CGameHandler.cpp 202 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "CGameHandler.h"
  41. #include "CVCMIServer.h"
  42. #include "../lib/CCreatureSet.h"
  43. #include "../lib/CThreadHelper.h"
  44. #include "../lib/GameConstants.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/Connection.h"
  48. #include "../lib/serializer/Cast.h"
  49. #include "../lib/serializer/JsonSerializer.h"
  50. #ifndef _MSC_VER
  51. #include <boost/thread/xtime.hpp>
  52. #endif
  53. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  54. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  55. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  56. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  57. class ServerSpellCastEnvironment : public SpellCastEnvironment
  58. {
  59. public:
  60. ServerSpellCastEnvironment(CGameHandler * gh);
  61. ~ServerSpellCastEnvironment() = default;
  62. void sendAndApply(CPackForClient * pack) const override;
  63. CRandomGenerator & getRandomGenerator() const override;
  64. void complain(const std::string & problem) const override;
  65. const CMap * getMap() const override;
  66. const CGameInfoCallback * getCb() const override;
  67. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;
  68. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;
  69. private:
  70. mutable CGameHandler * gh;
  71. };
  72. namespace spells
  73. {
  74. class ObstacleCasterProxy : public Caster
  75. {
  76. public:
  77. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  78. : owner(owner_),
  79. hero(hero_),
  80. obs(obs_)
  81. {
  82. };
  83. ~ObstacleCasterProxy() = default;
  84. int32_t getCasterUnitId() const override
  85. {
  86. if(hero)
  87. return hero->getCasterUnitId();
  88. else
  89. return -1;
  90. }
  91. ui8 getSpellSchoolLevel(const Spell * spell, int * outSelectedSchool = nullptr) const override
  92. {
  93. return obs->spellLevel;
  94. }
  95. int getEffectLevel(const Spell * spell) const override
  96. {
  97. return obs->spellLevel;
  98. }
  99. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  100. {
  101. if(hero)
  102. return hero->getSpellBonus(spell, base, affectedStack);
  103. else
  104. return base;
  105. }
  106. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  107. {
  108. if(hero)
  109. return hero->getSpecificSpellBonus(spell, base);
  110. else
  111. return base;
  112. }
  113. int getEffectPower(const Spell * spell) const override
  114. {
  115. return obs->casterSpellPower;
  116. }
  117. int getEnchantPower(const Spell * spell) const override
  118. {
  119. return obs->casterSpellPower;
  120. }
  121. int64_t getEffectValue(const Spell * spell) const override
  122. {
  123. if(hero)
  124. return hero->getEffectValue(spell);
  125. else
  126. return 0;
  127. }
  128. const PlayerColor getOwner() const override
  129. {
  130. return owner;
  131. }
  132. void getCasterName(MetaString & text) const override
  133. {
  134. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  135. }
  136. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  137. {
  138. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  139. }
  140. void spendMana(const PacketSender * server, const int spellCost) const override
  141. {
  142. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  143. }
  144. private:
  145. const CGHeroInstance * hero;
  146. const PlayerColor owner;
  147. const SpellCreatedObstacle * obs;
  148. };
  149. }//
  150. CondSh<bool> battleMadeAction(false);
  151. CondSh<BattleResult *> battleResult(nullptr);
  152. template <typename T> class CApplyOnGH;
  153. class CBaseForGHApply
  154. {
  155. public:
  156. virtual bool applyOnGH(CGameHandler * gh, void * pack) const =0;
  157. virtual ~CBaseForGHApply(){}
  158. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  159. {
  160. return new CApplyOnGH<U>();
  161. }
  162. };
  163. template <typename T> class CApplyOnGH : public CBaseForGHApply
  164. {
  165. public:
  166. bool applyOnGH(CGameHandler * gh, void * pack) const override
  167. {
  168. T *ptr = static_cast<T*>(pack);
  169. try
  170. {
  171. return ptr->applyGh(gh);
  172. }
  173. catch(ExceptionNotAllowedAction & e)
  174. {
  175. (void)e;
  176. return false;
  177. }
  178. catch(...)
  179. {
  180. throw;
  181. }
  182. }
  183. };
  184. template <>
  185. class CApplyOnGH<CPack> : public CBaseForGHApply
  186. {
  187. public:
  188. bool applyOnGH(CGameHandler * gh, void * pack) const override
  189. {
  190. logGlobal->error("Cannot apply on GH plain CPack!");
  191. assert(0);
  192. return false;
  193. }
  194. };
  195. static inline double distance(int3 a, int3 b)
  196. {
  197. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  198. }
  199. static void giveExp(BattleResult &r)
  200. {
  201. if (r.winner > 1)
  202. {
  203. // draw
  204. return;
  205. }
  206. r.exp[0] = 0;
  207. r.exp[1] = 0;
  208. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  209. {
  210. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  211. }
  212. }
  213. 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
  214. {
  215. int x = targetPosition.getX();
  216. int y = targetPosition.getY();
  217. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  218. 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...
  219. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  220. else
  221. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  222. //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
  223. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  224. {
  225. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  226. {
  227. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  228. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  229. }
  230. else
  231. { //add back-side guardians for two-hex target, side guardians for one-hex
  232. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  233. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  234. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  235. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  236. else if (targetIsTwoHex)//front-side guardians for two-hex target
  237. {
  238. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  239. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  240. if (x > 3) //back guard for two-hex
  241. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  242. }
  243. }
  244. }
  245. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  246. {
  247. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  248. {
  249. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  250. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  251. }
  252. else
  253. {
  254. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  255. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  256. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  257. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  258. else if (targetIsTwoHex)
  259. {
  260. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  261. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  262. if (x < GameConstants::BFIELD_WIDTH - 4)
  263. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  264. }
  265. }
  266. }
  267. else if (!targetIsAttacker && y % 2 == 0)
  268. {
  269. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  270. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  271. }
  272. else if (targetIsAttacker && y % 2 == 1)
  273. {
  274. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  276. }
  277. }
  278. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  279. {
  280. boost::unique_lock<boost::mutex> l(mx);
  281. if (players.find(player) != players.end())
  282. {
  283. return players.at(player);
  284. }
  285. else
  286. {
  287. throw std::runtime_error("No such player!");
  288. }
  289. }
  290. void PlayerStatuses::addPlayer(PlayerColor player)
  291. {
  292. boost::unique_lock<boost::mutex> l(mx);
  293. players[player];
  294. }
  295. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  296. {
  297. boost::unique_lock<boost::mutex> l(mx);
  298. if (players.find(player) != players.end())
  299. {
  300. return players[player].*flag;
  301. }
  302. else
  303. {
  304. throw std::runtime_error("No such player!");
  305. }
  306. }
  307. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  308. {
  309. boost::unique_lock<boost::mutex> l(mx);
  310. if (players.find(player) != players.end())
  311. {
  312. players[player].*flag = val;
  313. }
  314. else
  315. {
  316. throw std::runtime_error("No such player!");
  317. }
  318. cv.notify_all();
  319. }
  320. template <typename T>
  321. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  322. {
  323. fun(args[which]);
  324. }
  325. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  326. {
  327. changeSecSkill(hero, skill, 1, 0);
  328. expGiven(hero);
  329. }
  330. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  331. {
  332. // required exp for at least 1 lvl-up hasn't been reached
  333. if (!hero->gainsLevel())
  334. {
  335. return;
  336. }
  337. // give primary skill
  338. logGlobal->trace("%s got level %d", hero->name, hero->level);
  339. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  340. SetPrimSkill sps;
  341. sps.id = hero->id;
  342. sps.which = primarySkill;
  343. sps.abs = false;
  344. sps.val = 1;
  345. sendAndApply(&sps);
  346. PrepareHeroLevelUp pre;
  347. pre.heroId = hero->id;
  348. sendAndApply(&pre);
  349. HeroLevelUp hlu;
  350. hlu.player = hero->tempOwner;
  351. hlu.heroId = hero->id;
  352. hlu.primskill = primarySkill;
  353. hlu.skills = pre.skills;
  354. if (hlu.skills.size() == 0)
  355. {
  356. sendAndApply(&hlu);
  357. levelUpHero(hero);
  358. }
  359. else if (hlu.skills.size() == 1)
  360. {
  361. sendAndApply(&hlu);
  362. levelUpHero(hero, pre.skills.front());
  363. }
  364. else if (hlu.skills.size() > 1)
  365. {
  366. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  367. hlu.queryID = levelUpQuery->queryID;
  368. queries.addQuery(levelUpQuery);
  369. sendAndApply(&hlu);
  370. //level up will be called on query reply
  371. }
  372. }
  373. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  374. {
  375. SetCommanderProperty scp;
  376. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  377. if (hero)
  378. scp.heroid = hero->id;
  379. else
  380. {
  381. complain ("Commander is not led by hero!");
  382. return;
  383. }
  384. scp.accumulatedBonus.subtype = 0;
  385. scp.accumulatedBonus.additionalInfo = 0;
  386. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  387. scp.accumulatedBonus.turnsRemain = 0;
  388. scp.accumulatedBonus.source = Bonus::COMMANDER;
  389. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  390. if (skill <= ECommander::SPELL_POWER)
  391. {
  392. scp.which = SetCommanderProperty::BONUS;
  393. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  394. {
  395. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  396. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  397. };
  398. switch (skill)
  399. {
  400. case ECommander::ATTACK:
  401. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  402. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  403. break;
  404. case ECommander::DEFENSE:
  405. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  406. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  407. break;
  408. case ECommander::HEALTH:
  409. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  410. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  411. break;
  412. case ECommander::DAMAGE:
  413. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  414. scp.accumulatedBonus.subtype = 0;
  415. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  416. break;
  417. case ECommander::SPEED:
  418. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  419. break;
  420. case ECommander::SPELL_POWER:
  421. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  422. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  423. sendAndApply (&scp); //additional pack
  424. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  425. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  426. sendAndApply (&scp); //additional pack
  427. scp.accumulatedBonus.type = Bonus::CASTS;
  428. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  429. sendAndApply (&scp); //additional pack
  430. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  431. break;
  432. }
  433. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  434. sendAndApply (&scp);
  435. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  436. scp.additionalInfo = skill;
  437. scp.amount = c->secondarySkills.at(skill) + 1;
  438. sendAndApply (&scp);
  439. }
  440. else if (skill >= 100)
  441. {
  442. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  443. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  444. scp.additionalInfo = skill; //unnormalized
  445. sendAndApply (&scp);
  446. }
  447. expGiven(hero);
  448. }
  449. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  450. {
  451. if (!c->gainsLevel())
  452. {
  453. return;
  454. }
  455. CommanderLevelUp clu;
  456. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  457. if(hero)
  458. {
  459. clu.heroId = hero->id;
  460. clu.player = hero->tempOwner;
  461. }
  462. else
  463. {
  464. complain ("Commander is not led by hero!");
  465. return;
  466. }
  467. //picking sec. skills for choice
  468. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  469. {
  470. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  471. clu.skills.push_back(i);
  472. }
  473. int i = 100;
  474. for (auto specialSkill : VLC->creh->skillRequirements)
  475. {
  476. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  477. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  478. && !vstd::contains (c->specialSKills, i))
  479. clu.skills.push_back (i);
  480. ++i;
  481. }
  482. int skillAmount = static_cast<int>(clu.skills.size());
  483. if (!skillAmount)
  484. {
  485. sendAndApply(&clu);
  486. levelUpCommander(c);
  487. }
  488. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  489. {
  490. sendAndApply(&clu);
  491. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  492. }
  493. else if (skillAmount > 1) //apply and ask for secondary skill
  494. {
  495. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  496. clu.queryID = commanderLevelUp->queryID;
  497. queries.addQuery(commanderLevelUp);
  498. sendAndApply(&clu);
  499. }
  500. }
  501. void CGameHandler::expGiven(const CGHeroInstance *hero)
  502. {
  503. if (hero->gainsLevel())
  504. levelUpHero(hero);
  505. else if (hero->commander && hero->commander->gainsLevel())
  506. levelUpCommander(hero->commander);
  507. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  508. // levelUpCommander(hero->commander);
  509. // else
  510. // levelUpHero(hero);
  511. }
  512. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  513. {
  514. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  515. {
  516. if (gs->map->levelLimit != 0)
  517. {
  518. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  519. TExpType resultingExp = abs ? val : hero->exp + val;
  520. if (resultingExp > expLimit)
  521. {
  522. // set given experience to max possible, but don't decrease if hero already over top
  523. abs = true;
  524. val = std::max(expLimit, hero->exp);
  525. InfoWindow iw;
  526. iw.player = hero->tempOwner;
  527. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  528. iw.text.addReplacement(hero->name);
  529. sendAndApply(&iw);
  530. }
  531. }
  532. }
  533. SetPrimSkill sps;
  534. sps.id = hero->id;
  535. sps.which = which;
  536. sps.abs = abs;
  537. sps.val = val;
  538. sendAndApply(&sps);
  539. //only for exp - hero may level up
  540. if (which == PrimarySkill::EXPERIENCE)
  541. {
  542. if (hero->commander && hero->commander->alive)
  543. {
  544. //FIXME: trim experience according to map limit?
  545. SetCommanderProperty scp;
  546. scp.heroid = hero->id;
  547. scp.which = SetCommanderProperty::EXPERIENCE;
  548. scp.amount = val;
  549. sendAndApply (&scp);
  550. CBonusSystemNode::treeHasChanged();
  551. }
  552. expGiven(hero);
  553. }
  554. }
  555. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  556. {
  557. if(!hero)
  558. {
  559. logGlobal->error("changeSecSkill provided no hero");
  560. return;
  561. }
  562. SetSecSkill sss;
  563. sss.id = hero->id;
  564. sss.which = which;
  565. sss.val = val;
  566. sss.abs = abs;
  567. sendAndApply(&sss);
  568. if (which == SecondarySkill::WISDOM)
  569. {
  570. if (hero->visitedTown)
  571. giveSpells(hero->visitedTown, hero);
  572. }
  573. }
  574. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  575. {
  576. LOG_TRACE(logGlobal);
  577. //Fill BattleResult structure with exp info
  578. giveExp(*battleResult.data);
  579. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  580. {
  581. if (hero1)
  582. battleResult.data->exp[1] += 500;
  583. if (hero2)
  584. battleResult.data->exp[0] += 500;
  585. }
  586. if (hero1)
  587. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  588. if (hero2)
  589. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  590. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  591. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  592. const BattleResult::EResult result = battleResult.get()->result;
  593. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  594. {
  595. for (auto &q : queries.allQueries())
  596. {
  597. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  598. if (bq->bi == gs->curB)
  599. return bq;
  600. }
  601. return std::shared_ptr<CBattleQuery>();
  602. };
  603. auto battleQuery = findBattleQuery();
  604. if (!battleQuery)
  605. {
  606. logGlobal->error("Cannot find battle query!");
  607. }
  608. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  609. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  610. battleQuery->result = boost::make_optional(*battleResult.data);
  611. //Check how many battle queries were created (number of players blocked by battle)
  612. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  613. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  614. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  615. ChangeSpells cs; //for Eagle Eye
  616. if (finishingBattle->winnerHero)
  617. {
  618. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  619. {
  620. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  621. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  622. if (sp->level <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  623. cs.spells.insert(sp->id);
  624. }
  625. }
  626. std::vector<const CArtifactInstance *> arts; //display them in window
  627. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  628. {
  629. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  630. {
  631. arts.push_back(art);
  632. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  633. sendAndApply(ma);
  634. };
  635. if (finishingBattle->loserHero)
  636. {
  637. //TODO: wrap it into a function, somehow (boost::variant -_-)
  638. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  639. for (auto artSlot : artifactsWorn)
  640. {
  641. MoveArtifact ma;
  642. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  643. const CArtifactInstance * art = ma.src.getArt();
  644. if (art && !art->artType->isBig() &&
  645. art->artType->id != ArtifactID::SPELLBOOK)
  646. // don't move war machines or locked arts (spellbook)
  647. {
  648. sendMoveArtifact(art, &ma);
  649. }
  650. }
  651. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  652. {
  653. //we assume that no big artifacts can be found
  654. MoveArtifact ma;
  655. ma.src = ArtifactLocation(finishingBattle->loserHero,
  656. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  657. const CArtifactInstance * art = ma.src.getArt();
  658. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  659. {
  660. sendMoveArtifact(art, &ma);
  661. }
  662. }
  663. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  664. {
  665. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  666. for (auto artSlot : artifactsWorn)
  667. {
  668. MoveArtifact ma;
  669. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  670. const CArtifactInstance * art = ma.src.getArt();
  671. if (art && !art->artType->isBig())
  672. {
  673. sendMoveArtifact(art, &ma);
  674. }
  675. }
  676. }
  677. }
  678. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  679. {
  680. auto artifactsWorn = armySlot.second->artifactsWorn;
  681. for (auto artSlot : artifactsWorn)
  682. {
  683. MoveArtifact ma;
  684. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  685. const CArtifactInstance * art = ma.src.getArt();
  686. if (art && !art->artType->isBig())
  687. {
  688. sendMoveArtifact(art, &ma);
  689. }
  690. }
  691. }
  692. }
  693. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  694. if (arts.size()) //display loot
  695. {
  696. InfoWindow iw;
  697. iw.player = finishingBattle->winnerHero->tempOwner;
  698. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  699. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  700. {
  701. iw.components.push_back(Component(
  702. Component::ARTIFACT, art->artType->id,
  703. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  704. if (iw.components.size() >= 14)
  705. {
  706. sendAndApply(&iw);
  707. iw.components.clear();
  708. }
  709. }
  710. if (iw.components.size())
  711. {
  712. sendAndApply(&iw);
  713. }
  714. }
  715. //Eagle Eye secondary skill handling
  716. if (!cs.spells.empty())
  717. {
  718. cs.learn = 1;
  719. cs.hid = finishingBattle->winnerHero->id;
  720. InfoWindow iw;
  721. iw.player = finishingBattle->winnerHero->tempOwner;
  722. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  723. iw.text.addReplacement(finishingBattle->winnerHero->name);
  724. std::ostringstream names;
  725. for (int i = 0; i < cs.spells.size(); i++)
  726. {
  727. names << "%s";
  728. if (i < cs.spells.size() - 2)
  729. names << ", ";
  730. else if (i < cs.spells.size() - 1)
  731. names << "%s";
  732. }
  733. names << ".";
  734. iw.text.addReplacement(names.str());
  735. auto it = cs.spells.begin();
  736. for (int i = 0; i < cs.spells.size(); i++, it++)
  737. {
  738. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  739. if (i == cs.spells.size() - 2) //we just added pre-last name
  740. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  741. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  742. }
  743. sendAndApply(&iw);
  744. sendAndApply(&cs);
  745. }
  746. cab1.updateArmy(this);
  747. cab2.updateArmy(this); //take casualties after battle is deleted
  748. //if one hero has lost we will erase him
  749. if (battleResult.data->winner!=0 && hero1)
  750. {
  751. RemoveObject ro(hero1->id);
  752. sendAndApply(&ro);
  753. }
  754. if (battleResult.data->winner!=1 && hero2)
  755. {
  756. auto town = hero2->visitedTown;
  757. RemoveObject ro(hero2->id);
  758. sendAndApply(&ro);
  759. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  760. town->battleFinished(hero1, *battleResult.get());
  761. }
  762. //give exp
  763. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  764. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  765. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  766. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  767. queries.popIfTop(battleQuery);
  768. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  769. }
  770. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  771. {
  772. LOG_TRACE(logGlobal);
  773. finishingBattle->remainingBattleQueriesCount--;
  774. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  775. if (finishingBattle->remainingBattleQueriesCount > 0)
  776. //Battle results will be handled when all battle queries are closed
  777. return;
  778. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  779. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  780. // Still, it looks like a hole.
  781. // Necromancy if applicable.
