CGameHandler.cpp 197 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/CSpellHandler.h"
  21. #include "../lib/spells/ISpellMechanics.h"
  22. #include "../lib/CGeneralTextHandler.h"
  23. #include "../lib/CTownHandler.h"
  24. #include "../lib/CCreatureHandler.h"
  25. #include "../lib/CGameState.h"
  26. #include "../lib/CStack.h"
  27. #include "../lib/battle/BattleInfo.h"
  28. #include "../lib/CondSh.h"
  29. #include "../lib/NetPacks.h"
  30. #include "../lib/VCMI_Lib.h"
  31. #include "../lib/mapping/CMap.h"
  32. #include "../lib/rmg/CMapGenOptions.h"
  33. #include "../lib/VCMIDirs.h"
  34. #include "../lib/ScopeGuard.h"
  35. #include "../lib/CSoundBase.h"
  36. #include "CGameHandler.h"
  37. #include "CVCMIServer.h"
  38. #include "../lib/CCreatureSet.h"
  39. #include "../lib/CThreadHelper.h"
  40. #include "../lib/GameConstants.h"
  41. #include "../lib/registerTypes/RegisterTypes.h"
  42. #include "../lib/serializer/CTypeList.h"
  43. #include "../lib/serializer/Connection.h"
  44. #ifndef _MSC_VER
  45. #include <boost/thread/xtime.hpp>
  46. #endif
  47. extern std::atomic<bool> serverShuttingDown;
  48. #ifdef min
  49. #undef min
  50. #endif
  51. #ifdef max
  52. #undef max
  53. #endif
  54. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  55. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  56. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  57. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  58. class ServerSpellCastEnvironment: public SpellCastEnvironment
  59. {
  60. public:
  61. ServerSpellCastEnvironment(CGameHandler * gh);
  62. ~ServerSpellCastEnvironment(){};
  63. void sendAndApply(CPackForClient * info) const override;
  64. CRandomGenerator & getRandomGenerator() const override;
  65. void complain(const std::string & problem) const override;
  66. const CMap * getMap() const override;
  67. const CGameInfoCallback * getCb() const override;
  68. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;
  69. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;
  70. private:
  71. mutable CGameHandler * gh;
  72. };
  73. CondSh<bool> battleMadeAction(false);
  74. CondSh<BattleResult *> battleResult(nullptr);
  75. template <typename T> class CApplyOnGH;
  76. class CBaseForGHApply
  77. {
  78. public:
  79. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  80. virtual ~CBaseForGHApply(){}
  81. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  82. {
  83. return new CApplyOnGH<U>();
  84. }
  85. };
  86. template <typename T> class CApplyOnGH : public CBaseForGHApply
  87. {
  88. public:
  89. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  90. {
  91. T *ptr = static_cast<T*>(pack);
  92. ptr->c = c;
  93. ptr->player = player;
  94. return ptr->applyGh(gh);
  95. }
  96. };
  97. template <>
  98. class CApplyOnGH<CPack> : public CBaseForGHApply
  99. {
  100. public:
  101. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  102. {
  103. logGlobal->error("Cannot apply on GH plain CPack!");
  104. assert(0);
  105. return false;
  106. }
  107. };
  108. static CApplier<CBaseForGHApply> *applier = nullptr;
  109. CMP_stack cmpst ;
  110. static inline double distance(int3 a, int3 b)
  111. {
  112. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  113. }
  114. static void giveExp(BattleResult &r)
  115. {
  116. if (r.winner > 1)
  117. {
  118. // draw
  119. return;
  120. }
  121. r.exp[0] = 0;
  122. r.exp[1] = 0;
  123. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  124. {
  125. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  126. }
  127. }
  128. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  129. {
  130. int x = targetPosition.getX();
  131. int y = targetPosition.getY();
  132. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  133. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  134. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  135. else
  136. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  137. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  138. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  139. {
  140. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  141. {
  142. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  143. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  144. }
  145. else
  146. { //add back-side guardians for two-hex target, side guardians for one-hex
  147. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  148. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  149. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  150. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  151. else if (targetIsTwoHex)//front-side guardians for two-hex target
  152. {
  153. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  155. if (x > 3) //back guard for two-hex
  156. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  157. }
  158. }
  159. }
  160. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  161. {
  162. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  163. {
  164. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  165. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  166. }
  167. else
  168. {
  169. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  170. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  171. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  172. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  173. else if (targetIsTwoHex)
  174. {
  175. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  177. if (x < GameConstants::BFIELD_WIDTH - 4)
  178. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  179. }
  180. }
  181. }
  182. else if (!targetIsAttacker && y % 2 == 0)
  183. {
  184. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  185. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  186. }
  187. else if (targetIsAttacker && y % 2 == 1)
  188. {
  189. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  190. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  191. }
  192. }
  193. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  194. {
  195. boost::unique_lock<boost::mutex> l(mx);
  196. if (players.find(player) != players.end())
  197. {
  198. return players.at(player);
  199. }
  200. else
  201. {
  202. throw std::runtime_error("No such player!");
  203. }
  204. }
  205. void PlayerStatuses::addPlayer(PlayerColor player)
  206. {
  207. boost::unique_lock<boost::mutex> l(mx);
  208. players[player];
  209. }
  210. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  211. {
  212. boost::unique_lock<boost::mutex> l(mx);
  213. if (players.find(player) != players.end())
  214. {
  215. return players[player].*flag;
  216. }
  217. else
  218. {
  219. throw std::runtime_error("No such player!");
  220. }
  221. }
  222. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  223. {
  224. boost::unique_lock<boost::mutex> l(mx);
  225. if (players.find(player) != players.end())
  226. {
  227. players[player].*flag = val;
  228. }
  229. else
  230. {
  231. throw std::runtime_error("No such player!");
  232. }
  233. cv.notify_all();
  234. }
  235. template <typename T>
  236. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  237. {
  238. fun(args[which]);
  239. }
  240. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  241. {
  242. changeSecSkill(hero, skill, 1, 0);
  243. expGiven(hero);
  244. }
  245. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  246. {
  247. // required exp for at least 1 lvl-up hasn't been reached
  248. if (!hero->gainsLevel())
  249. {
  250. return;
  251. }
  252. // give primary skill
  253. logGlobal->trace("%s got level %d", hero->name, hero->level);
  254. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  255. SetPrimSkill sps;
  256. sps.id = hero->id;
  257. sps.which = primarySkill;
  258. sps.abs = false;
  259. sps.val = 1;
  260. sendAndApply(&sps);
  261. PrepareHeroLevelUp pre;
  262. pre.hero = hero;
  263. sendAndApply(&pre);
  264. HeroLevelUp hlu;
  265. hlu.hero = hero;
  266. hlu.primskill = primarySkill;
  267. hlu.skills = pre.skills;
  268. if (hlu.skills.size() == 0)
  269. {
  270. sendAndApply(&hlu);
  271. levelUpHero(hero);
  272. }
  273. else if (hlu.skills.size() == 1)
  274. {
  275. sendAndApply(&hlu);
  276. levelUpHero(hero, pre.skills.front());
  277. }
  278. else if (hlu.skills.size() > 1)
  279. {
  280. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu);
  281. hlu.queryID = levelUpQuery->queryID;
  282. queries.addQuery(levelUpQuery);
  283. sendAndApply(&hlu);
  284. //level up will be called on query reply
  285. }
  286. }
  287. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  288. {
  289. SetCommanderProperty scp;
  290. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  291. if (hero)
  292. scp.heroid = hero->id;
  293. else
  294. {
  295. complain ("Commander is not led by hero!");
  296. return;
  297. }
  298. scp.accumulatedBonus.subtype = 0;
  299. scp.accumulatedBonus.additionalInfo = 0;
  300. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  301. scp.accumulatedBonus.turnsRemain = 0;
  302. scp.accumulatedBonus.source = Bonus::COMMANDER;
  303. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  304. if (skill <= ECommander::SPELL_POWER)
  305. {
  306. scp.which = SetCommanderProperty::BONUS;
  307. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  308. {
  309. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  310. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  311. };
  312. switch (skill)
  313. {
  314. case ECommander::ATTACK:
  315. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  316. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  317. break;
  318. case ECommander::DEFENSE:
  319. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  320. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  321. break;
  322. case ECommander::HEALTH:
  323. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  324. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  325. break;
  326. case ECommander::DAMAGE:
  327. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  328. scp.accumulatedBonus.subtype = 0;
  329. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  330. break;
  331. case ECommander::SPEED:
  332. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  333. break;
  334. case ECommander::SPELL_POWER:
  335. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  336. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  337. sendAndApply (&scp); //additional pack
  338. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  339. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  340. sendAndApply (&scp); //additional pack
  341. scp.accumulatedBonus.type = Bonus::CASTS;
  342. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  343. sendAndApply (&scp); //additional pack
  344. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  345. break;
  346. }
  347. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  348. sendAndApply (&scp);
  349. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  350. scp.additionalInfo = skill;
  351. scp.amount = c->secondarySkills.at(skill) + 1;
  352. sendAndApply (&scp);
  353. }
  354. else if (skill >= 100)
  355. {
  356. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  357. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  358. scp.additionalInfo = skill; //unnormalized
  359. sendAndApply (&scp);
  360. }
  361. expGiven(hero);
  362. }
  363. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  364. {
  365. if (!c->gainsLevel())
  366. {
  367. return;
  368. }
  369. CommanderLevelUp clu;
  370. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  371. if (hero)
  372. clu.hero = hero;
  373. else
  374. {
  375. complain ("Commander is not led by hero!");
  376. return;
  377. }
  378. //picking sec. skills for choice
  379. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  380. {
  381. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  382. clu.skills.push_back(i);
  383. }
  384. int i = 100;
  385. for (auto specialSkill : VLC->creh->skillRequirements)
  386. {
  387. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  388. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  389. && !vstd::contains (c->specialSKills, i))
  390. clu.skills.push_back (i);
  391. ++i;
  392. }
  393. int skillAmount = clu.skills.size();
  394. if (!skillAmount)
  395. {
  396. sendAndApply(&clu);
  397. levelUpCommander(c);
  398. }
  399. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  400. {
  401. sendAndApply(&clu);
  402. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  403. }
  404. else if (skillAmount > 1) //apply and ask for secondary skill
  405. {
  406. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu);
  407. clu.queryID = commanderLevelUp->queryID;
  408. queries.addQuery(commanderLevelUp);
  409. sendAndApply(&clu);
  410. }
  411. }
  412. void CGameHandler::expGiven(const CGHeroInstance *hero)
  413. {
  414. if (hero->gainsLevel())
  415. levelUpHero(hero);
  416. else if (hero->commander && hero->commander->gainsLevel())
  417. levelUpCommander(hero->commander);
  418. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  419. // levelUpCommander(hero->commander);
  420. // else
  421. // levelUpHero(hero);
  422. }
  423. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  424. {
  425. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  426. {
  427. if (gs->map->levelLimit != 0)
  428. {
  429. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  430. TExpType resultingExp = abs ? val : hero->exp + val;
  431. if (resultingExp > expLimit)
  432. {
  433. // set given experience to max possible, but don't decrease if hero already over top
  434. abs = true;
  435. val = std::max(expLimit, hero->exp);
  436. InfoWindow iw;
  437. iw.player = hero->tempOwner;
  438. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  439. iw.text.addReplacement(hero->name);
  440. sendAndApply(&iw);
  441. }
  442. }
  443. }
  444. SetPrimSkill sps;
  445. sps.id = hero->id;
  446. sps.which = which;
  447. sps.abs = abs;
  448. sps.val = val;
  449. sendAndApply(&sps);
  450. //only for exp - hero may level up
  451. if (which == PrimarySkill::EXPERIENCE)
  452. {
  453. if (hero->commander && hero->commander->alive)
  454. {
  455. //FIXME: trim experience according to map limit?
  456. SetCommanderProperty scp;
  457. scp.heroid = hero->id;
  458. scp.which = SetCommanderProperty::EXPERIENCE;
  459. scp.amount = val;
  460. sendAndApply (&scp);
  461. CBonusSystemNode::treeHasChanged();
  462. }
  463. expGiven(hero);
  464. }
  465. }
  466. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  467. {
  468. if(!hero)
  469. {
  470. logGlobal->error("changeSecSkill provided no hero");
  471. return;
  472. }
  473. SetSecSkill sss;
  474. sss.id = hero->id;
  475. sss.which = which;
  476. sss.val = val;
  477. sss.abs = abs;
  478. sendAndApply(&sss);
  479. if (which == SecondarySkill::WISDOM)
  480. {
  481. if (hero->visitedTown)
  482. giveSpells(hero->visitedTown, hero);
  483. }
  484. }
  485. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  486. {
  487. LOG_TRACE(logGlobal);
  488. //Fill BattleResult structure with exp info
  489. giveExp(*battleResult.data);
  490. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  491. {
  492. if (hero1)
  493. battleResult.data->exp[1] += 500;
  494. if (hero2)
  495. battleResult.data->exp[0] += 500;
  496. }
  497. if (hero1)
  498. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  499. if (hero2)
  500. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  501. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  502. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  503. const BattleResult::EResult result = battleResult.get()->result;
  504. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  505. {
  506. for (auto &q : queries.allQueries())
  507. {
  508. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  509. if (bq->bi == gs->curB)
  510. return bq;
  511. }
  512. return std::shared_ptr<CBattleQuery>();
  513. };
  514. auto battleQuery = findBattleQuery();
  515. if (!battleQuery)
  516. {
  517. logGlobal->error("Cannot find battle query!");
  518. }
  519. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  520. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  521. battleQuery->result = boost::make_optional(*battleResult.data);
  522. //Check how many battle queries were created (number of players blocked by battle)
  523. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  524. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  525. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  526. ChangeSpells cs; //for Eagle Eye
  527. if (finishingBattle->winnerHero)
  528. {
  529. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  530. {
  531. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  532. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  533. if (sp->level <= eagleEyeLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  534. cs.spells.insert(sp->id);
  535. }
  536. }
  537. std::vector<const CArtifactInstance *> arts; //display them in window
  538. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  539. {
  540. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  541. {
  542. arts.push_back(art);
  543. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  544. sendAndApply(ma);
  545. };
  546. if (finishingBattle->loserHero)
  547. {
  548. //TODO: wrap it into a function, somehow (boost::variant -_-)
  549. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  550. for (auto artSlot : artifactsWorn)
  551. {
  552. MoveArtifact ma;
  553. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  554. const CArtifactInstance * art = ma.src.getArt();
  555. if (art && !art->artType->isBig() &&
  556. art->artType->id != ArtifactID::SPELLBOOK)
  557. // don't move war machines or locked arts (spellbook)
  558. {
  559. sendMoveArtifact(art, &ma);
  560. }
  561. }
  562. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  563. {
  564. //we assume that no big artifacts can be found
  565. MoveArtifact ma;
  566. ma.src = ArtifactLocation(finishingBattle->loserHero,
  567. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  568. const CArtifactInstance * art = ma.src.getArt();
  569. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  570. {
  571. sendMoveArtifact(art, &ma);
  572. }
  573. }
  574. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  575. {
  576. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  577. for (auto artSlot : artifactsWorn)
  578. {
  579. MoveArtifact ma;
  580. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  581. const CArtifactInstance * art = ma.src.getArt();
  582. if (art && !art->artType->isBig())
  583. {
  584. sendMoveArtifact(art, &ma);
  585. }
  586. }
  587. }
  588. }
  589. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  590. {
  591. auto artifactsWorn = armySlot.second->artifactsWorn;
  592. for (auto artSlot : artifactsWorn)
  593. {
  594. MoveArtifact ma;
  595. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  596. const CArtifactInstance * art = ma.src.getArt();
  597. if (art && !art->artType->isBig())
  598. {
  599. sendMoveArtifact(art, &ma);
  600. }
  601. }
  602. }
  603. }
  604. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  605. if (arts.size()) //display loot
  606. {
  607. InfoWindow iw;
  608. iw.player = finishingBattle->winnerHero->tempOwner;
  609. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  610. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  611. {
  612. iw.components.push_back(Component(
  613. Component::ARTIFACT, art->artType->id,
  614. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  615. if (iw.components.size() >= 14)
  616. {
  617. sendAndApply(&iw);
  618. iw.components.clear();
  619. }
  620. }
  621. if (iw.components.size())
  622. {
  623. sendAndApply(&iw);
  624. }
  625. }
  626. //Eagle Eye secondary skill handling
  627. if (!cs.spells.empty())
  628. {
  629. cs.learn = 1;
  630. cs.hid = finishingBattle->winnerHero->id;
  631. InfoWindow iw;
  632. iw.player = finishingBattle->winnerHero->tempOwner;
  633. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  634. iw.text.addReplacement(finishingBattle->winnerHero->name);
  635. std::ostringstream names;
  636. for (int i = 0; i < cs.spells.size(); i++)
  637. {
  638. names << "%s";
  639. if (i < cs.spells.size() - 2)
  640. names << ", ";
  641. else if (i < cs.spells.size() - 1)
  642. names << "%s";
  643. }
  644. names << ".";
  645. iw.text.addReplacement(names.str());
  646. auto it = cs.spells.begin();
  647. for (int i = 0; i < cs.spells.size(); i++, it++)
  648. {
  649. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  650. if (i == cs.spells.size() - 2) //we just added pre-last name
  651. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  652. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  653. }
  654. sendAndApply(&iw);
  655. sendAndApply(&cs);
  656. }
  657. cab1.updateArmy(this);
  658. cab2.updateArmy(this); //take casualties after battle is deleted
  659. //if one hero has lost we will erase him
  660. if (battleResult.data->winner!=0 && hero1)
  661. {
  662. RemoveObject ro(hero1->id);
  663. sendAndApply(&ro);
  664. }
  665. if (battleResult.data->winner!=1 && hero2)
  666. {
  667. auto town = hero2->visitedTown;
  668. RemoveObject ro(hero2->id);
  669. sendAndApply(&ro);
  670. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  671. town->battleFinished(hero1, *battleResult.get());
  672. }
  673. //give exp
  674. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  675. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  676. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  677. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  678. queries.popIfTop(battleQuery);
  679. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  680. }
  681. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  682. {
  683. LOG_TRACE(logGlobal);
  684. finishingBattle->remainingBattleQueriesCount--;
  685. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  686. if (finishingBattle->remainingBattleQueriesCount > 0)
  687. //Battle results will be handled when all battle queries are closed
  688. return;
  689. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  690. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  691. // Still, it looks like a hole.
  692. // Necromancy if applicable.
  693. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  694. // Give raised units to winner and show dialog, if any were raised,
  695. // units will be given after casualties are taken
  696. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  697. if (necroSlot != SlotID())
  698. {
  699. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  700. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  701. }
  702. BattleResultsApplied resultsApplied;
  703. resultsApplied.player1 = finishingBattle->victor;
  704. resultsApplied.player2 = finishingBattle->loser;
  705. sendAndApply(&resultsApplied);
  706. setBattle(nullptr);
  707. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  708. {
  709. logGlobal->trace("post-victory visit");
  710. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  711. }
  712. visitObjectAfterVictory = false;
  713. //handle victory/loss of engaged players
  714. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  715. checkVictoryLossConditions(playerColors);
  716. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  717. {
  718. SetAvailableHeroes sah;
  719. sah.player = finishingBattle->loser;
  720. sah.hid[0] = finishingBattle->loserHero->subID;
  721. if (result.result == BattleResult::ESCAPE) //retreat
  722. {
  723. sah.army[0].clear();
  724. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  725. }
  726. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  727. sah.hid[1] = another->subID;
  728. else
  729. sah.hid[1] = -1;
  730. sendAndApply(&sah);
  731. }
  732. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  733. {
  734. RemoveObject ro(finishingBattle->winnerHero->id);
  735. sendAndApply(&ro);
  736. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  737. {
  738. SetAvailableHeroes sah;
  739. sah.player = finishingBattle->victor;
  740. sah.hid[0] = finishingBattle->winnerHero->subID;
  741. sah.army[0].clear();
  742. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  743. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  744. sah.hid[1] = another->subID;
  745. else
  746. sah.hid[1] = -1;
  747. sendAndApply(&sah);
  748. }
  749. }
  750. }
  751. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  752. {
  753. bat.bsa.clear();
  754. bat.stackAttacking = att->ID;
  755. const int attackerLuck = att->LuckVal();
  756. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  757. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  758. {
  759. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  760. {
  761. bat.flags |= BattleAttack::LUCKY;
  762. }
  763. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  764. {
  765. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  766. {
  767. bat.flags |= BattleAttack::UNLUCKY;
  768. }
  769. }
  770. }
  771. if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  772. {
  773. bat.flags |= BattleAttack::DEATH_BLOW;
  774. }
  775. if (att->getCreature()->idNumber == CreatureID::BALLISTA)
  776. {
  777. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  778. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  779. if (chance > getRandomGenerator().nextInt(99))
  780. {
  781. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  782. }
  783. }
  784. // only primary target
  785. applyBattleEffects(bat, att, def, distance, false);
  786. //multiple-hex normal attack
  787. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex, bat.shot()); //creatures other than primary target
  788. for (const CStack * stack : attackedCreatures)
  789. {
  790. if (stack != def) //do not hit same stack twice
  791. {
  792. applyBattleEffects(bat, att, stack, distance, true);
  793. }
  794. }
  795. const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  796. if (bonus && (bat.shot())) //TODO: make it work in melee?
