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CGameHandler.cpp 185 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/FileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/BattleState.h"
  18. #include "../lib/CondSh.h"
  19. #include "../lib/NetPacks.h"
  20. #include "../lib/VCMI_Lib.h"
  21. #include "../lib/mapping/CMap.h"
  22. #include "../lib/VCMIDirs.h"
  23. #include "../lib/ScopeGuard.h"
  24. #include "../lib/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "CVCMIServer.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/CThreadHelper.h"
  29. #include "../lib/GameConstants.h"
  30. #include "../lib/registerTypes/RegisterTypes.h"
  31. /*
  32. * CGameHandler.cpp, part of VCMI engine
  33. *
  34. * Authors: listed in file AUTHORS in main folder
  35. *
  36. * License: GNU General Public License v2.0 or later
  37. * Full text of license available in license.txt file, in main folder
  38. *
  39. */
  40. #ifndef _MSC_VER
  41. #include <boost/thread/xtime.hpp>
  42. #endif
  43. extern bool end2;
  44. #ifdef min
  45. #undef min
  46. #endif
  47. #ifdef max
  48. #undef max
  49. #endif
  50. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  51. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  52. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. #define NEW_ROUND BattleNextRound bnr;\
  55. bnr.round = gs->curB->round + 1;\
  56. sendAndApply(&bnr);
  57. class ServerSpellCastEnvironment: public SpellCastEnvironment
  58. {
  59. public:
  60. ServerSpellCastEnvironment(CGameHandler * gh);
  61. ~ServerSpellCastEnvironment(){};
  62. void sendAndApply(CPackForClient * info) 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, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  68. private:
  69. mutable CGameHandler * gh;
  70. };
  71. CondSh<bool> battleMadeAction;
  72. CondSh<BattleResult *> battleResult(nullptr);
  73. template <typename T> class CApplyOnGH;
  74. class CBaseForGHApply
  75. {
  76. public:
  77. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  78. virtual ~CBaseForGHApply(){}
  79. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  80. {
  81. return new CApplyOnGH<U>;
  82. }
  83. };
  84. template <typename T> class CApplyOnGH : public CBaseForGHApply
  85. {
  86. public:
  87. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  88. {
  89. T *ptr = static_cast<T*>(pack);
  90. ptr->c = c;
  91. ptr->player = player;
  92. return ptr->applyGh(gh);
  93. }
  94. };
  95. template <>
  96. class CApplyOnGH<CPack> : public CBaseForGHApply
  97. {
  98. public:
  99. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  100. {
  101. logGlobal->error("Cannot apply on GH plain CPack!");
  102. assert(0);
  103. return false;
  104. }
  105. };
  106. static CApplier<CBaseForGHApply> *applier = nullptr;
  107. CMP_stack cmpst ;
  108. static inline double distance(int3 a, int3 b)
  109. {
  110. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  111. }
  112. static void giveExp(BattleResult &r)
  113. {
  114. if(r.winner > 1)
  115. {
  116. // draw
  117. return;
  118. }
  119. r.exp[0] = 0;
  120. r.exp[1] = 0;
  121. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  122. {
  123. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  124. }
  125. }
  126. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  127. {
  128. boost::unique_lock<boost::mutex> l(mx);
  129. if(players.find(player) != players.end())
  130. {
  131. return players.at(player);
  132. }
  133. else
  134. {
  135. throw std::runtime_error("No such player!");
  136. }
  137. }
  138. void PlayerStatuses::addPlayer(PlayerColor player)
  139. {
  140. boost::unique_lock<boost::mutex> l(mx);
  141. players[player];
  142. }
  143. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  144. {
  145. boost::unique_lock<boost::mutex> l(mx);
  146. if(players.find(player) != players.end())
  147. {
  148. return players[player].*flag;
  149. }
  150. else
  151. {
  152. throw std::runtime_error("No such player!");
  153. }
  154. }
  155. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  156. {
  157. boost::unique_lock<boost::mutex> l(mx);
  158. if(players.find(player) != players.end())
  159. {
  160. players[player].*flag = val;
  161. }
  162. else
  163. {
  164. throw std::runtime_error("No such player!");
  165. }
  166. cv.notify_all();
  167. }
  168. template <typename T>
  169. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  170. {
  171. fun(args[which]);
  172. }
  173. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  174. {
  175. changeSecSkill(hero, skill, 1, 0);
  176. expGiven(hero);
  177. }
  178. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  179. {
  180. // required exp for at least 1 lvl-up hasn't been reached
  181. if(!hero->gainsLevel())
  182. {
  183. return;
  184. }
  185. // give primary skill
  186. logGlobal->trace("%s got level %d", hero->name, hero->level);
  187. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  188. SetPrimSkill sps;
  189. sps.id = hero->id;
  190. sps.which = primarySkill;
  191. sps.abs = false;
  192. sps.val = 1;
  193. sendAndApply(&sps);
  194. PrepareHeroLevelUp pre;
  195. pre.hero = hero;
  196. sendAndApply(&pre);
  197. HeroLevelUp hlu;
  198. hlu.hero = hero;
  199. hlu.primskill = primarySkill;
  200. hlu.skills = pre.skills;
  201. if(hlu.skills.size() == 0)
  202. {
  203. sendAndApply(&hlu);
  204. levelUpHero(hero);
  205. }
  206. else if(hlu.skills.size() == 1)
  207. {
  208. sendAndApply(&hlu);
  209. levelUpHero(hero, pre.skills.front());
  210. }
  211. else if(hlu.skills.size() > 1)
  212. {
  213. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  214. hlu.queryID = levelUpQuery->queryID;
  215. queries.addQuery(levelUpQuery);
  216. sendAndApply(&hlu);
  217. //level up will be called on query reply
  218. }
  219. }
  220. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  221. {
  222. SetCommanderProperty scp;
  223. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  224. if (hero)
  225. scp.heroid = hero->id;
  226. else
  227. {
  228. complain ("Commander is not led by hero!");
  229. return;
  230. }
  231. scp.accumulatedBonus.subtype = 0;
  232. scp.accumulatedBonus.additionalInfo = 0;
  233. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  234. scp.accumulatedBonus.turnsRemain = 0;
  235. scp.accumulatedBonus.source = Bonus::COMMANDER;
  236. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  237. if (skill <= ECommander::SPELL_POWER)
  238. {
  239. scp.which = SetCommanderProperty::BONUS;
  240. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  241. {
  242. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  243. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  244. };
  245. switch (skill)
  246. {
  247. case ECommander::ATTACK:
  248. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  249. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  250. break;
  251. case ECommander::DEFENSE:
  252. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  253. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  254. break;
  255. case ECommander::HEALTH:
  256. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  257. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  258. break;
  259. case ECommander::DAMAGE:
  260. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  261. scp.accumulatedBonus.subtype = 0;
  262. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  263. break;
  264. case ECommander::SPEED:
  265. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  266. break;
  267. case ECommander::SPELL_POWER:
  268. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  269. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  270. sendAndApply (&scp); //additional pack
  271. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  272. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  273. sendAndApply (&scp); //additional pack
  274. scp.accumulatedBonus.type = Bonus::CASTS;
  275. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  276. sendAndApply (&scp); //additional pack
  277. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  278. break;
  279. }
  280. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  281. sendAndApply (&scp);
  282. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  283. scp.additionalInfo = skill;
  284. scp.amount = c->secondarySkills.at(skill) + 1;
  285. sendAndApply (&scp);
  286. }
  287. else if (skill >= 100)
  288. {
  289. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  290. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  291. scp.additionalInfo = skill; //unnormalized
  292. sendAndApply (&scp);
  293. }
  294. expGiven(hero);
  295. }
  296. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  297. {
  298. if (!c->gainsLevel())
  299. {
  300. return;
  301. }
  302. CommanderLevelUp clu;
  303. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  304. if (hero)
  305. clu.hero = hero;
  306. else
  307. {
  308. complain ("Commander is not led by hero!");
  309. return;
  310. }
  311. //picking sec. skills for choice
  312. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  313. {
  314. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  315. clu.skills.push_back(i);
  316. }
  317. int i = 100;
  318. for (auto specialSkill : VLC->creh->skillRequirements)
  319. {
  320. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  321. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  322. && !vstd::contains (c->specialSKills, i))
  323. clu.skills.push_back (i);
  324. ++i;
  325. }
  326. int skillAmount = clu.skills.size();
  327. if(!skillAmount)
  328. {
  329. sendAndApply(&clu);
  330. levelUpCommander(c);
  331. }
  332. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  333. {
  334. sendAndApply(&clu);
  335. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  336. }
  337. else if(skillAmount > 1) //apply and ask for secondary skill
  338. {
  339. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  340. clu.queryID = commanderLevelUp->queryID;
  341. queries.addQuery(commanderLevelUp);
  342. sendAndApply(&clu);
  343. }
  344. }
  345. void CGameHandler::expGiven(const CGHeroInstance *hero)
  346. {
  347. if(hero->gainsLevel())
  348. levelUpHero(hero);
  349. else if(hero->commander && hero->commander->gainsLevel())
  350. levelUpCommander(hero->commander);
  351. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  352. // levelUpCommander(hero->commander);
  353. // else
  354. // levelUpHero(hero);
  355. }
  356. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  357. {
  358. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  359. {
  360. if (gs->map->levelLimit != 0)
  361. {
  362. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  363. TExpType resultingExp = abs ? val : hero->exp + val;
  364. if (resultingExp > expLimit)
  365. {
  366. // set given experience to max possible, but don't decrease if hero already over top
  367. abs = true;
  368. val = std::max(expLimit, hero->exp);
  369. InfoWindow iw;
  370. iw.player = hero->tempOwner;
  371. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  372. iw.text.addReplacement(hero->name);
  373. sendAndApply(&iw);
  374. }
  375. }
  376. }
  377. SetPrimSkill sps;
  378. sps.id = hero->id;
  379. sps.which = which;
  380. sps.abs = abs;
  381. sps.val = val;
  382. sendAndApply(&sps);
  383. //only for exp - hero may level up
  384. if (which == PrimarySkill::EXPERIENCE)
  385. {
  386. if(hero->commander && hero->commander->alive)
  387. {
  388. //FIXME: trim experience according to map limit?
  389. SetCommanderProperty scp;
  390. scp.heroid = hero->id;
  391. scp.which = SetCommanderProperty::EXPERIENCE;
  392. scp.amount = val;
  393. sendAndApply (&scp);
  394. CBonusSystemNode::treeHasChanged();
  395. }
  396. expGiven(hero);
  397. }
  398. }
  399. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  400. {
  401. SetSecSkill sss;
  402. sss.id = hero->id;
  403. sss.which = which;
  404. sss.val = val;
  405. sss.abs = abs;
  406. sendAndApply(&sss);
  407. if(which == SecondarySkill::WISDOM)
  408. {
  409. if(hero && hero->visitedTown)
  410. giveSpells(hero->visitedTown, hero);
  411. }
  412. }
  413. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  414. {
  415. LOG_TRACE(logGlobal);
  416. //Fill BattleResult structure with exp info
  417. giveExp(*battleResult.data);
  418. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  419. {
  420. if (hero1)
  421. battleResult.data->exp[1] += 500;
  422. if (hero2)
  423. battleResult.data->exp[0] += 500;
  424. }
  425. if (hero1)
  426. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  427. if (hero2)
  428. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  429. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  430. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  431. const BattleResult::EResult result = battleResult.get()->result;
  432. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  433. {
  434. for(auto &q : queries.allQueries())
  435. {
  436. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  437. if(bq->bi == gs->curB)
  438. return bq;
  439. }
  440. return std::shared_ptr<CBattleQuery>();
  441. };
  442. auto battleQuery = findBattleQuery();
  443. if(!battleQuery)
  444. {
  445. logGlobal->error("Cannot find battle query!");
  446. if(gs->initialOpts->mode == StartInfo::DUEL)
  447. {
  448. battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  449. }
  450. }
  451. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  452. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  453. battleQuery->result = *battleResult.data;
  454. //Check how many battle queries were created (number of players blocked by battle)
  455. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  456. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  457. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  458. if(finishingBattle->duel)
  459. {
  460. duelFinished();
  461. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  462. return;
  463. }
  464. ChangeSpells cs; //for Eagle Eye
  465. if(finishingBattle->winnerHero)
  466. {
  467. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  468. {
  469. int maxLevel = eagleEyeLevel + 1;
  470. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  471. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  472. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  473. cs.spells.insert(sp->id);
  474. }
  475. }
  476. std::vector<const CArtifactInstance *> arts; //display them in window
  477. if(result == BattleResult::NORMAL && finishingBattle->winnerHero)
  478. {
  479. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  480. {
  481. arts.push_back(art);
  482. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  483. sendAndApply(ma);
  484. };
  485. if(finishingBattle->loserHero)
  486. {
  487. //TODO: wrap it into a function, somehow (boost::variant -_-)
  488. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  489. for (auto artSlot : artifactsWorn)
  490. {
  491. MoveArtifact ma;
  492. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  493. const CArtifactInstance * art = ma.src.getArt();
  494. if(art && !art->artType->isBig() &&
  495. art->artType->id != ArtifactID::SPELLBOOK)
  496. // don't move war machines or locked arts (spellbook)
  497. {
  498. sendMoveArtifact(art, &ma);
  499. }
  500. }
  501. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  502. {
  503. //we assume that no big artifacts can be found
  504. MoveArtifact ma;
  505. ma.src = ArtifactLocation(finishingBattle->loserHero,
  506. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  507. const CArtifactInstance * art = ma.src.getArt();
  508. if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
  509. {
  510. sendMoveArtifact(art, &ma);
  511. }
  512. }
  513. if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  514. {
  515. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  516. for(auto artSlot : artifactsWorn)
  517. {
  518. MoveArtifact ma;
  519. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  520. const CArtifactInstance * art = ma.src.getArt();
  521. if (art && !art->artType->isBig())
  522. {
  523. sendMoveArtifact(art, &ma);
  524. }
  525. }
  526. }
  527. }
  528. for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  529. {
  530. auto artifactsWorn = armySlot.second->artifactsWorn;
  531. for (auto artSlot : artifactsWorn)
  532. {
  533. MoveArtifact ma;
  534. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  535. const CArtifactInstance * art = ma.src.getArt();
  536. if (art && !art->artType->isBig())
  537. {
  538. sendMoveArtifact(art, &ma);
  539. }
  540. }
  541. }
  542. }
  543. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  544. if(arts.size()) //display loot
  545. {
  546. InfoWindow iw;
  547. iw.player = finishingBattle->winnerHero->tempOwner;
  548. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  549. for(auto art : arts) //TODO; separate function to display loot for various ojects?
  550. {
  551. iw.components.push_back(Component(
  552. Component::ARTIFACT, art->artType->id,
  553. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  554. if(iw.components.size() >= 14)
  555. {
  556. sendAndApply(&iw);
  557. iw.components.clear();
  558. }
  559. }
  560. if(iw.components.size())
  561. {
  562. sendAndApply(&iw);
  563. }
  564. }
  565. //Eagle Eye secondary skill handling
  566. if(!cs.spells.empty())
  567. {
  568. cs.learn = 1;
  569. cs.hid = finishingBattle->winnerHero->id;
  570. InfoWindow iw;
  571. iw.player = finishingBattle->winnerHero->tempOwner;
  572. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  573. iw.text.addReplacement(finishingBattle->winnerHero->name);
  574. std::ostringstream names;
  575. for(int i = 0; i < cs.spells.size(); i++)
  576. {
  577. names << "%s";
  578. if(i < cs.spells.size() - 2)
  579. names << ", ";
  580. else if(i < cs.spells.size() - 1)
  581. names << "%s";
  582. }
  583. names << ".";
  584. iw.text.addReplacement(names.str());
  585. auto it = cs.spells.begin();
  586. for(int i = 0; i < cs.spells.size(); i++, it++)
  587. {
  588. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  589. if(i == cs.spells.size() - 2) //we just added pre-last name
  590. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  591. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  592. }
  593. sendAndApply(&iw);
  594. sendAndApply(&cs);
  595. }
  596. cab1.updateArmy(this);
  597. cab2.updateArmy(this); //take casualties after battle is deleted
  598. //if one hero has lost we will erase him
  599. if(battleResult.data->winner!=0 && hero1)
  600. {
  601. RemoveObject ro(hero1->id);
  602. sendAndApply(&ro);
  603. }
  604. if(battleResult.data->winner!=1 && hero2)
  605. {
  606. auto town = hero2->visitedTown;
  607. RemoveObject ro(hero2->id);
  608. sendAndApply(&ro);
  609. if(town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  610. town->battleFinished(hero1, *battleResult.get());
  611. }
  612. //give exp
  613. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  614. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  615. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  616. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  617. queries.popIfTop(battleQuery);
  618. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  619. }
  620. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  621. {
  622. LOG_TRACE(logGlobal);
  623. finishingBattle->remainingBattleQueriesCount--;
  624. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  625. if(finishingBattle->remainingBattleQueriesCount > 0)
  626. //Battle results will be handled when all battle queries are closed
  627. return;
  628. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  629. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  630. // Still, it looks like a hole.
  631. // Necromancy if applicable.
  632. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  633. // Give raised units to winner and show dialog, if any were raised,
  634. // units will be given after casualties are taken
  635. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  636. if (necroSlot != SlotID())
  637. {
  638. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  639. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  640. }
  641. BattleResultsApplied resultsApplied;
  642. resultsApplied.player1 = finishingBattle->victor;
  643. resultsApplied.player2 = finishingBattle->loser;
  644. sendAndApply(&resultsApplied);
  645. setBattle(nullptr);
  646. if(visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  647. {
  648. logGlobal->trace("post-victory visit");
  649. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  650. }
  651. visitObjectAfterVictory = false;
  652. //handle victory/loss of engaged players
  653. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  654. checkVictoryLossConditions(playerColors);
  655. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  656. {
  657. SetAvailableHeroes sah;
  658. sah.player = finishingBattle->loser;
  659. sah.hid[0] = finishingBattle->loserHero->subID;
  660. if(result.result == BattleResult::ESCAPE) //retreat
  661. {
  662. sah.army[0].clear();
  663. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  664. }
  665. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  666. sah.hid[1] = another->subID;
  667. else
  668. sah.hid[1] = -1;
  669. sendAndApply(&sah);
  670. }
  671. if(result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  672. {
  673. RemoveObject ro(finishingBattle->winnerHero->id);
  674. sendAndApply(&ro);
  675. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  676. {
  677. SetAvailableHeroes sah;
  678. sah.player = finishingBattle->victor;
  679. sah.hid[0] = finishingBattle->winnerHero->subID;
  680. sah.army[0].clear();
  681. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  682. if(const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  683. sah.hid[1] = another->subID;
  684. else
  685. sah.hid[1] = -1;
  686. sendAndApply(&sah);
  687. }
  688. }
  689. }
  690. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  691. {
  692. bat.bsa.clear();
  693. bat.stackAttacking = att->ID;
  694. const int attackerLuck = att->LuckVal();
  695. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  696. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  697. {
  698. if(attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  699. {
  700. bat.flags |= BattleAttack::LUCKY;
  701. }
  702. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  703. {
  704. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  705. {
  706. bat.flags |= BattleAttack::UNLUCKY;
  707. }
  708. }
  709. }
  710. if(getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  711. {
  712. bat.flags |= BattleAttack::DEATH_BLOW;
  713. }
  714. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  715. {
  716. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  717. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  718. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  719. if(chance > getRandomGenerator().nextInt(99))
  720. {
  721. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  722. }
  723. }
  724. // only primary target
  725. applyBattleEffects(bat, att, def, distance, false);
  726. if (!bat.shot()) //multiple-hex attack - only in meele
  727. {
  728. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  729. for(const CStack * stack : attackedCreatures)
  730. {
  731. if (stack != def) //do not hit same stack twice
  732. {
  733. applyBattleEffects(bat, att, stack, distance, true);
  734. }
  735. }
  736. }
  737. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  738. if (bonus && (bat.shot())) //TODO: make it work in melee?