  782. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  783. // Give raised units to winner and show dialog, if any were raised,
  784. // units will be given after casualties are taken
  785. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  786. if (necroSlot != SlotID())
  787. {
  788. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  789. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  790. }
  791. BattleResultsApplied resultsApplied;
  792. resultsApplied.player1 = finishingBattle->victor;
  793. resultsApplied.player2 = finishingBattle->loser;
  794. sendAndApply(&resultsApplied);
  795. setBattle(nullptr);
  796. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  797. {
  798. logGlobal->trace("post-victory visit");
  799. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  800. }
  801. visitObjectAfterVictory = false;
  802. //handle victory/loss of engaged players
  803. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  804. checkVictoryLossConditions(playerColors);
  805. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  806. {
  807. SetAvailableHeroes sah;
  808. sah.player = finishingBattle->loser;
  809. sah.hid[0] = finishingBattle->loserHero->subID;
  810. if (result.result == BattleResult::ESCAPE) //retreat
  811. {
  812. sah.army[0].clear();
  813. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  814. }
  815. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  816. sah.hid[1] = another->subID;
  817. else
  818. sah.hid[1] = -1;
  819. sendAndApply(&sah);
  820. }
  821. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  822. {
  823. RemoveObject ro(finishingBattle->winnerHero->id);
  824. sendAndApply(&ro);
  825. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  826. {
  827. SetAvailableHeroes sah;
  828. sah.player = finishingBattle->victor;
  829. sah.hid[0] = finishingBattle->winnerHero->subID;
  830. sah.army[0].clear();
  831. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  832. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  833. sah.hid[1] = another->subID;
  834. else
  835. sah.hid[1] = -1;
  836. sendAndApply(&sah);
  837. }
  838. }
  839. }
  840. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  841. {
  842. if(first && !counter)
  843. handleAttackBeforeCasting(ranged, attacker, defender);
  844. FireShieldInfo fireShield;
  845. BattleAttack bat;
  846. bat.stackAttacking = attacker->unitId();
  847. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  848. if(ranged)
  849. bat.flags |= BattleAttack::SHOT;
  850. if(counter)
  851. bat.flags |= BattleAttack::COUNTER;
  852. const int attackerLuck = attacker->LuckVal();
  853. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  854. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  855. {
  856. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  857. {
  858. bat.flags |= BattleAttack::LUCKY;
  859. }
  860. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  861. {
  862. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  863. {
  864. bat.flags |= BattleAttack::UNLUCKY;
  865. }
  866. }
  867. }
  868. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  869. {
  870. bat.flags |= BattleAttack::DEATH_BLOW;
  871. }
  872. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  873. {
  874. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  875. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  876. if (chance > getRandomGenerator().nextInt(99))
  877. {
  878. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  879. }
  880. }
  881. // only primary target
  882. if(defender->alive())
  883. applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  884. //multiple-hex normal attack
  885. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  886. for(const CStack * stack : attackedCreatures)
  887. {
  888. if(stack != defender && stack->alive()) //do not hit same stack twice
  889. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  890. }
  891. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  892. if(bonus && ranged) //TODO: make it work in melee?
  893. {
  894. //this is need for displaying hit animation
  895. bat.flags |= BattleAttack::SPELL_LIKE;
  896. bat.spellID = SpellID(bonus->subtype);
  897. //TODO: should spell override creature`s projectile?
  898. battle::Target target;
  899. target.emplace_back(defender);
  900. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, spells::Mode::SPELL_LIKE_ATTACK, attacker, bonus->val, target);
  901. //TODO: get exact attacked hex for defender
  902. for(const CStack * stack : attackedCreatures)
  903. {
  904. if(stack != defender && stack->alive()) //do not hit same stack twice
  905. {
  906. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  907. }
  908. }
  909. //now add effect info for all attacked stacks
  910. for (BattleStackAttacked & bsa : bat.bsa)
  911. {
  912. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  913. {
  914. //this is need for displaying affect animation
  915. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  916. bsa.spellID = SpellID(bonus->subtype);
  917. }
  918. }
  919. }
  920. attackerState->afterAttack(ranged, counter);
  921. {
  922. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  923. attackerState->save(info.data);
  924. bat.attackerChanges.changedStacks.push_back(info);
  925. }
  926. sendAndApply(&bat);
  927. if(!fireShield.empty())
  928. {
  929. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  930. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  931. StacksInjured pack;
  932. int64_t totalDamage = 0;
  933. for(const auto & item : fireShield)
  934. {
  935. const CStack * actor = item.first;
  936. int64_t rawDamage = item.second;
  937. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  938. if(actorOwner)
  939. {
  940. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  941. }
  942. else
  943. {
  944. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  945. }
  946. totalDamage+=rawDamage;
  947. //FIXME: add custom effect on actor
  948. }
  949. BattleStackAttacked bsa;
  950. bsa.stackAttacked = attacker->ID; //invert
  951. bsa.attackerID = uint32_t(-1);
  952. bsa.flags |= BattleStackAttacked::EFFECT;
  953. bsa.effect = 11;
  954. bsa.damageAmount = totalDamage;
  955. attacker->prepareAttacked(bsa, getRandomGenerator());
  956. pack.stacks.push_back(bsa);
  957. sendAndApply(&pack);
  958. }
  959. handleAfterAttackCasting(ranged, attacker, defender);
  960. }
  961. void CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  962. {
  963. BattleStackAttacked bsa;
  964. if(secondary)
  965. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  966. bsa.attackerID = attackerState->unitId();
  967. bsa.stackAttacked = def->unitId();
  968. {
  969. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  970. bai.chargedFields = distance;
  971. if(bat.deathBlow())
  972. bai.additiveBonus += 1.0;
  973. if(bat.ballistaDoubleDmg())
  974. bai.additiveBonus += 1.0;
  975. if(bat.lucky())
  976. bai.additiveBonus += 1.0;
  977. //unlucky hit, used only if negative luck is enabled
  978. if(bat.unlucky())
  979. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  980. auto range = gs->curB->calculateDmgRange(bai);
  981. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  982. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  983. }
  984. auto addLifeDrain = [&](int64_t & toHeal, EHealLevel level, EHealPower power)
  985. {
  986. attackerState->heal(toHeal, level, power);
  987. if(toHeal > 0)
  988. {
  989. CustomEffectInfo customEffect;
  990. customEffect.sound = soundBase::DRAINLIF;
  991. customEffect.effect = 52;
  992. customEffect.stack = attackerState->unitId();
  993. bat.customEffects.push_back(customEffect);
  994. MetaString text;
  995. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  996. attackerState->addNameReplacement(text, false);
  997. text.addReplacement((int)toHeal);
  998. def->addNameReplacement(text, true);
  999. bat.battleLog.push_back(text);
  1000. }
  1001. };
  1002. //life drain handling
  1003. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1004. {
  1005. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1006. if(toHeal > 0)
  1007. addLifeDrain(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1008. }
  1009. //soul steal handling
  1010. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1011. {
  1012. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1013. //try to use permanent first, use only one of two
  1014. for(si32 subtype = 1; subtype >= 0; subtype--)
  1015. {
  1016. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1017. {
  1018. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1019. addLifeDrain(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1020. break;
  1021. }
  1022. }
  1023. }
  1024. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1025. //fire shield handling
  1026. if(!bat.shot() && !def->isClone() &&
  1027. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  1028. {
  1029. //TODO: use damage with bonus but without penalties
  1030. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1031. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1032. }
  1033. }
  1034. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1035. {
  1036. for(auto playerConns : connections)
  1037. {
  1038. for(auto conn : playerConns.second)
  1039. {
  1040. if(lobby->state != EServerState::SHUTDOWN && conn == c)
  1041. {
  1042. vstd::erase_if_present(playerConns.second, conn);
  1043. if(playerConns.second.size())
  1044. continue;
  1045. PlayerCheated pc;
  1046. pc.player = playerConns.first;
  1047. pc.losingCheatCode = true;
  1048. sendAndApply(&pc);
  1049. checkVictoryLossConditionsForPlayer(playerConns.first);
  1050. }
  1051. }
  1052. }
  1053. }
  1054. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1055. {
  1056. //prepare struct informing that action was applied
  1057. auto sendPackageResponse = [&](bool succesfullyApplied)
  1058. {
  1059. PackageApplied applied;
  1060. applied.player = pack->player;
  1061. applied.result = succesfullyApplied;
  1062. applied.packType = typeList.getTypeID(pack);
  1063. applied.requestID = pack->requestID;
  1064. pack->c->sendPack(&applied);
  1065. };
  1066. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1067. if(isBlockedByQueries(pack, pack->player))
  1068. {
  1069. sendPackageResponse(false);
  1070. }
  1071. else if(apply)
  1072. {
  1073. const bool result = apply->applyOnGH(this, pack);
  1074. if(result)
  1075. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1076. else
  1077. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1078. % typeid(*pack).name()).str());
  1079. sendPackageResponse(true);
  1080. }
  1081. else
  1082. {
  1083. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1084. sendPackageResponse(false);
  1085. }
  1086. vstd::clear_pointer(pack);
  1087. }
  1088. int CGameHandler::moveStack(int stack, BattleHex dest)
  1089. {
  1090. int ret = 0;
  1091. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1092. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1093. assert(curStack);
  1094. assert(dest < GameConstants::BFIELD_SIZE);
  1095. if (gs->curB->tacticDistance)
  1096. {
  1097. assert(gs->curB->isInTacticRange(dest));
  1098. }
  1099. auto start = curStack->getPosition();
  1100. if (start == dest)
  1101. return 0;
  1102. //initing necessary tables
  1103. auto accessibility = getAccesibility(curStack);
  1104. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1105. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1106. {
  1107. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1108. if(accessibility.accessible(shifted, curStack))
  1109. dest = shifted;
  1110. }
  1111. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1112. {
  1113. complain("Given destination is not accessible!");
  1114. return 0;
  1115. }
  1116. bool canUseGate = false;
  1117. auto dbState = gs->curB->si.gateState;
  1118. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1119. dbState != EGateState::DESTROYED &&
  1120. dbState != EGateState::BLOCKED)
  1121. {
  1122. canUseGate = true;
  1123. }
  1124. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1125. ret = path.second;
  1126. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1127. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1128. {
  1129. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1130. return true;
  1131. if (hex == ESiegeHex::GATE_OUTER)
  1132. return true;
  1133. if (hex == ESiegeHex::GATE_INNER)
  1134. return true;
  1135. return false;
  1136. };
  1137. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1138. {
  1139. if (isGateDrawbridgeHex(hex))
  1140. return true;
  1141. if (curStack->doubleWide())
  1142. {
  1143. BattleHex otherHex = curStack->occupiedHex(hex);
  1144. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1145. return true;
  1146. }
  1147. return false;
  1148. };
  1149. if (curStack->hasBonusOfType(Bonus::FLYING))
  1150. {
  1151. if (path.second <= creSpeed && path.first.size() > 0)
  1152. {
  1153. if (canUseGate && dbState != EGateState::OPENED &&
  1154. occupyGateDrawbridgeHex(dest))
  1155. {
  1156. BattleUpdateGateState db;
  1157. db.state = EGateState::OPENED;
  1158. sendAndApply(&db);
  1159. }
  1160. //inform clients about move
  1161. BattleStackMoved sm;
  1162. sm.stack = curStack->ID;
  1163. std::vector<BattleHex> tiles;
  1164. tiles.push_back(path.first[0]);
  1165. sm.tilesToMove = tiles;
  1166. sm.distance = path.second;
  1167. sm.teleporting = false;
  1168. sendAndApply(&sm);
  1169. }
  1170. }
  1171. else //for non-flying creatures
  1172. {
  1173. std::vector<BattleHex> tiles;
  1174. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1175. int v = (int)path.first.size()-1;
  1176. path.first.push_back(start);
  1177. // check if gate need to be open or closed at some point
  1178. BattleHex openGateAtHex, gateMayCloseAtHex;
  1179. if (canUseGate)
  1180. {
  1181. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1182. {
  1183. auto needOpenGates = [&](BattleHex hex) -> bool
  1184. {
  1185. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1186. return true;
  1187. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1188. return true;
  1189. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1190. return true;
  1191. return false;
  1192. };
  1193. auto hex = path.first[i];
  1194. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1195. {
  1196. if (needOpenGates(hex))
  1197. openGateAtHex = path.first[i+1];
  1198. //TODO we need find batter way to handle double-wide stacks
  1199. //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.
  1200. if (curStack->doubleWide())
  1201. {
  1202. BattleHex otherHex = curStack->occupiedHex(hex);
  1203. if (otherHex.isValid() && needOpenGates(otherHex))
  1204. openGateAtHex = path.first[i+2];
  1205. }
  1206. //gate may be opened and then closed during stack movement, but not other way around
  1207. if (openGateAtHex.isValid())
  1208. dbState = EGateState::OPENED;
  1209. }
  1210. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1211. {
  1212. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1213. {
  1214. gateMayCloseAtHex = path.first[i-1];
  1215. }
  1216. if (gs->curB->town->subID == ETownType::FORTRESS)
  1217. {
  1218. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1219. {
  1220. gateMayCloseAtHex = path.first[i-1];
  1221. }
  1222. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1223. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1224. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1225. {
  1226. gateMayCloseAtHex = path.first[i-1];
  1227. }
  1228. }
  1229. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1230. {
  1231. gateMayCloseAtHex = path.first[i-1];
  1232. }
  1233. }
  1234. }
  1235. }
  1236. bool stackIsMoving = true;
  1237. while(stackIsMoving)
  1238. {
  1239. if (v<tilesToMove)
  1240. {
  1241. logGlobal->error("Movement terminated abnormally");
  1242. break;
  1243. }
  1244. bool gateStateChanging = false;
  1245. //special handling for opening gate on from starting hex
  1246. if (openGateAtHex.isValid() && openGateAtHex == start)
  1247. gateStateChanging = true;
  1248. else
  1249. {
  1250. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1251. {
  1252. BattleHex hex = path.first[v];
  1253. tiles.push_back(hex);
  1254. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1255. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1256. {
  1257. gateStateChanging = true;
  1258. }
  1259. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1260. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1261. obstacleHit = true;
  1262. if (curStack->doubleWide())
  1263. {
  1264. BattleHex otherHex = curStack->occupiedHex(hex);
  1265. //two hex creature hit obstacle by backside
  1266. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1267. if(otherHex.isValid() && !obstacle2.empty())
  1268. obstacleHit = true;
  1269. }
  1270. }
  1271. }
  1272. if (tiles.size() > 0)
  1273. {
  1274. //commit movement
  1275. BattleStackMoved sm;
  1276. sm.stack = curStack->ID;
  1277. sm.distance = path.second;
  1278. sm.teleporting = false;
  1279. sm.tilesToMove = tiles;
  1280. sendAndApply(&sm);
  1281. tiles.clear();
  1282. }
  1283. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1284. if (curStack->getPosition() != dest)
  1285. {
  1286. if(stackIsMoving && start != curStack->getPosition())
  1287. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1288. if (gateStateChanging)
  1289. {
  1290. if (curStack->getPosition() == openGateAtHex)
  1291. {
  1292. openGateAtHex = BattleHex();
  1293. //only open gate if stack is still alive
  1294. if (curStack->alive())
  1295. {
  1296. BattleUpdateGateState db;
  1297. db.state = EGateState::OPENED;
  1298. sendAndApply(&db);
  1299. }
  1300. }
  1301. else if (curStack->getPosition() == gateMayCloseAtHex)
  1302. {
  1303. gateMayCloseAtHex = BattleHex();
  1304. updateGateState();
  1305. }
  1306. }
  1307. }
  1308. else
  1309. //movement finished normally: we reached destination
  1310. stackIsMoving = false;
  1311. }
  1312. }
  1313. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1314. handleDamageFromObstacle(curStack);
  1315. return ret;
  1316. }
  1317. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1318. : lobby(lobby)
  1319. {
  1320. QID = 1;
  1321. IObjectInterface::cb = this;
  1322. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1323. registerTypesServerPacks(*applier);
  1324. visitObjectAfterVictory = false;
  1325. spellEnv = new ServerSpellCastEnvironment(this);
  1326. }
  1327. CGameHandler::~CGameHandler()
  1328. {
  1329. delete spellEnv;
  1330. delete gs;
  1331. }
  1332. void CGameHandler::init(StartInfo *si)
  1333. {
  1334. if (si->seedToBeUsed == 0)
  1335. {
  1336. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1337. }
  1338. CMapService mapService;
  1339. gs = new CGameState();
  1340. logGlobal->info("Gamestate created!");
  1341. gs->init(&mapService, si);
  1342. logGlobal->info("Gamestate initialized!");
  1343. // reset seed, so that clients can't predict any following random values
  1344. getRandomGenerator().resetSeed();
  1345. for (auto & elem : gs->players)
  1346. {
  1347. states.addPlayer(elem.first);
  1348. }
  1349. }
  1350. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1351. {
  1352. return a.earlierThan(b);
  1353. }
  1354. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1355. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1356. const PlayerState * p = getPlayer(town->tempOwner);
  1357. if (!p)
  1358. {
  1359. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1360. return;
  1361. }
  1362. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1363. {
  1364. SetAvailableCreatures ssi;
  1365. ssi.tid = town->id;
  1366. ssi.creatures = town->creatures;
  1367. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1368. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1369. if (dwellings.empty())//no dwellings - just remove
  1370. {
  1371. sendAndApply(&ssi);
  1372. return;
  1373. }
  1374. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1375. // for multi-creature dwellings like Golem Factory
  1376. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1377. if (clear)
  1378. {
  1379. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1380. }
  1381. else
  1382. {
  1383. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1384. }
  1385. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1386. sendAndApply(&ssi);
  1387. }
  1388. }
  1389. void CGameHandler::newTurn()
  1390. {
  1391. logGlobal->trace("Turn %d", gs->day+1);
  1392. NewTurn n;
  1393. n.specialWeek = NewTurn::NO_ACTION;
  1394. n.creatureid = CreatureID::NONE;
  1395. n.day = gs->day + 1;
  1396. bool firstTurn = !getDate(Date::DAY);
  1397. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1398. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1399. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1400. if (firstTurn)
  1401. {
  1402. for (auto obj : gs->map->objects)
  1403. {
  1404. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1405. {
  1406. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1407. }
  1408. }
  1409. }
  1410. if (newWeek && !firstTurn)
  1411. {
  1412. n.specialWeek = NewTurn::NORMAL;
  1413. bool deityOfFireBuilt = false;
  1414. for (const CGTownInstance *t : gs->map->towns)
  1415. {
  1416. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1417. {
  1418. deityOfFireBuilt = true;
  1419. break;
  1420. }
  1421. }
  1422. if (deityOfFireBuilt)
  1423. {
  1424. n.specialWeek = NewTurn::DEITYOFFIRE;
  1425. n.creatureid = CreatureID::IMP;
  1426. }
  1427. else if(!VLC->modh->settings.NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS)
  1428. {
  1429. int monthType = getRandomGenerator().nextInt(99);
  1430. if (newMonth) //new month
  1431. {
  1432. if (monthType < 40) //double growth
  1433. {
  1434. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1435. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1436. {
  1437. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1438. n.creatureid = newMonster.second;
  1439. }
  1440. else if (VLC->creh->doubledCreatures.size())
  1441. {
  1442. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1443. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1444. }
  1445. else
  1446. {
  1447. complain("Cannot find creature that can be spawned!");
  1448. n.specialWeek = NewTurn::NORMAL;
  1449. }
  1450. }
  1451. else if (monthType < 50)
  1452. n.specialWeek = NewTurn::PLAGUE;
  1453. }
  1454. else //it's a week, but not full month
  1455. {
  1456. if (monthType < 25)
  1457. {
  1458. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1459. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1460. do
  1461. {
  1462. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1463. } while (VLC->creh->creatures[newMonster.second] &&
  1464. VLC->townh->factions[VLC->creh->creatures[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1465. n.creatureid = newMonster.second;
  1466. }
  1467. }
  1468. }
  1469. }
  1470. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1471. for (auto& hp : pool)
  1472. {
  1473. auto hero = hp.second;
  1474. if (hero->isInitialized() && hero->stacks.size())
  1475. {
  1476. // reset retreated or surrendered heroes
  1477. auto maxmove = hero->maxMovePoints(true);
  1478. // if movement is greater than maxmove, we should decrease it
  1479. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1480. {
  1481. NewTurn::Hero hth;
  1482. hth.id = hero->id;
  1483. hth.move = maxmove;
  1484. hth.mana = hero->getManaNewTurn();
  1485. n.heroes.insert(hth);
  1486. }
  1487. }
  1488. }
  1489. for (auto & elem : gs->players)
  1490. {
  1491. if (elem.first == PlayerColor::NEUTRAL)
  1492. continue;
  1493. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1494. assert(0); //illegal player number!
