CGameHandler.cpp 203 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/CSpellHandler.h"
  21. #include "../lib/spells/ISpellMechanics.h"
  22. #include "../lib/spells/Problem.h"
  23. #include "../lib/CGeneralTextHandler.h"
  24. #include "../lib/CTownHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CGameState.h"
  27. #include "../lib/CStack.h"
  28. #include "../lib/battle/BattleInfo.h"
  29. #include "../lib/CondSh.h"
  30. #include "../lib/NetPacks.h"
  31. #include "../lib/VCMI_Lib.h"
  32. #include "../lib/mapping/CMap.h"
  33. #include "../lib/mapping/CMapService.h"
  34. #include "../lib/rmg/CMapGenOptions.h"
  35. #include "../lib/VCMIDirs.h"
  36. #include "../lib/ScopeGuard.h"
  37. #include "../lib/CSoundBase.h"
  38. #include "CGameHandler.h"
  39. #include "CVCMIServer.h"
  40. #include "../lib/CCreatureSet.h"
  41. #include "../lib/CThreadHelper.h"
  42. #include "../lib/GameConstants.h"
  43. #include "../lib/registerTypes/RegisterTypes.h"
  44. #include "../lib/serializer/CTypeList.h"
  45. #include "../lib/serializer/Connection.h"
  46. #ifndef _MSC_VER
  47. #include <boost/thread/xtime.hpp>
  48. #endif
  49. extern std::atomic<bool> serverShuttingDown;
  50. #ifdef min
  51. #undef min
  52. #endif
  53. #ifdef max
  54. #undef max
  55. #endif
  56. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  57. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  58. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  59. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  60. class ServerSpellCastEnvironment : public SpellCastEnvironment
  61. {
  62. public:
  63. ServerSpellCastEnvironment(CGameHandler * gh);
  64. ~ServerSpellCastEnvironment() = default;
  65. void sendAndApply(CPackForClient * info) const override;
  66. CRandomGenerator & getRandomGenerator() const override;
  67. void complain(const std::string & problem) const override;
  68. const CMap * getMap() const override;
  69. const CGameInfoCallback * getCb() const override;
  70. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;
  71. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;
  72. private:
  73. mutable CGameHandler * gh;
  74. };
  75. namespace spells
  76. {
  77. class ObstacleCasterProxy : public Caster
  78. {
  79. public:
  80. ObstacleCasterProxy(const CGameHandler * gh_, const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  81. : gh(gh_),
  82. owner(owner_),
  83. hero(hero_),
  84. obs(obs_)
  85. {
  86. };
  87. ~ObstacleCasterProxy() = default;
  88. ui8 getSpellSchoolLevel(const Spell * spell, int * outSelectedSchool = nullptr) const override
  89. {
  90. return obs->spellLevel;
  91. }
  92. int getEffectLevel(const Spell * spell) const override
  93. {
  94. return obs->spellLevel;
  95. }
  96. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  97. {
  98. if(hero)
  99. return hero->getSpellBonus(spell, base, affectedStack);
  100. else
  101. return base;
  102. }
  103. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  104. {
  105. if(hero)
  106. return hero->getSpecificSpellBonus(spell, base);
  107. else
  108. return base;
  109. }
  110. int getEffectPower(const Spell * spell) const override
  111. {
  112. return obs->casterSpellPower;
  113. }
  114. int getEnchantPower(const Spell * spell) const override
  115. {
  116. return obs->casterSpellPower;
  117. }
  118. int64_t getEffectValue(const Spell * spell) const override
  119. {
  120. if(hero)
  121. return hero->getEffectValue(spell);
  122. else
  123. return 0;
  124. }
  125. const PlayerColor getOwner() const override
  126. {
  127. return owner;
  128. }
  129. void getCasterName(MetaString & text) const override
  130. {
  131. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  132. }
  133. void getCastDescription(const Spell * spell, MetaString & text) const override
  134. {
  135. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  136. }
  137. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  138. {
  139. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  140. }
  141. void spendMana(const PacketSender * server, const int spellCost) const override
  142. {
  143. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  144. }
  145. private:
  146. const CGHeroInstance * hero;
  147. const CGameHandler * gh;
  148. const PlayerColor owner;
  149. const SpellCreatedObstacle * obs;
  150. };
  151. class BonusCasterProxy : public Caster
  152. {
  153. public:
  154. BonusCasterProxy(const CGHeroInstance * hero_, std::shared_ptr<const Bonus> bonus_)
  155. : hero(hero_),
  156. bonus(bonus_)
  157. {
  158. }
  159. ~BonusCasterProxy() = default;
  160. ui8 getSpellSchoolLevel(const Spell * spell, int * outSelectedSchool = nullptr) const override
  161. {
  162. return hero->getSpellSchoolLevel(spell, outSelectedSchool);
  163. }
  164. int getEffectLevel(const Spell * spell) const override
  165. {
  166. return hero->getEffectLevel(spell);
  167. }
  168. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  169. {
  170. return hero->getSpellBonus(spell, base, affectedStack);
  171. }
  172. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  173. {
  174. return hero->getSpecificSpellBonus(spell, base);
  175. }
  176. int getEffectPower(const Spell * spell) const override
  177. {
  178. return hero->getEffectPower(spell);
  179. }
  180. int getEnchantPower(const Spell * spell) const override
  181. {
  182. return hero->getEnchantPower(spell);
  183. }
  184. int64_t getEffectValue(const Spell * spell) const override
  185. {
  186. return hero->getEffectValue(spell);
  187. }
  188. const PlayerColor getOwner() const override
  189. {
  190. return hero->getOwner();
  191. }
  192. void getCasterName(MetaString & text) const override
  193. {
  194. if(!bonus->description.empty())
  195. text.addReplacement(bonus->description);
  196. else
  197. hero->getCasterName(text);
  198. }
  199. void getCastDescription(const Spell * spell, MetaString & text) const override
  200. {
  201. text.addTxt(MetaString::GENERAL_TXT, 196);
  202. getCasterName(text);
  203. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  204. }
  205. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  206. {
  207. const bool singleTarget = attacked.size() == 1;
  208. const int textIndex = singleTarget ? 195 : 196;
  209. text.addTxt(MetaString::GENERAL_TXT, textIndex);
  210. getCasterName(text);
  211. text.addReplacement(MetaString::SPELL_NAME, spell->getIndex());
  212. if(singleTarget)
  213. attacked.at(0)->addNameReplacement(text, true);
  214. }
  215. void spendMana(const PacketSender * server, const int spellCost) const override
  216. {
  217. logGlobal->error("Unexpected call to BonusCasterProxy::spendMana");
  218. }
  219. private:
  220. const CGHeroInstance * hero;
  221. std::shared_ptr<const Bonus> bonus;
  222. };
  223. }//
  224. CondSh<bool> battleMadeAction(false);
  225. CondSh<BattleResult *> battleResult(nullptr);
  226. template <typename T> class CApplyOnGH;
  227. class CBaseForGHApply
  228. {
  229. public:
  230. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  231. virtual ~CBaseForGHApply(){}
  232. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  233. {
  234. return new CApplyOnGH<U>();
  235. }
  236. };
  237. template <typename T> class CApplyOnGH : public CBaseForGHApply
  238. {
  239. public:
  240. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  241. {
  242. T *ptr = static_cast<T*>(pack);
  243. ptr->c = c;
  244. ptr->player = player;
  245. try
  246. {
  247. return ptr->applyGh(gh);
  248. }
  249. catch(ExceptionNotAllowedAction & e)
  250. {
  251. return false;
  252. }
  253. catch(...)
  254. {
  255. throw;
  256. }
  257. }
  258. };
  259. template <>
  260. class CApplyOnGH<CPack> : public CBaseForGHApply
  261. {
  262. public:
  263. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  264. {
  265. logGlobal->error("Cannot apply on GH plain CPack!");
  266. assert(0);
  267. return false;
  268. }
  269. };
  270. static CApplier<CBaseForGHApply> *applier = nullptr;
  271. static inline double distance(int3 a, int3 b)
  272. {
  273. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  274. }
  275. static void giveExp(BattleResult &r)
  276. {
  277. if (r.winner > 1)
  278. {
  279. // draw
  280. return;
  281. }
  282. r.exp[0] = 0;
  283. r.exp[1] = 0;
  284. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  285. {
  286. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  287. }
  288. }
  289. 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
  290. {
  291. int x = targetPosition.getX();
  292. int y = targetPosition.getY();
  293. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  294. 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...
  295. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  296. else
  297. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  298. //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
  299. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  300. {
  301. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  302. {
  303. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  304. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  305. }
  306. else
  307. { //add back-side guardians for two-hex target, side guardians for one-hex
  308. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  309. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  310. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  311. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  312. else if (targetIsTwoHex)//front-side guardians for two-hex target
  313. {
  314. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  315. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  316. if (x > 3) //back guard for two-hex
  317. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  318. }
  319. }
  320. }
  321. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  322. {
  323. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  324. {
  325. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  326. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  327. }
  328. else
  329. {
  330. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  331. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  332. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  333. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  334. else if (targetIsTwoHex)
  335. {
  336. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  337. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  338. if (x < GameConstants::BFIELD_WIDTH - 4)
  339. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  340. }
  341. }
  342. }
  343. else if (!targetIsAttacker && y % 2 == 0)
  344. {
  345. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  346. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  347. }
  348. else if (targetIsAttacker && y % 2 == 1)
  349. {
  350. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  351. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  352. }
  353. }
  354. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  355. {
  356. boost::unique_lock<boost::mutex> l(mx);
  357. if (players.find(player) != players.end())
  358. {
  359. return players.at(player);
  360. }
  361. else
  362. {
  363. throw std::runtime_error("No such player!");
  364. }
  365. }
  366. void PlayerStatuses::addPlayer(PlayerColor player)
  367. {
  368. boost::unique_lock<boost::mutex> l(mx);
  369. players[player];
  370. }
  371. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  372. {
  373. boost::unique_lock<boost::mutex> l(mx);
  374. if (players.find(player) != players.end())
  375. {
  376. return players[player].*flag;
  377. }
  378. else
  379. {
  380. throw std::runtime_error("No such player!");
  381. }
  382. }
  383. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  384. {
  385. boost::unique_lock<boost::mutex> l(mx);
  386. if (players.find(player) != players.end())
  387. {
  388. players[player].*flag = val;
  389. }
  390. else
  391. {
  392. throw std::runtime_error("No such player!");
  393. }
  394. cv.notify_all();
  395. }
  396. template <typename T>
  397. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  398. {
  399. fun(args[which]);
  400. }
  401. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  402. {
  403. changeSecSkill(hero, skill, 1, 0);
  404. expGiven(hero);
  405. }
  406. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  407. {
  408. // required exp for at least 1 lvl-up hasn't been reached
  409. if (!hero->gainsLevel())
  410. {
  411. return;
  412. }
  413. // give primary skill
  414. logGlobal->trace("%s got level %d", hero->name, hero->level);
  415. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  416. SetPrimSkill sps;
  417. sps.id = hero->id;
  418. sps.which = primarySkill;
  419. sps.abs = false;
  420. sps.val = 1;
  421. sendAndApply(&sps);
  422. PrepareHeroLevelUp pre;
  423. pre.hero = hero;
  424. sendAndApply(&pre);
  425. HeroLevelUp hlu;
  426. hlu.hero = hero;
  427. hlu.primskill = primarySkill;
  428. hlu.skills = pre.skills;
  429. if (hlu.skills.size() == 0)
  430. {
  431. sendAndApply(&hlu);
  432. levelUpHero(hero);
  433. }
  434. else if (hlu.skills.size() == 1)
  435. {
  436. sendAndApply(&hlu);
  437. levelUpHero(hero, pre.skills.front());
  438. }
  439. else if (hlu.skills.size() > 1)
  440. {
  441. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu);
  442. hlu.queryID = levelUpQuery->queryID;
  443. queries.addQuery(levelUpQuery);
  444. sendAndApply(&hlu);
  445. //level up will be called on query reply
  446. }
  447. }
  448. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  449. {
  450. SetCommanderProperty scp;
  451. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  452. if (hero)
  453. scp.heroid = hero->id;
  454. else
  455. {
  456. complain ("Commander is not led by hero!");
  457. return;
  458. }
  459. scp.accumulatedBonus.subtype = 0;
  460. scp.accumulatedBonus.additionalInfo = 0;
  461. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  462. scp.accumulatedBonus.turnsRemain = 0;
  463. scp.accumulatedBonus.source = Bonus::COMMANDER;
  464. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  465. if (skill <= ECommander::SPELL_POWER)
  466. {
  467. scp.which = SetCommanderProperty::BONUS;
  468. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  469. {
  470. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  471. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  472. };
  473. switch (skill)
  474. {
  475. case ECommander::ATTACK:
  476. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  477. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  478. break;
  479. case ECommander::DEFENSE:
  480. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  481. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  482. break;
  483. case ECommander::HEALTH:
  484. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  485. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  486. break;
  487. case ECommander::DAMAGE:
  488. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  489. scp.accumulatedBonus.subtype = 0;
  490. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  491. break;
  492. case ECommander::SPEED:
  493. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  494. break;
  495. case ECommander::SPELL_POWER:
  496. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  497. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  498. sendAndApply (&scp); //additional pack
  499. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  500. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  501. sendAndApply (&scp); //additional pack
  502. scp.accumulatedBonus.type = Bonus::CASTS;
  503. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  504. sendAndApply (&scp); //additional pack
  505. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  506. break;
  507. }
  508. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  509. sendAndApply (&scp);
  510. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  511. scp.additionalInfo = skill;
  512. scp.amount = c->secondarySkills.at(skill) + 1;
  513. sendAndApply (&scp);
  514. }
  515. else if (skill >= 100)
  516. {
  517. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  518. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  519. scp.additionalInfo = skill; //unnormalized
  520. sendAndApply (&scp);
  521. }
  522. expGiven(hero);
  523. }
  524. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  525. {
  526. if (!c->gainsLevel())
  527. {
  528. return;
  529. }
  530. CommanderLevelUp clu;
  531. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  532. if (hero)
  533. clu.hero = hero;
  534. else
  535. {
  536. complain ("Commander is not led by hero!");
  537. return;
  538. }
  539. //picking sec. skills for choice
  540. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  541. {
  542. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  543. clu.skills.push_back(i);
  544. }
  545. int i = 100;
  546. for (auto specialSkill : VLC->creh->skillRequirements)
  547. {
  548. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  549. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  550. && !vstd::contains (c->specialSKills, i))
  551. clu.skills.push_back (i);
  552. ++i;
  553. }
  554. int skillAmount = clu.skills.size();
  555. if (!skillAmount)
  556. {
  557. sendAndApply(&clu);
  558. levelUpCommander(c);
  559. }
  560. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  561. {
  562. sendAndApply(&clu);
  563. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  564. }
  565. else if (skillAmount > 1) //apply and ask for secondary skill
  566. {
  567. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu);
  568. clu.queryID = commanderLevelUp->queryID;
  569. queries.addQuery(commanderLevelUp);
  570. sendAndApply(&clu);
  571. }
  572. }
  573. void CGameHandler::expGiven(const CGHeroInstance *hero)
  574. {
  575. if (hero->gainsLevel())
  576. levelUpHero(hero);
  577. else if (hero->commander && hero->commander->gainsLevel())
  578. levelUpCommander(hero->commander);
  579. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  580. // levelUpCommander(hero->commander);
  581. // else
  582. // levelUpHero(hero);
  583. }
  584. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  585. {
  586. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  587. {
  588. if (gs->map->levelLimit != 0)
  589. {
  590. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  591. TExpType resultingExp = abs ? val : hero->exp + val;
  592. if (resultingExp > expLimit)
  593. {
  594. // set given experience to max possible, but don't decrease if hero already over top
  595. abs = true;
  596. val = std::max(expLimit, hero->exp);
  597. InfoWindow iw;
  598. iw.player = hero->tempOwner;
  599. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  600. iw.text.addReplacement(hero->name);
  601. sendAndApply(&iw);
  602. }
  603. }
  604. }
  605. SetPrimSkill sps;
  606. sps.id = hero->id;
  607. sps.which = which;
  608. sps.abs = abs;
  609. sps.val = val;
  610. sendAndApply(&sps);
  611. //only for exp - hero may level up
  612. if (which == PrimarySkill::EXPERIENCE)
  613. {
  614. if (hero->commander && hero->commander->alive)
  615. {
  616. //FIXME: trim experience according to map limit?
  617. SetCommanderProperty scp;
  618. scp.heroid = hero->id;
  619. scp.which = SetCommanderProperty::EXPERIENCE;
  620. scp.amount = val;
  621. sendAndApply (&scp);
  622. CBonusSystemNode::treeHasChanged();
  623. }
  624. expGiven(hero);
  625. }
  626. }
  627. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  628. {
  629. if(!hero)
  630. {
  631. logGlobal->error("changeSecSkill provided no hero");
  632. return;
  633. }
  634. SetSecSkill sss;
  635. sss.id = hero->id;
  636. sss.which = which;
  637. sss.val = val;
  638. sss.abs = abs;
  639. sendAndApply(&sss);
  640. if (which == SecondarySkill::WISDOM)
  641. {
  642. if (hero->visitedTown)
  643. giveSpells(hero->visitedTown, hero);
  644. }
  645. }
  646. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  647. {
  648. LOG_TRACE(logGlobal);
  649. //Fill BattleResult structure with exp info
  650. giveExp(*battleResult.data);
  651. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  652. {
  653. if (hero1)
  654. battleResult.data->exp[1] += 500;
  655. if (hero2)
  656. battleResult.data->exp[0] += 500;
  657. }
  658. if (hero1)
  659. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  660. if (hero2)
  661. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  662. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  663. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  664. const BattleResult::EResult result = battleResult.get()->result;
  665. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  666. {
  667. for (auto &q : queries.allQueries())
  668. {
  669. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  670. if (bq->bi == gs->curB)
  671. return bq;
  672. }
  673. return std::shared_ptr<CBattleQuery>();
  674. };
  675. auto battleQuery = findBattleQuery();
  676. if (!battleQuery)
  677. {
  678. logGlobal->error("Cannot find battle query!");
  679. }
  680. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  681. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  682. battleQuery->result = boost::make_optional(*battleResult.data);
  683. //Check how many battle queries were created (number of players blocked by battle)
  684. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  685. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  686. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  687. ChangeSpells cs; //for Eagle Eye
  688. if (finishingBattle->winnerHero)
  689. {
  690. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  691. {
  692. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  693. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  694. if (sp->level <= eagleEyeLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  695. cs.spells.insert(sp->id);
  696. }
  697. }
  698. std::vector<const CArtifactInstance *> arts; //display them in window
  699. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  700. {
  701. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  702. {
  703. arts.push_back(art);
  704. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  705. sendAndApply(ma);
  706. };
  707. if (finishingBattle->loserHero)
  708. {
  709. //TODO: wrap it into a function, somehow (boost::variant -_-)
  710. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  711. for (auto artSlot : artifactsWorn)
  712. {
  713. MoveArtifact ma;
  714. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  715. const CArtifactInstance * art = ma.src.getArt();
  716. if (art && !art->artType->isBig() &&
  717. art->artType->id != ArtifactID::SPELLBOOK)
  718. // don't move war machines or locked arts (spellbook)
  719. {
  720. sendMoveArtifact(art, &ma);
  721. }
  722. }
  723. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  724. {
  725. //we assume that no big artifacts can be found
  726. MoveArtifact ma;
  727. ma.src = ArtifactLocation(finishingBattle->loserHero,
  728. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  729. const CArtifactInstance * art = ma.src.getArt();
  730. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  731. {
  732. sendMoveArtifact(art, &ma);
  733. }
  734. }
  735. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  736. {
  737. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  738. for (auto artSlot : artifactsWorn)
  739. {
  740. MoveArtifact ma;
  741. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  742. const CArtifactInstance * art = ma.src.getArt();
  743. if (art && !art->artType->isBig())
  744. {
  745. sendMoveArtifact(art, &ma);
  746. }
  747. }
  748. }
  749. }
  750. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  751. {
  752. auto artifactsWorn = armySlot.second->artifactsWorn;
  753. for (auto artSlot : artifactsWorn)
  754. {
  755. MoveArtifact ma;
  756. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  757. const CArtifactInstance * art = ma.src.getArt();
  758. if (art && !art->artType->isBig())
  759. {
  760. sendMoveArtifact(art, &ma);
  761. }
  762. }
  763. }
  764. }
  765. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  766. if (arts.size()) //display loot
  767. {
  768. InfoWindow iw;
  769. iw.player = finishingBattle->winnerHero->tempOwner;
  770. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  771. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  772. {
  773. iw.components.push_back(Component(
  774. Component::ARTIFACT, art->artType->id,
  775. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  776. if (iw.components.size() >= 14)
  777. {
  778. sendAndApply(&iw);
  779. iw.components.clear();
  780. }
  781. }
  782. if (iw.components.size())
  783. {
  784. sendAndApply(&iw);
  785. }
  786. }
  787. //Eagle Eye secondary skill handling
  788. if (!cs.spells.empty())
  789. {
  790. cs.learn = 1;
  791. cs.hid = finishingBattle->winnerHero->id;
  792. InfoWindow iw;
  793. iw.player = finishingBattle->winnerHero->tempOwner;
  794. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  795. iw.text.addReplacement(finishingBattle->winnerHero->name);
  796. std::ostringstream names;
  797. for (int i = 0; i < cs.spells.size(); i++)
  798. {
  799. names << "%s";
  800. if (i < cs.spells.size() - 2)
  801. names << ", ";
  802. else if (i < cs.spells.size() - 1)
  803. names << "%s";
  804. }
  805. names << ".";
  806. iw.text.addReplacement(names.str());
  807. auto it = cs.spells.begin();
  808. for (int i = 0; i < cs.spells.size(); i++, it++)
  809. {
  810. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  811. if (i == cs.spells.size() - 2) //we just added pre-last name
  812. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  813. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  814. }
  815. sendAndApply(&iw);
  816. sendAndApply(&cs);
  817. }
  818. cab1.updateArmy(this);
  819. cab2.updateArmy(this); //take casualties after battle is deleted
  820. //if one hero has lost we will erase him
  821. if (battleResult.data->winner!=0 && hero1)
  822. {
  823. RemoveObject ro(hero1->id);
  824. sendAndApply(&ro);
  825. }
  826. if (battleResult.data->winner!=1 && hero2)
  827. {
  828. auto town = hero2->visitedTown;
  829. RemoveObject ro(hero2->id);
  830. sendAndApply(&ro);
  831. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  832. town->battleFinished(hero1, *battleResult.get());
  833. }
  834. //give exp
  835. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  836. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  837. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  838. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  839. queries.popIfTop(battleQuery);
  840. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  841. }
  842. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  843. {
  844. LOG_TRACE(logGlobal);
  845. finishingBattle->remainingBattleQueriesCount--;
  846. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  847. if (finishingBattle->remainingBattleQueriesCount > 0)
  848. //Battle results will be handled when all battle queries are closed
  849. return;
  850. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  851. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  852. // Still, it looks like a hole.
