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