  1495. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1496. hadGold.insert(playerGold);
  1497. if (newWeek) //new heroes in tavern
  1498. {
  1499. SetAvailableHeroes sah;
  1500. sah.player = elem.first;
  1501. //pick heroes and their armies
  1502. CHeroClass *banned = nullptr;
  1503. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1504. {
  1505. //first hero - native if possible, second hero -> any other class
  1506. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1507. {
  1508. sah.hid[j] = h->subID;
  1509. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1510. banned = h->type->heroClass;
  1511. }
  1512. else
  1513. {
  1514. sah.hid[j] = -1;
  1515. }
  1516. }
  1517. sendAndApply(&sah);
  1518. }
  1519. n.res[elem.first] = elem.second.resources;
  1520. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1521. {
  1522. bool hasCrystalGenCreature = false;
  1523. for(CGHeroInstance * hero : elem.second.heroes)
  1524. {
  1525. for(auto stack : hero->stacks)
  1526. {
  1527. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1528. {
  1529. hasCrystalGenCreature = true;
  1530. break;
  1531. }
  1532. }
  1533. }
  1534. if(!hasCrystalGenCreature) //not found in armies, check towns
  1535. {
  1536. for(CGTownInstance * town : elem.second.towns)
  1537. {
  1538. for(auto stack : town->stacks)
  1539. {
  1540. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1541. {
  1542. hasCrystalGenCreature = true;
  1543. break;
  1544. }
  1545. }
  1546. }
  1547. }
  1548. if(hasCrystalGenCreature)
  1549. n.res[elem.first][Res::CRYSTAL] += 3;
  1550. }
  1551. for (CGHeroInstance *h : (elem).second.heroes)
  1552. {
  1553. if (h->visitedTown)
  1554. giveSpells(h->visitedTown, h);
  1555. NewTurn::Hero hth;
  1556. hth.id = h->id;
  1557. auto ti = make_unique<TurnInfo>(h, 1);
  1558. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1559. hth.move = h->maxMovePointsCached(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1560. hth.mana = h->getManaNewTurn();
  1561. n.heroes.insert(hth);
  1562. if (!firstTurn) //not first day
  1563. {
  1564. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1565. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1566. {
  1567. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1568. }
  1569. }
  1570. }
  1571. }
  1572. for (CGTownInstance *t : gs->map->towns)
  1573. {
  1574. PlayerColor player = t->tempOwner;
  1575. handleTownEvents(t, n);
  1576. if (newWeek) //first day of week
  1577. {
  1578. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1579. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1580. if (!firstTurn)
  1581. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1582. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1583. if (!vstd::contains(n.cres, t->id))
  1584. {
  1585. n.cres[t->id].tid = t->id;
  1586. n.cres[t->id].creatures = t->creatures;
  1587. }
  1588. auto & sac = n.cres.at(t->id);
  1589. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1590. {
  1591. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1592. {
  1593. ui32 &availableCount = sac.creatures.at(k).first;
  1594. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1595. if (n.specialWeek == NewTurn::PLAGUE)
  1596. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1597. else
  1598. {
  1599. if (firstTurn) //first day of game: use only basic growths
  1600. availableCount = cre->growth;
  1601. else
  1602. availableCount += t->creatureGrowth(k);
  1603. //Deity of fire week - upgrade both imps and upgrades
  1604. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1605. availableCount += 15;
  1606. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1607. {
  1608. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1609. availableCount *= 2;
  1610. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1611. availableCount += 5;
  1612. }
  1613. }
  1614. }
  1615. }
  1616. }
  1617. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1618. {
  1619. n.res[player] = n.res[player] + t->dailyIncome();
  1620. }
  1621. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1622. {
  1623. // Skyship, probably easier to handle same as Veil of darkness
  1624. //do it every new day after veils apply
  1625. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1626. {
  1627. FoWChange fw;
  1628. fw.mode = 1;
  1629. fw.player = player;
  1630. // find all hidden tiles
  1631. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1632. for (size_t i=0; i<fow.size(); i++)
  1633. for (size_t j=0; j<fow.at(i).size(); j++)
  1634. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1635. if (!fow.at(i).at(j).at(k))
  1636. fw.tiles.insert(int3((si32)i,(si32)j,(si32)k));
  1637. sendAndApply (&fw);
  1638. }
  1639. }
  1640. if (t->hasBonusOfType (Bonus::DARKNESS))
  1641. {
  1642. for (auto & player : gs->players)
  1643. {
  1644. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1645. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1646. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1647. }
  1648. }
  1649. }
  1650. if (newMonth)
  1651. {
  1652. SetAvailableArtifacts saa;
  1653. saa.id = -1;
  1654. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1655. sendAndApply(&saa);
  1656. }
  1657. sendAndApply(&n);
  1658. if (newWeek)
  1659. {
  1660. //spawn wandering monsters
  1661. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1662. {
  1663. spawnWanderingMonsters(n.creatureid);
  1664. }
  1665. //new week info popup
  1666. if (!firstTurn)
  1667. {
  1668. InfoWindow iw;
  1669. switch (n.specialWeek)
  1670. {
  1671. case NewTurn::DOUBLE_GROWTH:
  1672. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1673. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1674. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1675. break;
  1676. case NewTurn::PLAGUE:
  1677. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1678. break;
  1679. case NewTurn::BONUS_GROWTH:
  1680. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1681. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1682. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1683. break;
  1684. case NewTurn::DEITYOFFIRE:
  1685. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1686. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1687. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1688. iw.text.addReplacement2(15); //%+d 15
  1689. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1690. iw.text.addReplacement2(15); //%+d 15
  1691. break;
  1692. default:
  1693. if (newMonth)
  1694. {
  1695. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1696. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1697. }
  1698. else
  1699. {
  1700. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1701. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1702. }
  1703. }
  1704. for (auto & elem : gs->players)
  1705. {
  1706. iw.player = elem.first;
  1707. sendAndApply(&iw);
  1708. }
  1709. }
  1710. }
  1711. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1712. handleTimeEvents();
  1713. //call objects
  1714. for (auto & elem : gs->map->objects)
  1715. {
  1716. if (elem)
  1717. elem->newTurn(getRandomGenerator());
  1718. }
  1719. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1720. }
  1721. void CGameHandler::run(bool resume)
  1722. {
  1723. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1724. using namespace boost::posix_time;
  1725. for (auto cc : lobby->connections)
  1726. {
  1727. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1728. std::stringstream sbuffer;
  1729. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1730. for (PlayerColor color : players)
  1731. {
  1732. sbuffer << color << " ";
  1733. {
  1734. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1735. connections[color].insert(cc);
  1736. }
  1737. }
  1738. logGlobal->info(sbuffer.str());
  1739. }
  1740. auto playerTurnOrder = generatePlayerTurnOrder();
  1741. while(lobby->state == EServerState::GAMEPLAY)
  1742. {
  1743. if (!resume) newTurn();
  1744. std::list<PlayerColor>::iterator it;
  1745. if (resume)
  1746. {
  1747. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1748. }
  1749. else
  1750. {
  1751. it = playerTurnOrder.begin();
  1752. }
  1753. resume = false;
  1754. for (; it != playerTurnOrder.end(); it++)
  1755. {
  1756. auto playerColor = *it;
  1757. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1758. if (playerState->status == EPlayerStatus::INGAME)
  1759. {
  1760. //if player runs out of time, he shouldn't get the turn (especially AI)
  1761. checkVictoryLossConditionsForAll();
  1762. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1763. { //player lost at the beginning of his turn
  1764. continue;
  1765. }
  1766. else //give normal turn
  1767. {
  1768. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1769. YourTurn yt;
  1770. yt.player = playerColor;
  1771. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1772. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1773. applyAndSend(&yt);
  1774. //wait till turn is done
  1775. boost::unique_lock<boost::mutex> lock(states.mx);
  1776. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1777. {
  1778. static time_duration p = milliseconds(100);
  1779. states.cv.timed_wait(lock, p);
  1780. }
  1781. }
  1782. if(lobby->state != EServerState::GAMEPLAY)
  1783. break;
  1784. }
  1785. }
  1786. //additional check that game is not finished
  1787. bool activePlayer = false;
  1788. for (auto player : playerTurnOrder)
  1789. {
  1790. if (gs->players[player].status == EPlayerStatus::INGAME)
  1791. activePlayer = true;
  1792. }
  1793. if(!activePlayer)
  1794. lobby->state = EServerState::GAMEPLAY_ENDED;
  1795. }
  1796. }
  1797. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1798. {
  1799. // Generate player turn order
  1800. std::list<PlayerColor> playerTurnOrder;
  1801. for (const auto & player : gs->players) // add human players first
  1802. {
  1803. if (player.second.human)
  1804. playerTurnOrder.push_back(player.first);
  1805. }
  1806. for (const auto & player : gs->players) // then add non-human players
  1807. {
  1808. if (!player.second.human)
  1809. playerTurnOrder.push_back(player.first);
  1810. }
  1811. return playerTurnOrder;
  1812. }
  1813. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1814. {
  1815. battleResult.set(nullptr);
  1816. const auto t = getTile(tile);
  1817. ETerrainType terrain = t->terType;
  1818. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1819. terrain = ETerrainType::SAND;
  1820. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1821. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1822. terType = BFieldType::SHIP_TO_SHIP;
  1823. //send info about battles
  1824. BattleStart bs;
  1825. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1826. sendAndApply(&bs);
  1827. }
  1828. void CGameHandler::checkBattleStateChanges()
  1829. {
  1830. //check if drawbridge state need to be changes
  1831. if (battleGetSiegeLevel() > 0)
  1832. updateGateState();
  1833. //check if battle ended
  1834. if (auto result = battleIsFinished())
  1835. {
  1836. setBattleResult(BattleResult::NORMAL, *result);
  1837. }
  1838. }
  1839. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1840. {
  1841. if (!h->hasSpellbook())
  1842. return; //hero hasn't spellbook
  1843. ChangeSpells cs;
  1844. cs.hid = h->id;
  1845. cs.learn = true;
  1846. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1847. {
  1848. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1849. for (int i = 0; i < h->maxSpellLevel(); i++)
  1850. {
  1851. std::vector<SpellID> spells;
  1852. getAllowedSpells(spells, i+1);
  1853. for (auto & spell : spells)
  1854. cs.spells.insert(spell);
  1855. }
  1856. }
  1857. else
  1858. {
  1859. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1860. {
  1861. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1862. {
  1863. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1864. cs.spells.insert(t->spells.at(i).at(j));
  1865. }
  1866. }
  1867. }
  1868. if (!cs.spells.empty())
  1869. sendAndApply(&cs);
  1870. }
  1871. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1872. {
  1873. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1874. sendAndApply(&sop);
  1875. }
  1876. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1877. {
  1878. if (!obj || !getObj(obj->id))
  1879. {
  1880. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1881. return false;
  1882. }
  1883. RemoveObject ro;
  1884. ro.id = obj->id;
  1885. sendAndApply(&ro);
  1886. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1887. return true;
  1888. }
  1889. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1890. {
  1891. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1892. sendAndApply(&sop);
  1893. }
  1894. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1895. {
  1896. const CGHeroInstance *h = getHero(hid);
  1897. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1898. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1899. {
  1900. logGlobal->error("Illegal call to move hero!");
  1901. return false;
  1902. }
  1903. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1904. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1905. if (!gs->map->isInTheMap(hmpos))
  1906. {
  1907. logGlobal->error("Destination tile is outside the map!");
  1908. return false;
  1909. }
  1910. const TerrainTile t = *getTile(hmpos);
  1911. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1912. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1913. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1914. //result structure for start - movement failed, no move points used
  1915. TryMoveHero tmh;
  1916. tmh.id = hid;
  1917. tmh.start = h->pos;
  1918. tmh.end = dst;
  1919. tmh.result = TryMoveHero::FAILED;
  1920. tmh.movePoints = h->movement;
  1921. //check if destination tile is available
  1922. auto pathfinderHelper = make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1923. pathfinderHelper->updateTurnInfo(0);
  1924. auto ti = pathfinderHelper->getTurnInfo();
  1925. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1926. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  1927. const int cost = pathfinderHelper->getMovementCost(h->getPosition(), hmpos, nullptr, nullptr, h->movement);
  1928. //it's a rock or blocked and not visitable tile
  1929. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1930. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1931. && complain("Cannot move hero, destination tile is blocked!"))
  1932. || ((!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)
  1933. && complain("Cannot move hero, destination tile is on water!"))
  1934. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1935. && complain("Cannot disembark hero, tile is blocked!"))
  1936. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1937. && complain("Tiles are not neighboring!"))
  1938. || ((h->inTownGarrison)
  1939. && complain("Can not move garrisoned hero!"))
  1940. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  1941. && complain("Hero doesn't have any movement points left!"))
  1942. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1943. && complain("Hero cannot transit over this tile!"))
  1944. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1945. && complain("Cannot move hero during the battle"))*/)
  1946. {
  1947. //send info about movement failure
  1948. sendAndApply(&tmh);
  1949. return false;
  1950. }
  1951. //several generic blocks of code
  1952. // should be called if hero changes tile but before applying TryMoveHero package
  1953. auto leaveTile = [&]()
  1954. {
  1955. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1956. {
  1957. obj->onHeroLeave(h);
  1958. }
  1959. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1960. };
  1961. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1962. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1963. {
  1964. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  1965. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1966. queries.addQuery(moveQuery);
  1967. if (leavingTile == LEAVING_TILE)
  1968. leaveTile();
  1969. tmh.result = result;
  1970. sendAndApply(&tmh);
  1971. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1972. { // Hero should be always able to visit any object he staying on even if there guards around
  1973. visitObjectOnTile(t, h);
  1974. }
  1975. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1976. {
  1977. tmh.attackedFrom = boost::make_optional(guardPos);
  1978. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1979. objectVisited(guardTile.visitableObjects.back(), h);
  1980. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1981. }
  1982. else if (visitDest == VISIT_DEST)
  1983. {
  1984. visitObjectOnTile(t, h);
  1985. }
  1986. queries.popIfTop(moveQuery);
  1987. logGlobal->trace("Hero %s ends movement", h->name);
  1988. return result != TryMoveHero::FAILED;
  1989. };
  1990. //interaction with blocking object (like resources)
  1991. auto blockingVisit = [&]() -> bool
  1992. {
  1993. for (CGObjectInstance *obj : t.visitableObjects)
  1994. {
  1995. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1996. {
  1997. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1998. //this-> is needed for MVS2010 to recognize scope (?)
  1999. }
  2000. }
  2001. return false;
  2002. };
  2003. if (!transit && embarking)
  2004. {
  2005. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2006. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2007. // In H3 embark ignore guards
  2008. }
  2009. if (disembarking)
  2010. {
  2011. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2012. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2013. }
  2014. if (teleporting)
  2015. {
  2016. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2017. return true;
  2018. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2019. // visit town for town portal \ castle gates
  2020. // do not use generic visitObjectOnTile to avoid double-teleporting
  2021. // if this moveHero call was triggered by teleporter
  2022. if (!t.visitableObjects.empty())
  2023. {
  2024. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2025. town->onHeroVisit(h);
  2026. }
  2027. return true;
  2028. }
  2029. //still here? it is standard movement!
  2030. {
  2031. tmh.movePoints = (int)h->movement >= cost
  2032. ? h->movement - cost
  2033. : 0;
  2034. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2035. EVisitDest visitDest = VISIT_DEST;
  2036. if (transit)
  2037. {
  2038. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2039. visitDest = DONT_VISIT_DEST;
  2040. if (canFly)
  2041. {
  2042. lookForGuards = IGNORE_GUARDS;
  2043. visitDest = DONT_VISIT_DEST;
  2044. }
  2045. }
  2046. else if (blockingVisit())
  2047. return true;
  2048. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2049. return true;
  2050. }
  2051. }
  2052. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2053. {
  2054. const CGHeroInstance *h = getHero(hid);
  2055. const CGTownInstance *t = getTown(dstid);
  2056. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2057. COMPLAIN_RET("Invalid call to teleportHero!");
  2058. const CGTownInstance *from = h->visitedTown;
  2059. if (((h->getOwner() != t->getOwner())
  2060. && complain("Cannot teleport hero to another player"))
  2061. || (from->town->faction->index != t->town->faction->index
  2062. && complain("Source town and destination town should belong to the same faction"))
  2063. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2064. && complain("Hero must be in town with Castle gate for teleporting"))
  2065. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2066. && complain("Cannot teleport hero to town without Castle gate in it")))
  2067. return false;
  2068. int3 pos = t->visitablePos();
  2069. pos += h->getVisitableOffset();
  2070. moveHero(hid,pos,1);
  2071. return true;
  2072. }
  2073. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  2074. {
  2075. PlayerColor oldOwner = getOwner(obj->id);
  2076. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2077. sendAndApply(&sop);
  2078. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2079. checkVictoryLossConditions(playerColors);
  2080. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2081. if (town) //town captured
  2082. {
  2083. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2084. {
  2085. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2086. setPortalDwelling(town, true, false);
  2087. }
  2088. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2089. {
  2090. if (getPlayer(oldOwner)->towns.empty() && getPlayer(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2091. {
  2092. InfoWindow iw;
  2093. iw.player = oldOwner;
  2094. 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.