  853. // Necromancy if applicable.
  854. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  855. // Give raised units to winner and show dialog, if any were raised,
  856. // units will be given after casualties are taken
  857. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  858. if (necroSlot != SlotID())
  859. {
  860. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  861. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  862. }
  863. BattleResultsApplied resultsApplied;
  864. resultsApplied.player1 = finishingBattle->victor;
  865. resultsApplied.player2 = finishingBattle->loser;
  866. sendAndApply(&resultsApplied);
  867. setBattle(nullptr);
  868. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  869. {
  870. logGlobal->trace("post-victory visit");
  871. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  872. }
  873. visitObjectAfterVictory = false;
  874. //handle victory/loss of engaged players
  875. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  876. checkVictoryLossConditions(playerColors);
  877. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  878. {
  879. SetAvailableHeroes sah;
  880. sah.player = finishingBattle->loser;
  881. sah.hid[0] = finishingBattle->loserHero->subID;
  882. if (result.result == BattleResult::ESCAPE) //retreat
  883. {
  884. sah.army[0].clear();
  885. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  886. }
  887. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  888. sah.hid[1] = another->subID;
  889. else
  890. sah.hid[1] = -1;
  891. sendAndApply(&sah);
  892. }
  893. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  894. {
  895. RemoveObject ro(finishingBattle->winnerHero->id);
  896. sendAndApply(&ro);
  897. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  898. {
  899. SetAvailableHeroes sah;
  900. sah.player = finishingBattle->victor;
  901. sah.hid[0] = finishingBattle->winnerHero->subID;
  902. sah.army[0].clear();
  903. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  904. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  905. sah.hid[1] = another->subID;
  906. else
  907. sah.hid[1] = -1;
  908. sendAndApply(&sah);
  909. }
  910. }
  911. }
  912. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  913. {
  914. if(first && !counter)
  915. handleAttackBeforeCasting(ranged, attacker, defender);
  916. FireShieldInfo fireShield;
  917. BattleAttack bat;
  918. bat.stackAttacking = attacker->unitId();
  919. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  920. if(ranged)
  921. bat.flags |= BattleAttack::SHOT;
  922. if(counter)
  923. bat.flags |= BattleAttack::COUNTER;
  924. const int attackerLuck = attacker->LuckVal();
  925. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  926. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  927. {
  928. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  929. {
  930. bat.flags |= BattleAttack::LUCKY;
  931. }
  932. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  933. {
  934. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  935. {
  936. bat.flags |= BattleAttack::UNLUCKY;
  937. }
  938. }
  939. }
  940. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  941. {
  942. bat.flags |= BattleAttack::DEATH_BLOW;
  943. }
  944. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  945. {
  946. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  947. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  948. if (chance > getRandomGenerator().nextInt(99))
  949. {
  950. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  951. }
  952. }
  953. // only primary target
  954. if(defender->alive())
  955. applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  956. //multiple-hex normal attack
  957. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  958. for(const CStack * stack : attackedCreatures)
  959. {
  960. if(stack != defender && stack->alive()) //do not hit same stack twice
  961. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  962. }
  963. const std::shared_ptr<Bonus> bonus = attacker->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  964. if(bonus && ranged) //TODO: make it work in melee?
  965. {
  966. //this is need for displaying hit animation
  967. bat.flags |= BattleAttack::SPELL_LIKE;
  968. bat.spellID = SpellID(bonus->subtype);
  969. //TODO: should spell override creature`s projectile?
  970. battle::Target target;
  971. target.emplace_back(defender);
  972. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, spells::Mode::SPELL_LIKE_ATTACK, attacker, bonus->val, target);
  973. //TODO: get exact attacked hex for defender
  974. for(const CStack * stack : attackedCreatures)
  975. {
  976. if(stack != defender && stack->alive()) //do not hit same stack twice
  977. {
  978. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  979. }
  980. }
  981. //now add effect info for all attacked stacks
  982. for (BattleStackAttacked & bsa : bat.bsa)
  983. {
  984. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  985. {
  986. //this is need for displaying affect animation
  987. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  988. bsa.spellID = SpellID(bonus->subtype);
  989. }
  990. }
  991. }
  992. attackerState->afterAttack(ranged, counter);
  993. {
  994. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  995. attackerState->save(info.data);
  996. bat.attackerChanges.changedStacks.push_back(info);
  997. }
  998. sendAndApply(&bat);
  999. if(!fireShield.empty())
  1000. {
  1001. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1002. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1003. StacksInjured pack;
  1004. int64_t totalDamage = 0;
  1005. for(const auto & item : fireShield)
  1006. {
  1007. const CStack * actor = item.first;
  1008. int64_t rawDamage = item.second;
  1009. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1010. if(actorOwner)
  1011. {
  1012. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1013. }
  1014. else
  1015. {
  1016. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1017. }
  1018. totalDamage+=rawDamage;
  1019. //FIXME: add custom effect on actor
  1020. }
  1021. BattleStackAttacked bsa;
  1022. bsa.stackAttacked = attacker->ID; //invert
  1023. bsa.attackerID = uint32_t(-1);
  1024. bsa.flags |= BattleStackAttacked::EFFECT;
  1025. bsa.effect = 11;
  1026. bsa.damageAmount = totalDamage;
  1027. attacker->prepareAttacked(bsa, getRandomGenerator());
  1028. pack.stacks.push_back(bsa);
  1029. sendAndApply(&pack);
  1030. }
  1031. handleAfterAttackCasting(ranged, attacker, defender);
  1032. }
  1033. void CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1034. {
  1035. BattleStackAttacked bsa;
  1036. if(secondary)
  1037. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1038. bsa.attackerID = attackerState->unitId();
  1039. bsa.stackAttacked = def->unitId();
  1040. {
  1041. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  1042. bai.chargedFields = distance;
  1043. if(bat.deathBlow())
  1044. bai.additiveBonus += 1.0;
  1045. if(bat.ballistaDoubleDmg())
  1046. bai.additiveBonus += 1.0;
  1047. if(bat.lucky())
  1048. bai.additiveBonus += 1.0;
  1049. //unlucky hit, used only if negative luck is enabled
  1050. if(bat.unlucky())
  1051. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  1052. auto range = gs->curB->calculateDmgRange(bai);
  1053. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  1054. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1055. }
  1056. auto addLifeDrain = [&](int64_t & toHeal, EHealLevel level, EHealPower power)
  1057. {
  1058. attackerState->heal(toHeal, level, power);
  1059. if(toHeal > 0)
  1060. {
  1061. CustomEffectInfo customEffect;
  1062. customEffect.sound = soundBase::DRAINLIF;
  1063. customEffect.effect = 52;
  1064. customEffect.stack = attackerState->unitId();
  1065. bat.customEffects.push_back(customEffect);
  1066. MetaString text;
  1067. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1068. attackerState->addNameReplacement(text, false);
  1069. text.addReplacement(toHeal);
  1070. def->addNameReplacement(text, true);
  1071. bat.battleLog.push_back(text);
  1072. }
  1073. };
  1074. //life drain handling
  1075. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1076. {
  1077. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1078. if(toHeal > 0)
  1079. addLifeDrain(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1080. }
  1081. //soul steal handling
  1082. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1083. {
  1084. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1085. //try to use permanent first, use only one of two
  1086. for(si32 subtype = 1; subtype >= 0; subtype--)
  1087. {
  1088. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1089. {
  1090. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1091. addLifeDrain(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1092. break;
  1093. }
  1094. }
  1095. }
  1096. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1097. //fire shield handling
  1098. if(!bat.shot() && !def->isClone() &&
  1099. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  1100. {
  1101. //TODO: use damage with bonus but without penalties
  1102. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1103. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1104. }
  1105. }
  1106. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  1107. {
  1108. setThreadName("CGameHandler::handleConnection");
  1109. auto handleDisconnection = [&](const std::exception & e)
  1110. {
  1111. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1112. assert(!c.connected); //make sure that connection has been marked as broken
  1113. logGlobal->error(e.what());
  1114. conns -= &c;
  1115. for(auto playerConn : connections)
  1116. {
  1117. if(!serverShuttingDown && playerConn.second == &c)
  1118. {
  1119. PlayerCheated pc;
  1120. pc.player = playerConn.first;
  1121. pc.losingCheatCode = true;
  1122. sendAndApply(&pc);
  1123. checkVictoryLossConditionsForPlayer(playerConn.first);
  1124. }
  1125. }
  1126. };
  1127. try
  1128. {
  1129. while(1)//server should never shut connection first //was: while(!end2)
  1130. {
  1131. CPack *pack = nullptr;
  1132. PlayerColor player = PlayerColor::NEUTRAL;
  1133. si32 requestID = -999;
  1134. int packType = 0;
  1135. {
  1136. boost::unique_lock<boost::mutex> lock(*c.rmx);
  1137. if(!c.connected)
  1138. throw clientDisconnectedException();
  1139. c >> player >> requestID >> pack; //get the package
  1140. if (!pack)
  1141. {
  1142. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  1143. }
  1144. else
  1145. {
  1146. packType = typeList.getTypeID(pack); //get the id of type
  1147. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  1148. requestID, player, player.getStr(), packType, typeid(*pack).name());
  1149. }
  1150. }
  1151. //prepare struct informing that action was applied
  1152. auto sendPackageResponse = [&](bool succesfullyApplied)
  1153. {
  1154. //dont reply to disconnected client
  1155. //TODO: this must be implemented as option of CPackForServer
  1156. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  1157. return;
  1158. PackageApplied applied;
  1159. applied.player = player;
  1160. applied.result = succesfullyApplied;
  1161. applied.packType = packType;
  1162. applied.requestID = requestID;
  1163. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1164. c << &applied;
  1165. };
  1166. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  1167. if(isBlockedByQueries(pack, player))
  1168. {
  1169. sendPackageResponse(false);
  1170. }
  1171. else if (apply)
  1172. {
  1173. const bool result = apply->applyOnGH(this, &c, pack, player);
  1174. if (result)
  1175. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1176. else
  1177. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1178. % typeid(*pack).name()).str());
  1179. sendPackageResponse(true);
  1180. }
  1181. else
  1182. {
  1183. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1184. sendPackageResponse(false);
  1185. }
  1186. vstd::clear_pointer(pack);
  1187. }
  1188. }
  1189. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  1190. {
  1191. handleDisconnection(e);
  1192. }
  1193. catch(clientDisconnectedException & e)
  1194. {
  1195. handleDisconnection(e);
  1196. }
  1197. catch(...)
  1198. {
  1199. serverShuttingDown = true;
  1200. handleException();
  1201. throw;
  1202. }
  1203. logGlobal->error("Ended handling connection");
  1204. }
  1205. int CGameHandler::moveStack(int stack, BattleHex dest)
  1206. {
  1207. int ret = 0;
  1208. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1209. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1210. assert(curStack);
  1211. assert(dest < GameConstants::BFIELD_SIZE);
  1212. if (gs->curB->tacticDistance)
  1213. {
  1214. assert(gs->curB->isInTacticRange(dest));
  1215. }
  1216. auto start = curStack->getPosition();
  1217. if (start == dest)
  1218. return 0;
  1219. //initing necessary tables
  1220. auto accessibility = getAccesibility(curStack);
  1221. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1222. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1223. {
  1224. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1225. if(accessibility.accessible(shifted, curStack))
  1226. dest = shifted;
  1227. }
  1228. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1229. {
  1230. complain("Given destination is not accessible!");
  1231. return 0;
  1232. }
  1233. bool canUseGate = false;
  1234. auto dbState = gs->curB->si.gateState;
  1235. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1236. dbState != EGateState::DESTROYED &&
  1237. dbState != EGateState::BLOCKED)
  1238. {
  1239. canUseGate = true;
  1240. }
  1241. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1242. ret = path.second;
  1243. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1244. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1245. {
  1246. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1247. return true;
  1248. if (hex == ESiegeHex::GATE_OUTER)
  1249. return true;
  1250. if (hex == ESiegeHex::GATE_INNER)
  1251. return true;
  1252. return false;
  1253. };
  1254. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1255. {
  1256. if (isGateDrawbridgeHex(hex))
  1257. return true;
  1258. if (curStack->doubleWide())
  1259. {
  1260. BattleHex otherHex = curStack->occupiedHex(hex);
  1261. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1262. return true;
  1263. }
  1264. return false;
  1265. };
  1266. if (curStack->hasBonusOfType(Bonus::FLYING))
  1267. {
  1268. if (path.second <= creSpeed && path.first.size() > 0)
  1269. {
  1270. if (canUseGate && dbState != EGateState::OPENED &&
  1271. occupyGateDrawbridgeHex(dest))
  1272. {
  1273. BattleUpdateGateState db;
  1274. db.state = EGateState::OPENED;
  1275. sendAndApply(&db);
  1276. }
  1277. //inform clients about move
  1278. BattleStackMoved sm;
  1279. sm.stack = curStack->ID;
  1280. std::vector<BattleHex> tiles;
  1281. tiles.push_back(path.first[0]);
  1282. sm.tilesToMove = tiles;
  1283. sm.distance = path.second;
  1284. sm.teleporting = false;
  1285. sendAndApply(&sm);
  1286. }
  1287. }
  1288. else //for non-flying creatures
  1289. {
  1290. std::vector<BattleHex> tiles;
  1291. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1292. int v = path.first.size()-1;
  1293. path.first.push_back(start);
  1294. // check if gate need to be open or closed at some point
  1295. BattleHex openGateAtHex, gateMayCloseAtHex;
  1296. if (canUseGate)
  1297. {
  1298. for (int i = path.first.size()-1; i >= 0; i--)
  1299. {
  1300. auto needOpenGates = [&](BattleHex hex) -> bool
  1301. {
  1302. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1303. return true;
  1304. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1305. return true;
  1306. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1307. return true;
  1308. return false;
  1309. };
  1310. auto hex = path.first[i];
  1311. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1312. {
  1313. if (needOpenGates(hex))
  1314. openGateAtHex = path.first[i+1];
  1315. //TODO we need find batter way to handle double-wide stacks
  1316. //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.
  1317. if (curStack->doubleWide())
  1318. {
  1319. BattleHex otherHex = curStack->occupiedHex(hex);
  1320. if (otherHex.isValid() && needOpenGates(otherHex))
  1321. openGateAtHex = path.first[i+2];
  1322. }
  1323. //gate may be opened and then closed during stack movement, but not other way around
  1324. if (openGateAtHex.isValid())
  1325. dbState = EGateState::OPENED;
  1326. }
  1327. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1328. {
  1329. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1330. {
  1331. gateMayCloseAtHex = path.first[i-1];
  1332. }
  1333. if (gs->curB->town->subID == ETownType::FORTRESS)
  1334. {
  1335. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1336. {
  1337. gateMayCloseAtHex = path.first[i-1];
  1338. }
  1339. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1340. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1341. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1342. {
  1343. gateMayCloseAtHex = path.first[i-1];
  1344. }
  1345. }
  1346. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1347. {
  1348. gateMayCloseAtHex = path.first[i-1];
  1349. }
  1350. }
  1351. }
  1352. }
  1353. bool stackIsMoving = true;
  1354. while(stackIsMoving)
  1355. {
  1356. if (v<tilesToMove)
  1357. {
  1358. logGlobal->error("Movement terminated abnormally");
  1359. break;
  1360. }
  1361. bool gateStateChanging = false;
  1362. //special handling for opening gate on from starting hex
  1363. if (openGateAtHex.isValid() && openGateAtHex == start)
  1364. gateStateChanging = true;
  1365. else
  1366. {
  1367. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1368. {
  1369. BattleHex hex = path.first[v];
  1370. tiles.push_back(hex);
  1371. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1372. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1373. {
  1374. gateStateChanging = true;
  1375. }
  1376. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1377. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1378. obstacleHit = true;
  1379. if (curStack->doubleWide())
  1380. {
  1381. BattleHex otherHex = curStack->occupiedHex(hex);
  1382. //two hex creature hit obstacle by backside
  1383. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1384. if(otherHex.isValid() && !obstacle2.empty())
  1385. obstacleHit = true;
  1386. }
  1387. }
  1388. }
  1389. if (tiles.size() > 0)
  1390. {
  1391. //commit movement
  1392. BattleStackMoved sm;
  1393. sm.stack = curStack->ID;
  1394. sm.distance = path.second;
  1395. sm.teleporting = false;
  1396. sm.tilesToMove = tiles;
  1397. sendAndApply(&sm);
  1398. tiles.clear();
  1399. }
  1400. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1401. if (curStack->getPosition() != dest)
  1402. {
  1403. if(stackIsMoving && start != curStack->getPosition())
  1404. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1405. if (gateStateChanging)
  1406. {
  1407. if (curStack->getPosition() == openGateAtHex)
  1408. {
  1409. openGateAtHex = BattleHex();
  1410. //only open gate if stack is still alive
  1411. if (curStack->alive())
  1412. {
  1413. BattleUpdateGateState db;
  1414. db.state = EGateState::OPENED;
  1415. sendAndApply(&db);
  1416. }
  1417. }
  1418. else if (curStack->getPosition() == gateMayCloseAtHex)
  1419. {
  1420. gateMayCloseAtHex = BattleHex();
  1421. updateGateState();
  1422. }
  1423. }
  1424. }
  1425. else
  1426. //movement finished normally: we reached destination
  1427. stackIsMoving = false;
  1428. }
  1429. }
  1430. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1431. handleDamageFromObstacle(curStack);
  1432. return ret;
  1433. }
  1434. CGameHandler::CGameHandler()
  1435. {
  1436. QID = 1;
  1437. //gs = nullptr;
  1438. IObjectInterface::cb = this;
  1439. applier = new CApplier<CBaseForGHApply>();
  1440. registerTypesServerPacks(*applier);
  1441. visitObjectAfterVictory = false;
  1442. spellEnv = new ServerSpellCastEnvironment(this);
  1443. }
  1444. CGameHandler::~CGameHandler()
  1445. {
  1446. delete spellEnv;
  1447. delete applier;
  1448. applier = nullptr;
  1449. delete gs;
  1450. }
  1451. void CGameHandler::init(StartInfo *si)
  1452. {
  1453. if (si->seedToBeUsed == 0)
  1454. {
  1455. si->seedToBeUsed = std::time(nullptr);
  1456. }
  1457. CMapService mapService;
  1458. gs = new CGameState();
  1459. logGlobal->info("Gamestate created!");
  1460. gs->init(&mapService, si);
  1461. logGlobal->info("Gamestate initialized!");
  1462. // reset seed, so that clients can't predict any following random values
  1463. getRandomGenerator().resetSeed();
  1464. for (auto & elem : gs->players)
  1465. {
  1466. states.addPlayer(elem.first);
  1467. }
  1468. }
  1469. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1470. {
  1471. return a.earlierThan(b);
  1472. }
  1473. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1474. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1475. const PlayerState * p = getPlayer(town->tempOwner);
  1476. if (!p)
  1477. {
  1478. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1479. return;
  1480. }
  1481. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1482. {
  1483. SetAvailableCreatures ssi;
  1484. ssi.tid = town->id;
  1485. ssi.creatures = town->creatures;
  1486. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1487. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1488. if (dwellings.empty())//no dwellings - just remove
  1489. {
  1490. sendAndApply(&ssi);
  1491. return;
  1492. }
  1493. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1494. // for multi-creature dwellings like Golem Factory
  1495. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1496. if (clear)
  1497. {
  1498. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1499. }
  1500. else
  1501. {
  1502. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1503. }
  1504. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1505. sendAndApply(&ssi);
  1506. }
  1507. }
  1508. void CGameHandler::newTurn()
  1509. {
  1510. logGlobal->trace("Turn %d", gs->day+1);
  1511. NewTurn n;
  1512. n.specialWeek = NewTurn::NO_ACTION;
  1513. n.creatureid = CreatureID::NONE;
  1514. n.day = gs->day + 1;
  1515. bool firstTurn = !getDate(Date::DAY);
  1516. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1517. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1518. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1519. if (firstTurn)
  1520. {
  1521. for (auto obj : gs->map->objects)
  1522. {
  1523. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1524. {
  1525. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1526. }
  1527. }
  1528. }
  1529. if (newWeek && !firstTurn)
  1530. {
  1531. n.specialWeek = NewTurn::NORMAL;
  1532. bool deityOfFireBuilt = false;
  1533. for (const CGTownInstance *t : gs->map->towns)
  1534. {
  1535. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1536. {
  1537. deityOfFireBuilt = true;
  1538. break;
  1539. }
  1540. }
  1541. if (deityOfFireBuilt)
  1542. {
  1543. n.specialWeek = NewTurn::DEITYOFFIRE;
  1544. n.creatureid = CreatureID::IMP;
  1545. }
  1546. else
  1547. {
  1548. int monthType = getRandomGenerator().nextInt(99);
  1549. if (newMonth) //new month
  1550. {
  1551. if (monthType < 40) //double growth
  1552. {
  1553. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1554. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1555. {
  1556. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1557. n.creatureid = newMonster.second;
  1558. }
  1559. else if (VLC->creh->doubledCreatures.size())
  1560. {
  1561. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1562. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1563. }
  1564. else
  1565. {
  1566. complain("Cannot find creature that can be spawned!");
  1567. n.specialWeek = NewTurn::NORMAL;
  1568. }
  1569. }
  1570. else if (monthType < 50)
  1571. n.specialWeek = NewTurn::PLAGUE;
  1572. }
  1573. else //it's a week, but not full month
  1574. {
  1575. if (monthType < 25)
  1576. {
  1577. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1578. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1579. //TODO do not pick neutrals
  1580. n.creatureid = newMonster.second;
  1581. }
  1582. }
  1583. }
  1584. }
  1585. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1586. for (auto& hp : pool)
  1587. {
  1588. auto hero = hp.second;
  1589. if (hero->isInitialized() && hero->stacks.size())
  1590. {
  1591. // reset retreated or surrendered heroes
  1592. auto maxmove = hero->maxMovePoints(true);
  1593. // if movement is greater than maxmove, we should decrease it
  1594. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1595. {
  1596. NewTurn::Hero hth;
  1597. hth.id = hero->id;
  1598. hth.move = maxmove;
  1599. hth.mana = hero->getManaNewTurn();
  1600. n.heroes.insert(hth);
  1601. }
  1602. }
  1603. }
  1604. for (auto & elem : gs->players)
  1605. {
  1606. if (elem.first == PlayerColor::NEUTRAL)
  1607. continue;
  1608. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1609. assert(0); //illegal player number!
