //tactic round
  5024. {
  5025. while (gs->curB->tacticDistance && !battleResult.get())
  5026. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5027. }
  5028. //initial stacks appearance triggers, e.g. built-in bonus spells
  5029. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5030. for (CStack * stack : initialStacks)
  5031. {
  5032. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5033. {
  5034. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  5035. auto accessibility = getAccesibility();
  5036. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5037. std::vector<BattleHex> targetHexes;
  5038. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5039. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5040. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5041. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5042. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5043. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5044. if (!guardianIsBig)
  5045. targetHexes = stack->getSurroundingHexes();
  5046. else
  5047. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5048. for(auto hex : targetHexes)
  5049. {
  5050. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5051. {
  5052. battle::UnitInfo info;
  5053. info.id = gs->curB->battleNextUnitId();
  5054. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5055. info.type = creatureData;
  5056. info.side = stack->side;
  5057. info.position = hex;
  5058. info.summoned = true;
  5059. BattleUnitsChanged pack;
  5060. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5061. info.save(pack.changedStacks.back().data);
  5062. sendAndApply(&pack);
  5063. }
  5064. }
  5065. }
  5066. stackEnchantedTrigger(stack);
  5067. }
  5068. //spells opening battle
  5069. for (int i = 0; i < 2; ++i)
  5070. {
  5071. auto h = gs->curB->battleGetFightingHero(i);
  5072. if (h)
  5073. {
  5074. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5075. for (auto b : *bl)
  5076. {
  5077. spells::BonusCaster caster(h, b);
  5078. const CSpell * spell = SpellID(b->subtype).toSpell();
  5079. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5080. parameters.setSpellLevel(3);
  5081. parameters.setEffectDuration(b->val);
  5082. parameters.massive = true;
  5083. parameters.castIfPossible(spellEnv);
  5084. }
  5085. }
  5086. }
  5087. bool firstRound = true;//FIXME: why first round is -1?
  5088. //main loop
  5089. while (!battleResult.get()) //till the end of the battle ;]
  5090. {
  5091. BattleNextRound bnr;
  5092. bnr.round = gs->curB->round + 1;
  5093. logGlobal->debug("Round %d", bnr.round);
  5094. sendAndApply(&bnr);
  5095. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5096. for (auto &obstPtr : obstacles)
  5097. {
  5098. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5099. if (sco->turnsRemaining == 0)
  5100. removeObstacle(*obstPtr);
  5101. }
  5102. const BattleInfo & curB = *gs->curB;
  5103. for(auto stack : curB.stacks)
  5104. {
  5105. if(stack->alive() && !firstRound)
  5106. stackEnchantedTrigger(stack);
  5107. }
  5108. //stack loop
  5109. auto getNextStack = [this]() -> const CStack *
  5110. {
  5111. if(battleResult.get())
  5112. return nullptr;
  5113. std::vector<battle::Units> q;
  5114. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5115. if(!q.empty())
  5116. {
  5117. if(!q.front().empty())
  5118. {
  5119. auto next = q.front().front();
  5120. if(next->willMove())
  5121. return dynamic_cast<const CStack *>(next);
  5122. }
  5123. }
  5124. return nullptr;
  5125. };
  5126. const CStack * next = nullptr;
  5127. while((next = getNextStack()))
  5128. {
  5129. BattleUnitsChanged removeGhosts;
  5130. for(auto stack : curB.stacks)
  5131. {
  5132. if(stack->ghostPending)
  5133. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5134. }
  5135. if(!removeGhosts.changedStacks.empty())
  5136. sendAndApply(&removeGhosts);
  5137. //check for bad morale => freeze
  5138. int nextStackMorale = next->MoraleVal();
  5139. if (nextStackMorale < 0 &&
  5140. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5141. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5142. )
  5143. {
  5144. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5145. {
  5146. //unit loses its turn - empty freeze action
  5147. BattleAction ba;
  5148. ba.actionType = EActionType::BAD_MORALE;
  5149. ba.side = next->side;
  5150. ba.stackNumber = next->ID;
  5151. makeAutomaticAction(next, ba);
  5152. continue;
  5153. }
  5154. }