  797. {
  798. //this is need for displaying hit animation
  799. bat.flags |= BattleAttack::SPELL_LIKE;
  800. bat.spellID = SpellID(bonus->subtype);
  801. //TODO: should spell override creature`s projectile?
  802. auto affectedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
  803. //TODO: get exact attacked hex for defender
  804. for (const CStack * stack : affectedCreatures)
  805. {
  806. if (stack != def) //do not hit same stack twice
  807. {
  808. applyBattleEffects(bat, att, stack, distance, true);
  809. }
  810. }
  811. //now add effect info for all attacked stacks
  812. for (BattleStackAttacked & bsa : bat.bsa)
  813. {
  814. if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  815. {
  816. //this is need for displaying affect animation
  817. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  818. bsa.spellID = SpellID(bonus->subtype);
  819. }
  820. }
  821. }
  822. }
  823. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  824. {
  825. BattleStackAttacked bsa;
  826. if (secondary)
  827. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  828. bsa.attackerID = att->ID;
  829. bsa.stackAttacked = def->ID;
  830. bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  831. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  832. //life drain handling
  833. if(att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  834. {
  835. StacksHealedOrResurrected shi;
  836. shi.lifeDrain = true;
  837. shi.tentHealing = false;
  838. shi.cure = false;
  839. shi.drainedFrom = def->ID;
  840. int32_t toHeal = bsa.damageAmount * att->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  841. CHealth health = att->healthAfterHealed(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  842. CHealthInfo hi;
  843. health.toInfo(hi);
  844. hi.stackId = att->ID;
  845. hi.delta = toHeal;
  846. shi.healedStacks.push_back(hi);
  847. if(hi.delta > 0)
  848. bsa.healedStacks.push_back(shi);
  849. }
  850. //soul steal handling
  851. if(att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  852. {
  853. StacksHealedOrResurrected shi;
  854. shi.lifeDrain = true;
  855. shi.tentHealing = false;
  856. shi.cure = false;
  857. shi.drainedFrom = def->ID;
  858. for(int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
  859. {
  860. if(att->hasBonusOfType(Bonus::SOUL_STEAL, i))
  861. {
  862. int32_t toHeal = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
  863. CHealth health = att->healthAfterHealed(toHeal, EHealLevel::OVERHEAL, ((i == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  864. CHealthInfo hi;
  865. health.toInfo(hi);
  866. hi.stackId = att->ID;
  867. hi.delta = toHeal;
  868. if(hi.delta > 0)
  869. shi.healedStacks.push_back(hi);
  870. }
  871. }
  872. if(!shi.healedStacks.empty())
  873. bsa.healedStacks.push_back(shi);
  874. }
  875. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  876. //fire shield handling
  877. if(!bat.shot() && !def->isClone() &&
  878. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  879. {
  880. // TODO: Fire shield damage should be calculated separately after BattleAttack applied.
  881. // Currently it looks like attacking stack damage itself with defenders fire shield.
  882. // So no separate message on spell damage in log and experience calculation is likely wrong too.
  883. BattleStackAttacked bsa2;
  884. bsa2.stackAttacked = att->ID; //invert
  885. bsa2.attackerID = def->ID;
  886. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  887. bsa2.effect = 11;
  888. bsa2.damageAmount = (std::min<int64_t>(def->health.available(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  889. att->prepareAttacked(bsa2, getRandomGenerator());
  890. bat.bsa.push_back(bsa2);
  891. }
  892. }
  893. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  894. {
  895. setThreadName("CGameHandler::handleConnection");
  896. auto handleDisconnection = [&](const std::exception & e)
  897. {
  898. boost::unique_lock<boost::mutex> lock(*c.wmx);
  899. assert(!c.connected); //make sure that connection has been marked as broken
  900. logGlobal->error(e.what());
  901. conns -= &c;
  902. for(auto playerConn : connections)
  903. {
  904. if(!serverShuttingDown && playerConn.second == &c)
  905. {
  906. PlayerCheated pc;
  907. pc.player = playerConn.first;
  908. pc.losingCheatCode = true;
  909. sendAndApply(&pc);
  910. checkVictoryLossConditionsForPlayer(playerConn.first);
  911. }
  912. }
  913. };
  914. try
  915. {
  916. while(1)//server should never shut connection first //was: while(!end2)
  917. {
  918. CPack *pack = nullptr;
  919. PlayerColor player = PlayerColor::NEUTRAL;
  920. si32 requestID = -999;
  921. int packType = 0;
  922. {
  923. boost::unique_lock<boost::mutex> lock(*c.rmx);
  924. if(!c.connected)
  925. throw clientDisconnectedException();
  926. c >> player >> requestID >> pack; //get the package
  927. if (!pack)
  928. {
  929. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  930. }
  931. else
  932. {
  933. packType = typeList.getTypeID(pack); //get the id of type
  934. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  935. requestID, player, player.getStr(), packType, typeid(*pack).name());
  936. }
  937. }
  938. //prepare struct informing that action was applied
  939. auto sendPackageResponse = [&](bool succesfullyApplied)
  940. {
  941. //dont reply to disconnected client
  942. //TODO: this must be implemented as option of CPackForServer
  943. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  944. return;
  945. PackageApplied applied;
  946. applied.player = player;
  947. applied.result = succesfullyApplied;
  948. applied.packType = packType;
  949. applied.requestID = requestID;
  950. boost::unique_lock<boost::mutex> lock(*c.wmx);
  951. c << &applied;
  952. };
  953. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  954. if(isBlockedByQueries(pack, player))
  955. {
  956. sendPackageResponse(false);
  957. }
  958. else if (apply)
  959. {
  960. const bool result = apply->applyOnGH(this, &c, pack, player);
  961. if (result)
  962. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  963. else
  964. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  965. % typeid(*pack).name()).str());
  966. sendPackageResponse(true);
  967. }
  968. else
  969. {
  970. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  971. sendPackageResponse(false);
  972. }
  973. vstd::clear_pointer(pack);
  974. }
  975. }
  976. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  977. {
  978. handleDisconnection(e);
  979. }
  980. catch(clientDisconnectedException & e)
  981. {
  982. handleDisconnection(e);
  983. }
  984. catch(...)
  985. {
  986. serverShuttingDown = true;
  987. handleException();
  988. throw;
  989. }
  990. logGlobal->error("Ended handling connection");
  991. }
  992. int CGameHandler::moveStack(int stack, BattleHex dest)
  993. {
  994. int ret = 0;
  995. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  996. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  997. assert(curStack);
  998. assert(dest < GameConstants::BFIELD_SIZE);
  999. if (gs->curB->tacticDistance)
  1000. {
  1001. assert(gs->curB->isInTacticRange(dest));
  1002. }
  1003. auto start = curStack->position;
  1004. if (start == dest)
  1005. return 0;
  1006. //initing necessary tables
  1007. auto accessibility = getAccesibility(curStack);
  1008. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1009. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1010. {
  1011. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1012. if(accessibility.accessible(shifted, curStack))
  1013. dest = shifted;
  1014. }
  1015. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1016. {
  1017. complain("Given destination is not accessible!");
  1018. return 0;
  1019. }
  1020. bool canUseGate = false;
  1021. auto dbState = gs->curB->si.gateState;
  1022. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1023. dbState != EGateState::DESTROYED &&
  1024. dbState != EGateState::BLOCKED)
  1025. {
  1026. canUseGate = true;
  1027. }
  1028. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1029. ret = path.second;
  1030. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  1031. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1032. {
  1033. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1034. return true;
  1035. if (hex == ESiegeHex::GATE_OUTER)
  1036. return true;
  1037. if (hex == ESiegeHex::GATE_INNER)
  1038. return true;
  1039. return false;
  1040. };
  1041. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1042. {
  1043. if (isGateDrawbridgeHex(hex))
  1044. return true;
  1045. if (curStack->doubleWide())
  1046. {
  1047. BattleHex otherHex = curStack->occupiedHex(hex);
  1048. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1049. return true;
  1050. }
  1051. return false;
  1052. };
  1053. if (curStack->hasBonusOfType(Bonus::FLYING))
  1054. {
  1055. if (path.second <= creSpeed && path.first.size() > 0)
  1056. {
  1057. if (canUseGate && dbState != EGateState::OPENED &&
  1058. occupyGateDrawbridgeHex(dest))
  1059. {
  1060. BattleUpdateGateState db;
  1061. db.state = EGateState::OPENED;
  1062. sendAndApply(&db);
  1063. }
  1064. //inform clients about move
  1065. BattleStackMoved sm;
  1066. sm.stack = curStack->ID;
  1067. std::vector<BattleHex> tiles;
  1068. tiles.push_back(path.first[0]);
  1069. sm.tilesToMove = tiles;
  1070. sm.distance = path.second;
  1071. sm.teleporting = false;
  1072. sendAndApply(&sm);
  1073. }
  1074. }
  1075. else //for non-flying creatures
  1076. {
  1077. std::vector<BattleHex> tiles;
  1078. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1079. int v = path.first.size()-1;
  1080. path.first.push_back(start);
  1081. // check if gate need to be open or closed at some point
  1082. BattleHex openGateAtHex, gateMayCloseAtHex;
  1083. if (canUseGate)
  1084. {
  1085. for (int i = path.first.size()-1; i >= 0; i--)
  1086. {
  1087. auto needOpenGates = [&](BattleHex hex) -> bool
  1088. {
  1089. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1090. return true;
  1091. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1092. return true;
  1093. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1094. return true;
  1095. return false;
  1096. };
  1097. auto hex = path.first[i];
  1098. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1099. {
  1100. if (needOpenGates(hex))
  1101. openGateAtHex = path.first[i+1];
  1102. //TODO we need find batter way to handle double-wide stacks
  1103. //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.
  1104. if (curStack->doubleWide())
  1105. {
  1106. BattleHex otherHex = curStack->occupiedHex(hex);
  1107. if (otherHex.isValid() && needOpenGates(otherHex))
  1108. openGateAtHex = path.first[i+2];
  1109. }
  1110. //gate may be opened and then closed during stack movement, but not other way around
  1111. if (openGateAtHex.isValid())
  1112. dbState = EGateState::OPENED;
  1113. }
  1114. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1115. {
  1116. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1117. {
  1118. gateMayCloseAtHex = path.first[i-1];
  1119. }
  1120. if (gs->curB->town->subID == ETownType::FORTRESS)
  1121. {
  1122. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1123. {
  1124. gateMayCloseAtHex = path.first[i-1];
  1125. }
  1126. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1127. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1128. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1129. {
  1130. gateMayCloseAtHex = path.first[i-1];
  1131. }
  1132. }
  1133. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1134. {
  1135. gateMayCloseAtHex = path.first[i-1];
  1136. }
  1137. }
  1138. }
  1139. }
  1140. bool stackIsMoving = true;
  1141. while(stackIsMoving)
  1142. {
  1143. if (v<tilesToMove)
  1144. {
  1145. logGlobal->error("Movement terminated abnormally");
  1146. break;
  1147. }
  1148. bool gateStateChanging = false;
  1149. //special handling for opening gate on from starting hex
  1150. if (openGateAtHex.isValid() && openGateAtHex == start)
  1151. gateStateChanging = true;
  1152. else
  1153. {
  1154. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1155. {
  1156. BattleHex hex = path.first[v];
  1157. tiles.push_back(hex);
  1158. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1159. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1160. {
  1161. gateStateChanging = true;
  1162. }
  1163. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1164. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1165. obstacleHit = true;
  1166. if (curStack->doubleWide())
  1167. {
  1168. BattleHex otherHex = curStack->occupiedHex(hex);
  1169. //two hex creature hit obstacle by backside
  1170. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1171. if(otherHex.isValid() && !obstacle2.empty())
  1172. obstacleHit = true;
  1173. }
  1174. }
  1175. }
  1176. if (tiles.size() > 0)
  1177. {
  1178. //commit movement
  1179. BattleStackMoved sm;
  1180. sm.stack = curStack->ID;
  1181. sm.distance = path.second;
  1182. sm.teleporting = false;
  1183. sm.tilesToMove = tiles;
  1184. sendAndApply(&sm);
  1185. tiles.clear();
  1186. }
  1187. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1188. if (curStack->position != dest)
  1189. {
  1190. if(stackIsMoving && start != curStack->position)
  1191. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1192. if (gateStateChanging)
  1193. {
  1194. if (curStack->position == openGateAtHex)
  1195. {
  1196. openGateAtHex = BattleHex();
  1197. //only open gate if stack is still alive
  1198. if (curStack->alive())
  1199. {
  1200. BattleUpdateGateState db;
  1201. db.state = EGateState::OPENED;
  1202. sendAndApply(&db);
  1203. }
  1204. }
  1205. else if (curStack->position == gateMayCloseAtHex)
  1206. {
  1207. gateMayCloseAtHex = BattleHex();
  1208. updateGateState();
  1209. }
  1210. }
  1211. }
  1212. else
  1213. //movement finished normally: we reached destination
  1214. stackIsMoving = false;
  1215. }
  1216. }
  1217. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1218. handleDamageFromObstacle(curStack);
  1219. return ret;
  1220. }
  1221. CGameHandler::CGameHandler(void)
  1222. {
  1223. QID = 1;
  1224. //gs = nullptr;
  1225. IObjectInterface::cb = this;
  1226. applier = new CApplier<CBaseForGHApply>();
  1227. registerTypesServerPacks(*applier);
  1228. visitObjectAfterVictory = false;
  1229. spellEnv = new ServerSpellCastEnvironment(this);
  1230. }
  1231. CGameHandler::~CGameHandler(void)
  1232. {
  1233. delete spellEnv;
  1234. delete applier;
  1235. applier = nullptr;
  1236. delete gs;
  1237. }
  1238. void CGameHandler::init(StartInfo *si)
  1239. {
  1240. if (si->seedToBeUsed == 0)
  1241. {
  1242. si->seedToBeUsed = std::time(nullptr);
  1243. }
  1244. gs = new CGameState();
  1245. logGlobal->info("Gamestate created!");
  1246. gs->init(si);
  1247. logGlobal->info("Gamestate initialized!");
  1248. // reset seed, so that clients can't predict any following random values
  1249. getRandomGenerator().resetSeed();
  1250. for (auto & elem : gs->players)
  1251. {
  1252. states.addPlayer(elem.first);
  1253. }
  1254. }
  1255. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1256. {
  1257. return a.earlierThan(b);
  1258. }
  1259. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1260. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1261. const PlayerState * p = getPlayer(town->tempOwner);
  1262. if (!p)
  1263. {
  1264. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1265. return;
  1266. }
  1267. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1268. {
  1269. SetAvailableCreatures ssi;
  1270. ssi.tid = town->id;
  1271. ssi.creatures = town->creatures;
  1272. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1273. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1274. if (dwellings.empty())//no dwellings - just remove
  1275. {
  1276. sendAndApply(&ssi);
  1277. return;
  1278. }
  1279. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1280. // for multi-creature dwellings like Golem Factory
  1281. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1282. if (clear)
  1283. {
  1284. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1285. }
  1286. else
  1287. {
  1288. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1289. }
  1290. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1291. sendAndApply(&ssi);
  1292. }
  1293. }
  1294. void CGameHandler::newTurn()
  1295. {
  1296. logGlobal->trace("Turn %d", gs->day+1);
  1297. NewTurn n;
  1298. n.specialWeek = NewTurn::NO_ACTION;
  1299. n.creatureid = CreatureID::NONE;
  1300. n.day = gs->day + 1;
  1301. bool firstTurn = !getDate(Date::DAY);
  1302. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1303. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1304. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1305. if (firstTurn)
  1306. {
  1307. for (auto obj : gs->map->objects)
  1308. {
  1309. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1310. {
  1311. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1312. }
  1313. }
  1314. }
  1315. if (newWeek && !firstTurn)
  1316. {
  1317. n.specialWeek = NewTurn::NORMAL;
  1318. bool deityOfFireBuilt = false;
  1319. for (const CGTownInstance *t : gs->map->towns)
  1320. {
  1321. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1322. {
  1323. deityOfFireBuilt = true;
  1324. break;
  1325. }
  1326. }
  1327. if (deityOfFireBuilt)
  1328. {
  1329. n.specialWeek = NewTurn::DEITYOFFIRE;
  1330. n.creatureid = CreatureID::IMP;
  1331. }
  1332. else
  1333. {
  1334. int monthType = getRandomGenerator().nextInt(99);
  1335. if (newMonth) //new month
  1336. {
  1337. if (monthType < 40) //double growth
  1338. {
  1339. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1340. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1341. {
  1342. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1343. n.creatureid = newMonster.second;
  1344. }
  1345. else if (VLC->creh->doubledCreatures.size())
  1346. {
  1347. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1348. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1349. }
  1350. else
  1351. {
  1352. complain("Cannot find creature that can be spawned!");
  1353. n.specialWeek = NewTurn::NORMAL;
  1354. }
  1355. }
  1356. else if (monthType < 50)
  1357. n.specialWeek = NewTurn::PLAGUE;
  1358. }
  1359. else //it's a week, but not full month
  1360. {
  1361. if (monthType < 25)
  1362. {
  1363. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1364. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1365. //TODO do not pick neutrals
  1366. n.creatureid = newMonster.second;
  1367. }
  1368. }
  1369. }
  1370. }
  1371. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1372. for (auto& hp : pool)
  1373. {
  1374. auto hero = hp.second;
  1375. if (hero->isInitialized() && hero->stacks.size())
  1376. {
  1377. // reset retreated or surrendered heroes
  1378. auto maxmove = hero->maxMovePoints(true);
  1379. // if movement is greater than maxmove, we should decrease it
  1380. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1381. {
  1382. NewTurn::Hero hth;
  1383. hth.id = hero->id;
  1384. hth.move = maxmove;
  1385. hth.mana = hero->getManaNewTurn();
  1386. n.heroes.insert(hth);
  1387. }
  1388. }
  1389. }
  1390. for (auto & elem : gs->players)
  1391. {
  1392. if (elem.first == PlayerColor::NEUTRAL)
  1393. continue;
  1394. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1395. assert(0); //illegal player number!