  1610. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1611. hadGold.insert(playerGold);
  1612. if (newWeek) //new heroes in tavern
  1613. {
  1614. SetAvailableHeroes sah;
  1615. sah.player = elem.first;
  1616. //pick heroes and their armies
  1617. CHeroClass *banned = nullptr;
  1618. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1619. {
  1620. //first hero - native if possible, second hero -> any other class
  1621. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1622. {
  1623. sah.hid[j] = h->subID;
  1624. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1625. banned = h->type->heroClass;
  1626. }
  1627. else
  1628. {
  1629. sah.hid[j] = -1;
  1630. }
  1631. }
  1632. sendAndApply(&sah);
  1633. }
  1634. n.res[elem.first] = elem.second.resources;
  1635. for (CGHeroInstance *h : (elem).second.heroes)
  1636. {
  1637. if (h->visitedTown)
  1638. giveSpells(h->visitedTown, h);
  1639. NewTurn::Hero hth;
  1640. hth.id = h->id;
  1641. auto ti = make_unique<TurnInfo>(h, 1);
  1642. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1643. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1644. hth.mana = h->getManaNewTurn();
  1645. n.heroes.insert(hth);
  1646. if (!firstTurn) //not first day
  1647. {
  1648. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1649. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1650. {
  1651. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1652. }
  1653. }
  1654. }
  1655. }
  1656. for (CGTownInstance *t : gs->map->towns)
  1657. {
  1658. PlayerColor player = t->tempOwner;
  1659. handleTownEvents(t, n);
  1660. if (newWeek) //first day of week
  1661. {
  1662. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1663. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1664. if (!firstTurn)
  1665. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1666. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1667. if (!vstd::contains(n.cres, t->id))
  1668. {
  1669. n.cres[t->id].tid = t->id;
  1670. n.cres[t->id].creatures = t->creatures;
  1671. }
  1672. auto & sac = n.cres.at(t->id);
  1673. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1674. {
  1675. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1676. {
  1677. ui32 &availableCount = sac.creatures.at(k).first;
  1678. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1679. if (n.specialWeek == NewTurn::PLAGUE)
  1680. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1681. else
  1682. {
  1683. if (firstTurn) //first day of game: use only basic growths
  1684. availableCount = cre->growth;
  1685. else
  1686. availableCount += t->creatureGrowth(k);
  1687. //Deity of fire week - upgrade both imps and upgrades
  1688. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1689. availableCount += 15;
  1690. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1691. {
  1692. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1693. availableCount *= 2;
  1694. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1695. availableCount += 5;
  1696. }
  1697. }
  1698. }
  1699. }
  1700. }
  1701. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1702. {
  1703. n.res[player] = n.res[player] + t->dailyIncome();
  1704. }
  1705. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1706. {
  1707. // Skyship, probably easier to handle same as Veil of darkness
  1708. //do it every new day after veils apply
  1709. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1710. {
  1711. FoWChange fw;
  1712. fw.mode = 1;
  1713. fw.player = player;
  1714. // find all hidden tiles
  1715. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1716. for (size_t i=0; i<fow.size(); i++)
  1717. for (size_t j=0; j<fow.at(i).size(); j++)
  1718. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1719. if (!fow.at(i).at(j).at(k))
  1720. fw.tiles.insert(int3(i,j,k));
  1721. sendAndApply (&fw);
  1722. }
  1723. }
  1724. if (t->hasBonusOfType (Bonus::DARKNESS))
  1725. {
  1726. for (auto & player : gs->players)
  1727. {
  1728. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1729. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1730. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1731. }
  1732. }
  1733. }
  1734. if (newMonth)
  1735. {
  1736. SetAvailableArtifacts saa;
  1737. saa.id = -1;
  1738. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1739. sendAndApply(&saa);
  1740. }
  1741. sendAndApply(&n);
  1742. if (newWeek)
  1743. {
  1744. //spawn wandering monsters
  1745. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1746. {
  1747. spawnWanderingMonsters(n.creatureid);
  1748. }
  1749. //new week info popup
  1750. if (!firstTurn)
  1751. {
  1752. InfoWindow iw;
  1753. switch (n.specialWeek)
  1754. {
  1755. case NewTurn::DOUBLE_GROWTH:
  1756. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1757. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1758. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1759. break;
  1760. case NewTurn::PLAGUE:
  1761. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1762. break;
  1763. case NewTurn::BONUS_GROWTH:
  1764. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1765. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1766. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1767. break;
  1768. case NewTurn::DEITYOFFIRE:
  1769. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1770. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1771. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1772. iw.text.addReplacement2(15); //%+d 15
  1773. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1774. iw.text.addReplacement2(15); //%+d 15
  1775. break;
  1776. default:
  1777. if (newMonth)
  1778. {
  1779. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1780. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1781. }
  1782. else
  1783. {
  1784. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1785. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1786. }
  1787. }
  1788. for (auto & elem : gs->players)
  1789. {
  1790. iw.player = elem.first;
  1791. sendAndApply(&iw);
  1792. }
  1793. }
  1794. }
  1795. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1796. handleTimeEvents();
  1797. //call objects
  1798. for (auto & elem : gs->map->objects)
  1799. {
  1800. if (elem)
  1801. elem->newTurn(getRandomGenerator());
  1802. }
  1803. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1804. }
  1805. void CGameHandler::run(bool resume)
  1806. {
  1807. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1808. using namespace boost::posix_time;
  1809. for (CConnection *cc : conns)
  1810. {
  1811. if (!resume)
  1812. {
  1813. (*cc) << gs->initialOpts; // gs->scenarioOps
  1814. }
  1815. std::set<PlayerColor> players;
  1816. (*cc) >> players; //how many players will be handled at that client
  1817. std::stringstream sbuffer;
  1818. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1819. for (PlayerColor color : players)
  1820. {
  1821. sbuffer << color << " ";
  1822. {
  1823. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1824. if(!color.isSpectator()) // there can be more than one spectator
  1825. connections[color] = cc;
  1826. }
  1827. }
  1828. logGlobal->info(sbuffer.str());
  1829. cc->addStdVecItems(gs);
  1830. cc->enableStackSendingByID();
  1831. cc->disableSmartPointerSerialization();
  1832. }
  1833. for (auto & elem : conns)
  1834. {
  1835. std::set<PlayerColor> pom;
  1836. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1837. if (j->second == elem)
  1838. pom.insert(j->first);
  1839. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1840. }
  1841. auto playerTurnOrder = generatePlayerTurnOrder();
  1842. while(!serverShuttingDown)
  1843. {
  1844. if (!resume) newTurn();
  1845. std::list<PlayerColor>::iterator it;
  1846. if (resume)
  1847. {
  1848. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1849. }
  1850. else
  1851. {
  1852. it = playerTurnOrder.begin();
  1853. }
  1854. resume = false;
  1855. for (; it != playerTurnOrder.end(); it++)
  1856. {
  1857. auto playerColor = *it;
  1858. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1859. if (playerState->status == EPlayerStatus::INGAME)
  1860. {
  1861. //if player runs out of time, he shouldn't get the turn (especially AI)
  1862. checkVictoryLossConditionsForAll();
  1863. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1864. { //player lost at the beginning of his turn
  1865. continue;
  1866. }
  1867. else //give normal turn
  1868. {
  1869. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1870. YourTurn yt;
  1871. yt.player = playerColor;
  1872. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1873. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1874. applyAndSend(&yt);
  1875. //wait till turn is done
  1876. boost::unique_lock<boost::mutex> lock(states.mx);
  1877. while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
  1878. {
  1879. static time_duration p = milliseconds(100);
  1880. states.cv.timed_wait(lock, p);
  1881. }
  1882. }
  1883. }
  1884. }
  1885. //additional check that game is not finished
  1886. bool activePlayer = false;
  1887. for (auto player : playerTurnOrder)
  1888. {
  1889. if (gs->players[player].status == EPlayerStatus::INGAME)
  1890. activePlayer = true;
  1891. }
  1892. if (!activePlayer)
  1893. serverShuttingDown = true;
  1894. }
  1895. while(conns.size() && (*conns.begin())->isOpen())
  1896. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1897. }
  1898. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1899. {
  1900. // Generate player turn order
  1901. std::list<PlayerColor> playerTurnOrder;
  1902. for (const auto & player : gs->players) // add human players first
  1903. {
  1904. if (player.second.human)
  1905. playerTurnOrder.push_back(player.first);
  1906. }
  1907. for (const auto & player : gs->players) // then add non-human players
  1908. {
  1909. if (!player.second.human)
  1910. playerTurnOrder.push_back(player.first);
  1911. }
  1912. return playerTurnOrder;
  1913. }
  1914. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1915. {
  1916. battleResult.set(nullptr);
  1917. const auto t = getTile(tile);
  1918. ETerrainType terrain = t->terType;
  1919. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1920. terrain = ETerrainType::SAND;
  1921. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1922. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1923. terType = BFieldType::SHIP_TO_SHIP;
  1924. //send info about battles
  1925. BattleStart bs;
  1926. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1927. sendAndApply(&bs);
  1928. }
  1929. void CGameHandler::checkBattleStateChanges()
  1930. {
  1931. //check if drawbridge state need to be changes
  1932. if (battleGetSiegeLevel() > 0)
  1933. updateGateState();
  1934. //check if battle ended
  1935. if (auto result = battleIsFinished())
  1936. {
  1937. setBattleResult(BattleResult::NORMAL, *result);
  1938. }
  1939. }
  1940. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1941. {
  1942. if (!h->hasSpellbook())
  1943. return; //hero hasn't spellbook
  1944. ChangeSpells cs;
  1945. cs.hid = h->id;
  1946. cs.learn = true;
  1947. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1948. {
  1949. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1950. for (int i = 0; i < h->maxSpellLevel(); i++)
  1951. {
  1952. std::vector<SpellID> spells;
  1953. getAllowedSpells(spells, i+1);
  1954. for (auto & spell : spells)
  1955. cs.spells.insert(spell);
  1956. }
  1957. }
  1958. else
  1959. {
  1960. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1961. {
  1962. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1963. {
  1964. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1965. cs.spells.insert(t->spells.at(i).at(j));
  1966. }
  1967. }
  1968. }
  1969. if (!cs.spells.empty())
  1970. sendAndApply(&cs);
  1971. }
  1972. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1973. {
  1974. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1975. sendAndApply(&sop);
  1976. }
  1977. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1978. {
  1979. if (!obj || !getObj(obj->id))
  1980. {
  1981. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1982. return false;
  1983. }
  1984. RemoveObject ro;
  1985. ro.id = obj->id;
  1986. sendAndApply(&ro);
  1987. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1988. return true;
  1989. }
  1990. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1991. {
  1992. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1993. sendAndApply(&sop);
  1994. }
  1995. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1996. {
  1997. const CGHeroInstance *h = getHero(hid);
  1998. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1999. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2000. {
  2001. logGlobal->error("Illegal call to move hero!");
  2002. return false;
  2003. }
  2004. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2005. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  2006. if (!gs->map->isInTheMap(hmpos))
  2007. {
  2008. logGlobal->error("Destination tile is outside the map!");
  2009. return false;
  2010. }
  2011. const TerrainTile t = *getTile(hmpos);
  2012. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2013. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2014. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  2015. //result structure for start - movement failed, no move points used
  2016. TryMoveHero tmh;
  2017. tmh.id = hid;
  2018. tmh.start = h->pos;
  2019. tmh.end = dst;
  2020. tmh.result = TryMoveHero::FAILED;
  2021. tmh.movePoints = h->movement;
  2022. //check if destination tile is available
  2023. auto ti = make_unique<TurnInfo>(h);
  2024. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2025. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  2026. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  2027. //it's a rock or blocked and not visitable tile
  2028. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2029. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  2030. && complain("Cannot move hero, destination tile is blocked!"))
  2031. || ((!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)
  2032. && complain("Cannot move hero, destination tile is on water!"))
  2033. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  2034. && complain("Cannot disembark hero, tile is blocked!"))
  2035. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2036. && complain("Tiles are not neighboring!"))
  2037. || ((h->inTownGarrison)
  2038. && complain("Can not move garrisoned hero!"))
  2039. || ((h->movement < cost && dst != h->pos && !teleporting)
  2040. && complain("Hero doesn't have any movement points left!"))
  2041. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2042. && complain("Hero cannot transit over this tile!"))
  2043. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2044. && complain("Cannot move hero during the battle"))*/)
  2045. {
  2046. //send info about movement failure
  2047. sendAndApply(&tmh);
  2048. return false;
  2049. }
  2050. //several generic blocks of code
  2051. // should be called if hero changes tile but before applying TryMoveHero package
  2052. auto leaveTile = [&]()
  2053. {
  2054. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2055. {
  2056. obj->onHeroLeave(h);
  2057. }
  2058. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2059. };
  2060. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2061. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2062. {
  2063. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  2064. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2065. queries.addQuery(moveQuery);
  2066. if (leavingTile == LEAVING_TILE)
  2067. leaveTile();
  2068. tmh.result = result;
  2069. sendAndApply(&tmh);
  2070. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2071. { // Hero should be always able to visit any object he staying on even if there guards around
  2072. visitObjectOnTile(t, h);
  2073. }
  2074. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2075. {
  2076. tmh.attackedFrom = boost::make_optional(guardPos);
  2077. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2078. objectVisited(guardTile.visitableObjects.back(), h);
  2079. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2080. }
  2081. else if (visitDest == VISIT_DEST)
  2082. {
  2083. visitObjectOnTile(t, h);
  2084. }
  2085. queries.popIfTop(moveQuery);
  2086. logGlobal->trace("Hero %s ends movement", h->name);
  2087. return result != TryMoveHero::FAILED;
  2088. };
  2089. //interaction with blocking object (like resources)
  2090. auto blockingVisit = [&]() -> bool
  2091. {
  2092. for (CGObjectInstance *obj : t.visitableObjects)
  2093. {
  2094. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2095. {
  2096. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2097. //this-> is needed for MVS2010 to recognize scope (?)
  2098. }
  2099. }
  2100. return false;
  2101. };
  2102. if (!transit && embarking)
  2103. {
  2104. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  2105. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2106. // In H3 embark ignore guards
  2107. }
  2108. if (disembarking)
  2109. {
  2110. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  2111. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2112. }
  2113. if (teleporting)
  2114. {
  2115. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2116. return true;
  2117. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2118. // visit town for town portal \ castle gates
  2119. // do not use generic visitObjectOnTile to avoid double-teleporting
  2120. // if this moveHero call was triggered by teleporter
  2121. if (!t.visitableObjects.empty())
  2122. {
  2123. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2124. town->onHeroVisit(h);
  2125. }
  2126. return true;
  2127. }
  2128. //still here? it is standard movement!
  2129. {
  2130. tmh.movePoints = h->movement >= cost
  2131. ? h->movement - cost
  2132. : 0;
  2133. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2134. EVisitDest visitDest = VISIT_DEST;
  2135. if (transit)
  2136. {
  2137. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2138. visitDest = DONT_VISIT_DEST;
  2139. if (canFly)
  2140. {
  2141. lookForGuards = IGNORE_GUARDS;
  2142. visitDest = DONT_VISIT_DEST;
  2143. }
  2144. }
  2145. else if (blockingVisit())
  2146. return true;
  2147. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2148. return true;
  2149. }
  2150. }
  2151. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2152. {
  2153. const CGHeroInstance *h = getHero(hid);
  2154. const CGTownInstance *t = getTown(dstid);
  2155. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2156. COMPLAIN_RET("Invalid call to teleportHero!");
  2157. const CGTownInstance *from = h->visitedTown;
  2158. if (((h->getOwner() != t->getOwner())
  2159. && complain("Cannot teleport hero to another player"))
  2160. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  2161. && complain("Hero must be in town with Castle gate for teleporting"))
  2162. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  2163. && complain("Cannot teleport hero to town without Castle gate in it")))
  2164. return false;
  2165. int3 pos = t->visitablePos();
  2166. pos += h->getVisitableOffset();
  2167. moveHero(hid,pos,1);
  2168. return true;
  2169. }
  2170. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  2171. {
  2172. PlayerColor oldOwner = getOwner(obj->id);
  2173. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2174. sendAndApply(&sop);
  2175. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2176. checkVictoryLossConditions(playerColors);
  2177. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2178. if (town) //town captured
  2179. {
  2180. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2181. {
  2182. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2183. setPortalDwelling(town, true, false);
  2184. }
  2185. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2186. {
  2187. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2188. {
  2189. InfoWindow iw;
  2190. iw.player = oldOwner;
  2191. 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.