  2095. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2096. sendAndApply(&iw);
  2097. }
  2098. }
  2099. }
  2100. const PlayerState * p = getPlayer(owner);
  2101. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2102. {
  2103. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2104. {
  2105. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2106. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2107. }
  2108. }
  2109. }
  2110. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2111. {
  2112. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2113. queries.addQuery(dialogQuery);
  2114. iw->queryID = dialogQuery->queryID;
  2115. sendToAllClients(iw);
  2116. }
  2117. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2118. {
  2119. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2120. queries.addQuery(dialogQuery);
  2121. iw->queryID = dialogQuery->queryID;
  2122. sendToAllClients(iw);
  2123. }
  2124. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2125. {
  2126. if (!val) return; //don't waste time on empty call
  2127. TResources resources;
  2128. resources.at(which) = val;
  2129. giveResources(player, resources);
  2130. }
  2131. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2132. {
  2133. SetResources sr;
  2134. sr.abs = false;
  2135. sr.player = player;
  2136. sr.res = resources;
  2137. sendAndApply(&sr);
  2138. }
  2139. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2140. {
  2141. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2142. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2143. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2144. //first we move creatures to give to make them army of object-source
  2145. for (auto & elem : creatures.Slots())
  2146. {
  2147. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2148. }
  2149. tryJoiningArmy(obj, h, remove, true);
  2150. }
  2151. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2152. {
  2153. std::vector<CStackBasicDescriptor> cres = creatures;
  2154. if (cres.size() <= 0)
  2155. return;
  2156. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2157. for (CStackBasicDescriptor &sbd : cres)
  2158. {
  2159. TQuantity collected = 0;
  2160. while(collected < sbd.count)
  2161. {
  2162. bool foundSth = false;
  2163. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2164. {
  2165. if (i->second->type == sbd.type)
  2166. {
  2167. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2168. changeStackCount(StackLocation(obj, i->first), -take, false);
  2169. collected += take;
  2170. foundSth = true;
  2171. break;
  2172. }
  2173. }
  2174. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2175. {
  2176. complain("Unexpected failure during taking creatures!");
  2177. return;
  2178. }
  2179. }
  2180. }
  2181. }
  2182. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2183. {
  2184. sendToAllClients(comp);
  2185. }
  2186. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2187. {
  2188. HeroVisitCastle vc;
  2189. vc.hid = hero->id;
  2190. vc.tid = obj->id;
  2191. vc.flags |= 1;
  2192. sendAndApply(&vc);
  2193. visitCastleObjects(obj, hero);
  2194. giveSpells(obj, hero);
  2195. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2196. }
  2197. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2198. {
  2199. std::vector<CGTownBuilding*>::const_iterator i;
  2200. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2201. (*i)->onHeroVisit (h);
  2202. }
  2203. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2204. {
  2205. HeroVisitCastle vc;
  2206. vc.hid = hero->id;
  2207. vc.tid = obj->id;
  2208. sendAndApply(&vc);
  2209. }
  2210. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2211. {
  2212. EraseArtifact ea;
  2213. ea.al = al;
  2214. sendAndApply(&ea);
  2215. }
  2216. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2217. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2218. const CGTownInstance *town) //use hero=nullptr for no hero
  2219. {
  2220. engageIntoBattle(army1->tempOwner);
  2221. engageIntoBattle(army2->tempOwner);
  2222. static const CArmedInstance *armies[2];
  2223. armies[0] = army1;
  2224. armies[1] = army2;
  2225. static const CGHeroInstance*heroes[2];
  2226. heroes[0] = hero1;
  2227. heroes[1] = hero2;
  2228. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2229. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2230. queries.addQuery(battleQuery);
  2231. boost::thread(&CGameHandler::runBattle, this);
  2232. }
  2233. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2234. {
  2235. startBattlePrimary(army1, army2, tile,
  2236. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2237. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2238. creatureBank);
  2239. }
  2240. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2241. {
  2242. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2243. }
  2244. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2245. {
  2246. ChangeSpells cs;
  2247. cs.hid = hero->id;
  2248. cs.spells = spells;
  2249. cs.learn = give;
  2250. sendAndApply(&cs);
  2251. }
  2252. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2253. {
  2254. SystemMessage sm;
  2255. sm.text = message;
  2256. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2257. *(c.get()) << &sm;
  2258. }
  2259. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2260. {
  2261. sendAndApply(bonus);
  2262. }
  2263. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2264. {
  2265. sendAndApply(smp);
  2266. }
  2267. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2268. {
  2269. SetMana sm;
  2270. sm.hid = hid;
  2271. sm.val = val;
  2272. sm.absolute = true;
  2273. sendAndApply(&sm);
  2274. }
  2275. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2276. {
  2277. GiveHero gh;
  2278. gh.id = id;
  2279. gh.player = player;
  2280. sendAndApply(&gh);
  2281. }
  2282. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2283. {
  2284. ChangeObjPos cop;
  2285. cop.objid = objid;
  2286. cop.nPos = newPos;
  2287. cop.flags = flags;
  2288. sendAndApply(&cop);
  2289. }
  2290. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2291. {
  2292. const CGHeroInstance * h1 = getHero(fromHero);
  2293. const CGHeroInstance * h2 = getHero(toHero);
  2294. int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2295. int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2296. if (h1_scholarLevel < h2_scholarLevel)
  2297. {
  2298. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2299. std::swap(fromHero, toHero);
  2300. }
  2301. int ScholarLevel = std::max(h1_scholarLevel, h2_scholarLevel);//heroes can trade up to this level
  2302. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2303. return;//no scholar skill or no spellbook
  2304. int h1Lvl = std::min(ScholarLevel, h1->maxSpellLevel()),
  2305. h2Lvl = std::min(ScholarLevel, h2->maxSpellLevel());//heroes can receive this levels
  2306. ChangeSpells cs1;
  2307. cs1.learn = true;
  2308. cs1.hid = toHero;//giving spells to first hero
  2309. for (auto it : h1->getSpellsInSpellbook())
  2310. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2311. cs1.spells.insert(it);//spell to learn
  2312. ChangeSpells cs2;
  2313. cs2.learn = true;
  2314. cs2.hid = fromHero;
  2315. for (auto it : h2->getSpellsInSpellbook())
  2316. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2317. cs2.spells.insert(it);
  2318. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2319. {
  2320. InfoWindow iw;
  2321. iw.player = h1->tempOwner;
  2322. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2323. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2324. iw.text.addReplacement(h1->name);
  2325. if (!cs2.spells.empty())//if found new spell - apply
  2326. {
  2327. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2328. int size = static_cast<int>(cs2.spells.size());
  2329. for (auto it : cs2.spells)
  2330. {
  2331. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2332. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2333. switch (size--)
  2334. {
  2335. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2336. case 1: break;
  2337. default: iw.text << ", ";
  2338. }
  2339. }
  2340. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2341. iw.text.addReplacement(h2->name);
  2342. sendAndApply(&cs2);
  2343. }
  2344. if (!cs1.spells.empty() && !cs2.spells.empty())
  2345. {
  2346. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2347. }
  2348. if (!cs1.spells.empty())
  2349. {
  2350. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2351. int size = static_cast<int>(cs1.spells.size());
  2352. for (auto it : cs1.spells)
  2353. {
  2354. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2355. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2356. switch (size--)
  2357. {
  2358. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2359. case 1: break;
  2360. default: iw.text << ", ";
  2361. } }
  2362. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2363. iw.text.addReplacement(h2->name);
  2364. sendAndApply(&cs1);
  2365. }
  2366. sendAndApply(&iw);
  2367. }
  2368. }
  2369. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2370. {
  2371. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2372. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2373. {
  2374. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2375. ExchangeDialog hex;
  2376. hex.queryID = exchange->queryID;
  2377. hex.player = h1->getOwner();
  2378. hex.hero1 = hero1;
  2379. hex.hero2 = hero2;
  2380. sendAndApply(&hex);
  2381. useScholarSkill(hero1,hero2);
  2382. queries.addQuery(exchange);
  2383. }
  2384. }
  2385. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2386. {
  2387. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2388. for (auto c : lobby->connections)
  2389. {
  2390. if(!c->isOpen())
  2391. continue;
  2392. c->sendPack(pack);
  2393. }
  2394. }
  2395. void CGameHandler::sendAndApply(CPackForClient * pack)
  2396. {
  2397. sendToAllClients(pack);
  2398. gs->apply(pack);
  2399. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2400. }
  2401. void CGameHandler::applyAndSend(CPackForClient * pack)
  2402. {
  2403. gs->apply(pack);
  2404. sendToAllClients(pack);
  2405. }
  2406. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2407. {
  2408. sendAndApply(static_cast<CPackForClient *>(pack));
  2409. checkVictoryLossConditionsForAll();
  2410. }
  2411. void CGameHandler::sendAndApply(SetResources * pack)
  2412. {
  2413. sendAndApply(static_cast<CPackForClient *>(pack));
  2414. checkVictoryLossConditionsForPlayer(pack->player);
  2415. }
  2416. void CGameHandler::sendAndApply(NewStructures * pack)
  2417. {
  2418. sendAndApply(static_cast<CPackForClient *>(pack));
  2419. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2420. }
  2421. void CGameHandler::save(const std::string & filename)
  2422. {
  2423. logGlobal->info("Loading from %s", filename);
  2424. const auto stem = FileInfo::GetPathStem(filename);
  2425. const auto savefname = stem.to_string() + ".vsgm1";
  2426. CResourceHandler::get("local")->createResource(savefname);
  2427. {
  2428. logGlobal->info("Ordering clients to serialize...");
  2429. SaveGameClient sg(savefname);
  2430. sendToAllClients(&sg);
  2431. }
  2432. try
  2433. {
  2434. {
  2435. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2436. saveCommonState(save);
  2437. logGlobal->info("Saving server state");
  2438. save << *this;
  2439. }
  2440. logGlobal->info("Game has been successfully saved!");
  2441. }
  2442. catch(std::exception &e)
  2443. {
  2444. logGlobal->error("Failed to save game: %s", e.what());
  2445. }
  2446. }
  2447. void CGameHandler::load(const std::string & filename)
  2448. {
  2449. logGlobal->info("Loading from %s", filename);
  2450. const auto stem = FileInfo::GetPathStem(filename);
  2451. try
  2452. {
  2453. {
  2454. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2455. loadCommonState(lf);
  2456. logGlobal->info("Loading server state");
  2457. lf >> *this;
  2458. }
  2459. logGlobal->info("Game has been successfully loaded!");
  2460. }
  2461. catch(std::exception &e)
  2462. {
  2463. logGlobal->error("Failed to load game: %s", e.what());
  2464. }
  2465. gs->updateOnLoad(lobby->si.get());
  2466. }
  2467. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2468. {
  2469. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2470. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2471. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2472. StackLocation sl1(s1, p1), sl2(s2, p2);
  2473. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2474. {
  2475. complain("Invalid slot accessed!");
  2476. return false;
  2477. }
  2478. if (!isAllowedExchange(id1,id2))
  2479. {
  2480. complain("Cannot exchange stacks between these two objects!\n");
  2481. return false;
  2482. }
  2483. // We can always put stacks into locked garrison, but not take them out of it
  2484. auto notRemovable = [&](const CArmedInstance * army)
  2485. {
  2486. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2487. {
  2488. auto g = dynamic_cast<const CGGarrison *>(army);
  2489. if (g && !g->removableUnits)
  2490. {
  2491. complain("Stacks in this garrison are not removable!\n");
  2492. return true;
  2493. }
  2494. }
  2495. return false;
  2496. };
  2497. if (what==1) //swap
  2498. {
  2499. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2500. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2501. {
  2502. complain("Can't take troops from another player!");
  2503. return false;
  2504. }
  2505. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2506. {
  2507. complain("Cannot swap stacks - slots are the same!");
  2508. return false;
  2509. }
  2510. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2511. {
  2512. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2513. return false;
  2514. }
  2515. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2516. return false;
  2517. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2518. return false;
  2519. swapStacks(sl1, sl2);
  2520. }
  2521. else if (what==2)//merge
  2522. {
  2523. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2524. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2525. return false;
  2526. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2527. {
  2528. complain("Cannot merge empty stack!");
  2529. return false;
  2530. }
  2531. else if (notRemovable(sl1.army))
  2532. return false;
  2533. moveStack(sl1, sl2);
  2534. }
  2535. else if (what==3) //split
  2536. {
  2537. const int countToMove = val - s2->getStackCount(p2);
  2538. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2539. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2540. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2541. {
  2542. complain("Can't move troops of another player!");
  2543. return false;
  2544. }
  2545. //general conditions checking
  2546. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2547. || (val<1 && complain("no creatures to split")) )
  2548. {
  2549. return false;
  2550. }
  2551. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2552. {
  2553. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2554. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2555. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2556. )
  2557. {
  2558. return false;
  2559. }
  2560. if (notRemovable(sl1.army))
  2561. {
  2562. if (s1->getStackCount(p1) > countLeftOnSrc)
  2563. return false;
  2564. }
  2565. else if (notRemovable(sl2.army))
  2566. {
  2567. if (s2->getStackCount(p1) < countLeftOnSrc)
  2568. return false;
  2569. }
  2570. moveStack(sl1, sl2, countToMove);
  2571. //S2.slots[p2]->count = val;
  2572. //S1.slots[p1]->count = total - val;
  2573. }
  2574. else //split one stack to the two
  2575. {
  2576. if (s1->getStackCount(p1) < val)//not enough creatures
  2577. {
  2578. complain("Cannot split that stack, not enough creatures!");
  2579. return false;
  2580. }
  2581. if (notRemovable(sl1.army))
  2582. return false;
  2583. moveStack(sl1, sl2, val);
  2584. }
  2585. }
  2586. return true;
  2587. }
  2588. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2589. {
  2590. std::set<PlayerColor> all;
  2591. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2592. if(vstd::contains(i->second, c))
  2593. all.insert(i->first);
  2594. switch(all.size())
  2595. {
  2596. case 0:
  2597. return PlayerColor::NEUTRAL;
  2598. case 1:
  2599. return *all.begin();
  2600. default:
  2601. {
  2602. //if we have more than one player at this connection, try to pick active one
  2603. if (vstd::contains(all, gs->currentPlayer))
  2604. return gs->currentPlayer;
  2605. else
  2606. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2607. }
  2608. }
  2609. }
  2610. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2611. {
  2612. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2613. if (!vstd::contains(s1->stacks,pos))
  2614. {
  2615. complain("Illegal call to disbandCreature - no such stack in army!");
  2616. return false;
  2617. }
  2618. eraseStack(StackLocation(s1, pos));
  2619. return true;
  2620. }
  2621. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2622. {
  2623. const CGTownInstance * t = getTown(tid);
  2624. if (!t)
  2625. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2626. if (!t->town->buildings.count(requestedID))
  2627. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % requestedID);
  2628. if (t->hasBuilt(requestedID))
  2629. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2630. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2631. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2632. std::vector<const CBuilding*> remainingAutoBuildings;
  2633. std::set<BuildingID> buildingsThatWillBe;
  2634. //Check validity of request
  2635. if (!force)
  2636. {
  2637. switch (requestedBuilding->mode)
  2638. {
  2639. case CBuilding::BUILD_NORMAL :
  2640. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2641. COMPLAIN_RET("Cannot build that building!");
  2642. break;
  2643. case CBuilding::BUILD_AUTO :
  2644. case CBuilding::BUILD_SPECIAL:
  2645. COMPLAIN_RET("This building can not be constructed normally!");
  2646. case CBuilding::BUILD_GRAIL :
  2647. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2648. {
  2649. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2650. COMPLAIN_RET("Cannot build this without grail!")
  2651. else
  2652. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2653. }
  2654. break;
  2655. }
  2656. }
  2657. //Performs stuff that has to be done before new building is built
  2658. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2659. {
  2660. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2661. {
  2662. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2663. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2664. if (upgradeNumber >= t->town->creatures.at(level).size())
  2665. {
  2666. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2667. "no creature found (upgrade number %d, level %d!")
  2668. % buildingID % upgradeNumber % level));
  2669. return;
  2670. }
  2671. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2672. SetAvailableCreatures ssi;
  2673. ssi.tid = t->id;
  2674. ssi.creatures = t->creatures;
  2675. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2676. ssi.creatures[level].first = crea->growth;
  2677. ssi.creatures[level].second.push_back(crea->idNumber);
  2678. sendAndApply(&ssi);
  2679. }
  2680. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2681. {
  2682. setPortalDwelling(t);
  2683. }
  2684. };
  2685. //Performs stuff that has to be done after new building is built
  2686. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2687. {
  2688. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2689. auto isLibrary = isMageGuild ? false
  2690. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2691. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2692. {
  2693. if (t->visitingHero)
  2694. giveSpells(t,t->visitingHero);
  2695. if (t->garrisonHero)
  2696. giveSpells(t,t->garrisonHero);
  2697. }
  2698. };
  2699. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2700. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2701. {
  2702. return buildingsThatWillBe.count(buildID);
  2703. };
  2704. //Init the vectors
  2705. for (auto & build : t->town->buildings)
  2706. {
  2707. if (t->hasBuilt(build.first))
  2708. buildingsThatWillBe.insert(build.first);
  2709. else
  2710. {
  2711. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2712. remainingAutoBuildings.push_back(build.second);
  2713. }
  2714. }
  2715. //Prepare structure (list of building ids will be filled later)
  2716. NewStructures ns;
  2717. ns.tid = tid;
  2718. ns.builded = force ? t->builded : (t->builded+1);
  2719. std::queue<const CBuilding*> buildingsToAdd;
  2720. buildingsToAdd.push(requestedBuilding);
  2721. while(!buildingsToAdd.empty())
  2722. {
  2723. auto b = buildingsToAdd.front();
  2724. buildingsToAdd.pop();
  2725. ns.bid.insert(b->bid);
  2726. buildingsThatWillBe.insert(b->bid);
  2727. remainingAutoBuildings -= b;
  2728. for(auto autoBuilding : remainingAutoBuildings)
  2729. {
  2730. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2731. if(actualRequirements.test(areRequirementsFullfilled))
  2732. buildingsToAdd.push(autoBuilding);
  2733. }
  2734. }
  2735. // 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.
  2736. for (auto builtID : ns.bid)
  2737. processBeforeBuiltStructure(builtID);
  2738. //Take cost
  2739. if (!force)
  2740. {
  2741. giveResources(t->tempOwner, -requestedBuilding->resources);
  2742. }
  2743. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2744. sendAndApply(&ns);
  2745. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2746. for (auto builtID : ns.bid)
  2747. processAfterBuiltStructure(builtID);
  2748. // now when everything is built - reveal tiles for lookout tower
  2749. FoWChange fw;
  2750. fw.player = t->tempOwner;
  2751. fw.mode = 1;
  2752. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2753. sendAndApply(&fw);
  2754. if (t->visitingHero)
  2755. visitCastleObjects(t, t->visitingHero);
  2756. if (t->garrisonHero)
  2757. visitCastleObjects(t, t->garrisonHero);
  2758. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2759. return true;
  2760. }
  2761. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2762. {
  2763. ///incomplete, simply erases target building
  2764. const CGTownInstance * t = getTown(tid);
  2765. if (!vstd::contains(t->builtBuildings, bid))
  2766. return false;
  2767. RazeStructures rs;
  2768. rs.tid = tid;
  2769. rs.bid.insert(bid);
  2770. rs.destroyed = t->destroyed + 1;
  2771. sendAndApply(&rs);
  2772. //TODO: Remove dwellers
  2773. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2774. // {
  2775. // RemoveBonus rb(RemoveBonus::TOWN);
  2776. // rb.whoID = t->id;
  2777. // rb.source = Bonus::TOWN_STRUCTURE;
  2778. // rb.id = 17;
  2779. // sendAndApply(&rb);
  2780. // }
  2781. return true;
  2782. }
  2783. void CGameHandler::sendMessageToAll(const std::string &message)
  2784. {
  2785. SystemMessage sm;
  2786. sm.text = message;
  2787. sendToAllClients(&sm);
  2788. }
  2789. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2790. {
  2791. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2792. const CArmedInstance *dst = nullptr;
  2793. const CCreature *c = VLC->creh->creatures.at(crid);
  2794. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2795. //TODO: test for owning
  2796. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2797. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2798. assert(dw && dst);
  2799. //verify
  2800. bool found = false;
  2801. int level = 0;
  2802. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2803. {
  2804. if ((fromLvl != -1) && (level !=fromLvl))
  2805. continue;
  2806. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2807. int i = 0;
  2808. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2809. if (cur.second.at(i) == crid)
  2810. break;
  2811. if (i < cur.second.size())
  2812. {
  2813. found = true;
  2814. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2815. break;
  2816. }
  2817. }
  2818. SlotID slot = dst->getSlotFor(crid);
  2819. if ((!found && complain("Cannot recruit: no such creatures!"))
  2820. || ((si32)cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2821. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2822. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2823. {
  2824. return false;
  2825. }
  2826. //recruit
  2827. giveResources(dst->tempOwner, -(c->cost * cram));
  2828. SetAvailableCreatures sac;
  2829. sac.tid = objid;
  2830. sac.creatures = dw->creatures;
  2831. sac.creatures[level].first -= cram;
  2832. sendAndApply(&sac);
  2833. if (warMachine)
  2834. {
  2835. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2836. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2837. ArtifactID artId = c->warMachine;
  2838. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2839. const CArtifact * art = artId.toArtifact();
  2840. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2841. return giveHeroNewArtifact(h, art);
  2842. }
  2843. else
  2844. {
  2845. addToSlot(StackLocation(dst, slot), c, cram);
  2846. }
  2847. return true;
  2848. }
  2849. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2850. {
  2851. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2852. if (!obj->hasStackAtSlot(pos))
  2853. {
  2854. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2855. }
  2856. UpgradeInfo ui;
  2857. getUpgradeInfo(obj, pos, ui);
  2858. PlayerColor player = obj->tempOwner;
  2859. const PlayerState *p = getPlayer(player);
  2860. int crQuantity = obj->stacks.at(pos)->count;
  2861. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2862. //check if upgrade is possible
  2863. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2864. {
  2865. return false;
  2866. }
  2867. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2868. //check if player has enough resources
  2869. if (!p->resources.canAfford(totalCost))
  2870. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2871. //take resources
  2872. giveResources(player, -totalCost);
  2873. //upgrade creature
  2874. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2875. return true;
  2876. }
  2877. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2878. {
  2879. if (!sl.army->hasStackAtSlot(sl.slot))
  2880. COMPLAIN_RET("Cannot find a stack to change type");
  2881. SetStackType sst;
  2882. sst.army = sl.army->id;
  2883. sst.slot = sl.slot;
  2884. sst.type = c->idNumber;
  2885. sendAndApply(&sst);
  2886. return true;
  2887. }
  2888. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2889. {
  2890. assert(src->canBeMergedWith(*dst, allowMerging));
  2891. while(src->stacksCount())//while there are unmoved creatures
  2892. {
  2893. auto i = src->Slots().begin(); //iterator to stack to move
  2894. StackLocation sl(src, i->first); //location of stack to move
  2895. SlotID pos = dst->getSlotFor(i->second->type);
  2896. if (!pos.validSlot())
  2897. {
  2898. //try to merge two other stacks to make place
  2899. std::pair<SlotID, SlotID> toMerge;
  2900. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2901. {
  2902. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2903. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2904. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2905. }
  2906. else
  2907. {
  2908. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2909. return;
  2910. }
  2911. }
  2912. else
  2913. {
  2914. moveStack(sl, StackLocation(dst, pos));
  2915. }
  2916. }
  2917. }
  2918. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2919. {
  2920. const CGTownInstance * town = getTown(tid);
  2921. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2922. {
  2923. if (!town->visitingHero->canBeMergedWith(*town))
  2924. {
  2925. complain("Cannot make garrison swap, not enough free slots!");
  2926. return false;
  2927. }
  2928. moveArmy(town, town->visitingHero, true);
  2929. SetHeroesInTown intown;
  2930. intown.tid = tid;
  2931. intown.visiting = ObjectInstanceID();
  2932. intown.garrison = town->visitingHero->id;
  2933. sendAndApply(&intown);
  2934. return true;
  2935. }
  2936. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2937. {
  2938. //check if moving hero out of town will break 8 wandering heroes limit
  2939. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2940. {
  2941. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2942. return false;
  2943. }
  2944. SetHeroesInTown intown;
  2945. intown.tid = tid;
  2946. intown.garrison = ObjectInstanceID();
  2947. intown.visiting = town->garrisonHero->id;
  2948. sendAndApply(&intown);
  2949. return true;
  2950. }
  2951. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2952. {
  2953. SetHeroesInTown intown;
  2954. intown.tid = tid;
  2955. intown.garrison = town->visitingHero->id;
  2956. intown.visiting = town->garrisonHero->id;
  2957. sendAndApply(&intown);
  2958. return true;
  2959. }
  2960. else
  2961. {
  2962. complain("Cannot swap garrison hero!");
  2963. return false;
  2964. }
  2965. }
  2966. // With the amount of changes done to the function, it's more like transferArtifacts.
  2967. // 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.
  2968. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2969. {
  2970. ArtifactLocation src = al1, dst = al2;
  2971. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2972. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2973. // Make sure exchange is even possible between the two heroes.
  2974. if (!isAllowedExchange(srcObj->id, dstObj->id))
  2975. COMPLAIN_RET("That heroes cannot make any exchange!");
  2976. const CArtifactInstance *srcArtifact = src.getArt();
  2977. const CArtifactInstance *destArtifact = dst.getArt();
  2978. if (srcArtifact == nullptr)
  2979. COMPLAIN_RET("No artifact to move!");
  2980. if (destArtifact && srcPlayer != dstPlayer)
  2981. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2982. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2983. // Moving to the backpack is always allowed.
  2984. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2985. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2986. COMPLAIN_RET("Cannot move artifact!");
  2987. auto srcSlot = src.getSlot();
  2988. auto dstSlot = dst.getSlot();
  2989. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2990. COMPLAIN_RET("Cannot move artifact locks.");
  2991. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2992. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2993. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2994. COMPLAIN_RET("Cannot move catapult!");
  2995. if (dst.slot >= GameConstants::BACKPACK_START)
  2996. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  2997. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2998. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2999. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  3000. {
  3001. //old artifact must be removed first
  3002. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  3003. (si32)dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  3004. }
  3005. MoveArtifact ma;
  3006. ma.src = src;
  3007. ma.dst = dst;
  3008. sendAndApply(&ma);
  3009. return true;
  3010. }
  3011. /**
  3012. * Assembles or disassembles a combination artifact.