  5155. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5156. {
  5157. logGlobal->trace("Handle Berserk effect");
  5158. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5159. if (attackInfo.first != nullptr)
  5160. {
  5161. BattleAction attack;
  5162. attack.actionType = EActionType::WALK_AND_ATTACK;
  5163. attack.side = next->side;
  5164. attack.stackNumber = next->ID;
  5165. attack.aimToHex(attackInfo.second);
  5166. attack.aimToUnit(attackInfo.first);
  5167. makeAutomaticAction(next, attack);
  5168. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5169. }
  5170. else
  5171. {
  5172. makeStackDoNothing(next);
  5173. logGlobal->trace("No target found");
  5174. }
  5175. continue;
  5176. }
  5177. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5178. const int stackCreatureId = next->getCreature()->idNumber;
  5179. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5180. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5181. {
  5182. BattleAction attack;
  5183. attack.actionType = EActionType::SHOOT;
  5184. attack.side = next->side;
  5185. attack.stackNumber = next->ID;
  5186. //TODO: select target by priority
  5187. const battle::Unit * target = nullptr;
  5188. for(auto & elem : gs->curB->stacks)
  5189. {
  5190. if(elem->owner != next->owner && elem->isValidTarget())
  5191. {
  5192. target = elem;
  5193. break;
  5194. }
  5195. }
  5196. if(target == nullptr)
  5197. {
  5198. makeStackDoNothing(next);
  5199. }
  5200. else
  5201. {
  5202. attack.aimToUnit(target);
  5203. makeAutomaticAction(next, attack);
  5204. }
  5205. continue;
  5206. }
  5207. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5208. {
  5209. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5210. if (attackableBattleHexes.empty())
  5211. {
  5212. makeStackDoNothing(next);
  5213. continue;
  5214. }
  5215. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5216. {
  5217. BattleAction attack;
  5218. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5219. attack.aimToHex(destination);
  5220. attack.actionType = EActionType::CATAPULT;
  5221. attack.side = next->side;
  5222. attack.stackNumber = next->ID;
  5223. makeAutomaticAction(next, attack);
  5224. continue;
  5225. }
  5226. }
  5227. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5228. {
  5229. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5230. {
  5231. return s->owner == next->owner && s->canBeHealed();
  5232. });
  5233. if (!possibleStacks.size())
  5234. {
  5235. makeStackDoNothing(next);
  5236. continue;
  5237. }
  5238. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5239. {
  5240. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5241. const CStack * toBeHealed = possibleStacks.front();
  5242. BattleAction heal;
  5243. heal.actionType = EActionType::STACK_HEAL;
  5244. heal.aimToUnit(toBeHealed);
  5245. heal.side = next->side;
  5246. heal.stackNumber = next->ID;
  5247. makeAutomaticAction(next, heal);
  5248. continue;
  5249. }
  5250. }
  5251. int numberOfAsks = 1;
  5252. bool breakOuter = false;
  5253. do
  5254. {//ask interface and wait for answer
  5255. if (!battleResult.get())
  5256. {
  5257. stackTurnTrigger(next); //various effects
  5258. if(next->fear)
  5259. {
  5260. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5261. }
  5262. else
  5263. {
  5264. logGlobal->trace("Activating %s", next->nodeName());
  5265. auto nextId = next->ID;
  5266. BattleSetActiveStack sas;
  5267. sas.stack = nextId;
  5268. sendAndApply(&sas);
  5269. auto actionWasMade = [&]() -> bool
  5270. {
  5271. if (battleMadeAction.data)//active stack has made its action
  5272. return true;
  5273. if (battleResult.get())// battle is finished
  5274. return true;
  5275. if (next == nullptr)//active stack was been removed
  5276. return true;
  5277. return !next->alive();//active stack is dead
  5278. };
  5279. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5280. battleMadeAction.data = false;
  5281. while (!actionWasMade())
  5282. {
  5283. battleMadeAction.cond.wait(lock);
  5284. if (battleGetStackByID(nextId, false) != next)
  5285. next = nullptr; //it may be removed, while we wait
  5286. }
  5287. }
  5288. }
  5289. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5290. {
  5291. breakOuter = true;
  5292. break;
  5293. }
  5294. //we're after action, all results applied
  5295. checkBattleStateChanges(); //check if this action ended the battle
  5296. if(next != nullptr)
  5297. {