  739. {
  740. //this is need for displaying hit animation
  741. bat.flags |= BattleAttack::SPELL_LIKE;
  742. bat.spellID = SpellID(bonus->subtype);
  743. //TODO: should spell override creature`s projectile?
  744. std::set<const CStack*> attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att->owner, bonus->val, targetHex, att);
  745. //TODO: get exact attacked hex for defender
  746. for(const CStack * stack : attackedCreatures)
  747. {
  748. if (stack != def) //do not hit same stack twice
  749. {
  750. applyBattleEffects(bat, att, stack, distance, true);
  751. }
  752. }
  753. //now add effect info for all attacked stacks
  754. for(BattleStackAttacked & bsa : bat.bsa)
  755. {
  756. if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  757. {
  758. //this is need for displaying affect animation
  759. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  760. bsa.spellID = SpellID(bonus->subtype);
  761. }
  762. }
  763. }
  764. }
  765. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  766. {
  767. BattleStackAttacked bsa;
  768. if (secondary)
  769. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  770. bsa.attackerID = att->ID;
  771. bsa.stackAttacked = def->ID;
  772. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
  773. bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
  774. def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
  775. //life drain handling
  776. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  777. {
  778. StacksHealedOrResurrected shi;
  779. shi.lifeDrain = true;
  780. shi.tentHealing = false;
  781. shi.drainedFrom = def->ID;
  782. StacksHealedOrResurrected::HealInfo hi;
  783. hi.stackID = att->ID;
  784. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  785. hi.lowLevelResurrection = false;
  786. shi.healedStacks.push_back(hi);
  787. if (hi.healedHP > 0)
  788. {
  789. bsa.healedStacks.push_back(shi);
  790. }
  791. }
  792. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  793. //fire shield handling
  794. if(!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
  795. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  796. {
  797. // TODO: Fire sheild damage should be calculated separately after BattleAttack applied.
  798. // Currently it's looks like attacking stack damage itself with defenders fire shield.
  799. // So no separate message on spell damge in log and expirience calculation is likely wrong too.
  800. BattleStackAttacked bsa2;
  801. bsa2.stackAttacked = att->ID; //invert
  802. bsa2.attackerID = def->ID;
  803. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  804. bsa2.effect = 11;
  805. bsa2.damageAmount = (std::min(def->totalHelth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  806. att->prepareAttacked(bsa2, getRandomGenerator());
  807. bat.bsa.push_back(bsa2);
  808. }
  809. }
  810. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  811. {
  812. setThreadName("CGameHandler::handleConnection");
  813. try
  814. {
  815. while(1)//server should never shut connection first //was: while(!end2)
  816. {
  817. CPack *pack = nullptr;
  818. PlayerColor player = PlayerColor::NEUTRAL;
  819. si32 requestID = -999;
  820. int packType = 0;
  821. {
  822. boost::unique_lock<boost::mutex> lock(*c.rmx);
  823. c >> player >> requestID >> pack; //get the package
  824. if(!pack)
  825. {
  826. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  827. }
  828. packType = typeList.getTypeID(pack); //get the id of type
  829. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  830. requestID, player, player.getStr(), packType, typeid(*pack).name());
  831. }
  832. //prepare struct informing that action was applied
  833. auto sendPackageResponse = [&](bool succesfullyApplied)
  834. {
  835. PackageApplied applied;
  836. applied.player = player;
  837. applied.result = succesfullyApplied;
  838. applied.packType = packType;
  839. applied.requestID = requestID;
  840. boost::unique_lock<boost::mutex> lock(*c.wmx);
  841. c << &applied;
  842. };
  843. CBaseForGHApply *apply = applier->apps[packType]; //and appropriate applier object
  844. if(isBlockedByQueries(pack, player))
  845. {
  846. sendPackageResponse(false);
  847. }
  848. else if(apply)
  849. {
  850. const bool result = apply->applyOnGH(this,&c,pack, player);
  851. if(result)
  852. logGlobal->trace("Message successfully applied!");
  853. else
  854. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  855. % typeid(*pack).name()).str());
  856. sendPackageResponse(true);
  857. }
  858. else
  859. {
  860. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  861. sendPackageResponse(false);
  862. }
  863. vstd::clear_pointer(pack);
  864. }
  865. }
  866. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  867. {
  868. assert(!c.connected); //make sure that connection has been marked as broken
  869. logGlobal->error(e.what());
  870. end2 = true;
  871. }
  872. catch(...)
  873. {
  874. end2 = true;
  875. handleException();
  876. throw;
  877. }
  878. logGlobal->error("Ended handling connection");
  879. }
  880. int CGameHandler::moveStack(int stack, BattleHex dest)
  881. {
  882. int ret = 0;
  883. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  884. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  885. assert(curStack);
  886. assert(dest < GameConstants::BFIELD_SIZE);
  887. if (gs->curB->tacticDistance)
  888. {
  889. assert(gs->curB->isInTacticRange(dest));
  890. }
  891. auto start = curStack->position;
  892. if(start == dest)
  893. return 0;
  894. //initing necessary tables
  895. auto accessibility = getAccesibility(curStack);
  896. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  897. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  898. {
  899. if(curStack->attackerOwned)
  900. {
  901. if(accessibility.accessible(dest+1, curStack))
  902. dest += BattleHex::RIGHT;
  903. }
  904. else
  905. {
  906. if(accessibility.accessible(dest-1, curStack))
  907. dest += BattleHex::LEFT;
  908. }
  909. }
  910. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  911. {
  912. complain("Given destination is not accessible!");
  913. return 0;
  914. }
  915. bool canUseGate = false;
  916. auto dbState = gs->curB->si.gateState;
  917. if(battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
  918. dbState != EGateState::DESTROYED &&
  919. dbState != EGateState::BLOCKED)
  920. {
  921. canUseGate = true;
  922. }
  923. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  924. ret = path.second;
  925. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  926. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  927. {
  928. if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  929. return true;
  930. if(hex == ESiegeHex::GATE_OUTER)
  931. return true;
  932. if(hex == ESiegeHex::GATE_INNER)
  933. return true;
  934. return false;
  935. };
  936. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  937. {
  938. if(isGateDrawbridgeHex(hex))
  939. return true;
  940. if(curStack->doubleWide())
  941. {
  942. BattleHex otherHex = curStack->occupiedHex(hex);
  943. if(otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  944. return true;
  945. }
  946. return false;
  947. };
  948. if(curStack->hasBonusOfType(Bonus::FLYING))
  949. {
  950. if(path.second <= creSpeed && path.first.size() > 0)
  951. {
  952. if(canUseGate && dbState != EGateState::OPENED &&
  953. occupyGateDrawbridgeHex(dest))
  954. {
  955. BattleUpdateGateState db;
  956. db.state = EGateState::OPENED;
  957. sendAndApply(&db);
  958. }
  959. //inform clients about move
  960. BattleStackMoved sm;
  961. sm.stack = curStack->ID;
  962. std::vector<BattleHex> tiles;
  963. tiles.push_back(path.first[0]);
  964. sm.tilesToMove = tiles;
  965. sm.distance = path.second;
  966. sm.teleporting = false;
  967. sendAndApply(&sm);
  968. }
  969. }
  970. else //for non-flying creatures
  971. {
  972. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  973. std::vector<BattleHex> tiles;
  974. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  975. int v = path.first.size()-1;
  976. path.first.push_back(start);
  977. // check if gate need to be open or closed at some point
  978. BattleHex openGateAtHex, gateMayCloseAtHex;
  979. if(canUseGate)
  980. {
  981. for(int i = path.first.size()-1; i >= 0; i--)
  982. {
  983. auto needOpenGates = [&](BattleHex hex) -> bool
  984. {
  985. if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  986. return true;
  987. if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  988. return true;
  989. else if(hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  990. return true;
  991. return false;
  992. };
  993. auto hex = path.first[i];
  994. if(!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  995. {
  996. if(needOpenGates(hex))
  997. openGateAtHex = path.first[i+1];
  998. //TODO we need find batter way to handle double-wide stacks
  999. //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.
  1000. if(curStack->doubleWide())
  1001. {
  1002. BattleHex otherHex = curStack->occupiedHex(hex);
  1003. if(otherHex.isValid() && needOpenGates(otherHex))
  1004. openGateAtHex = path.first[i+2];
  1005. }
  1006. //gate may be opened and then closed during stack movement, but not other way around
  1007. if(openGateAtHex.isValid())
  1008. dbState = EGateState::OPENED;
  1009. }
  1010. if(!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1011. {
  1012. if(hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1013. {
  1014. gateMayCloseAtHex = path.first[i-1];
  1015. }
  1016. if(gs->curB->town->subID == ETownType::FORTRESS)
  1017. {
  1018. if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1019. {
  1020. gateMayCloseAtHex = path.first[i-1];
  1021. }
  1022. else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1023. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1024. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1025. {
  1026. gateMayCloseAtHex = path.first[i-1];
  1027. }
  1028. }
  1029. else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1030. {
  1031. gateMayCloseAtHex = path.first[i-1];
  1032. }
  1033. }
  1034. }
  1035. }
  1036. bool stackIsMoving = true;
  1037. while(stackIsMoving)
  1038. {
  1039. if(v<tilesToMove)
  1040. {
  1041. logGlobal->error("Movement terminated abnormally");
  1042. break;
  1043. }
  1044. bool gateStateChanging = false;
  1045. //special handling for opening gate on from starting hex
  1046. if(openGateAtHex.isValid() && openGateAtHex == start)
  1047. gateStateChanging = true;
  1048. else
  1049. {
  1050. for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1051. {
  1052. BattleHex hex = path.first[v];
  1053. tiles.push_back(hex);
  1054. if((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1055. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1056. {
  1057. gateStateChanging = true;
  1058. }
  1059. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1060. if((obstacle = battleGetObstacleOnPos(hex, false)))
  1061. obstacleHit = true;
  1062. if(curStack->doubleWide())
  1063. {
  1064. BattleHex otherHex = curStack->occupiedHex(hex);
  1065. //two hex creature hit obstacle by backside
  1066. if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  1067. obstacleHit = true;
  1068. }
  1069. }
  1070. }
  1071. if(tiles.size() > 0)
  1072. {
  1073. //commit movement
  1074. BattleStackMoved sm;
  1075. sm.stack = curStack->ID;
  1076. sm.distance = path.second;
  1077. sm.teleporting = false;
  1078. sm.tilesToMove = tiles;
  1079. sendAndApply(&sm);
  1080. tiles.clear();
  1081. }
  1082. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1083. if(curStack->position != dest)
  1084. {
  1085. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  1086. {
  1087. if(obs)
  1088. {
  1089. handleDamageFromObstacle(*obs, curStack);
  1090. //if stack die in explosion or interrupted by obstacle, abort movement
  1091. if(obs->stopsMovement() || !curStack->alive())
  1092. stackIsMoving = false;
  1093. obs.reset();
  1094. }
  1095. };
  1096. processObstacle(obstacle);
  1097. if(curStack->alive())
  1098. processObstacle(obstacle2);
  1099. if(gateStateChanging)
  1100. {
  1101. if(curStack->position == openGateAtHex)
  1102. {
  1103. openGateAtHex = BattleHex();
  1104. //only open gate if stack is still alive
  1105. if(curStack->alive())
  1106. {
  1107. BattleUpdateGateState db;
  1108. db.state = EGateState::OPENED;
  1109. sendAndApply(&db);
  1110. }
  1111. }
  1112. else if(curStack->position == gateMayCloseAtHex)
  1113. {
  1114. gateMayCloseAtHex = BattleHex();
  1115. updateGateState();
  1116. }
  1117. }
  1118. }
  1119. else
  1120. //movement finished normally: we reached destination
  1121. stackIsMoving = false;
  1122. }
  1123. }
  1124. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1125. if(curStack->alive())
  1126. {
  1127. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  1128. {
  1129. handleDamageFromObstacle(*theLastObstacle, curStack);
  1130. }
  1131. }
  1132. if(curStack->alive() && curStack->doubleWide())
  1133. {
  1134. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  1135. if(otherHex.isValid())
  1136. if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  1137. {
  1138. //two hex creature hit obstacle by backside
  1139. handleDamageFromObstacle(*theLastObstacle, curStack);
  1140. }
  1141. }
  1142. return ret;
  1143. }
  1144. CGameHandler::CGameHandler(void)
  1145. {
  1146. QID = 1;
  1147. //gs = nullptr;
  1148. IObjectInterface::cb = this;
  1149. applier = new CApplier<CBaseForGHApply>;
  1150. registerTypesServerPacks(*applier);
  1151. visitObjectAfterVictory = false;
  1152. queries.gh = this;
  1153. spellEnv = new ServerSpellCastEnvironment(this);
  1154. }
  1155. CGameHandler::~CGameHandler(void)
  1156. {
  1157. delete spellEnv;
  1158. delete applier;
  1159. applier = nullptr;
  1160. delete gs;
  1161. }
  1162. void CGameHandler::init(StartInfo *si)
  1163. {
  1164. if(si->seedToBeUsed == 0)
  1165. {
  1166. si->seedToBeUsed = std::time(nullptr);
  1167. }
  1168. gs = new CGameState();
  1169. logGlobal->info("Gamestate created!");
  1170. gs->init(si);
  1171. logGlobal->info("Gamestate initialized!");
  1172. // reset seed, so that clients can't predict any following random values
  1173. getRandomGenerator().resetSeed();
  1174. for(auto & elem : gs->players)
  1175. {
  1176. states.addPlayer(elem.first);
  1177. }
  1178. }
  1179. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1180. {
  1181. return a.earlierThan(b);
  1182. }
  1183. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1184. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1185. const PlayerState * p = getPlayer(town->tempOwner);
  1186. if(!p)
  1187. {
  1188. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
  1189. return;
  1190. }
  1191. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1192. {
  1193. SetAvailableCreatures ssi;
  1194. ssi.tid = town->id;
  1195. ssi.creatures = town->creatures;
  1196. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1197. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1198. if (dwellings.empty())//no dwellings - just remove
  1199. {
  1200. sendAndApply(&ssi);
  1201. return;
  1202. }
  1203. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1204. // for multi-creature dwellings like Golem Factory
  1205. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1206. if(clear)
  1207. {
  1208. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1209. }
  1210. else
  1211. {
  1212. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1213. }
  1214. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1215. sendAndApply(&ssi);
  1216. }
  1217. }
  1218. void CGameHandler::newTurn()
  1219. {
  1220. logGlobal->trace("Turn %d", gs->day+1);
  1221. NewTurn n;
  1222. n.specialWeek = NewTurn::NO_ACTION;
  1223. n.creatureid = CreatureID::NONE;
  1224. n.day = gs->day + 1;
  1225. bool firstTurn = !getDate(Date::DAY);
  1226. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1227. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1228. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1229. if (firstTurn)
  1230. {
  1231. for (auto obj : gs->map->objects)
  1232. {
  1233. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1234. {
  1235. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1236. }
  1237. }
  1238. }
  1239. if (newWeek && !firstTurn)
  1240. {
  1241. n.specialWeek = NewTurn::NORMAL;
  1242. bool deityOfFireBuilt = false;
  1243. for(const CGTownInstance *t : gs->map->towns)
  1244. {
  1245. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1246. {
  1247. deityOfFireBuilt = true;
  1248. break;
  1249. }
  1250. }
  1251. if(deityOfFireBuilt)
  1252. {
  1253. n.specialWeek = NewTurn::DEITYOFFIRE;
  1254. n.creatureid = CreatureID::IMP;
  1255. }
  1256. else
  1257. {
  1258. int monthType = getRandomGenerator().nextInt(99);
  1259. if(newMonth) //new month
  1260. {
  1261. if (monthType < 40) //double growth
  1262. {
  1263. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1264. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1265. {
  1266. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1267. n.creatureid = newMonster.second;
  1268. }
  1269. else if(VLC->creh->doubledCreatures.size())
  1270. {
  1271. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1272. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1273. }
  1274. else
  1275. {
  1276. complain("Cannot find creature that can be spawned!");
  1277. n.specialWeek = NewTurn::NORMAL;
  1278. }
  1279. }
  1280. else if (monthType < 50)
  1281. n.specialWeek = NewTurn::PLAGUE;
  1282. }
  1283. else //it's a week, but not full month
  1284. {
  1285. if (monthType < 25)
  1286. {
  1287. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1288. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1289. //TODO do not pick neutrals
  1290. n.creatureid = newMonster.second;
  1291. }
  1292. }
  1293. }
  1294. }
  1295. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1296. for(auto& hp : pool)
  1297. {
  1298. auto hero = hp.second;
  1299. if(hero->isInitialized() && hero->stacks.size())
  1300. {
  1301. // reset retreated or surrendered heroes
  1302. auto maxmove = hero->maxMovePoints(true);
  1303. // if movement is greater than maxmove, we should decrease it
  1304. if(hero->movement != maxmove || hero->mana < hero->manaLimit())
  1305. {
  1306. NewTurn::Hero hth;
  1307. hth.id = hero->id;
  1308. hth.move = maxmove;
  1309. hth.mana = hero->getManaNewTurn();
  1310. n.heroes.insert(hth);
  1311. }
  1312. }
  1313. }
  1314. for (auto & elem : gs->players)
  1315. {
  1316. if(elem.first == PlayerColor::NEUTRAL)
  1317. continue;
  1318. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1319. assert(0); //illegal player number!