  1396. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1397. hadGold.insert(playerGold);
  1398. if (newWeek) //new heroes in tavern
  1399. {
  1400. SetAvailableHeroes sah;
  1401. sah.player = elem.first;
  1402. //pick heroes and their armies
  1403. CHeroClass *banned = nullptr;
  1404. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1405. {
  1406. //first hero - native if possible, second hero -> any other class
  1407. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1408. {
  1409. sah.hid[j] = h->subID;
  1410. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1411. banned = h->type->heroClass;
  1412. }
  1413. else
  1414. {
  1415. sah.hid[j] = -1;
  1416. }
  1417. }
  1418. sendAndApply(&sah);
  1419. }
  1420. n.res[elem.first] = elem.second.resources;
  1421. for (CGHeroInstance *h : (elem).second.heroes)
  1422. {
  1423. if (h->visitedTown)
  1424. giveSpells(h->visitedTown, h);
  1425. NewTurn::Hero hth;
  1426. hth.id = h->id;
  1427. auto ti = make_unique<TurnInfo>(h, 1);
  1428. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1429. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1430. hth.mana = h->getManaNewTurn();
  1431. n.heroes.insert(hth);
  1432. if (!firstTurn) //not first day
  1433. {
  1434. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1435. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1436. {
  1437. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1438. }
  1439. }
  1440. }
  1441. }
  1442. for (CGTownInstance *t : gs->map->towns)
  1443. {
  1444. PlayerColor player = t->tempOwner;
  1445. handleTownEvents(t, n);
  1446. if (newWeek) //first day of week
  1447. {
  1448. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1449. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1450. if (!firstTurn)
  1451. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1452. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1453. if (!vstd::contains(n.cres, t->id))
  1454. {
  1455. n.cres[t->id].tid = t->id;
  1456. n.cres[t->id].creatures = t->creatures;
  1457. }
  1458. auto & sac = n.cres.at(t->id);
  1459. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1460. {
  1461. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1462. {
  1463. ui32 &availableCount = sac.creatures.at(k).first;
  1464. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1465. if (n.specialWeek == NewTurn::PLAGUE)
  1466. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1467. else
  1468. {
  1469. if (firstTurn) //first day of game: use only basic growths
  1470. availableCount = cre->growth;
  1471. else
  1472. availableCount += t->creatureGrowth(k);
  1473. //Deity of fire week - upgrade both imps and upgrades
  1474. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1475. availableCount += 15;
  1476. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1477. {
  1478. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1479. availableCount *= 2;
  1480. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1481. availableCount += 5;
  1482. }
  1483. }
  1484. }
  1485. }
  1486. }
  1487. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1488. {
  1489. n.res[player] = n.res[player] + t->dailyIncome();
  1490. }
  1491. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1492. {
  1493. // Skyship, probably easier to handle same as Veil of darkness
  1494. //do it every new day after veils apply
  1495. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1496. {
  1497. FoWChange fw;
  1498. fw.mode = 1;
  1499. fw.player = player;
  1500. // find all hidden tiles
  1501. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1502. for (size_t i=0; i<fow.size(); i++)
  1503. for (size_t j=0; j<fow.at(i).size(); j++)
  1504. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1505. if (!fow.at(i).at(j).at(k))
  1506. fw.tiles.insert(int3(i,j,k));
  1507. sendAndApply (&fw);
  1508. }
  1509. }
  1510. if (t->hasBonusOfType (Bonus::DARKNESS))
  1511. {
  1512. for (auto & player : gs->players)
  1513. {
  1514. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1515. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1516. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1517. }
  1518. }
  1519. }
  1520. if (newMonth)
  1521. {
  1522. SetAvailableArtifacts saa;
  1523. saa.id = -1;
  1524. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1525. sendAndApply(&saa);
  1526. }
  1527. sendAndApply(&n);
  1528. if (newWeek)
  1529. {
  1530. //spawn wandering monsters
  1531. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1532. {
  1533. spawnWanderingMonsters(n.creatureid);
  1534. }
  1535. //new week info popup
  1536. if (!firstTurn)
  1537. {
  1538. InfoWindow iw;
  1539. switch (n.specialWeek)
  1540. {
  1541. case NewTurn::DOUBLE_GROWTH:
  1542. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1543. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1544. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1545. break;
  1546. case NewTurn::PLAGUE:
  1547. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1548. break;
  1549. case NewTurn::BONUS_GROWTH:
  1550. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1551. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1552. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1553. break;
  1554. case NewTurn::DEITYOFFIRE:
  1555. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1556. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1557. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1558. iw.text.addReplacement2(15); //%+d 15
  1559. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1560. iw.text.addReplacement2(15); //%+d 15
  1561. break;
  1562. default:
  1563. if (newMonth)
  1564. {
  1565. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1566. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1567. }
  1568. else
  1569. {
  1570. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1571. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1572. }
  1573. }
  1574. for (auto & elem : gs->players)
  1575. {
  1576. iw.player = elem.first;
  1577. sendAndApply(&iw);
  1578. }
  1579. }
  1580. }
  1581. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1582. handleTimeEvents();
  1583. //call objects
  1584. for (auto & elem : gs->map->objects)
  1585. {
  1586. if (elem)
  1587. elem->newTurn(getRandomGenerator());
  1588. }
  1589. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1590. }
  1591. void CGameHandler::run(bool resume)
  1592. {
  1593. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1594. using namespace boost::posix_time;
  1595. for (CConnection *cc : conns)
  1596. {
  1597. if (!resume)
  1598. {
  1599. (*cc) << gs->initialOpts; // gs->scenarioOps
  1600. }
  1601. std::set<PlayerColor> players;
  1602. (*cc) >> players; //how many players will be handled at that client
  1603. std::stringstream sbuffer;
  1604. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1605. for (PlayerColor color : players)
  1606. {
  1607. sbuffer << color << " ";
  1608. {
  1609. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1610. if(!color.isSpectator()) // there can be more than one spectator
  1611. connections[color] = cc;
  1612. }
  1613. }
  1614. logGlobal->info(sbuffer.str());
  1615. cc->addStdVecItems(gs);
  1616. cc->enableStackSendingByID();
  1617. cc->disableSmartPointerSerialization();
  1618. }
  1619. for (auto & elem : conns)
  1620. {
  1621. std::set<PlayerColor> pom;
  1622. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1623. if (j->second == elem)
  1624. pom.insert(j->first);
  1625. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1626. }
  1627. auto playerTurnOrder = generatePlayerTurnOrder();
  1628. while(!serverShuttingDown)
  1629. {
  1630. if (!resume) newTurn();
  1631. std::list<PlayerColor>::iterator it;
  1632. if (resume)
  1633. {
  1634. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1635. }
  1636. else
  1637. {
  1638. it = playerTurnOrder.begin();
  1639. }
  1640. resume = false;
  1641. for (; it != playerTurnOrder.end(); it++)
  1642. {
  1643. auto playerColor = *it;
  1644. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1645. if (playerState->status == EPlayerStatus::INGAME)
  1646. {
  1647. //if player runs out of time, he shouldn't get the turn (especially AI)
  1648. checkVictoryLossConditionsForAll();
  1649. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1650. { //player lost at the beginning of his turn
  1651. continue;
  1652. }
  1653. else //give normal turn
  1654. {
  1655. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1656. YourTurn yt;
  1657. yt.player = playerColor;
  1658. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1659. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1660. applyAndSend(&yt);
  1661. //wait till turn is done
  1662. boost::unique_lock<boost::mutex> lock(states.mx);
  1663. while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
  1664. {
  1665. static time_duration p = milliseconds(100);
  1666. states.cv.timed_wait(lock, p);
  1667. }
  1668. }
  1669. }
  1670. }
  1671. //additional check that game is not finished
  1672. bool activePlayer = false;
  1673. for (auto player : playerTurnOrder)
  1674. {
  1675. if (gs->players[player].status == EPlayerStatus::INGAME)
  1676. activePlayer = true;
  1677. }
  1678. if (!activePlayer)
  1679. serverShuttingDown = true;
  1680. }
  1681. while(conns.size() && (*conns.begin())->isOpen())
  1682. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1683. }
  1684. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1685. {
  1686. // Generate player turn order
  1687. std::list<PlayerColor> playerTurnOrder;
  1688. for (const auto & player : gs->players) // add human players first
  1689. {
  1690. if (player.second.human)
  1691. playerTurnOrder.push_back(player.first);
  1692. }
  1693. for (const auto & player : gs->players) // then add non-human players
  1694. {
  1695. if (!player.second.human)
  1696. playerTurnOrder.push_back(player.first);
  1697. }
  1698. return playerTurnOrder;
  1699. }
  1700. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1701. {
  1702. battleResult.set(nullptr);
  1703. const auto t = getTile(tile);
  1704. ETerrainType terrain = t->terType;
  1705. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1706. terrain = ETerrainType::SAND;
  1707. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1708. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1709. terType = BFieldType::SHIP_TO_SHIP;
  1710. //send info about battles
  1711. BattleStart bs;
  1712. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1713. sendAndApply(&bs);
  1714. }
  1715. void CGameHandler::checkBattleStateChanges()
  1716. {
  1717. //check if drawbridge state need to be changes
  1718. if (battleGetSiegeLevel() > 0)
  1719. updateGateState();
  1720. //check if battle ended
  1721. if (auto result = battleIsFinished())
  1722. {
  1723. setBattleResult(BattleResult::NORMAL, *result);
  1724. }
  1725. }
  1726. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1727. {
  1728. if (!h->hasSpellbook())
  1729. return; //hero hasn't spellbook
  1730. ChangeSpells cs;
  1731. cs.hid = h->id;
  1732. cs.learn = true;
  1733. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1734. {
  1735. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1736. for (int i = 0; i < h->maxSpellLevel(); i++)
  1737. {
  1738. std::vector<SpellID> spells;
  1739. getAllowedSpells(spells, i+1);
  1740. for (auto & spell : spells)
  1741. cs.spells.insert(spell);
  1742. }
  1743. }
  1744. else
  1745. {
  1746. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1747. {
  1748. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1749. {
  1750. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1751. cs.spells.insert(t->spells.at(i).at(j));
  1752. }
  1753. }
  1754. }
  1755. if (!cs.spells.empty())
  1756. sendAndApply(&cs);
  1757. }
  1758. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1759. {
  1760. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1761. sendAndApply(&sop);
  1762. }
  1763. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1764. {
  1765. if (!obj || !getObj(obj->id))
  1766. {
  1767. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1768. return false;
  1769. }
  1770. RemoveObject ro;
  1771. ro.id = obj->id;
  1772. sendAndApply(&ro);
  1773. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1774. return true;
  1775. }
  1776. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1777. {
  1778. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1779. sendAndApply(&sop);
  1780. }
  1781. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1782. {
  1783. const CGHeroInstance *h = getHero(hid);
  1784. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1785. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1786. {
  1787. logGlobal->error("Illegal call to move hero!");
  1788. return false;
  1789. }
  1790. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1791. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1792. if (!gs->map->isInTheMap(hmpos))
  1793. {
  1794. logGlobal->error("Destination tile is outside the map!");
  1795. return false;
  1796. }
  1797. const TerrainTile t = *getTile(hmpos);
  1798. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1799. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1800. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1801. //result structure for start - movement failed, no move points used
  1802. TryMoveHero tmh;
  1803. tmh.id = hid;
  1804. tmh.start = h->pos;
  1805. tmh.end = dst;
  1806. tmh.result = TryMoveHero::FAILED;
  1807. tmh.movePoints = h->movement;
  1808. //check if destination tile is available
  1809. auto ti = make_unique<TurnInfo>(h);
  1810. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1811. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1812. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1813. //it's a rock or blocked and not visitable tile
  1814. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1815. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1816. && complain("Cannot move hero, destination tile is blocked!"))
  1817. || ((!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)
  1818. && complain("Cannot move hero, destination tile is on water!"))
  1819. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1820. && complain("Cannot disembark hero, tile is blocked!"))
  1821. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1822. && complain("Tiles are not neighboring!"))
  1823. || ((h->inTownGarrison)
  1824. && complain("Can not move garrisoned hero!"))
  1825. || ((h->movement < cost && dst != h->pos && !teleporting)
  1826. && complain("Hero doesn't have any movement points left!"))
  1827. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1828. && complain("Hero cannot transit over this tile!"))
  1829. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1830. && complain("Cannot move hero during the battle"))*/)
  1831. {
  1832. //send info about movement failure
  1833. sendAndApply(&tmh);
  1834. return false;
  1835. }
  1836. //several generic blocks of code
  1837. // should be called if hero changes tile but before applying TryMoveHero package
  1838. auto leaveTile = [&]()
  1839. {
  1840. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1841. {
  1842. obj->onHeroLeave(h);
  1843. }
  1844. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1845. };
  1846. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1847. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1848. {
  1849. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  1850. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1851. queries.addQuery(moveQuery);
  1852. if (leavingTile == LEAVING_TILE)
  1853. leaveTile();
  1854. tmh.result = result;
  1855. sendAndApply(&tmh);
  1856. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1857. { // Hero should be always able to visit any object he staying on even if there guards around
  1858. visitObjectOnTile(t, h);
  1859. }
  1860. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1861. {
  1862. tmh.attackedFrom = boost::make_optional(guardPos);
  1863. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1864. objectVisited(guardTile.visitableObjects.back(), h);
  1865. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1866. }
  1867. else if (visitDest == VISIT_DEST)
  1868. {
  1869. visitObjectOnTile(t, h);
  1870. }
  1871. queries.popIfTop(moveQuery);
  1872. logGlobal->trace("Hero %s ends movement", h->name);
  1873. return result != TryMoveHero::FAILED;
  1874. };
  1875. //interaction with blocking object (like resources)
  1876. auto blockingVisit = [&]() -> bool
  1877. {
  1878. for (CGObjectInstance *obj : t.visitableObjects)
  1879. {
  1880. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1881. {
  1882. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1883. //this-> is needed for MVS2010 to recognize scope (?)
  1884. }
  1885. }
  1886. return false;
  1887. };
  1888. if (!transit && embarking)
  1889. {
  1890. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1891. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1892. // In H3 embark ignore guards
  1893. }
  1894. if (disembarking)
  1895. {
  1896. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1897. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1898. }
  1899. if (teleporting)
  1900. {
  1901. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1902. return true;
  1903. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1904. // visit town for town portal \ castle gates
  1905. // do not use generic visitObjectOnTile to avoid double-teleporting
  1906. // if this moveHero call was triggered by teleporter
  1907. if (!t.visitableObjects.empty())
  1908. {
  1909. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1910. town->onHeroVisit(h);
  1911. }
  1912. return true;
  1913. }
  1914. //still here? it is standard movement!
  1915. {
  1916. tmh.movePoints = h->movement >= cost
  1917. ? h->movement - cost
  1918. : 0;
  1919. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1920. EVisitDest visitDest = VISIT_DEST;
  1921. if (transit)
  1922. {
  1923. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1924. visitDest = DONT_VISIT_DEST;
  1925. if (canFly)
  1926. {
  1927. lookForGuards = IGNORE_GUARDS;
  1928. visitDest = DONT_VISIT_DEST;
  1929. }
  1930. }
  1931. else if (blockingVisit())
  1932. return true;
  1933. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1934. return true;
  1935. }
  1936. }
  1937. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1938. {
  1939. const CGHeroInstance *h = getHero(hid);
  1940. const CGTownInstance *t = getTown(dstid);
  1941. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1942. COMPLAIN_RET("Invalid call to teleportHero!");
  1943. const CGTownInstance *from = h->visitedTown;
  1944. if (((h->getOwner() != t->getOwner())
  1945. && complain("Cannot teleport hero to another player"))
  1946. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1947. && complain("Hero must be in town with Castle gate for teleporting"))
  1948. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1949. && complain("Cannot teleport hero to town without Castle gate in it")))
  1950. return false;
  1951. int3 pos = t->visitablePos();
  1952. pos += h->getVisitableOffset();
  1953. moveHero(hid,pos,1);
  1954. return true;
  1955. }
  1956. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1957. {
  1958. PlayerColor oldOwner = getOwner(obj->id);
  1959. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1960. sendAndApply(&sop);
  1961. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1962. checkVictoryLossConditions(playerColors);
  1963. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1964. if (town) //town captured
  1965. {
  1966. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1967. {
  1968. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1969. setPortalDwelling(town, true, false);
  1970. }
  1971. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1972. {
  1973. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  1974. {
  1975. InfoWindow iw;
  1976. iw.player = oldOwner;
  1977. 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.
  1978. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1979. sendAndApply(&iw);
  1980. }
  1981. }
  1982. }
  1983. const PlayerState * p = getPlayer(owner);
  1984. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1985. {
  1986. for (const CGTownInstance * t : getPlayer(owner)->towns)
  1987. {
  1988. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1989. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1990. }
  1991. }
  1992. }
  1993. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1994. {
  1995. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1996. queries.addQuery(dialogQuery);
  1997. iw->queryID = dialogQuery->queryID;
  1998. sendToAllClients(iw);
  1999. }
  2000. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2001. {
  2002. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2003. queries.addQuery(dialogQuery);
  2004. iw->queryID = dialogQuery->queryID;
  2005. sendToAllClients(iw);
  2006. }
  2007. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2008. {
  2009. if (!val) return; //don't waste time on empty call
  2010. TResources resources;
  2011. resources.at(which) = val;
  2012. giveResources(player, resources);
  2013. }
  2014. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2015. {
  2016. SetResources sr;
  2017. sr.abs = false;
  2018. sr.player = player;
  2019. sr.res = resources;
  2020. sendAndApply(&sr);
  2021. }
  2022. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2023. {
  2024. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2025. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2026. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2027. //first we move creatures to give to make them army of object-source
  2028. for (auto & elem : creatures.Slots())
  2029. {
  2030. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2031. }
  2032. tryJoiningArmy(obj, h, remove, true);
  2033. }
  2034. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2035. {
  2036. std::vector<CStackBasicDescriptor> cres = creatures;
  2037. if (cres.size() <= 0)
  2038. return;
  2039. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2040. for (CStackBasicDescriptor &sbd : cres)
  2041. {
  2042. TQuantity collected = 0;
  2043. while(collected < sbd.count)
  2044. {
  2045. bool foundSth = false;
  2046. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2047. {
  2048. if (i->second->type == sbd.type)
  2049. {
  2050. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2051. changeStackCount(StackLocation(obj, i->first), -take, false);
  2052. collected += take;
  2053. foundSth = true;
  2054. break;
  2055. }
  2056. }
  2057. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2058. {
  2059. complain("Unexpected failure during taking creatures!");
  2060. return;
  2061. }
  2062. }
  2063. }
  2064. }
  2065. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2066. {
  2067. sendToAllClients(comp);
  2068. }
  2069. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2070. {
  2071. HeroVisitCastle vc;
  2072. vc.hid = hero->id;
  2073. vc.tid = obj->id;
  2074. vc.flags |= 1;
  2075. sendAndApply(&vc);
  2076. vistiCastleObjects (obj, hero);
  2077. giveSpells (obj, hero);
  2078. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2079. }
  2080. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2081. {
  2082. std::vector<CGTownBuilding*>::const_iterator i;
  2083. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2084. (*i)->onHeroVisit (h);
  2085. }
  2086. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2087. {
  2088. HeroVisitCastle vc;
  2089. vc.hid = hero->id;
  2090. vc.tid = obj->id;
  2091. sendAndApply(&vc);
  2092. }
  2093. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2094. {
  2095. EraseArtifact ea;
  2096. ea.al = al;
  2097. sendAndApply(&ea);
  2098. }
  2099. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2100. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2101. const CGTownInstance *town) //use hero=nullptr for no hero
  2102. {
  2103. engageIntoBattle(army1->tempOwner);
  2104. engageIntoBattle(army2->tempOwner);
  2105. static const CArmedInstance *armies[2];
  2106. armies[0] = army1;
  2107. armies[1] = army2;
  2108. static const CGHeroInstance*heroes[2];
  2109. heroes[0] = hero1;
  2110. heroes[1] = hero2;
  2111. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2112. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2113. queries.addQuery(battleQuery);
  2114. boost::thread(&CGameHandler::runBattle, this);
  2115. }
  2116. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2117. {
  2118. startBattlePrimary(army1, army2, tile,
  2119. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2120. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2121. creatureBank);
  2122. }
  2123. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2124. {
  2125. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2126. }
  2127. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2128. {
  2129. ChangeSpells cs;
  2130. cs.hid = hero->id;
  2131. cs.spells = spells;
  2132. cs.learn = give;
  2133. sendAndApply(&cs);
  2134. }
  2135. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2136. {
  2137. SystemMessage sm;
  2138. sm.text = message;
  2139. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2140. c << &sm;
  2141. }
  2142. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2143. {
  2144. sendAndApply(bonus);
  2145. }
  2146. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2147. {
  2148. sendAndApply(smp);
  2149. }
  2150. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2151. {
  2152. SetMana sm;
  2153. sm.hid = hid;
  2154. sm.val = val;
  2155. sm.absolute = true;
  2156. sendAndApply(&sm);
  2157. }