  5298. //check for good morale
  5299. nextStackMorale = next->MoraleVal();
  5300. if(!next->hadMorale //only one extra move per turn possible
  5301. && !next->defending
  5302. && !next->waited()
  5303. && !next->fear
  5304. && next->alive()
  5305. && nextStackMorale > 0
  5306. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5307. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5308. )
  5309. {
  5310. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5311. {
  5312. BattleTriggerEffect bte;
  5313. bte.stackID = next->ID;
  5314. bte.effect = Bonus::MORALE;
  5315. bte.val = 1;
  5316. bte.additionalInfo = 0;
  5317. sendAndApply(&bte); //play animation
  5318. ++numberOfAsks; //move this stack once more
  5319. }
  5320. }
  5321. }
  5322. --numberOfAsks;
  5323. } while (numberOfAsks > 0);
  5324. if (breakOuter)
  5325. {
  5326. break;
  5327. }
  5328. }
  5329. firstRound = false;
  5330. }
  5331. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5332. }
  5333. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5334. {
  5335. BattleSetActiveStack bsa;
  5336. bsa.stack = stack->ID;
  5337. bsa.askPlayerInterface = false;
  5338. sendAndApply(&bsa);
  5339. bool ret = makeBattleAction(ba);
  5340. checkBattleStateChanges();
  5341. return ret;
  5342. }
  5343. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5344. {
  5345. assert(a->artType);
  5346. ArtifactLocation al;
  5347. al.artHolder = const_cast<CGHeroInstance*>(h);
  5348. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5349. if (pos < 0)
  5350. {
  5351. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5352. slot = a->firstAvailableSlot(h);
  5353. else
  5354. slot = a->firstBackpackSlot(h);
  5355. }
  5356. else
  5357. {
  5358. slot = pos;
  5359. }
  5360. al.slot = slot;
  5361. if (slot < 0 || !a->canBePutAt(al))
  5362. {
  5363. complain("Cannot put artifact in that slot!");
  5364. return;
  5365. }
  5366. putArtifact(al, a);
  5367. }
  5368. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5369. {
  5370. PutArtifact pa;
  5371. pa.art = a;
  5372. pa.al = al;
  5373. sendAndApply(&pa);
  5374. }
  5375. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5376. {
  5377. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5378. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5379. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5380. giveHeroNewArtifact(h, art, slot);
  5381. return true;
  5382. }
  5383. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5384. {
  5385. CArtifactInstance *a = nullptr;
  5386. if (!artType->constituents)
  5387. {
  5388. a = new CArtifactInstance();
  5389. }
  5390. else
  5391. {
  5392. a = new CCombinedArtifactInstance();
  5393. }
  5394. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5395. NewArtifact na;
  5396. na.art = a;
  5397. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5398. giveHeroArtifact(h, a, pos);
  5399. }
  5400. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5401. {
  5402. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5403. if (battleResult.data)
  5404. {
  5405. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5406. % battleResult.data->result % resultType).str());
  5407. return;
  5408. }
  5409. auto br = new BattleResult();
  5410. br->result = resultType;
  5411. br->winner = victoriusSide; //surrendering side loses
  5412. gs->curB->calculateCasualties(br->casualties);
  5413. battleResult.data = br;
  5414. }
  5415. void CGameHandler::commitPackage(CPackForClient *pack)
  5416. {
  5417. sendAndApply(pack);
  5418. }
  5419. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5420. {
  5421. std::vector<int3>::iterator tile;
  5422. std::vector<int3> tiles;
  5423. getFreeTiles(tiles);
  5424. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5425. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5426. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5427. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5428. for (int i = 0; i < amount; ++i)
  5429. {
  5430. tile = tiles.begin();
  5431. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5432. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5433. tiles.erase(tile); //not use it again
  5434. }
  5435. }
  5436. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5437. {
  5438. if (cheat == "vcmiistari")
  5439. {
  5440. if (!hero) return;
  5441. ///Give hero spellbook
  5442. if (!hero->hasSpellbook())
  5443. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5444. ///Give all spells with bonus (to allow banned spells)