  1320. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1321. hadGold.insert(playerGold);
  1322. if(newWeek) //new heroes in tavern
  1323. {
  1324. SetAvailableHeroes sah;
  1325. sah.player = elem.first;
  1326. //pick heroes and their armies
  1327. CHeroClass *banned = nullptr;
  1328. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1329. {
  1330. //first hero - native if possible, second hero -> any other class
  1331. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1332. {
  1333. sah.hid[j] = h->subID;
  1334. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1335. banned = h->type->heroClass;
  1336. }
  1337. else
  1338. {
  1339. sah.hid[j] = -1;
  1340. }
  1341. }
  1342. sendAndApply(&sah);
  1343. }
  1344. n.res[elem.first] = elem.second.resources;
  1345. for(CGHeroInstance *h : (elem).second.heroes)
  1346. {
  1347. if(h->visitedTown)
  1348. giveSpells(h->visitedTown, h);
  1349. NewTurn::Hero hth;
  1350. hth.id = h->id;
  1351. auto ti = make_unique<TurnInfo>(h, 1);
  1352. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1353. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1354. hth.mana = h->getManaNewTurn();
  1355. n.heroes.insert(hth);
  1356. if(!firstTurn) //not first day
  1357. {
  1358. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1359. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1360. {
  1361. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1362. }
  1363. }
  1364. }
  1365. }
  1366. for(CGTownInstance *t : gs->map->towns)
  1367. {
  1368. PlayerColor player = t->tempOwner;
  1369. handleTownEvents(t, n);
  1370. if(newWeek) //first day of week
  1371. {
  1372. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1373. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1374. if(!firstTurn)
  1375. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1376. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1377. if (!vstd::contains(n.cres, t->id))
  1378. {
  1379. n.cres[t->id].tid = t->id;
  1380. n.cres[t->id].creatures = t->creatures;
  1381. }
  1382. auto & sac = n.cres.at(t->id);
  1383. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1384. {
  1385. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1386. {
  1387. ui32 &availableCount = sac.creatures.at(k).first;
  1388. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1389. if (n.specialWeek == NewTurn::PLAGUE)
  1390. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1391. else
  1392. {
  1393. if(firstTurn) //first day of game: use only basic growths
  1394. availableCount = cre->growth;
  1395. else
  1396. availableCount += t->creatureGrowth(k);
  1397. //Deity of fire week - upgrade both imps and upgrades
  1398. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1399. availableCount += 15;
  1400. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1401. {
  1402. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1403. availableCount *= 2;
  1404. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1405. availableCount += 5;
  1406. }
  1407. }
  1408. }
  1409. }
  1410. }
  1411. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1412. {
  1413. n.res[player] = n.res[player] + t->dailyIncome();
  1414. }
  1415. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1416. {
  1417. // Skyship, probably easier to handle same as Veil of darkness
  1418. //do it every new day after veils apply
  1419. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1420. {
  1421. FoWChange fw;
  1422. fw.mode = 1;
  1423. fw.player = player;
  1424. // find all hidden tiles
  1425. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1426. for (size_t i=0; i<fow.size(); i++)
  1427. for (size_t j=0; j<fow.at(i).size(); j++)
  1428. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1429. if (!fow.at(i).at(j).at(k))
  1430. fw.tiles.insert(int3(i,j,k));
  1431. sendAndApply (&fw);
  1432. }
  1433. }
  1434. if (t->hasBonusOfType (Bonus::DARKNESS))
  1435. {
  1436. for(auto & player : gs->players)
  1437. {
  1438. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1439. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1440. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1441. }
  1442. }
  1443. }
  1444. if(newMonth)
  1445. {
  1446. SetAvailableArtifacts saa;
  1447. saa.id = -1;
  1448. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1449. sendAndApply(&saa);
  1450. }
  1451. sendAndApply(&n);
  1452. if(newWeek)
  1453. {
  1454. //spawn wandering monsters
  1455. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1456. {
  1457. spawnWanderingMonsters(n.creatureid);
  1458. }
  1459. //new week info popup
  1460. if(!firstTurn)
  1461. {
  1462. InfoWindow iw;
  1463. switch (n.specialWeek)
  1464. {
  1465. case NewTurn::DOUBLE_GROWTH:
  1466. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1467. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1468. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1469. break;
  1470. case NewTurn::PLAGUE:
  1471. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1472. break;
  1473. case NewTurn::BONUS_GROWTH:
  1474. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1475. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1476. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1477. break;
  1478. case NewTurn::DEITYOFFIRE:
  1479. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1480. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1481. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1482. iw.text.addReplacement2(15); //%+d 15
  1483. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1484. iw.text.addReplacement2(15); //%+d 15
  1485. break;
  1486. default:
  1487. if (newMonth)
  1488. {
  1489. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1490. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1491. }
  1492. else
  1493. {
  1494. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1495. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1496. }
  1497. }
  1498. for (auto & elem : gs->players)
  1499. {
  1500. iw.player = elem.first;
  1501. sendAndApply(&iw);
  1502. }
  1503. }
  1504. }
  1505. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1506. handleTimeEvents();
  1507. //call objects
  1508. for(auto & elem : gs->map->objects)
  1509. {
  1510. if(elem)
  1511. elem->newTurn(getRandomGenerator());
  1512. }
  1513. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1514. }
  1515. void CGameHandler::run(bool resume)
  1516. {
  1517. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1518. using namespace boost::posix_time;
  1519. for(CConnection *cc : conns)
  1520. {
  1521. if(!resume)
  1522. {
  1523. (*cc) << gs->initialOpts; // gs->scenarioOps
  1524. }
  1525. std::set<PlayerColor> players;
  1526. (*cc) >> players; //how many players will be handled at that client
  1527. std::stringstream sbuffer;
  1528. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1529. for(PlayerColor color : players)
  1530. {
  1531. sbuffer << color << " ";
  1532. {
  1533. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1534. connections[color] = cc;
  1535. }
  1536. }
  1537. logGlobal->info(sbuffer.str());
  1538. cc->addStdVecItems(gs);
  1539. cc->enableStackSendingByID();
  1540. cc->disableSmartPointerSerialization();
  1541. }
  1542. for(auto & elem : conns)
  1543. {
  1544. std::set<PlayerColor> pom;
  1545. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1546. if(j->second == elem)
  1547. pom.insert(j->first);
  1548. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1549. }
  1550. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1551. {
  1552. runBattle();
  1553. end2 = true;
  1554. while(conns.size() && (*conns.begin())->isOpen())
  1555. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1556. return;
  1557. }
  1558. auto playerTurnOrder = generatePlayerTurnOrder();
  1559. while(!end2)
  1560. {
  1561. if(!resume) newTurn();
  1562. std::list<PlayerColor>::iterator it;
  1563. if(resume)
  1564. {
  1565. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1566. }
  1567. else
  1568. {
  1569. it = playerTurnOrder.begin();
  1570. }
  1571. resume = false;
  1572. for (; it != playerTurnOrder.end(); it++)
  1573. {
  1574. auto playerColor = *it;
  1575. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1576. if (playerState->status == EPlayerStatus::INGAME)
  1577. {
  1578. //if player runs out of time, he shouldn't get the turn (especially AI)
  1579. checkVictoryLossConditionsForAll();
  1580. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1581. { //player lost at the beginning of his turn
  1582. continue;
  1583. }
  1584. else //give normal turn
  1585. {
  1586. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1587. YourTurn yt;
  1588. yt.player = playerColor;
  1589. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1590. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1591. applyAndSend(&yt);
  1592. //wait till turn is done
  1593. boost::unique_lock<boost::mutex> lock(states.mx);
  1594. while (states.players.at(playerColor).makingTurn && !end2)
  1595. {
  1596. static time_duration p = milliseconds(100);
  1597. states.cv.timed_wait(lock, p);
  1598. }
  1599. }
  1600. }
  1601. }
  1602. //additional check that game is not finished
  1603. bool activePlayer = false;
  1604. for(auto player : playerTurnOrder)
  1605. {
  1606. if(gs->players[player].status == EPlayerStatus::INGAME)
  1607. activePlayer = true;
  1608. }
  1609. if(!activePlayer)
  1610. end2 = true;
  1611. }
  1612. while(conns.size() && (*conns.begin())->isOpen())
  1613. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1614. }
  1615. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1616. {
  1617. // Generate player turn order
  1618. std::list<PlayerColor> playerTurnOrder;
  1619. for(const auto & player : gs->players) // add human players first
  1620. {
  1621. if(player.second.human)
  1622. playerTurnOrder.push_back(player.first);
  1623. }
  1624. for(const auto & player : gs->players) // then add non-human players
  1625. {
  1626. if(!player.second.human)
  1627. playerTurnOrder.push_back(player.first);
  1628. }
  1629. return playerTurnOrder;
  1630. }
  1631. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1632. {
  1633. battleResult.set(nullptr);
  1634. const auto t = getTile(tile);
  1635. ETerrainType terrain = t->terType;
  1636. if(gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1637. terrain = ETerrainType::SAND;
  1638. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1639. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1640. terType = BFieldType::SHIP_TO_SHIP;
  1641. //send info about battles
  1642. BattleStart bs;
  1643. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1644. sendAndApply(&bs);
  1645. }
  1646. void CGameHandler::checkBattleStateChanges()
  1647. {
  1648. //check if drawbridge state need to be changes
  1649. if(battleGetSiegeLevel() > 0)
  1650. updateGateState();
  1651. //check if battle ended
  1652. if(auto result = battleIsFinished())
  1653. {
  1654. setBattleResult(BattleResult::NORMAL, *result);
  1655. }
  1656. }
  1657. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1658. {
  1659. if(!h->hasSpellbook())
  1660. return; //hero hasn't spellbook
  1661. ChangeSpells cs;
  1662. cs.hid = h->id;
  1663. cs.learn = true;
  1664. if(t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1665. {
  1666. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1667. for(int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
  1668. {
  1669. std::vector<SpellID> spells;
  1670. getAllowedSpells(spells, i+1);
  1671. for(auto & spell : spells)
  1672. cs.spells.insert(spell);
  1673. }
  1674. }
  1675. else
  1676. {
  1677. for(int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
  1678. {
  1679. for(int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1680. {
  1681. if(!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1682. cs.spells.insert(t->spells.at(i).at(j));
  1683. }
  1684. }
  1685. }
  1686. if(!cs.spells.empty())
  1687. sendAndApply(&cs);
  1688. }
  1689. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1690. {
  1691. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1692. sendAndApply(&sop);
  1693. }
  1694. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1695. {
  1696. if(!obj || !getObj(obj->id))
  1697. {
  1698. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1699. return false;
  1700. }
  1701. RemoveObject ro;
  1702. ro.id = obj->id;
  1703. sendAndApply(&ro);
  1704. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1705. return true;
  1706. }
  1707. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1708. {
  1709. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1710. sendAndApply(&sop);
  1711. }
  1712. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
  1713. {
  1714. const CGHeroInstance *h = getHero(hid);
  1715. if(!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
  1716. )
  1717. {
  1718. logGlobal->error("Illegal call to move hero!");
  1719. return false;
  1720. }
  1721. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
  1722. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1723. if(!gs->map->isInTheMap(hmpos))
  1724. {
  1725. logGlobal->error("Destination tile is outside the map!");
  1726. return false;
  1727. }
  1728. const TerrainTile t = *getTile(hmpos);
  1729. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1730. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1731. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1732. //result structure for start - movement failed, no move points used
  1733. TryMoveHero tmh;
  1734. tmh.id = hid;
  1735. tmh.start = h->pos;
  1736. tmh.end = dst;
  1737. tmh.result = TryMoveHero::FAILED;
  1738. tmh.movePoints = h->movement;
  1739. //check if destination tile is available
  1740. auto ti = make_unique<TurnInfo>(h);
  1741. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1742. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1743. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1744. //it's a rock or blocked and not visitable tile
  1745. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1746. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1747. && complain("Cannot move hero, destination tile is blocked!"))
  1748. || ((!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)
  1749. && complain("Cannot move hero, destination tile is on water!"))
  1750. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1751. && complain("Cannot disembark hero, tile is blocked!"))
  1752. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1753. && complain("Tiles are not neighboring!"))
  1754. || ( (h->inTownGarrison)
  1755. && complain("Can not move garrisoned hero!"))
  1756. || ((h->movement < cost && dst != h->pos && !teleporting)
  1757. && complain("Hero doesn't have any movement points left!"))
  1758. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1759. && complain("Hero cannot transit over this tile!"))
  1760. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1761. && complain("Cannot move hero during the battle"))*/)
  1762. {
  1763. //send info about movement failure
  1764. sendAndApply(&tmh);
  1765. return false;
  1766. }
  1767. //several generic blocks of code
  1768. // should be called if hero changes tile but before applying TryMoveHero package
  1769. auto leaveTile = [&]()
  1770. {
  1771. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1772. {
  1773. obj->onHeroLeave(h);
  1774. }
  1775. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1776. };
  1777. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1778. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1779. {
  1780. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1781. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1782. queries.addQuery(moveQuery);
  1783. if(leavingTile == LEAVING_TILE)
  1784. leaveTile();
  1785. tmh.result = result;
  1786. sendAndApply(&tmh);
  1787. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1788. { // Hero should be always able to visit any object he staying on even if there guards around
  1789. visitObjectOnTile(t, h);
  1790. }
  1791. else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1792. {
  1793. tmh.attackedFrom = guardPos;
  1794. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1795. objectVisited(guardTile.visitableObjects.back(), h);
  1796. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1797. }
  1798. else if(visitDest == VISIT_DEST)
  1799. {
  1800. visitObjectOnTile(t, h);
  1801. }
  1802. queries.popIfTop(moveQuery);
  1803. logGlobal->trace("Hero %s ends movement", h->name);
  1804. return result != TryMoveHero::FAILED;
  1805. };
  1806. //interaction with blocking object (like resources)
  1807. auto blockingVisit = [&]() -> bool
  1808. {
  1809. for(CGObjectInstance *obj : t.visitableObjects)
  1810. {
  1811. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1812. {
  1813. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1814. //this-> is needed for MVS2010 to recognize scope (?)
  1815. }
  1816. }
  1817. return false;
  1818. };
  1819. if(!transit && embarking)
  1820. {
  1821. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  1822. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1823. // In H3 embark ignore guards
  1824. }
  1825. if(disembarking)
  1826. {
  1827. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  1828. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1829. }
  1830. if(teleporting)
  1831. {
  1832. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1833. return true;
  1834. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1835. // visit town for town portal \ castle gates
  1836. // do not use generic visitObjectOnTile to avoid double-teleporting
  1837. // if this moveHero call was triggered by teleporter
  1838. if (!t.visitableObjects.empty())
  1839. {
  1840. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1841. town->onHeroVisit(h);
  1842. }
  1843. return true;
  1844. }
  1845. //still here? it is standard movement!
  1846. {
  1847. tmh.movePoints = h->movement >= cost
  1848. ? h->movement - cost
  1849. : 0;
  1850. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1851. EVisitDest visitDest = VISIT_DEST;
  1852. if(transit)
  1853. {
  1854. if(CGTeleport::isTeleport(t.topVisitableObj()))
  1855. visitDest = DONT_VISIT_DEST;
  1856. if(canFly)
  1857. {
  1858. lookForGuards = IGNORE_GUARDS;
  1859. visitDest = DONT_VISIT_DEST;
  1860. }
  1861. }
  1862. else if(blockingVisit())
  1863. return true;
  1864. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1865. return true;
  1866. }
  1867. }
  1868. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1869. {
  1870. const CGHeroInstance *h = getHero(hid);
  1871. const CGTownInstance *t = getTown(dstid);
  1872. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1873. logGlobal->error("Invalid call to teleportHero!");
  1874. const CGTownInstance *from = h->visitedTown;
  1875. if(((h->getOwner() != t->getOwner())
  1876. && complain("Cannot teleport hero to another player"))
  1877. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1878. && complain("Hero must be in town with Castle gate for teleporting"))
  1879. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1880. && complain("Cannot teleport hero to town without Castle gate in it")))
  1881. return false;
  1882. int3 pos = t->visitablePos();
  1883. pos += h->getVisitableOffset();
  1884. moveHero(hid,pos,1);
  1885. return true;
  1886. }
  1887. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1888. {
  1889. PlayerColor oldOwner = getOwner(obj->id);
  1890. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1891. sendAndApply(&sop);
  1892. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1893. checkVictoryLossConditions(playerColors);
  1894. if(dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1895. {
  1896. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1897. {
  1898. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1899. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1900. setPortalDwelling(town, true, false);
  1901. }
  1902. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1903. {
  1904. if(getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  1905. {
  1906. InfoWindow iw;
  1907. iw.player = oldOwner;
  1908. 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.