  2158. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2159. {
  2160. GiveHero gh;
  2161. gh.id = id;
  2162. gh.player = player;
  2163. sendAndApply(&gh);
  2164. }
  2165. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2166. {
  2167. ChangeObjPos cop;
  2168. cop.objid = objid;
  2169. cop.nPos = newPos;
  2170. cop.flags = flags;
  2171. sendAndApply(&cop);
  2172. }
  2173. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2174. {
  2175. const CGHeroInstance * h1 = getHero(fromHero);
  2176. const CGHeroInstance * h2 = getHero(toHero);
  2177. int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2178. int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2179. if (h1_scholarLevel < h2_scholarLevel)
  2180. {
  2181. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2182. std::swap(fromHero, toHero);
  2183. }
  2184. int ScholarLevel = std::max(h1_scholarLevel, h2_scholarLevel);//heroes can trade up to this level
  2185. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2186. return;//no scholar skill or no spellbook
  2187. int h1Lvl = std::min(ScholarLevel, h1->maxSpellLevel()),
  2188. h2Lvl = std::min(ScholarLevel, h2->maxSpellLevel());//heroes can receive this levels
  2189. ChangeSpells cs1;
  2190. cs1.learn = true;
  2191. cs1.hid = toHero;//giving spells to first hero
  2192. for (auto it : h1->spells)
  2193. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2194. cs1.spells.insert(it);//spell to learn
  2195. ChangeSpells cs2;
  2196. cs2.learn = true;
  2197. cs2.hid = fromHero;
  2198. for (auto it : h2->spells)
  2199. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2200. cs2.spells.insert(it);
  2201. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2202. {
  2203. InfoWindow iw;
  2204. iw.player = h1->tempOwner;
  2205. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2206. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2207. iw.text.addReplacement(h1->name);
  2208. if (!cs2.spells.empty())//if found new spell - apply
  2209. {
  2210. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2211. int size = cs2.spells.size();
  2212. for (auto it : cs2.spells)
  2213. {
  2214. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2215. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2216. switch (size--)
  2217. {
  2218. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2219. case 1: break;
  2220. default: iw.text << ", ";
  2221. }
  2222. }
  2223. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2224. iw.text.addReplacement(h2->name);
  2225. sendAndApply(&cs2);
  2226. }
  2227. if (!cs1.spells.empty() && !cs2.spells.empty())
  2228. {
  2229. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2230. }
  2231. if (!cs1.spells.empty())
  2232. {
  2233. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2234. int size = cs1.spells.size();
  2235. for (auto it : cs1.spells)
  2236. {
  2237. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2238. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2239. switch (size--)
  2240. {
  2241. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2242. case 1: break;
  2243. default: iw.text << ", ";
  2244. } }
  2245. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2246. iw.text.addReplacement(h2->name);
  2247. sendAndApply(&cs1);
  2248. }
  2249. sendAndApply(&iw);
  2250. }
  2251. }
  2252. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2253. {
  2254. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2255. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2256. {
  2257. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2258. ExchangeDialog hex;
  2259. hex.queryID = exchange->queryID;
  2260. hex.heroes[0] = getHero(hero1);
  2261. hex.heroes[1] = getHero(hero2);
  2262. sendAndApply(&hex);
  2263. useScholarSkill(hero1,hero2);
  2264. queries.addQuery(exchange);
  2265. }
  2266. }
  2267. void CGameHandler::sendToAllClients(CPackForClient * info)
  2268. {
  2269. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2270. for (auto & elem : conns)
  2271. {
  2272. if(!elem->isOpen())
  2273. continue;
  2274. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2275. *elem << info;
  2276. }
  2277. }
  2278. void CGameHandler::sendAndApply(CPackForClient * info)
  2279. {
  2280. sendToAllClients(info);
  2281. gs->apply(info);
  2282. }
  2283. void CGameHandler::applyAndSend(CPackForClient * info)
  2284. {
  2285. gs->apply(info);
  2286. sendToAllClients(info);
  2287. }
  2288. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2289. {
  2290. sendAndApply(static_cast<CPackForClient*>(info));
  2291. checkVictoryLossConditionsForAll();
  2292. }
  2293. void CGameHandler::sendAndApply(SetResources * info)
  2294. {
  2295. sendAndApply(static_cast<CPackForClient*>(info));
  2296. checkVictoryLossConditionsForPlayer(info->player);
  2297. }
  2298. void CGameHandler::sendAndApply(NewStructures * info)
  2299. {
  2300. sendAndApply(static_cast<CPackForClient*>(info));
  2301. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2302. }
  2303. void CGameHandler::save(const std::string & filename)
  2304. {
  2305. logGlobal->info("Saving to %s", filename);
  2306. const auto stem = FileInfo::GetPathStem(filename);
  2307. const auto savefname = stem.to_string() + ".vsgm1";
  2308. CResourceHandler::get("local")->createResource(savefname);
  2309. {
  2310. logGlobal->info("Ordering clients to serialize...");
  2311. SaveGame sg(savefname);
  2312. sendToAllClients(&sg);
  2313. }
  2314. try
  2315. {
  2316. {
  2317. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2318. saveCommonState(save);
  2319. logGlobal->info("Saving server state");
  2320. save << *this;
  2321. }
  2322. logGlobal->info("Game has been successfully saved!");
  2323. }
  2324. catch(std::exception &e)
  2325. {
  2326. logGlobal->error("Failed to save game: %s", e.what());
  2327. }
  2328. }
  2329. void CGameHandler::close()
  2330. {
  2331. logGlobal->info("We have been requested to close.");
  2332. serverShuttingDown = true;
  2333. for (auto & elem : conns)
  2334. {
  2335. if(!elem->isOpen())
  2336. continue;
  2337. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2338. elem->close();
  2339. elem->connected = false;
  2340. }
  2341. }
  2342. void CGameHandler::playerLeftGame(int cid)
  2343. {
  2344. for (auto & elem : conns)
  2345. {
  2346. if(elem->isOpen() && elem->connectionID == cid)
  2347. {
  2348. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2349. elem->close();
  2350. elem->connected = false;
  2351. break;
  2352. }
  2353. }
  2354. }
  2355. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2356. {
  2357. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2358. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2359. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2360. StackLocation sl1(s1, p1), sl2(s2, p2);
  2361. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2362. {
  2363. complain("Invalid slot accessed!");
  2364. return false;
  2365. }
  2366. if (!isAllowedExchange(id1,id2))
  2367. {
  2368. complain("Cannot exchange stacks between these two objects!\n");
  2369. return false;
  2370. }
  2371. // We can always put stacks into locked garrison, but not take them out of it
  2372. auto notRemovable = [&](const CArmedInstance * army)
  2373. {
  2374. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2375. {
  2376. auto g = dynamic_cast<const CGGarrison *>(army);
  2377. if (g && !g->removableUnits)
  2378. {
  2379. complain("Stacks in this garrison are not removable!\n");
  2380. return true;
  2381. }
  2382. }
  2383. return false;
  2384. };
  2385. if (what==1) //swap
  2386. {
  2387. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2388. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2389. {
  2390. complain("Can't take troops from another player!");
  2391. return false;
  2392. }
  2393. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2394. {
  2395. complain("Cannot swap stacks - slots are the same!");
  2396. return false;
  2397. }
  2398. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2399. {
  2400. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2401. return false;
  2402. }
  2403. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2404. return false;
  2405. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2406. return false;
  2407. swapStacks(sl1, sl2);
  2408. }
  2409. else if (what==2)//merge
  2410. {
  2411. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2412. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2413. return false;
  2414. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2415. {
  2416. complain("Cannot merge empty stack!");
  2417. return false;
  2418. }
  2419. else if (notRemovable(sl1.army))
  2420. return false;
  2421. moveStack(sl1, sl2);
  2422. }
  2423. else if (what==3) //split
  2424. {
  2425. const int countToMove = val - s2->getStackCount(p2);
  2426. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2427. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2428. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2429. {
  2430. complain("Can't move troops of another player!");
  2431. return false;
  2432. }
  2433. //general conditions checking
  2434. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2435. || (val<1 && complain("no creatures to split")) )
  2436. {
  2437. return false;
  2438. }
  2439. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2440. {
  2441. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2442. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2443. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2444. )
  2445. {
  2446. return false;
  2447. }
  2448. if (notRemovable(sl1.army))
  2449. {
  2450. if (s1->getStackCount(p1) > countLeftOnSrc)
  2451. return false;
  2452. }
  2453. else if (notRemovable(sl2.army))
  2454. {
  2455. if (s2->getStackCount(p1) < countLeftOnSrc)
  2456. return false;
  2457. }
  2458. moveStack(sl1, sl2, countToMove);
  2459. //S2.slots[p2]->count = val;
  2460. //S1.slots[p1]->count = total - val;
  2461. }
  2462. else //split one stack to the two
  2463. {
  2464. if (s1->getStackCount(p1) < val)//not enough creatures
  2465. {
  2466. complain("Cannot split that stack, not enough creatures!");
  2467. return false;
  2468. }
  2469. if (notRemovable(sl1.army))
  2470. return false;
  2471. moveStack(sl1, sl2, val);
  2472. }
  2473. }
  2474. return true;
  2475. }
  2476. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2477. {
  2478. std::set<PlayerColor> all;
  2479. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2480. if (i->second == c)
  2481. all.insert(i->first);
  2482. switch(all.size())
  2483. {
  2484. case 0:
  2485. return PlayerColor::NEUTRAL;
  2486. case 1:
  2487. return *all.begin();
  2488. default:
  2489. {
  2490. //if we have more than one player at this connection, try to pick active one
  2491. if (vstd::contains(all, gs->currentPlayer))
  2492. return gs->currentPlayer;
  2493. else
  2494. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2495. }
  2496. }
  2497. }
  2498. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2499. {
  2500. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2501. if (!vstd::contains(s1->stacks,pos))
  2502. {
  2503. complain("Illegal call to disbandCreature - no such stack in army!");
  2504. return false;
  2505. }
  2506. eraseStack(StackLocation(s1, pos));
  2507. return true;
  2508. }
  2509. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2510. {
  2511. const CGTownInstance * t = getTown(tid);
  2512. if (!t)
  2513. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2514. if (!t->town->buildings.count(requestedID))
  2515. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2516. if (t->hasBuilt(requestedID))
  2517. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2518. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2519. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2520. std::vector<const CBuilding*> remainingAutoBuildings;
  2521. std::set<BuildingID> buildingsThatWillBe;
  2522. //Check validity of request
  2523. if (!force)
  2524. {
  2525. switch (requestedBuilding->mode)
  2526. {
  2527. case CBuilding::BUILD_NORMAL :
  2528. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2529. COMPLAIN_RET("Cannot build that building!");
  2530. break;
  2531. case CBuilding::BUILD_AUTO :
  2532. case CBuilding::BUILD_SPECIAL:
  2533. COMPLAIN_RET("This building can not be constructed normally!");
  2534. case CBuilding::BUILD_GRAIL :
  2535. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2536. {
  2537. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2538. COMPLAIN_RET("Cannot build this without grail!")
  2539. else
  2540. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2541. }
  2542. break;
  2543. }
  2544. }
  2545. //Performs stuff that has to be done before new building is built
  2546. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2547. {
  2548. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2549. {
  2550. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2551. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2552. if (upgradeNumber >= t->town->creatures.at(level).size())
  2553. {
  2554. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2555. "no creature found (upgrade number %d, level %d!")
  2556. % buildingID % upgradeNumber % level));
  2557. return;
  2558. }
  2559. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2560. SetAvailableCreatures ssi;
  2561. ssi.tid = t->id;
  2562. ssi.creatures = t->creatures;
  2563. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2564. ssi.creatures[level].first = crea->growth;
  2565. ssi.creatures[level].second.push_back(crea->idNumber);
  2566. sendAndApply(&ssi);
  2567. }
  2568. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2569. {
  2570. setPortalDwelling(t);
  2571. }
  2572. };
  2573. //Performs stuff that has to be done after new building is built
  2574. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2575. {
  2576. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2577. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2578. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2579. {
  2580. if (t->visitingHero)
  2581. giveSpells(t,t->visitingHero);
  2582. if (t->garrisonHero)
  2583. giveSpells(t,t->garrisonHero);
  2584. }
  2585. };
  2586. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2587. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2588. {
  2589. return buildingsThatWillBe.count(buildID);
  2590. };
  2591. //Init the vectors
  2592. for (auto & build : t->town->buildings)
  2593. {
  2594. if (t->hasBuilt(build.first))
  2595. buildingsThatWillBe.insert(build.first);
  2596. else
  2597. {
  2598. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2599. remainingAutoBuildings.push_back(build.second);
  2600. }
  2601. }
  2602. //Prepare structure (list of building ids will be filled later)
  2603. NewStructures ns;
  2604. ns.tid = tid;
  2605. ns.builded = force ? t->builded : (t->builded+1);
  2606. std::queue<const CBuilding*> buildingsToAdd;
  2607. buildingsToAdd.push(requestedBuilding);
  2608. while(!buildingsToAdd.empty())
  2609. {
  2610. auto b = buildingsToAdd.front();
  2611. buildingsToAdd.pop();
  2612. ns.bid.insert(b->bid);
  2613. buildingsThatWillBe.insert(b->bid);
  2614. remainingAutoBuildings -= b;
  2615. for(auto autoBuilding : remainingAutoBuildings)
  2616. {
  2617. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2618. if(actualRequirements.test(areRequirementsFullfilled))
  2619. buildingsToAdd.push(autoBuilding);
  2620. }
  2621. }
  2622. // 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.
  2623. for (auto builtID : ns.bid)
  2624. processBeforeBuiltStructure(builtID);
  2625. //Take cost
  2626. if (!force)
  2627. {
  2628. giveResources(t->tempOwner, -requestedBuilding->resources);
  2629. }
  2630. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2631. sendAndApply(&ns);
  2632. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2633. for (auto builtID : ns.bid)
  2634. processAfterBuiltStructure(builtID);
  2635. // now when everything is built - reveal tiles for lookout tower
  2636. FoWChange fw;
  2637. fw.player = t->tempOwner;
  2638. fw.mode = 1;
  2639. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2640. sendAndApply(&fw);
  2641. if (t->visitingHero)
  2642. vistiCastleObjects (t, t->visitingHero);
  2643. if (t->garrisonHero)
  2644. vistiCastleObjects (t, t->garrisonHero);
  2645. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2646. return true;
  2647. }
  2648. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2649. {
  2650. ///incomplete, simply erases target building
  2651. const CGTownInstance * t = getTown(tid);
  2652. if (!vstd::contains(t->builtBuildings, bid))
  2653. return false;
  2654. RazeStructures rs;
  2655. rs.tid = tid;
  2656. rs.bid.insert(bid);
  2657. rs.destroyed = t->destroyed + 1;
  2658. sendAndApply(&rs);
  2659. //TODO: Remove dwellers
  2660. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2661. // {
  2662. // RemoveBonus rb(RemoveBonus::TOWN);
  2663. // rb.whoID = t->id;
  2664. // rb.source = Bonus::TOWN_STRUCTURE;
  2665. // rb.id = 17;
  2666. // sendAndApply(&rb);
  2667. // }
  2668. return true;
  2669. }
  2670. void CGameHandler::sendMessageToAll(const std::string &message)
  2671. {
  2672. SystemMessage sm;
  2673. sm.text = message;
  2674. sendToAllClients(&sm);
  2675. }
  2676. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2677. {
  2678. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2679. const CArmedInstance *dst = nullptr;
  2680. const CCreature *c = VLC->creh->creatures.at(crid);
  2681. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2682. //TODO: test for owning
  2683. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2684. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2685. assert(dw && dst);
  2686. //verify
  2687. bool found = false;
  2688. int level = 0;
  2689. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2690. {
  2691. if ((fromLvl != -1) && (level !=fromLvl))
  2692. continue;
  2693. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2694. int i = 0;
  2695. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2696. if (cur.second.at(i) == crid)
  2697. break;
  2698. if (i < cur.second.size())
  2699. {
  2700. found = true;
  2701. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2702. break;
  2703. }
  2704. }
  2705. SlotID slot = dst->getSlotFor(crid);
  2706. if ((!found && complain("Cannot recruit: no such creatures!"))
  2707. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2708. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2709. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2710. {
  2711. return false;
  2712. }
  2713. //recruit
  2714. giveResources(dst->tempOwner, -(c->cost * cram));
  2715. SetAvailableCreatures sac;
  2716. sac.tid = objid;
  2717. sac.creatures = dw->creatures;
  2718. sac.creatures[level].first -= cram;
  2719. sendAndApply(&sac);
  2720. if (warMachine)
  2721. {
  2722. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2723. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2724. ArtifactID artId = c->warMachine;
  2725. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2726. const CArtifact * art = artId.toArtifact();
  2727. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2728. return giveHeroNewArtifact(h, art);
  2729. }
  2730. else
  2731. {
  2732. addToSlot(StackLocation(dst, slot), c, cram);
  2733. }
  2734. return true;
  2735. }
  2736. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2737. {
  2738. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2739. if (!obj->hasStackAtSlot(pos))
  2740. {
  2741. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2742. }
  2743. UpgradeInfo ui;
  2744. getUpgradeInfo(obj, pos, ui);
  2745. PlayerColor player = obj->tempOwner;
  2746. const PlayerState *p = getPlayer(player);
  2747. int crQuantity = obj->stacks.at(pos)->count;
  2748. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2749. //check if upgrade is possible
  2750. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2751. {
  2752. return false;
  2753. }
  2754. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2755. //check if player has enough resources
  2756. if (!p->resources.canAfford(totalCost))
  2757. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2758. //take resources
  2759. giveResources(player, -totalCost);
  2760. //upgrade creature
  2761. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2762. return true;
  2763. }
  2764. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2765. {
  2766. if (!sl.army->hasStackAtSlot(sl.slot))
  2767. COMPLAIN_RET("Cannot find a stack to change type");
  2768. SetStackType sst;
  2769. sst.sl = sl;
  2770. sst.type = c;
  2771. sendAndApply(&sst);
  2772. return true;
  2773. }
  2774. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2775. {
  2776. assert(src->canBeMergedWith(*dst, allowMerging));
  2777. while(src->stacksCount())//while there are unmoved creatures
  2778. {
  2779. auto i = src->Slots().begin(); //iterator to stack to move
  2780. StackLocation sl(src, i->first); //location of stack to move
  2781. SlotID pos = dst->getSlotFor(i->second->type);
  2782. if (!pos.validSlot())
  2783. {
  2784. //try to merge two other stacks to make place
  2785. std::pair<SlotID, SlotID> toMerge;
  2786. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2787. {
  2788. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2789. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2790. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2791. }
  2792. else
  2793. {
  2794. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2795. return;
  2796. }
  2797. }
  2798. else
  2799. {
  2800. moveStack(sl, StackLocation(dst, pos));
  2801. }
  2802. }
  2803. }
  2804. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2805. {
  2806. const CGTownInstance * town = getTown(tid);
  2807. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2808. {
  2809. if (!town->visitingHero->canBeMergedWith(*town))
  2810. {
  2811. complain("Cannot make garrison swap, not enough free slots!");
  2812. return false;
  2813. }
  2814. moveArmy(town, town->visitingHero, true);
  2815. SetHeroesInTown intown;
  2816. intown.tid = tid;
  2817. intown.visiting = ObjectInstanceID();
  2818. intown.garrison = town->visitingHero->id;
  2819. sendAndApply(&intown);
  2820. return true;
  2821. }
  2822. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2823. {
  2824. //check if moving hero out of town will break 8 wandering heroes limit
  2825. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2826. {
  2827. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2828. return false;
  2829. }
  2830. SetHeroesInTown intown;
  2831. intown.tid = tid;
  2832. intown.garrison = ObjectInstanceID();
  2833. intown.visiting = town->garrisonHero->id;
  2834. sendAndApply(&intown);
  2835. return true;
  2836. }
  2837. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2838. {
  2839. SetHeroesInTown intown;
  2840. intown.tid = tid;
  2841. intown.garrison = town->visitingHero->id;
  2842. intown.visiting = town->garrisonHero->id;
  2843. sendAndApply(&intown);
  2844. return true;
  2845. }
  2846. else
  2847. {
  2848. complain("Cannot swap garrison hero!");
  2849. return false;
  2850. }
  2851. }
  2852. // With the amount of changes done to the function, it's more like transferArtifacts.
  2853. // 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.
  2854. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2855. {
  2856. ArtifactLocation src = al1, dst = al2;
  2857. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2858. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2859. // Make sure exchange is even possible between the two heroes.
  2860. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2861. COMPLAIN_RET("That heroes cannot make any exchange!");
  2862. const CArtifactInstance *srcArtifact = src.getArt();
  2863. const CArtifactInstance *destArtifact = dst.getArt();
  2864. if (srcArtifact == nullptr)
  2865. COMPLAIN_RET("No artifact to move!");
  2866. if (destArtifact && srcPlayer != dstPlayer)
  2867. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2868. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2869. // Moving to the backpack is always allowed.
  2870. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2871. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2872. COMPLAIN_RET("Cannot move artifact!");
  2873. auto srcSlot = src.getSlot();
  2874. auto dstSlot = dst.getSlot();
  2875. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2876. COMPLAIN_RET("Cannot move artifact locks.");
  2877. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2878. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2879. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2880. COMPLAIN_RET("Cannot move catapult!");
  2881. if (dst.slot >= GameConstants::BACKPACK_START)
  2882. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2883. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2884. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2885. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2886. {
  2887. //old artifact must be removed first
  2888. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2889. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2890. }
  2891. MoveArtifact ma;
  2892. ma.src = src;
  2893. ma.dst = dst;
  2894. sendAndApply(&ma);
  2895. return true;
  2896. }
  2897. /**
  2898. * Assembles or disassembles a combination artifact.
  2899. * @param heroID ID of hero holding the artifact(s).
  2900. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2901. * @param assemble True for assembly operation, false for disassembly.
  2902. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2903. * artifact to assemble to. Otherwise it's not used.