  3013. * @param heroID ID of hero holding the artifact(s).
  3014. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3015. * @param assemble True for assembly operation, false for disassembly.
  3016. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3017. * artifact to assemble to. Otherwise it's not used.
  3018. */
  3019. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3020. {
  3021. const CGHeroInstance * hero = getHero(heroID);
  3022. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3023. if (!destArtifact)
  3024. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3025. if (assemble)
  3026. {
  3027. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  3028. if (!combinedArt->constituents)
  3029. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3030. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  3031. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3032. AssembledArtifact aa;
  3033. aa.al = ArtifactLocation(hero, artifactSlot);
  3034. aa.builtArt = combinedArt;
  3035. sendAndApply(&aa);
  3036. }
  3037. else
  3038. {
  3039. if (!destArtifact->artType->constituents)
  3040. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3041. DisassembledArtifact da;
  3042. da.al = ArtifactLocation(hero, artifactSlot);
  3043. sendAndApply(&da);
  3044. }
  3045. return true;
  3046. }
  3047. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3048. {
  3049. const CGHeroInstance * hero = getHero(hid);
  3050. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3051. const CGTownInstance * town = hero->visitedTown;
  3052. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3053. if (aid==ArtifactID::SPELLBOOK)
  3054. {
  3055. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3056. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3057. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3058. )
  3059. return false;
  3060. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3061. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3062. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3063. giveSpells(town,hero);
  3064. return true;
  3065. }
  3066. else
  3067. {
  3068. const CArtifact * art = aid.toArtifact();
  3069. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3070. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3071. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3072. const int price = art->price;
  3073. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3074. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3075. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  3076. {
  3077. giveResource(hero->getOwner(),Res::GOLD,-price);
  3078. return giveHeroNewArtifact(hero, art);
  3079. }
  3080. else
  3081. COMPLAIN_RET("This machine is unavailable here!");
  3082. }
  3083. }
  3084. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3085. {
  3086. if(!h)
  3087. COMPLAIN_RET("Only hero can buy artifacts!");
  3088. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3089. COMPLAIN_RET("That artifact is unavailable!");
  3090. int b1, b2;
  3091. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3092. if (getResource(h->tempOwner, rid) < b1)
  3093. COMPLAIN_RET("You can't afford to buy this artifact!");
  3094. giveResource(h->tempOwner, rid, -b1);
  3095. SetAvailableArtifacts saa;
  3096. if (m->o->ID == Obj::TOWN)
  3097. {
  3098. saa.id = -1;
  3099. saa.arts = CGTownInstance::merchantArtifacts;
  3100. }
  3101. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3102. {
  3103. saa.id = bm->id.getNum();
  3104. saa.arts = bm->artifacts;
  3105. }
  3106. else
  3107. COMPLAIN_RET("Wrong marktet...");
  3108. bool found = false;
  3109. for (const CArtifact *&art : saa.arts)
  3110. {
  3111. if (art && art->id == aid)
  3112. {
  3113. art = nullptr;
  3114. found = true;
  3115. break;
  3116. }
  3117. }
  3118. if (!found)
  3119. COMPLAIN_RET("Cannot find selected artifact on the list");
  3120. sendAndApply(&saa);
  3121. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3122. return true;
  3123. }
  3124. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3125. {
  3126. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3127. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3128. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3129. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3130. int resVal = 0, dump = 1;
  3131. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3132. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3133. giveResource(h->tempOwner, rid, resVal);
  3134. return true;
  3135. }
  3136. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3137. {
  3138. if (!h)
  3139. COMPLAIN_RET("You need hero to buy a skill!");
  3140. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3141. COMPLAIN_RET("Hero already know this skill");
  3142. if (!h->canLearnSkill())
  3143. COMPLAIN_RET("Hero can't learn any more skills");
  3144. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3145. COMPLAIN_RET("The hero can't learn this skill!");
  3146. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3147. COMPLAIN_RET("That skill is unavailable!");
  3148. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3149. COMPLAIN_RET("You can't afford to buy this skill");
  3150. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3151. changeSecSkill(h, skill, 1, true);
  3152. return true;
  3153. }
  3154. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3155. {
  3156. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3157. vstd::amin(val, r1); //can't trade more resources than have
  3158. int b1, b2; //base quantities for trade
  3159. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3160. int units = val / b1; //how many base quantities we trade
  3161. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3162. {
  3163. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3164. }
  3165. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3166. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3167. return true;
  3168. }
  3169. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3170. {
  3171. if(!hero)
  3172. COMPLAIN_RET("Only hero can sell creatures!");
  3173. if (!vstd::contains(hero->Slots(), slot))
  3174. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3175. const CStackInstance &s = hero->getStack(slot);
  3176. if (s.count < (TQuantity)count //can't sell more creatures than have
  3177. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3178. {
  3179. COMPLAIN_RET("Not enough creatures in army!");
  3180. }
  3181. int b1, b2; //base quantities for trade
  3182. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3183. int units = count / b1; //how many base quantities we trade
  3184. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3185. {
  3186. //TODO: complain?
  3187. assert(0);
  3188. }
  3189. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3190. giveResource(hero->tempOwner, resourceID, b2 * units);
  3191. return true;
  3192. }
  3193. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3194. {
  3195. const CArmedInstance *army = nullptr;
  3196. if (hero)
  3197. army = hero;
  3198. else
  3199. army = dynamic_cast<const CGTownInstance *>(market->o);
  3200. if (!army)
  3201. COMPLAIN_RET("Incorrect call to transform in undead!");
  3202. if (!army->hasStackAtSlot(slot))
  3203. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3204. const CStackInstance &s = army->getStack(slot);
  3205. //resulting creature - bone dragons or skeletons
  3206. CreatureID resCreature = CreatureID::SKELETON;
  3207. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3208. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3209. || (s.getCreatureID() == CreatureID::HYDRA)
  3210. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3211. resCreature = CreatureID::BONE_DRAGON;
  3212. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3213. return true;
  3214. }
  3215. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3216. {
  3217. const PlayerState *p2 = getPlayer(r2, false);
  3218. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3219. {
  3220. complain("Dest player must be in game!");
  3221. return false;
  3222. }
  3223. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3224. vstd::amin(val, curRes1);
  3225. giveResource(player, r1, -(int)val);
  3226. giveResource(r2, r1, val);
  3227. return true;
  3228. }
  3229. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3230. {
  3231. const CGHeroInstance *h = getHero(hid);
  3232. if (!h)
  3233. {
  3234. logGlobal->error("Hero doesn't exist!");
  3235. return false;
  3236. }
  3237. ChangeFormation cf;
  3238. cf.hid = hid;
  3239. cf.formation = formation;
  3240. sendAndApply(&cf);
  3241. return true;
  3242. }
  3243. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3244. {
  3245. const PlayerState * p = getPlayer(player);
  3246. const CGTownInstance * t = getTown(obj->id);
  3247. //common preconditions
  3248. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3249. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3250. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3251. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3252. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3253. {
  3254. return false;
  3255. }
  3256. if (t) //tavern in town
  3257. {
  3258. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3259. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3260. {
  3261. return false;
  3262. }
  3263. }
  3264. else if (obj->ID == Obj::TAVERN)
  3265. {
  3266. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3267. {
  3268. return false;
  3269. }
  3270. }
  3271. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3272. if (!nh)
  3273. {
  3274. complain ("Hero is not available for hiring!");
  3275. return false;
  3276. }
  3277. HeroRecruited hr;
  3278. hr.tid = obj->id;
  3279. hr.hid = nh->subID;
  3280. hr.player = player;
  3281. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3282. sendAndApply(&hr);
  3283. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3284. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3285. const CGHeroInstance *newHero = nullptr;
  3286. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3287. {
  3288. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3289. }
  3290. SetAvailableHeroes sah;
  3291. sah.player = player;
  3292. if (newHero)
  3293. {
  3294. sah.hid[hid] = newHero->subID;
  3295. sah.army[hid].clear();
  3296. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3297. }
  3298. else
  3299. {
  3300. sah.hid[hid] = -1;
  3301. }
  3302. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3303. sendAndApply(&sah);
  3304. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3305. if (t)
  3306. {
  3307. visitCastleObjects(t, nh);
  3308. giveSpells(t,nh);
  3309. }
  3310. return true;
  3311. }
  3312. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3313. {
  3314. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3315. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3316. logGlobal->trace(answer.toJson());
  3317. auto topQuery = queries.topQuery(player);
  3318. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3319. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3320. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3321. topQuery->setReply(answer);
  3322. queries.popQuery(topQuery);
  3323. return true;
  3324. }
  3325. static EndAction end_action;
  3326. void CGameHandler::updateGateState()
  3327. {
  3328. BattleUpdateGateState db;
  3329. db.state = gs->curB->si.gateState;
  3330. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3331. {
  3332. db.state = EGateState::DESTROYED;
  3333. }
  3334. else if (db.state == EGateState::OPENED)
  3335. {
  3336. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3337. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3338. {
  3339. if (gs->curB->town->subID == ETownType::FORTRESS)
  3340. {
  3341. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3342. db.state = EGateState::CLOSED;
  3343. }
  3344. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3345. db.state = EGateState::BLOCKED;
  3346. else
  3347. db.state = EGateState::CLOSED;
  3348. }
  3349. }
  3350. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3351. db.state = EGateState::BLOCKED;
  3352. else
  3353. db.state = EGateState::CLOSED;
  3354. if (db.state != gs->curB->si.gateState)
  3355. sendAndApply(&db);
  3356. }
  3357. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3358. {
  3359. bool ok = true;
  3360. battle::Target target = ba.getTarget(gs->curB);
  3361. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3362. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3363. logGlobal->trace("Making action: %s", ba.toString());
  3364. switch(ba.actionType)
  3365. {
  3366. case EActionType::WALK: //walk
  3367. case EActionType::DEFEND: //defend
  3368. case EActionType::WAIT: //wait
  3369. case EActionType::WALK_AND_ATTACK: //walk or attack
  3370. case EActionType::SHOOT: //shoot
  3371. case EActionType::CATAPULT: //catapult
  3372. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3373. case EActionType::DAEMON_SUMMONING:
  3374. case EActionType::MONSTER_SPELL:
  3375. if (!stack)
  3376. {
  3377. complain("No such stack!");
  3378. return false;
  3379. }
  3380. if (!stack->alive())
  3381. {
  3382. complain("This stack is dead: " + stack->nodeName());
  3383. return false;
  3384. }
  3385. if (battleTacticDist())
  3386. {
  3387. if (stack && stack->side != battleGetTacticsSide())
  3388. {
  3389. complain("This is not a stack of side that has tactics!");
  3390. return false;
  3391. }
  3392. }
  3393. else if (!isAboutActiveStack)
  3394. {
  3395. complain("Action has to be about active stack!");
  3396. return false;
  3397. }
  3398. }
  3399. auto wrapAction = [this](BattleAction &ba)
  3400. {
  3401. StartAction startAction(ba);
  3402. sendAndApply(&startAction);
  3403. return vstd::makeScopeGuard([&]()
  3404. {
  3405. sendAndApply(&end_action);
  3406. });
  3407. };
  3408. switch(ba.actionType)
  3409. {
  3410. case EActionType::END_TACTIC_PHASE: //wait
  3411. case EActionType::BAD_MORALE:
  3412. case EActionType::NO_ACTION:
  3413. {
  3414. auto wrapper = wrapAction(ba);
  3415. break;
  3416. }
  3417. case EActionType::WALK:
  3418. {
  3419. auto wrapper = wrapAction(ba);
  3420. if(target.size() < 1)
  3421. {
  3422. complain("Destination required for move action.");
  3423. ok = false;
  3424. break;
  3425. }
  3426. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3427. if (!walkedTiles)
  3428. complain("Stack failed movement!");
  3429. break;
  3430. }
  3431. case EActionType::DEFEND:
  3432. {
  3433. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3434. SetStackEffect sse;
  3435. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3436. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3437. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3438. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3439. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3440. int oldDefenceValue = defence.totalValue();
  3441. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3442. defence.push_back(std::make_shared<Bonus>(bonus2));
  3443. int difference = defence.totalValue() - oldDefenceValue;
  3444. std::vector<Bonus> buffer;
  3445. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3446. {
  3447. difference = 1;
  3448. buffer.push_back(alternativeWeakCreatureBonus);
  3449. }
  3450. else
  3451. {
  3452. buffer.push_back(defenseBonusToAdd);
  3453. }
  3454. buffer.push_back(bonus2);
  3455. MetaString text;
  3456. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3457. stack->addNameReplacement(text);
  3458. text.addReplacement(difference);
  3459. sse.battleLog.push_back(text);
  3460. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3461. sendAndApply(&sse);
  3462. //don't break - we share code with next case
  3463. }
  3464. FALLTHROUGH
  3465. case EActionType::WAIT:
  3466. {
  3467. auto wrapper = wrapAction(ba);
  3468. break;
  3469. }
  3470. case EActionType::RETREAT: //retreat/flee
  3471. {
  3472. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3473. complain("Cannot retreat!");
  3474. else
  3475. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3476. break;
  3477. }
  3478. case EActionType::SURRENDER:
  3479. {
  3480. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3481. int cost = gs->curB->battleGetSurrenderCost(player);
  3482. if (cost < 0)
  3483. complain("Cannot surrender!");
  3484. else if (getResource(player, Res::GOLD) < cost)
  3485. complain("Not enough gold to surrender!");
  3486. else
  3487. {
  3488. giveResource(player, Res::GOLD, -cost);
  3489. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3490. }
  3491. break;
  3492. }
  3493. case EActionType::WALK_AND_ATTACK: //walk or attack
  3494. {
  3495. auto wrapper = wrapAction(ba);
  3496. if(!stack)
  3497. {
  3498. complain("No attacker");
  3499. ok = false;
  3500. break;
  3501. }
  3502. if(target.size() < 2)
  3503. {
  3504. complain("Two destinations required for attack action.");
  3505. ok = false;
  3506. break;
  3507. }
  3508. BattleHex attackPos = target.at(0).hexValue;
  3509. BattleHex destinationTile = target.at(1).hexValue;
  3510. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3511. if(!destinationStack)
  3512. {
  3513. complain("Invalid target to attack");
  3514. ok = false;
  3515. break;
  3516. }
  3517. BattleHex startingPos = stack->getPosition();
  3518. int distance = moveStack(ba.stackNumber, attackPos);
  3519. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3520. if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
  3521. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3522. )
  3523. {
  3524. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3525. ok = false;
  3526. break;
  3527. }
  3528. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3529. {
  3530. destinationStack = nullptr;
  3531. }
  3532. if(!destinationStack)
  3533. {
  3534. complain("Unit can not attack itself");
  3535. ok = false;
  3536. break;
  3537. }
  3538. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3539. {
  3540. complain("Attack cannot be performed!");
  3541. ok = false;
  3542. break;
  3543. }
  3544. //attack
  3545. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3546. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  3547. const bool retaliation = destinationStack->ableToRetaliate();
  3548. for (int i = 0; i < totalAttacks; ++i)
  3549. {
  3550. //first strike
  3551. if(i == 0 && firstStrike && retaliation)
  3552. {
  3553. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3554. }
  3555. //move can cause death, eg. by walking into the moat, first strike can cause death as well
  3556. if(stack->alive() && destinationStack->alive())
  3557. {
  3558. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3559. }
  3560. //counterattack
  3561. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3562. if(stack->alive()
  3563. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3564. && (i == 0 && !firstStrike)
  3565. && retaliation && destinationStack->ableToRetaliate())
  3566. {
  3567. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3568. }
  3569. }
  3570. //return
  3571. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  3572. && target.size() == 3
  3573. && startingPos != stack->getPosition()
  3574. && startingPos == target.at(2).hexValue
  3575. && stack->alive())
  3576. {
  3577. moveStack(ba.stackNumber, startingPos);
  3578. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3579. }
  3580. break;
  3581. }
  3582. case EActionType::SHOOT:
  3583. {
  3584. if(target.size() < 1)
  3585. {
  3586. complain("Destination required for shot action.");
  3587. ok = false;
  3588. break;
  3589. }
  3590. auto destination = target.at(0).hexValue;
  3591. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  3592. if (!gs->curB->battleCanShoot(stack, destination))
  3593. {
  3594. complain("Cannot shoot!");
  3595. break;
  3596. }
  3597. if (!destinationStack)
  3598. {
  3599. complain("No target to shoot!");
  3600. break;
  3601. }
  3602. auto wrapper = wrapAction(ba);
  3603. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  3604. //ranged counterattack
  3605. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3606. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3607. && destinationStack->ableToRetaliate()
  3608. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  3609. && stack->alive()) //attacker may have died (fire shield)
  3610. {
  3611. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  3612. }
  3613. //TODO: move to CUnitState
  3614. //extra shot(s) for ballista, based on artillery skill
  3615. if(stack->creatureIndex() == CreatureID::BALLISTA)
  3616. {
  3617. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3618. if(attackingHero)
  3619. {
  3620. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3621. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3622. {
  3623. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3624. }
  3625. }
  3626. }
  3627. //allow more than one additional attack
  3628. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  3629. for(int i = 1; i < totalRangedAttacks; ++i)
  3630. {
  3631. if(
  3632. stack->alive()
  3633. && destinationStack->alive()
  3634. && stack->shots.canUse()
  3635. )
  3636. {
  3637. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3638. }
  3639. }
  3640. break;
  3641. }
  3642. case EActionType::CATAPULT:
  3643. {
  3644. //TODO: unify with spells::effects:Catapult
  3645. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3646. {
  3647. switch(part)
  3648. {
  3649. case EWallPart::GATE:
  3650. return sbi.gate;
  3651. case EWallPart::KEEP:
  3652. return sbi.keep;
  3653. case EWallPart::BOTTOM_TOWER:
  3654. case EWallPart::UPPER_TOWER:
  3655. return sbi.tower;
  3656. case EWallPart::BOTTOM_WALL:
  3657. case EWallPart::BELOW_GATE:
  3658. case EWallPart::OVER_GATE:
  3659. case EWallPart::UPPER_WALL:
  3660. return sbi.wall;
  3661. default:
  3662. return 0;
  3663. }
  3664. };
  3665. auto wrapper = wrapAction(ba);
  3666. if(target.size() < 1)
  3667. {
  3668. complain("Destination required for catapult action.");
  3669. ok = false;
  3670. break;
  3671. }
  3672. auto destination = target.at(0).hexValue;
  3673. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3674. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
  3675. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3676. stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  3677. else
  3678. {
  3679. if(stack->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS)) //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  3680. {
  3681. stackBallisticsParameters = VLC->heroh->ballistics.at(2);
  3682. stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
  3683. }
  3684. else
  3685. stackBallisticsParameters = VLC->heroh->ballistics.at(1);
  3686. stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
  3687. }
  3688. auto wallPart = gs->curB->battleHexToWallPart(destination);
  3689. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3690. {
  3691. complain("catapult tried to attack non-catapultable hex!");
  3692. break;
  3693. }
  3694. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3695. auto &currentHP = gs->curB->si.wallState;
  3696. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3697. {
  3698. complain("catapult tried to attack already destroyed wall part!");
  3699. break;
  3700. }
  3701. for (int g=0; g<stackBallisticsParameters.shots; ++g)
  3702. {
  3703. bool hitSuccessfull = false;
  3704. auto attackedPart = wallPart;
  3705. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  3706. {
  3707. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3708. currentHP.at(attackedPart) != EWallState::NONE &&
  3709. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
  3710. {
  3711. hitSuccessfull = true;
  3712. }
  3713. else // select new target
  3714. {
  3715. std::vector<EWallPart::EWallPart> allowedTargets;
  3716. for (size_t i=0; i< currentHP.size(); i++)
  3717. {
  3718. if(currentHP.at(i) != EWallState::DESTROYED &&
  3719. currentHP.at(i) != EWallState::NONE)
  3720. allowedTargets.push_back(EWallPart::EWallPart(i));
  3721. }
  3722. if (allowedTargets.empty())
  3723. break;
  3724. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3725. }
  3726. }
  3727. while (!hitSuccessfull);
  3728. if (!hitSuccessfull) // break triggered - no target to shoot at
  3729. break;
  3730. CatapultAttack ca; //package for clients
  3731. CatapultAttack::AttackInfo attack;
  3732. attack.attackedPart = attackedPart;
  3733. attack.destinationTile = destination;
  3734. attack.damageDealt = 0;
  3735. BattleUnitsChanged removeUnits;
  3736. int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3737. int dmgRand = getRandomGenerator().nextInt(99);
  3738. //accumulating dmgChance
  3739. dmgChance[1] += dmgChance[0];
  3740. dmgChance[2] += dmgChance[1];
  3741. //calculating dealt damage
  3742. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3743. {
  3744. if (dmgRand <= dmgChance[damage])
  3745. {
  3746. attack.damageDealt = damage;
  3747. break;
  3748. }
  3749. }
  3750. // attacked tile may have changed - update destination
  3751. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3752. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3753. //removing creatures in turrets / keep if one is destroyed
  3754. if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  3755. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3756. {
  3757. int posRemove = -1;
  3758. switch(attackedPart)
  3759. {
  3760. case EWallPart::KEEP:
  3761. posRemove = -2;
  3762. break;
  3763. case EWallPart::BOTTOM_TOWER:
  3764. posRemove = -3;
  3765. break;
  3766. case EWallPart::UPPER_TOWER:
  3767. posRemove = -4;
  3768. break;
  3769. }
  3770. for(auto & elem : gs->curB->stacks)
  3771. {
  3772. if(elem->initialPosition == posRemove)
  3773. {
  3774. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  3775. break;
  3776. }
  3777. }
  3778. }
  3779. ca.attacker = ba.stackNumber;
  3780. ca.attackedParts.push_back(attack);
  3781. sendAndApply(&ca);
  3782. if(!removeUnits.changedStacks.empty())
  3783. sendAndApply(&removeUnits);
  3784. }
  3785. //finish by scope guard
  3786. break;
  3787. }
  3788. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3789. {
  3790. auto wrapper = wrapAction(ba);
  3791. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3792. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  3793. if(target.size() < 1)
  3794. {
  3795. complain("Destination required for heal action.");
  3796. ok = false;
  3797. break;
  3798. }
  3799. const battle::Unit * destStack = nullptr;
  3800. if(target.at(0).unitValue)
  3801. destStack = target.at(0).unitValue;
  3802. else
  3803. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  3804. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3805. {
  3806. complain("There is either no healer, no destination, or healer cannot heal :P");
  3807. }
  3808. else
  3809. {
  3810. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3811. //TODO: allow resurrection for mods
  3812. auto state = destStack->acquireState();
  3813. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  3814. if(toHeal == 0)
  3815. {
  3816. logGlobal->warn("Nothing to heal");
  3817. }
  3818. else
  3819. {
  3820. BattleUnitsChanged pack;
  3821. MetaString text;
  3822. text.addTxt(MetaString::GENERAL_TXT, 414);
  3823. healer->addNameReplacement(text, false);
  3824. destStack->addNameReplacement(text, false);
  3825. text.addReplacement((int)toHeal);
  3826. pack.battleLog.push_back(text);
  3827. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  3828. info.healthDelta = toHeal;
  3829. state->save(info.data);
  3830. pack.changedStacks.push_back(info);
  3831. sendAndApply(&pack);
  3832. }
  3833. }
  3834. break;
  3835. }
  3836. case EActionType::DAEMON_SUMMONING:
  3837. //TODO: From Strategija:
  3838. //Summon Demon is a level 2 spell.