  1909. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1910. sendAndApply(&iw);
  1911. }
  1912. }
  1913. }
  1914. const PlayerState * p = getPlayer(owner);
  1915. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1916. {
  1917. for(const CGTownInstance * t : getPlayer(owner)->towns)
  1918. {
  1919. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1920. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1921. }
  1922. }
  1923. }
  1924. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1925. {
  1926. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  1927. queries.addQuery(dialogQuery);
  1928. iw->queryID = dialogQuery->queryID;
  1929. sendToAllClients(iw);
  1930. }
  1931. void CGameHandler::showTeleportDialog( TeleportDialog *iw )
  1932. {
  1933. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  1934. queries.addQuery(dialogQuery);
  1935. iw->queryID = dialogQuery->queryID;
  1936. sendToAllClients(iw);
  1937. }
  1938. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1939. {
  1940. if(!val) return; //don't waste time on empty call
  1941. SetResource sr;
  1942. sr.player = player;
  1943. sr.resid = which;
  1944. sr.val = getPlayer(player)->resources.at(which) + val;
  1945. sendAndApply(&sr);
  1946. }
  1947. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1948. {
  1949. for(TResources::nziterator i(resources); i.valid(); i++)
  1950. giveResource(player, i->resType, i->resVal);
  1951. }
  1952. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1953. {
  1954. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1955. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1956. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1957. //first we move creatures to give to make them army of object-source
  1958. for (auto & elem : creatures.Slots())
  1959. {
  1960. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1961. }
  1962. tryJoiningArmy(obj, h, remove, true);
  1963. }
  1964. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1965. {
  1966. std::vector<CStackBasicDescriptor> cres = creatures;
  1967. if (cres.size() <= 0)
  1968. return;
  1969. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1970. for(CStackBasicDescriptor &sbd : cres)
  1971. {
  1972. TQuantity collected = 0;
  1973. while(collected < sbd.count)
  1974. {
  1975. bool foundSth = false;
  1976. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1977. {
  1978. if(i->second->type == sbd.type)
  1979. {
  1980. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1981. changeStackCount(StackLocation(obj, i->first), -take, false);
  1982. collected += take;
  1983. foundSth = true;
  1984. break;
  1985. }
  1986. }
  1987. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1988. {
  1989. complain("Unexpected failure during taking creatures!");
  1990. return;
  1991. }
  1992. }
  1993. }
  1994. }
  1995. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1996. {
  1997. sendToAllClients(comp);
  1998. }
  1999. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2000. {
  2001. HeroVisitCastle vc;
  2002. vc.hid = hero->id;
  2003. vc.tid = obj->id;
  2004. vc.flags |= 1;
  2005. sendAndApply(&vc);
  2006. vistiCastleObjects (obj, hero);
  2007. giveSpells (obj, hero);
  2008. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2009. }
  2010. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2011. {
  2012. std::vector<CGTownBuilding*>::const_iterator i;
  2013. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2014. (*i)->onHeroVisit (h);
  2015. }
  2016. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2017. {
  2018. HeroVisitCastle vc;
  2019. vc.hid = hero->id;
  2020. vc.tid = obj->id;
  2021. sendAndApply(&vc);
  2022. }
  2023. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2024. {
  2025. EraseArtifact ea;
  2026. ea.al = al;
  2027. sendAndApply(&ea);
  2028. }
  2029. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2030. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2031. const CGTownInstance *town) //use hero=nullptr for no hero
  2032. {
  2033. engageIntoBattle(army1->tempOwner);
  2034. engageIntoBattle(army2->tempOwner);
  2035. static const CArmedInstance *armies[2];
  2036. armies[0] = army1;
  2037. armies[1] = army2;
  2038. static const CGHeroInstance*heroes[2];
  2039. heroes[0] = hero1;
  2040. heroes[1] = hero2;
  2041. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2042. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  2043. queries.addQuery(battleQuery);
  2044. boost::thread(&CGameHandler::runBattle, this);
  2045. }
  2046. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  2047. {
  2048. startBattlePrimary(army1, army2, tile,
  2049. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2050. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2051. creatureBank);
  2052. }
  2053. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2054. {
  2055. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2056. }
  2057. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  2058. {
  2059. ChangeSpells cs;
  2060. cs.hid = hero->id;
  2061. cs.spells = spells;
  2062. cs.learn = give;
  2063. sendAndApply(&cs);
  2064. }
  2065. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  2066. {
  2067. SystemMessage sm;
  2068. sm.text = message;
  2069. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2070. c << &sm;
  2071. }
  2072. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  2073. {
  2074. sendAndApply(bonus);
  2075. }
  2076. void CGameHandler::setMovePoints( SetMovePoints * smp )
  2077. {
  2078. sendAndApply(smp);
  2079. }
  2080. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  2081. {
  2082. SetMana sm;
  2083. sm.hid = hid;
  2084. sm.val = val;
  2085. sm.absolute = true;
  2086. sendAndApply(&sm);
  2087. }
  2088. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  2089. {
  2090. GiveHero gh;
  2091. gh.id = id;
  2092. gh.player = player;
  2093. sendAndApply(&gh);
  2094. }
  2095. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  2096. {
  2097. ChangeObjPos cop;
  2098. cop.objid = objid;
  2099. cop.nPos = newPos;
  2100. cop.flags = flags;
  2101. sendAndApply(&cop);
  2102. }
  2103. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2104. {
  2105. const CGHeroInstance * h1 = getHero(fromHero);
  2106. const CGHeroInstance * h2 = getHero(toHero);
  2107. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  2108. {
  2109. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2110. std::swap(fromHero, toHero);
  2111. }
  2112. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  2113. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  2114. return;//no scholar skill or no spellbook
  2115. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  2116. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  2117. ChangeSpells cs1;
  2118. cs1.learn = true;
  2119. cs1.hid = toHero;//giving spells to first hero
  2120. for(auto it : h1->spells)
  2121. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2122. cs1.spells.insert(it);//spell to learn
  2123. ChangeSpells cs2;
  2124. cs2.learn = true;
  2125. cs2.hid = fromHero;
  2126. for(auto it : h2->spells)
  2127. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2128. cs2.spells.insert(it);
  2129. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2130. {
  2131. InfoWindow iw;
  2132. iw.player = h1->tempOwner;
  2133. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2134. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2135. iw.text.addReplacement(h1->name);
  2136. if (!cs2.spells.empty())//if found new spell - apply
  2137. {
  2138. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2139. int size = cs2.spells.size();
  2140. for(auto it : cs2.spells)
  2141. {
  2142. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2143. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2144. switch (size--)
  2145. {
  2146. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2147. case 1: break;
  2148. default: iw.text << ", ";
  2149. }
  2150. }
  2151. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2152. iw.text.addReplacement(h2->name);
  2153. sendAndApply(&cs2);
  2154. }
  2155. if (!cs1.spells.empty() && !cs2.spells.empty() )
  2156. {
  2157. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2158. }
  2159. if (!cs1.spells.empty())
  2160. {
  2161. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2162. int size = cs1.spells.size();
  2163. for(auto it : cs1.spells)
  2164. {
  2165. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2166. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2167. switch (size--)
  2168. {
  2169. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2170. case 1: break;
  2171. default: iw.text << ", ";
  2172. } }
  2173. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2174. iw.text.addReplacement(h2->name);
  2175. sendAndApply(&cs1);
  2176. }
  2177. sendAndApply(&iw);
  2178. }
  2179. }
  2180. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2181. {
  2182. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2183. if(getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2184. {
  2185. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2186. ExchangeDialog hex;
  2187. hex.queryID = exchange->queryID;
  2188. hex.heroes[0] = getHero(hero1);
  2189. hex.heroes[1] = getHero(hero2);
  2190. sendAndApply(&hex);
  2191. useScholarSkill(hero1,hero2);
  2192. queries.addQuery(exchange);
  2193. }
  2194. }
  2195. void CGameHandler::sendToAllClients( CPackForClient * info )
  2196. {
  2197. logGlobal->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2198. for(auto & elem : conns)
  2199. {
  2200. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2201. *elem << info;
  2202. }
  2203. }
  2204. void CGameHandler::sendAndApply(CPackForClient * info)
  2205. {
  2206. sendToAllClients(info);
  2207. gs->apply(info);
  2208. }
  2209. void CGameHandler::applyAndSend(CPackForClient * info)
  2210. {
  2211. gs->apply(info);
  2212. sendToAllClients(info);
  2213. }
  2214. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2215. {
  2216. sendAndApply(static_cast<CPackForClient*>(info));
  2217. checkVictoryLossConditionsForAll();
  2218. }
  2219. void CGameHandler::sendAndApply( SetResource * info )
  2220. {
  2221. sendAndApply(static_cast<CPackForClient*>(info));
  2222. checkVictoryLossConditionsForPlayer(info->player);
  2223. }
  2224. void CGameHandler::sendAndApply( SetResources * info )
  2225. {
  2226. sendAndApply(static_cast<CPackForClient*>(info));
  2227. checkVictoryLossConditionsForPlayer(info->player);
  2228. }
  2229. void CGameHandler::sendAndApply( NewStructures * info )
  2230. {
  2231. sendAndApply(static_cast<CPackForClient*>(info));
  2232. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2233. }
  2234. void CGameHandler::save(const std::string & filename )
  2235. {
  2236. logGlobal->info("Saving to %s", filename);
  2237. const auto stem = FileInfo::GetPathStem(filename);
  2238. const auto savefname = stem.to_string() + ".vsgm1";
  2239. CResourceHandler::get("local")->createResource(savefname);
  2240. {
  2241. logGlobal->info("Ordering clients to serialize...");
  2242. SaveGame sg(savefname);
  2243. sendToAllClients(&sg);
  2244. }
  2245. try
  2246. {
  2247. {
  2248. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2249. saveCommonState(save);
  2250. logGlobal->info("Saving server state");
  2251. save << *this;
  2252. }
  2253. logGlobal->info("Game has been successfully saved!");
  2254. }
  2255. catch(std::exception &e)
  2256. {
  2257. logGlobal->error("Failed to save game: %s", e.what());
  2258. }
  2259. }
  2260. void CGameHandler::close()
  2261. {
  2262. logGlobal->info("We have been requested to close.");
  2263. if(gs->initialOpts->mode == StartInfo::DUEL)
  2264. {
  2265. exit(0);
  2266. }
  2267. //for(CConnection *cc : conns)
  2268. // if(cc && cc->socket && cc->socket->is_open())
  2269. // cc->socket->close();
  2270. //exit(0);
  2271. }
  2272. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  2273. {
  2274. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2275. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2276. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2277. StackLocation sl1(s1, p1), sl2(s2, p2);
  2278. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2279. {
  2280. complain("Invalid slot accessed!");
  2281. return false;
  2282. }
  2283. if(!isAllowedExchange(id1,id2))
  2284. {
  2285. complain("Cannot exchange stacks between these two objects!\n");
  2286. return false;
  2287. }
  2288. // We can always put stacks into locked garrison, but not take them out of it
  2289. auto notRemovable = [&](const CArmedInstance * army)
  2290. {
  2291. if(id1 != id2) // Stack arrangement inside locked garrison is allowed
  2292. {
  2293. auto g = dynamic_cast<const CGGarrison *>(army);
  2294. if(g && !g->removableUnits)
  2295. {
  2296. complain("Stacks in this garrison are not removable!\n");
  2297. return true;
  2298. }
  2299. }
  2300. return false;
  2301. };
  2302. if(what==1) //swap
  2303. {
  2304. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2305. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2306. {
  2307. complain("Can't take troops from another player!");
  2308. return false;
  2309. }
  2310. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2311. {
  2312. complain("Cannot swap stacks - slots are the same!");
  2313. return false;
  2314. }
  2315. if(!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2316. {
  2317. if(notRemovable(sl1.army) || notRemovable(sl2.army))
  2318. return false;
  2319. }
  2320. if(s1->slotEmpty(p1) && notRemovable(sl2.army))
  2321. return false;
  2322. else if(s2->slotEmpty(p2) && notRemovable(sl1.army))
  2323. return false;
  2324. swapStacks(sl1, sl2);
  2325. }
  2326. else if(what==2)//merge
  2327. {
  2328. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2329. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2330. return false;
  2331. if(s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2332. {
  2333. complain("Cannot merge empty stack!");
  2334. return false;
  2335. }
  2336. else if(notRemovable(sl1.army))
  2337. return false;
  2338. moveStack(sl1, sl2);
  2339. }
  2340. else if(what==3) //split
  2341. {
  2342. const int countToMove = val - s2->getStackCount(p2);
  2343. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2344. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2345. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2346. {
  2347. complain("Can't move troops of another player!");
  2348. return false;
  2349. }
  2350. //general conditions checking
  2351. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2352. || (val<1 && complain("no creatures to split")) )
  2353. {
  2354. return false;
  2355. }
  2356. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2357. {
  2358. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2359. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2360. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2361. )
  2362. {
  2363. return false;
  2364. }
  2365. if(notRemovable(sl1.army))
  2366. {
  2367. if(s1->getStackCount(p1) > countLeftOnSrc)
  2368. return false;
  2369. }
  2370. else if(notRemovable(sl2.army))
  2371. {
  2372. if(s2->getStackCount(p1) < countLeftOnSrc)
  2373. return false;
  2374. }
  2375. moveStack(sl1, sl2, countToMove);
  2376. //S2.slots[p2]->count = val;
  2377. //S1.slots[p1]->count = total - val;
  2378. }
  2379. else //split one stack to the two
  2380. {
  2381. if(s1->getStackCount(p1) < val)//not enough creatures
  2382. {
  2383. complain("Cannot split that stack, not enough creatures!");
  2384. return false;
  2385. }
  2386. if(notRemovable(sl1.army))
  2387. return false;
  2388. moveStack(sl1, sl2, val);
  2389. }
  2390. }
  2391. return true;
  2392. }
  2393. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2394. {
  2395. std::set<PlayerColor> all;
  2396. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2397. if(i->second == c)
  2398. all.insert(i->first);
  2399. switch(all.size())
  2400. {
  2401. case 0:
  2402. return PlayerColor::NEUTRAL;
  2403. case 1:
  2404. return *all.begin();
  2405. default:
  2406. {
  2407. //if we have more than one player at this connection, try to pick active one
  2408. if(vstd::contains(all, gs->currentPlayer))
  2409. return gs->currentPlayer;
  2410. else
  2411. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2412. }
  2413. }
  2414. }
  2415. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2416. {
  2417. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2418. if(!vstd::contains(s1->stacks,pos))
  2419. {
  2420. complain("Illegal call to disbandCreature - no such stack in army!");
  2421. return false;
  2422. }
  2423. eraseStack(StackLocation(s1, pos));
  2424. return true;
  2425. }
  2426. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2427. {
  2428. const CGTownInstance * t = getTown(tid);
  2429. if(!t)
  2430. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2431. if(!t->town->buildings.count(requestedID))
  2432. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2433. if (t->hasBuilt(requestedID))
  2434. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2435. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2436. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2437. std::vector<const CBuilding*> remainingAutoBuildings;
  2438. std::set<BuildingID> buildingsThatWillBe;
  2439. //Check validity of request
  2440. if(!force)
  2441. {
  2442. switch (requestedBuilding->mode)
  2443. {
  2444. case CBuilding::BUILD_NORMAL :
  2445. if(canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2446. COMPLAIN_RET("Cannot build that building!");
  2447. break;
  2448. case CBuilding::BUILD_AUTO :
  2449. case CBuilding::BUILD_SPECIAL:
  2450. COMPLAIN_RET("This building can not be constructed normally!");
  2451. case CBuilding::BUILD_GRAIL :
  2452. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2453. {
  2454. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2455. COMPLAIN_RET("Cannot build this without grail!")
  2456. else
  2457. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2458. }
  2459. break;
  2460. }
  2461. }
  2462. //Performs stuff that has to be done before new building is built
  2463. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2464. {
  2465. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2466. {
  2467. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2468. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2469. if (upgradeNumber >= t->town->creatures.at(level).size())
  2470. {
  2471. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2472. "no creature found (upgrade number %d, level %d!")
  2473. % buildingID % upgradeNumber % level));
  2474. return;
  2475. }
  2476. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2477. SetAvailableCreatures ssi;
  2478. ssi.tid = t->id;
  2479. ssi.creatures = t->creatures;
  2480. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2481. ssi.creatures[level].first = crea->growth;
  2482. ssi.creatures[level].second.push_back(crea->idNumber);
  2483. sendAndApply(&ssi);
  2484. }
  2485. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2486. {
  2487. setPortalDwelling(t);
  2488. }
  2489. };
  2490. //Performs stuff that has to be done after new building is built
  2491. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2492. {
  2493. if(buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2494. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2495. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2496. {
  2497. if(t->visitingHero)
  2498. giveSpells(t,t->visitingHero);
  2499. if(t->garrisonHero)
  2500. giveSpells(t,t->garrisonHero);
  2501. }
  2502. };
  2503. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2504. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2505. {
  2506. return buildingsThatWillBe.count(buildID);
  2507. };
  2508. //Init the vectors
  2509. for(auto & build : t->town->buildings)
  2510. {
  2511. if(t->hasBuilt(build.first))
  2512. buildingsThatWillBe.insert(build.first);
  2513. else
  2514. {
  2515. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2516. remainingAutoBuildings.push_back(build.second);
  2517. }
  2518. }
  2519. //Prepare structure (list of building ids will be filled later)
  2520. NewStructures ns;
  2521. ns.tid = tid;
  2522. ns.builded = force ? t->builded : (t->builded+1);
  2523. std::queue<const CBuilding*> buildingsToAdd;
  2524. buildingsToAdd.push(requestedBuilding);
  2525. while(!buildingsToAdd.empty())
  2526. {
  2527. auto b = buildingsToAdd.front();
  2528. buildingsToAdd.pop();
  2529. ns.bid.insert(b->bid);
  2530. buildingsThatWillBe.insert(b->bid);
  2531. remainingAutoBuildings -= b;
  2532. for(auto autoBuilding : remainingAutoBuildings)
  2533. {
  2534. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2535. buildingsToAdd.push(autoBuilding);
  2536. }
  2537. }
  2538. // 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.
  2539. for(auto builtID : ns.bid)
  2540. processBeforeBuiltStructure(builtID);
  2541. //Take cost
  2542. if (!force)
  2543. {
  2544. SetResources sr;
  2545. sr.player = t->tempOwner;
  2546. sr.res = getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2547. sendAndApply(&sr);
  2548. }
  2549. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2550. sendAndApply(&ns);
  2551. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2552. for(auto builtID : ns.bid)
  2553. processAfterBuiltStructure(builtID);
  2554. // now when everything is built - reveal tiles for lookout tower
  2555. FoWChange fw;
  2556. fw.player = t->tempOwner;
  2557. fw.mode = 1;
  2558. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2559. sendAndApply(&fw);
  2560. if(t->visitingHero)
  2561. vistiCastleObjects (t, t->visitingHero);
  2562. if(t->garrisonHero)
  2563. vistiCastleObjects (t, t->garrisonHero);
  2564. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2565. return true;
  2566. }
  2567. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2568. {
  2569. ///incomplete, simply erases target building
  2570. const CGTownInstance * t = getTown(tid);
  2571. if (!vstd::contains(t->builtBuildings, bid))
  2572. return false;
  2573. RazeStructures rs;
  2574. rs.tid = tid;
  2575. rs.bid.insert(bid);
  2576. rs.destroyed = t->destroyed + 1;
  2577. sendAndApply(&rs);
  2578. //TODO: Remove dwellers
  2579. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2580. // {
  2581. // RemoveBonus rb(RemoveBonus::TOWN);
  2582. // rb.whoID = t->id;
  2583. // rb.source = Bonus::TOWN_STRUCTURE;
  2584. // rb.id = 17;
  2585. // sendAndApply(&rb);
  2586. // }
  2587. return true;
  2588. }
  2589. void CGameHandler::sendMessageToAll( const std::string &message )
  2590. {
  2591. SystemMessage sm;
  2592. sm.text = message;
  2593. sendToAllClients(&sm);
  2594. }
  2595. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
  2596. {
  2597. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2598. const CArmedInstance *dst = nullptr;
  2599. const CCreature *c = VLC->creh->creatures.at(crid);
  2600. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2601. //TODO: test for owning
  2602. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2603. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2604. assert(dw && dst);
  2605. //verify
  2606. bool found = false;
  2607. int level = 0;
  2608. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2609. {
  2610. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2611. continue;
  2612. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2613. int i = 0;
  2614. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2615. if(cur.second.at(i) == crid)
  2616. break;
  2617. if(i < cur.second.size())
  2618. {
  2619. found = true;
  2620. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2621. break;
  2622. }
  2623. }
  2624. SlotID slot = dst->getSlotFor(crid);
  2625. if( (!found && complain("Cannot recruit: no such creatures!"))
  2626. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2627. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2628. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2629. {
  2630. return false;
  2631. }
  2632. //recruit
  2633. SetResources sr;
  2634. sr.player = dst->tempOwner;
  2635. sr.res = getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2636. SetAvailableCreatures sac;
  2637. sac.tid = objid;
  2638. sac.creatures = dw->creatures;
  2639. sac.creatures[level].first -= cram;
  2640. sendAndApply(&sr);
  2641. sendAndApply(&sac);
  2642. if(warMachine)
  2643. {
  2644. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2645. if(!h)
  2646. COMPLAIN_RET("Only hero can buy war machines");
  2647. switch(crid)
  2648. {
  2649. case CreatureID::BALLISTA:
  2650. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2651. break;
  2652. case CreatureID::FIRST_AID_TENT:
  2653. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2654. break;
  2655. case CreatureID::AMMO_CART:
  2656. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2657. break;
  2658. default:
  2659. complain("This war machine cannot be recruited!");
  2660. return false;
  2661. }
  2662. }
  2663. else
  2664. {
  2665. addToSlot(StackLocation(dst, slot), c, cram);
  2666. }
  2667. return true;
  2668. }
  2669. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2670. {
  2671. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2672. if (!obj->hasStackAtSlot(pos))
  2673. {
  2674. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2675. }
  2676. UpgradeInfo ui;
  2677. getUpgradeInfo(obj, pos, ui);
  2678. PlayerColor player = obj->tempOwner;
  2679. const PlayerState *p = getPlayer(player);
  2680. int crQuantity = obj->stacks.at(pos)->count;
  2681. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2682. //check if upgrade is possible
  2683. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2684. {
  2685. return false;
  2686. }
  2687. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2688. //check if player has enough resources
  2689. if(!p->resources.canAfford(totalCost))
  2690. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2691. //take resources
  2692. SetResources sr;
  2693. sr.player = player;
  2694. sr.res = p->resources - totalCost;
  2695. sendAndApply(&sr);
  2696. //upgrade creature
  2697. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2698. return true;
  2699. }
  2700. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2701. {
  2702. if(!sl.army->hasStackAtSlot(sl.slot))
  2703. COMPLAIN_RET("Cannot find a stack to change type");
  2704. SetStackType sst;
  2705. sst.sl = sl;
  2706. sst.type = c;
  2707. sendAndApply(&sst);
  2708. return true;
  2709. }
  2710. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2711. {
  2712. assert(src->canBeMergedWith(*dst, allowMerging));
  2713. while(src->stacksCount())//while there are unmoved creatures
  2714. {
  2715. auto i = src->Slots().begin(); //iterator to stack to move
  2716. StackLocation sl(src, i->first); //location of stack to move
  2717. SlotID pos = dst->getSlotFor(i->second->type);
  2718. if(!pos.validSlot())
  2719. {
  2720. //try to merge two other stacks to make place
  2721. std::pair<SlotID, SlotID> toMerge;
  2722. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2723. {
  2724. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2725. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2726. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2727. }
  2728. else
  2729. {
  2730. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2731. return;
  2732. }
  2733. }
  2734. else
  2735. {
  2736. moveStack(sl, StackLocation(dst, pos));
  2737. }
  2738. }
  2739. }
  2740. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2741. {
  2742. const CGTownInstance * town = getTown(tid);
  2743. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2744. {
  2745. if(!town->visitingHero->canBeMergedWith(*town))
  2746. {
  2747. complain("Cannot make garrison swap, not enough free slots!");
  2748. return false;
  2749. }
  2750. moveArmy(town, town->visitingHero, true);
  2751. SetHeroesInTown intown;
  2752. intown.tid = tid;
  2753. intown.visiting = ObjectInstanceID();
  2754. intown.garrison = town->visitingHero->id;
  2755. sendAndApply(&intown);
  2756. return true;
  2757. }
  2758. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2759. {
  2760. //check if moving hero out of town will break 8 wandering heroes limit
  2761. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2762. {
  2763. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2764. return false;
  2765. }
  2766. SetHeroesInTown intown;
  2767. intown.tid = tid;
  2768. intown.garrison = ObjectInstanceID();
  2769. intown.visiting = town->garrisonHero->id;
  2770. sendAndApply(&intown);
  2771. return true;
  2772. }
  2773. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2774. {
  2775. SetHeroesInTown intown;
  2776. intown.tid = tid;
  2777. intown.garrison = town->visitingHero->id;
  2778. intown.visiting = town->garrisonHero->id;
  2779. sendAndApply(&intown);
  2780. return true;
  2781. }
  2782. else
  2783. {
  2784. complain("Cannot swap garrison hero!");
  2785. return false;
  2786. }
  2787. }
  2788. // With the amount of changes done to the function, it's more like transferArtifacts.
  2789. // 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.
  2790. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2791. {
  2792. ArtifactLocation src = al1, dst = al2;
  2793. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2794. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2795. // Make sure exchange is even possible between the two heroes.