  2904. */
  2905. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2906. {
  2907. const CGHeroInstance * hero = getHero(heroID);
  2908. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2909. if (!destArtifact)
  2910. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2911. if (assemble)
  2912. {
  2913. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2914. if (!combinedArt->constituents)
  2915. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2916. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2917. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2918. AssembledArtifact aa;
  2919. aa.al = ArtifactLocation(hero, artifactSlot);
  2920. aa.builtArt = combinedArt;
  2921. sendAndApply(&aa);
  2922. }
  2923. else
  2924. {
  2925. if (!destArtifact->artType->constituents)
  2926. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2927. DisassembledArtifact da;
  2928. da.al = ArtifactLocation(hero, artifactSlot);
  2929. sendAndApply(&da);
  2930. }
  2931. return true;
  2932. }
  2933. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2934. {
  2935. const CGHeroInstance * hero = getHero(hid);
  2936. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2937. const CGTownInstance * town = hero->visitedTown;
  2938. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2939. if (aid==ArtifactID::SPELLBOOK)
  2940. {
  2941. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2942. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2943. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2944. )
  2945. return false;
  2946. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2947. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2948. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2949. giveSpells(town,hero);
  2950. return true;
  2951. }
  2952. else
  2953. {
  2954. const CArtifact * art = aid.toArtifact();
  2955. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2956. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  2957. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2958. const int price = art->price;
  2959. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  2960. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2961. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2962. {
  2963. giveResource(hero->getOwner(),Res::GOLD,-price);
  2964. return giveHeroNewArtifact(hero, art);
  2965. }
  2966. else
  2967. COMPLAIN_RET("This machine is unavailable here!");
  2968. }
  2969. }
  2970. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2971. {
  2972. if(!h)
  2973. COMPLAIN_RET("Only hero can buy artifacts!");
  2974. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2975. COMPLAIN_RET("That artifact is unavailable!");
  2976. int b1, b2;
  2977. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2978. if (getResource(h->tempOwner, rid) < b1)
  2979. COMPLAIN_RET("You can't afford to buy this artifact!");
  2980. giveResource(h->tempOwner, rid, -b1);
  2981. SetAvailableArtifacts saa;
  2982. if (m->o->ID == Obj::TOWN)
  2983. {
  2984. saa.id = -1;
  2985. saa.arts = CGTownInstance::merchantArtifacts;
  2986. }
  2987. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2988. {
  2989. saa.id = bm->id.getNum();
  2990. saa.arts = bm->artifacts;
  2991. }
  2992. else
  2993. COMPLAIN_RET("Wrong marktet...");
  2994. bool found = false;
  2995. for (const CArtifact *&art : saa.arts)
  2996. {
  2997. if (art && art->id == aid)
  2998. {
  2999. art = nullptr;
  3000. found = true;
  3001. break;
  3002. }
  3003. }
  3004. if (!found)
  3005. COMPLAIN_RET("Cannot find selected artifact on the list");
  3006. sendAndApply(&saa);
  3007. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3008. return true;
  3009. }
  3010. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3011. {
  3012. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3013. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3014. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3015. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3016. int resVal = 0, dump = 1;
  3017. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3018. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3019. giveResource(h->tempOwner, rid, resVal);
  3020. return true;
  3021. }
  3022. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3023. {
  3024. if (!h)
  3025. COMPLAIN_RET("You need hero to buy a skill!");
  3026. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3027. COMPLAIN_RET("Hero already know this skill");
  3028. if (!h->canLearnSkill())
  3029. COMPLAIN_RET("Hero can't learn any more skills");
  3030. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3031. COMPLAIN_RET("The hero can't learn this skill!");
  3032. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3033. COMPLAIN_RET("That skill is unavailable!");
  3034. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3035. COMPLAIN_RET("You can't afford to buy this skill");
  3036. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3037. changeSecSkill(h, skill, 1, true);
  3038. return true;
  3039. }
  3040. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3041. {
  3042. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3043. vstd::amin(val, r1); //can't trade more resources than have
  3044. int b1, b2; //base quantities for trade
  3045. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3046. int units = val / b1; //how many base quantities we trade
  3047. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3048. {
  3049. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3050. }
  3051. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3052. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3053. return true;
  3054. }
  3055. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3056. {
  3057. if(!hero)
  3058. COMPLAIN_RET("Only hero can sell creatures!");
  3059. if (!vstd::contains(hero->Slots(), slot))
  3060. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3061. const CStackInstance &s = hero->getStack(slot);
  3062. if (s.count < count //can't sell more creatures than have
  3063. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3064. {
  3065. COMPLAIN_RET("Not enough creatures in army!");
  3066. }
  3067. int b1, b2; //base quantities for trade
  3068. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3069. int units = count / b1; //how many base quantities we trade
  3070. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3071. {
  3072. //TODO: complain?
  3073. assert(0);
  3074. }
  3075. changeStackCount(StackLocation(hero, slot), -count);
  3076. giveResource(hero->tempOwner, resourceID, b2 * units);
  3077. return true;
  3078. }
  3079. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3080. {
  3081. const CArmedInstance *army = nullptr;
  3082. if (hero)
  3083. army = hero;
  3084. else
  3085. army = dynamic_cast<const CGTownInstance *>(market->o);
  3086. if (!army)
  3087. COMPLAIN_RET("Incorrect call to transform in undead!");
  3088. if (!army->hasStackAtSlot(slot))
  3089. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3090. const CStackInstance &s = army->getStack(slot);
  3091. //resulting creature - bone dragons or skeletons
  3092. CreatureID resCreature = CreatureID::SKELETON;
  3093. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3094. || (s.getCreatureID() == CreatureID::HYDRA)
  3095. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3096. resCreature = CreatureID::BONE_DRAGON;
  3097. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3098. return true;
  3099. }
  3100. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3101. {
  3102. const PlayerState *p2 = getPlayer(r2, false);
  3103. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3104. {
  3105. complain("Dest player must be in game!");
  3106. return false;
  3107. }
  3108. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3109. vstd::amin(val, curRes1);
  3110. giveResource(player, r1, -val);
  3111. giveResource(r2, r1, val);
  3112. return true;
  3113. }
  3114. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3115. {
  3116. const CGHeroInstance *h = getHero(hid);
  3117. if (!h)
  3118. {
  3119. logGlobal->error("Hero doesn't exist!");
  3120. return false;
  3121. }
  3122. ChangeFormation cf;
  3123. cf.hid = hid;
  3124. cf.formation = formation;
  3125. sendAndApply(&cf);
  3126. return true;
  3127. }
  3128. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3129. {
  3130. const PlayerState * p = getPlayer(player);
  3131. const CGTownInstance * t = getTown(obj->id);
  3132. //common preconditions
  3133. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3134. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3135. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3136. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3137. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3138. {
  3139. return false;
  3140. }
  3141. if (t) //tavern in town
  3142. {
  3143. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3144. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3145. {
  3146. return false;
  3147. }
  3148. }
  3149. else if (obj->ID == Obj::TAVERN)
  3150. {
  3151. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3152. {
  3153. return false;
  3154. }
  3155. }
  3156. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3157. if (!nh)
  3158. {
  3159. complain ("Hero is not available for hiring!");
  3160. return false;
  3161. }
  3162. HeroRecruited hr;
  3163. hr.tid = obj->id;
  3164. hr.hid = nh->subID;
  3165. hr.player = player;
  3166. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3167. sendAndApply(&hr);
  3168. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3169. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3170. const CGHeroInstance *newHero = nullptr;
  3171. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3172. {
  3173. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3174. }
  3175. SetAvailableHeroes sah;
  3176. sah.player = player;
  3177. if (newHero)
  3178. {
  3179. sah.hid[hid] = newHero->subID;
  3180. sah.army[hid].clear();
  3181. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3182. }
  3183. else
  3184. {
  3185. sah.hid[hid] = -1;
  3186. }
  3187. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3188. sendAndApply(&sah);
  3189. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3190. if (t)
  3191. {
  3192. vistiCastleObjects (t, nh);
  3193. giveSpells (t,nh);
  3194. }
  3195. return true;
  3196. }
  3197. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3198. {
  3199. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3200. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3201. logGlobal->trace(answer.toJson());
  3202. auto topQuery = queries.topQuery(player);
  3203. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3204. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3205. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3206. topQuery->setReply(answer);
  3207. queries.popQuery(topQuery);
  3208. return true;
  3209. }
  3210. static EndAction end_action;
  3211. void CGameHandler::updateGateState()
  3212. {
  3213. BattleUpdateGateState db;
  3214. db.state = gs->curB->si.gateState;
  3215. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3216. {
  3217. db.state = EGateState::DESTROYED;
  3218. }
  3219. else if (db.state == EGateState::OPENED)
  3220. {
  3221. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3222. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3223. {
  3224. if (gs->curB->town->subID == ETownType::FORTRESS)
  3225. {
  3226. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3227. db.state = EGateState::CLOSED;
  3228. }
  3229. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3230. db.state = EGateState::BLOCKED;
  3231. else
  3232. db.state = EGateState::CLOSED;
  3233. }
  3234. }
  3235. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3236. db.state = EGateState::BLOCKED;
  3237. else
  3238. db.state = EGateState::CLOSED;
  3239. if (db.state != gs->curB->si.gateState)
  3240. sendAndApply(&db);
  3241. }
  3242. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3243. {
  3244. bool ok = true;
  3245. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3246. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3247. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3248. : nullptr;
  3249. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3250. logGlobal->trace(
  3251. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3252. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3253. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3254. switch(ba.actionType)
  3255. {
  3256. case Battle::WALK: //walk
  3257. case Battle::DEFEND: //defend
  3258. case Battle::WAIT: //wait
  3259. case Battle::WALK_AND_ATTACK: //walk or attack
  3260. case Battle::SHOOT: //shoot
  3261. case Battle::CATAPULT: //catapult
  3262. case Battle::STACK_HEAL: //healing with First Aid Tent
  3263. case Battle::DAEMON_SUMMONING:
  3264. case Battle::MONSTER_SPELL:
  3265. if (!stack)
  3266. {
  3267. complain("No such stack!");
  3268. return false;
  3269. }
  3270. if (!stack->alive())
  3271. {
  3272. complain("This stack is dead: " + stack->nodeName());
  3273. return false;
  3274. }
  3275. if (battleTacticDist())
  3276. {
  3277. if (stack && stack->side != battleGetTacticsSide())
  3278. {
  3279. complain("This is not a stack of side that has tactics!");
  3280. return false;
  3281. }
  3282. }
  3283. else if (!isAboutActiveStack)
  3284. {
  3285. complain("Action has to be about active stack!");
  3286. return false;
  3287. }
  3288. }
  3289. auto wrapAction = [this](BattleAction &ba)
  3290. {
  3291. StartAction startAction(ba);
  3292. sendAndApply(&startAction);
  3293. return vstd::makeScopeGuard([&]()
  3294. {
  3295. sendAndApply(&end_action);
  3296. });
  3297. };
  3298. switch(ba.actionType)
  3299. {
  3300. case Battle::END_TACTIC_PHASE: //wait
  3301. case Battle::BAD_MORALE:
  3302. case Battle::NO_ACTION:
  3303. {
  3304. auto wrapper = wrapAction(ba);
  3305. break;
  3306. }
  3307. case Battle::WALK:
  3308. {
  3309. auto wrapper = wrapAction(ba);
  3310. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3311. if (!walkedTiles)
  3312. complain("Stack failed movement!");
  3313. break;
  3314. }
  3315. case Battle::DEFEND:
  3316. {
  3317. //defensive stance
  3318. SetStackEffect sse;
  3319. Bonus bonus1(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3320. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3321. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3322. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3323. int oldDefenceValue = defence.totalValue();
  3324. defence.push_back(std::make_shared<Bonus>(bonus1));
  3325. defence.push_back(std::make_shared<Bonus>(bonus2));
  3326. int difference = defence.totalValue() - oldDefenceValue;
  3327. MetaString text;
  3328. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3329. stack->addNameReplacement(text);
  3330. text.addReplacement(difference);
  3331. sse.battleLog.push_back(text);
  3332. sse.effect.push_back(bonus1);
  3333. sse.effect.push_back(bonus2);
  3334. sse.stacks.push_back(ba.stackNumber);
  3335. sendAndApply(&sse);
  3336. //don't break - we share code with next case
  3337. }
  3338. case Battle::WAIT:
  3339. {
  3340. auto wrapper = wrapAction(ba);
  3341. break;
  3342. }
  3343. case Battle::RETREAT: //retreat/flee
  3344. {
  3345. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3346. complain("Cannot retreat!");
  3347. else
  3348. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3349. break;
  3350. }
  3351. case Battle::SURRENDER:
  3352. {
  3353. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3354. int cost = gs->curB->battleGetSurrenderCost(player);
  3355. if (cost < 0)
  3356. complain("Cannot surrender!");
  3357. else if (getResource(player, Res::GOLD) < cost)
  3358. complain("Not enough gold to surrender!");
  3359. else
  3360. {
  3361. giveResource(player, Res::GOLD, -cost);
  3362. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3363. }
  3364. break;
  3365. }
  3366. case Battle::WALK_AND_ATTACK: //walk or attack
  3367. {
  3368. auto wrapper = wrapAction(ba);
  3369. if (!stack || !destinationStack)
  3370. {
  3371. break;
  3372. }
  3373. BattleHex startingPos = stack->position;
  3374. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3375. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3376. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3377. && !(stack->doubleWide() && (stack->position == ba.destinationTile.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3378. )
  3379. {
  3380. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3381. ok = false;
  3382. break;
  3383. }
  3384. if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3385. {
  3386. destinationStack = nullptr;
  3387. }
  3388. if (!destinationStack)
  3389. {
  3390. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3391. ok = false;
  3392. break;
  3393. }
  3394. if (!CStack::isMeleeAttackPossible(stack, destinationStack))
  3395. {
  3396. complain("Attack cannot be performed!");
  3397. ok = false;
  3398. break;
  3399. }
  3400. //attack
  3401. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3402. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3403. for (int i = 0; i < totalAttacks; ++i)
  3404. {
  3405. //first strike
  3406. if(i == 0 && destinationStack
  3407. && destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE)
  3408. && destinationStack->ableToRetaliate()
  3409. && stack->alive()) //probably not needed
  3410. {
  3411. BattleAttack bat;
  3412. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3413. bat.flags |= BattleAttack::COUNTER;
  3414. sendAndApply(&bat);
  3415. handleAfterAttackCasting(bat);
  3416. }
  3417. if (stack &&
  3418. stack->alive() && //move can cause death, eg. by walking into the moat
  3419. destinationStack->alive())
  3420. {
  3421. BattleAttack bat;
  3422. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3423. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3424. handleAttackBeforeCasting(&bat); //only before first attack
  3425. sendAndApply(&bat);
  3426. handleAfterAttackCasting(bat);
  3427. }
  3428. //counterattack
  3429. if (i == 0 && destinationStack
  3430. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3431. && !destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE)
  3432. && destinationStack->ableToRetaliate()
  3433. && stack->alive()) //attacker may have died (fire shield)
  3434. {
  3435. BattleAttack bat;
  3436. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3437. bat.flags |= BattleAttack::COUNTER;
  3438. sendAndApply(&bat);
  3439. handleAfterAttackCasting(bat);
  3440. }
  3441. }
  3442. //return
  3443. if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3444. {
  3445. moveStack(ba.stackNumber, startingPos);
  3446. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3447. }
  3448. break;
  3449. }
  3450. case Battle::SHOOT:
  3451. {
  3452. if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
  3453. {
  3454. complain("Cannot shoot!");
  3455. break;
  3456. }
  3457. if (!destinationStack)
  3458. {
  3459. complain("No target to shoot!");
  3460. break;
  3461. }
  3462. auto wrapper = wrapAction(ba);
  3463. {
  3464. BattleAttack bat;
  3465. bat.flags |= BattleAttack::SHOT;
  3466. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3467. handleAttackBeforeCasting(&bat);
  3468. sendAndApply(&bat);
  3469. handleAfterAttackCasting(bat);
  3470. }
  3471. //ranged counterattack
  3472. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3473. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3474. && destinationStack->ableToRetaliate()
  3475. && gs->curB->battleCanShoot(destinationStack, stack->position)
  3476. && stack->alive()) //attacker may have died (fire shield)
  3477. {
  3478. BattleAttack bat;
  3479. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3480. bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;
  3481. sendAndApply(&bat);
  3482. handleAfterAttackCasting(bat);
  3483. }
  3484. //extra shot(s) for ballista, based on artillery skill
  3485. if(stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3486. {
  3487. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3488. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3489. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3490. {
  3491. BattleAttack bat2;
  3492. bat2.flags |= BattleAttack::SHOT;
  3493. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3494. sendAndApply(&bat2);
  3495. }
  3496. }
  3497. //allow more than one additional attack
  3498. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3499. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3500. for(int i = 0; i < additionalAttacks; ++i)
  3501. {
  3502. if (
  3503. stack->alive()
  3504. && destinationStack->alive()
  3505. && stack->shots.canUse()
  3506. )
  3507. {
  3508. BattleAttack bat;
  3509. bat.flags |= BattleAttack::SHOT;
  3510. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3511. sendAndApply(&bat);
  3512. handleAfterAttackCasting(bat);
  3513. }
  3514. }
  3515. break;
  3516. }
  3517. case Battle::CATAPULT:
  3518. {
  3519. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3520. {
  3521. switch(part)
  3522. {
  3523. case EWallPart::GATE:
  3524. return sbi.gate;
  3525. case EWallPart::KEEP:
  3526. return sbi.keep;
  3527. case EWallPart::BOTTOM_TOWER:
  3528. case EWallPart::UPPER_TOWER:
  3529. return sbi.tower;
  3530. case EWallPart::BOTTOM_WALL:
  3531. case EWallPart::BELOW_GATE:
  3532. case EWallPart::OVER_GATE:
  3533. case EWallPart::UPPER_WALL:
  3534. return sbi.wall;
  3535. default:
  3536. return 0;
  3537. }
  3538. };
  3539. auto wrapper = wrapAction(ba);
  3540. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3541. CHeroHandler::SBallisticsLevelInfo sbi;
  3542. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3543. sbi = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  3544. else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
  3545. {
  3546. sbi = VLC->heroh->ballistics.at(1);
  3547. sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  3548. }
  3549. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3550. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3551. {
  3552. complain("catapult tried to attack non-catapultable hex!");
  3553. break;
  3554. }
  3555. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3556. auto &currentHP = gs->curB->si.wallState;
  3557. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3558. {
  3559. complain("catapult tried to attack already destroyed wall part!");
  3560. break;
  3561. }
  3562. for (int g=0; g<sbi.shots; ++g)
  3563. {
  3564. bool hitSuccessfull = false;
  3565. auto attackedPart = wallPart;
  3566. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3567. {
  3568. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3569. currentHP.at(attackedPart) != EWallState::NONE &&
  3570. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3571. {
  3572. hitSuccessfull = true;
  3573. }
  3574. else // select new target
  3575. {
  3576. std::vector<EWallPart::EWallPart> allowedTargets;
  3577. for (size_t i=0; i< currentHP.size(); i++)
  3578. {
  3579. if(currentHP.at(i) != EWallState::DESTROYED &&
  3580. currentHP.at(i) != EWallState::NONE)
  3581. allowedTargets.push_back(EWallPart::EWallPart(i));
  3582. }
  3583. if (allowedTargets.empty())
  3584. break;
  3585. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3586. }
  3587. }
  3588. while (!hitSuccessfull);
  3589. if (!hitSuccessfull) // break triggered - no target to shoot at
  3590. break;
  3591. CatapultAttack ca; //package for clients
  3592. CatapultAttack::AttackInfo attack;
  3593. attack.attackedPart = attackedPart;
  3594. attack.destinationTile = ba.destinationTile;
  3595. attack.damageDealt = 0;
  3596. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3597. int dmgRand = getRandomGenerator().nextInt(99);
  3598. //accumulating dmgChance
  3599. dmgChance[1] += dmgChance[0];
  3600. dmgChance[2] += dmgChance[1];
  3601. //calculating dealt damage
  3602. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3603. {
  3604. if (dmgRand <= dmgChance[damage])
  3605. {
  3606. attack.damageDealt = damage;
  3607. break;
  3608. }
  3609. }
  3610. // attacked tile may have changed - update destination
  3611. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3612. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3613. //removing creatures in turrets / keep if one is destroyed
  3614. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3615. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3616. {
  3617. int posRemove = -1;
  3618. switch(attackedPart)
  3619. {
  3620. case EWallPart::KEEP:
  3621. posRemove = -2;
  3622. break;
  3623. case EWallPart::BOTTOM_TOWER:
  3624. posRemove = -3;
  3625. break;
  3626. case EWallPart::UPPER_TOWER:
  3627. posRemove = -4;
  3628. break;
  3629. }
  3630. BattleStacksRemoved bsr;
  3631. for (auto & elem : gs->curB->stacks)
  3632. {
  3633. if (elem->position == posRemove)
  3634. {
  3635. bsr.stackIDs.insert(elem->ID);
  3636. break;
  3637. }
  3638. }
  3639. sendAndApply(&bsr);
  3640. }
  3641. ca.attacker = ba.stackNumber;
  3642. ca.attackedParts.push_back(attack);
  3643. sendAndApply(&ca);
  3644. }
  3645. //finish by scope guard
  3646. break;
  3647. }
  3648. case Battle::STACK_HEAL: //healing with First Aid Tent
  3649. {
  3650. auto wrapper = wrapAction(ba);
  3651. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3652. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3653. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3654. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3655. {
  3656. complain("There is either no healer, no destination, or healer cannot heal :P");
  3657. }
  3658. else
  3659. {
  3660. int32_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3661. //TODO: allow resurrection for mods
  3662. CHealth health = destStack->healthAfterHealed(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  3663. if(toHeal == 0)
  3664. {
  3665. logGlobal->warn("Nothing to heal");
  3666. }
  3667. else
  3668. {
  3669. StacksHealedOrResurrected shr;
  3670. shr.lifeDrain = false;
  3671. shr.tentHealing = true;
  3672. shr.cure = false;
  3673. shr.drainedFrom = ba.stackNumber;
  3674. CHealthInfo hi;
  3675. health.toInfo(hi);
  3676. hi.stackId = destStack->ID;
  3677. hi.delta = toHeal;
  3678. shr.healedStacks.push_back(hi);
  3679. sendAndApply(&shr);
  3680. }
  3681. }
  3682. break;
  3683. }
  3684. case Battle::DAEMON_SUMMONING:
  3685. //TODO: From Strategija:
  3686. //Summon Demon is a level 2 spell.