  3839. {
  3840. if(target.size() < 1)
  3841. {
  3842. complain("Destination required for summon action.");
  3843. ok = false;
  3844. break;
  3845. }
  3846. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
  3847. const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
  3848. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3849. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
  3850. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3851. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3852. ui32 canRiseAmount = static_cast<ui32>(canRiseHp / summonedType.toCreature()->MaxHealth());
  3853. battle::UnitInfo info;
  3854. info.id = gs->curB->battleNextUnitId();
  3855. info.count = std::min(canRiseAmount, destStack->baseAmount);
  3856. info.type = summonedType;
  3857. info.side = summoner->side;
  3858. info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
  3859. info.summoned = false;
  3860. BattleUnitsChanged addUnits;
  3861. addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  3862. info.save(addUnits.changedStacks.back().data);
  3863. if(info.count > 0) //there's rare possibility single creature cannot rise desired type
  3864. {
  3865. auto wrapper = wrapAction(ba);
  3866. BattleUnitsChanged removeUnits;
  3867. removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
  3868. sendAndApply(&removeUnits);
  3869. sendAndApply(&addUnits);
  3870. BattleSetStackProperty ssp;
  3871. ssp.stackID = ba.stackNumber;
  3872. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3873. ssp.val = -1;
  3874. ssp.absolute = false;
  3875. sendAndApply(&ssp);
  3876. }
  3877. break;
  3878. }
  3879. case EActionType::MONSTER_SPELL:
  3880. {
  3881. auto wrapper = wrapAction(ba);
  3882. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3883. SpellID spellID = SpellID(ba.actionSubtype);
  3884. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3885. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3886. //TODO special bonus for genies ability
  3887. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3888. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3889. if (spellID < 0)
  3890. complain("That stack can't cast spells!");
  3891. else
  3892. {
  3893. const CSpell * spell = SpellID(spellID).toSpell();
  3894. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  3895. int32_t spellLvl = 0;
  3896. if(spellcaster)
  3897. vstd::amax(spellLvl, spellcaster->val);
  3898. if(randSpellcaster)
  3899. vstd::amax(spellLvl, randSpellcaster->val);
  3900. parameters.setSpellLevel(spellLvl);
  3901. parameters.target = target;
  3902. parameters.cast(spellEnv);
  3903. }
  3904. break;
  3905. }
  3906. }
  3907. if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  3908. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  3909. handleDamageFromObstacle(stack);
  3910. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3911. battleMadeAction.setn(true);
  3912. return ok;
  3913. }
  3914. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3915. {
  3916. bool cheated = true;
  3917. PlayerMessageClient temp_message(player, message);
  3918. sendAndApply(&temp_message);
  3919. std::vector<std::string> cheat;
  3920. boost::split(cheat, message, boost::is_any_of(" "));
  3921. int obj = 0;
  3922. if (cheat.size() == 2)
  3923. {
  3924. obj = std::atoi(cheat[1].c_str());
  3925. if (obj)
  3926. currObj = ObjectInstanceID(obj);
  3927. }
  3928. const CGHeroInstance * hero = getHero(currObj);
  3929. const CGTownInstance * town = getTown(currObj);
  3930. if (!town && hero)
  3931. town = hero->visitedTown;
  3932. if (cheat.size() == 1 || obj)
  3933. handleCheatCode(cheat[0], player, hero, town, cheated);
  3934. else
  3935. {
  3936. for (const auto & i : gs->players)
  3937. {
  3938. if (i.first == PlayerColor::NEUTRAL)
  3939. continue;
  3940. if (cheat[1] == "ai")
  3941. {
  3942. if (i.second.human)
  3943. continue;
  3944. }
  3945. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3946. continue;
  3947. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3948. {
  3949. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3950. }
  3951. else if (cheat[0] == "vcmiarmenelos")
  3952. {
  3953. for (const auto & t : i.second.towns)
  3954. {
  3955. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3956. }
  3957. }
  3958. else
  3959. {
  3960. for (const auto & h : i.second.heroes)
  3961. {
  3962. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3963. }
  3964. }
  3965. }
  3966. }
  3967. if (cheated)
  3968. {
  3969. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3970. sendAndApply(&temp_message);
  3971. if(!player.isSpectator())
  3972. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3973. }
  3974. }
  3975. bool CGameHandler::makeCustomAction(BattleAction & ba)
  3976. {
  3977. switch(ba.actionType)
  3978. {
  3979. case EActionType::HERO_SPELL:
  3980. {
  3981. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3982. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3983. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3984. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  3985. if (!s)
  3986. {
  3987. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  3988. return false;
  3989. }
  3990. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  3991. parameters.target = ba.getTarget(gs->curB);
  3992. spells::detail::ProblemImpl problem;
  3993. if(!s->canBeCast(problem, gs->curB, spells::Mode::HERO, h))//todo: should we check aimed cast?
  3994. {
  3995. logGlobal->warn("Spell cannot be cast!");
  3996. std::vector<std::string> texts;
  3997. problem.getAll(texts);
  3998. for(auto s : texts)
  3999. logGlobal->warn(s);
  4000. return false;
  4001. }
  4002. StartAction start_action(ba);
  4003. sendAndApply(&start_action); //start spell casting
  4004. parameters.cast(spellEnv);
  4005. sendAndApply(&end_action);
  4006. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4007. {
  4008. battleMadeAction.setn(true);
  4009. }
  4010. checkBattleStateChanges();
  4011. if (battleResult.get())
  4012. {
  4013. battleMadeAction.setn(true);
  4014. //battle will be ended by startBattle function
  4015. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4016. }
  4017. return true;
  4018. }
  4019. }
  4020. return false;
  4021. }
  4022. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4023. {
  4024. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4025. for(auto b : bl)
  4026. {
  4027. const CSpell * sp = SpellID(b->subtype).toSpell();
  4028. if(!sp)
  4029. continue;
  4030. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4031. const int32_t level = ((val > 3) ? (val - 3) : val);
  4032. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4033. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4034. battleCast.setEffectDuration(50);
  4035. battleCast.setSpellLevel(level);
  4036. if(val > 3)
  4037. {
  4038. for(auto s : gs->curB->battleGetAllStacks())
  4039. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4040. battleCast.aimToUnit(s);
  4041. }
  4042. else
  4043. {
  4044. battleCast.aimToUnit(st);
  4045. }
  4046. battleCast.applyEffects(spellEnv, false, true);
  4047. }
  4048. }
  4049. void CGameHandler::stackTurnTrigger(const CStack *st)
  4050. {
  4051. BattleTriggerEffect bte;
  4052. bte.stackID = st->ID;
  4053. bte.effect = -1;
  4054. bte.val = 0;
  4055. bte.additionalInfo = 0;
  4056. if (st->alive())
  4057. {
  4058. //unbind
  4059. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  4060. {
  4061. bool unbind = true;
  4062. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  4063. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4064. for (auto b : bl)
  4065. {
  4066. if(b->additionalInfo != CAddInfo::NONE)
  4067. {
  4068. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4069. if(stack)
  4070. {
  4071. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4072. unbind = false;
  4073. }
  4074. }
  4075. else
  4076. {
  4077. unbind = false;
  4078. }
  4079. }
  4080. if (unbind)
  4081. {
  4082. BattleSetStackProperty ssp;
  4083. ssp.which = BattleSetStackProperty::UNBIND;
  4084. ssp.stackID = st->ID;
  4085. sendAndApply(&ssp);
  4086. }
  4087. }
  4088. //regeneration
  4089. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  4090. {
  4091. bte.effect = Bonus::HP_REGENERATION;
  4092. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  4093. }
  4094. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4095. {
  4096. bte.effect = Bonus::HP_REGENERATION;
  4097. bte.val = st->MaxHealth() - st->getFirstHPleft();
  4098. }
  4099. if (bte.val) //anything to heal
  4100. sendAndApply(&bte);
  4101. if (st->hasBonusOfType(Bonus::POISON))
  4102. {
  4103. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  4104. if (b) //TODO: what if not?...
  4105. {
  4106. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4107. if (bte.val < b->val) //(negative) poison effect increases - update it
  4108. {
  4109. bte.effect = Bonus::POISON;
  4110. sendAndApply(&bte);
  4111. }
  4112. }
  4113. }
  4114. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4115. {
  4116. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4117. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4118. if(opponentHero)
  4119. {
  4120. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4121. vstd::amin(manaDrained, opponentHero->mana);
  4122. if(manaDrained)
  4123. {
  4124. bte.effect = Bonus::MANA_DRAIN;
  4125. bte.val = manaDrained;
  4126. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4127. sendAndApply(&bte);
  4128. }
  4129. }
  4130. }
  4131. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4132. {
  4133. bool fearsomeCreature = false;
  4134. for (CStack * stack : gs->curB->stacks)
  4135. {
  4136. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4137. {
  4138. fearsomeCreature = true;
  4139. break;
  4140. }
  4141. }
  4142. if (fearsomeCreature)
  4143. {
  4144. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4145. {
  4146. bte.effect = Bonus::FEAR;
  4147. sendAndApply(&bte);
  4148. }
  4149. }
  4150. }
  4151. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4152. int side = gs->curB->whatSide(st->owner);
  4153. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4154. {
  4155. bool cast = false;
  4156. while(!bl.empty() && !cast)
  4157. {
  4158. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4159. auto spellID = SpellID(bonus->subtype);
  4160. const CSpell * spell = SpellID(spellID).toSpell();
  4161. bl.remove_if([&bonus](const Bonus * b)
  4162. {
  4163. return b == bonus.get();
  4164. });
  4165. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4166. parameters.setSpellLevel(bonus->val);
  4167. parameters.massive = true;
  4168. parameters.smart = true;
  4169. //todo: recheck effect level
  4170. if(parameters.castIfPossible(spellEnv))
  4171. {
  4172. cast = true;
  4173. int cooldown = bonus->additionalInfo[0];
  4174. BattleSetStackProperty ssp;
  4175. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4176. ssp.absolute = false;
  4177. ssp.val = cooldown;
  4178. ssp.stackID = st->unitId();
  4179. sendAndApply(&ssp);
  4180. }
  4181. }
  4182. }
  4183. }
  4184. }
  4185. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4186. {
  4187. if(!curStack->alive())
  4188. return false;
  4189. bool containDamageFromMoat = false;
  4190. bool movementStoped = false;
  4191. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4192. {
  4193. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4194. {
  4195. //helper info
  4196. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4197. const ui8 side = curStack->side;
  4198. if(!spellObstacle)
  4199. COMPLAIN_RET("Invalid obstacle instance");
  4200. if(spellObstacle->trigger)
  4201. {
  4202. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4203. //hidden obstacle triggers effects until revealed
  4204. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4205. {
  4206. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4207. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4208. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4209. if(!sp)
  4210. COMPLAIN_RET("Invalid obstacle instance");
  4211. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4212. battleCast.aimToUnit(curStack);
  4213. battleCast.applyEffects(spellEnv, true);
  4214. if(oneTimeObstacle)
  4215. {
  4216. removeObstacle(*obstacle);
  4217. }
  4218. else
  4219. {
  4220. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4221. ObstacleChanges changeInfo;
  4222. changeInfo.id = spellObstacle->uniqueID;
  4223. changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
  4224. SpellCreatedObstacle changedObstacle;
  4225. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4226. changedObstacle.revealed = true;
  4227. changeInfo.data.clear();
  4228. JsonSerializer ser(nullptr, changeInfo.data);
  4229. ser.serializeStruct("obstacle", changedObstacle);
  4230. BattleObstaclesChanged bocp;
  4231. bocp.changes.emplace_back(changeInfo);
  4232. sendAndApply(&bocp);
  4233. }
  4234. }
  4235. }
  4236. }
  4237. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4238. {
  4239. auto town = gs->curB->town;
  4240. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4241. if(!containDamageFromMoat)
  4242. {
  4243. containDamageFromMoat = true;
  4244. BattleStackAttacked bsa;
  4245. bsa.damageAmount = damage;
  4246. bsa.stackAttacked = curStack->ID;
  4247. bsa.attackerID = -1;
  4248. curStack->prepareAttacked(bsa, getRandomGenerator());
  4249. StacksInjured si;
  4250. si.stacks.push_back(bsa);
  4251. sendAndApply(&si);
  4252. }
  4253. }
  4254. if(!curStack->alive())
  4255. return false;
  4256. if((obstacle->stopsMovement() && stackIsMoving))
  4257. movementStoped = true;
  4258. }
  4259. if(stackIsMoving)
  4260. return curStack->alive() && !movementStoped;
  4261. else
  4262. return curStack->alive();
  4263. }
  4264. void CGameHandler::handleTimeEvents()
  4265. {
  4266. gs->map->events.sort(evntCmp);
  4267. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4268. {
  4269. CMapEvent ev = gs->map->events.front();
  4270. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4271. {
  4272. auto color = PlayerColor(player);
  4273. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4274. if (pinfo //player exists
  4275. && (ev.players & 1<<player) //event is enabled to this player
  4276. && ((ev.computerAffected && !pinfo->human)
  4277. || (ev.humanAffected && pinfo->human)
  4278. )
  4279. )
  4280. {
  4281. //give resources
  4282. giveResources(color, ev.resources);
  4283. //prepare dialog
  4284. InfoWindow iw;
  4285. iw.player = color;
  4286. iw.text << ev.message;
  4287. for (int i=0; i<ev.resources.size(); i++)
  4288. {
  4289. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4290. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4291. }
  4292. sendAndApply(&iw); //show dialog
  4293. }
  4294. } //PLAYERS LOOP
  4295. if (ev.nextOccurence)
  4296. {
  4297. gs->map->events.pop_front();
  4298. ev.firstOccurence += ev.nextOccurence;
  4299. auto it = gs->map->events.begin();
  4300. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4301. it++;
  4302. gs->map->events.insert(it, ev);
  4303. }
  4304. else
  4305. {
  4306. gs->map->events.pop_front();
  4307. }
  4308. }
  4309. //TODO send only if changed
  4310. UpdateMapEvents ume;
  4311. ume.events = gs->map->events;
  4312. sendAndApply(&ume);
  4313. }
  4314. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4315. {
  4316. town->events.sort(evntCmp);
  4317. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4318. {
  4319. PlayerColor player = town->tempOwner;
  4320. CCastleEvent ev = town->events.front();
  4321. const PlayerState * pinfo = getPlayer(player, false);
  4322. if (pinfo //player exists
  4323. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4324. && ((ev.computerAffected && !pinfo->human)
  4325. || (ev.humanAffected && pinfo->human)))
  4326. {
  4327. // dialog
  4328. InfoWindow iw;
  4329. iw.player = player;
  4330. iw.text << ev.message;
  4331. if (ev.resources.nonZero())
  4332. {
  4333. TResources was = n.res[player];
  4334. n.res[player] += ev.resources;
  4335. n.res[player].amax(0);
  4336. for (int i=0; i<ev.resources.size(); i++)
  4337. 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
  4338. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4339. }
  4340. for (auto & i : ev.buildings)
  4341. {
  4342. if (!town->hasBuilt(i))
  4343. {
  4344. buildStructure(town->id, i, true);
  4345. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4346. }
  4347. }
  4348. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4349. {
  4350. n.cres[town->id].tid = town->id;
  4351. n.cres[town->id].creatures = town->creatures;
  4352. }
  4353. auto & sac = n.cres[town->id];
  4354. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4355. {
  4356. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4357. {
  4358. sac.creatures[i].first += ev.creatures.at(i);
  4359. iw.components.push_back(Component(Component::CREATURE,
  4360. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4361. }
  4362. }
  4363. sendAndApply(&iw); //show dialog
  4364. }
  4365. if (ev.nextOccurence)
  4366. {
  4367. town->events.pop_front();
  4368. ev.firstOccurence += ev.nextOccurence;
  4369. auto it = town->events.begin();
  4370. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4371. it++;
  4372. town->events.insert(it, ev);
  4373. }
  4374. else
  4375. {
  4376. town->events.pop_front();
  4377. }
  4378. }
  4379. //TODO send only if changed
  4380. UpdateCastleEvents uce;
  4381. uce.town = town->id;
  4382. uce.events = town->events;
  4383. sendAndApply(&uce);
  4384. }
  4385. bool CGameHandler::complain(const std::string &problem)
  4386. {
  4387. sendMessageToAll("Server encountered a problem: " + problem);
  4388. logGlobal->error(problem);
  4389. return true;
  4390. }
  4391. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4392. {
  4393. //PlayerColor player = getOwner(hid);
  4394. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4395. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4396. assert(lowerArmy);
  4397. assert(upperArmy);
  4398. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4399. queries.addQuery(garrisonQuery);
  4400. GarrisonDialog gd;
  4401. gd.hid = hid;
  4402. gd.objid = upobj;
  4403. gd.removableUnits = removableUnits;
  4404. gd.queryID = garrisonQuery->queryID;
  4405. sendAndApply(&gd);
  4406. }
  4407. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4408. {
  4409. OpenWindow ow;
  4410. ow.window = OpenWindow::THIEVES_GUILD;
  4411. ow.id1 = player.getNum();
  4412. ow.id2 = requestingObjId.getNum();
  4413. sendAndApply(&ow);
  4414. }
  4415. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4416. {
  4417. if (id1 == id2)
  4418. return true;
  4419. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4420. if (!o1 || !o2)
  4421. return true; //arranging stacks within an object should be always allowed
  4422. if (o1 && o2)
  4423. {
  4424. if (o1->ID == Obj::TOWN)
  4425. {
  4426. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4427. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4428. return true;
  4429. }
  4430. if (o2->ID == Obj::TOWN)
  4431. {
  4432. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4433. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4434. return true;
  4435. }
  4436. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4437. {
  4438. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4439. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4440. // two heroes in same town (garrisoned and visiting)
  4441. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4442. return true;
  4443. }
  4444. //Ongoing garrison exchange
  4445. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4446. {
  4447. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4448. return true;
  4449. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4450. return true;
  4451. }
  4452. }
  4453. return false;
  4454. }
  4455. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4456. {
  4457. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4458. auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
  4459. queries.addQuery(visitQuery); //TODO real visit pos
  4460. HeroVisit hv;
  4461. hv.objId = obj->id;
  4462. hv.heroId = h->id;
  4463. hv.player = h->tempOwner;
  4464. hv.starting = true;
  4465. sendAndApply(&hv);
  4466. obj->onHeroVisit(h);
  4467. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4468. }
  4469. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4470. {
  4471. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4472. HeroVisit hv;
  4473. hv.player = query.players.front();
  4474. hv.heroId = query.visitingHero->id;
  4475. hv.starting = false;
  4476. sendAndApply(&hv);
  4477. }
  4478. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4479. {
  4480. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4481. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4482. {
  4483. complain("Cannot build boat in this shipyard!");
  4484. return false;
  4485. }
  4486. else if (obj->o->ID == Obj::TOWN
  4487. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4488. {
  4489. complain("Cannot build boat in the town - no shipyard!");
  4490. return false;
  4491. }
  4492. const PlayerColor playerID = obj->o->tempOwner;
  4493. TResources boatCost;
  4494. obj->getBoatCost(boatCost);
  4495. TResources aviable = getPlayer(playerID)->resources;
  4496. if (!aviable.canAfford(boatCost))
  4497. {
  4498. complain("Not enough resources to build a boat!");
  4499. return false;
  4500. }
  4501. int3 tile = obj->bestLocation();
  4502. if (!gs->map->isInTheMap(tile))
  4503. {
  4504. complain("Cannot find appropriate tile for a boat!");
  4505. return false;
  4506. }
  4507. //take boat cost
  4508. giveResources(playerID, -boatCost);
  4509. //create boat
  4510. NewObject no;
