#include "StdInc.h" #include "../lib/filesystem/Filesystem.h" #include "../lib/filesystem/FileInfo.h" #include "../lib/int3.h" #include "../lib/mapping/CCampaignHandler.h" #include "../lib/StartInfo.h" #include "../lib/CModHandler.h" #include "../lib/CArtHandler.h" #include "../lib/CBuildingHandler.h" #include "../lib/CHeroHandler.h" #include "../lib/spells/CSpellHandler.h" #include "../lib/spells/ISpellMechanics.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/CTownHandler.h" #include "../lib/CCreatureHandler.h" #include "../lib/CGameState.h" #include "../lib/BattleState.h" #include "../lib/CondSh.h" #include "../lib/NetPacks.h" #include "../lib/VCMI_Lib.h" #include "../lib/mapping/CMap.h" #include "../lib/VCMIDirs.h" #include "../lib/ScopeGuard.h" #include "../lib/CSoundBase.h" #include "CGameHandler.h" #include "CVCMIServer.h" #include "../lib/CCreatureSet.h" #include "../lib/CThreadHelper.h" #include "../lib/GameConstants.h" #include "../lib/registerTypes/RegisterTypes.h" /* * CGameHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #ifndef _MSC_VER #include #endif extern bool end2; #ifdef min #undef min #endif #ifdef max #undef max #endif #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0) #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0) #define COMPLAIN_RET(txt) {complain(txt); return false;} #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;} #define NEW_ROUND BattleNextRound bnr;\ bnr.round = gs->curB->round + 1;\ sendAndApply(&bnr); class ServerSpellCastEnvironment: public SpellCastEnvironment { public: ServerSpellCastEnvironment(CGameHandler * gh); ~ServerSpellCastEnvironment(){}; void sendAndApply(CPackForClient * info) const override; CRandomGenerator & getRandomGenerator() const override; void complain(const std::string & problem) const override; const CMap * getMap() const override; const CGameInfoCallback * getCb() const override; bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override; private: mutable CGameHandler * gh; }; CondSh battleMadeAction; CondSh battleResult(nullptr); template class CApplyOnGH; class CBaseForGHApply { public: virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0; virtual ~CBaseForGHApply(){} template static CBaseForGHApply *getApplier(const U * t=nullptr) { return new CApplyOnGH; } }; template class CApplyOnGH : public CBaseForGHApply { public: bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const { T *ptr = static_cast(pack); ptr->c = c; ptr->player = player; return ptr->applyGh(gh); } }; template <> class CApplyOnGH : public CBaseForGHApply { public: bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const { logGlobal->errorStream() << "Cannot apply on GH plain CPack!"; assert(0); return false; } }; static CApplier *applier = nullptr; CMP_stack cmpst ; static inline double distance(int3 a, int3 b) { return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) ); } static void giveExp(BattleResult &r) { if(r.winner > 1) { // draw return; } r.exp[0] = 0; r.exp[1] = 0; for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++) { r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second; } } PlayerStatus PlayerStatuses::operator[](PlayerColor player) { boost::unique_lock l(mx); if(players.find(player) != players.end()) { return players.at(player); } else { throw std::runtime_error("No such player!"); } } void PlayerStatuses::addPlayer(PlayerColor player) { boost::unique_lock l(mx); players[player]; } bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag) { boost::unique_lock l(mx); if(players.find(player) != players.end()) { return players[player].*flag; } else { throw std::runtime_error("No such player!"); } } void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val) { boost::unique_lock l(mx); if(players.find(player) != players.end()) { players[player].*flag = val; } else { throw std::runtime_error("No such player!"); } cv.notify_all(); } template void callWith(std::vector args, std::function fun, ui32 which) { fun(args[which]); } void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill) { changeSecSkill(hero, skill, 1, 0); expGiven(hero); } void CGameHandler::levelUpHero(const CGHeroInstance * hero) { // required exp for at least 1 lvl-up hasn't been reached if(!hero->gainsLevel()) { return; } // give primary skill logGlobal->traceStream() << hero->name << " got level "<< hero->level; auto primarySkill = hero->nextPrimarySkill(); SetPrimSkill sps; sps.id = hero->id; sps.which = primarySkill; sps.abs = false; sps.val = 1; sendAndApply(&sps); HeroLevelUp hlu; hlu.hero = hero; hlu.primskill = primarySkill; hlu.skills = hero->getLevelUpProposedSecondarySkills(); if(hlu.skills.size() == 0) { sendAndApply(&hlu); levelUpHero(hero); } else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically { sendAndApply(&hlu); levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand)); } else if(hlu.skills.size() > 1) { auto levelUpQuery = std::make_shared(hlu); hlu.queryID = levelUpQuery->queryID; queries.addQuery(levelUpQuery); sendAndApply(&hlu); //level up will be called on query reply } } void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill) { SetCommanderProperty scp; auto hero = dynamic_cast(c->armyObj); if (hero) scp.heroid = hero->id; else { complain ("Commander is not led by hero!"); return; } scp.accumulatedBonus.subtype = 0; scp.accumulatedBonus.additionalInfo = 0; scp.accumulatedBonus.duration = Bonus::PERMANENT; scp.accumulatedBonus.turnsRemain = 0; scp.accumulatedBonus.source = Bonus::COMMANDER; scp.accumulatedBonus.valType = Bonus::BASE_NUMBER; if (skill <= ECommander::SPELL_POWER) { scp.which = SetCommanderProperty::BONUS; auto difference = [](std::vector< std::vector > skillLevels, std::vector secondarySkills, int skill)->int { int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0); }; switch (skill) { case