  2192. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2193. sendAndApply(&iw);
  2194. }
  2195. }
  2196. }
  2197. const PlayerState * p = getPlayer(owner);
  2198. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2199. {
  2200. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2201. {
  2202. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2203. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2204. }
  2205. }
  2206. }
  2207. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2208. {
  2209. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2210. queries.addQuery(dialogQuery);
  2211. iw->queryID = dialogQuery->queryID;
  2212. sendToAllClients(iw);
  2213. }
  2214. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2215. {
  2216. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2217. queries.addQuery(dialogQuery);
  2218. iw->queryID = dialogQuery->queryID;
  2219. sendToAllClients(iw);
  2220. }
  2221. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2222. {
  2223. if (!val) return; //don't waste time on empty call
  2224. TResources resources;
  2225. resources.at(which) = val;
  2226. giveResources(player, resources);
  2227. }
  2228. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2229. {
  2230. SetResources sr;
  2231. sr.abs = false;
  2232. sr.player = player;
  2233. sr.res = resources;
  2234. sendAndApply(&sr);
  2235. }
  2236. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2237. {
  2238. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2239. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2240. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2241. //first we move creatures to give to make them army of object-source
  2242. for (auto & elem : creatures.Slots())
  2243. {
  2244. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2245. }
  2246. tryJoiningArmy(obj, h, remove, true);
  2247. }
  2248. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2249. {
  2250. std::vector<CStackBasicDescriptor> cres = creatures;
  2251. if (cres.size() <= 0)
  2252. return;
  2253. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2254. for (CStackBasicDescriptor &sbd : cres)
  2255. {
  2256. TQuantity collected = 0;
  2257. while(collected < sbd.count)
  2258. {
  2259. bool foundSth = false;
  2260. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2261. {
  2262. if (i->second->type == sbd.type)
  2263. {
  2264. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2265. changeStackCount(StackLocation(obj, i->first), -take, false);
  2266. collected += take;
  2267. foundSth = true;
  2268. break;
  2269. }
  2270. }
  2271. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2272. {
  2273. complain("Unexpected failure during taking creatures!");
  2274. return;
  2275. }
  2276. }
  2277. }
  2278. }
  2279. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2280. {
  2281. sendToAllClients(comp);
  2282. }
  2283. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2284. {
  2285. HeroVisitCastle vc;
  2286. vc.hid = hero->id;
  2287. vc.tid = obj->id;
  2288. vc.flags |= 1;
  2289. sendAndApply(&vc);
  2290. vistiCastleObjects (obj, hero);
  2291. giveSpells (obj, hero);
  2292. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2293. }
  2294. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2295. {
  2296. std::vector<CGTownBuilding*>::const_iterator i;
  2297. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2298. (*i)->onHeroVisit (h);
  2299. }
  2300. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2301. {
  2302. HeroVisitCastle vc;
  2303. vc.hid = hero->id;
  2304. vc.tid = obj->id;
  2305. sendAndApply(&vc);
  2306. }
  2307. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2308. {
  2309. EraseArtifact ea;
  2310. ea.al = al;
  2311. sendAndApply(&ea);
  2312. }
  2313. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2314. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2315. const CGTownInstance *town) //use hero=nullptr for no hero
  2316. {
  2317. engageIntoBattle(army1->tempOwner);
  2318. engageIntoBattle(army2->tempOwner);
  2319. static const CArmedInstance *armies[2];
  2320. armies[0] = army1;
  2321. armies[1] = army2;
  2322. static const CGHeroInstance*heroes[2];
  2323. heroes[0] = hero1;
  2324. heroes[1] = hero2;
  2325. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2326. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2327. queries.addQuery(battleQuery);
  2328. boost::thread(&CGameHandler::runBattle, this);
  2329. }
  2330. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2331. {
  2332. startBattlePrimary(army1, army2, tile,
  2333. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2334. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2335. creatureBank);
  2336. }
  2337. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2338. {
  2339. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2340. }
  2341. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2342. {
  2343. ChangeSpells cs;
  2344. cs.hid = hero->id;
  2345. cs.spells = spells;
  2346. cs.learn = give;
  2347. sendAndApply(&cs);
  2348. }
  2349. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2350. {
  2351. SystemMessage sm;
  2352. sm.text = message;
  2353. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2354. c << &sm;
  2355. }
  2356. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2357. {
  2358. sendAndApply(bonus);
  2359. }
  2360. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2361. {
  2362. sendAndApply(smp);
  2363. }
  2364. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2365. {
  2366. SetMana sm;
  2367. sm.hid = hid;
  2368. sm.val = val;
  2369. sm.absolute = true;
  2370. sendAndApply(&sm);
  2371. }
  2372. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2373. {
  2374. GiveHero gh;
  2375. gh.id = id;
  2376. gh.player = player;
  2377. sendAndApply(&gh);
  2378. }
  2379. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2380. {
  2381. ChangeObjPos cop;
  2382. cop.objid = objid;
  2383. cop.nPos = newPos;
  2384. cop.flags = flags;
  2385. sendAndApply(&cop);
  2386. }
  2387. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2388. {
  2389. const CGHeroInstance * h1 = getHero(fromHero);
  2390. const CGHeroInstance * h2 = getHero(toHero);
  2391. int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2392. int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2393. if (h1_scholarLevel < h2_scholarLevel)
  2394. {
  2395. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2396. std::swap(fromHero, toHero);
  2397. }
  2398. int ScholarLevel = std::max(h1_scholarLevel, h2_scholarLevel);//heroes can trade up to this level
  2399. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2400. return;//no scholar skill or no spellbook
  2401. int h1Lvl = std::min(ScholarLevel, h1->maxSpellLevel()),
  2402. h2Lvl = std::min(ScholarLevel, h2->maxSpellLevel());//heroes can receive this levels
  2403. ChangeSpells cs1;
  2404. cs1.learn = true;
  2405. cs1.hid = toHero;//giving spells to first hero
  2406. for (auto it : h1->spells)
  2407. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2408. cs1.spells.insert(it);//spell to learn
  2409. ChangeSpells cs2;
  2410. cs2.learn = true;
  2411. cs2.hid = fromHero;
  2412. for (auto it : h2->spells)
  2413. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2414. cs2.spells.insert(it);
  2415. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2416. {
  2417. InfoWindow iw;
  2418. iw.player = h1->tempOwner;
  2419. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2420. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2421. iw.text.addReplacement(h1->name);
  2422. if (!cs2.spells.empty())//if found new spell - apply
  2423. {
  2424. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2425. int size = cs2.spells.size();
  2426. for (auto it : cs2.spells)
  2427. {
  2428. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2429. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2430. switch (size--)
  2431. {
  2432. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2433. case 1: break;
  2434. default: iw.text << ", ";
  2435. }
  2436. }
  2437. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2438. iw.text.addReplacement(h2->name);
  2439. sendAndApply(&cs2);
  2440. }
  2441. if (!cs1.spells.empty() && !cs2.spells.empty())
  2442. {
  2443. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2444. }
  2445. if (!cs1.spells.empty())
  2446. {
  2447. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2448. int size = cs1.spells.size();
  2449. for (auto it : cs1.spells)
  2450. {
  2451. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2452. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2453. switch (size--)
  2454. {
  2455. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2456. case 1: break;
  2457. default: iw.text << ", ";
  2458. } }
  2459. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2460. iw.text.addReplacement(h2->name);
  2461. sendAndApply(&cs1);
  2462. }
  2463. sendAndApply(&iw);
  2464. }
  2465. }
  2466. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2467. {
  2468. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2469. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2470. {
  2471. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2472. ExchangeDialog hex;
  2473. hex.queryID = exchange->queryID;
  2474. hex.heroes[0] = getHero(hero1);
  2475. hex.heroes[1] = getHero(hero2);
  2476. sendAndApply(&hex);
  2477. useScholarSkill(hero1,hero2);
  2478. queries.addQuery(exchange);
  2479. }
  2480. }
  2481. void CGameHandler::sendToAllClients(CPackForClient * info)
  2482. {
  2483. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2484. for (auto & elem : conns)
  2485. {
  2486. if(!elem->isOpen())
  2487. continue;
  2488. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2489. *elem << info;
  2490. }
  2491. }
  2492. void CGameHandler::sendAndApply(CPackForClient * info)
  2493. {
  2494. sendToAllClients(info);
  2495. gs->apply(info);
  2496. }
  2497. void CGameHandler::applyAndSend(CPackForClient * info)
  2498. {
  2499. gs->apply(info);
  2500. sendToAllClients(info);
  2501. }
  2502. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2503. {
  2504. sendAndApply(static_cast<CPackForClient*>(info));
  2505. checkVictoryLossConditionsForAll();
  2506. }
  2507. void CGameHandler::sendAndApply(SetResources * info)
  2508. {
  2509. sendAndApply(static_cast<CPackForClient*>(info));
  2510. checkVictoryLossConditionsForPlayer(info->player);
  2511. }
  2512. void CGameHandler::sendAndApply(NewStructures * info)
  2513. {
  2514. sendAndApply(static_cast<CPackForClient*>(info));
  2515. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2516. }
  2517. void CGameHandler::save(const std::string & filename)
  2518. {
  2519. logGlobal->info("Saving to %s", filename);
  2520. const auto stem = FileInfo::GetPathStem(filename);
  2521. const auto savefname = stem.to_string() + ".vsgm1";
  2522. CResourceHandler::get("local")->createResource(savefname);
  2523. {
  2524. logGlobal->info("Ordering clients to serialize...");
  2525. SaveGame sg(savefname);
  2526. sendToAllClients(&sg);
  2527. }
  2528. try
  2529. {
  2530. {
  2531. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2532. saveCommonState(save);
  2533. logGlobal->info("Saving server state");
  2534. save << *this;
  2535. }
  2536. logGlobal->info("Game has been successfully saved!");
  2537. }
  2538. catch(std::exception &e)
  2539. {
  2540. logGlobal->error("Failed to save game: %s", e.what());
  2541. }
  2542. }
  2543. void CGameHandler::close()
  2544. {
  2545. logGlobal->info("We have been requested to close.");
  2546. serverShuttingDown = true;
  2547. for (auto & elem : conns)
  2548. {
  2549. if(!elem->isOpen())
  2550. continue;
  2551. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2552. elem->close();
  2553. elem->connected = false;
  2554. }
  2555. }
  2556. void CGameHandler::playerLeftGame(int cid)
  2557. {
  2558. for (auto & elem : conns)
  2559. {
  2560. if(elem->isOpen() && elem->connectionID == cid)
  2561. {
  2562. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2563. elem->close();
  2564. elem->connected = false;
  2565. break;
  2566. }
  2567. }
  2568. }
  2569. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2570. {
  2571. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2572. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2573. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2574. StackLocation sl1(s1, p1), sl2(s2, p2);
  2575. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2576. {
  2577. complain("Invalid slot accessed!");
  2578. return false;
  2579. }
  2580. if (!isAllowedExchange(id1,id2))
  2581. {
  2582. complain("Cannot exchange stacks between these two objects!\n");
  2583. return false;
  2584. }
  2585. // We can always put stacks into locked garrison, but not take them out of it
  2586. auto notRemovable = [&](const CArmedInstance * army)
  2587. {
  2588. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2589. {
  2590. auto g = dynamic_cast<const CGGarrison *>(army);
  2591. if (g && !g->removableUnits)
  2592. {
  2593. complain("Stacks in this garrison are not removable!\n");
  2594. return true;
  2595. }
  2596. }
  2597. return false;
  2598. };
  2599. if (what==1) //swap
  2600. {
  2601. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2602. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2603. {
  2604. complain("Can't take troops from another player!");
  2605. return false;
  2606. }
  2607. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2608. {
  2609. complain("Cannot swap stacks - slots are the same!");
  2610. return false;
  2611. }
  2612. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2613. {
  2614. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2615. return false;
  2616. }
  2617. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2618. return false;
  2619. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2620. return false;
  2621. swapStacks(sl1, sl2);
  2622. }
  2623. else if (what==2)//merge
  2624. {
  2625. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2626. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2627. return false;
  2628. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2629. {
  2630. complain("Cannot merge empty stack!");
  2631. return false;
  2632. }
  2633. else if (notRemovable(sl1.army))
  2634. return false;
  2635. moveStack(sl1, sl2);
  2636. }
  2637. else if (what==3) //split
  2638. {
  2639. const int countToMove = val - s2->getStackCount(p2);
  2640. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2641. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2642. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2643. {
  2644. complain("Can't move troops of another player!");
  2645. return false;
  2646. }
  2647. //general conditions checking
  2648. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2649. || (val<1 && complain("no creatures to split")) )
  2650. {
  2651. return false;
  2652. }
  2653. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2654. {
  2655. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2656. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2657. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2658. )
  2659. {
  2660. return false;
  2661. }
  2662. if (notRemovable(sl1.army))
  2663. {
  2664. if (s1->getStackCount(p1) > countLeftOnSrc)
  2665. return false;
  2666. }
  2667. else if (notRemovable(sl2.army))
  2668. {
  2669. if (s2->getStackCount(p1) < countLeftOnSrc)
  2670. return false;
  2671. }
  2672. moveStack(sl1, sl2, countToMove);
  2673. //S2.slots[p2]->count = val;
  2674. //S1.slots[p1]->count = total - val;
  2675. }
  2676. else //split one stack to the two
  2677. {
  2678. if (s1->getStackCount(p1) < val)//not enough creatures
  2679. {
  2680. complain("Cannot split that stack, not enough creatures!");
  2681. return false;
  2682. }
  2683. if (notRemovable(sl1.army))
  2684. return false;
  2685. moveStack(sl1, sl2, val);
  2686. }
  2687. }
  2688. return true;
  2689. }
  2690. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2691. {
  2692. std::set<PlayerColor> all;
  2693. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2694. if (i->second == c)
  2695. all.insert(i->first);
  2696. switch(all.size())
  2697. {
  2698. case 0:
  2699. return PlayerColor::NEUTRAL;
  2700. case 1:
  2701. return *all.begin();
  2702. default:
  2703. {
  2704. //if we have more than one player at this connection, try to pick active one
  2705. if (vstd::contains(all, gs->currentPlayer))
  2706. return gs->currentPlayer;
  2707. else
  2708. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2709. }
  2710. }
  2711. }
  2712. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2713. {
  2714. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2715. if (!vstd::contains(s1->stacks,pos))
  2716. {
  2717. complain("Illegal call to disbandCreature - no such stack in army!");
  2718. return false;
  2719. }
  2720. eraseStack(StackLocation(s1, pos));
  2721. return true;
  2722. }
  2723. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2724. {
  2725. const CGTownInstance * t = getTown(tid);
  2726. if (!t)
  2727. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2728. if (!t->town->buildings.count(requestedID))
  2729. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2730. if (t->hasBuilt(requestedID))
  2731. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2732. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2733. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2734. std::vector<const CBuilding*> remainingAutoBuildings;
  2735. std::set<BuildingID> buildingsThatWillBe;
  2736. //Check validity of request
  2737. if (!force)
  2738. {
  2739. switch (requestedBuilding->mode)
  2740. {
  2741. case CBuilding::BUILD_NORMAL :
  2742. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2743. COMPLAIN_RET("Cannot build that building!");
  2744. break;
  2745. case CBuilding::BUILD_AUTO :
  2746. case CBuilding::BUILD_SPECIAL:
  2747. COMPLAIN_RET("This building can not be constructed normally!");
  2748. case CBuilding::BUILD_GRAIL :
  2749. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2750. {
  2751. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2752. COMPLAIN_RET("Cannot build this without grail!")
  2753. else
  2754. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2755. }
  2756. break;
  2757. }
  2758. }
  2759. //Performs stuff that has to be done before new building is built
  2760. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2761. {
  2762. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2763. {
  2764. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2765. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2766. if (upgradeNumber >= t->town->creatures.at(level).size())
  2767. {
  2768. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2769. "no creature found (upgrade number %d, level %d!")
  2770. % buildingID % upgradeNumber % level));
  2771. return;
  2772. }
  2773. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2774. SetAvailableCreatures ssi;
  2775. ssi.tid = t->id;
  2776. ssi.creatures = t->creatures;
  2777. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2778. ssi.creatures[level].first = crea->growth;
  2779. ssi.creatures[level].second.push_back(crea->idNumber);
  2780. sendAndApply(&ssi);
  2781. }
  2782. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2783. {
  2784. setPortalDwelling(t);
  2785. }
  2786. };
  2787. //Performs stuff that has to be done after new building is built
  2788. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2789. {
  2790. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2791. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2792. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2793. {
  2794. if (t->visitingHero)
  2795. giveSpells(t,t->visitingHero);
  2796. if (t->garrisonHero)
  2797. giveSpells(t,t->garrisonHero);
  2798. }
  2799. };
  2800. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2801. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2802. {
  2803. return buildingsThatWillBe.count(buildID);
  2804. };
  2805. //Init the vectors
  2806. for (auto & build : t->town->buildings)
  2807. {
  2808. if (t->hasBuilt(build.first))
  2809. buildingsThatWillBe.insert(build.first);
  2810. else
  2811. {
  2812. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2813. remainingAutoBuildings.push_back(build.second);
  2814. }
  2815. }
  2816. //Prepare structure (list of building ids will be filled later)
  2817. NewStructures ns;
  2818. ns.tid = tid;
  2819. ns.builded = force ? t->builded : (t->builded+1);
  2820. std::queue<const CBuilding*> buildingsToAdd;
  2821. buildingsToAdd.push(requestedBuilding);
  2822. while(!buildingsToAdd.empty())
  2823. {
  2824. auto b = buildingsToAdd.front();
  2825. buildingsToAdd.pop();
  2826. ns.bid.insert(b->bid);
  2827. buildingsThatWillBe.insert(b->bid);
  2828. remainingAutoBuildings -= b;
  2829. for(auto autoBuilding : remainingAutoBuildings)
  2830. {
  2831. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2832. if(actualRequirements.test(areRequirementsFullfilled))
  2833. buildingsToAdd.push(autoBuilding);
  2834. }
  2835. }
  2836. // 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.
  2837. for (auto builtID : ns.bid)
  2838. processBeforeBuiltStructure(builtID);
  2839. //Take cost
  2840. if (!force)
  2841. {
  2842. giveResources(t->tempOwner, -requestedBuilding->resources);
  2843. }
  2844. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2845. sendAndApply(&ns);
  2846. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2847. for (auto builtID : ns.bid)
  2848. processAfterBuiltStructure(builtID);
  2849. // now when everything is built - reveal tiles for lookout tower
  2850. FoWChange fw;
  2851. fw.player = t->tempOwner;
  2852. fw.mode = 1;
  2853. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2854. sendAndApply(&fw);
  2855. if (t->visitingHero)
  2856. vistiCastleObjects (t, t->visitingHero);
  2857. if (t->garrisonHero)
  2858. vistiCastleObjects (t, t->garrisonHero);
  2859. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2860. return true;
  2861. }
  2862. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2863. {
  2864. ///incomplete, simply erases target building
  2865. const CGTownInstance * t = getTown(tid);
  2866. if (!vstd::contains(t->builtBuildings, bid))
  2867. return false;
  2868. RazeStructures rs;
  2869. rs.tid = tid;
  2870. rs.bid.insert(bid);
  2871. rs.destroyed = t->destroyed + 1;
  2872. sendAndApply(&rs);
  2873. //TODO: Remove dwellers
  2874. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2875. // {
  2876. // RemoveBonus rb(RemoveBonus::TOWN);
  2877. // rb.whoID = t->id;
  2878. // rb.source = Bonus::TOWN_STRUCTURE;
  2879. // rb.id = 17;
  2880. // sendAndApply(&rb);
  2881. // }
  2882. return true;
  2883. }
  2884. void CGameHandler::sendMessageToAll(const std::string &message)
  2885. {
  2886. SystemMessage sm;
  2887. sm.text = message;
  2888. sendToAllClients(&sm);
  2889. }
  2890. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2891. {
  2892. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2893. const CArmedInstance *dst = nullptr;
  2894. const CCreature *c = VLC->creh->creatures.at(crid);
  2895. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2896. //TODO: test for owning
  2897. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2898. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2899. assert(dw && dst);
  2900. //verify
  2901. bool found = false;
  2902. int level = 0;
  2903. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2904. {
  2905. if ((fromLvl != -1) && (level !=fromLvl))
  2906. continue;
  2907. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2908. int i = 0;
  2909. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2910. if (cur.second.at(i) == crid)
  2911. break;
  2912. if (i < cur.second.size())
  2913. {
  2914. found = true;
  2915. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2916. break;
  2917. }
  2918. }
  2919. SlotID slot = dst->getSlotFor(crid);
  2920. if ((!found && complain("Cannot recruit: no such creatures!"))
  2921. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2922. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2923. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2924. {
  2925. return false;
  2926. }
  2927. //recruit
  2928. giveResources(dst->tempOwner, -(c->cost * cram));
  2929. SetAvailableCreatures sac;
  2930. sac.tid = objid;
  2931. sac.creatures = dw->creatures;
  2932. sac.creatures[level].first -= cram;
  2933. sendAndApply(&sac);
  2934. if (warMachine)
  2935. {
  2936. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2937. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2938. ArtifactID artId = c->warMachine;
  2939. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2940. const CArtifact * art = artId.toArtifact();
  2941. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2942. return giveHeroNewArtifact(h, art);
  2943. }
  2944. else
  2945. {
  2946. addToSlot(StackLocation(dst, slot), c, cram);
  2947. }
  2948. return true;
  2949. }
  2950. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2951. {
  2952. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2953. if (!obj->hasStackAtSlot(pos))
  2954. {
  2955. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2956. }
  2957. UpgradeInfo ui;
  2958. getUpgradeInfo(obj, pos, ui);
  2959. PlayerColor player = obj->tempOwner;
  2960. const PlayerState *p = getPlayer(player);
  2961. int crQuantity = obj->stacks.at(pos)->count;
  2962. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2963. //check if upgrade is possible
  2964. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2965. {
  2966. return false;
  2967. }
  2968. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2969. //check if player has enough resources
  2970. if (!p->resources.canAfford(totalCost))
  2971. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2972. //take resources
  2973. giveResources(player, -totalCost);
  2974. //upgrade creature
  2975. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2976. return true;
  2977. }
  2978. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2979. {
  2980. if (!sl.army->hasStackAtSlot(sl.slot))
  2981. COMPLAIN_RET("Cannot find a stack to change type");
  2982. SetStackType sst;
  2983. sst.sl = sl;
  2984. sst.type = c;
  2985. sendAndApply(&sst);
  2986. return true;
  2987. }
  2988. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2989. {
  2990. assert(src->canBeMergedWith(*dst, allowMerging));
  2991. while(src->stacksCount())//while there are unmoved creatures
  2992. {
  2993. auto i = src->Slots().begin(); //iterator to stack to move
  2994. StackLocation sl(src, i->first); //location of stack to move
  2995. SlotID pos = dst->getSlotFor(i->second->type);
  2996. if (!pos.validSlot())
  2997. {
  2998. //try to merge two other stacks to make place
  2999. std::pair<SlotID, SlotID> toMerge;
  3000. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3001. {
  3002. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3003. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3004. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3005. }
  3006. else
  3007. {
  3008. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3009. return;
  3010. }
  3011. }
  3012. else
  3013. {
  3014. moveStack(sl, StackLocation(dst, pos));
  3015. }
  3016. }
  3017. }
  3018. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3019. {
  3020. const CGTownInstance * town = getTown(tid);
  3021. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3022. {
  3023. if (!town->visitingHero->canBeMergedWith(*town))
  3024. {
  3025. complain("Cannot make garrison swap, not enough free slots!");
  3026. return false;
  3027. }
  3028. moveArmy(town, town->visitingHero, true);
  3029. SetHeroesInTown intown;
  3030. intown.tid = tid;
  3031. intown.visiting = ObjectInstanceID();
  3032. intown.garrison = town->visitingHero->id;
  3033. sendAndApply(&intown);
  3034. return true;
  3035. }
  3036. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3037. {
  3038. //check if moving hero out of town will break 8 wandering heroes limit
  3039. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3040. {
  3041. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3042. return false;
  3043. }
  3044. SetHeroesInTown intown;
  3045. intown.tid = tid;
  3046. intown.garrison = ObjectInstanceID();
  3047. intown.visiting = town->garrisonHero->id;
  3048. sendAndApply(&intown);
  3049. return true;
  3050. }
  3051. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3052. {
  3053. SetHeroesInTown intown;
  3054. intown.tid = tid;
  3055. intown.garrison = town->visitingHero->id;
  3056. intown.visiting = town->garrisonHero->id;
  3057. sendAndApply(&intown);
  3058. return true;
  3059. }
  3060. else
  3061. {
  3062. complain("Cannot swap garrison hero!");
  3063. return false;
  3064. }
  3065. }
  3066. // With the amount of changes done to the function, it's more like transferArtifacts.