  5445. GiveBonus giveBonus(GiveBonus::HERO);
  5446. giveBonus.id = hero->id.getNum();
  5447. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5448. //start with level 0 to skip abilities
  5449. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5450. {
  5451. giveBonus.bonus.subtype = level;
  5452. sendAndApply(&giveBonus);
  5453. }
  5454. ///Give mana
  5455. SetMana sm;
  5456. sm.hid = hero->id;
  5457. sm.val = 999;
  5458. sm.absolute = true;
  5459. sendAndApply(&sm);
  5460. }
  5461. else if (cheat == "vcmiarmenelos")
  5462. {
  5463. if (!town) return;
  5464. ///Build all buildings in selected town
  5465. for (auto & build : town->town->buildings)
  5466. {
  5467. if (!town->hasBuilt(build.first)
  5468. && !build.second->Name().empty()
  5469. && build.first != BuildingID::SHIP)
  5470. {
  5471. buildStructure(town->id, build.first, true);
  5472. }
  5473. }
  5474. }
  5475. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5476. {
  5477. if (!hero) return;
  5478. ///Gives N creatures into each slot
  5479. std::map<std::string, std::pair<int, int>> creatures;
  5480. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5481. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5482. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5483. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5484. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5485. if (!hero->hasStackAtSlot(SlotID(i)))
  5486. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5487. }
  5488. else if (cheat == "vcminoldor")
  5489. {
  5490. if (!hero) return;
  5491. ///Give all war machines to hero
  5492. if (!hero->getArt(ArtifactPosition::MACH1))
  5493. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5494. if (!hero->getArt(ArtifactPosition::MACH2))
  5495. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5496. if (!hero->getArt(ArtifactPosition::MACH3))
  5497. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5498. }
  5499. else if (cheat == "vcmiforgeofnoldorking")
  5500. {
  5501. if (!hero) return;
  5502. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5503. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5504. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5505. }
  5506. else if (cheat == "vcmiglorfindel")
  5507. {
  5508. if (!hero) return;
  5509. ///selected hero gains a new level
  5510. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5511. }
  5512. else if (cheat == "vcminahar")
  5513. {
  5514. if (!hero) return;
  5515. ///Give 1000000 movement points to hero
  5516. SetMovePoints smp;
  5517. smp.hid = hero->id;
  5518. smp.val = 1000000;
  5519. sendAndApply(&smp);
  5520. GiveBonus gb(GiveBonus::HERO);
  5521. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5522. gb.bonus.duration = Bonus::ONE_DAY;
  5523. gb.bonus.source = Bonus::OTHER;
  5524. gb.id = hero->id.getNum();
  5525. giveHeroBonus(&gb);
  5526. }
  5527. else if (cheat == "vcmiformenos")
  5528. {
  5529. ///Give resources to player
  5530. TResources resources;
  5531. resources[Res::GOLD] = 100000;
  5532. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5533. resources[i] = 100;
  5534. giveResources(player, resources);
  5535. }
  5536. else if (cheat == "vcmisilmaril")
  5537. {
  5538. ///Player wins
  5539. PlayerCheated pc;
  5540. pc.player = player;
  5541. pc.winningCheatCode = true;
  5542. sendAndApply(&pc);
  5543. }
  5544. else if (cheat == "vcmimelkor")
  5545. {
  5546. ///Player looses
  5547. PlayerCheated pc;
  5548. pc.player = player;
  5549. pc.losingCheatCode = true;
  5550. sendAndApply(&pc);
  5551. }
  5552. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5553. {
  5554. ///Reveal or conceal FoW
  5555. FoWChange fc;
  5556. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5557. fc.player = player;
  5558. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5559. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5560. int lastUnc = 0;
  5561. for (int i = 0; i < gs->map->width; i++)
  5562. for (int j = 0; j < gs->map->height; j++)
  5563. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5564. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5565. hlp_tab[lastUnc++] = int3(i, j, k);
  5566. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5567. delete [] hlp_tab;
  5568. sendAndApply(&fc);
  5569. }
  5570. else
  5571. cheated = false;
  5572. }
  5573. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5574. {