  3687. {
  3688. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3689. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3690. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3691. BattleStackAdded bsa;
  3692. bsa.side = summoner->side;
  3693. bsa.creID = summonedType;
  3694. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3695. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3696. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3697. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3698. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3699. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.side, destStack->position);
  3700. bsa.summoned = false;
  3701. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3702. {
  3703. auto wrapper = wrapAction(ba);
  3704. BattleStacksRemoved bsr; //remove body
  3705. bsr.stackIDs.insert(destStack->ID);
  3706. sendAndApply(&bsr);
  3707. sendAndApply(&bsa);
  3708. BattleSetStackProperty ssp;
  3709. ssp.stackID = ba.stackNumber;
  3710. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3711. ssp.val = -1;
  3712. ssp.absolute = false;
  3713. sendAndApply(&ssp);
  3714. }
  3715. break;
  3716. }
  3717. case Battle::MONSTER_SPELL:
  3718. {
  3719. auto wrapper = wrapAction(ba);
  3720. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3721. SpellID spellID = SpellID(ba.additionalInfo);
  3722. BattleHex destination(ba.destinationTile);
  3723. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3724. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3725. //TODO special bonus for genies ability
  3726. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3727. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3728. if (spellID < 0)
  3729. complain("That stack can't cast spells!");
  3730. else
  3731. {
  3732. const CSpell * spell = SpellID(spellID).toSpell();
  3733. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3734. parameters.spellLvl = 0;
  3735. if (spellcaster)
  3736. vstd::amax(parameters.spellLvl, spellcaster->val);
  3737. if (randSpellcaster)
  3738. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3739. vstd::amin(parameters.spellLvl, 3);
  3740. parameters.effectLevel = parameters.spellLvl;
  3741. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3742. parameters.aimToHex(destination);//todo: allow multiple destinations
  3743. parameters.cast(spellEnv);
  3744. }
  3745. break;
  3746. }
  3747. }
  3748. if(ba.actionType == Battle::DAEMON_SUMMONING || ba.actionType == Battle::WAIT || ba.actionType == Battle::DEFEND
  3749. || ba.actionType == Battle::SHOOT || ba.actionType == Battle::MONSTER_SPELL)
  3750. handleDamageFromObstacle(stack);
  3751. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3752. battleMadeAction.setn(true);
  3753. return ok;
  3754. }
  3755. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3756. {
  3757. bool cheated = true;
  3758. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3759. sendAndApply(&temp_message);
  3760. std::vector<std::string> cheat;
  3761. boost::split(cheat, message, boost::is_any_of(" "));
  3762. int obj = 0;
  3763. if (cheat.size() == 2)
  3764. {
  3765. obj = std::atoi(cheat[1].c_str());
  3766. if (obj)
  3767. currObj = ObjectInstanceID(obj);
  3768. }
  3769. const CGHeroInstance * hero = getHero(currObj);
  3770. const CGTownInstance * town = getTown(currObj);
  3771. if (!town && hero)
  3772. town = hero->visitedTown;
  3773. if (cheat.size() == 1 || obj)
  3774. handleCheatCode(cheat[0], player, hero, town, cheated);
  3775. else
  3776. {
  3777. for (const auto & i : gs->players)
  3778. {
  3779. if (i.first == PlayerColor::NEUTRAL)
  3780. continue;
  3781. if (cheat[1] == "ai")
  3782. {
  3783. if (i.second.human)
  3784. continue;
  3785. }
  3786. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3787. continue;
  3788. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3789. {
  3790. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3791. }
  3792. else if (cheat[0] == "vcmiarmenelos")
  3793. {
  3794. for (const auto & t : i.second.towns)
  3795. {
  3796. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3797. }
  3798. }
  3799. else
  3800. {
  3801. for (const auto & h : i.second.heroes)
  3802. {
  3803. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3804. }
  3805. }
  3806. }
  3807. }
  3808. if (cheated)
  3809. {
  3810. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3811. sendAndApply(&temp_message);
  3812. if(!player.isSpectator())
  3813. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3814. }
  3815. }
  3816. bool CGameHandler::makeCustomAction(BattleAction &ba)
  3817. {
  3818. switch(ba.actionType)
  3819. {
  3820. case Battle::HERO_SPELL:
  3821. {
  3822. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3823. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3824. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3825. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3826. if (!s)
  3827. {
  3828. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3829. return false;
  3830. }
  3831. BattleSpellCastParameters parameters(gs->curB, h, s);
  3832. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3833. parameters.mode = ECastingMode::HERO_CASTING;
  3834. if (ba.selectedStack >= 0)
  3835. parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
  3836. ESpellCastProblem::ESpellCastProblem escp = s->canBeCast(gs->curB, ECastingMode::HERO_CASTING, h);//todo: should we check aimed cast?
  3837. if (escp != ESpellCastProblem::OK)
  3838. {
  3839. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3840. return false;
  3841. }
  3842. StartAction start_action(ba);
  3843. sendAndApply(&start_action); //start spell casting
  3844. parameters.cast(spellEnv);
  3845. sendAndApply(&end_action);
  3846. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  3847. {
  3848. battleMadeAction.setn(true);
  3849. }
  3850. checkBattleStateChanges();
  3851. if (battleResult.get())
  3852. {
  3853. battleMadeAction.setn(true);
  3854. //battle will be ended by startBattle function
  3855. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3856. }
  3857. return true;
  3858. }
  3859. }
  3860. return false;
  3861. }
  3862. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  3863. {
  3864. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3865. for(auto b : bl)
  3866. {
  3867. SetStackEffect sse;
  3868. int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  3869. if(val > 3)
  3870. {
  3871. for(auto s : gs->curB->battleGetAllStacks())
  3872. {
  3873. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  3874. sse.stacks.push_back (s->ID);
  3875. }
  3876. }
  3877. else
  3878. sse.stacks.push_back (st->ID);
  3879. const CSpell * sp = SpellID(b->subtype).toSpell();
  3880. const int level = ((val > 3) ? (val - 3) : val);
  3881. sp->getEffects(sse.effect, level, false, 50);
  3882. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  3883. sp->getEffects(sse.cumulativeEffects, level, true, 50);
  3884. if(!sse.effect.empty() || !sse.cumulativeEffects.empty())
  3885. sendAndApply(&sse);
  3886. }
  3887. }
  3888. void CGameHandler::stackTurnTrigger(const CStack *st)
  3889. {
  3890. BattleTriggerEffect bte;
  3891. bte.stackID = st->ID;
  3892. bte.effect = -1;
  3893. bte.val = 0;
  3894. bte.additionalInfo = 0;
  3895. if (st->alive())
  3896. {
  3897. //unbind
  3898. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  3899. {
  3900. bool unbind = true;
  3901. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3902. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3903. for (auto b : bl)
  3904. {
  3905. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3906. if (stack)
  3907. {
  3908. if (vstd::contains(stacks, stack)) //binding stack is still present
  3909. {
  3910. unbind = false;
  3911. }
  3912. }
  3913. }
  3914. if (unbind)
  3915. {
  3916. BattleSetStackProperty ssp;
  3917. ssp.which = BattleSetStackProperty::UNBIND;
  3918. ssp.stackID = st->ID;
  3919. sendAndApply(&ssp);
  3920. }
  3921. }
  3922. //regeneration
  3923. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  3924. {
  3925. bte.effect = Bonus::HP_REGENERATION;
  3926. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  3927. }
  3928. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3929. {
  3930. bte.effect = Bonus::HP_REGENERATION;
  3931. bte.val = st->MaxHealth() - st->getFirstHPleft();
  3932. }
  3933. if (bte.val) //anything to heal
  3934. sendAndApply(&bte);
  3935. if (st->hasBonusOfType(Bonus::POISON))
  3936. {
  3937. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3938. if (b) //TODO: what if not?...
  3939. {
  3940. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3941. if (bte.val < b->val) //(negative) poison effect increases - update it
  3942. {
  3943. bte.effect = Bonus::POISON;
  3944. sendAndApply(&bte);
  3945. }
  3946. }
  3947. }
  3948. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3949. {
  3950. const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
  3951. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3952. if (opponentHero)
  3953. {
  3954. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3955. vstd::amin(manaDrained, opponentHero->mana);
  3956. if (manaDrained)
  3957. {
  3958. bte.effect = Bonus::MANA_DRAIN;
  3959. bte.val = manaDrained;
  3960. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3961. sendAndApply(&bte);
  3962. }
  3963. }
  3964. }
  3965. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3966. {
  3967. bool fearsomeCreature = false;
  3968. for (CStack * stack : gs->curB->stacks)
  3969. {
  3970. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3971. {
  3972. fearsomeCreature = true;
  3973. break;
  3974. }
  3975. }
  3976. if (fearsomeCreature)
  3977. {
  3978. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3979. {
  3980. bte.effect = Bonus::FEAR;
  3981. sendAndApply(&bte);
  3982. }
  3983. }
  3984. }
  3985. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3986. int side = gs->curB->whatSide(st->owner);
  3987. if(st->canCast() && !gs->curB->sides.at(side).enchanterCounter)
  3988. {
  3989. bool cast = false;
  3990. while (!bl.empty() && !cast)
  3991. {
  3992. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  3993. auto spellID = SpellID(bonus->subtype);
  3994. const CSpell * spell = SpellID(spellID).toSpell();
  3995. bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
  3996. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3997. parameters.spellLvl = bonus->val;
  3998. parameters.effectLevel = bonus->val;//todo: recheck
  3999. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  4000. cast = parameters.castIfPossible(spellEnv);
  4001. if(cast)
  4002. {
  4003. //todo: move to mechanics
  4004. BattleSetStackProperty ssp;
  4005. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4006. ssp.absolute = false;
  4007. ssp.val = bonus->additionalInfo; //increase cooldown counter
  4008. ssp.stackID = st->ID;
  4009. sendAndApply(&ssp);
  4010. }
  4011. }
  4012. }
  4013. }
  4014. }
  4015. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4016. {
  4017. if(!curStack->alive())
  4018. return false;
  4019. bool containDamageFromMoat = false;
  4020. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4021. {
  4022. if(!curStack->alive() || obstacle->stopsMovement() && stackIsMoving == true)
  4023. return false;
  4024. //we want to determine following vars depending on obstacle type
  4025. int damage = -1;
  4026. int effect = -1;
  4027. bool oneTimeObstacle = false;
  4028. //helper info
  4029. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get()); //not nice but we may need spell params
  4030. const ui8 side = curStack->side; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4031. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4032. if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4033. {
  4034. damage = battleGetMoatDmg();
  4035. if(!containDamageFromMoat)
  4036. containDamageFromMoat = true;
  4037. else
  4038. continue;
  4039. }
  4040. else if(obstacle->obstacleType == CObstacleInstance::LAND_MINE)
  4041. {
  4042. if(!spellObstacle)
  4043. COMPLAIN_RET("Invalid obstacle instance");
  4044. //You don't get hit by a Mine you can see.
  4045. if(gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side))
  4046. continue;
  4047. oneTimeObstacle = true;
  4048. effect = 82;
  4049. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4050. if(sp->isImmuneByStack(hero, curStack))
  4051. continue;
  4052. damage = sp->calculateDamage(hero, curStack, spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4053. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4054. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4055. }
  4056. else if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL)
  4057. {
  4058. if(!spellObstacle)
  4059. COMPLAIN_RET("Invalid obstacle instance");
  4060. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4061. if(sp->isImmuneByStack(hero, curStack))
  4062. continue;
  4063. damage = sp->calculateDamage(hero, curStack,
  4064. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4065. }
  4066. else
  4067. continue;
  4068. BattleStackAttacked bsa;
  4069. if(effect >= 0)
  4070. {
  4071. bsa.flags |= BattleStackAttacked::EFFECT;
  4072. bsa.effect = effect; //makes POOF
  4073. }
  4074. bsa.damageAmount = damage;
  4075. bsa.stackAttacked = curStack->ID;
  4076. bsa.attackerID = -1;
  4077. curStack->prepareAttacked(bsa, getRandomGenerator());
  4078. StacksInjured si;
  4079. si.stacks.push_back(bsa);
  4080. sendAndApply(&si);
  4081. if(oneTimeObstacle)
  4082. removeObstacle(*obstacle);
  4083. }
  4084. if(!curStack->alive())
  4085. return false;
  4086. return true;
  4087. }
  4088. void CGameHandler::handleTimeEvents()
  4089. {
  4090. gs->map->events.sort(evntCmp);
  4091. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4092. {
  4093. CMapEvent ev = gs->map->events.front();
  4094. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4095. {
  4096. auto color = PlayerColor(player);
  4097. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4098. if (pinfo //player exists
  4099. && (ev.players & 1<<player) //event is enabled to this player
  4100. && ((ev.computerAffected && !pinfo->human)
  4101. || (ev.humanAffected && pinfo->human)
  4102. )
  4103. )
  4104. {
  4105. //give resources
  4106. giveResources(color, ev.resources);
  4107. //prepare dialog
  4108. InfoWindow iw;
  4109. iw.player = color;
  4110. iw.text << ev.message;
  4111. for (int i=0; i<ev.resources.size(); i++)
  4112. {
  4113. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4114. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4115. }
  4116. sendAndApply(&iw); //show dialog
  4117. }
  4118. } //PLAYERS LOOP
  4119. if (ev.nextOccurence)
  4120. {
  4121. gs->map->events.pop_front();
  4122. ev.firstOccurence += ev.nextOccurence;
  4123. auto it = gs->map->events.begin();
  4124. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4125. it++;
  4126. gs->map->events.insert(it, ev);
  4127. }
  4128. else
  4129. {
  4130. gs->map->events.pop_front();
  4131. }
  4132. }
  4133. //TODO send only if changed
  4134. UpdateMapEvents ume;
  4135. ume.events = gs->map->events;
  4136. sendAndApply(&ume);
  4137. }
  4138. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4139. {
  4140. town->events.sort(evntCmp);
  4141. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4142. {
  4143. PlayerColor player = town->tempOwner;
  4144. CCastleEvent ev = town->events.front();
  4145. const PlayerState * pinfo = getPlayer(player, false);
  4146. if (pinfo //player exists
  4147. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4148. && ((ev.computerAffected && !pinfo->human)
  4149. || (ev.humanAffected && pinfo->human)))
  4150. {
  4151. // dialog
  4152. InfoWindow iw;
  4153. iw.player = player;
  4154. iw.text << ev.message;
  4155. if (ev.resources.nonZero())
  4156. {
  4157. TResources was = n.res[player];
  4158. n.res[player] += ev.resources;
  4159. n.res[player].amax(0);
  4160. for (int i=0; i<ev.resources.size(); i++)
  4161. 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
  4162. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4163. }
  4164. for (auto & i : ev.buildings)
  4165. {
  4166. if (!town->hasBuilt(i))
  4167. {
  4168. buildStructure(town->id, i, true);
  4169. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4170. }
  4171. }
  4172. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4173. {
  4174. n.cres[town->id].tid = town->id;
  4175. n.cres[town->id].creatures = town->creatures;
  4176. }
  4177. auto & sac = n.cres[town->id];
  4178. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4179. {
  4180. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4181. {
  4182. sac.creatures[i].first += ev.creatures.at(i);
  4183. iw.components.push_back(Component(Component::CREATURE,
  4184. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4185. }
  4186. }
  4187. sendAndApply(&iw); //show dialog
  4188. }
  4189. if (ev.nextOccurence)
  4190. {
  4191. town->events.pop_front();
  4192. ev.firstOccurence += ev.nextOccurence;
  4193. auto it = town->events.begin();
  4194. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4195. it++;
  4196. town->events.insert(it, ev);
  4197. }
  4198. else
  4199. {
  4200. town->events.pop_front();
  4201. }
  4202. }
  4203. //TODO send only if changed
  4204. UpdateCastleEvents uce;
  4205. uce.town = town->id;
  4206. uce.events = town->events;
  4207. sendAndApply(&uce);
  4208. }
  4209. bool CGameHandler::complain(const std::string &problem)
  4210. {
  4211. sendMessageToAll("Server encountered a problem: " + problem);
  4212. logGlobal->error(problem);
  4213. return true;
  4214. }
  4215. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4216. {
  4217. //PlayerColor player = getOwner(hid);
  4218. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4219. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4220. assert(lowerArmy);
  4221. assert(upperArmy);
  4222. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4223. queries.addQuery(garrisonQuery);
  4224. GarrisonDialog gd;
  4225. gd.hid = hid;
  4226. gd.objid = upobj;
  4227. gd.removableUnits = removableUnits;
  4228. gd.queryID = garrisonQuery->queryID;
  4229. sendAndApply(&gd);
  4230. }
  4231. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4232. {
  4233. OpenWindow ow;
  4234. ow.window = OpenWindow::THIEVES_GUILD;
  4235. ow.id1 = player.getNum();
  4236. ow.id2 = requestingObjId.getNum();
  4237. sendAndApply(&ow);
  4238. }
  4239. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4240. {
  4241. if (id1 == id2)
  4242. return true;
  4243. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4244. if (!o1 || !o2)
  4245. return true; //arranging stacks within an object should be always allowed
  4246. if (o1 && o2)
  4247. {
  4248. if (o1->ID == Obj::TOWN)
  4249. {
  4250. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4251. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4252. return true;
  4253. }
  4254. if (o2->ID == Obj::TOWN)
  4255. {
  4256. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4257. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4258. return true;
  4259. }
  4260. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4261. {
  4262. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4263. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4264. // two heroes in same town (garrisoned and visiting)
  4265. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4266. return true;
  4267. }
  4268. //Ongoing garrison exchange
  4269. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4270. {
  4271. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4272. return true;
  4273. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4274. return true;
  4275. }
  4276. }
  4277. return false;
  4278. }
  4279. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4280. {
  4281. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4282. auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
  4283. queries.addQuery(visitQuery); //TODO real visit pos
  4284. HeroVisit hv;
  4285. hv.obj = obj;
  4286. hv.hero = h;
  4287. hv.player = h->tempOwner;
  4288. hv.starting = true;
  4289. sendAndApply(&hv);
  4290. obj->onHeroVisit(h);
  4291. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4292. }
  4293. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4294. {
  4295. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4296. HeroVisit hv;
  4297. hv.player = query.players.front();
  4298. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4299. hv.hero = query.visitingHero;
  4300. assert(hv.hero);
  4301. hv.starting = false;
  4302. sendAndApply(&hv);
  4303. }
  4304. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4305. {
  4306. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4307. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4308. {
  4309. complain("Cannot build boat in this shipyard!");
  4310. return false;
  4311. }
  4312. else if (obj->o->ID == Obj::TOWN
  4313. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4314. {
  4315. complain("Cannot build boat in the town - no shipyard!");
  4316. return false;
  4317. }
  4318. const PlayerColor playerID = obj->o->tempOwner;
  4319. TResources boatCost;
  4320. obj->getBoatCost(boatCost);
  4321. TResources aviable = getPlayer(playerID)->resources;
  4322. if (!aviable.canAfford(boatCost))
  4323. {
  4324. complain("Not enough resources to build a boat!");
  4325. return false;
  4326. }
  4327. int3 tile = obj->bestLocation();
  4328. if (!gs->map->isInTheMap(tile))
  4329. {
  4330. complain("Cannot find appropriate tile for a boat!");
  4331. return false;
  4332. }
  4333. //take boat cost
  4334. giveResources(playerID, -boatCost);
  4335. //create boat
  4336. NewObject no;
  4337. no.ID = Obj::BOAT;
  4338. no.subID = obj->getBoatType();
  4339. no.pos = tile + int3(1,0,0);
  4340. sendAndApply(&no);
  4341. return true;
  4342. }
  4343. void CGameHandler::engageIntoBattle(PlayerColor player)
  4344. {
  4345. //notify interfaces
  4346. PlayerBlocked pb;
  4347. pb.player = player;
  4348. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4349. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4350. sendAndApply(&pb);
  4351. }
  4352. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4353. {
  4354. for (auto playerColor : playerColors)
  4355. {
  4356. if (getPlayer(playerColor, false))
  4357. checkVictoryLossConditionsForPlayer(playerColor);
  4358. }
  4359. }
  4360. void CGameHandler::checkVictoryLossConditionsForAll()
  4361. {
  4362. std::set<PlayerColor> playerColors;