  4511. no.ID = Obj::BOAT;
  4512. no.subID = obj->getBoatType();
  4513. no.pos = tile + int3(1,0,0);
  4514. sendAndApply(&no);
  4515. return true;
  4516. }
  4517. void CGameHandler::engageIntoBattle(PlayerColor player)
  4518. {
  4519. //notify interfaces
  4520. PlayerBlocked pb;
  4521. pb.player = player;
  4522. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4523. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4524. sendAndApply(&pb);
  4525. }
  4526. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4527. {
  4528. for (auto playerColor : playerColors)
  4529. {
  4530. if (getPlayer(playerColor, false))
  4531. checkVictoryLossConditionsForPlayer(playerColor);
  4532. }
  4533. }
  4534. void CGameHandler::checkVictoryLossConditionsForAll()
  4535. {
  4536. std::set<PlayerColor> playerColors;
  4537. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4538. {
  4539. playerColors.insert(PlayerColor(i));
  4540. }
  4541. checkVictoryLossConditions(playerColors);
  4542. }
  4543. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4544. {
  4545. const PlayerState * p = getPlayer(player);
  4546. if (p->status != EPlayerStatus::INGAME) return;
  4547. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4548. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4549. {
  4550. InfoWindow iw;
  4551. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4552. sendAndApply(&iw);
  4553. PlayerEndsGame peg;
  4554. peg.player = player;
  4555. peg.victoryLossCheckResult = victoryLossCheckResult;
  4556. sendAndApply(&peg);
  4557. if (victoryLossCheckResult.victory())
  4558. {
  4559. //one player won -> all enemies lost
  4560. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4561. {
  4562. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4563. {
  4564. peg.player = i->first;
  4565. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4566. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4567. InfoWindow iw;
  4568. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4569. iw.player = i->first;
  4570. sendAndApply(&iw);
  4571. sendAndApply(&peg);
  4572. }
  4573. }
  4574. if(p->human)
  4575. {
  4576. lobby->state = EServerState::GAMEPLAY_ENDED;
  4577. }
  4578. }
  4579. else
  4580. {
  4581. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4582. auto hlp = p->heroes;
  4583. for (auto h : hlp) //eliminate heroes
  4584. {
  4585. if (h.get())
  4586. removeObject(h);
  4587. }
  4588. //player lost -> all his objects become unflagged (neutral)
  4589. for (auto obj : gs->map->objects) //unflag objs
  4590. {
  4591. if (obj.get() && obj->tempOwner == player)
  4592. setOwner(obj, PlayerColor::NEUTRAL);
  4593. }
  4594. //eliminating one player may cause victory of another:
  4595. std::set<PlayerColor> playerColors;
  4596. //do not copy player state (CBonusSystemNode) by value
  4597. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4598. {
  4599. if (p.first != player)
  4600. playerColors.insert(p.first);
  4601. }
  4602. //notify all players
  4603. for (auto pc : playerColors)
  4604. {
  4605. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4606. {
  4607. InfoWindow iw;
  4608. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4609. iw.player = pc;
  4610. sendAndApply(&iw);
  4611. }
  4612. }
  4613. checkVictoryLossConditions(playerColors);
  4614. }
  4615. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4616. // If we are called before the actual game start, there might be no current player
  4617. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4618. {
  4619. // If player making turn has lost his turn must be over as well
  4620. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4621. }
  4622. }
  4623. }
  4624. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4625. {
  4626. out.player = player;
  4627. out.text.clear();
  4628. out.text << victoryLossCheckResult.messageToSelf;
  4629. // hackish, insert one player-specific string, if applicable
  4630. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4631. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4632. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4633. }
  4634. bool CGameHandler::dig(const CGHeroInstance *h)
  4635. {
  4636. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4637. {
  4638. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4639. {
  4640. complain("Cannot dig - there is already a hole under the hero!");
  4641. return false;
  4642. }
  4643. }
  4644. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4645. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4646. //create a hole
  4647. NewObject no;
  4648. no.ID = Obj::HOLE;
  4649. no.pos = h->getPosition();
  4650. no.subID = 0;
  4651. sendAndApply(&no);
  4652. //take MPs
  4653. SetMovePoints smp;
  4654. smp.hid = h->id;
  4655. smp.val = 0;
  4656. sendAndApply(&smp);
  4657. InfoWindow iw;
  4658. iw.player = h->tempOwner;
  4659. if (gs->map->grailPos == h->getPosition())
  4660. {
  4661. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4662. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4663. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4664. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4665. sendAndApply(&iw);
  4666. iw.soundID = soundBase::invalid;
  4667. iw.text.clear();
  4668. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4669. sendAndApply(&iw);
  4670. }
  4671. else
  4672. {
  4673. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4674. iw.soundID = soundBase::Dig;
  4675. sendAndApply(&iw);
  4676. }
  4677. return true;
  4678. }
  4679. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  4680. {
  4681. if(attacker->hasBonusOfType(attackMode))
  4682. {
  4683. std::set<SpellID> spellsToCast;
  4684. TConstBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4685. for(const auto & sf : *spells)
  4686. {
  4687. spellsToCast.insert(SpellID(sf->subtype));
  4688. }
  4689. for(SpellID spellID : spellsToCast)
  4690. {
  4691. bool castMe = false;
  4692. if(!defender->alive())
  4693. {
  4694. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4695. return;
  4696. }
  4697. int32_t spellLevel = 0;
  4698. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4699. for(const auto & sf : *spellsByType)
  4700. {
  4701. int meleeRanged;
  4702. if(sf->additionalInfo.size() < 2)
  4703. {
  4704. // legacy format
  4705. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  4706. meleeRanged = sf->additionalInfo[0] / 1000;
  4707. }
  4708. else
  4709. {
  4710. vstd::amax(spellLevel, sf->additionalInfo[0]);
  4711. meleeRanged = sf->additionalInfo[1];
  4712. }
  4713. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4714. castMe = true;
  4715. }
  4716. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4717. vstd::amin(chance, 100);
  4718. const CSpell * spell = SpellID(spellID).toSpell();
  4719. spells::AbilityCaster caster(attacker, spellLevel);
  4720. if(!spell->canBeCastAt(gs->curB, spells::Mode::PASSIVE, &caster, defender->getPosition()))
  4721. continue;
  4722. //check if spell should be cast (probability handling)
  4723. if(getRandomGenerator().nextInt(99) >= chance)
  4724. continue;
  4725. //casting
  4726. if(castMe)
  4727. {
  4728. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4729. parameters.aimToUnit(defender);
  4730. parameters.cast(spellEnv);
  4731. }
  4732. }
  4733. }
  4734. }
  4735. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4736. {
  4737. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4738. }
  4739. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4740. {
  4741. if(!attacker->alive() || !defender->alive()) // can be already dead
  4742. return;
  4743. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  4744. if(!defender->alive())
  4745. {
  4746. //don't try death stare or acid breath on dead stack (crash!)
  4747. return;
  4748. }
  4749. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  4750. {
  4751. // mechanics of Death Stare as in H3:
  4752. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4753. //original formula x = min(x, (gorgons_count + 9)/10);
  4754. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4755. vstd::amin(chanceToKill, 1); //cap at 100%
  4756. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4757. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4758. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4759. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  4760. vstd::amin(staredCreatures, maxToKill);
  4761. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  4762. if(staredCreatures)
  4763. {
  4764. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4765. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4766. spells::AbilityCaster caster(attacker, 0);
  4767. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4768. parameters.aimToUnit(defender);
  4769. parameters.setEffectValue(staredCreatures);
  4770. parameters.cast(spellEnv);
  4771. }
  4772. }
  4773. if(!defender->alive())
  4774. return;
  4775. int64_t acidDamage = 0;
  4776. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4777. for(const auto & b : *acidBreath)
  4778. {
  4779. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  4780. acidDamage += b->val;
  4781. }
  4782. if(acidDamage > 0)
  4783. {
  4784. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4785. spells::AbilityCaster caster(attacker, 0);
  4786. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4787. parameters.aimToUnit(defender);
  4788. parameters.setEffectValue(acidDamage * attacker->getCount());
  4789. parameters.cast(spellEnv);
  4790. }
  4791. if(!defender->alive())
  4792. return;
  4793. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4794. {
  4795. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4796. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4797. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4798. return;
  4799. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo[0];
  4800. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4801. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4802. return;
  4803. battle::UnitInfo resurrectInfo;
  4804. resurrectInfo.id = gs->curB->battleNextUnitId();
  4805. resurrectInfo.summoned = false;
  4806. resurrectInfo.position = defender->getPosition();
  4807. resurrectInfo.side = defender->unitSide();
  4808. if(bonusAdditionalInfo != CAddInfo::NONE)
  4809. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  4810. else
  4811. resurrectInfo.type = attacker->creatureId();
  4812. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4813. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  4814. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4815. resurrectInfo.count = defender->getCount();
  4816. else
  4817. return; //wrong subtype
  4818. BattleUnitsChanged addUnits;
  4819. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  4820. resurrectInfo.save(addUnits.changedStacks.back().data);
  4821. BattleUnitsChanged removeUnits;
  4822. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  4823. sendAndApply(&removeUnits);
  4824. sendAndApply(&addUnits);
  4825. }
  4826. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  4827. {
  4828. double chanceToTrigger = 0;
  4829. int amountToDie = 0;
  4830. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  4831. {
  4832. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  4833. int percentageToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(0)))->additionalInfo[0];
  4834. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  4835. }
  4836. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  4837. {
  4838. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  4839. amountToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(1)))->additionalInfo[0];
  4840. }
  4841. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4842. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4843. return;
  4844. BattleStackAttacked bsa;
  4845. bsa.attackerID = -1;
  4846. bsa.stackAttacked = defender->ID;
  4847. bsa.damageAmount = amountToDie * defender->MaxHealth();
  4848. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4849. bsa.spellID = SpellID::SLAYER;
  4850. defender->prepareAttacked(bsa, getRandomGenerator());
  4851. StacksInjured si;
  4852. si.stacks.push_back(bsa);
  4853. sendAndApply(&si);
  4854. }
  4855. }
  4856. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4857. {
  4858. if (!t.visitableObjects.empty())
  4859. {
  4860. //to prevent self-visiting heroes on space press
  4861. if (t.visitableObjects.back() != h)
  4862. objectVisited(t.visitableObjects.back(), h);
  4863. else if (t.visitableObjects.size() > 1)
  4864. objectVisited(*(t.visitableObjects.end()-2),h);
  4865. }
  4866. }
  4867. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  4868. {
  4869. if (!hero)
  4870. COMPLAIN_RET("You need hero to sacrifice creature!");
  4871. int expSum = 0;
  4872. auto finish = [this, &hero, &expSum]()
  4873. {
  4874. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4875. };
  4876. for(int i = 0; i < slot.size(); ++i)
  4877. {
  4878. int oldCount = hero->getStackCount(slot[i]);
  4879. if(oldCount < (int)count[i])
  4880. {
  4881. finish();
  4882. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4883. }
  4884. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  4885. {
  4886. finish();
  4887. COMPLAIN_RET("Cannot sacrifice last creature!");
  4888. }
  4889. int crid = hero->getStack(slot[i]).type->idNumber;
  4890. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  4891. int dump, exp;
  4892. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4893. exp *= count[i];
  4894. expSum += exp;
  4895. }
  4896. finish();
  4897. return true;
  4898. }
  4899. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  4900. {
  4901. if (!hero)
  4902. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4903. int expSum = 0;
  4904. auto finish = [this, &hero, &expSum]()
  4905. {
  4906. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4907. };
  4908. for(int i = 0; i < slot.size(); ++i)
  4909. {
  4910. ArtifactLocation al(hero, slot[i]);
  4911. const CArtifactInstance * a = al.getArt();
  4912. if(!a)
  4913. {
  4914. finish();
  4915. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4916. }
  4917. const CArtifactInstance * art = hero->getArt(slot[i]);
  4918. if(!art)
  4919. {
  4920. finish();
  4921. COMPLAIN_RET("No artifact at position to sacrifice!");
  4922. }
  4923. si32 typId = art->artType->id;
  4924. int dmp, expToGive;
  4925. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4926. expSum += expToGive;
  4927. removeArtifact(al);
  4928. }
  4929. finish();
  4930. return true;
  4931. }
  4932. void CGameHandler::makeStackDoNothing(const CStack * next)
  4933. {
  4934. BattleAction doNothing;
  4935. doNothing.actionType = EActionType::NO_ACTION;
  4936. doNothing.side = next->side;
  4937. doNothing.stackNumber = next->ID;
  4938. makeAutomaticAction(next, doNothing);
  4939. }
  4940. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4941. {
  4942. if (sl.army->hasStackAtSlot(sl.slot))
  4943. COMPLAIN_RET("Slot is already taken!");
  4944. if (!sl.slot.validSlot())
  4945. COMPLAIN_RET("Cannot insert stack to that slot!");
  4946. InsertNewStack ins;
  4947. ins.army = sl.army->id;
  4948. ins.slot = sl.slot;
  4949. ins.type = c->idNumber;
  4950. ins.count = count;
  4951. sendAndApply(&ins);
  4952. return true;
  4953. }
  4954. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  4955. {
  4956. if (!sl.army->hasStackAtSlot(sl.slot))
  4957. COMPLAIN_RET("Cannot find a stack to erase");
  4958. if (sl.army->stacksCount() == 1 //from the last stack
  4959. && sl.army->needsLastStack() //that must be left
  4960. && !forceRemoval) //ignore above conditions if we are forcing removal
  4961. {
  4962. COMPLAIN_RET("Cannot erase the last stack!");
  4963. }
  4964. EraseStack es;
  4965. es.army = sl.army->id;
  4966. es.slot = sl.slot;
  4967. sendAndApply(&es);
  4968. return true;
  4969. }
  4970. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  4971. {
  4972. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4973. if ((absoluteValue && count < 0)
  4974. || (!absoluteValue && -count > currentCount))
  4975. {
  4976. COMPLAIN_RET("Cannot take more stacks than present!");
  4977. }
  4978. if ((currentCount == -count && !absoluteValue)
  4979. || (!count && absoluteValue))
  4980. {
  4981. eraseStack(sl);
  4982. }
  4983. else
  4984. {
  4985. ChangeStackCount csc;
  4986. csc.army = sl.army->id;
  4987. csc.slot = sl.slot;
  4988. csc.count = count;
  4989. csc.absoluteValue = absoluteValue;
  4990. sendAndApply(&csc);
  4991. }
  4992. return true;
  4993. }
  4994. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4995. {
  4996. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4997. if (!slotC) //slot is empty
  4998. insertNewStack(sl, c, count);
  4999. else if (c == slotC)
  5000. changeStackCount(sl, count);
  5001. else
  5002. {
  5003. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5004. }
  5005. return true;
  5006. }
  5007. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5008. {
  5009. if (removeObjWhenFinished)
  5010. removeAfterVisit(src);
  5011. if (!src->canBeMergedWith(*dst, allowMerging))
  5012. {
  5013. if (allowMerging) //do that, add all matching creatures.
  5014. {
  5015. bool cont = true;
  5016. while (cont)
  5017. {
  5018. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5019. {
  5020. SlotID pos = dst->getSlotFor(i->second->type);
  5021. if (pos.validSlot())
  5022. {
  5023. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5024. cont = true;
  5025. break; //or iterator crashes
  5026. }
  5027. cont = false;
  5028. }
  5029. }
  5030. }
  5031. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5032. }
  5033. else //merge
  5034. {
  5035. moveArmy(src, dst, allowMerging);
  5036. }
  5037. }
  5038. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5039. {
  5040. if (!src.army->hasStackAtSlot(src.slot))
  5041. COMPLAIN_RET("No stack to move!");
  5042. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5043. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5044. if (!dst.slot.validSlot())
  5045. COMPLAIN_RET("Cannot move stack to that slot!");
  5046. if (count == -1)
  5047. {
  5048. count = src.army->getStackCount(src.slot);
  5049. }
  5050. if (src.army != dst.army //moving away
  5051. && count == src.army->getStackCount(src.slot) //all creatures
  5052. && src.army->stacksCount() == 1 //from the last stack
  5053. && src.army->needsLastStack()) //that must be left
  5054. {
  5055. COMPLAIN_RET("Cannot move away the last creature!");
  5056. }
  5057. RebalanceStacks rs;
  5058. rs.srcArmy = src.army->id;
  5059. rs.dstArmy = dst.army->id;
  5060. rs.srcSlot = src.slot;
  5061. rs.dstSlot = dst.slot;
  5062. rs.count = count;
  5063. sendAndApply(&rs);
  5064. return true;
  5065. }
  5066. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5067. {
  5068. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5069. {
  5070. return moveStack(sl2, sl1);
  5071. }
  5072. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5073. {
  5074. return moveStack(sl1, sl2);
  5075. }
  5076. else
  5077. {
  5078. SwapStacks ss;
  5079. ss.srcArmy = sl1.army->id;
  5080. ss.dstArmy = sl2.army->id;
  5081. ss.srcSlot = sl1.slot;
  5082. ss.dstSlot = sl2.slot;
  5083. sendAndApply(&ss);
  5084. return true;
  5085. }
  5086. }
  5087. void CGameHandler::runBattle()
  5088. {
  5089. setBattle(gs->curB);
  5090. assert(gs->curB);
  5091. //TODO: pre-tactic stuff, call scripts etc.
  5092. //tactic round
  5093. {
  5094. while (gs->curB->tacticDistance && !battleResult.get())
  5095. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5096. }
  5097. //initial stacks appearance triggers, e.g. built-in bonus spells
  5098. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5099. for (CStack * stack : initialStacks)
  5100. {
  5101. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5102. {
  5103. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  5104. auto accessibility = getAccesibility();
  5105. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5106. std::vector<BattleHex> targetHexes;
  5107. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5108. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5109. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5110. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5111. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5112. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5113. if (!guardianIsBig)
  5114. targetHexes = stack->getSurroundingHexes();
  5115. else
  5116. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5117. for(auto hex : targetHexes)
  5118. {
  5119. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5120. {
  5121. battle::UnitInfo info;
  5122. info.id = gs->curB->battleNextUnitId();
  5123. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5124. info.type = creatureData;
  5125. info.side = stack->side;
  5126. info.position = hex;
  5127. info.summoned = true;
  5128. BattleUnitsChanged pack;
  5129. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5130. info.save(pack.changedStacks.back().data);
  5131. sendAndApply(&pack);
  5132. }
  5133. }
  5134. }
  5135. stackEnchantedTrigger(stack);
  5136. }
  5137. //spells opening battle
  5138. for (int i = 0; i < 2; ++i)
  5139. {
  5140. auto h = gs->curB->battleGetFightingHero(i);
  5141. if (h)
  5142. {
  5143. TConstBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5144. for (auto b : *bl)
  5145. {
  5146. spells::BonusCaster caster(h, b);
  5147. const CSpell * spell = SpellID(b->subtype).toSpell();
  5148. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5149. parameters.setSpellLevel(3);
  5150. parameters.setEffectDuration(b->val);
  5151. parameters.massive = true;
  5152. parameters.castIfPossible(spellEnv);
  5153. }
  5154. }
  5155. }
  5156. bool firstRound = true;//FIXME: why first round is -1?