  3067. // 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.
  3068. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3069. {
  3070. ArtifactLocation src = al1, dst = al2;
  3071. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3072. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3073. // Make sure exchange is even possible between the two heroes.
  3074. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3075. COMPLAIN_RET("That heroes cannot make any exchange!");
  3076. const CArtifactInstance *srcArtifact = src.getArt();
  3077. const CArtifactInstance *destArtifact = dst.getArt();
  3078. if (srcArtifact == nullptr)
  3079. COMPLAIN_RET("No artifact to move!");
  3080. if (destArtifact && srcPlayer != dstPlayer)
  3081. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3082. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3083. // Moving to the backpack is always allowed.
  3084. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  3085. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3086. COMPLAIN_RET("Cannot move artifact!");
  3087. auto srcSlot = src.getSlot();
  3088. auto dstSlot = dst.getSlot();
  3089. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3090. COMPLAIN_RET("Cannot move artifact locks.");
  3091. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3092. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3093. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3094. COMPLAIN_RET("Cannot move catapult!");
  3095. if (dst.slot >= GameConstants::BACKPACK_START)
  3096. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  3097. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  3098. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3099. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  3100. {
  3101. //old artifact must be removed first
  3102. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  3103. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  3104. }
  3105. MoveArtifact ma;
  3106. ma.src = src;
  3107. ma.dst = dst;
  3108. sendAndApply(&ma);
  3109. return true;
  3110. }
  3111. /**
  3112. * Assembles or disassembles a combination artifact.
  3113. * @param heroID ID of hero holding the artifact(s).
  3114. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3115. * @param assemble True for assembly operation, false for disassembly.
  3116. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3117. * artifact to assemble to. Otherwise it's not used.
  3118. */
  3119. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3120. {
  3121. const CGHeroInstance * hero = getHero(heroID);
  3122. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3123. if (!destArtifact)
  3124. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3125. if (assemble)
  3126. {
  3127. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  3128. if (!combinedArt->constituents)
  3129. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3130. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  3131. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3132. AssembledArtifact aa;
  3133. aa.al = ArtifactLocation(hero, artifactSlot);
  3134. aa.builtArt = combinedArt;
  3135. sendAndApply(&aa);
  3136. }
  3137. else
  3138. {
  3139. if (!destArtifact->artType->constituents)
  3140. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3141. DisassembledArtifact da;
  3142. da.al = ArtifactLocation(hero, artifactSlot);
  3143. sendAndApply(&da);
  3144. }
  3145. return true;
  3146. }
  3147. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3148. {
  3149. const CGHeroInstance * hero = getHero(hid);
  3150. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3151. const CGTownInstance * town = hero->visitedTown;
  3152. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3153. if (aid==ArtifactID::SPELLBOOK)
  3154. {
  3155. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3156. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3157. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3158. )
  3159. return false;
  3160. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3161. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3162. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3163. giveSpells(town,hero);
  3164. return true;
  3165. }
  3166. else
  3167. {
  3168. const CArtifact * art = aid.toArtifact();
  3169. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3170. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3171. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3172. const int price = art->price;
  3173. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3174. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3175. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  3176. {
  3177. giveResource(hero->getOwner(),Res::GOLD,-price);
  3178. return giveHeroNewArtifact(hero, art);
  3179. }
  3180. else
  3181. COMPLAIN_RET("This machine is unavailable here!");
  3182. }
  3183. }
  3184. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3185. {
  3186. if(!h)
  3187. COMPLAIN_RET("Only hero can buy artifacts!");
  3188. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3189. COMPLAIN_RET("That artifact is unavailable!");
  3190. int b1, b2;
  3191. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3192. if (getResource(h->tempOwner, rid) < b1)
  3193. COMPLAIN_RET("You can't afford to buy this artifact!");
  3194. giveResource(h->tempOwner, rid, -b1);
  3195. SetAvailableArtifacts saa;
  3196. if (m->o->ID == Obj::TOWN)
  3197. {
  3198. saa.id = -1;
  3199. saa.arts = CGTownInstance::merchantArtifacts;
  3200. }
  3201. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3202. {
  3203. saa.id = bm->id.getNum();
  3204. saa.arts = bm->artifacts;
  3205. }
  3206. else
  3207. COMPLAIN_RET("Wrong marktet...");
  3208. bool found = false;
  3209. for (const CArtifact *&art : saa.arts)
  3210. {
  3211. if (art && art->id == aid)
  3212. {
  3213. art = nullptr;
  3214. found = true;
  3215. break;
  3216. }
  3217. }
  3218. if (!found)
  3219. COMPLAIN_RET("Cannot find selected artifact on the list");
  3220. sendAndApply(&saa);
  3221. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3222. return true;
  3223. }
  3224. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3225. {
  3226. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3227. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3228. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3229. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3230. int resVal = 0, dump = 1;
  3231. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3232. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3233. giveResource(h->tempOwner, rid, resVal);
  3234. return true;
  3235. }
  3236. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3237. {
  3238. if (!h)
  3239. COMPLAIN_RET("You need hero to buy a skill!");
  3240. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3241. COMPLAIN_RET("Hero already know this skill");
  3242. if (!h->canLearnSkill())
  3243. COMPLAIN_RET("Hero can't learn any more skills");
  3244. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3245. COMPLAIN_RET("The hero can't learn this skill!");
  3246. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3247. COMPLAIN_RET("That skill is unavailable!");
  3248. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3249. COMPLAIN_RET("You can't afford to buy this skill");
  3250. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3251. changeSecSkill(h, skill, 1, true);
  3252. return true;
  3253. }
  3254. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3255. {
  3256. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3257. vstd::amin(val, r1); //can't trade more resources than have
  3258. int b1, b2; //base quantities for trade
  3259. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3260. int units = val / b1; //how many base quantities we trade
  3261. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3262. {
  3263. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3264. }
  3265. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3266. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3267. return true;
  3268. }
  3269. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3270. {
  3271. if(!hero)
  3272. COMPLAIN_RET("Only hero can sell creatures!");
  3273. if (!vstd::contains(hero->Slots(), slot))
  3274. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3275. const CStackInstance &s = hero->getStack(slot);
  3276. if (s.count < count //can't sell more creatures than have
  3277. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3278. {
  3279. COMPLAIN_RET("Not enough creatures in army!");
  3280. }
  3281. int b1, b2; //base quantities for trade
  3282. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3283. int units = count / b1; //how many base quantities we trade
  3284. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3285. {
  3286. //TODO: complain?
  3287. assert(0);
  3288. }
  3289. changeStackCount(StackLocation(hero, slot), -count);
  3290. giveResource(hero->tempOwner, resourceID, b2 * units);
  3291. return true;
  3292. }
  3293. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3294. {
  3295. const CArmedInstance *army = nullptr;
  3296. if (hero)
  3297. army = hero;
  3298. else
  3299. army = dynamic_cast<const CGTownInstance *>(market->o);
  3300. if (!army)
  3301. COMPLAIN_RET("Incorrect call to transform in undead!");
  3302. if (!army->hasStackAtSlot(slot))
  3303. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3304. const CStackInstance &s = army->getStack(slot);
  3305. //resulting creature - bone dragons or skeletons
  3306. CreatureID resCreature = CreatureID::SKELETON;
  3307. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3308. || (s.getCreatureID() == CreatureID::HYDRA)
  3309. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3310. resCreature = CreatureID::BONE_DRAGON;
  3311. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3312. return true;
  3313. }
  3314. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3315. {
  3316. const PlayerState *p2 = getPlayer(r2, false);
  3317. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3318. {
  3319. complain("Dest player must be in game!");
  3320. return false;
  3321. }
  3322. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3323. vstd::amin(val, curRes1);
  3324. giveResource(player, r1, -val);
  3325. giveResource(r2, r1, val);
  3326. return true;
  3327. }
  3328. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3329. {
  3330. const CGHeroInstance *h = getHero(hid);
  3331. if (!h)
  3332. {
  3333. logGlobal->error("Hero doesn't exist!");
  3334. return false;
  3335. }
  3336. ChangeFormation cf;
  3337. cf.hid = hid;
  3338. cf.formation = formation;
  3339. sendAndApply(&cf);
  3340. return true;
  3341. }
  3342. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3343. {
  3344. const PlayerState * p = getPlayer(player);
  3345. const CGTownInstance * t = getTown(obj->id);
  3346. //common preconditions
  3347. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3348. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3349. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3350. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3351. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3352. {
  3353. return false;
  3354. }
  3355. if (t) //tavern in town
  3356. {
  3357. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3358. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3359. {
  3360. return false;
  3361. }
  3362. }
  3363. else if (obj->ID == Obj::TAVERN)
  3364. {
  3365. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3366. {
  3367. return false;
  3368. }
  3369. }
  3370. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3371. if (!nh)
  3372. {
  3373. complain ("Hero is not available for hiring!");
  3374. return false;
  3375. }
  3376. HeroRecruited hr;
  3377. hr.tid = obj->id;
  3378. hr.hid = nh->subID;
  3379. hr.player = player;
  3380. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3381. sendAndApply(&hr);
  3382. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3383. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3384. const CGHeroInstance *newHero = nullptr;
  3385. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3386. {
  3387. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3388. }
  3389. SetAvailableHeroes sah;
  3390. sah.player = player;
  3391. if (newHero)
  3392. {
  3393. sah.hid[hid] = newHero->subID;
  3394. sah.army[hid].clear();
  3395. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3396. }
  3397. else
  3398. {
  3399. sah.hid[hid] = -1;
  3400. }
  3401. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3402. sendAndApply(&sah);
  3403. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3404. if (t)
  3405. {
  3406. vistiCastleObjects (t, nh);
  3407. giveSpells (t,nh);
  3408. }
  3409. return true;
  3410. }
  3411. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3412. {
  3413. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3414. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3415. logGlobal->trace(answer.toJson());
  3416. auto topQuery = queries.topQuery(player);
  3417. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3418. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3419. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3420. topQuery->setReply(answer);
  3421. queries.popQuery(topQuery);
  3422. return true;
  3423. }
  3424. static EndAction end_action;
  3425. void CGameHandler::updateGateState()
  3426. {
  3427. BattleUpdateGateState db;
  3428. db.state = gs->curB->si.gateState;
  3429. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3430. {
  3431. db.state = EGateState::DESTROYED;
  3432. }
  3433. else if (db.state == EGateState::OPENED)
  3434. {
  3435. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3436. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3437. {
  3438. if (gs->curB->town->subID == ETownType::FORTRESS)
  3439. {
  3440. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3441. db.state = EGateState::CLOSED;
  3442. }
  3443. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3444. db.state = EGateState::BLOCKED;
  3445. else
  3446. db.state = EGateState::CLOSED;
  3447. }
  3448. }
  3449. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3450. db.state = EGateState::BLOCKED;
  3451. else
  3452. db.state = EGateState::CLOSED;
  3453. if (db.state != gs->curB->si.gateState)
  3454. sendAndApply(&db);
  3455. }
  3456. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3457. {
  3458. bool ok = true;
  3459. battle::Target target = ba.getTarget(gs->curB);
  3460. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3461. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3462. logGlobal->trace("Making action: %s", ba.toString());
  3463. switch(ba.actionType)
  3464. {
  3465. case EActionType::WALK: //walk
  3466. case EActionType::DEFEND: //defend
  3467. case EActionType::WAIT: //wait
  3468. case EActionType::WALK_AND_ATTACK: //walk or attack
  3469. case EActionType::SHOOT: //shoot
  3470. case EActionType::CATAPULT: //catapult
  3471. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3472. case EActionType::DAEMON_SUMMONING:
  3473. case EActionType::MONSTER_SPELL:
  3474. if (!stack)
  3475. {
  3476. complain("No such stack!");
  3477. return false;
  3478. }
  3479. if (!stack->alive())
  3480. {
  3481. complain("This stack is dead: " + stack->nodeName());
  3482. return false;
  3483. }
  3484. if (battleTacticDist())
  3485. {
  3486. if (stack && stack->side != battleGetTacticsSide())
  3487. {
  3488. complain("This is not a stack of side that has tactics!");
  3489. return false;
  3490. }
  3491. }
  3492. else if (!isAboutActiveStack)
  3493. {
  3494. complain("Action has to be about active stack!");
  3495. return false;
  3496. }
  3497. }
  3498. auto wrapAction = [this](BattleAction &ba)
  3499. {
  3500. StartAction startAction(ba);
  3501. sendAndApply(&startAction);
  3502. return vstd::makeScopeGuard([&]()
  3503. {
  3504. sendAndApply(&end_action);
  3505. });
  3506. };
  3507. switch(ba.actionType)
  3508. {
  3509. case EActionType::END_TACTIC_PHASE: //wait
  3510. case EActionType::BAD_MORALE:
  3511. case EActionType::NO_ACTION:
  3512. {
  3513. auto wrapper = wrapAction(ba);
  3514. break;
  3515. }
  3516. case EActionType::WALK:
  3517. {
  3518. auto wrapper = wrapAction(ba);
  3519. if(target.size() < 1)
  3520. {
  3521. complain("Destination required for move action.");
  3522. ok = false;
  3523. break;
  3524. }
  3525. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3526. if (!walkedTiles)
  3527. complain("Stack failed movement!");
  3528. break;
  3529. }
  3530. case EActionType::DEFEND:
  3531. {
  3532. //defensive stance
  3533. SetStackEffect sse;
  3534. Bonus bonus1(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3535. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3536. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3537. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3538. int oldDefenceValue = defence.totalValue();
  3539. defence.push_back(std::make_shared<Bonus>(bonus1));
  3540. defence.push_back(std::make_shared<Bonus>(bonus2));
  3541. int difference = defence.totalValue() - oldDefenceValue;
  3542. MetaString text;
  3543. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3544. stack->addNameReplacement(text);
  3545. text.addReplacement(difference);
  3546. sse.battleLog.push_back(text);
  3547. std::vector<Bonus> buffer;
  3548. buffer.push_back(bonus1);
  3549. buffer.push_back(bonus2);
  3550. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3551. sendAndApply(&sse);
  3552. //don't break - we share code with next case
  3553. }
  3554. FALLTHROUGH
  3555. case EActionType::WAIT:
  3556. {
  3557. auto wrapper = wrapAction(ba);
  3558. break;
  3559. }
  3560. case EActionType::RETREAT: //retreat/flee
  3561. {
  3562. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3563. complain("Cannot retreat!");
  3564. else
  3565. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3566. break;
  3567. }
  3568. case EActionType::SURRENDER:
  3569. {
  3570. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3571. int cost = gs->curB->battleGetSurrenderCost(player);
  3572. if (cost < 0)
  3573. complain("Cannot surrender!");
  3574. else if (getResource(player, Res::GOLD) < cost)
  3575. complain("Not enough gold to surrender!");
  3576. else
  3577. {
  3578. giveResource(player, Res::GOLD, -cost);
  3579. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3580. }
  3581. break;
  3582. }
  3583. case EActionType::WALK_AND_ATTACK: //walk or attack
  3584. {
  3585. auto wrapper = wrapAction(ba);
  3586. if(!stack)
  3587. {
  3588. complain("No attacker");
  3589. ok = false;
  3590. break;
  3591. }
  3592. if(target.size() < 2)
  3593. {
  3594. complain("Two destinations required for attack action.");
  3595. ok = false;
  3596. break;
  3597. }
  3598. BattleHex attackPos = target.at(0).hexValue;
  3599. BattleHex destinationTile = target.at(1).hexValue;
  3600. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3601. if(!destinationStack)
  3602. {
  3603. complain("Invalid target to attack");
  3604. ok = false;
  3605. break;
  3606. }
  3607. BattleHex startingPos = stack->getPosition();
  3608. int distance = moveStack(ba.stackNumber, attackPos);
  3609. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3610. if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
  3611. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3612. )
  3613. {
  3614. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3615. ok = false;
  3616. break;
  3617. }
  3618. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3619. {
  3620. destinationStack = nullptr;
  3621. }
  3622. if(!destinationStack)
  3623. {
  3624. complain("Unit can not attack itself");
  3625. ok = false;
  3626. break;
  3627. }
  3628. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3629. {
  3630. complain("Attack cannot be performed!");
  3631. ok = false;
  3632. break;
  3633. }
  3634. //attack
  3635. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3636. for (int i = 0; i < totalAttacks; ++i)
  3637. {
  3638. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  3639. const bool retaliation = destinationStack->ableToRetaliate();
  3640. //first strike
  3641. if(i == 0 && firstStrike && retaliation)
  3642. {
  3643. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3644. }
  3645. //move can cause death, eg. by walking into the moat
  3646. if(stack->alive() && destinationStack->alive())
  3647. {
  3648. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3649. }
  3650. //counterattack
  3651. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3652. if(stack->alive()
  3653. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3654. && (i > 0 || !firstStrike)
  3655. && retaliation && destinationStack->ableToRetaliate())
  3656. {
  3657. makeAttack(destinationStack, stack, 0, stack->getPosition(), i==0, false, true);
  3658. }
  3659. }
  3660. //return
  3661. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  3662. && target.size() == 3
  3663. && startingPos != stack->getPosition()
  3664. && startingPos == target.at(2).hexValue
  3665. && stack->alive())
  3666. {
  3667. moveStack(ba.stackNumber, startingPos);
  3668. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3669. }
  3670. break;
  3671. }
  3672. case EActionType::SHOOT:
  3673. {
  3674. if(target.size() < 1)
  3675. {
  3676. complain("Destination required for shot action.");
  3677. ok = false;
  3678. break;
  3679. }
  3680. auto destination = target.at(0).hexValue;
  3681. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  3682. if (!gs->curB->battleCanShoot(stack, destination))
  3683. {
  3684. complain("Cannot shoot!");
  3685. break;
  3686. }
  3687. if (!destinationStack)
  3688. {
  3689. complain("No target to shoot!");
  3690. break;
  3691. }
  3692. auto wrapper = wrapAction(ba);
  3693. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  3694. //ranged counterattack
  3695. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3696. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3697. && destinationStack->ableToRetaliate()
  3698. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  3699. && stack->alive()) //attacker may have died (fire shield)
  3700. {
  3701. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  3702. }
  3703. //TODO: move to CUnitState
  3704. //extra shot(s) for ballista, based on artillery skill
  3705. if(stack->creatureIndex() == CreatureID::BALLISTA)
  3706. {
  3707. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3708. if(attackingHero)
  3709. {
  3710. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3711. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3712. {
  3713. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3714. }
  3715. }
  3716. }
  3717. //allow more than one additional attack
  3718. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  3719. for(int i = 1; i < totalRangedAttacks; ++i)
  3720. {
  3721. if(
  3722. stack->alive()
  3723. && destinationStack->alive()
  3724. && stack->shots.canUse()
  3725. )
  3726. {
  3727. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3728. }
  3729. }
  3730. break;
  3731. }
  3732. case EActionType::CATAPULT:
  3733. {
  3734. //TODO: unify with spells::effects:Catapult
  3735. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3736. {
  3737. switch(part)
  3738. {
  3739. case EWallPart::GATE:
  3740. return sbi.gate;
  3741. case EWallPart::KEEP:
  3742. return sbi.keep;
  3743. case EWallPart::BOTTOM_TOWER:
  3744. case EWallPart::UPPER_TOWER:
  3745. return sbi.tower;
  3746. case EWallPart::BOTTOM_WALL:
  3747. case EWallPart::BELOW_GATE:
  3748. case EWallPart::OVER_GATE:
  3749. case EWallPart::UPPER_WALL:
  3750. return sbi.wall;
  3751. default:
  3752. return 0;
  3753. }
  3754. };
  3755. auto wrapper = wrapAction(ba);
  3756. if(target.size() < 1)
  3757. {
  3758. complain("Destination required for catapult action.");
  3759. ok = false;
  3760. break;
  3761. }
  3762. auto destination = target.at(0).hexValue;
  3763. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3764. CHeroHandler::SBallisticsLevelInfo sbi;
  3765. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3766. sbi = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  3767. else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
  3768. {
  3769. sbi = VLC->heroh->ballistics.at(1);
  3770. sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  3771. }
  3772. auto wallPart = gs->curB->battleHexToWallPart(destination);
  3773. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3774. {
  3775. complain("catapult tried to attack non-catapultable hex!");
  3776. break;
  3777. }
  3778. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3779. auto &currentHP = gs->curB->si.wallState;
  3780. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3781. {
  3782. complain("catapult tried to attack already destroyed wall part!");
  3783. break;
  3784. }
  3785. for (int g=0; g<sbi.shots; ++g)
  3786. {
  3787. bool hitSuccessfull = false;
  3788. auto attackedPart = wallPart;
  3789. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  3790. {
  3791. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3792. currentHP.at(attackedPart) != EWallState::NONE &&
  3793. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3794. {
  3795. hitSuccessfull = true;
  3796. }
  3797. else // select new target
  3798. {
  3799. std::vector<EWallPart::EWallPart> allowedTargets;
  3800. for (size_t i=0; i< currentHP.size(); i++)
  3801. {
  3802. if(currentHP.at(i) != EWallState::DESTROYED &&
  3803. currentHP.at(i) != EWallState::NONE)
  3804. allowedTargets.push_back(EWallPart::EWallPart(i));
  3805. }
  3806. if (allowedTargets.empty())
  3807. break;
  3808. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3809. }
  3810. }
  3811. while (!hitSuccessfull);
  3812. if (!hitSuccessfull) // break triggered - no target to shoot at
  3813. break;
  3814. CatapultAttack ca; //package for clients
  3815. CatapultAttack::AttackInfo attack;
  3816. attack.attackedPart = attackedPart;
  3817. attack.destinationTile = destination;
  3818. attack.damageDealt = 0;
  3819. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3820. int dmgRand = getRandomGenerator().nextInt(99);
  3821. //accumulating dmgChance
  3822. dmgChance[1] += dmgChance[0];
  3823. dmgChance[2] += dmgChance[1];
  3824. //calculating dealt damage
  3825. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3826. {
  3827. if (dmgRand <= dmgChance[damage])
  3828. {
  3829. attack.damageDealt = damage;
  3830. break;
  3831. }
  3832. }
  3833. // attacked tile may have changed - update destination
  3834. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3835. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3836. //removing creatures in turrets / keep if one is destroyed
  3837. if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3838. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3839. {
  3840. int posRemove = -1;
  3841. switch(attackedPart)
  3842. {
  3843. case EWallPart::KEEP:
  3844. posRemove = -2;
  3845. break;
  3846. case EWallPart::BOTTOM_TOWER:
  3847. posRemove = -3;
  3848. break;
  3849. case EWallPart::UPPER_TOWER:
  3850. posRemove = -4;
  3851. break;
  3852. }
  3853. BattleUnitsChanged removeUnits;
  3854. for(auto & elem : gs->curB->stacks)
  3855. {
  3856. if(elem->initialPosition == posRemove)
  3857. {
  3858. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  3859. break;
  3860. }
  3861. }
  3862. if(!removeUnits.changedStacks.empty())
  3863. sendAndApply(&removeUnits);
  3864. }
  3865. ca.attacker = ba.stackNumber;
  3866. ca.attackedParts.push_back(attack);
  3867. sendAndApply(&ca);
  3868. }
  3869. //finish by scope guard
  3870. break;
  3871. }
  3872. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3873. {
  3874. auto wrapper = wrapAction(ba);
  3875. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3876. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  3877. if(target.size() < 1)
  3878. {
  3879. complain("Destination required for heal action.");
  3880. ok = false;
  3881. break;
  3882. }
  3883. const battle::Unit * destStack = nullptr;
  3884. if(target.at(0).unitValue)
  3885. destStack = target.at(0).unitValue;
  3886. else
  3887. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  3888. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3889. {
  3890. complain("There is either no healer, no destination, or healer cannot heal :P");
  3891. }
  3892. else
  3893. {
  3894. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3895. //TODO: allow resurrection for mods
  3896. auto state = destStack->acquireState();
  3897. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  3898. if(toHeal == 0)
  3899. {
  3900. logGlobal->warn("Nothing to heal");
  3901. }
  3902. else
  3903. {
  3904. BattleUnitsChanged pack;
  3905. MetaString text;
  3906. text.addTxt(MetaString::GENERAL_TXT, 414);
  3907. healer->addNameReplacement(text, false);
  3908. destStack->addNameReplacement(text, false);
  3909. text.addReplacement(toHeal);
  3910. pack.battleLog.push_back(text);
  3911. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  3912. info.healthDelta = toHeal;
  3913. state->save(info.data);
  3914. pack.changedStacks.push_back(info);
  3915. sendAndApply(&pack);
  3916. }
  3917. }
  3918. break;
  3919. }
  3920. case EActionType::DAEMON_SUMMONING:
  3921. //TODO: From Strategija:
  3922. //Summon Demon is a level 2 spell.