  2796. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2797. COMPLAIN_RET("That heroes cannot make any exchange!");
  2798. const CArtifactInstance *srcArtifact = src.getArt();
  2799. const CArtifactInstance *destArtifact = dst.getArt();
  2800. if (srcArtifact == nullptr)
  2801. COMPLAIN_RET("No artifact to move!");
  2802. if (destArtifact && srcPlayer != dstPlayer)
  2803. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2804. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2805. // Moving to the backpack is always allowed.
  2806. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2807. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2808. COMPLAIN_RET("Cannot move artifact!");
  2809. auto srcSlot = src.getSlot();
  2810. auto dstSlot = dst.getSlot();
  2811. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2812. COMPLAIN_RET("Cannot move artifact locks.");
  2813. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2814. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2815. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2816. COMPLAIN_RET("Cannot move catapult!");
  2817. if(dst.slot >= GameConstants::BACKPACK_START)
  2818. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2819. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2820. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2821. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2822. {
  2823. //old artifact must be removed first
  2824. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2825. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2826. }
  2827. MoveArtifact ma;
  2828. ma.src = src;
  2829. ma.dst = dst;
  2830. sendAndApply(&ma);
  2831. return true;
  2832. }
  2833. /**
  2834. * Assembles or disassembles a combination artifact.
  2835. * @param heroID ID of hero holding the artifact(s).
  2836. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2837. * @param assemble True for assembly operation, false for disassembly.
  2838. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2839. * artifact to assemble to. Otherwise it's not used.
  2840. */
  2841. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2842. {
  2843. const CGHeroInstance * hero = getHero(heroID);
  2844. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2845. if(!destArtifact)
  2846. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2847. if(assemble)
  2848. {
  2849. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2850. if(!combinedArt->constituents)
  2851. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2852. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2853. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2854. AssembledArtifact aa;
  2855. aa.al = ArtifactLocation(hero, artifactSlot);
  2856. aa.builtArt = combinedArt;
  2857. sendAndApply(&aa);
  2858. }
  2859. else
  2860. {
  2861. if(!destArtifact->artType->constituents)
  2862. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2863. DisassembledArtifact da;
  2864. da.al = ArtifactLocation(hero, artifactSlot);
  2865. sendAndApply(&da);
  2866. }
  2867. return true;
  2868. }
  2869. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2870. {
  2871. const CGHeroInstance * hero = getHero(hid);
  2872. const CGTownInstance * town = hero->visitedTown;
  2873. if(aid==ArtifactID::SPELLBOOK)
  2874. {
  2875. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2876. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2877. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2878. )
  2879. return false;
  2880. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2881. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2882. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2883. giveSpells(town,hero);
  2884. return true;
  2885. }
  2886. else if(aid < 7 && aid > 3) //war machine
  2887. {
  2888. int price = VLC->arth->artifacts[aid]->price;
  2889. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2890. || (getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2891. {
  2892. return false;
  2893. }
  2894. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2895. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2896. {
  2897. giveResource(hero->getOwner(),Res::GOLD,-price);
  2898. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2899. return true;
  2900. }
  2901. else
  2902. COMPLAIN_RET("This machine is unavailable here!");
  2903. }
  2904. return false;
  2905. }
  2906. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2907. {
  2908. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2909. COMPLAIN_RET("That artifact is unavailable!");
  2910. int b1, b2;
  2911. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2912. if(getResource(h->tempOwner, rid) < b1)
  2913. COMPLAIN_RET("You can't afford to buy this artifact!");
  2914. SetResource sr;
  2915. sr.player = h->tempOwner;
  2916. sr.resid = rid;
  2917. sr.val = getResource(h->tempOwner, rid) - b1;
  2918. sendAndApply(&sr);
  2919. SetAvailableArtifacts saa;
  2920. if(m->o->ID == Obj::TOWN)
  2921. {
  2922. saa.id = -1;
  2923. saa.arts = CGTownInstance::merchantArtifacts;
  2924. }
  2925. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2926. {
  2927. saa.id = bm->id.getNum();
  2928. saa.arts = bm->artifacts;
  2929. }
  2930. else
  2931. COMPLAIN_RET("Wrong marktet...");
  2932. bool found = false;
  2933. for(const CArtifact *&art : saa.arts)
  2934. {
  2935. if(art && art->id == aid)
  2936. {
  2937. art = nullptr;
  2938. found = true;
  2939. break;
  2940. }
  2941. }
  2942. if(!found)
  2943. COMPLAIN_RET("Cannot find selected artifact on the list");
  2944. sendAndApply(&saa);
  2945. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2946. return true;
  2947. }
  2948. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2949. {
  2950. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2951. if(!art)
  2952. COMPLAIN_RET("There is no artifact to sell!");
  2953. if(!art->artType->isTradable())
  2954. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2955. int resVal = 0, dump = 1;
  2956. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2957. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2958. giveResource(h->tempOwner, rid, resVal);
  2959. return true;
  2960. }
  2961. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2962. //{
  2963. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2964. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2965. // {
  2966. // }
  2967. //}
  2968. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2969. {
  2970. if (!h)
  2971. COMPLAIN_RET("You need hero to buy a skill!");
  2972. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2973. COMPLAIN_RET("Hero already know this skill");
  2974. if (!h->canLearnSkill())
  2975. COMPLAIN_RET("Hero can't learn any more skills");
  2976. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2977. COMPLAIN_RET("The hero can't learn this skill!");
  2978. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2979. COMPLAIN_RET("That skill is unavailable!");
  2980. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2981. COMPLAIN_RET("You can't afford to buy this skill");
  2982. SetResource sr;
  2983. sr.player = h->tempOwner;
  2984. sr.resid = Res::GOLD;
  2985. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2986. sendAndApply(&sr);
  2987. changeSecSkill(h, skill, 1, true);
  2988. return true;
  2989. }
  2990. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2991. {
  2992. int r1 = getPlayer(player)->resources.at(id1),
  2993. r2 = getPlayer(player)->resources.at(id2);
  2994. vstd::amin(val, r1); //can't trade more resources than have
  2995. int b1, b2; //base quantities for trade
  2996. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2997. int units = val / b1; //how many base quantities we trade
  2998. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2999. {
  3000. //TODO: complain?
  3001. assert(0);
  3002. }
  3003. SetResource sr;
  3004. sr.player = player;
  3005. sr.resid = static_cast<Res::ERes>(id1);
  3006. sr.val = r1 - b1 * units;
  3007. sendAndApply(&sr);
  3008. sr.resid = static_cast<Res::ERes>(id2);
  3009. sr.val = r2 + b2 * units;
  3010. sendAndApply(&sr);
  3011. return true;
  3012. }
  3013. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3014. {
  3015. if(!vstd::contains(hero->Slots(), slot))
  3016. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3017. const CStackInstance &s = hero->getStack(slot);
  3018. if( s.count < count //can't sell more creatures than have
  3019. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3020. {
  3021. COMPLAIN_RET("Not enough creatures in army!");
  3022. }
  3023. int b1, b2; //base quantities for trade
  3024. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3025. int units = count / b1; //how many base quantities we trade
  3026. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3027. {
  3028. //TODO: complain?
  3029. assert(0);
  3030. }
  3031. changeStackCount(StackLocation(hero, slot), -count);
  3032. SetResource sr;
  3033. sr.player = hero->tempOwner;
  3034. sr.resid = resourceID;
  3035. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  3036. sendAndApply(&sr);
  3037. return true;
  3038. }
  3039. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3040. {
  3041. const CArmedInstance *army = nullptr;
  3042. if (hero)
  3043. army = hero;
  3044. else
  3045. army = dynamic_cast<const CGTownInstance *>(market->o);
  3046. if (!army)
  3047. COMPLAIN_RET("Incorrect call to transform in undead!");
  3048. if(!army->hasStackAtSlot(slot))
  3049. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3050. const CStackInstance &s = army->getStack(slot);
  3051. //resulting creature - bone dragons or skeletons
  3052. CreatureID resCreature = CreatureID::SKELETON;
  3053. if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3054. || (s.getCreatureID() == CreatureID::HYDRA)
  3055. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3056. resCreature = CreatureID::BONE_DRAGON;
  3057. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3058. return true;
  3059. }
  3060. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3061. {
  3062. const PlayerState *p2 = getPlayer(r2, false);
  3063. if(!p2 || p2->status != EPlayerStatus::INGAME)
  3064. {
  3065. complain("Dest player must be in game!");
  3066. return false;
  3067. }
  3068. si32 curRes1 = getPlayer(player)->resources.at(r1),
  3069. curRes2 = getPlayer(r2)->resources.at(r1);
  3070. val = std::min(si32(val),curRes1);
  3071. SetResource sr;
  3072. sr.player = player;
  3073. sr.resid = r1;
  3074. sr.val = curRes1 - val;
  3075. sendAndApply(&sr);
  3076. sr.player = r2;
  3077. sr.val = curRes2 + val;
  3078. sendAndApply(&sr);
  3079. return true;
  3080. }
  3081. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3082. {
  3083. const CGHeroInstance *h = getHero(hid);
  3084. if(!h)
  3085. {
  3086. logGlobal->error("Hero doesn't exist!");
  3087. return false;
  3088. }
  3089. ChangeFormation cf;
  3090. cf.hid = hid;
  3091. cf.formation = formation;
  3092. sendAndApply(&cf);
  3093. return true;
  3094. }
  3095. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3096. {
  3097. const PlayerState * p = getPlayer(player);
  3098. const CGTownInstance * t = getTown(obj->id);
  3099. //common preconditions
  3100. // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3101. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3102. if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3103. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3104. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
  3105. {
  3106. return false;
  3107. }
  3108. if(t) //tavern in town
  3109. {
  3110. if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3111. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3112. {
  3113. return false;
  3114. }
  3115. }
  3116. else if(obj->ID == Obj::TAVERN)
  3117. {
  3118. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3119. {
  3120. return false;
  3121. }
  3122. }
  3123. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3124. if (!nh)
  3125. {
  3126. complain ("Hero is not available for hiring!");
  3127. return false;
  3128. }
  3129. HeroRecruited hr;
  3130. hr.tid = obj->id;
  3131. hr.hid = nh->subID;
  3132. hr.player = player;
  3133. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3134. sendAndApply(&hr);
  3135. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3136. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3137. const CGHeroInstance *newHero = nullptr;
  3138. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3139. {
  3140. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3141. }
  3142. SetAvailableHeroes sah;
  3143. sah.player = player;
  3144. if(newHero)
  3145. {
  3146. sah.hid[hid] = newHero->subID;
  3147. sah.army[hid].clear();
  3148. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3149. }
  3150. else
  3151. {
  3152. sah.hid[hid] = -1;
  3153. }
  3154. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3155. sendAndApply(&sah);
  3156. SetResource sr;
  3157. sr.player = player;
  3158. sr.resid = Res::GOLD;
  3159. sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
  3160. sendAndApply(&sr);
  3161. if(t)
  3162. {
  3163. vistiCastleObjects (t, nh);
  3164. giveSpells (t,nh);
  3165. }
  3166. return true;
  3167. }
  3168. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  3169. {
  3170. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3171. logGlobal->trace("Player %s attempts answering query %d with answer %d", player, qid, answer);
  3172. auto topQuery = queries.topQuery(player);
  3173. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3174. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3175. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3176. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  3177. dialogQuery->answer = answer;
  3178. queries.popQuery(topQuery);
  3179. return true;
  3180. }
  3181. static EndAction end_action;
  3182. void CGameHandler::updateGateState()
  3183. {
  3184. BattleUpdateGateState db;
  3185. db.state = gs->curB->si.gateState;
  3186. if(gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3187. {
  3188. db.state = EGateState::DESTROYED;
  3189. }
  3190. else if(db.state == EGateState::OPENED)
  3191. {
  3192. if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3193. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3194. {
  3195. if(gs->curB->town->subID == ETownType::FORTRESS)
  3196. {
  3197. if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3198. db.state = EGateState::CLOSED;
  3199. }
  3200. else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3201. db.state = EGateState::BLOCKED;
  3202. else
  3203. db.state = EGateState::CLOSED;
  3204. }
  3205. }
  3206. else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3207. db.state = EGateState::BLOCKED;
  3208. else
  3209. db.state = EGateState::CLOSED;
  3210. if(db.state != gs->curB->si.gateState)
  3211. sendAndApply(&db);
  3212. }
  3213. bool CGameHandler::makeBattleAction( BattleAction &ba )
  3214. {
  3215. bool ok = true;
  3216. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3217. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  3218. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  3219. : nullptr;
  3220. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  3221. logGlobal->trace(
  3222. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
  3223. ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
  3224. ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
  3225. switch(ba.actionType)
  3226. {
  3227. case Battle::WALK: //walk
  3228. case Battle::DEFEND: //defend
  3229. case Battle::WAIT: //wait
  3230. case Battle::WALK_AND_ATTACK: //walk or attack
  3231. case Battle::SHOOT: //shoot
  3232. case Battle::CATAPULT: //catapult
  3233. case Battle::STACK_HEAL: //healing with First Aid Tent
  3234. case Battle::DAEMON_SUMMONING:
  3235. case Battle::MONSTER_SPELL:
  3236. if(!stack)
  3237. {
  3238. complain("No such stack!");
  3239. return false;
  3240. }
  3241. if(!stack->alive())
  3242. {
  3243. complain("This stack is dead: " + stack->nodeName());
  3244. return false;
  3245. }
  3246. if(battleTacticDist())
  3247. {
  3248. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  3249. {
  3250. complain("This is not a stack of side that has tactics!");
  3251. return false;
  3252. }
  3253. }
  3254. else if(!isAboutActiveStack)
  3255. {
  3256. complain("Action has to be about active stack!");
  3257. return false;
  3258. }
  3259. }
  3260. switch(ba.actionType)
  3261. {
  3262. case Battle::END_TACTIC_PHASE: //wait
  3263. case Battle::BAD_MORALE:
  3264. case Battle::NO_ACTION:
  3265. {
  3266. StartAction start_action(ba);
  3267. sendAndApply(&start_action);
  3268. sendAndApply(&end_action);
  3269. break;
  3270. }
  3271. case Battle::WALK:
  3272. {
  3273. StartAction start_action(ba);
  3274. sendAndApply(&start_action); //start movement
  3275. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3276. if(!walkedTiles)
  3277. complain("Stack failed movement!");
  3278. sendAndApply(&end_action);
  3279. break;
  3280. }
  3281. case Battle::DEFEND:
  3282. {
  3283. //defensive stance //TODO: remove this bonus when stack becomes active
  3284. SetStackEffect sse;
  3285. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  3286. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3287. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3288. sse.stacks.push_back(ba.stackNumber);
  3289. sendAndApply(&sse);
  3290. //don't break - we share code with next case
  3291. }
  3292. case Battle::WAIT:
  3293. {
  3294. StartAction start_action(ba);
  3295. sendAndApply(&start_action);
  3296. sendAndApply(&end_action);
  3297. break;
  3298. }
  3299. case Battle::RETREAT: //retreat/flee
  3300. {
  3301. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3302. complain("Cannot retreat!");
  3303. else
  3304. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3305. break;
  3306. }
  3307. case Battle::SURRENDER:
  3308. {
  3309. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3310. int cost = gs->curB->battleGetSurrenderCost(player);
  3311. if(cost < 0)
  3312. complain("Cannot surrender!");
  3313. else if(getResource(player, Res::GOLD) < cost)
  3314. complain("Not enough gold to surrender!");
  3315. else
  3316. {
  3317. giveResource(player, Res::GOLD, -cost);
  3318. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3319. }
  3320. break;
  3321. }
  3322. case Battle::WALK_AND_ATTACK: //walk or attack
  3323. {
  3324. StartAction start_action(ba);
  3325. sendAndApply(&start_action); //start movement and attack
  3326. if(!stack || !destinationStack)
  3327. {
  3328. sendAndApply(&end_action);
  3329. break;
  3330. }
  3331. BattleHex startingPos = stack->position;
  3332. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3333. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3334. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3335. && !(stack->doubleWide()
  3336. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  3337. ) //nor occupy specified hex
  3338. )
  3339. {
  3340. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3341. ok = false;
  3342. sendAndApply(&end_action);
  3343. break;
  3344. }
  3345. if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3346. {
  3347. destinationStack = nullptr;
  3348. }
  3349. if(!destinationStack)
  3350. {
  3351. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3352. ok = false;
  3353. sendAndApply(&end_action);
  3354. break;
  3355. }
  3356. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  3357. {
  3358. complain("Attack cannot be performed!");
  3359. sendAndApply(&end_action);
  3360. ok = false;
  3361. break;
  3362. }
  3363. //attack
  3364. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3365. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3366. for (int i = 0; i < totalAttacks; ++i)
  3367. {
  3368. if (stack &&
  3369. stack->alive() && //move can cause death, eg. by walking into the moat
  3370. destinationStack->alive())
  3371. {
  3372. BattleAttack bat;
  3373. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3374. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3375. handleAttackBeforeCasting(bat); //only before first attack
  3376. sendAndApply(&bat);
  3377. handleAfterAttackCasting(bat);
  3378. }
  3379. //counterattack
  3380. if (destinationStack
  3381. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3382. && destinationStack->ableToRetaliate()
  3383. && stack->alive()) //attacker may have died (fire shield)
  3384. {
  3385. BattleAttack bat;
  3386. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3387. bat.flags |= BattleAttack::COUNTER;
  3388. sendAndApply(&bat);
  3389. handleAfterAttackCasting(bat);
  3390. }
  3391. }
  3392. //return
  3393. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3394. {
  3395. moveStack(ba.stackNumber, startingPos);
  3396. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3397. }
  3398. sendAndApply(&end_action);
  3399. break;
  3400. }
  3401. case Battle::SHOOT:
  3402. {
  3403. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3404. {
  3405. complain("Cannot shoot!");
  3406. break;
  3407. }
  3408. StartAction start_action(ba);
  3409. sendAndApply(&start_action); //start shooting
  3410. {
  3411. BattleAttack bat;
  3412. bat.flags |= BattleAttack::SHOT;
  3413. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3414. handleAttackBeforeCasting(bat);
  3415. sendAndApply(&bat);
  3416. handleAfterAttackCasting(bat);
  3417. }
  3418. //second shot for ballista, only if hero has advanced artillery
  3419. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3420. if( destinationStack->alive()
  3421. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3422. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3423. )
  3424. {
  3425. BattleAttack bat2;
  3426. bat2.flags |= BattleAttack::SHOT;
  3427. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3428. sendAndApply(&bat2);
  3429. }
  3430. //allow more than one additional attack
  3431. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3432. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3433. for (int i = 0; i < additionalAttacks; ++i)
  3434. {
  3435. if(
  3436. stack->alive()
  3437. && destinationStack->alive()
  3438. && stack->shots
  3439. )
  3440. {
  3441. BattleAttack bat;
  3442. bat.flags |= BattleAttack::SHOT;
  3443. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3444. sendAndApply(&bat);
  3445. handleAfterAttackCasting(bat);
  3446. }
  3447. }
  3448. sendAndApply(&end_action);
  3449. break;
  3450. }
  3451. case Battle::CATAPULT:
  3452. {
  3453. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3454. {
  3455. switch(part)
  3456. {
  3457. case EWallPart::GATE:
  3458. return sbi.gate;
  3459. case EWallPart::KEEP:
  3460. return sbi.keep;
  3461. case EWallPart::BOTTOM_TOWER:
  3462. case EWallPart::UPPER_TOWER:
  3463. return sbi.tower;
  3464. case EWallPart::BOTTOM_WALL:
  3465. case EWallPart::BELOW_GATE:
  3466. case EWallPart::OVER_GATE:
  3467. case EWallPart::UPPER_WALL:
  3468. return sbi.wall;
  3469. default:
  3470. return 0;
  3471. }
  3472. };
  3473. StartAction start_action(ba);
  3474. sendAndApply(&start_action);
  3475. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3476. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3477. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3478. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3479. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3480. {
  3481. complain("catapult tried to attack non-catapultable hex!");
  3482. break;
  3483. }
  3484. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3485. auto &currentHP = gs->curB->si.wallState;
  3486. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3487. {
  3488. complain("catapult tried to attack already destroyed wall part!");
  3489. break;
  3490. }
  3491. for(int g=0; g<sbi.shots; ++g)
  3492. {
  3493. bool hitSuccessfull = false;
  3494. auto attackedPart = wallPart;
  3495. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3496. {
  3497. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3498. currentHP.at(attackedPart) != EWallState::NONE &&
  3499. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3500. {
  3501. hitSuccessfull = true;
  3502. }
  3503. else // select new target
  3504. {
  3505. std::vector<EWallPart::EWallPart> allowedTargets;
  3506. for (size_t i=0; i< currentHP.size(); i++)
  3507. {
  3508. if (currentHP.at(i) != EWallState::DESTROYED &&
  3509. currentHP.at(i) != EWallState::NONE)
  3510. allowedTargets.push_back(EWallPart::EWallPart(i));
  3511. }
  3512. if (allowedTargets.empty())
  3513. break;
  3514. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3515. }
  3516. }
  3517. while (!hitSuccessfull);
  3518. if (!hitSuccessfull) // break triggered - no target to shoot at
  3519. break;
  3520. CatapultAttack ca; //package for clients
  3521. CatapultAttack::AttackInfo attack;
  3522. attack.attackedPart = attackedPart;
  3523. attack.destinationTile = ba.destinationTile;
  3524. attack.damageDealt = 0;
  3525. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3526. int dmgRand = getRandomGenerator().nextInt(99);
  3527. //accumulating dmgChance
  3528. dmgChance[1] += dmgChance[0];
  3529. dmgChance[2] += dmgChance[1];
  3530. //calculating dealt damage
  3531. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3532. {
  3533. if(dmgRand <= dmgChance[damage])
  3534. {
  3535. attack.damageDealt = damage;
  3536. break;
  3537. }
  3538. }
  3539. // attacked tile may have changed - update destination
  3540. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3541. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3542. //removing creatures in turrets / keep if one is destroyed
  3543. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3544. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3545. {
  3546. int posRemove = -1;
  3547. switch(attackedPart)
  3548. {
  3549. case EWallPart::KEEP:
  3550. posRemove = -2;
  3551. break;
  3552. case EWallPart::BOTTOM_TOWER:
  3553. posRemove = -3;
  3554. break;
  3555. case EWallPart::UPPER_TOWER:
  3556. posRemove = -4;
  3557. break;
  3558. }
  3559. BattleStacksRemoved bsr;
  3560. for(auto & elem : gs->curB->stacks)
  3561. {
  3562. if(elem->position == posRemove)
  3563. {
  3564. bsr.stackIDs.insert( elem->ID );
  3565. break;
  3566. }
  3567. }
  3568. sendAndApply(&bsr);
  3569. }
  3570. ca.attacker = ba.stackNumber;
  3571. ca.attackedParts.push_back(attack);
  3572. sendAndApply(&ca);
  3573. }
  3574. //finish by scope guard
  3575. break;
  3576. }
  3577. case Battle::STACK_HEAL: //healing with First Aid Tent
  3578. {
  3579. StartAction start_action(ba);
  3580. sendAndApply(&start_action);
  3581. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3582. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3583. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3584. ui32 healed = 0;
  3585. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3586. {
  3587. complain("There is either no healer, no destination, or healer cannot heal :P");
  3588. }
  3589. else
  3590. {
  3591. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3592. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3593. }
  3594. if(healed == 0)
  3595. {
  3596. //nothing to heal.. should we complain?