  5157. //main loop
  5158. while (!battleResult.get()) //till the end of the battle ;]
  5159. {
  5160. BattleNextRound bnr;
  5161. bnr.round = gs->curB->round + 1;
  5162. logGlobal->debug("Round %d", bnr.round);
  5163. sendAndApply(&bnr);
  5164. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5165. for (auto &obstPtr : obstacles)
  5166. {
  5167. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5168. if (sco->turnsRemaining == 0)
  5169. removeObstacle(*obstPtr);
  5170. }
  5171. const BattleInfo & curB = *gs->curB;
  5172. for(auto stack : curB.stacks)
  5173. {
  5174. if(stack->alive() && !firstRound)
  5175. stackEnchantedTrigger(stack);
  5176. }
  5177. //stack loop
  5178. auto getNextStack = [this]() -> const CStack *
  5179. {
  5180. if(battleResult.get())
  5181. return nullptr;
  5182. std::vector<battle::Units> q;
  5183. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5184. if(!q.empty())
  5185. {
  5186. if(!q.front().empty())
  5187. {
  5188. auto next = q.front().front();
  5189. if(next->willMove())
  5190. return dynamic_cast<const CStack *>(next);
  5191. }
  5192. }
  5193. return nullptr;
  5194. };
  5195. const CStack * next = nullptr;
  5196. while((next = getNextStack()))
  5197. {
  5198. BattleUnitsChanged removeGhosts;
  5199. for(auto stack : curB.stacks)
  5200. {
  5201. if(stack->ghostPending)
  5202. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5203. }
  5204. if(!removeGhosts.changedStacks.empty())
  5205. sendAndApply(&removeGhosts);
  5206. //check for bad morale => freeze
  5207. int nextStackMorale = next->MoraleVal();
  5208. if (nextStackMorale < 0 &&
  5209. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5210. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5211. )
  5212. {
  5213. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5214. {
  5215. //unit loses its turn - empty freeze action
  5216. BattleAction ba;
  5217. ba.actionType = EActionType::BAD_MORALE;
  5218. ba.side = next->side;
  5219. ba.stackNumber = next->ID;
  5220. makeAutomaticAction(next, ba);
  5221. continue;
  5222. }
  5223. }
  5224. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5225. {
  5226. logGlobal->trace("Handle Berserk effect");
  5227. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5228. if (attackInfo.first != nullptr)
  5229. {
  5230. BattleAction attack;
  5231. attack.actionType = EActionType::WALK_AND_ATTACK;
  5232. attack.side = next->side;
  5233. attack.stackNumber = next->ID;
  5234. attack.aimToHex(attackInfo.second);
  5235. attack.aimToUnit(attackInfo.first);
  5236. makeAutomaticAction(next, attack);
  5237. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5238. }
  5239. else
  5240. {
  5241. makeStackDoNothing(next);
  5242. logGlobal->trace("No target found");
  5243. }
  5244. continue;
  5245. }
  5246. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5247. const int stackCreatureId = next->getCreature()->idNumber;
  5248. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5249. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5250. {
  5251. BattleAction attack;
  5252. attack.actionType = EActionType::SHOOT;
  5253. attack.side = next->side;
  5254. attack.stackNumber = next->ID;
  5255. //TODO: select target by priority
  5256. const battle::Unit * target = nullptr;
  5257. for(auto & elem : gs->curB->stacks)
  5258. {
  5259. if(elem->owner != next->owner && elem->isValidTarget())
  5260. {
  5261. target = elem;
  5262. break;
  5263. }
  5264. }
  5265. if(target == nullptr)
  5266. {
  5267. makeStackDoNothing(next);
  5268. }
  5269. else
  5270. {
  5271. attack.aimToUnit(target);
  5272. makeAutomaticAction(next, attack);
  5273. }
  5274. continue;
  5275. }
  5276. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5277. {
  5278. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5279. if (attackableBattleHexes.empty())
  5280. {
  5281. makeStackDoNothing(next);
  5282. continue;
  5283. }
  5284. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5285. {
  5286. BattleAction attack;
  5287. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5288. attack.aimToHex(destination);
  5289. attack.actionType = EActionType::CATAPULT;
  5290. attack.side = next->side;
  5291. attack.stackNumber = next->ID;
  5292. makeAutomaticAction(next, attack);
  5293. continue;
  5294. }
  5295. }
  5296. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5297. {
  5298. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5299. {
  5300. return s->owner == next->owner && s->canBeHealed();
  5301. });
  5302. if (!possibleStacks.size())
  5303. {
  5304. makeStackDoNothing(next);
  5305. continue;
  5306. }
  5307. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5308. {
  5309. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5310. const CStack * toBeHealed = possibleStacks.front();
  5311. BattleAction heal;
  5312. heal.actionType = EActionType::STACK_HEAL;
  5313. heal.aimToUnit(toBeHealed);
  5314. heal.side = next->side;
  5315. heal.stackNumber = next->ID;
  5316. makeAutomaticAction(next, heal);
  5317. continue;
  5318. }
  5319. }
  5320. int numberOfAsks = 1;
  5321. bool breakOuter = false;
  5322. do
  5323. {//ask interface and wait for answer
  5324. if (!battleResult.get())
  5325. {
  5326. stackTurnTrigger(next); //various effects
  5327. if(next->fear)
  5328. {
  5329. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5330. }
  5331. else
  5332. {
  5333. logGlobal->trace("Activating %s", next->nodeName());
  5334. auto nextId = next->ID;
  5335. BattleSetActiveStack sas;
  5336. sas.stack = nextId;
  5337. sendAndApply(&sas);
  5338. auto actionWasMade = [&]() -> bool
  5339. {
  5340. if (battleMadeAction.data)//active stack has made its action
  5341. return true;
  5342. if (battleResult.get())// battle is finished
  5343. return true;
  5344. if (next == nullptr)//active stack was been removed
  5345. return true;
  5346. return !next->alive();//active stack is dead
  5347. };
  5348. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5349. battleMadeAction.data = false;
  5350. while (!actionWasMade())
  5351. {
  5352. battleMadeAction.cond.wait(lock);
  5353. if (battleGetStackByID(nextId, false) != next)
  5354. next = nullptr; //it may be removed, while we wait
  5355. }
  5356. }
  5357. }
  5358. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5359. {
  5360. breakOuter = true;
  5361. break;
  5362. }
  5363. //we're after action, all results applied
  5364. checkBattleStateChanges(); //check if this action ended the battle
  5365. if(next != nullptr)
  5366. {
  5367. //check for good morale
  5368. nextStackMorale = next->MoraleVal();
  5369. if(!next->hadMorale //only one extra move per turn possible
  5370. && !next->defending
  5371. && !next->waited()
  5372. && !next->fear
  5373. && next->alive()
  5374. && nextStackMorale > 0
  5375. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5376. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5377. )
  5378. {
  5379. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5380. {
  5381. BattleTriggerEffect bte;
  5382. bte.stackID = next->ID;
  5383. bte.effect = Bonus::MORALE;
  5384. bte.val = 1;
  5385. bte.additionalInfo = 0;
  5386. sendAndApply(&bte); //play animation
  5387. ++numberOfAsks; //move this stack once more
  5388. }
  5389. }
  5390. }
  5391. --numberOfAsks;
  5392. } while (numberOfAsks > 0);
  5393. if (breakOuter)
  5394. {
  5395. break;
  5396. }
  5397. }
  5398. firstRound = false;
  5399. }
  5400. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5401. }
  5402. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5403. {
  5404. BattleSetActiveStack bsa;
  5405. bsa.stack = stack->ID;
  5406. bsa.askPlayerInterface = false;
  5407. sendAndApply(&bsa);
  5408. bool ret = makeBattleAction(ba);
  5409. checkBattleStateChanges();
  5410. return ret;
  5411. }
  5412. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5413. {
  5414. assert(a->artType);
  5415. ArtifactLocation al;
  5416. al.artHolder = const_cast<CGHeroInstance*>(h);
  5417. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5418. if (pos < 0)
  5419. {
  5420. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5421. slot = a->firstAvailableSlot(h);
  5422. else
  5423. slot = a->firstBackpackSlot(h);
  5424. }
  5425. else
  5426. {
  5427. slot = pos;
  5428. }
  5429. al.slot = slot;
  5430. if (slot < 0 || !a->canBePutAt(al))
  5431. {
  5432. complain("Cannot put artifact in that slot!");
  5433. return;
  5434. }
  5435. putArtifact(al, a);
  5436. }
  5437. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5438. {
  5439. PutArtifact pa;
  5440. pa.art = a;
  5441. pa.al = al;
  5442. sendAndApply(&pa);
  5443. }
  5444. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5445. {
  5446. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5447. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5448. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5449. giveHeroNewArtifact(h, art, slot);
  5450. return true;
  5451. }
  5452. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5453. {
  5454. CArtifactInstance *a = nullptr;
  5455. if (!artType->constituents)
  5456. {
  5457. a = new CArtifactInstance();
  5458. }
  5459. else
  5460. {
  5461. a = new CCombinedArtifactInstance();
  5462. }
  5463. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5464. NewArtifact na;
  5465. na.art = a;
  5466. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5467. giveHeroArtifact(h, a, pos);
  5468. }
  5469. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5470. {
  5471. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5472. if (battleResult.data)
  5473. {
  5474. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5475. % battleResult.data->result % resultType).str());
  5476. return;
  5477. }
  5478. auto br = new BattleResult();
  5479. br->result = resultType;
  5480. br->winner = victoriusSide; //surrendering side loses
  5481. gs->curB->calculateCasualties(br->casualties);
  5482. battleResult.data = br;
  5483. }
  5484. void CGameHandler::commitPackage(CPackForClient *pack)
  5485. {
  5486. sendAndApply(pack);
  5487. }
  5488. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5489. {
  5490. std::vector<int3>::iterator tile;
  5491. std::vector<int3> tiles;
  5492. getFreeTiles(tiles);
  5493. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5494. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5495. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5496. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5497. for (int i = 0; i < (int)amount; ++i)
  5498. {
  5499. tile = tiles.begin();
  5500. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5501. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5502. tiles.erase(tile); //not use it again
  5503. }
  5504. }
  5505. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5506. {
  5507. if (cheat == "vcmiistari")
  5508. {
  5509. if (!hero) return;
  5510. ///Give hero spellbook
  5511. if (!hero->hasSpellbook())
  5512. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5513. ///Give all spells with bonus (to allow banned spells)
  5514. GiveBonus giveBonus(GiveBonus::HERO);
  5515. giveBonus.id = hero->id.getNum();
  5516. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5517. //start with level 0 to skip abilities
  5518. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5519. {
  5520. giveBonus.bonus.subtype = level;
  5521. sendAndApply(&giveBonus);
  5522. }
  5523. ///Give mana
  5524. SetMana sm;
  5525. sm.hid = hero->id;
  5526. sm.val = 999;
  5527. sm.absolute = true;
  5528. sendAndApply(&sm);
  5529. }
  5530. else if (cheat == "vcmiarmenelos")
  5531. {
  5532. if (!town) return;
  5533. ///Build all buildings in selected town
  5534. for (auto & build : town->town->buildings)
  5535. {
  5536. if (!town->hasBuilt(build.first)
  5537. && !build.second->Name().empty()
  5538. && build.first != BuildingID::SHIP)
  5539. {
  5540. buildStructure(town->id, build.first, true);
  5541. }
  5542. }
  5543. }
  5544. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5545. {
  5546. if (!hero) return;
  5547. ///Gives N creatures into each slot
  5548. std::map<std::string, std::pair<int, int>> creatures;
  5549. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5550. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5551. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5552. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5553. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5554. if (!hero->hasStackAtSlot(SlotID(i)))
  5555. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5556. }
  5557. else if (cheat == "vcminoldor")
  5558. {
  5559. if (!hero) return;
  5560. ///Give all war machines to hero
  5561. if (!hero->getArt(ArtifactPosition::MACH1))
  5562. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5563. if (!hero->getArt(ArtifactPosition::MACH2))
  5564. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5565. if (!hero->getArt(ArtifactPosition::MACH3))
  5566. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5567. }
  5568. else if (cheat == "vcmiforgeofnoldorking")
  5569. {
  5570. if (!hero) return;
  5571. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5572. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5573. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5574. }
  5575. else if (cheat == "vcmiglorfindel")
  5576. {
  5577. if (!hero) return;
  5578. ///selected hero gains a new level
  5579. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5580. }
  5581. else if (cheat == "vcminahar")
  5582. {
  5583. if (!hero) return;
  5584. ///Give 1000000 movement points to hero
  5585. SetMovePoints smp;
  5586. smp.hid = hero->id;
  5587. smp.val = 1000000;
  5588. sendAndApply(&smp);
  5589. GiveBonus gb(GiveBonus::HERO);
  5590. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5591. gb.bonus.duration = Bonus::ONE_DAY;
  5592. gb.bonus.source = Bonus::OTHER;
  5593. gb.id = hero->id.getNum();
  5594. giveHeroBonus(&gb);
  5595. }
  5596. else if (cheat == "vcmiformenos")
  5597. {
  5598. ///Give resources to player
  5599. TResources resources;
  5600. resources[Res::GOLD] = 100000;
  5601. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5602. resources[i] = 100;
  5603. giveResources(player, resources);
  5604. }
  5605. else if (cheat == "vcmisilmaril")
  5606. {
  5607. ///Player wins
  5608. PlayerCheated pc;
  5609. pc.player = player;
  5610. pc.winningCheatCode = true;
  5611. sendAndApply(&pc);
  5612. }
  5613. else if (cheat == "vcmimelkor")
  5614. {
  5615. ///Player looses
  5616. PlayerCheated pc;
  5617. pc.player = player;
  5618. pc.losingCheatCode = true;
  5619. sendAndApply(&pc);
  5620. }
  5621. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5622. {
  5623. ///Reveal or conceal FoW
  5624. FoWChange fc;
  5625. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5626. fc.player = player;
  5627. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5628. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5629. int lastUnc = 0;
  5630. for (int i = 0; i < gs->map->width; i++)
  5631. for (int j = 0; j < gs->map->height; j++)
  5632. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5633. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5634. hlp_tab[lastUnc++] = int3(i, j, k);
  5635. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5636. delete [] hlp_tab;
  5637. sendAndApply(&fc);
  5638. }
  5639. else
  5640. cheated = false;
  5641. }
  5642. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5643. {
  5644. BattleObstaclesChanged obsRem;
  5645. obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
  5646. sendAndApply(&obsRem);
  5647. }
  5648. void CGameHandler::synchronizeArtifactHandlerLists()
  5649. {
  5650. UpdateArtHandlerLists uahl;
  5651. uahl.treasures = VLC->arth->treasures;
  5652. uahl.minors = VLC->arth->minors;
  5653. uahl.majors = VLC->arth->majors;
  5654. uahl.relics = VLC->arth->relics;
  5655. sendAndApply(&uahl);
  5656. }
  5657. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5658. {
  5659. return vstd::contains(gs->map->objects, obj);
  5660. }
  5661. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5662. {
  5663. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5664. return false;
  5665. auto query = queries.topQuery(player);
  5666. if (query && query->blocksPack(pack))
  5667. {
  5668. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5669. return true;
  5670. }
  5671. return false;
  5672. }
  5673. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5674. {
  5675. //If the object is being visited, there must be a matching query
  5676. for (const auto &query : queries.allQueries())
  5677. {
  5678. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5679. {
  5680. if (someVistQuery->visitedObject == object)
  5681. {
  5682. someVistQuery->removeObjectAfterVisit = true;
  5683. return;
  5684. }
  5685. }
  5686. }
  5687. //If we haven't returned so far, there is no query and no visit, call was wrong
  5688. assert("This function needs to be called during the object visit!");
  5689. }
  5690. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5691. {
  5692. std::unordered_set<int3, ShashInt3> tiles;
  5693. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5694. if (hide)
  5695. {
  5696. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5697. auto p = getPlayer(player);
  5698. for (auto h : p->heroes)
  5699. {
  5700. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5701. }
  5702. for (auto t : p->towns)
  5703. {
  5704. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5705. }
  5706. for (auto tile : observedTiles)
  5707. vstd::erase_if_present (tiles, tile);
  5708. }
  5709. changeFogOfWar(tiles, player, hide);
  5710. }
  5711. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5712. {
  5713. FoWChange fow;
  5714. fow.tiles = tiles;
  5715. fow.player = player;
  5716. fow.mode = hide? 0 : 1;
  5717. sendAndApply(&fow);
  5718. }
  5719. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5720. {
  5721. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5722. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5723. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5724. return true;
  5725. }
  5726. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5727. army(_army)
  5728. {
  5729. heroWithDeadCommander = ObjectInstanceID();
  5730. PlayerColor color = army->tempOwner;
  5731. if(color == PlayerColor::UNFLAGGABLE)
  5732. color = PlayerColor::NEUTRAL;
  5733. for(CStack * st : bat->stacks)
  5734. {
  5735. if(st->summoned) //don't take into account temporary summoned stacks
  5736. continue;
  5737. if(st->owner != color) //remove only our stacks
  5738. continue;
  5739. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5740. st->health.takeResurrected();
  5741. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5742. {
  5743. logGlobal->debug("Ignored arrow towers stack.");
  5744. }
  5745. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5746. {
  5747. auto warMachine = st->type->warMachine;
  5748. if(warMachine == ArtifactID::NONE)
  5749. {
  5750. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5751. }
  5752. //catapult artifact remain even if "creature" killed in siege
  5753. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5754. {
  5755. logGlobal->debug("War machine has been destroyed");
  5756. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5757. if (hero)
  5758. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5759. else
  5760. logGlobal->error("War machine in army without hero");
  5761. }
  5762. }
  5763. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5764. {
  5765. if(st->alive() && st->getCount() > 0)
  5766. {
  5767. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5768. const CreatureID summonedType = st->type->idNumber;
  5769. summoned[summonedType] += st->getCount();
  5770. }
  5771. }
  5772. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5773. {
  5774. if (nullptr == st->base)
  5775. {
  5776. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5777. }
  5778. else
  5779. {
  5780. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5781. if(c)
  5782. {
  5783. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5784. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5785. {
  5786. logGlobal->debug("Commander is dead.");
  5787. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5788. }
  5789. }
  5790. else
  5791. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5792. }
  5793. }
  5794. else if(st->base && !army->slotEmpty(st->slot))
  5795. {
  5796. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  5797. if(st->getCount() == 0 || !st->alive())
  5798. {
  5799. logGlobal->debug("Stack has been destroyed.");
  5800. StackLocation sl(army, st->slot);
  5801. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5802. }
  5803. else if(st->getCount() < army->getStackCount(st->slot))
  5804. {
  5805. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  5806. StackLocation sl(army, st->slot);
  5807. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5808. }
  5809. else if(st->getCount() > army->getStackCount(st->slot))
  5810. {
  5811. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  5812. StackLocation sl(army, st->slot);
  5813. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5814. }
  5815. }
  5816. else
  5817. {
  5818. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5819. }
  5820. }
  5821. }
  5822. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5823. {
  5824. for (TStackAndItsNewCount &ncount : newStackCounts)
  5825. {
  5826. if (ncount.second > 0)
  5827. gh->changeStackCount(ncount.first, ncount.second, true);
  5828. else
  5829. gh->eraseStack(ncount.first, true);
  5830. }
  5831. for (auto summoned_iter : summoned)
  5832. {
  5833. SlotID slot = army->getSlotFor(summoned_iter.first);
  5834. if (slot.validSlot())
  5835. {
  5836. StackLocation location(army, slot);
  5837. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5838. }
  5839. else
  5840. {
  5841. //even if it will be possible to summon anything permanently it should be checked for free slot
  5842. //necromancy is handled separately
  5843. gh->complain("No free slot to put summoned creature");
  5844. }
  5845. }
  5846. for (auto al : removedWarMachines)
  5847. {
  5848. gh->removeArtifact(al);
  5849. }
  5850. if (heroWithDeadCommander != ObjectInstanceID())
  5851. {
  5852. SetCommanderProperty scp;
  5853. scp.heroid = heroWithDeadCommander;
  5854. scp.which = SetCommanderProperty::ALIVE;
  5855. scp.amount = 0;
  5856. gh->sendAndApply(&scp);
  5857. }
  5858. }
  5859. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5860. {
  5861. assert(Query->result);
  5862. assert(Query->bi);
  5863. auto &result = *Query->result;
  5864. auto &info = *Query->bi;
  5865. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5866. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5867. victor = info.sides[result.winner].color;
  5868. loser = info.sides[!result.winner].color;
  5869. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5870. }
  5871. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5872. {
  5873. winnerHero = loserHero = nullptr;
  5874. remainingBattleQueriesCount = 0;
  5875. }
  5876. CRandomGenerator & CGameHandler::getRandomGenerator()
  5877. {
  5878. return CRandomGenerator::getDefault();
  5879. }
  5880. ///ServerSpellCastEnvironment
  5881. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5882. {
  5883. }
  5884. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * pack) const
  5885. {
  5886. gh->sendAndApply(pack);
  5887. }
  5888. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5889. {
  5890. return gh->getRandomGenerator();
  5891. }
  5892. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5893. {
  5894. gh->complain(problem);
  5895. }
  5896. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5897. {
  5898. return gh;
  5899. }
  5900. const CMap * ServerSpellCastEnvironment::getMap() const
  5901. {
  5902. return gh->gameState()->map;
  5903. }
  5904. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const
  5905. {
  5906. return gh->moveHero(hid, dst, teleporting, false);
  5907. }
  5908. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback) const
  5909. {
  5910. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  5911. request->queryID = query->queryID;
  5912. gh->queries.addQuery(query);
  5913. gh->sendAndApply(request);
  5914. }