  3923. {
  3924. if(target.size() < 1)
  3925. {
  3926. complain("Destination required for summon action.");
  3927. ok = false;
  3928. break;
  3929. }
  3930. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
  3931. const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
  3932. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3933. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
  3934. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3935. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3936. ui32 canRiseAmount = canRiseHp / summonedType.toCreature()->MaxHealth();
  3937. battle::UnitInfo info;
  3938. info.id = gs->curB->battleNextUnitId();
  3939. info.count = std::min(canRiseAmount, destStack->baseAmount);
  3940. info.type = summonedType;
  3941. info.side = summoner->side;
  3942. info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
  3943. info.summoned = false;
  3944. BattleUnitsChanged addUnits;
  3945. addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  3946. info.save(addUnits.changedStacks.back().data);
  3947. if(info.count > 0) //there's rare possibility single creature cannot rise desired type
  3948. {
  3949. auto wrapper = wrapAction(ba);
  3950. BattleUnitsChanged removeUnits;
  3951. removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
  3952. sendAndApply(&removeUnits);
  3953. sendAndApply(&addUnits);
  3954. BattleSetStackProperty ssp;
  3955. ssp.stackID = ba.stackNumber;
  3956. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3957. ssp.val = -1;
  3958. ssp.absolute = false;
  3959. sendAndApply(&ssp);
  3960. }
  3961. break;
  3962. }
  3963. case EActionType::MONSTER_SPELL:
  3964. {
  3965. auto wrapper = wrapAction(ba);
  3966. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3967. SpellID spellID = SpellID(ba.actionSubtype);
  3968. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3969. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3970. //TODO special bonus for genies ability
  3971. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3972. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3973. if (spellID < 0)
  3974. complain("That stack can't cast spells!");
  3975. else
  3976. {
  3977. const CSpell * spell = SpellID(spellID).toSpell();
  3978. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  3979. int32_t spellLvl = 0;
  3980. if(spellcaster)
  3981. vstd::amax(spellLvl, spellcaster->val);
  3982. if(randSpellcaster)
  3983. vstd::amax(spellLvl, randSpellcaster->val);
  3984. parameters.setSpellLevel(spellLvl);
  3985. parameters.target = target;
  3986. parameters.cast(spellEnv);
  3987. }
  3988. break;
  3989. }
  3990. }
  3991. if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  3992. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  3993. handleDamageFromObstacle(stack);
  3994. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3995. battleMadeAction.setn(true);
  3996. return ok;
  3997. }
  3998. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3999. {
  4000. bool cheated = true;
  4001. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  4002. sendAndApply(&temp_message);
  4003. std::vector<std::string> cheat;
  4004. boost::split(cheat, message, boost::is_any_of(" "));
  4005. int obj = 0;
  4006. if (cheat.size() == 2)
  4007. {
  4008. obj = std::atoi(cheat[1].c_str());
  4009. if (obj)
  4010. currObj = ObjectInstanceID(obj);
  4011. }
  4012. const CGHeroInstance * hero = getHero(currObj);
  4013. const CGTownInstance * town = getTown(currObj);
  4014. if (!town && hero)
  4015. town = hero->visitedTown;
  4016. if (cheat.size() == 1 || obj)
  4017. handleCheatCode(cheat[0], player, hero, town, cheated);
  4018. else
  4019. {
  4020. for (const auto & i : gs->players)
  4021. {
  4022. if (i.first == PlayerColor::NEUTRAL)
  4023. continue;
  4024. if (cheat[1] == "ai")
  4025. {
  4026. if (i.second.human)
  4027. continue;
  4028. }
  4029. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  4030. continue;
  4031. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  4032. {
  4033. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  4034. }
  4035. else if (cheat[0] == "vcmiarmenelos")
  4036. {
  4037. for (const auto & t : i.second.towns)
  4038. {
  4039. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  4040. }
  4041. }
  4042. else
  4043. {
  4044. for (const auto & h : i.second.heroes)
  4045. {
  4046. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  4047. }
  4048. }
  4049. }
  4050. }
  4051. if (cheated)
  4052. {
  4053. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  4054. sendAndApply(&temp_message);
  4055. if(!player.isSpectator())
  4056. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4057. }
  4058. }
  4059. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4060. {
  4061. switch(ba.actionType)
  4062. {
  4063. case EActionType::HERO_SPELL:
  4064. {
  4065. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4066. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4067. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4068. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4069. if (!s)
  4070. {
  4071. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4072. return false;
  4073. }
  4074. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4075. parameters.target = ba.getTarget(gs->curB);
  4076. spells::detail::ProblemImpl problem;
  4077. if(!s->canBeCast(problem, gs->curB, spells::Mode::HERO, h))//todo: should we check aimed cast?
  4078. {
  4079. logGlobal->warn("Spell cannot be cast!");
  4080. std::vector<std::string> texts;
  4081. problem.getAll(texts);
  4082. for(auto s : texts)
  4083. logGlobal->warn(s);
  4084. return false;
  4085. }
  4086. StartAction start_action(ba);
  4087. sendAndApply(&start_action); //start spell casting
  4088. parameters.cast(spellEnv);
  4089. sendAndApply(&end_action);
  4090. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4091. {
  4092. battleMadeAction.setn(true);
  4093. }
  4094. checkBattleStateChanges();
  4095. if (battleResult.get())
  4096. {
  4097. battleMadeAction.setn(true);
  4098. //battle will be ended by startBattle function
  4099. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4100. }
  4101. return true;
  4102. }
  4103. }
  4104. return false;
  4105. }
  4106. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4107. {
  4108. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4109. for(auto b : bl)
  4110. {
  4111. const CSpell * sp = SpellID(b->subtype).toSpell();
  4112. if(!sp)
  4113. continue;
  4114. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4115. const int32_t level = ((val > 3) ? (val - 3) : val);
  4116. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4117. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4118. battleCast.setEffectDuration(50);
  4119. battleCast.setSpellLevel(level);
  4120. if(val > 3)
  4121. {
  4122. for(auto s : gs->curB->battleGetAllStacks())
  4123. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4124. battleCast.aimToUnit(s);
  4125. }
  4126. else
  4127. {
  4128. battleCast.aimToUnit(st);
  4129. }
  4130. battleCast.applyEffects(spellEnv, false, true);
  4131. }
  4132. }
  4133. void CGameHandler::stackTurnTrigger(const CStack *st)
  4134. {
  4135. BattleTriggerEffect bte;
  4136. bte.stackID = st->ID;
  4137. bte.effect = -1;
  4138. bte.val = 0;
  4139. bte.additionalInfo = 0;
  4140. if (st->alive())
  4141. {
  4142. //unbind
  4143. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  4144. {
  4145. bool unbind = true;
  4146. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  4147. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4148. for (auto b : bl)
  4149. {
  4150. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  4151. if(stack)
  4152. {
  4153. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4154. unbind = false;
  4155. }
  4156. }
  4157. if (unbind)
  4158. {
  4159. BattleSetStackProperty ssp;
  4160. ssp.which = BattleSetStackProperty::UNBIND;
  4161. ssp.stackID = st->ID;
  4162. sendAndApply(&ssp);
  4163. }
  4164. }
  4165. //regeneration
  4166. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  4167. {
  4168. bte.effect = Bonus::HP_REGENERATION;
  4169. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  4170. }
  4171. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4172. {
  4173. bte.effect = Bonus::HP_REGENERATION;
  4174. bte.val = st->MaxHealth() - st->getFirstHPleft();
  4175. }
  4176. if (bte.val) //anything to heal
  4177. sendAndApply(&bte);
  4178. if (st->hasBonusOfType(Bonus::POISON))
  4179. {
  4180. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  4181. if (b) //TODO: what if not?...
  4182. {
  4183. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4184. if (bte.val < b->val) //(negative) poison effect increases - update it
  4185. {
  4186. bte.effect = Bonus::POISON;
  4187. sendAndApply(&bte);
  4188. }
  4189. }
  4190. }
  4191. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4192. {
  4193. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4194. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4195. if(opponentHero)
  4196. {
  4197. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4198. vstd::amin(manaDrained, opponentHero->mana);
  4199. if(manaDrained)
  4200. {
  4201. bte.effect = Bonus::MANA_DRAIN;
  4202. bte.val = manaDrained;
  4203. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4204. sendAndApply(&bte);
  4205. }
  4206. }
  4207. }
  4208. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4209. {
  4210. bool fearsomeCreature = false;
  4211. for (CStack * stack : gs->curB->stacks)
  4212. {
  4213. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4214. {
  4215. fearsomeCreature = true;
  4216. break;
  4217. }
  4218. }
  4219. if (fearsomeCreature)
  4220. {
  4221. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4222. {
  4223. bte.effect = Bonus::FEAR;
  4224. sendAndApply(&bte);
  4225. }
  4226. }
  4227. }
  4228. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4229. int side = gs->curB->whatSide(st->owner);
  4230. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4231. {
  4232. bool cast = false;
  4233. while(!bl.empty() && !cast)
  4234. {
  4235. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4236. auto spellID = SpellID(bonus->subtype);
  4237. const CSpell * spell = SpellID(spellID).toSpell();
  4238. bl.remove_if([&bonus](const Bonus * b)
  4239. {
  4240. return b == bonus.get();
  4241. });
  4242. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4243. parameters.setSpellLevel(bonus->val);
  4244. parameters.massive = true;
  4245. parameters.smart = true;
  4246. //todo: recheck effect level
  4247. if(parameters.castIfPossible(spellEnv))
  4248. {
  4249. cast = true;
  4250. int cooldown = bonus->additionalInfo;
  4251. BattleSetStackProperty ssp;
  4252. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4253. ssp.absolute = false;
  4254. ssp.val = cooldown;
  4255. ssp.stackID = st->unitId();
  4256. sendAndApply(&ssp);
  4257. }
  4258. }
  4259. }
  4260. }
  4261. }
  4262. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4263. {
  4264. if(!curStack->alive())
  4265. return false;
  4266. bool containDamageFromMoat = false;
  4267. bool movementStoped = false;
  4268. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4269. {
  4270. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4271. {
  4272. //helper info
  4273. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4274. const ui8 side = curStack->side;
  4275. if(!spellObstacle)
  4276. COMPLAIN_RET("Invalid obstacle instance");
  4277. if(spellObstacle->trigger)
  4278. {
  4279. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4280. //hidden obstacle triggers effects until revealed
  4281. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4282. {
  4283. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4284. spells::ObstacleCasterProxy caster(this, gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4285. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4286. if(!sp)
  4287. COMPLAIN_RET("Invalid obstacle instance");
  4288. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4289. battleCast.aimToUnit(curStack);
  4290. battleCast.applyEffects(spellEnv, true);
  4291. if(oneTimeObstacle)
  4292. removeObstacle(*obstacle);
  4293. }
  4294. }
  4295. }
  4296. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4297. {
  4298. auto town = gs->curB->town;
  4299. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4300. if(!containDamageFromMoat)
  4301. {
  4302. containDamageFromMoat = true;
  4303. BattleStackAttacked bsa;
  4304. bsa.damageAmount = damage;
  4305. bsa.stackAttacked = curStack->ID;
  4306. bsa.attackerID = -1;
  4307. curStack->prepareAttacked(bsa, getRandomGenerator());
  4308. StacksInjured si;
  4309. si.stacks.push_back(bsa);
  4310. sendAndApply(&si);
  4311. }
  4312. }
  4313. if(!curStack->alive())
  4314. return false;
  4315. if((obstacle->stopsMovement() && stackIsMoving))
  4316. movementStoped = true;
  4317. }
  4318. if(stackIsMoving)
  4319. return curStack->alive() && !movementStoped;
  4320. else
  4321. return curStack->alive();
  4322. }
  4323. void CGameHandler::handleTimeEvents()
  4324. {
  4325. gs->map->events.sort(evntCmp);
  4326. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4327. {
  4328. CMapEvent ev = gs->map->events.front();
  4329. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4330. {
  4331. auto color = PlayerColor(player);
  4332. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4333. if (pinfo //player exists
  4334. && (ev.players & 1<<player) //event is enabled to this player
  4335. && ((ev.computerAffected && !pinfo->human)
  4336. || (ev.humanAffected && pinfo->human)
  4337. )
  4338. )
  4339. {
  4340. //give resources
  4341. giveResources(color, ev.resources);
  4342. //prepare dialog
  4343. InfoWindow iw;
  4344. iw.player = color;
  4345. iw.text << ev.message;
  4346. for (int i=0; i<ev.resources.size(); i++)
  4347. {
  4348. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4349. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4350. }
  4351. sendAndApply(&iw); //show dialog
  4352. }
  4353. } //PLAYERS LOOP
  4354. if (ev.nextOccurence)
  4355. {
  4356. gs->map->events.pop_front();
  4357. ev.firstOccurence += ev.nextOccurence;
  4358. auto it = gs->map->events.begin();
  4359. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4360. it++;
  4361. gs->map->events.insert(it, ev);
  4362. }
  4363. else
  4364. {
  4365. gs->map->events.pop_front();
  4366. }
  4367. }
  4368. //TODO send only if changed
  4369. UpdateMapEvents ume;
  4370. ume.events = gs->map->events;
  4371. sendAndApply(&ume);
  4372. }
  4373. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4374. {
  4375. town->events.sort(evntCmp);
  4376. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4377. {
  4378. PlayerColor player = town->tempOwner;
  4379. CCastleEvent ev = town->events.front();
  4380. const PlayerState * pinfo = getPlayer(player, false);
  4381. if (pinfo //player exists
  4382. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4383. && ((ev.computerAffected && !pinfo->human)
  4384. || (ev.humanAffected && pinfo->human)))
  4385. {
  4386. // dialog
  4387. InfoWindow iw;
  4388. iw.player = player;
  4389. iw.text << ev.message;
  4390. if (ev.resources.nonZero())
  4391. {
  4392. TResources was = n.res[player];
  4393. n.res[player] += ev.resources;
  4394. n.res[player].amax(0);
  4395. for (int i=0; i<ev.resources.size(); i++)
  4396. 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
  4397. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4398. }
  4399. for (auto & i : ev.buildings)
  4400. {
  4401. if (!town->hasBuilt(i))
  4402. {
  4403. buildStructure(town->id, i, true);
  4404. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4405. }
  4406. }
  4407. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4408. {
  4409. n.cres[town->id].tid = town->id;
  4410. n.cres[town->id].creatures = town->creatures;
  4411. }
  4412. auto & sac = n.cres[town->id];
  4413. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4414. {
  4415. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4416. {
  4417. sac.creatures[i].first += ev.creatures.at(i);
  4418. iw.components.push_back(Component(Component::CREATURE,
  4419. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4420. }
  4421. }
  4422. sendAndApply(&iw); //show dialog
  4423. }
  4424. if (ev.nextOccurence)
  4425. {
  4426. town->events.pop_front();
  4427. ev.firstOccurence += ev.nextOccurence;
  4428. auto it = town->events.begin();
  4429. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4430. it++;
  4431. town->events.insert(it, ev);
  4432. }
  4433. else
  4434. {
  4435. town->events.pop_front();
  4436. }
  4437. }
  4438. //TODO send only if changed
  4439. UpdateCastleEvents uce;
  4440. uce.town = town->id;
  4441. uce.events = town->events;
  4442. sendAndApply(&uce);
  4443. }
  4444. bool CGameHandler::complain(const std::string &problem)
  4445. {
  4446. sendMessageToAll("Server encountered a problem: " + problem);
  4447. logGlobal->error(problem);
  4448. return true;
  4449. }
  4450. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4451. {
  4452. //PlayerColor player = getOwner(hid);
  4453. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4454. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4455. assert(lowerArmy);
  4456. assert(upperArmy);
  4457. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4458. queries.addQuery(garrisonQuery);
  4459. GarrisonDialog gd;
  4460. gd.hid = hid;
  4461. gd.objid = upobj;
  4462. gd.removableUnits = removableUnits;
  4463. gd.queryID = garrisonQuery->queryID;
  4464. sendAndApply(&gd);
  4465. }
  4466. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4467. {
  4468. OpenWindow ow;
  4469. ow.window = OpenWindow::THIEVES_GUILD;
  4470. ow.id1 = player.getNum();
  4471. ow.id2 = requestingObjId.getNum();
  4472. sendAndApply(&ow);
  4473. }
  4474. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4475. {
  4476. if (id1 == id2)
  4477. return true;
  4478. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4479. if (!o1 || !o2)
  4480. return true; //arranging stacks within an object should be always allowed
  4481. if (o1 && o2)
  4482. {
  4483. if (o1->ID == Obj::TOWN)
  4484. {
  4485. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4486. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4487. return true;
  4488. }
  4489. if (o2->ID == Obj::TOWN)
  4490. {
  4491. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4492. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4493. return true;
  4494. }
  4495. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4496. {
  4497. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4498. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4499. // two heroes in same town (garrisoned and visiting)
  4500. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4501. return true;
  4502. }
  4503. //Ongoing garrison exchange
  4504. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4505. {
  4506. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4507. return true;
  4508. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4509. return true;
  4510. }
  4511. }
  4512. return false;
  4513. }
  4514. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4515. {
  4516. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4517. auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
  4518. queries.addQuery(visitQuery); //TODO real visit pos
  4519. HeroVisit hv;
  4520. hv.obj = obj;
  4521. hv.hero = h;
  4522. hv.player = h->tempOwner;
  4523. hv.starting = true;
  4524. sendAndApply(&hv);
  4525. obj->onHeroVisit(h);
  4526. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4527. }
  4528. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4529. {
  4530. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4531. HeroVisit hv;
  4532. hv.player = query.players.front();
  4533. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4534. hv.hero = query.visitingHero;
  4535. assert(hv.hero);
  4536. hv.starting = false;
  4537. sendAndApply(&hv);
  4538. }
  4539. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4540. {
  4541. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4542. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4543. {
  4544. complain("Cannot build boat in this shipyard!");
  4545. return false;
  4546. }
  4547. else if (obj->o->ID == Obj::TOWN
  4548. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4549. {
  4550. complain("Cannot build boat in the town - no shipyard!");
  4551. return false;
  4552. }
  4553. const PlayerColor playerID = obj->o->tempOwner;
  4554. TResources boatCost;
  4555. obj->getBoatCost(boatCost);
  4556. TResources aviable = getPlayer(playerID)->resources;
  4557. if (!aviable.canAfford(boatCost))
  4558. {
  4559. complain("Not enough resources to build a boat!");
  4560. return false;
  4561. }
  4562. int3 tile = obj->bestLocation();
  4563. if (!gs->map->isInTheMap(tile))
  4564. {
  4565. complain("Cannot find appropriate tile for a boat!");
  4566. return false;
  4567. }
  4568. //take boat cost
  4569. giveResources(playerID, -boatCost);
  4570. //create boat
  4571. NewObject no;
  4572. no.ID = Obj::BOAT;
  4573. no.subID = obj->getBoatType();
  4574. no.pos = tile + int3(1,0,0);
  4575. sendAndApply(&no);
  4576. return true;
  4577. }
  4578. void CGameHandler::engageIntoBattle(PlayerColor player)
  4579. {
  4580. //notify interfaces
  4581. PlayerBlocked pb;
  4582. pb.player = player;
  4583. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4584. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4585. sendAndApply(&pb);
  4586. }
  4587. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4588. {
  4589. for (auto playerColor : playerColors)
  4590. {
  4591. if (getPlayer(playerColor, false))
  4592. checkVictoryLossConditionsForPlayer(playerColor);
  4593. }
  4594. }
  4595. void CGameHandler::checkVictoryLossConditionsForAll()
  4596. {
  4597. std::set<PlayerColor> playerColors;