ECommander::ATTACK: scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL; scp.accumulatedBonus.subtype = PrimarySkill::ATTACK; break; case ECommander::DEFENSE: scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL; scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE; break; case ECommander::HEALTH: scp.accumulatedBonus.type = Bonus::STACK_HEALTH; scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE; break; case ECommander::DAMAGE: scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE; scp.accumulatedBonus.subtype = 0; scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE; break; case ECommander::SPEED: scp.accumulatedBonus.type = Bonus::STACKS_SPEED; break; case ECommander::SPELL_POWER: scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE; scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE); sendAndApply (&scp); //additional pack scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER; scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level sendAndApply (&scp); //additional pack scp.accumulatedBonus.type = Bonus::CASTS; scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS); sendAndApply (&scp); //additional pack scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally break; } scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill); sendAndApply (&scp); scp.which = SetCommanderProperty::SECONDARY_SKILL; scp.additionalInfo = skill; scp.amount = c->secondarySkills.at(skill) + 1; sendAndApply (&scp); } else if (skill >= 100) { scp.which = SetCommanderProperty::SPECIAL_SKILL; scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first; scp.additionalInfo = skill; //unnormalized sendAndApply (&scp); } expGiven(hero); } void CGameHandler::levelUpCommander(const CCommanderInstance * c) { if (!c->gainsLevel()) { return; } CommanderLevelUp clu; auto hero = dynamic_cast(c->armyObj); if (hero) clu.hero = hero; else { complain ("Commander is not led by hero!"); return; } //picking sec. skills for choice for (int i = 0; i <= ECommander::SPELL_POWER; ++i) { if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL) clu.skills.push_back(i); } int i = 100; for (auto specialSkill : VLC->creh->skillRequirements) { if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL && !vstd::contains (c->specialSKills, i)) clu.skills.push_back (i); ++i; } int skillAmount = clu.skills.size(); if(!skillAmount) { sendAndApply(&clu); levelUpCommander(c); } else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically { sendAndApply(&clu); levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator())); } else if(skillAmount > 1) //apply and ask for secondary skill { auto commanderLevelUp = std::make_shared(clu); clu.queryID = commanderLevelUp->queryID; queries.addQuery(commanderLevelUp); sendAndApply(&clu); } } void CGameHandler::expGiven(const CGHeroInstance *hero) { if(hero->gainsLevel()) levelUpHero(hero); else if(hero->commander && hero->commander->gainsLevel()) levelUpCommander(hero->commander); //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel()) // levelUpCommander(hero->commander); // else // levelUpHero(hero); } void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs) { if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached { if (gs->map->levelLimit != 0) { TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit); TExpType resultingExp = abs ? val : hero->exp + val; if (resultingExp > expLimit) { // set given experience to max possible, but don't decrease if hero already over top abs = true; val = std::max(expLimit, hero->exp); InfoWindow iw; iw.player = hero->tempOwner; iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP iw.text.addReplacement(hero->name); sendAndApply(&iw); } } } SetPrimSkill sps; sps.id = hero->id; sps.which = which; sps.abs = abs; sps.val = val; sendAndApply(&sps); //only for exp - hero may level up if (which == PrimarySkill::EXPERIENCE) { if(hero->commander && hero->commander->alive) { //FIXME: trim experience according to map limit? SetCommanderProperty scp; scp.heroid = hero->id; scp.which = SetCommanderProperty::EXPERIENCE; scp.amount = val; sendAndApply (&scp); CBonusSystemNode::treeHasChanged(); } expGiven(hero); } } void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ ) { SetSecSkill sss; sss.id = hero->id; sss.which = which; sss.val = val; sss.abs = abs; sendAndApply(&sss); if(which == SecondarySkill::WISDOM) { if(hero && hero->visitedTown) giveSpells(hero->visitedTown, hero); } } void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) { LOG_TRACE(logGlobal); //Fill BattleResult structure with exp info giveExp(*battleResult.data); if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped { if (hero1) battleResult.data->exp[1] += 500; if (hero2) battleResult.data->exp[0] += 500; } if (hero1) battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill if (hero2) battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]); const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject; const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject; const BattleResult::EResult result = battleResult.get()->result; auto findBattleQuery = [this]() -> std::shared_ptr { for(auto &q : queries.allQueries()) { if(auto bq = std::dynamic_pointer_cast(q)) if(bq->bi == gs->curB) return bq; } return std::shared_ptr(); }; auto battleQuery = findBattleQuery(); if(!battleQuery) { logGlobal->errorStream() << "Cannot find battle query!"; if(gs->initialOpts->mode == StartInfo::DUEL) { battleQuery = std::make_shared(gs->curB); } } if(battleQuery != queries.topQuery(gs->curB->sides[0].color)) complain("Player " + boost::lexical_cast(gs->curB->sides[0].color) + " although in battle has no battle query at the top!"); battleQuery->result = *battleResult.data; //Check how many battle queries were created (number of players blocked by