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