  4598. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4599. {
  4600. playerColors.insert(PlayerColor(i));
  4601. }
  4602. checkVictoryLossConditions(playerColors);
  4603. }
  4604. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4605. {
  4606. const PlayerState * p = getPlayer(player);
  4607. if (p->status != EPlayerStatus::INGAME) return;
  4608. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4609. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4610. {
  4611. InfoWindow iw;
  4612. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4613. sendAndApply(&iw);
  4614. PlayerEndsGame peg;
  4615. peg.player = player;
  4616. peg.victoryLossCheckResult = victoryLossCheckResult;
  4617. sendAndApply(&peg);
  4618. if (victoryLossCheckResult.victory())
  4619. {
  4620. //one player won -> all enemies lost
  4621. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4622. {
  4623. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4624. {
  4625. peg.player = i->first;
  4626. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4627. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4628. InfoWindow iw;
  4629. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4630. iw.player = i->first;
  4631. sendAndApply(&iw);
  4632. sendAndApply(&peg);
  4633. }
  4634. }
  4635. if (p->human)
  4636. {
  4637. serverShuttingDown = true;
  4638. if (gs->scenarioOps->campState)
  4639. {
  4640. std::vector<CGHeroInstance *> crossoverHeroes;
  4641. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4642. {
  4643. if (hero->tempOwner == player)
  4644. {
  4645. // keep all heroes from the winning player
  4646. crossoverHeroes.push_back(hero);
  4647. }
  4648. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4649. {
  4650. // keep hero whether lost or won (like Xeron in AB campaign)
  4651. crossoverHeroes.push_back(hero);
  4652. }
  4653. }
  4654. // keep lost heroes which are in heroes pool
  4655. for (auto & heroPair : gs->hpool.heroesPool)
  4656. {
  4657. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4658. {
  4659. crossoverHeroes.push_back(heroPair.second.get());
  4660. }
  4661. }
  4662. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4663. //Request clients to change connection mode
  4664. PrepareForAdvancingCampaign pfac;
  4665. sendAndApply(&pfac);
  4666. //Change connection mode
  4667. if (getPlayer(player)->human && getStartInfo()->campState)
  4668. {
  4669. for (auto connection : conns)
  4670. connection->prepareForSendingHeroes();
  4671. }
  4672. UpdateCampaignState ucs;
  4673. ucs.camp = gs->scenarioOps->campState;
  4674. sendAndApply(&ucs);
  4675. }
  4676. }
  4677. }
  4678. else
  4679. {
  4680. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4681. auto hlp = p->heroes;
  4682. for (auto h : hlp) //eliminate heroes
  4683. {
  4684. if (h.get())
  4685. removeObject(h);
  4686. }
  4687. //player lost -> all his objects become unflagged (neutral)
  4688. for (auto obj : gs->map->objects) //unflag objs
  4689. {
  4690. if (obj.get() && obj->tempOwner == player)
  4691. setOwner(obj, PlayerColor::NEUTRAL);
  4692. }
  4693. //eliminating one player may cause victory of another:
  4694. std::set<PlayerColor> playerColors;
  4695. //do not copy player state (CBonusSystemNode) by value
  4696. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4697. {
  4698. if (p.first != player)
  4699. playerColors.insert(p.first);
  4700. }
  4701. //notify all players
  4702. for (auto pc : playerColors)
  4703. {
  4704. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4705. {
  4706. InfoWindow iw;
  4707. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4708. iw.player = pc;
  4709. sendAndApply(&iw);
  4710. }
  4711. }
  4712. checkVictoryLossConditions(playerColors);
  4713. }
  4714. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4715. // If we are called before the actual game start, there might be no current player
  4716. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4717. {
  4718. // If player making turn has lost his turn must be over as well
  4719. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4720. }
  4721. }
  4722. }
  4723. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4724. {
  4725. out.player = player;
  4726. out.text.clear();
  4727. out.text << victoryLossCheckResult.messageToSelf;
  4728. // hackish, insert one player-specific string, if applicable
  4729. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4730. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4731. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4732. }
  4733. bool CGameHandler::dig(const CGHeroInstance *h)
  4734. {
  4735. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4736. {
  4737. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4738. {
  4739. complain("Cannot dig - there is already a hole under the hero!");
  4740. return false;
  4741. }
  4742. }
  4743. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4744. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4745. //create a hole
  4746. NewObject no;
  4747. no.ID = Obj::HOLE;
  4748. no.pos = h->getPosition();
  4749. no.subID = 0;
  4750. sendAndApply(&no);
  4751. //take MPs
  4752. SetMovePoints smp;
  4753. smp.hid = h->id;
  4754. smp.val = 0;
  4755. sendAndApply(&smp);
  4756. InfoWindow iw;
  4757. iw.player = h->tempOwner;
  4758. if (gs->map->grailPos == h->getPosition())
  4759. {
  4760. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4761. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4762. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4763. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4764. sendAndApply(&iw);
  4765. iw.soundID = soundBase::invalid;
  4766. iw.text.clear();
  4767. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4768. sendAndApply(&iw);
  4769. }
  4770. else
  4771. {
  4772. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4773. iw.soundID = soundBase::Dig;
  4774. sendAndApply(&iw);
  4775. }
  4776. return true;
  4777. }
  4778. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const CStack * attacker, const CStack * defender)
  4779. {
  4780. spells::Mode mode = (attackMode == Bonus::SPELL_AFTER_ATTACK) ? spells::Mode::AFTER_ATTACK : spells::Mode::BEFORE_ATTACK;
  4781. if(attacker->hasBonusOfType(attackMode))
  4782. {
  4783. std::set<SpellID> spellsToCast;
  4784. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4785. for(const std::shared_ptr<Bonus> sf : *spells)
  4786. {
  4787. spellsToCast.insert(SpellID(sf->subtype));
  4788. }
  4789. for(SpellID spellID : spellsToCast)
  4790. {
  4791. bool castMe = false;
  4792. if(!defender->alive())
  4793. {
  4794. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4795. return;
  4796. }
  4797. int32_t spellLevel = 0;
  4798. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4799. for(const std::shared_ptr<Bonus> sf : *spellsByType)
  4800. {
  4801. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4802. int meleeRanged = sf->additionalInfo / 1000;
  4803. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4804. castMe = true;
  4805. }
  4806. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4807. vstd::amin(chance, 100);
  4808. const CSpell * spell = SpellID(spellID).toSpell();
  4809. if(!spell->canBeCastAt(gs->curB, mode, attacker, defender->getPosition()))
  4810. continue;
  4811. //check if spell should be cast (probability handling)
  4812. if(getRandomGenerator().nextInt(99) >= chance)
  4813. continue;
  4814. //casting
  4815. if(castMe)
  4816. {
  4817. spells::BattleCast parameters(gs->curB, attacker, mode, spell);
  4818. parameters.setSpellLevel(spellLevel);
  4819. parameters.aimToUnit(defender);
  4820. parameters.cast(spellEnv);
  4821. }
  4822. }
  4823. }
  4824. }
  4825. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4826. {
  4827. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4828. }
  4829. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4830. {
  4831. if(!attacker->alive() || !defender->alive()) // can be already dead
  4832. return;
  4833. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  4834. if(!defender->alive())
  4835. {
  4836. //don't try death stare or acid breath on dead stack (crash!)
  4837. return;
  4838. }
  4839. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  4840. {
  4841. // mechanics of Death Stare as in H3:
  4842. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4843. //original formula x = min(x, (gorgons_count + 9)/10);
  4844. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4845. vstd::amin(chanceToKill, 1); //cap at 100%
  4846. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4847. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4848. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4849. int maxToKill = (attacker->getCount() + cap - 1) / cap; //not much more than chance * count
  4850. vstd::amin(staredCreatures, maxToKill);
  4851. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  4852. if(staredCreatures)
  4853. {
  4854. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4855. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4856. spells::BattleCast parameters(gs->curB, attacker, spells::Mode::AFTER_ATTACK, spell);
  4857. parameters.setSpellLevel(0);
  4858. parameters.aimToUnit(defender);
  4859. parameters.setEffectValue(staredCreatures);
  4860. parameters.cast(spellEnv);
  4861. }
  4862. }
  4863. if(!defender->alive())
  4864. return;
  4865. int64_t acidDamage = 0;
  4866. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4867. for(const std::shared_ptr<Bonus> b : *acidBreath)
  4868. {
  4869. if(b->additionalInfo > getRandomGenerator().nextInt(99))
  4870. acidDamage += b->val;
  4871. }
  4872. if(acidDamage > 0)
  4873. {
  4874. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4875. spells::BattleCast parameters(gs->curB, attacker, spells::Mode::AFTER_ATTACK, spell);
  4876. parameters.setSpellLevel(0);
  4877. parameters.aimToUnit(defender);
  4878. parameters.setEffectValue(acidDamage * attacker->getCount());
  4879. parameters.cast(spellEnv);
  4880. }
  4881. if(!defender->alive())
  4882. return;
  4883. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4884. {
  4885. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4886. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4887. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4888. return;
  4889. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
  4890. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4891. (bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4892. return;
  4893. battle::UnitInfo resurrectInfo;
  4894. resurrectInfo.id = gs->curB->battleNextUnitId();
  4895. resurrectInfo.summoned = false;
  4896. resurrectInfo.position = defender->getPosition();
  4897. resurrectInfo.side = defender->unitSide();
  4898. if(bonusAdditionalInfo != -1)
  4899. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  4900. else
  4901. resurrectInfo.type = attacker->creatureId();
  4902. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4903. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  4904. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4905. resurrectInfo.count = defender->getCount();
  4906. else
  4907. return; //wrong subtype
  4908. BattleUnitsChanged addUnits;
  4909. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  4910. resurrectInfo.save(addUnits.changedStacks.back().data);
  4911. BattleUnitsChanged removeUnits;
  4912. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  4913. sendAndApply(&removeUnits);
  4914. sendAndApply(&addUnits);
  4915. }
  4916. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  4917. {
  4918. double chanceToTrigger = 0;
  4919. int amountToDie = 0;
  4920. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  4921. {
  4922. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  4923. int percentageToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(0)))->additionalInfo;
  4924. amountToDie = defender->getCount() * percentageToDie * 0.01f;
  4925. }
  4926. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  4927. {
  4928. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  4929. amountToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(1)))->additionalInfo;
  4930. }
  4931. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4932. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4933. return;
  4934. BattleStackAttacked bsa;
  4935. bsa.attackerID = -1;
  4936. bsa.stackAttacked = defender->ID;
  4937. bsa.damageAmount = amountToDie * defender->MaxHealth();
  4938. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4939. bsa.spellID = SpellID::SLAYER;
  4940. defender->prepareAttacked(bsa, getRandomGenerator());
  4941. StacksInjured si;
  4942. si.stacks.push_back(bsa);
  4943. sendAndApply(&si);
  4944. }
  4945. }
  4946. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4947. {
  4948. if (!t.visitableObjects.empty())
  4949. {
  4950. //to prevent self-visiting heroes on space press
  4951. if (t.visitableObjects.back() != h)
  4952. objectVisited(t.visitableObjects.back(), h);
  4953. else if (t.visitableObjects.size() > 1)
  4954. objectVisited(*(t.visitableObjects.end()-2),h);
  4955. }
  4956. }
  4957. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  4958. {
  4959. if (!hero)
  4960. COMPLAIN_RET("You need hero to sacrifice creature!");
  4961. int expSum = 0;
  4962. auto finish = [this, &hero, &expSum]()
  4963. {
  4964. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4965. };
  4966. for(int i = 0; i < slot.size(); ++i)
  4967. {
  4968. int oldCount = hero->getStackCount(slot[i]);
  4969. if(oldCount < count[i])
  4970. {
  4971. finish();
  4972. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4973. }
  4974. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  4975. {
  4976. finish();
  4977. COMPLAIN_RET("Cannot sacrifice last creature!");
  4978. }
  4979. int crid = hero->getStack(slot[i]).type->idNumber;
  4980. changeStackCount(StackLocation(hero, slot[i]), -count[i]);
  4981. int dump, exp;
  4982. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4983. exp *= count[i];
  4984. expSum += exp;
  4985. }
  4986. finish();
  4987. return true;
  4988. }
  4989. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  4990. {
  4991. if (!hero)
  4992. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4993. int expSum = 0;
  4994. auto finish = [this, &hero, &expSum]()
  4995. {
  4996. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4997. };
  4998. for(int i = 0; i < slot.size(); ++i)
  4999. {
  5000. ArtifactLocation al(hero, slot[i]);
  5001. const CArtifactInstance * a = al.getArt();
  5002. if(!a)
  5003. {
  5004. finish();
  5005. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5006. }
  5007. const CArtifactInstance * art = hero->getArt(slot[i]);
  5008. if(!art)
  5009. {
  5010. finish();
  5011. COMPLAIN_RET("No artifact at position to sacrifice!");
  5012. }
  5013. si32 typId = art->artType->id;
  5014. int dmp, expToGive;
  5015. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5016. expSum += expToGive;
  5017. removeArtifact(al);
  5018. }
  5019. finish();
  5020. return true;
  5021. }
  5022. void CGameHandler::makeStackDoNothing(const CStack * next)
  5023. {
  5024. BattleAction doNothing;
  5025. doNothing.actionType = EActionType::NO_ACTION;
  5026. doNothing.side = next->side;
  5027. doNothing.stackNumber = next->ID;
  5028. makeAutomaticAction(next, doNothing);
  5029. }
  5030. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5031. {
  5032. if (sl.army->hasStackAtSlot(sl.slot))
  5033. COMPLAIN_RET("Slot is already taken!");
  5034. if (!sl.slot.validSlot())
  5035. COMPLAIN_RET("Cannot insert stack to that slot!");
  5036. InsertNewStack ins;
  5037. ins.sl = sl;
  5038. ins.stack = CStackBasicDescriptor(c, count);
  5039. sendAndApply(&ins);
  5040. return true;
  5041. }
  5042. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5043. {
  5044. if (!sl.army->hasStackAtSlot(sl.slot))
  5045. COMPLAIN_RET("Cannot find a stack to erase");
  5046. if (sl.army->stacksCount() == 1 //from the last stack
  5047. && sl.army->needsLastStack() //that must be left
  5048. && !forceRemoval) //ignore above conditions if we are forcing removal
  5049. {
  5050. COMPLAIN_RET("Cannot erase the last stack!");
  5051. }
  5052. EraseStack es;
  5053. es.sl = sl;
  5054. sendAndApply(&es);
  5055. return true;
  5056. }
  5057. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5058. {
  5059. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5060. if ((absoluteValue && count < 0)
  5061. || (!absoluteValue && -count > currentCount))
  5062. {
  5063. COMPLAIN_RET("Cannot take more stacks than present!");
  5064. }
  5065. if ((currentCount == -count && !absoluteValue)
  5066. || (!count && absoluteValue))
  5067. {
  5068. eraseStack(sl);
  5069. }
  5070. else
  5071. {
  5072. ChangeStackCount csc;
  5073. csc.sl = sl;
  5074. csc.count = count;
  5075. csc.absoluteValue = absoluteValue;
  5076. sendAndApply(&csc);
  5077. }
  5078. return true;
  5079. }
  5080. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5081. {
  5082. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5083. if (!slotC) //slot is empty
  5084. insertNewStack(sl, c, count);
  5085. else if (c == slotC)
  5086. changeStackCount(sl, count);
  5087. else
  5088. {
  5089. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5090. }
  5091. return true;
  5092. }
  5093. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5094. {
  5095. if (removeObjWhenFinished)
  5096. removeAfterVisit(src);
  5097. if (!src->canBeMergedWith(*dst, allowMerging))
  5098. {
  5099. if (allowMerging) //do that, add all matching creatures.
  5100. {
  5101. bool cont = true;
  5102. while (cont)
  5103. {
  5104. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5105. {
  5106. SlotID pos = dst->getSlotFor(i->second->type);
  5107. if (pos.validSlot())
  5108. {
  5109. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5110. cont = true;
  5111. break; //or iterator crashes
  5112. }
  5113. cont = false;
  5114. }
  5115. }
  5116. }
  5117. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5118. }
  5119. else //merge
  5120. {
  5121. moveArmy(src, dst, allowMerging);
  5122. }
  5123. }
  5124. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5125. {
  5126. if (!src.army->hasStackAtSlot(src.slot))
  5127. COMPLAIN_RET("No stack to move!");
  5128. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5129. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5130. if (!dst.slot.validSlot())
  5131. COMPLAIN_RET("Cannot move stack to that slot!");
  5132. if (count == -1)
  5133. {
  5134. count = src.army->getStackCount(src.slot);
  5135. }
  5136. if (src.army != dst.army //moving away
  5137. && count == src.army->getStackCount(src.slot) //all creatures
  5138. && src.army->stacksCount() == 1 //from the last stack
  5139. && src.army->needsLastStack()) //that must be left
  5140. {
  5141. COMPLAIN_RET("Cannot move away the last creature!");
  5142. }
  5143. RebalanceStacks rs;
  5144. rs.src = src;
  5145. rs.dst = dst;
  5146. rs.count = count;
  5147. sendAndApply(&rs);
  5148. return true;
  5149. }
  5150. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5151. {
  5152. if (!sl1.army->hasStackAtSlot(sl1.slot))
  5153. return moveStack(sl2, sl1);
  5154. else if (!sl2.army->hasStackAtSlot(sl2.slot))
  5155. return moveStack(sl1, sl2);
  5156. else
  5157. {
  5158. SwapStacks ss;
  5159. ss.sl1 = sl1;
  5160. ss.sl2 = sl2;
  5161. sendAndApply(&ss);
  5162. return true;
  5163. }
  5164. }
  5165. void CGameHandler::runBattle()
  5166. {
  5167. setBattle(gs->curB);
  5168. assert(gs->curB);
  5169. //TODO: pre-tactic stuff, call scripts etc.
  5170. //tactic round
  5171. {
  5172. while (gs->curB->tacticDistance && !battleResult.get())
  5173. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5174. }
  5175. //initial stacks appearance triggers, e.g. built-in bonus spells
  5176. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5177. for (CStack * stack : initialStacks)
  5178. {
  5179. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5180. {
  5181. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  5182. auto accessibility = getAccesibility();
  5183. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5184. std::vector<BattleHex> targetHexes;
  5185. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5186. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5187. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5188. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5189. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5190. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5191. if (!guardianIsBig)
  5192. targetHexes = stack->getSurroundingHexes();
  5193. else
  5194. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5195. for(auto hex : targetHexes)
  5196. {
  5197. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5198. {
  5199. battle::UnitInfo info;
  5200. info.id = gs->curB->battleNextUnitId();
  5201. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5202. info.type = creatureData;
  5203. info.side = stack->side;
  5204. info.position = hex;
  5205. info.summoned = true;
  5206. BattleUnitsChanged pack;
  5207. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5208. info.save(pack.changedStacks.back().data);
  5209. sendAndApply(&pack);
  5210. }
  5211. }
  5212. }
  5213. stackEnchantedTrigger(stack);
  5214. }
  5215. //spells opening battle
  5216. for (int i = 0; i < 2; ++i)
  5217. {
  5218. auto h = gs->curB->battleGetFightingHero(i);
  5219. if (h)
  5220. {
  5221. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5222. for (auto b : *bl)
  5223. {
  5224. spells::BonusCasterProxy caster(h, b);
  5225. const CSpell * spell = SpellID(b->subtype).toSpell();
  5226. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5227. parameters.setSpellLevel(3);
  5228. parameters.setEffectDuration(b->val);
  5229. parameters.massive = true;
  5230. parameters.castIfPossible(spellEnv);
  5231. }
  5232. }
  5233. }
  5234. bool firstRound = true;//FIXME: why first round is -1?