  5575. BattleObstaclesChanged obsRem;
  5576. obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
  5577. sendAndApply(&obsRem);
  5578. }
  5579. void CGameHandler::synchronizeArtifactHandlerLists()
  5580. {
  5581. UpdateArtHandlerLists uahl;
  5582. uahl.treasures = VLC->arth->treasures;
  5583. uahl.minors = VLC->arth->minors;
  5584. uahl.majors = VLC->arth->majors;
  5585. uahl.relics = VLC->arth->relics;
  5586. sendAndApply(&uahl);
  5587. }
  5588. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5589. {
  5590. return vstd::contains(gs->map->objects, obj);
  5591. }
  5592. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5593. {
  5594. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5595. return false;
  5596. auto query = queries.topQuery(player);
  5597. if (query && query->blocksPack(pack))
  5598. {
  5599. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5600. return true;
  5601. }
  5602. return false;
  5603. }
  5604. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5605. {
  5606. //If the object is being visited, there must be a matching query
  5607. for (const auto &query : queries.allQueries())
  5608. {
  5609. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5610. {
  5611. if (someVistQuery->visitedObject == object)
  5612. {
  5613. someVistQuery->removeObjectAfterVisit = true;
  5614. return;
  5615. }
  5616. }
  5617. }
  5618. //If we haven't returned so far, there is no query and no visit, call was wrong
  5619. assert("This function needs to be called during the object visit!");
  5620. }
  5621. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5622. {
  5623. std::unordered_set<int3, ShashInt3> tiles;
  5624. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5625. if (hide)
  5626. {
  5627. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5628. auto p = getPlayer(player);
  5629. for (auto h : p->heroes)
  5630. {
  5631. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5632. }
  5633. for (auto t : p->towns)
  5634. {
  5635. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5636. }
  5637. for (auto tile : observedTiles)
  5638. vstd::erase_if_present (tiles, tile);
  5639. }
  5640. changeFogOfWar(tiles, player, hide);
  5641. }
  5642. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5643. {
  5644. FoWChange fow;
  5645. fow.tiles = tiles;
  5646. fow.player = player;
  5647. fow.mode = hide? 0 : 1;
  5648. sendAndApply(&fow);
  5649. }
  5650. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5651. {
  5652. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5653. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5654. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5655. return true;
  5656. }
  5657. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5658. army(_army)
  5659. {
  5660. heroWithDeadCommander = ObjectInstanceID();
  5661. PlayerColor color = army->tempOwner;
  5662. if(color == PlayerColor::UNFLAGGABLE)
  5663. color = PlayerColor::NEUTRAL;
  5664. for(CStack * st : bat->stacks)
  5665. {
  5666. if(st->summoned) //don't take into account temporary summoned stacks
  5667. continue;
  5668. if(st->owner != color) //remove only our stacks
  5669. continue;
  5670. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5671. st->health.takeResurrected();
  5672. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5673. {
  5674. logGlobal->debug("Ignored arrow towers stack.");
  5675. }
  5676. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5677. {
  5678. auto warMachine = st->type->warMachine;
  5679. if(warMachine == ArtifactID::NONE)
  5680. {
  5681. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5682. }
  5683. //catapult artifact remain even if "creature" killed in siege
  5684. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5685. {
  5686. logGlobal->debug("War machine has been destroyed");
  5687. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5688. if (hero)
  5689. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5690. else
  5691. logGlobal->error("War machine in army without hero");
  5692. }
  5693. }
  5694. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5695. {
  5696. if(st->alive() && st->getCount() > 0)
  5697. {
  5698. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5699. const CreatureID summonedType = st->type->idNumber;
  5700. summoned[summonedType] += st->getCount();
  5701. }
  5702. }
  5703. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5704. {
  5705. if (nullptr == st->base)
  5706. {