  3597. }
  3598. else
  3599. {
  3600. StacksHealedOrResurrected shr;
  3601. shr.lifeDrain = false;
  3602. shr.tentHealing = true;
  3603. shr.drainedFrom = ba.stackNumber;
  3604. StacksHealedOrResurrected::HealInfo hi;
  3605. hi.healedHP = healed;
  3606. hi.lowLevelResurrection = false;
  3607. hi.stackID = destStack->ID;
  3608. shr.healedStacks.push_back(hi);
  3609. sendAndApply(&shr);
  3610. }
  3611. sendAndApply(&end_action);
  3612. break;
  3613. }
  3614. case Battle::DAEMON_SUMMONING:
  3615. //TODO: From Strategija:
  3616. //Summon Demon is a level 2 spell.
  3617. {
  3618. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3619. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3620. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3621. BattleStackAdded bsa;
  3622. bsa.attacker = summoner->attackerOwned;
  3623. bsa.creID = summonedType;
  3624. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3625. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;//todo: ignore AGE effect
  3626. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3627. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3628. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3629. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3630. bsa.summoned = false;
  3631. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3632. {
  3633. StartAction start_action(ba);
  3634. sendAndApply(&start_action);
  3635. BattleStacksRemoved bsr; //remove body
  3636. bsr.stackIDs.insert(destStack->ID);
  3637. sendAndApply(&bsr);
  3638. sendAndApply(&bsa);
  3639. BattleSetStackProperty ssp;
  3640. ssp.stackID = ba.stackNumber;
  3641. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3642. ssp.val = -1;
  3643. ssp.absolute = false;
  3644. sendAndApply(&ssp);
  3645. sendAndApply(&end_action);
  3646. }
  3647. break;
  3648. }
  3649. case Battle::MONSTER_SPELL:
  3650. {
  3651. StartAction start_action(ba);
  3652. sendAndApply(&start_action);
  3653. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3654. SpellID spellID = SpellID(ba.additionalInfo);
  3655. BattleHex destination(ba.destinationTile);
  3656. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3657. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3658. //TODO special bonus for genies ability
  3659. if(randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3660. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3661. if(spellID < 0)
  3662. complain("That stack can't cast spells!");
  3663. else
  3664. {
  3665. const CSpell * spell = SpellID(spellID).toSpell();
  3666. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3667. parameters.spellLvl = 0;
  3668. if (spellcaster)
  3669. vstd::amax(parameters.spellLvl, spellcaster->val);
  3670. if (randSpellcaster)
  3671. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3672. vstd::amin (parameters.spellLvl, 3);
  3673. parameters.effectLevel = parameters.spellLvl;
  3674. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3675. parameters.aimToHex(destination);//todo: allow multiple destinations
  3676. parameters.selectedStack = nullptr;
  3677. spell->battleCast(spellEnv, parameters);
  3678. }
  3679. sendAndApply(&end_action);
  3680. break;
  3681. }
  3682. }
  3683. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3684. battleMadeAction.setn(true);
  3685. return ok;
  3686. }
  3687. void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
  3688. {
  3689. bool cheated=true;
  3690. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3691. sendAndApply(&temp_message);
  3692. if(message == "vcmiistari") //give all spells and 999 mana
  3693. {
  3694. SetMana sm;
  3695. GiveBonus giveBonus(GiveBonus::HERO);
  3696. const CGHeroInstance * h = getHero(currObj);
  3697. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3698. sm.hid = h->id;
  3699. giveBonus.id = h->id.getNum();
  3700. //give all spells with bonus (to allow banned spells)
  3701. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  3702. //start with level 0 to skip abilities
  3703. for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  3704. {
  3705. giveBonus.bonus.subtype = level;
  3706. sendAndApply(&giveBonus);
  3707. }
  3708. //give mana
  3709. sm.val = 999;
  3710. sm.absolute = true;
  3711. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3712. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); //give spellbook
  3713. sendAndApply(&sm);
  3714. }
  3715. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3716. {
  3717. const CGHeroInstance * hero = getHero(currObj);
  3718. const CGTownInstance * town;
  3719. if (hero)
  3720. town = hero->visitedTown;
  3721. else
  3722. town = getTown(currObj);
  3723. if (town)
  3724. {
  3725. for (auto & build : town->town->buildings)
  3726. {
  3727. if (!town->hasBuilt(build.first)
  3728. && !build.second->Name().empty()
  3729. && build.first != BuildingID::SHIP)
  3730. {
  3731. buildStructure(town->id, build.first, true);
  3732. }
  3733. }
  3734. }
  3735. }
  3736. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3737. {
  3738. const CGHeroInstance * hero = getHero(currObj);
  3739. const CCreature *archangel = VLC->creh->creatures.at(13);
  3740. if(!hero) return;
  3741. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3742. if(!hero->hasStackAtSlot(SlotID(i)))
  3743. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3744. }
  3745. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3746. {
  3747. const CGHeroInstance * hero = getHero(currObj);
  3748. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3749. if(!hero) return;
  3750. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3751. if(!hero->hasStackAtSlot(SlotID(i)))
  3752. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3753. }
  3754. else if(message == "vcmiglaurung") //gives 5000 crystal dragons into each slot
  3755. {
  3756. const CGHeroInstance * hero = getHero(currObj);
  3757. const CCreature *crystalDragon = VLC->creh->creatures.at(133);
  3758. if(!hero) return;
  3759. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3760. if(!hero->hasStackAtSlot(SlotID(i)))
  3761. insertNewStack(StackLocation(hero, SlotID(i)), crystalDragon, 5000);
  3762. }
  3763. else if(message == "vcminoldor") //all war machines
  3764. {
  3765. const CGHeroInstance * hero = getHero(currObj);
  3766. if(!hero) return;
  3767. if(!hero->getArt(ArtifactPosition::MACH1))
  3768. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  3769. if(!hero->getArt(ArtifactPosition::MACH2))
  3770. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  3771. if(!hero->getArt(ArtifactPosition::MACH3))
  3772. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  3773. }
  3774. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3775. {
  3776. const CGHeroInstance *hero = gs->getHero(currObj);
  3777. if(!hero) return;
  3778. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3779. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3780. }
  3781. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3782. {
  3783. CGHeroInstance *hero = gs->getHero(currObj);
  3784. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3785. }
  3786. else if(message == "vcminahar") //1000000 movement points
  3787. {
  3788. CGHeroInstance *hero = gs->getHero(currObj);
  3789. if(!hero) return;
  3790. SetMovePoints smp;
  3791. smp.hid = hero->id;
  3792. smp.val = 1000000;
  3793. sendAndApply(&smp);
  3794. }
  3795. else if(message == "vcmiformenos") //give resources
  3796. {
  3797. SetResources sr;
  3798. sr.player = player;
  3799. sr.res = getPlayer(player)->resources;
  3800. for(int i=0;i<Res::GOLD;i++)
  3801. sr.res[i] += 100;
  3802. sr.res[Res::GOLD] += 100000; //100k
  3803. sendAndApply(&sr);
  3804. }
  3805. else if(message == "vcmieagles") //reveal FoW
  3806. {
  3807. FoWChange fc;
  3808. fc.mode = 1;
  3809. fc.player = player;
  3810. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3811. int lastUnc = 0;
  3812. for(int i=0;i<gs->map->width;i++)
  3813. for(int j=0;j<gs->map->height;j++)
  3814. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3815. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3816. hlp_tab[lastUnc++] = int3(i,j,k);
  3817. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3818. delete [] hlp_tab;
  3819. sendAndApply(&fc);
  3820. }
  3821. else if(message == "vcmisilmaril") //player wins
  3822. {
  3823. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3824. }
  3825. else if(message == "vcmimelkor") //player looses
  3826. {
  3827. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3828. }
  3829. else
  3830. cheated = false;
  3831. if(cheated)
  3832. {
  3833. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3834. sendAndApply(&temp_message);
  3835. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3836. }
  3837. }
  3838. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3839. {
  3840. switch(ba.actionType)
  3841. {
  3842. case Battle::HERO_SPELL:
  3843. {
  3844. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3845. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3846. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  3847. if(ba.additionalInfo < 0 || ba.additionalInfo >= VLC->spellh->objects.size())
  3848. {
  3849. logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
  3850. return false;
  3851. }
  3852. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3853. BattleSpellCastParameters parameters(gs->curB, h, s);
  3854. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3855. parameters.mode = ECastingMode::HERO_CASTING;
  3856. parameters.selectedStack = gs->curB->battleGetStackByID(ba.selectedStack, false);
  3857. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3858. if(escp != ESpellCastProblem::OK)
  3859. {
  3860. logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
  3861. return false;
  3862. }
  3863. StartAction start_action(ba);
  3864. sendAndApply(&start_action); //start spell casting
  3865. s->battleCast(spellEnv, parameters);
  3866. sendAndApply(&end_action);
  3867. if( !gs->curB->battleGetStackByID(gs->curB->activeStack))
  3868. {
  3869. battleMadeAction.setn(true);
  3870. }
  3871. checkBattleStateChanges();
  3872. if(battleResult.get())
  3873. {
  3874. battleMadeAction.setn(true);
  3875. //battle will be ended by startBattle function
  3876. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3877. }
  3878. return true;
  3879. }
  3880. }
  3881. return false;
  3882. }
  3883. void CGameHandler::stackTurnTrigger(const CStack * st)
  3884. {
  3885. BattleTriggerEffect bte;
  3886. bte.stackID = st->ID;
  3887. bte.effect = -1;
  3888. bte.val = 0;
  3889. bte.additionalInfo = 0;
  3890. if (st->alive())
  3891. {
  3892. //unbind
  3893. if (st->getEffect (SpellID::BIND))
  3894. {
  3895. bool unbind = true;
  3896. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3897. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3898. for(Bonus * b : bl)
  3899. {
  3900. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3901. if (stack)
  3902. {
  3903. if (vstd::contains(stacks, stack)) //binding stack is still present
  3904. {
  3905. unbind = false;
  3906. }
  3907. }
  3908. }
  3909. if (unbind)
  3910. {
  3911. BattleSetStackProperty ssp;
  3912. ssp.which = BattleSetStackProperty::UNBIND;
  3913. ssp.stackID = st->ID;
  3914. sendAndApply(&ssp);
  3915. }
  3916. }
  3917. //regeneration
  3918. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3919. {
  3920. bte.effect = Bonus::HP_REGENERATION;
  3921. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3922. }
  3923. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3924. {
  3925. bte.effect = Bonus::HP_REGENERATION;
  3926. bte.val = st->MaxHealth() - st->firstHPleft;
  3927. }
  3928. if (bte.val) //anything to heal
  3929. sendAndApply(&bte);
  3930. if(st->hasBonusOfType(Bonus::POISON))
  3931. {
  3932. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3933. if (b) //TODO: what if not?...
  3934. {
  3935. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3936. if (bte.val < b->val) //(negative) poison effect increases - update it
  3937. {
  3938. bte.effect = Bonus::POISON;
  3939. sendAndApply(&bte);
  3940. }
  3941. }
  3942. }
  3943. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3944. {
  3945. const PlayerColor opponent = gs->curB->theOtherPlayer(st->owner);
  3946. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3947. if (opponentHero)
  3948. {
  3949. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3950. vstd::amin(manaDrained, opponentHero->mana);
  3951. if (manaDrained)
  3952. {
  3953. bte.effect = Bonus::MANA_DRAIN;
  3954. bte.val = manaDrained;
  3955. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3956. sendAndApply(&bte);
  3957. }
  3958. }
  3959. }
  3960. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3961. {
  3962. bool fearsomeCreature = false;
  3963. for(CStack * stack : gs->curB->stacks)
  3964. {
  3965. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3966. {
  3967. fearsomeCreature = true;
  3968. break;
  3969. }
  3970. }
  3971. if (fearsomeCreature)
  3972. {
  3973. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3974. {
  3975. bte.effect = Bonus::FEAR;
  3976. sendAndApply(&bte);
  3977. }
  3978. }
  3979. }
  3980. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3981. int side = gs->curB->whatSide(st->owner);
  3982. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3983. {
  3984. bool cast = false;
  3985. while (!bl.empty() && !cast)
  3986. {
  3987. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  3988. auto spellID = SpellID(bonus->subtype);
  3989. const CSpell * spell = SpellID(spellID).toSpell();
  3990. bl.remove_if([&bonus](Bonus * b){return b==bonus;});
  3991. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  3992. {
  3993. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3994. parameters.spellLvl = bonus->val;
  3995. parameters.effectLevel = bonus->val;//todo: recheck
  3996. parameters.aimToHex(BattleHex::INVALID);
  3997. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3998. parameters.selectedStack = nullptr;
  3999. spell->battleCast(spellEnv, parameters);
  4000. //todo: move to mechanics
  4001. BattleSetStackProperty ssp;
  4002. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4003. ssp.absolute = false;
  4004. ssp.val = bonus->additionalInfo; //increase cooldown counter
  4005. ssp.stackID = st->ID;
  4006. sendAndApply(&ssp);
  4007. cast = true;
  4008. }
  4009. };
  4010. }
  4011. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4012. for (auto b : bl)
  4013. {
  4014. SetStackEffect sse;
  4015. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  4016. if (val > 3)
  4017. {
  4018. for (auto s : gs->curB->battleGetAllStacks())
  4019. {
  4020. if (st->owner == s->owner && s->isValidTarget()) //all allied
  4021. sse.stacks.push_back (s->ID);
  4022. }
  4023. }
  4024. else
  4025. sse.stacks.push_back (st->ID);
  4026. Bonus pseudoBonus;
  4027. pseudoBonus.sid = b->subtype;
  4028. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4029. pseudoBonus.turnsRemain = 50;
  4030. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4031. if (sse.effect.size())
  4032. sendAndApply (&sse);
  4033. }
  4034. }
  4035. }
  4036. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4037. {
  4038. //we want to determine following vars depending on obstacle type
  4039. int damage = -1;
  4040. int effect = -1;
  4041. bool oneTimeObstacle = false;
  4042. //helper info
  4043. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4044. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4045. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  4046. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4047. {
  4048. damage = battleGetMoatDmg();
  4049. }
  4050. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4051. {
  4052. //You don't get hit by a Mine you can see.