  4363. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4364. {
  4365. playerColors.insert(PlayerColor(i));
  4366. }
  4367. checkVictoryLossConditions(playerColors);
  4368. }
  4369. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4370. {
  4371. const PlayerState * p = getPlayer(player);
  4372. if (p->status != EPlayerStatus::INGAME) return;
  4373. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4374. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4375. {
  4376. InfoWindow iw;
  4377. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4378. sendAndApply(&iw);
  4379. PlayerEndsGame peg;
  4380. peg.player = player;
  4381. peg.victoryLossCheckResult = victoryLossCheckResult;
  4382. sendAndApply(&peg);
  4383. if (victoryLossCheckResult.victory())
  4384. {
  4385. //one player won -> all enemies lost
  4386. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4387. {
  4388. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4389. {
  4390. peg.player = i->first;
  4391. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4392. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4393. InfoWindow iw;
  4394. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4395. iw.player = i->first;
  4396. sendAndApply(&iw);
  4397. sendAndApply(&peg);
  4398. }
  4399. }
  4400. if (p->human)
  4401. {
  4402. serverShuttingDown = true;
  4403. if (gs->scenarioOps->campState)
  4404. {
  4405. std::vector<CGHeroInstance *> crossoverHeroes;
  4406. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4407. {
  4408. if (hero->tempOwner == player)
  4409. {
  4410. // keep all heroes from the winning player
  4411. crossoverHeroes.push_back(hero);
  4412. }
  4413. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4414. {
  4415. // keep hero whether lost or won (like Xeron in AB campaign)
  4416. crossoverHeroes.push_back(hero);
  4417. }
  4418. }
  4419. // keep lost heroes which are in heroes pool
  4420. for (auto & heroPair : gs->hpool.heroesPool)
  4421. {
  4422. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4423. {
  4424. crossoverHeroes.push_back(heroPair.second.get());
  4425. }
  4426. }
  4427. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4428. //Request clients to change connection mode
  4429. PrepareForAdvancingCampaign pfac;
  4430. sendAndApply(&pfac);
  4431. //Change connection mode
  4432. if (getPlayer(player)->human && getStartInfo()->campState)
  4433. {
  4434. for (auto connection : conns)
  4435. connection->prepareForSendingHeroes();
  4436. }
  4437. UpdateCampaignState ucs;
  4438. ucs.camp = gs->scenarioOps->campState;
  4439. sendAndApply(&ucs);
  4440. }
  4441. }
  4442. }
  4443. else
  4444. {
  4445. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4446. auto hlp = p->heroes;
  4447. for (auto h : hlp) //eliminate heroes
  4448. {
  4449. if (h.get())
  4450. removeObject(h);
  4451. }
  4452. //player lost -> all his objects become unflagged (neutral)
  4453. for (auto obj : gs->map->objects) //unflag objs
  4454. {
  4455. if (obj.get() && obj->tempOwner == player)
  4456. setOwner(obj, PlayerColor::NEUTRAL);
  4457. }
  4458. //eliminating one player may cause victory of another:
  4459. std::set<PlayerColor> playerColors;
  4460. //do not copy player state (CBonusSystemNode) by value
  4461. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4462. {
  4463. if (p.first != player)
  4464. playerColors.insert(p.first);
  4465. }
  4466. //notify all players
  4467. for (auto pc : playerColors)
  4468. {
  4469. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4470. {
  4471. InfoWindow iw;
  4472. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4473. iw.player = pc;
  4474. sendAndApply(&iw);
  4475. }
  4476. }
  4477. checkVictoryLossConditions(playerColors);
  4478. }
  4479. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4480. // If we are called before the actual game start, there might be no current player
  4481. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4482. {
  4483. // If player making turn has lost his turn must be over as well
  4484. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4485. }
  4486. }
  4487. }
  4488. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4489. {
  4490. out.player = player;
  4491. out.text.clear();
  4492. out.text << victoryLossCheckResult.messageToSelf;
  4493. // hackish, insert one player-specific string, if applicable
  4494. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4495. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4496. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4497. }
  4498. bool CGameHandler::dig(const CGHeroInstance *h)
  4499. {
  4500. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4501. {
  4502. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4503. {
  4504. complain("Cannot dig - there is already a hole under the hero!");
  4505. return false;
  4506. }
  4507. }
  4508. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4509. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4510. //create a hole
  4511. NewObject no;
  4512. no.ID = Obj::HOLE;
  4513. no.pos = h->getPosition();
  4514. no.subID = 0;
  4515. sendAndApply(&no);
  4516. //take MPs
  4517. SetMovePoints smp;
  4518. smp.hid = h->id;
  4519. smp.val = 0;
  4520. sendAndApply(&smp);
  4521. InfoWindow iw;
  4522. iw.player = h->tempOwner;
  4523. if (gs->map->grailPos == h->getPosition())
  4524. {
  4525. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4526. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4527. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4528. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4529. sendAndApply(&iw);
  4530. iw.soundID = soundBase::invalid;
  4531. iw.text.clear();
  4532. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4533. sendAndApply(&iw);
  4534. }
  4535. else
  4536. {
  4537. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4538. iw.soundID = soundBase::Dig;
  4539. sendAndApply(&iw);
  4540. }
  4541. return true;
  4542. }
  4543. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4544. {
  4545. if (attacker->hasBonusOfType(attackMode))
  4546. {
  4547. std::set<SpellID> spellsToCast;
  4548. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4549. for (const std::shared_ptr<Bonus> sf : *spells)
  4550. {
  4551. spellsToCast.insert(SpellID(sf->subtype));
  4552. }
  4553. for (SpellID spellID : spellsToCast)
  4554. {
  4555. const CStack * oneOfAttacked = nullptr;
  4556. for (auto & elem : bat.bsa)
  4557. {
  4558. if ((elem.newHealth.fullUnits > 0 || elem.newHealth.firstHPleft > 0) && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4559. {
  4560. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4561. break;
  4562. }
  4563. }
  4564. bool castMe = false;
  4565. if (oneOfAttacked == nullptr)
  4566. {
  4567. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4568. return;
  4569. }
  4570. int spellLevel = 0;
  4571. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4572. for (const std::shared_ptr<Bonus> sf : *spellsByType)
  4573. {
  4574. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4575. int meleeRanged = sf->additionalInfo / 1000;
  4576. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4577. castMe = true;
  4578. }
  4579. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4580. vstd::amin(chance, 100);
  4581. const CSpell * spell = SpellID(spellID).toSpell();
  4582. if(spell->canBeCastAt(gs->curB, ECastingMode::AFTER_ATTACK_CASTING, attacker, oneOfAttacked->position) != ESpellCastProblem::OK)
  4583. continue;
  4584. //check if spell should be cast (probability handling)
  4585. if (getRandomGenerator().nextInt(99) >= chance)
  4586. continue;
  4587. //casting
  4588. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4589. {
  4590. logGlobal->debug("battle spell cast");
  4591. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4592. parameters.spellLvl = spellLevel;
  4593. parameters.effectLevel = spellLevel;
  4594. parameters.aimToStack(oneOfAttacked);
  4595. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4596. parameters.cast(spellEnv);
  4597. }
  4598. }
  4599. }
  4600. }
  4601. void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
  4602. {
  4603. const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
  4604. attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4605. // filter possibly dead stacks
  4606. bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
  4607. [this](const BattleStackAttacked &bsa)
  4608. {
  4609. return battleGetStackByID(bsa.stackAttacked) == nullptr;
  4610. }),
  4611. bat->bsa.end());
  4612. }
  4613. void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
  4614. {
  4615. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4616. if (!attacker || bat.bsa.empty()) // can be already dead
  4617. return;
  4618. const CStack * defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
  4619. if(!defender)
  4620. return;//already dead
  4621. auto cast = [=](SpellID spellID, int power)
  4622. {
  4623. const CSpell * spell = SpellID(spellID).toSpell();
  4624. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4625. parameters.spellLvl = 0;
  4626. parameters.effectLevel = 0;
  4627. parameters.aimToStack(defender);
  4628. parameters.effectPower = power;
  4629. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4630. parameters.cast(spellEnv);
  4631. };
  4632. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4633. if(!defender->alive())
  4634. {
  4635. //don't try death stare or acid breath on dead stack (crash!)
  4636. return;
  4637. }
  4638. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  4639. {
  4640. // mechanics of Death Stare as in H3:
  4641. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4642. //original formula x = min(x, (gorgons_count + 9)/10);
  4643. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4644. vstd::amin(chanceToKill, 1); //cap at 100%
  4645. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4646. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4647. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4648. int maxToKill = (attacker->getCount() + cap - 1) / cap; //not much more than chance * count
  4649. vstd::amin(staredCreatures, maxToKill);
  4650. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  4651. if(staredCreatures)
  4652. {
  4653. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4654. cast(SpellID::DEATH_STARE, staredCreatures);
  4655. }
  4656. }
  4657. if(!defender->alive())
  4658. return;
  4659. int acidDamage = 0;
  4660. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4661. for(const std::shared_ptr<Bonus> b : *acidBreath)
  4662. {
  4663. if(b->additionalInfo > getRandomGenerator().nextInt(99))
  4664. acidDamage += b->val;
  4665. }
  4666. if(acidDamage)
  4667. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->getCount());
  4668. if(!defender->alive())
  4669. return;
  4670. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4671. {
  4672. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4673. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4674. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4675. return;
  4676. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4677. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4678. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4679. return;
  4680. BattleStackAdded resurrectInfo;
  4681. resurrectInfo.pos = defender->position;
  4682. resurrectInfo.side = defender->side;
  4683. if(bonusAdditionalInfo != -1)
  4684. resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
  4685. else
  4686. resurrectInfo.creID = attacker->getCreature()->idNumber;
  4687. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4688. resurrectInfo.amount = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
  4689. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4690. resurrectInfo.amount = defender->getCount();
  4691. else
  4692. return; //wrong subtype
  4693. BattleStacksRemoved victimInfo;
  4694. victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
  4695. sendAndApply(&victimInfo);
  4696. sendAndApply(&resurrectInfo);
  4697. }
  4698. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  4699. {
  4700. double chanceToTrigger = 0;
  4701. int amountToDie = 0;
  4702. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  4703. {
  4704. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  4705. int percentageToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(0)))->additionalInfo;
  4706. amountToDie = defender->getCount() * percentageToDie * 0.01f;
  4707. }
  4708. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  4709. {
  4710. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  4711. amountToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(1)))->additionalInfo;
  4712. }
  4713. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4714. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4715. return;
  4716. BattleStackAttacked bsa;
  4717. bsa.attackerID = -1;
  4718. bsa.stackAttacked = defender->ID;
  4719. bsa.damageAmount = amountToDie * defender->getCreature()->MaxHealth();
  4720. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4721. bsa.spellID = SpellID::SLAYER;
  4722. defender->prepareAttacked(bsa, getRandomGenerator());
  4723. sendAndApply(&bsa);
  4724. }
  4725. }
  4726. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4727. {
  4728. if (!t.visitableObjects.empty())
  4729. {
  4730. //to prevent self-visiting heroes on space press
  4731. if (t.visitableObjects.back() != h)
  4732. objectVisited(t.visitableObjects.back(), h);
  4733. else if (t.visitableObjects.size() > 1)
  4734. objectVisited(*(t.visitableObjects.end()-2),h);
  4735. }
  4736. }
  4737. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  4738. {
  4739. if (!hero)
  4740. COMPLAIN_RET("You need hero to sacrifice creature!");
  4741. int expSum = 0;
  4742. auto finish = [this, &hero, &expSum]()
  4743. {
  4744. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4745. };
  4746. for(int i = 0; i < slot.size(); ++i)
  4747. {
  4748. int oldCount = hero->getStackCount(slot[i]);
  4749. if(oldCount < count[i])
  4750. {
  4751. finish();
  4752. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4753. }
  4754. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  4755. {
  4756. finish();
  4757. COMPLAIN_RET("Cannot sacrifice last creature!");
  4758. }
  4759. int crid = hero->getStack(slot[i]).type->idNumber;
  4760. changeStackCount(StackLocation(hero, slot[i]), -count[i]);
  4761. int dump, exp;
  4762. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4763. exp *= count[i];
  4764. expSum += exp;
  4765. }
  4766. finish();
  4767. return true;
  4768. }
  4769. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  4770. {
  4771. if (!hero)
  4772. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4773. int expSum = 0;
  4774. auto finish = [this, &hero, &expSum]()
  4775. {
  4776. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4777. };
  4778. for(int i = 0; i < slot.size(); ++i)
  4779. {
  4780. ArtifactLocation al(hero, slot[i]);
  4781. const CArtifactInstance * a = al.getArt();
  4782. if(!a)
  4783. {
  4784. finish();
  4785. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4786. }
  4787. const CArtifactInstance * art = hero->getArt(slot[i]);
  4788. if(!art)
  4789. {
  4790. finish();
  4791. COMPLAIN_RET("No artifact at position to sacrifice!");
  4792. }
  4793. si32 typId = art->artType->id;
  4794. int dmp, expToGive;
  4795. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4796. expSum += expToGive;
  4797. removeArtifact(al);
  4798. }
  4799. finish();
  4800. return true;
  4801. }
  4802. void CGameHandler::makeStackDoNothing(const CStack * next)
  4803. {
  4804. BattleAction doNothing;
  4805. doNothing.actionType = Battle::NO_ACTION;
  4806. doNothing.additionalInfo = 0;
  4807. doNothing.destinationTile = -1;
  4808. doNothing.side = next->side;
  4809. doNothing.stackNumber = next->ID;
  4810. makeAutomaticAction(next, doNothing);
  4811. }
  4812. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4813. {
  4814. if (sl.army->hasStackAtSlot(sl.slot))
  4815. COMPLAIN_RET("Slot is already taken!");
  4816. if (!sl.slot.validSlot())
  4817. COMPLAIN_RET("Cannot insert stack to that slot!");
  4818. InsertNewStack ins;
  4819. ins.sl = sl;
  4820. ins.stack = CStackBasicDescriptor(c, count);
  4821. sendAndApply(&ins);
  4822. return true;
  4823. }
  4824. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  4825. {
  4826. if (!sl.army->hasStackAtSlot(sl.slot))
  4827. COMPLAIN_RET("Cannot find a stack to erase");
  4828. if (sl.army->stacksCount() == 1 //from the last stack
  4829. && sl.army->needsLastStack() //that must be left
  4830. && !forceRemoval) //ignore above conditions if we are forcing removal
  4831. {
  4832. COMPLAIN_RET("Cannot erase the last stack!");
  4833. }
  4834. EraseStack es;
  4835. es.sl = sl;
  4836. sendAndApply(&es);
  4837. return true;
  4838. }
  4839. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  4840. {
  4841. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4842. if ((absoluteValue && count < 0)
  4843. || (!absoluteValue && -count > currentCount))
  4844. {
  4845. COMPLAIN_RET("Cannot take more stacks than present!");
  4846. }
  4847. if ((currentCount == -count && !absoluteValue)
  4848. || (!count && absoluteValue))
  4849. {
  4850. eraseStack(sl);
  4851. }
  4852. else
  4853. {
  4854. ChangeStackCount csc;
  4855. csc.sl = sl;
  4856. csc.count = count;
  4857. csc.absoluteValue = absoluteValue;
  4858. sendAndApply(&csc);
  4859. }
  4860. return true;
  4861. }
  4862. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4863. {
  4864. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4865. if (!slotC) //slot is empty
  4866. insertNewStack(sl, c, count);
  4867. else if (c == slotC)
  4868. changeStackCount(sl, count);
  4869. else
  4870. {
  4871. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4872. }
  4873. return true;
  4874. }
  4875. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4876. {
  4877. if (removeObjWhenFinished)
  4878. removeAfterVisit(src);
  4879. if (!src->canBeMergedWith(*dst, allowMerging))
  4880. {
  4881. if (allowMerging) //do that, add all matching creatures.
  4882. {
  4883. bool cont = true;
  4884. while (cont)
  4885. {
  4886. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4887. {
  4888. SlotID pos = dst->getSlotFor(i->second->type);
  4889. if (pos.validSlot())
  4890. {
  4891. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4892. cont = true;
  4893. break; //or iterator crashes
  4894. }
  4895. cont = false;
  4896. }
  4897. }
  4898. }
  4899. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4900. }
  4901. else //merge
  4902. {
  4903. moveArmy(src, dst, allowMerging);
  4904. }
  4905. }
  4906. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4907. {
  4908. if (!src.army->hasStackAtSlot(src.slot))
  4909. COMPLAIN_RET("No stack to move!");
  4910. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4911. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4912. if (!dst.slot.validSlot())
  4913. COMPLAIN_RET("Cannot move stack to that slot!");
  4914. if (count == -1)
  4915. {
  4916. count = src.army->getStackCount(src.slot);
  4917. }
  4918. if (src.army != dst.army //moving away
  4919. && count == src.army->getStackCount(src.slot) //all creatures
  4920. && src.army->stacksCount() == 1 //from the last stack
  4921. && src.army->needsLastStack()) //that must be left
  4922. {
  4923. COMPLAIN_RET("Cannot move away the last creature!");
  4924. }
  4925. RebalanceStacks rs;
  4926. rs.src = src;
  4927. rs.dst = dst;
  4928. rs.count = count;
  4929. sendAndApply(&rs);
  4930. return true;
  4931. }
  4932. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4933. {
  4934. if (!sl1.army->hasStackAtSlot(sl1.slot))
  4935. return moveStack(sl2, sl1);
  4936. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  4937. return moveStack(sl1, sl2);
  4938. else
  4939. {
  4940. SwapStacks ss;
  4941. ss.sl1 = sl1;
  4942. ss.sl2 = sl2;
  4943. sendAndApply(&ss);
  4944. return true;
  4945. }
  4946. }
  4947. void CGameHandler::runBattle()
  4948. {
  4949. setBattle(gs->curB);
  4950. assert(gs->curB);
  4951. //TODO: pre-tactic stuff, call scripts etc.
  4952. //tactic round
  4953. {
  4954. while (gs->curB->tacticDistance && !battleResult.get())
  4955. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4956. }
  4957. //initial stacks appearance triggers, e.g. built-in bonus spells
  4958. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  4959. for (CStack * stack : initialStacks)
  4960. {
  4961. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  4962. {
  4963. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  4964. auto accessibility = getAccesibility();
  4965. CreatureID creatureData = CreatureID(summonInfo->subtype);
  4966. std::vector<BattleHex> targetHexes;
  4967. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  4968. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  4969. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  4970. For one-hex targets there are four guardians - front, back and one per side (up + down).
  4971. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  4972. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  4973. if (!guardianIsBig)
  4974. targetHexes = stack->getSurroundingHexes();
  4975. else
  4976. summonGuardiansHelper(targetHexes, stack->position, stack->side, targetIsBig);
  4977. for (auto hex : targetHexes)
  4978. {
  4979. if (accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  4980. {
  4981. BattleStackAdded newStack;
  4982. newStack.amount = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  4983. newStack.creID = creatureData.num;
  4984. newStack.side = stack->side;
  4985. newStack.summoned = true;
  4986. newStack.pos = hex.hex;
  4987. sendAndApply(&newStack);
  4988. }
  4989. }
  4990. }
  4991. stackEnchantedTrigger(stack);
  4992. }
  4993. //spells opening battle
  4994. for (int i = 0; i < 2; ++i)
  4995. {
  4996. auto h = gs->curB->battleGetFightingHero(i);
  4997. if (h)
  4998. {
  4999. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5000. for (auto b : *bl)
  5001. {
  5002. const CSpell * spell = SpellID(b->subtype).toSpell();
  5003. BattleSpellCastParameters parameters(gs->curB, h, spell);
  5004. parameters.spellLvl = 3;
  5005. parameters.effectLevel = 3;
  5006. parameters.mode = ECastingMode::PASSIVE_CASTING;
  5007. parameters.enchantPower = b->val;
  5008. parameters.castIfPossible(spellEnv);
  5009. }
  5010. }
  5011. }
  5012. bool firstRound = true;//FIXME: why first round is -1?