  5707. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5708. }
  5709. else
  5710. {
  5711. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5712. if(c)
  5713. {
  5714. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5715. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5716. {
  5717. logGlobal->debug("Commander is dead.");
  5718. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5719. }
  5720. }
  5721. else
  5722. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5723. }
  5724. }
  5725. else if(st->base && !army->slotEmpty(st->slot))
  5726. {
  5727. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  5728. if(st->getCount() == 0 || !st->alive())
  5729. {
  5730. logGlobal->debug("Stack has been destroyed.");
  5731. StackLocation sl(army, st->slot);
  5732. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5733. }
  5734. else if(st->getCount() < army->getStackCount(st->slot))
  5735. {
  5736. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  5737. StackLocation sl(army, st->slot);
  5738. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5739. }
  5740. else if(st->getCount() > army->getStackCount(st->slot))
  5741. {
  5742. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  5743. StackLocation sl(army, st->slot);
  5744. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5745. }
  5746. }
  5747. else
  5748. {
  5749. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5750. }
  5751. }
  5752. }
  5753. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5754. {
  5755. for (TStackAndItsNewCount &ncount : newStackCounts)
  5756. {
  5757. if (ncount.second > 0)
  5758. gh->changeStackCount(ncount.first, ncount.second, true);
  5759. else
  5760. gh->eraseStack(ncount.first, true);
  5761. }
  5762. for (auto summoned_iter : summoned)
  5763. {
  5764. SlotID slot = army->getSlotFor(summoned_iter.first);
  5765. if (slot.validSlot())
  5766. {
  5767. StackLocation location(army, slot);
  5768. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5769. }
  5770. else
  5771. {
  5772. //even if it will be possible to summon anything permanently it should be checked for free slot
  5773. //necromancy is handled separately
  5774. gh->complain("No free slot to put summoned creature");
  5775. }
  5776. }
  5777. for (auto al : removedWarMachines)
  5778. {
  5779. gh->removeArtifact(al);
  5780. }
  5781. if (heroWithDeadCommander != ObjectInstanceID())
  5782. {
  5783. SetCommanderProperty scp;
  5784. scp.heroid = heroWithDeadCommander;
  5785. scp.which = SetCommanderProperty::ALIVE;
  5786. scp.amount = 0;
  5787. gh->sendAndApply(&scp);
  5788. }
  5789. }
  5790. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5791. {
  5792. assert(Query->result);
  5793. assert(Query->bi);
  5794. auto &result = *Query->result;
  5795. auto &info = *Query->bi;
  5796. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5797. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5798. victor = info.sides[result.winner].color;
  5799. loser = info.sides[!result.winner].color;
  5800. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5801. }
  5802. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5803. {
  5804. winnerHero = loserHero = nullptr;
  5805. remainingBattleQueriesCount = 0;
  5806. }
  5807. CRandomGenerator & CGameHandler::getRandomGenerator()
  5808. {
  5809. return CRandomGenerator::getDefault();
  5810. }
  5811. ///ServerSpellCastEnvironment
  5812. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5813. {
  5814. }
  5815. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * pack) const
  5816. {
  5817. gh->sendAndApply(pack);
  5818. }
  5819. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5820. {
  5821. return gh->getRandomGenerator();
  5822. }
  5823. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5824. {
  5825. gh->complain(problem);
  5826. }
  5827. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5828. {
  5829. return gh;
  5830. }
  5831. const CMap * ServerSpellCastEnvironment::getMap() const
  5832. {
  5833. return gh->gameState()->map;
  5834. }
  5835. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const
  5836. {
  5837. return gh->moveHero(hid, dst, teleporting, false);
  5838. }
  5839. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback) const
  5840. {
  5841. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  5842. request->queryID = query->queryID;
  5843. gh->queries.addQuery(query);
  5844. gh->sendAndApply(request);
  5845. }