  4053. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4054. return;
  4055. oneTimeObstacle = true;
  4056. effect = 82; //makes
  4057. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  4058. if(sp->isImmuneByStack(hero, curStack))
  4059. return;
  4060. damage = sp->calculateDamage(hero, curStack,
  4061. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4062. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  4063. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4064. }
  4065. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4066. {
  4067. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  4068. if(sp->isImmuneByStack(hero, curStack))
  4069. return;
  4070. damage = sp->calculateDamage(hero, curStack,
  4071. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4072. }
  4073. else
  4074. {
  4075. //no other obstacle does damage to stack
  4076. return;
  4077. }
  4078. BattleStackAttacked bsa;
  4079. if(effect >= 0)
  4080. {
  4081. bsa.flags |= BattleStackAttacked::EFFECT;
  4082. bsa.effect = effect; //makes POOF
  4083. }
  4084. bsa.damageAmount = damage;
  4085. bsa.stackAttacked = curStack->ID;
  4086. bsa.attackerID = -1;
  4087. curStack->prepareAttacked(bsa, getRandomGenerator());
  4088. StacksInjured si;
  4089. si.stacks.push_back(bsa);
  4090. sendAndApply(&si);
  4091. if(oneTimeObstacle)
  4092. removeObstacle(obstacle);
  4093. }
  4094. void CGameHandler::handleTimeEvents()
  4095. {
  4096. gs->map->events.sort(evntCmp);
  4097. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4098. {
  4099. CMapEvent ev = gs->map->events.front();
  4100. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4101. {
  4102. auto color = PlayerColor(player);
  4103. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4104. if( pinfo //player exists
  4105. && (ev.players & 1<<player) //event is enabled to this player
  4106. && ((ev.computerAffected && !pinfo->human)
  4107. || (ev.humanAffected && pinfo->human)
  4108. )
  4109. )
  4110. {
  4111. //give resources
  4112. SetResources sr;
  4113. sr.player = color;
  4114. sr.res = pinfo->resources + ev.resources;
  4115. //prepare dialog
  4116. InfoWindow iw;
  4117. iw.player = color;
  4118. iw.text << ev.message;
  4119. for (int i=0; i<ev.resources.size(); i++)
  4120. {
  4121. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4122. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4123. }
  4124. if (iw.components.size())
  4125. {
  4126. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4127. sendAndApply(&sr); //update player resources if changed
  4128. }
  4129. sendAndApply(&iw); //show dialog
  4130. }
  4131. } //PLAYERS LOOP
  4132. if(ev.nextOccurence)
  4133. {
  4134. gs->map->events.pop_front();
  4135. ev.firstOccurence += ev.nextOccurence;
  4136. auto it = gs->map->events.begin();
  4137. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4138. it++;
  4139. gs->map->events.insert(it, ev);
  4140. }
  4141. else
  4142. {
  4143. gs->map->events.pop_front();
  4144. }
  4145. }
  4146. //TODO send only if changed
  4147. UpdateMapEvents ume;
  4148. ume.events = gs->map->events;
  4149. sendAndApply(&ume);
  4150. }
  4151. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4152. {
  4153. town->events.sort(evntCmp);
  4154. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4155. {
  4156. PlayerColor player = town->tempOwner;
  4157. CCastleEvent ev = town->events.front();
  4158. const PlayerState * pinfo = getPlayer(player, false);
  4159. if( pinfo //player exists
  4160. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4161. && ((ev.computerAffected && !pinfo->human)
  4162. || (ev.humanAffected && pinfo->human) ) )
  4163. {
  4164. // dialog
  4165. InfoWindow iw;
  4166. iw.player = player;
  4167. iw.text << ev.message;
  4168. if(ev.resources.nonZero())
  4169. {
  4170. TResources was = n.res[player];
  4171. n.res[player] += ev.resources;
  4172. n.res[player].amax(0);
  4173. for (int i=0; i<ev.resources.size(); i++)
  4174. 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
  4175. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4176. }
  4177. for(auto & i : ev.buildings)
  4178. {
  4179. if(!town->hasBuilt(i))
  4180. {
  4181. buildStructure(town->id, i, true);
  4182. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4183. }
  4184. }
  4185. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4186. {
  4187. n.cres[town->id].tid = town->id;
  4188. n.cres[town->id].creatures = town->creatures;
  4189. }
  4190. auto & sac = n.cres[town->id];
  4191. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4192. {
  4193. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4194. {
  4195. sac.creatures[i].first += ev.creatures.at(i);
  4196. iw.components.push_back(Component(Component::CREATURE,
  4197. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4198. }
  4199. }
  4200. sendAndApply(&iw); //show dialog
  4201. }
  4202. if(ev.nextOccurence)
  4203. {
  4204. town->events.pop_front();
  4205. ev.firstOccurence += ev.nextOccurence;
  4206. auto it = town->events.begin();
  4207. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4208. it++;
  4209. town->events.insert(it, ev);
  4210. }
  4211. else
  4212. {
  4213. town->events.pop_front();
  4214. }
  4215. }
  4216. //TODO send only if changed
  4217. UpdateCastleEvents uce;
  4218. uce.town = town->id;
  4219. uce.events = town->events;
  4220. sendAndApply(&uce);
  4221. }
  4222. bool CGameHandler::complain( const std::string &problem )
  4223. {
  4224. sendMessageToAll("Server encountered a problem: " + problem);
  4225. logGlobal->error(problem);
  4226. return true;
  4227. }
  4228. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4229. {
  4230. //PlayerColor player = getOwner(hid);
  4231. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4232. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4233. assert(lowerArmy);
  4234. assert(upperArmy);
  4235. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4236. queries.addQuery(garrisonQuery);
  4237. GarrisonDialog gd;
  4238. gd.hid = hid;
  4239. gd.objid = upobj;
  4240. gd.removableUnits = removableUnits;
  4241. gd.queryID = garrisonQuery->queryID;
  4242. sendAndApply(&gd);
  4243. }
  4244. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4245. {
  4246. OpenWindow ow;
  4247. ow.window = OpenWindow::THIEVES_GUILD;
  4248. ow.id1 = player.getNum();
  4249. ow.id2 = requestingObjId.getNum();
  4250. sendAndApply(&ow);
  4251. }
  4252. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4253. {
  4254. if(id1 == id2)
  4255. return true;
  4256. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4257. if(!o1 || !o2)
  4258. return true; //arranging stacks within an object should be always allowed
  4259. if (o1 && o2)
  4260. {
  4261. if(o1->ID == Obj::TOWN)
  4262. {
  4263. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4264. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4265. return true;
  4266. }
  4267. if(o2->ID == Obj::TOWN)
  4268. {
  4269. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4270. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4271. return true;
  4272. }
  4273. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4274. {
  4275. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4276. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4277. // two heroes in same town (garrisoned and visiting)
  4278. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4279. return true;
  4280. }
  4281. //Ongoing garrison exchange
  4282. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4283. {
  4284. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4285. return true;
  4286. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4287. return true;
  4288. }
  4289. }
  4290. return false;
  4291. }
  4292. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4293. {
  4294. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4295. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4296. queries.addQuery(visitQuery); //TODO real visit pos
  4297. HeroVisit hv;
  4298. hv.obj = obj;
  4299. hv.hero = h;
  4300. hv.player = h->tempOwner;
  4301. hv.starting = true;
  4302. sendAndApply(&hv);
  4303. obj->onHeroVisit(h);
  4304. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4305. }
  4306. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4307. {
  4308. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4309. HeroVisit hv;
  4310. hv.player = query.players.front();
  4311. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4312. hv.hero = query.visitingHero;
  4313. assert(hv.hero);
  4314. hv.starting = false;
  4315. sendAndApply(&hv);
  4316. }
  4317. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4318. {
  4319. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4320. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4321. {
  4322. complain("Cannot build boat in this shipyard!");
  4323. return false;
  4324. }
  4325. else if(obj->o->ID == Obj::TOWN
  4326. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4327. {
  4328. complain("Cannot build boat in the town - no shipyard!");
  4329. return false;
  4330. }
  4331. const PlayerColor playerID = obj->o->tempOwner;
  4332. TResources boatCost;
  4333. obj->getBoatCost(boatCost);
  4334. TResources aviable = getPlayer(playerID)->resources;
  4335. if (!aviable.canAfford(boatCost))
  4336. {
  4337. complain("Not enough resources to build a boat!");
  4338. return false;
  4339. }
  4340. int3 tile = obj->bestLocation();
  4341. if(!gs->map->isInTheMap(tile))
  4342. {
  4343. complain("Cannot find appropriate tile for a boat!");
  4344. return false;
  4345. }
  4346. //take boat cost
  4347. SetResources sr;
  4348. sr.player = playerID;
  4349. sr.res = (aviable - boatCost);
  4350. sendAndApply(&sr);
  4351. //create boat
  4352. NewObject no;
  4353. no.ID = Obj::BOAT;
  4354. no.subID = obj->getBoatType();
  4355. no.pos = tile + int3(1,0,0);
  4356. sendAndApply(&no);
  4357. return true;
  4358. }
  4359. void CGameHandler::engageIntoBattle( PlayerColor player )
  4360. {
  4361. //notify interfaces
  4362. PlayerBlocked pb;
  4363. pb.player = player;
  4364. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4365. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4366. sendAndApply(&pb);
  4367. }
  4368. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4369. {
  4370. for(auto playerColor : playerColors)
  4371. {
  4372. if(getPlayer(playerColor, false))
  4373. checkVictoryLossConditionsForPlayer(playerColor);
  4374. }
  4375. }
  4376. void CGameHandler::checkVictoryLossConditionsForAll()
  4377. {
  4378. std::set<PlayerColor> playerColors;
  4379. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4380. {
  4381. playerColors.insert(PlayerColor(i));
  4382. }
  4383. checkVictoryLossConditions(playerColors);
  4384. }
  4385. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4386. {
  4387. const PlayerState * p = getPlayer(player);
  4388. if(p->status != EPlayerStatus::INGAME) return;
  4389. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4390. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4391. {
  4392. InfoWindow iw;
  4393. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4394. sendAndApply(&iw);
  4395. PlayerEndsGame peg;
  4396. peg.player = player;
  4397. peg.victoryLossCheckResult = victoryLossCheckResult;
  4398. sendAndApply(&peg);
  4399. if(victoryLossCheckResult.victory())
  4400. {
  4401. //one player won -> all enemies lost
  4402. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4403. {
  4404. if(i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4405. {
  4406. peg.player = i->first;
  4407. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4408. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4409. InfoWindow iw;
  4410. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4411. iw.player = i->first;
  4412. sendAndApply(&iw);
  4413. sendAndApply(&peg);
  4414. }
  4415. }
  4416. if(p->human)
  4417. {
  4418. end2 = true;
  4419. if(gs->scenarioOps->campState)
  4420. {
  4421. std::vector<CGHeroInstance *> crossoverHeroes;
  4422. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4423. {
  4424. if(hero->tempOwner == player)
  4425. {
  4426. // keep all heroes from the winning player
  4427. crossoverHeroes.push_back(hero);
  4428. }
  4429. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4430. {
  4431. // keep hero whether lost or won (like Xeron in AB campaign)
  4432. crossoverHeroes.push_back(hero);
  4433. }
  4434. }
  4435. // keep lost heroes which are in heroes pool
  4436. for(auto & heroPair : gs->hpool.heroesPool)
  4437. {
  4438. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4439. {
  4440. crossoverHeroes.push_back(heroPair.second.get());
  4441. }
  4442. }
  4443. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4444. //Request clients to change connection mode
  4445. PrepareForAdvancingCampaign pfac;
  4446. sendAndApply(&pfac);
  4447. //Change connection mode
  4448. if(getPlayer(player)->human && getStartInfo()->campState)
  4449. {
  4450. for(auto connection : conns)
  4451. connection->prepareForSendingHeroes();
  4452. }
  4453. UpdateCampaignState ucs;
  4454. ucs.camp = gs->scenarioOps->campState;
  4455. sendAndApply(&ucs);
  4456. }
  4457. }
  4458. }
  4459. else
  4460. {
  4461. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4462. auto hlp = p->heroes;
  4463. for(auto h : hlp) //eliminate heroes
  4464. {
  4465. if(h.get())
  4466. removeObject(h);
  4467. }
  4468. //player lost -> all his objects become unflagged (neutral)
  4469. for (auto obj : gs->map->objects) //unflag objs
  4470. {
  4471. if(obj.get() && obj->tempOwner == player)
  4472. setOwner(obj, PlayerColor::NEUTRAL);
  4473. }
  4474. //eliminating one player may cause victory of another:
  4475. std::set<PlayerColor> playerColors;
  4476. //do not copy player state (CBonusSystemNode) by value
  4477. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4478. {
  4479. if (p.first != player)
  4480. playerColors.insert(p.first);
  4481. }
  4482. //notify all players
  4483. for (auto pc : playerColors)
  4484. {
  4485. if(getPlayer(pc)->status == EPlayerStatus::INGAME)
  4486. {
  4487. InfoWindow iw;
  4488. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4489. iw.player = pc;
  4490. sendAndApply(&iw);
  4491. }
  4492. }
  4493. checkVictoryLossConditions(playerColors);
  4494. }
  4495. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4496. // If we are called before the actual game start, there might be no current player
  4497. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4498. {
  4499. // If player making turn has lost his turn must be over as well
  4500. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4501. }
  4502. }
  4503. }
  4504. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4505. {
  4506. out.player = player;
  4507. out.text.clear();
  4508. out.text << victoryLossCheckResult.messageToSelf;
  4509. // hackish, insert one player-specific string, if applicable
  4510. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4511. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4512. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4513. }
  4514. bool CGameHandler::dig( const CGHeroInstance *h )
  4515. {
  4516. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4517. {
  4518. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4519. {
  4520. complain("Cannot dig - there is already a hole under the hero!");
  4521. return false;
  4522. }
  4523. }
  4524. if(h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4525. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4526. //create a hole
  4527. NewObject no;
  4528. no.ID = Obj::HOLE;
  4529. no.pos = h->getPosition();
  4530. no.subID = 0;
  4531. sendAndApply(&no);
  4532. //take MPs
  4533. SetMovePoints smp;
  4534. smp.hid = h->id;
  4535. smp.val = 0;
  4536. sendAndApply(&smp);
  4537. InfoWindow iw;
  4538. iw.player = h->tempOwner;
  4539. if(gs->map->grailPos == h->getPosition())
  4540. {
  4541. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4542. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4543. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4544. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4545. sendAndApply(&iw);
  4546. iw.soundID = soundBase::invalid;
  4547. iw.text.clear();
  4548. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4549. sendAndApply(&iw);
  4550. }
  4551. else
  4552. {
  4553. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4554. iw.soundID = soundBase::Dig;
  4555. sendAndApply(&iw);
  4556. }
  4557. return true;
  4558. }
  4559. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4560. {
  4561. if(attacker->hasBonusOfType(attackMode))
  4562. {
  4563. std::set<SpellID> spellsToCast;
  4564. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4565. for(const Bonus *sf : *spells)
  4566. {
  4567. spellsToCast.insert (SpellID(sf->subtype));
  4568. }
  4569. for(SpellID spellID : spellsToCast)
  4570. {
  4571. const CStack * oneOfAttacked = nullptr;
  4572. for (auto & elem : bat.bsa)
  4573. {
  4574. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4575. {
  4576. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4577. break;
  4578. }
  4579. }
  4580. bool castMe = false;
  4581. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4582. return;
  4583. int spellLevel = 0;
  4584. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4585. for(const Bonus *sf : *spellsByType)
  4586. {
  4587. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4588. int meleeRanged = sf->additionalInfo / 1000;
  4589. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4590. castMe = true;
  4591. }
  4592. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4593. vstd::amin (chance, 100);
  4594. const CSpell * spell = SpellID(spellID).toSpell();
  4595. if(gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4596. continue;
  4597. //check if spell should be cast (probability handling)
  4598. if(getRandomGenerator().nextInt(99) >= chance)
  4599. continue;
  4600. //casting
  4601. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4602. {
  4603. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4604. parameters.spellLvl = spellLevel;
  4605. parameters.effectLevel = spellLevel;
  4606. parameters.aimToStack(oneOfAttacked);
  4607. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4608. parameters.selectedStack = nullptr;
  4609. spell->battleCast(spellEnv, parameters);
  4610. }
  4611. }
  4612. }
  4613. }
  4614. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4615. {
  4616. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4617. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4618. }
  4619. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4620. {
  4621. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4622. if (!attacker) //could be already dead
  4623. return;
  4624. auto cast = [=](SpellID spellID, int power)
  4625. {
  4626. const CSpell * spell = SpellID(spellID).toSpell();
  4627. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4628. parameters.spellLvl = 0;
  4629. parameters.effectLevel = 0;
  4630. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4631. parameters.effectPower = power;
  4632. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4633. parameters.selectedStack = nullptr;
  4634. spell->battleCast(this->spellEnv, parameters);
  4635. };
  4636. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4637. if(bat.bsa.at(0).newAmount <= 0)
  4638. {
  4639. //don't try death stare or acid breath on dead stack (crash!)
  4640. return;
  4641. }
  4642. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4643. {
  4644. // mechanics of Death Stare as in H3:
  4645. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4646. //original formula x = min(x, (gorgons_count + 9)/10);
  4647. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4648. vstd::amin(chanceToKill, 1); //cap at 100%
  4649. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4650. std::mt19937 rng(std::time(nullptr));
  4651. int staredCreatures = distribution(rng);
  4652. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4653. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4654. vstd::amin(staredCreatures, maxToKill);
  4655. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4656. if (staredCreatures)
  4657. {
  4658. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4659. cast(SpellID::DEATH_STARE, staredCreatures);
  4660. }
  4661. }
  4662. int acidDamage = 0;
  4663. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4664. for(const Bonus *b : *acidBreath)
  4665. {
  4666. if (b->additionalInfo > getRandomGenerator().nextInt(99))
  4667. acidDamage += b->val;
  4668. }
  4669. if (acidDamage)
  4670. {
  4671. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4672. }
  4673. }
  4674. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4675. {
  4676. const CSpell *s = spellID.toSpell();
  4677. AdventureSpellCastParameters p;
  4678. p.caster = h;
  4679. p.pos = pos;
  4680. return s->adventureCast(spellEnv, p);
  4681. }
  4682. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4683. {
  4684. if (!t.visitableObjects.empty())
  4685. {
  4686. //to prevent self-visiting heroes on space press
  4687. if(t.visitableObjects.back() != h)
  4688. objectVisited(t.visitableObjects.back(), h);
  4689. else if(t.visitableObjects.size() > 1)
  4690. objectVisited(*(t.visitableObjects.end()-2),h);
  4691. }
  4692. }
  4693. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4694. {
  4695. int oldCount = hero->getStackCount(slot);
  4696. if(oldCount < count)
  4697. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4698. else if(oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4699. COMPLAIN_RET("Cannot sacrifice last creature!");
  4700. int crid = hero->getStack(slot).type->idNumber;
  4701. changeStackCount(StackLocation(hero, slot), -count);
  4702. int dump, exp;
  4703. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4704. exp *= count;
  4705. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4706. return true;
  4707. }
  4708. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4709. {
  4710. ArtifactLocation al(hero, slot);
  4711. const CArtifactInstance *a = al.getArt();
  4712. if(!a)
  4713. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4714. int dmp, expToGive;
  4715. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4716. removeArtifact(al);
  4717. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4718. return true;
  4719. }
  4720. void CGameHandler::makeStackDoNothing(const CStack * next)
  4721. {
  4722. BattleAction doNothing;
  4723. doNothing.actionType = Battle::NO_ACTION;
  4724. doNothing.additionalInfo = 0;
  4725. doNothing.destinationTile = -1;
  4726. doNothing.side = !next->attackerOwned;
  4727. doNothing.stackNumber = next->ID;
  4728. makeAutomaticAction(next, doNothing);
  4729. }
  4730. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4731. {
  4732. if(sl.army->hasStackAtSlot(sl.slot))
  4733. COMPLAIN_RET("Slot is already taken!");
  4734. if(!sl.slot.validSlot())
  4735. COMPLAIN_RET("Cannot insert stack to that slot!");
  4736. InsertNewStack ins;
  4737. ins.sl = sl;
  4738. ins.stack = CStackBasicDescriptor(c, count);
  4739. sendAndApply(&ins);
  4740. return true;
  4741. }
  4742. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4743. {
  4744. if(!sl.army->hasStackAtSlot(sl.slot))
  4745. COMPLAIN_RET("Cannot find a stack to erase");
  4746. if(sl.army->stacksCount() == 1 //from the last stack
  4747. && sl.army->needsLastStack() //that must be left
  4748. && !forceRemoval) //ignore above conditions if we are forcing removal
  4749. {
  4750. COMPLAIN_RET("Cannot erase the last stack!");
  4751. }
  4752. EraseStack es;
  4753. es.sl = sl;
  4754. sendAndApply(&es);
  4755. return true;
  4756. }
  4757. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4758. {
  4759. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4760. if((absoluteValue && count < 0)
  4761. || (!absoluteValue && -count > currentCount))
  4762. {
  4763. COMPLAIN_RET("Cannot take more stacks than present!");
  4764. }
  4765. if((currentCount == -count && !absoluteValue)
  4766. || (!count && absoluteValue))
  4767. {
  4768. eraseStack(sl);
  4769. }
  4770. else
  4771. {
  4772. ChangeStackCount csc;
  4773. csc.sl = sl;
  4774. csc.count = count;
  4775. csc.absoluteValue = absoluteValue;
  4776. sendAndApply(&csc);
  4777. }
  4778. return true;
  4779. }
  4780. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4781. {
  4782. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4783. if(!slotC) //slot is empty
  4784. insertNewStack(sl, c, count);
  4785. else if(c == slotC)
  4786. changeStackCount(sl, count);
  4787. else
  4788. {
  4789. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4790. }
  4791. return true;
  4792. }
  4793. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4794. {
  4795. if(removeObjWhenFinished)
  4796. removeAfterVisit(src);
  4797. if(!src->canBeMergedWith(*dst, allowMerging))
  4798. {
  4799. if (allowMerging) //do that, add all matching creatures.