  5235. //main loop
  5236. while (!battleResult.get()) //till the end of the battle ;]
  5237. {
  5238. BattleNextRound bnr;
  5239. bnr.round = gs->curB->round + 1;
  5240. logGlobal->debug("Round %d", bnr.round);
  5241. sendAndApply(&bnr);
  5242. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5243. for (auto &obstPtr : obstacles)
  5244. {
  5245. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5246. if (sco->turnsRemaining == 0)
  5247. removeObstacle(*obstPtr);
  5248. }
  5249. const BattleInfo & curB = *gs->curB;
  5250. for(auto stack : curB.stacks)
  5251. {
  5252. if(stack->alive() && !firstRound)
  5253. stackEnchantedTrigger(stack);
  5254. }
  5255. //stack loop
  5256. auto getNextStack = [this]() -> const CStack *
  5257. {
  5258. if(battleResult.get())
  5259. return nullptr;
  5260. std::vector<battle::Units> q;
  5261. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5262. if(!q.empty())
  5263. {
  5264. if(!q.front().empty())
  5265. {
  5266. auto next = q.front().front();
  5267. if(next->willMove())
  5268. return dynamic_cast<const CStack *>(next);
  5269. }
  5270. }
  5271. return nullptr;
  5272. };
  5273. const CStack * next = nullptr;
  5274. while((next = getNextStack()))
  5275. {
  5276. BattleUnitsChanged removeGhosts;
  5277. for(auto stack : curB.stacks)
  5278. {
  5279. if(stack->ghostPending)
  5280. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5281. }
  5282. if(!removeGhosts.changedStacks.empty())
  5283. sendAndApply(&removeGhosts);
  5284. //check for bad morale => freeze
  5285. int nextStackMorale = next->MoraleVal();
  5286. if (nextStackMorale < 0 &&
  5287. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5288. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5289. )
  5290. {
  5291. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5292. {
  5293. //unit loses its turn - empty freeze action
  5294. BattleAction ba;
  5295. ba.actionType = EActionType::BAD_MORALE;
  5296. ba.side = next->side;
  5297. ba.stackNumber = next->ID;
  5298. makeAutomaticAction(next, ba);
  5299. continue;
  5300. }
  5301. }
  5302. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5303. {
  5304. logGlobal->trace("Handle Berserk effect");
  5305. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5306. if (attackInfo.first != nullptr)
  5307. {
  5308. BattleAction attack;
  5309. attack.actionType = EActionType::WALK_AND_ATTACK;
  5310. attack.side = next->side;
  5311. attack.stackNumber = next->ID;
  5312. attack.aimToHex(attackInfo.second);
  5313. attack.aimToUnit(attackInfo.first);
  5314. makeAutomaticAction(next, attack);
  5315. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5316. }
  5317. else
  5318. {
  5319. makeStackDoNothing(next);
  5320. logGlobal->trace("No target found");
  5321. }
  5322. continue;
  5323. }
  5324. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5325. const int stackCreatureId = next->getCreature()->idNumber;
  5326. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5327. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5328. {
  5329. BattleAction attack;
  5330. attack.actionType = EActionType::SHOOT;
  5331. attack.side = next->side;
  5332. attack.stackNumber = next->ID;
  5333. //TODO: select target by priority
  5334. const battle::Unit * target = nullptr;
  5335. for(auto & elem : gs->curB->stacks)
  5336. {
  5337. if(elem->owner != next->owner && elem->isValidTarget())
  5338. {
  5339. target = elem;
  5340. break;
  5341. }
  5342. }
  5343. if(target == nullptr)
  5344. {
  5345. makeStackDoNothing(next);
  5346. }
  5347. else
  5348. {
  5349. attack.aimToUnit(target);
  5350. makeAutomaticAction(next, attack);
  5351. }
  5352. continue;
  5353. }
  5354. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5355. {
  5356. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5357. if (attackableBattleHexes.empty())
  5358. {
  5359. makeStackDoNothing(next);
  5360. continue;
  5361. }
  5362. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5363. {
  5364. BattleAction attack;
  5365. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5366. attack.aimToHex(destination);
  5367. attack.actionType = EActionType::CATAPULT;
  5368. attack.side = next->side;
  5369. attack.stackNumber = next->ID;
  5370. makeAutomaticAction(next, attack);
  5371. continue;
  5372. }
  5373. }
  5374. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5375. {
  5376. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5377. {
  5378. return s->owner == next->owner && s->canBeHealed();
  5379. });
  5380. if (!possibleStacks.size())
  5381. {
  5382. makeStackDoNothing(next);
  5383. continue;
  5384. }
  5385. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5386. {
  5387. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5388. const CStack * toBeHealed = possibleStacks.front();
  5389. BattleAction heal;
  5390. heal.actionType = EActionType::STACK_HEAL;
  5391. heal.aimToUnit(toBeHealed);
  5392. heal.side = next->side;
  5393. heal.stackNumber = next->ID;
  5394. makeAutomaticAction(next, heal);
  5395. continue;
  5396. }
  5397. }
  5398. int numberOfAsks = 1;
  5399. bool breakOuter = false;
  5400. do
  5401. {//ask interface and wait for answer
  5402. if (!battleResult.get())
  5403. {
  5404. stackTurnTrigger(next); //various effects
  5405. if(next->fear)
  5406. {
  5407. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5408. }
  5409. else
  5410. {
  5411. logGlobal->trace("Activating %s", next->nodeName());
  5412. auto nextId = next->ID;
  5413. BattleSetActiveStack sas;
  5414. sas.stack = nextId;
  5415. sendAndApply(&sas);
  5416. auto actionWasMade = [&]() -> bool
  5417. {
  5418. if (battleMadeAction.data)//active stack has made its action
  5419. return true;
  5420. if (battleResult.get())// battle is finished
  5421. return true;
  5422. if (next == nullptr)//active stack was been removed
  5423. return true;
  5424. return !next->alive();//active stack is dead
  5425. };
  5426. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5427. battleMadeAction.data = false;
  5428. while (!actionWasMade())
  5429. {
  5430. battleMadeAction.cond.wait(lock);
  5431. if (battleGetStackByID(nextId, false) != next)
  5432. next = nullptr; //it may be removed, while we wait
  5433. }
  5434. }
  5435. }
  5436. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5437. {
  5438. breakOuter = true;
  5439. break;
  5440. }
  5441. //we're after action, all results applied
  5442. checkBattleStateChanges(); //check if this action ended the battle
  5443. if(next != nullptr)
  5444. {
  5445. //check for good morale
  5446. nextStackMorale = next->MoraleVal();
  5447. if(!next->hadMorale //only one extra move per turn possible
  5448. && !next->defending
  5449. && !next->waited()
  5450. && !next->fear
  5451. && next->alive()
  5452. && nextStackMorale > 0
  5453. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5454. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5455. )
  5456. {
  5457. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5458. {
  5459. BattleTriggerEffect bte;
  5460. bte.stackID = next->ID;
  5461. bte.effect = Bonus::MORALE;
  5462. bte.val = 1;
  5463. bte.additionalInfo = 0;
  5464. sendAndApply(&bte); //play animation
  5465. ++numberOfAsks; //move this stack once more
  5466. }
  5467. }
  5468. }
  5469. --numberOfAsks;
  5470. } while (numberOfAsks > 0);
  5471. if (breakOuter)
  5472. {
  5473. break;
  5474. }
  5475. }
  5476. firstRound = false;
  5477. }
  5478. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5479. }
  5480. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5481. {
  5482. BattleSetActiveStack bsa;
  5483. bsa.stack = stack->ID;
  5484. bsa.askPlayerInterface = false;
  5485. sendAndApply(&bsa);
  5486. bool ret = makeBattleAction(ba);
  5487. checkBattleStateChanges();
  5488. return ret;
  5489. }
  5490. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5491. {
  5492. assert(a->artType);
  5493. ArtifactLocation al;
  5494. al.artHolder = const_cast<CGHeroInstance*>(h);
  5495. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5496. if (pos < 0)
  5497. {
  5498. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5499. slot = a->firstAvailableSlot(h);
  5500. else
  5501. slot = a->firstBackpackSlot(h);
  5502. }
  5503. else
  5504. {
  5505. slot = pos;
  5506. }
  5507. al.slot = slot;
  5508. if (slot < 0 || !a->canBePutAt(al))
  5509. {
  5510. complain("Cannot put artifact in that slot!");
  5511. return;
  5512. }
  5513. putArtifact(al, a);
  5514. }
  5515. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5516. {
  5517. PutArtifact pa;
  5518. pa.art = a;
  5519. pa.al = al;
  5520. sendAndApply(&pa);
  5521. }
  5522. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5523. {
  5524. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5525. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5526. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5527. giveHeroNewArtifact(h, art, slot);
  5528. return true;
  5529. }
  5530. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5531. {
  5532. CArtifactInstance *a = nullptr;
  5533. if (!artType->constituents)
  5534. {
  5535. a = new CArtifactInstance();
  5536. }
  5537. else
  5538. {
  5539. a = new CCombinedArtifactInstance();
  5540. }
  5541. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5542. NewArtifact na;
  5543. na.art = a;
  5544. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5545. giveHeroArtifact(h, a, pos);
  5546. }
  5547. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5548. {
  5549. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5550. if (battleResult.data)
  5551. {
  5552. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5553. % battleResult.data->result % resultType).str());
  5554. return;
  5555. }
  5556. auto br = new BattleResult();
  5557. br->result = resultType;
  5558. br->winner = victoriusSide; //surrendering side loses
  5559. gs->curB->calculateCasualties(br->casualties);
  5560. battleResult.data = br;
  5561. }
  5562. void CGameHandler::commitPackage(CPackForClient *pack)
  5563. {
  5564. sendAndApply(pack);
  5565. }
  5566. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5567. {
  5568. std::vector<int3>::iterator tile;
  5569. std::vector<int3> tiles;
  5570. getFreeTiles(tiles);
  5571. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5572. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5573. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5574. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5575. for (int i = 0; i < amount; ++i)
  5576. {
  5577. tile = tiles.begin();
  5578. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5579. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5580. tiles.erase(tile); //not use it again
  5581. }
  5582. }
  5583. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5584. {
  5585. if (cheat == "vcmiistari")
  5586. {
  5587. if (!hero) return;
  5588. ///Give hero spellbook
  5589. if (!hero->hasSpellbook())
  5590. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5591. ///Give all spells with bonus (to allow banned spells)
  5592. GiveBonus giveBonus(GiveBonus::HERO);
  5593. giveBonus.id = hero->id.getNum();
  5594. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5595. //start with level 0 to skip abilities
  5596. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5597. {
  5598. giveBonus.bonus.subtype = level;
  5599. sendAndApply(&giveBonus);
  5600. }
  5601. ///Give mana
  5602. SetMana sm;
  5603. sm.hid = hero->id;
  5604. sm.val = 999;
  5605. sm.absolute = true;
  5606. sendAndApply(&sm);
  5607. }
  5608. else if (cheat == "vcmiarmenelos")
  5609. {
  5610. if (!town) return;
  5611. ///Build all buildings in selected town
  5612. for (auto & build : town->town->buildings)
  5613. {
  5614. if (!town->hasBuilt(build.first)
  5615. && !build.second->Name().empty()
  5616. && build.first != BuildingID::SHIP)
  5617. {
  5618. buildStructure(town->id, build.first, true);
  5619. }
  5620. }
  5621. }
  5622. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5623. {
  5624. if (!hero) return;
  5625. ///Gives N creatures into each slot
  5626. std::map<std::string, std::pair<int, int>> creatures;
  5627. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5628. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5629. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5630. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5631. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5632. if (!hero->hasStackAtSlot(SlotID(i)))
  5633. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5634. }
  5635. else if (cheat == "vcminoldor")
  5636. {
  5637. if (!hero) return;
  5638. ///Give all war machines to hero
  5639. if (!hero->getArt(ArtifactPosition::MACH1))
  5640. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5641. if (!hero->getArt(ArtifactPosition::MACH2))
  5642. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5643. if (!hero->getArt(ArtifactPosition::MACH3))
  5644. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5645. }
  5646. else if (cheat == "vcmiforgeofnoldorking")
  5647. {
  5648. if (!hero) return;
  5649. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5650. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5651. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5652. }
  5653. else if (cheat == "vcmiglorfindel")
  5654. {
  5655. if (!hero) return;
  5656. ///selected hero gains a new level
  5657. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5658. }
  5659. else if (cheat == "vcminahar")
  5660. {
  5661. if (!hero) return;
  5662. ///Give 1000000 movement points to hero
  5663. SetMovePoints smp;
  5664. smp.hid = hero->id;
  5665. smp.val = 1000000;
  5666. sendAndApply(&smp);
  5667. GiveBonus gb(GiveBonus::HERO);
  5668. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5669. gb.bonus.duration = Bonus::ONE_DAY;
  5670. gb.bonus.source = Bonus::OTHER;
  5671. gb.id = hero->id.getNum();
  5672. giveHeroBonus(&gb);
  5673. }
  5674. else if (cheat == "vcmiformenos")
  5675. {
  5676. ///Give resources to player
  5677. TResources resources;
  5678. resources[Res::GOLD] = 100000;
  5679. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5680. resources[i] = 100;
  5681. giveResources(player, resources);
  5682. }
  5683. else if (cheat == "vcmisilmaril")
  5684. {
  5685. ///Player wins
  5686. PlayerCheated pc;
  5687. pc.player = player;
  5688. pc.winningCheatCode = true;
  5689. sendAndApply(&pc);
  5690. }
  5691. else if (cheat == "vcmimelkor")
  5692. {
  5693. ///Player looses
  5694. PlayerCheated pc;
  5695. pc.player = player;
  5696. pc.losingCheatCode = true;
  5697. sendAndApply(&pc);
  5698. }
  5699. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5700. {
  5701. ///Reveal or conceal FoW
  5702. FoWChange fc;
  5703. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5704. fc.player = player;
  5705. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5706. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5707. int lastUnc = 0;
  5708. for (int i = 0; i < gs->map->width; i++)
  5709. for (int j = 0; j < gs->map->height; j++)
  5710. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5711. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5712. hlp_tab[lastUnc++] = int3(i, j, k);
  5713. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5714. delete [] hlp_tab;
  5715. sendAndApply(&fc);
  5716. }
  5717. else
  5718. cheated = false;
  5719. }
  5720. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5721. {
  5722. BattleObstaclesChanged obsRem;
  5723. obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
  5724. sendAndApply(&obsRem);
  5725. }
  5726. void CGameHandler::synchronizeArtifactHandlerLists()
  5727. {
  5728. UpdateArtHandlerLists uahl;
  5729. uahl.treasures = VLC->arth->treasures;
  5730. uahl.minors = VLC->arth->minors;
  5731. uahl.majors = VLC->arth->majors;
  5732. uahl.relics = VLC->arth->relics;
  5733. sendAndApply(&uahl);
  5734. }
  5735. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5736. {
  5737. return vstd::contains(gs->map->objects, obj);
  5738. }
  5739. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5740. {
  5741. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5742. return false;
  5743. auto query = queries.topQuery(player);
  5744. if (query && query->blocksPack(pack))
  5745. {
  5746. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5747. return true;
  5748. }
  5749. return false;
  5750. }
  5751. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5752. {
  5753. //If the object is being visited, there must be a matching query
  5754. for (const auto &query : queries.allQueries())
  5755. {
  5756. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5757. {
  5758. if (someVistQuery->visitedObject == object)
  5759. {
  5760. someVistQuery->removeObjectAfterVisit = true;
  5761. return;
  5762. }
  5763. }
  5764. }
  5765. //If we haven't returned so far, there is no query and no visit, call was wrong
  5766. assert("This function needs to be called during the object visit!");
  5767. }
  5768. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5769. {
  5770. std::unordered_set<int3, ShashInt3> tiles;
  5771. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5772. if (hide)
  5773. {
  5774. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5775. auto p = getPlayer(player);
  5776. for (auto h : p->heroes)
  5777. {
  5778. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5779. }
  5780. for (auto t : p->towns)
  5781. {
  5782. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5783. }
  5784. for (auto tile : observedTiles)
  5785. vstd::erase_if_present (tiles, tile);
  5786. }
  5787. changeFogOfWar(tiles, player, hide);
  5788. }
  5789. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5790. {
  5791. FoWChange fow;
  5792. fow.tiles = tiles;
  5793. fow.player = player;
  5794. fow.mode = hide? 0 : 1;
  5795. sendAndApply(&fow);
  5796. }
  5797. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5798. {
  5799. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5800. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5801. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5802. return true;
  5803. }
  5804. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5805. army(_army)
  5806. {
  5807. heroWithDeadCommander = ObjectInstanceID();
  5808. PlayerColor color = army->tempOwner;
  5809. if(color == PlayerColor::UNFLAGGABLE)
  5810. color = PlayerColor::NEUTRAL;
  5811. for(CStack * st : bat->stacks)
  5812. {
  5813. if(st->summoned) //don't take into account temporary summoned stacks
  5814. continue;
  5815. if(st->owner != color) //remove only our stacks
  5816. continue;
  5817. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5818. st->health.takeResurrected();
  5819. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5820. {
  5821. logGlobal->debug("Ignored arrow towers stack.");
  5822. }
  5823. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5824. {
  5825. auto warMachine = st->type->warMachine;
  5826. if(warMachine == ArtifactID::NONE)
  5827. {
  5828. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5829. }
  5830. //catapult artifact remain even if "creature" killed in siege
  5831. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5832. {
  5833. logGlobal->debug("War machine has been destroyed");
  5834. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5835. if (hero)
  5836. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5837. else
  5838. logGlobal->error("War machine in army without hero");
  5839. }
  5840. }
  5841. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5842. {
  5843. if(st->alive() && st->getCount() > 0)
  5844. {
  5845. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5846. const CreatureID summonedType = st->type->idNumber;
  5847. summoned[summonedType] += st->getCount();
  5848. }
  5849. }
  5850. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5851. {
  5852. if (nullptr == st->base)
  5853. {
  5854. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5855. }
  5856. else
  5857. {
  5858. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5859. if(c)
  5860. {
  5861. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5862. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5863. {
  5864. logGlobal->debug("Commander is dead.");
  5865. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5866. }
  5867. }
  5868. else
  5869. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5870. }
  5871. }
  5872. else if(st->base && !army->slotEmpty(st->slot))
  5873. {
  5874. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  5875. if(st->getCount() == 0 || !st->alive())
  5876. {
  5877. logGlobal->debug("Stack has been destroyed.");
  5878. StackLocation sl(army, st->slot);
  5879. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5880. }
  5881. else if(st->getCount() < army->getStackCount(st->slot))
  5882. {
  5883. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  5884. StackLocation sl(army, st->slot);
  5885. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5886. }
  5887. else if(st->getCount() > army->getStackCount(st->slot))
  5888. {
  5889. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  5890. StackLocation sl(army, st->slot);
  5891. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5892. }
  5893. }
  5894. else
  5895. {
  5896. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5897. }
  5898. }
  5899. }
  5900. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5901. {
  5902. for (TStackAndItsNewCount &ncount : newStackCounts)
  5903. {
  5904. if (ncount.second > 0)
  5905. gh->changeStackCount(ncount.first, ncount.second, true);
  5906. else
  5907. gh->eraseStack(ncount.first, true);
  5908. }
  5909. for (auto summoned_iter : summoned)
  5910. {
  5911. SlotID slot = army->getSlotFor(summoned_iter.first);
  5912. if (slot.validSlot())
  5913. {
  5914. StackLocation location(army, slot);
  5915. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5916. }
  5917. else
  5918. {
  5919. //even if it will be possible to summon anything permanently it should be checked for free slot
  5920. //necromancy is handled separately
  5921. gh->complain("No free slot to put summoned creature");
  5922. }
  5923. }
  5924. for (auto al : removedWarMachines)
  5925. {
  5926. gh->removeArtifact(al);
  5927. }
  5928. if (heroWithDeadCommander != ObjectInstanceID())
  5929. {
  5930. SetCommanderProperty scp;
  5931. scp.heroid = heroWithDeadCommander;
  5932. scp.which = SetCommanderProperty::ALIVE;
  5933. scp.amount = 0;
  5934. gh->sendAndApply(&scp);
  5935. }
  5936. }
  5937. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5938. {
  5939. assert(Query->result);
  5940. assert(Query->bi);
  5941. auto &result = *Query->result;
  5942. auto &info = *Query->bi;
  5943. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5944. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5945. victor = info.sides[result.winner].color;
  5946. loser = info.sides[!result.winner].color;
  5947. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5948. }
  5949. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5950. {
  5951. winnerHero = loserHero = nullptr;
  5952. remainingBattleQueriesCount = 0;
  5953. }
  5954. CRandomGenerator & CGameHandler::getRandomGenerator()
  5955. {
  5956. return CRandomGenerator::getDefault();
  5957. }
  5958. ///ServerSpellCastEnvironment
  5959. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5960. {
  5961. }
  5962. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5963. {
  5964. gh->sendAndApply(info);
  5965. }
  5966. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5967. {
  5968. return gh->getRandomGenerator();
  5969. }
  5970. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5971. {
  5972. gh->complain(problem);
  5973. }
  5974. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5975. {
  5976. return gh;
  5977. }
  5978. const CMap * ServerSpellCastEnvironment::getMap() const
  5979. {
  5980. return gh->gameState()->map;
  5981. }
  5982. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const
  5983. {
  5984. return gh->moveHero(hid, dst, teleporting, false);
  5985. }
  5986. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback) const
  5987. {
  5988. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  5989. request->queryID = query->queryID;
  5990. gh->queries.addQuery(query);
  5991. gh->sendAndApply(request);
  5992. }