  5013. //main loop
  5014. while (!battleResult.get()) //till the end of the battle ;]
  5015. {
  5016. BattleNextRound bnr;
  5017. bnr.round = gs->curB->round + 1;
  5018. logGlobal->debug("Round %d", bnr.round);
  5019. sendAndApply(&bnr);
  5020. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5021. for (auto &obstPtr : obstacles)
  5022. {
  5023. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5024. if (sco->turnsRemaining == 0)
  5025. removeObstacle(*obstPtr);
  5026. }
  5027. const BattleInfo & curB = *gs->curB;
  5028. for(auto stack : curB.stacks)
  5029. {
  5030. if(stack->alive() && !firstRound)
  5031. stackEnchantedTrigger(stack);
  5032. }
  5033. //stack loop
  5034. const CStack *next;
  5035. while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5036. {
  5037. std::set <const CStack *> stacksToRemove;
  5038. for (auto stack : curB.stacks)
  5039. {
  5040. if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  5041. stacksToRemove.insert(stack);
  5042. }
  5043. for (auto stack : stacksToRemove)
  5044. {
  5045. BattleStacksRemoved bsr;
  5046. bsr.stackIDs.insert(stack->ID);
  5047. sendAndApply(&bsr);
  5048. }
  5049. //check for bad morale => freeze
  5050. int nextStackMorale = next->MoraleVal();
  5051. if (nextStackMorale < 0 &&
  5052. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5053. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5054. )
  5055. {
  5056. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5057. {
  5058. //unit loses its turn - empty freeze action
  5059. BattleAction ba;
  5060. ba.actionType = Battle::BAD_MORALE;
  5061. ba.additionalInfo = 1;
  5062. ba.side = next->side;
  5063. ba.stackNumber = next->ID;
  5064. makeAutomaticAction(next, ba);
  5065. continue;
  5066. }
  5067. }
  5068. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5069. {
  5070. logGlobal->debug("Handle Berserk effect");
  5071. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::none);
  5072. if (attackInfo.first != nullptr)
  5073. {
  5074. BattleAction attack;
  5075. attack.actionType = Battle::WALK_AND_ATTACK;
  5076. attack.side = next->side;
  5077. attack.stackNumber = next->ID;
  5078. attack.additionalInfo = attackInfo.first->position;
  5079. attack.destinationTile = attackInfo.second;
  5080. makeAutomaticAction(next, attack);
  5081. logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
  5082. }
  5083. else
  5084. {
  5085. makeStackDoNothing(next);
  5086. logGlobal->debug("No target found");
  5087. }
  5088. continue;
  5089. }
  5090. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5091. const int stackCreatureId = next->getCreature()->idNumber;
  5092. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5093. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5094. {
  5095. BattleAction attack;
  5096. attack.actionType = Battle::SHOOT;
  5097. attack.side = next->side;
  5098. attack.stackNumber = next->ID;
  5099. for (auto & elem : gs->curB->stacks)
  5100. {
  5101. if (elem->owner != next->owner && elem->isValidTarget())
  5102. {
  5103. attack.destinationTile = elem->position;
  5104. break;
  5105. }
  5106. }
  5107. makeAutomaticAction(next, attack);
  5108. continue;
  5109. }
  5110. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5111. {
  5112. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5113. if (attackableBattleHexes.empty())
  5114. {
  5115. makeStackDoNothing(next);
  5116. continue;
  5117. }
  5118. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5119. {
  5120. BattleAction attack;
  5121. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  5122. getRandomGenerator());
  5123. attack.actionType = Battle::CATAPULT;
  5124. attack.additionalInfo = 0;
  5125. attack.side = next->side;
  5126. attack.stackNumber = next->ID;
  5127. makeAutomaticAction(next, attack);
  5128. continue;
  5129. }
  5130. }
  5131. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5132. {
  5133. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5134. {
  5135. return s->owner == next->owner && s->canBeHealed();
  5136. });
  5137. if (!possibleStacks.size())
  5138. {
  5139. makeStackDoNothing(next);
  5140. continue;
  5141. }
  5142. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5143. {
  5144. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5145. const CStack * toBeHealed = possibleStacks.front();
  5146. BattleAction heal;
  5147. heal.actionType = Battle::STACK_HEAL;
  5148. heal.additionalInfo = 0;
  5149. heal.destinationTile = toBeHealed->position;
  5150. heal.side = next->side;
  5151. heal.stackNumber = next->ID;
  5152. makeAutomaticAction(next, heal);
  5153. continue;
  5154. }
  5155. }
  5156. int numberOfAsks = 1;
  5157. bool breakOuter = false;
  5158. do
  5159. {//ask interface and wait for answer
  5160. if (!battleResult.get())
  5161. {
  5162. stackTurnTrigger(next); //various effects
  5163. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5164. {
  5165. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5166. }
  5167. else
  5168. {
  5169. logGlobal->trace("Activating %s", next->nodeName());
  5170. auto nextId = next->ID;
  5171. BattleSetActiveStack sas;
  5172. sas.stack = nextId;
  5173. sendAndApply(&sas);
  5174. auto actionWasMade = [&]() -> bool
  5175. {
  5176. if (battleMadeAction.data)//active stack has made its action
  5177. return true;
  5178. if (battleResult.get())// battle is finished
  5179. return true;
  5180. if (next == nullptr)//active stack was been removed
  5181. return true;
  5182. return !next->alive();//active stack is dead
  5183. };
  5184. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5185. battleMadeAction.data = false;
  5186. while (!actionWasMade())
  5187. {
  5188. battleMadeAction.cond.wait(lock);
  5189. if (battleGetStackByID(nextId, false) != next)
  5190. next = nullptr; //it may be removed, while we wait
  5191. }
  5192. }
  5193. }
  5194. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5195. {
  5196. breakOuter = true;
  5197. break;
  5198. }
  5199. //we're after action, all results applied
  5200. checkBattleStateChanges(); //check if this action ended the battle
  5201. if (next != nullptr)
  5202. {
  5203. //check for good morale
  5204. nextStackMorale = next->MoraleVal();
  5205. if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5206. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5207. && !next->waited()
  5208. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5209. && next->alive()
  5210. && nextStackMorale > 0
  5211. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5212. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5213. )
  5214. {
  5215. if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5216. {
  5217. BattleTriggerEffect bte;
  5218. bte.stackID = next->ID;
  5219. bte.effect = Bonus::MORALE;
  5220. bte.val = 1;
  5221. bte.additionalInfo = 0;
  5222. sendAndApply(&bte); //play animation
  5223. ++numberOfAsks; //move this stack once more
  5224. }
  5225. }
  5226. }
  5227. --numberOfAsks;
  5228. } while (numberOfAsks > 0);
  5229. if (breakOuter)
  5230. {
  5231. break;
  5232. }
  5233. }
  5234. firstRound = false;
  5235. }
  5236. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5237. }
  5238. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5239. {
  5240. BattleSetActiveStack bsa;
  5241. bsa.stack = stack->ID;
  5242. bsa.askPlayerInterface = false;
  5243. sendAndApply(&bsa);
  5244. bool ret = makeBattleAction(ba);
  5245. checkBattleStateChanges();
  5246. return ret;
  5247. }
  5248. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5249. {
  5250. assert(a->artType);
  5251. ArtifactLocation al;
  5252. al.artHolder = const_cast<CGHeroInstance*>(h);
  5253. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5254. if (pos < 0)
  5255. {
  5256. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5257. slot = a->firstAvailableSlot(h);
  5258. else
  5259. slot = a->firstBackpackSlot(h);
  5260. }
  5261. else
  5262. {
  5263. slot = pos;
  5264. }
  5265. al.slot = slot;
  5266. if (slot < 0 || !a->canBePutAt(al))
  5267. {
  5268. complain("Cannot put artifact in that slot!");
  5269. return;
  5270. }
  5271. putArtifact(al, a);
  5272. }
  5273. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5274. {
  5275. PutArtifact pa;
  5276. pa.art = a;
  5277. pa.al = al;
  5278. sendAndApply(&pa);
  5279. }
  5280. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5281. {
  5282. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5283. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5284. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5285. giveHeroNewArtifact(h, art, slot);
  5286. return true;
  5287. }
  5288. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5289. {
  5290. CArtifactInstance *a = nullptr;
  5291. if (!artType->constituents)
  5292. {
  5293. a = new CArtifactInstance();
  5294. }
  5295. else
  5296. {
  5297. a = new CCombinedArtifactInstance();
  5298. }
  5299. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5300. NewArtifact na;
  5301. na.art = a;
  5302. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5303. giveHeroArtifact(h, a, pos);
  5304. }
  5305. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5306. {
  5307. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5308. if (battleResult.data)
  5309. {
  5310. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5311. % battleResult.data->result % resultType).str());
  5312. return;
  5313. }
  5314. auto br = new BattleResult();
  5315. br->result = resultType;
  5316. br->winner = victoriusSide; //surrendering side loses
  5317. gs->curB->calculateCasualties(br->casualties);
  5318. battleResult.data = br;
  5319. }
  5320. void CGameHandler::commitPackage(CPackForClient *pack)
  5321. {
  5322. sendAndApply(pack);
  5323. }
  5324. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5325. {
  5326. std::vector<int3>::iterator tile;
  5327. std::vector<int3> tiles;
  5328. getFreeTiles(tiles);
  5329. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5330. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5331. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5332. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5333. for (int i = 0; i < amount; ++i)
  5334. {
  5335. tile = tiles.begin();
  5336. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5337. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5338. tiles.erase(tile); //not use it again
  5339. }
  5340. }
  5341. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5342. {
  5343. if (cheat == "vcmiistari")
  5344. {
  5345. if (!hero) return;
  5346. ///Give hero spellbook
  5347. if (!hero->hasSpellbook())
  5348. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5349. ///Give all spells with bonus (to allow banned spells)
  5350. GiveBonus giveBonus(GiveBonus::HERO);
  5351. giveBonus.id = hero->id.getNum();
  5352. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5353. //start with level 0 to skip abilities
  5354. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5355. {
  5356. giveBonus.bonus.subtype = level;
  5357. sendAndApply(&giveBonus);
  5358. }
  5359. ///Give mana
  5360. SetMana sm;
  5361. sm.hid = hero->id;
  5362. sm.val = 999;
  5363. sm.absolute = true;
  5364. sendAndApply(&sm);
  5365. }
  5366. else if (cheat == "vcmiarmenelos")
  5367. {
  5368. if (!town) return;
  5369. ///Build all buildings in selected town
  5370. for (auto & build : town->town->buildings)
  5371. {
  5372. if (!town->hasBuilt(build.first)
  5373. && !build.second->Name().empty()
  5374. && build.first != BuildingID::SHIP)
  5375. {
  5376. buildStructure(town->id, build.first, true);
  5377. }
  5378. }
  5379. }
  5380. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5381. {
  5382. if (!hero) return;
  5383. ///Gives N creatures into each slot
  5384. std::map<std::string, std::pair<int, int>> creatures;
  5385. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5386. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5387. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5388. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5389. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5390. if (!hero->hasStackAtSlot(SlotID(i)))
  5391. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5392. }
  5393. else if (cheat == "vcminoldor")
  5394. {
  5395. if (!hero) return;
  5396. ///Give all war machines to hero
  5397. if (!hero->getArt(ArtifactPosition::MACH1))
  5398. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5399. if (!hero->getArt(ArtifactPosition::MACH2))
  5400. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5401. if (!hero->getArt(ArtifactPosition::MACH3))
  5402. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5403. }
  5404. else if (cheat == "vcmiforgeofnoldorking")
  5405. {
  5406. if (!hero) return;
  5407. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5408. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5409. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5410. }
  5411. else if (cheat == "vcmiglorfindel")
  5412. {
  5413. if (!hero) return;
  5414. ///selected hero gains a new level
  5415. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5416. }
  5417. else if (cheat == "vcminahar")
  5418. {
  5419. if (!hero) return;
  5420. ///Give 1000000 movement points to hero
  5421. SetMovePoints smp;
  5422. smp.hid = hero->id;
  5423. smp.val = 1000000;
  5424. sendAndApply(&smp);
  5425. GiveBonus gb(GiveBonus::HERO);
  5426. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5427. gb.bonus.duration = Bonus::ONE_DAY;
  5428. gb.bonus.source = Bonus::OTHER;
  5429. gb.id = hero->id.getNum();
  5430. giveHeroBonus(&gb);
  5431. }
  5432. else if (cheat == "vcmiformenos")
  5433. {
  5434. ///Give resources to player
  5435. TResources resources;
  5436. resources[Res::GOLD] = 100000;
  5437. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5438. resources[i] = 100;
  5439. giveResources(player, resources);
  5440. }
  5441. else if (cheat == "vcmisilmaril")
  5442. {
  5443. ///Player wins
  5444. PlayerCheated pc;
  5445. pc.player = player;
  5446. pc.winningCheatCode = true;
  5447. sendAndApply(&pc);
  5448. }
  5449. else if (cheat == "vcmimelkor")
  5450. {
  5451. ///Player looses
  5452. PlayerCheated pc;
  5453. pc.player = player;
  5454. pc.losingCheatCode = true;
  5455. sendAndApply(&pc);
  5456. }
  5457. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5458. {
  5459. ///Reveal or conceal FoW
  5460. FoWChange fc;
  5461. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5462. fc.player = player;
  5463. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5464. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5465. int lastUnc = 0;
  5466. for (int i = 0; i < gs->map->width; i++)
  5467. for (int j = 0; j < gs->map->height; j++)
  5468. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5469. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5470. hlp_tab[lastUnc++] = int3(i, j, k);
  5471. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5472. delete [] hlp_tab;
  5473. sendAndApply(&fc);
  5474. }
  5475. else
  5476. cheated = false;
  5477. }
  5478. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5479. {
  5480. ObstaclesRemoved obsRem;
  5481. obsRem.obstacles.insert(obstacle.uniqueID);
  5482. sendAndApply(&obsRem);
  5483. }
  5484. void CGameHandler::synchronizeArtifactHandlerLists()
  5485. {
  5486. UpdateArtHandlerLists uahl;
  5487. uahl.treasures = VLC->arth->treasures;
  5488. uahl.minors = VLC->arth->minors;
  5489. uahl.majors = VLC->arth->majors;
  5490. uahl.relics = VLC->arth->relics;
  5491. sendAndApply(&uahl);
  5492. }
  5493. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5494. {
  5495. return vstd::contains(gs->map->objects, obj);
  5496. }
  5497. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5498. {
  5499. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5500. return false;
  5501. auto query = queries.topQuery(player);
  5502. if (query && query->blocksPack(pack))
  5503. {
  5504. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5505. return true;
  5506. }
  5507. return false;
  5508. }
  5509. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5510. {
  5511. //If the object is being visited, there must be a matching query
  5512. for (const auto &query : queries.allQueries())
  5513. {
  5514. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5515. {
  5516. if (someVistQuery->visitedObject == object)
  5517. {
  5518. someVistQuery->removeObjectAfterVisit = true;
  5519. return;
  5520. }
  5521. }
  5522. }
  5523. //If we haven't returned so far, there is no query and no visit, call was wrong
  5524. assert("This function needs to be called during the object visit!");
  5525. }
  5526. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5527. {
  5528. std::unordered_set<int3, ShashInt3> tiles;
  5529. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5530. if (hide)
  5531. {
  5532. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5533. auto p = getPlayer(player);
  5534. for (auto h : p->heroes)
  5535. {
  5536. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5537. }
  5538. for (auto t : p->towns)
  5539. {
  5540. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5541. }
  5542. for (auto tile : observedTiles)
  5543. vstd::erase_if_present (tiles, tile);
  5544. }
  5545. changeFogOfWar(tiles, player, hide);
  5546. }
  5547. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5548. {
  5549. FoWChange fow;
  5550. fow.tiles = tiles;
  5551. fow.player = player;
  5552. fow.mode = hide? 0 : 1;
  5553. sendAndApply(&fow);
  5554. }
  5555. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5556. {
  5557. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5558. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5559. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5560. return true;
  5561. }
  5562. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5563. army(_army)
  5564. {
  5565. heroWithDeadCommander = ObjectInstanceID();
  5566. PlayerColor color = army->tempOwner;
  5567. if(color == PlayerColor::UNFLAGGABLE)
  5568. color = PlayerColor::NEUTRAL;
  5569. for(CStack * st : bat->stacks)
  5570. {
  5571. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5572. continue;
  5573. if(st->owner != color) //remove only our stacks
  5574. continue;
  5575. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5576. st->health.takeResurrected();
  5577. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5578. {
  5579. logGlobal->debug("Ignored arrow towers stack.");
  5580. }
  5581. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5582. {
  5583. auto warMachine = st->type->warMachine;
  5584. if(warMachine == ArtifactID::NONE)
  5585. {
  5586. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5587. }
  5588. //catapult artifact remain even if "creature" killed in siege
  5589. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5590. {
  5591. logGlobal->debug("War machine has been destroyed");
  5592. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5593. if (hero)
  5594. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5595. else
  5596. logGlobal->error("War machine in army without hero");
  5597. }
  5598. }
  5599. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5600. {
  5601. if(st->alive() && st->getCount() > 0)
  5602. {
  5603. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5604. const CreatureID summonedType = st->type->idNumber;
  5605. summoned[summonedType] += st->getCount();
  5606. }
  5607. }
  5608. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5609. {
  5610. if (nullptr == st->base)
  5611. {
  5612. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5613. }
  5614. else
  5615. {
  5616. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5617. if(c)
  5618. {
  5619. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5620. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5621. {
  5622. logGlobal->debug("Commander is dead.");
  5623. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5624. }
  5625. }
  5626. else
  5627. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5628. }
  5629. }
  5630. else if(st->base && !army->slotEmpty(st->slot))
  5631. {
  5632. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  5633. if(st->getCount() == 0 || !st->alive())
  5634. {
  5635. logGlobal->debug("Stack has been destroyed.");
  5636. StackLocation sl(army, st->slot);
  5637. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5638. }
  5639. else if(st->getCount() < army->getStackCount(st->slot))
  5640. {
  5641. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  5642. StackLocation sl(army, st->slot);
  5643. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5644. }
  5645. else if(st->getCount() > army->getStackCount(st->slot))
  5646. {
  5647. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  5648. StackLocation sl(army, st->slot);
  5649. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5650. }
  5651. }
  5652. else
  5653. {
  5654. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5655. }
  5656. }
  5657. }
  5658. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5659. {
  5660. for (TStackAndItsNewCount &ncount : newStackCounts)
  5661. {
  5662. if (ncount.second > 0)
  5663. gh->changeStackCount(ncount.first, ncount.second, true);
  5664. else
  5665. gh->eraseStack(ncount.first, true);
  5666. }
  5667. for (auto summoned_iter : summoned)
  5668. {
  5669. SlotID slot = army->getSlotFor(summoned_iter.first);
  5670. if (slot.validSlot())
  5671. {
  5672. StackLocation location(army, slot);
  5673. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5674. }
  5675. else
  5676. {
  5677. //even if it will be possible to summon anything permanently it should be checked for free slot
  5678. //necromancy is handled separately
  5679. gh->complain("No free slot to put summoned creature");
  5680. }
  5681. }
  5682. for (auto al : removedWarMachines)
  5683. {
  5684. gh->removeArtifact(al);
  5685. }
  5686. if (heroWithDeadCommander != ObjectInstanceID())
  5687. {
  5688. SetCommanderProperty scp;
  5689. scp.heroid = heroWithDeadCommander;
  5690. scp.which = SetCommanderProperty::ALIVE;
  5691. scp.amount = 0;
  5692. gh->sendAndApply(&scp);
  5693. }
  5694. }
  5695. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5696. {
  5697. assert(Query->result);
  5698. assert(Query->bi);
  5699. auto &result = *Query->result;
  5700. auto &info = *Query->bi;
  5701. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5702. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5703. victor = info.sides[result.winner].color;
  5704. loser = info.sides[!result.winner].color;
  5705. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5706. }
  5707. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5708. {
  5709. winnerHero = loserHero = nullptr;
  5710. remainingBattleQueriesCount = 0;
  5711. }
  5712. CRandomGenerator & CGameHandler::getRandomGenerator()
  5713. {
  5714. return CRandomGenerator::getDefault();
  5715. }
  5716. ///ServerSpellCastEnvironment
  5717. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5718. {
  5719. }
  5720. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5721. {
  5722. gh->sendAndApply(info);
  5723. }
  5724. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5725. {
  5726. return gh->getRandomGenerator();
  5727. }
  5728. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5729. {
  5730. gh->complain(problem);
  5731. }
  5732. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5733. {
  5734. return gh;
  5735. }
  5736. const CMap * ServerSpellCastEnvironment::getMap() const
  5737. {
  5738. return gh->gameState()->map;
  5739. }
  5740. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const
  5741. {
  5742. return gh->moveHero(hid, dst, teleporting, false);
  5743. }
  5744. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback) const
  5745. {
  5746. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  5747. request->queryID = query->queryID;
  5748. gh->queries.addQuery(query);
  5749. gh->sendAndApply(request);
  5750. }