  4800. {
  4801. bool cont = true;
  4802. while (cont)
  4803. {
  4804. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4805. {
  4806. SlotID pos = dst->getSlotFor(i->second->type);
  4807. if(pos.validSlot())
  4808. {
  4809. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4810. cont = true;
  4811. break; //or iterator crashes
  4812. }
  4813. cont = false;
  4814. }
  4815. }
  4816. }
  4817. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4818. }
  4819. else //merge
  4820. {
  4821. moveArmy(src, dst, allowMerging);
  4822. }
  4823. }
  4824. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4825. {
  4826. if(!src.army->hasStackAtSlot(src.slot))
  4827. COMPLAIN_RET("No stack to move!");
  4828. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4829. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4830. if(!dst.slot.validSlot())
  4831. COMPLAIN_RET("Cannot move stack to that slot!");
  4832. if(count == -1)
  4833. {
  4834. count = src.army->getStackCount(src.slot);
  4835. }
  4836. if(src.army != dst.army //moving away
  4837. && count == src.army->getStackCount(src.slot) //all creatures
  4838. && src.army->stacksCount() == 1 //from the last stack
  4839. && src.army->needsLastStack()) //that must be left
  4840. {
  4841. COMPLAIN_RET("Cannot move away the last creature!");
  4842. }
  4843. RebalanceStacks rs;
  4844. rs.src = src;
  4845. rs.dst = dst;
  4846. rs.count = count;
  4847. sendAndApply(&rs);
  4848. return true;
  4849. }
  4850. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4851. {
  4852. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4853. return moveStack(sl2, sl1);
  4854. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4855. return moveStack(sl1, sl2);
  4856. else
  4857. {
  4858. SwapStacks ss;
  4859. ss.sl1 = sl1;
  4860. ss.sl2 = sl2;
  4861. sendAndApply(&ss);
  4862. return true;
  4863. }
  4864. }
  4865. void CGameHandler::runBattle()
  4866. {
  4867. setBattle(gs->curB);
  4868. assert(gs->curB);
  4869. //TODO: pre-tactic stuff, call scripts etc.
  4870. //tactic round
  4871. {
  4872. while(gs->curB->tacticDistance && !battleResult.get())
  4873. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4874. }
  4875. //spells opening battle
  4876. for(int i = 0; i < 2; ++i)
  4877. {
  4878. auto h = gs->curB->battleGetFightingHero(i);
  4879. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4880. {
  4881. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4882. for (Bonus *b : *bl)
  4883. {
  4884. const CSpell * spell = SpellID(b->subtype).toSpell();
  4885. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4886. parameters.spellLvl = 3;
  4887. parameters.effectLevel = 3;
  4888. parameters.aimToHex(BattleHex::INVALID);
  4889. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4890. parameters.selectedStack = nullptr;
  4891. parameters.enchantPower = b->val;
  4892. spell->battleCast(spellEnv, parameters);
  4893. }
  4894. }
  4895. }
  4896. //main loop
  4897. while(!battleResult.get()) //till the end of the battle ;]
  4898. {
  4899. NEW_ROUND;
  4900. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4901. for(auto &obstPtr : obstacles)
  4902. {
  4903. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4904. if(sco->turnsRemaining == 0)
  4905. removeObstacle(*obstPtr);
  4906. }
  4907. const BattleInfo & curB = *gs->curB;
  4908. //stack loop
  4909. const CStack *next;
  4910. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4911. {
  4912. std::set <const CStack *> stacksToRemove;
  4913. for(auto stack : curB.stacks)
  4914. {
  4915. if(vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
  4916. stacksToRemove.insert(stack);
  4917. }
  4918. for(auto stack : stacksToRemove)
  4919. {
  4920. BattleStacksRemoved bsr;
  4921. bsr.stackIDs.insert(stack->ID);
  4922. sendAndApply(&bsr);
  4923. }
  4924. //check for bad morale => freeze
  4925. int nextStackMorale = next->MoraleVal();
  4926. if( nextStackMorale < 0 &&
  4927. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4928. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4929. )
  4930. {
  4931. if(getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4932. {
  4933. //unit loses its turn - empty freeze action
  4934. BattleAction ba;
  4935. ba.actionType = Battle::BAD_MORALE;
  4936. ba.additionalInfo = 1;
  4937. ba.side = !next->attackerOwned;
  4938. ba.stackNumber = next->ID;
  4939. makeAutomaticAction(next, ba);
  4940. continue;
  4941. }
  4942. }
  4943. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4944. { //fixme: stack should not attack itself
  4945. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4946. if(attackInfo.first != nullptr)
  4947. {
  4948. BattleAction attack;
  4949. attack.actionType = Battle::WALK_AND_ATTACK;
  4950. attack.side = !next->attackerOwned;
  4951. attack.stackNumber = next->ID;
  4952. attack.additionalInfo = attackInfo.first->position;
  4953. attack.destinationTile = attackInfo.second;
  4954. makeAutomaticAction(next, attack);
  4955. }
  4956. else
  4957. {
  4958. makeStackDoNothing(next);
  4959. }
  4960. continue;
  4961. }
  4962. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4963. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  4964. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  4965. {
  4966. BattleAction attack;
  4967. attack.actionType = Battle::SHOOT;
  4968. attack.side = !next->attackerOwned;
  4969. attack.stackNumber = next->ID;
  4970. for(auto & elem : gs->curB->stacks)
  4971. {
  4972. if(elem->owner != next->owner && elem->isValidTarget())
  4973. {
  4974. attack.destinationTile = elem->position;
  4975. break;
  4976. }
  4977. }
  4978. makeAutomaticAction(next, attack);
  4979. continue;
  4980. }
  4981. if(next->getCreature()->idNumber == CreatureID::CATAPULT)
  4982. {
  4983. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  4984. if(attackableBattleHexes.empty())
  4985. {
  4986. makeStackDoNothing(next);
  4987. continue;
  4988. }
  4989. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  4990. {
  4991. BattleAction attack;
  4992. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  4993. getRandomGenerator());
  4994. attack.actionType = Battle::CATAPULT;
  4995. attack.additionalInfo = 0;
  4996. attack.side = !next->attackerOwned;
  4997. attack.stackNumber = next->ID;
  4998. makeAutomaticAction(next, attack);
  4999. continue;
  5000. }
  5001. }
  5002. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5003. {
  5004. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5005. {
  5006. return s->owner == next->owner && s->canBeHealed();
  5007. });
  5008. if(!possibleStacks.size())
  5009. {
  5010. makeStackDoNothing(next);
  5011. continue;
  5012. }
  5013. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5014. {
  5015. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5016. const CStack * toBeHealed = possibleStacks.front();
  5017. BattleAction heal;
  5018. heal.actionType = Battle::STACK_HEAL;
  5019. heal.additionalInfo = 0;
  5020. heal.destinationTile = toBeHealed->position;
  5021. heal.side = !next->attackerOwned;
  5022. heal.stackNumber = next->ID;
  5023. makeAutomaticAction(next, heal);
  5024. continue;
  5025. }
  5026. }
  5027. int numberOfAsks = 1;
  5028. bool breakOuter = false;
  5029. do
  5030. {//ask interface and wait for answer
  5031. if(!battleResult.get())
  5032. {
  5033. stackTurnTrigger(next); //various effects
  5034. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5035. {
  5036. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5037. }
  5038. else
  5039. {
  5040. logGlobal->trace("Activating %s", next->nodeName());
  5041. auto nextId = next->ID;
  5042. BattleSetActiveStack sas;
  5043. sas.stack = nextId;
  5044. sendAndApply(&sas);
  5045. auto actionWasMade = [&]() -> bool
  5046. {
  5047. if(battleMadeAction.data)//active stack has made its action
  5048. return true;
  5049. if(battleResult.get())// battle is finished
  5050. return true;
  5051. if(next == nullptr)//active stack was been removed
  5052. return true;
  5053. return !next->alive();//active stack is dead
  5054. };
  5055. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5056. battleMadeAction.data = false;
  5057. while(!actionWasMade())
  5058. {
  5059. battleMadeAction.cond.wait(lock);
  5060. if(battleGetStackByID(nextId, false) != next)
  5061. next = nullptr; //it may be removed, while we wait
  5062. }
  5063. }
  5064. }
  5065. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5066. {
  5067. breakOuter = true;
  5068. break;
  5069. }
  5070. //we're after action, all results applied
  5071. checkBattleStateChanges(); //check if this action ended the battle
  5072. if(next != nullptr)
  5073. {
  5074. //check for good morale
  5075. nextStackMorale = next->MoraleVal();
  5076. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5077. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5078. && !next->waited()
  5079. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5080. && next->alive()
  5081. && nextStackMorale > 0
  5082. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5083. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5084. )
  5085. {
  5086. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5087. {
  5088. BattleTriggerEffect bte;
  5089. bte.stackID = next->ID;
  5090. bte.effect = Bonus::MORALE;
  5091. bte.val = 1;
  5092. bte.additionalInfo = 0;
  5093. sendAndApply(&bte); //play animation
  5094. ++numberOfAsks; //move this stack once more
  5095. }
  5096. }
  5097. }
  5098. --numberOfAsks;
  5099. } while (numberOfAsks > 0);
  5100. if (breakOuter)
  5101. {
  5102. break;
  5103. }
  5104. }
  5105. }
  5106. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5107. }
  5108. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5109. {
  5110. BattleSetActiveStack bsa;
  5111. bsa.stack = stack->ID;
  5112. bsa.askPlayerInterface = false;
  5113. sendAndApply(&bsa);
  5114. bool ret = makeBattleAction(ba);
  5115. checkBattleStateChanges();
  5116. return ret;
  5117. }
  5118. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5119. {
  5120. assert(a->artType);
  5121. ArtifactLocation al;
  5122. al.artHolder = const_cast<CGHeroInstance*>(h);
  5123. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5124. if(pos < 0)
  5125. {
  5126. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5127. slot = a->firstAvailableSlot(h);
  5128. else
  5129. slot = a->firstBackpackSlot(h);
  5130. }
  5131. else
  5132. {
  5133. slot = pos;
  5134. }
  5135. al.slot = slot;
  5136. if(slot < 0 || !a->canBePutAt(al))
  5137. {
  5138. complain("Cannot put artifact in that slot!");
  5139. return;
  5140. }
  5141. putArtifact(al, a);
  5142. }
  5143. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5144. {
  5145. PutArtifact pa;
  5146. pa.art = a;
  5147. pa.al = al;
  5148. sendAndApply(&pa);
  5149. }
  5150. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5151. {
  5152. CArtifactInstance *a = nullptr;
  5153. if(!artType->constituents)
  5154. {
  5155. a = new CArtifactInstance();
  5156. }
  5157. else
  5158. {
  5159. a = new CCombinedArtifactInstance();
  5160. }
  5161. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5162. NewArtifact na;
  5163. na.art = a;
  5164. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5165. giveHeroArtifact(h, a, pos);
  5166. }
  5167. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5168. {
  5169. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5170. if(battleResult.data)
  5171. {
  5172. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5173. % battleResult.data->result % resultType).str());
  5174. return;
  5175. }
  5176. auto br = new BattleResult;
  5177. br->result = resultType;
  5178. br->winner = victoriusSide; //surrendering side loses
  5179. gs->curB->calculateCasualties(br->casualties);
  5180. battleResult.data = br;
  5181. }
  5182. void CGameHandler::commitPackage( CPackForClient *pack )
  5183. {
  5184. sendAndApply(pack);
  5185. }
  5186. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5187. {
  5188. std::vector<int3>::iterator tile;
  5189. std::vector<int3> tiles;
  5190. getFreeTiles(tiles);
  5191. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5192. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5193. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5194. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5195. for (int i = 0; i < amount; ++i)
  5196. {
  5197. tile = tiles.begin();
  5198. logGlobal->trace("\tSpawning monster at %s",(*tile)());
  5199. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5200. tiles.erase(tile); //not use it again
  5201. }
  5202. }
  5203. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5204. {
  5205. ObstaclesRemoved obsRem;
  5206. obsRem.obstacles.insert(obstacle.uniqueID);
  5207. sendAndApply(&obsRem);
  5208. }
  5209. void CGameHandler::synchronizeArtifactHandlerLists()
  5210. {
  5211. UpdateArtHandlerLists uahl;
  5212. uahl.treasures = VLC->arth->treasures;
  5213. uahl.minors = VLC->arth->minors;
  5214. uahl.majors = VLC->arth->majors;
  5215. uahl.relics = VLC->arth->relics;
  5216. sendAndApply(&uahl);
  5217. }
  5218. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5219. {
  5220. return vstd::contains(gs->map->objects, obj);
  5221. }
  5222. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5223. {
  5224. if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5225. return false;
  5226. auto query = queries.topQuery(player);
  5227. if(query && query->blocksPack(pack))
  5228. {
  5229. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5230. return true;
  5231. }
  5232. return false;
  5233. }
  5234. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5235. {
  5236. //If the object is being visited, there must be a matching query
  5237. for(const auto &query : queries.allQueries())
  5238. {
  5239. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5240. {
  5241. if(someVistQuery->visitedObject == object)
  5242. {
  5243. someVistQuery->removeObjectAfterVisit = true;
  5244. return;
  5245. }
  5246. }
  5247. };
  5248. //If we haven't returned so far, there is no query and no visit, call was wrong
  5249. assert("This function needs to be called during the object visit!");
  5250. }
  5251. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5252. {
  5253. std::unordered_set<int3, ShashInt3> tiles;
  5254. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5255. if (hide)
  5256. {
  5257. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5258. auto p = getPlayer(player);
  5259. for (auto h : p->heroes)
  5260. {
  5261. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5262. }
  5263. for (auto t : p->towns)
  5264. {
  5265. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5266. }
  5267. for (auto tile : observedTiles)
  5268. vstd::erase_if_present (tiles, tile);
  5269. }
  5270. changeFogOfWar(tiles, player, hide);
  5271. }
  5272. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5273. {
  5274. FoWChange fow;
  5275. fow.tiles = tiles;
  5276. fow.player = player;
  5277. fow.mode = hide? 0 : 1;
  5278. sendAndApply(&fow);
  5279. }
  5280. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5281. {
  5282. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5283. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5284. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5285. return true;
  5286. }
  5287. void CGameHandler::duelFinished()
  5288. {
  5289. auto si = getStartInfo();
  5290. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5291. int casualtiesPoints = 0;
  5292. logGlobal->debug("Winner side %d\nWinner casualties:", (int)battleResult.data->winner);
  5293. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5294. {
  5295. const CCreature *c = VLC->creh->creatures[elem.first];
  5296. logGlobal->debug("\t* %d of %s", elem.second, c->namePl);
  5297. casualtiesPoints += c->AIValue * elem.second;
  5298. }
  5299. logGlobal->debug("Total casualties points: %d", casualtiesPoints);
  5300. time_t timeNow;
  5301. time(&timeNow);
  5302. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5303. if(out)
  5304. {
  5305. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5306. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5307. % asctime(localtime(&timeNow));
  5308. }
  5309. else
  5310. {
  5311. logGlobal->error("Cannot open to write %s", cmdLineOptions["resultsFile"].as<std::string>());
  5312. }
  5313. CSaveFile resultFile("result.vdrst");
  5314. resultFile << *battleResult.data;
  5315. BattleResultsApplied resultsApplied;
  5316. resultsApplied.player1 = finishingBattle->victor;
  5317. resultsApplied.player2 = finishingBattle->loser;
  5318. sendAndApply(&resultsApplied);
  5319. return;
  5320. }
  5321. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5322. army(_army)
  5323. {
  5324. heroWithDeadCommander = ObjectInstanceID();
  5325. PlayerColor color = army->tempOwner;
  5326. if(color == PlayerColor::UNFLAGGABLE)
  5327. color = PlayerColor::NEUTRAL;
  5328. for(CStack *st : bat->stacks)
  5329. {
  5330. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
  5331. continue;
  5332. if (st->owner != color) //remove only our stacks
  5333. continue;
  5334. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5335. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5336. st->count = std::max (0, st->count - st->resurrected);
  5337. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5338. {
  5339. //do nothing
  5340. logGlobal->debug("Ignored arrow towers stack.");
  5341. }
  5342. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5343. {
  5344. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5345. if(warMachine == ArtifactID::NONE)
  5346. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5347. //catapult artifact remain even if "creature" killed in siege
  5348. else if(warMachine != ArtifactID::CATAPULT && !st->count)
  5349. {
  5350. logGlobal->debug("War machine has been destroyed");
  5351. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5352. if (hero)
  5353. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5354. else
  5355. logGlobal->error("War machine in army without hero");
  5356. }
  5357. }
  5358. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5359. {
  5360. if(st->alive() && st->count > 0)
  5361. {
  5362. logGlobal->debug("Permanently summoned %d units.", st->count);
  5363. const CreatureID summonedType = st->type->idNumber;
  5364. summoned[summonedType] += st->count;
  5365. }
  5366. }
  5367. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5368. {
  5369. if(nullptr == st->base)
  5370. {
  5371. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5372. }
  5373. else
  5374. {
  5375. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5376. if(c)
  5377. {
  5378. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5379. if (h && h->commander == c)
  5380. {
  5381. logGlobal->debug("Commander is dead.");
  5382. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5383. }
  5384. }
  5385. else
  5386. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5387. }
  5388. }
  5389. else if(st->base && !army->slotEmpty(st->slot))
  5390. {
  5391. if(st->count == 0 || !st->alive())
  5392. {
  5393. logGlobal->debug("Stack has been destroyed.");
  5394. StackLocation sl(army, st->slot);
  5395. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5396. }
  5397. else if(st->count < army->getStackCount(st->slot))
  5398. {
  5399. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
  5400. StackLocation sl(army, st->slot);
  5401. newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
  5402. }
  5403. }
  5404. else
  5405. {
  5406. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5407. }
  5408. }
  5409. }
  5410. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5411. {
  5412. for(TStackAndItsNewCount &ncount : newStackCounts)
  5413. {
  5414. if(ncount.second > 0)
  5415. gh->changeStackCount(ncount.first, ncount.second, true);
  5416. else
  5417. gh->eraseStack(ncount.first, true);
  5418. }
  5419. for(auto summoned_iter : summoned)
  5420. {
  5421. SlotID slot = army->getSlotFor(summoned_iter.first);
  5422. if(slot.validSlot())
  5423. {
  5424. StackLocation location(army, slot);
  5425. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5426. }
  5427. else
  5428. {
  5429. //even if it will be possible to summon anything permanently it should be checked for free slot
  5430. //necromancy is handled separately
  5431. gh->complain("No free slot to put summoned creature");
  5432. }
  5433. }
  5434. for (auto al : removedWarMachines)
  5435. {
  5436. gh->removeArtifact(al);
  5437. }
  5438. if (heroWithDeadCommander != ObjectInstanceID())
  5439. {
  5440. SetCommanderProperty scp;
  5441. scp.heroid = heroWithDeadCommander;
  5442. scp.which = SetCommanderProperty::ALIVE;
  5443. scp.amount = 0;
  5444. gh->sendAndApply (&scp);
  5445. }
  5446. }
  5447. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5448. {
  5449. assert(Query->result);
  5450. assert(Query->bi);
  5451. auto &result = *Query->result;
  5452. auto &info = *Query->bi;
  5453. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5454. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5455. victor = info.sides[result.winner].color;
  5456. loser = info.sides[!result.winner].color;
  5457. duel = Duel;
  5458. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5459. }
  5460. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5461. {
  5462. winnerHero = loserHero = nullptr;
  5463. }
  5464. CRandomGenerator & CGameHandler::getRandomGenerator()
  5465. {
  5466. return CRandomGenerator::getDefault();
  5467. }
  5468. ///ServerSpellCastEnvironment
  5469. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5470. {
  5471. }
  5472. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5473. {
  5474. gh->sendAndApply(info);
  5475. }
  5476. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5477. {
  5478. return gh->getRandomGenerator();
  5479. }
  5480. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5481. {
  5482. gh->complain(problem);
  5483. }
  5484. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5485. {
  5486. return gh;
  5487. }
  5488. const CMap * ServerSpellCastEnvironment::getMap() const
  5489. {
  5490. return gh->gameState()->map;
  5491. }
  5492. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5493. {
  5494. return gh->moveHero(hid, dst, teleporting, false, asker);
  5495. }