battle) const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0; finishingBattle = make_unique(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers); CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle if(finishingBattle->duel) { duelFinished(); sendAndApply(battleResult.data); //after this point casualties objects are destroyed return; } ChangeSpells cs; //for Eagle Eye if(finishingBattle->winnerHero) { if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE)) { int maxLevel = eagleEyeLevel + 1; double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE); for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory) if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && gs->getRandomGenerator().nextInt(99) < eagleEyeChance) cs.spells.insert(sp->id); } } std::vector arts; //display them in window if(result == BattleResult::NORMAL && finishingBattle->winnerHero) { auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma) { arts.push_back(art); ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero)); sendAndApply(ma); }; if(finishingBattle->loserHero) { //TODO: wrap it into a function, somehow (boost::variant -_-) auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; for (auto artSlot : artifactsWorn) { MoveArtifact ma; ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first); const CArtifactInstance * art = ma.src.getArt(); if(art && !art->artType->isBig() && art->artType->id != ArtifactID::SPELLBOOK) // don't move war machines or locked arts (spellbook) { sendMoveArtifact(art, &ma); } } while(!finishingBattle->loserHero->artifactsInBackpack.empty()) { //we assume that no big artifacts can be found MoveArtifact ma; ma.src = ArtifactLocation(finishingBattle->loserHero, ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning const CArtifactInstance * art = ma.src.getArt(); if(art->artType->id != ArtifactID::GRAIL) //grail may not be won { sendMoveArtifact(art, &ma); } } if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero? { artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn; for(auto artSlot : artifactsWorn) { MoveArtifact ma; ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first); const CArtifactInstance * art = ma.src.getArt(); if (art && !art->artType->isBig()) { sendMoveArtifact(art, &ma); } } } } for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks) { auto artifactsWorn = armySlot.second->artifactsWorn; for (auto artSlot : artifactsWorn) { MoveArtifact ma; ma.src = ArtifactLocation(armySlot.second, artSlot.first); const CArtifactInstance * art = ma.src.getArt(); if (art && !art->artType->isBig()) { sendMoveArtifact(art, &ma); } } } } sendAndApply(battleResult.data); //after this point casualties objects are destroyed if(arts.size()) //display loot { InfoWindow iw; iw.player = finishingBattle->winnerHero->tempOwner; iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact for(auto art : arts) //TODO; separate function to display loot for various ojects? { iw.components.push_back(Component( Component::ARTIFACT, art->artType->id, art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0)); if(iw.components.size() >= 14) { sendAndApply(&iw); iw.components.clear(); } } if(iw.components.size()) { sendAndApply(&iw); } } //Eagle Eye secondary skill handling if(!cs.spells.empty()) { cs.learn = 1; cs.hid = finishingBattle->winnerHero->id; InfoWindow iw; iw.player = finishingBattle->winnerHero->tempOwner; iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s iw.text.addReplacement(finishingBattle->winnerHero->name); std::ostringstream names; for(int i = 0; i < cs.spells.size(); i++) { names << "%s"; if(i < cs.spells.size() - 2) names << ", "; else if(i < cs.spells.size() - 1) names << "%s"; } names << "."; iw.text.addReplacement(names.str()); auto it = cs.spells.begin(); for(int i = 0; i < cs.spells.size(); i++, it++) { iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum()); if(i == cs.spells.size() - 2) //we just added pre-last name iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and " iw.components.push_back(Component(Component::SPELL, *it, 0, 0)); } sendAndApply(&iw); sendAndApply(&cs); } cab1.updateArmy(this); cab2.updateArmy(this); //take casualties after battle is deleted //if one hero has lost we will erase him if(battleResult.data->winner!=0 && hero1) { RemoveObject ro(hero1->id); sendAndApply(&ro); } if(battleResult.data->winner!=1 && hero2) { auto town = hero2->visitedTown; RemoveObject ro(hero2->id); sendAndApply(&ro); if(town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance town->battleFinished(hero1, *battleResult.get()); } //give exp if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0) changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]); else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1) changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]); queries.popIfTop(battleQuery); //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above) } void CGameHandler::battleAfterLevelUp( const BattleResult &result ) { LOG_TRACE(logGlobal); finishingBattle->remainingBattleQueriesCount--; logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount; if(finishingBattle->remainingBattleQueriesCount > 0) //Battle results will be handled when all battle queries are closed return; //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible // but the battle consequences are applied after final player is unblocked. Hard to abuse... // Still, it looks like a hole. // Necromancy if applicable. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor(); // Give raised units to winner and show dialog, if any were raised, // units will be given after casualties are taken const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID(); if (necroSlot != SlotID()) { finishingBattle->winnerHero->showNecromancyDialog(raisedStack); addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count); } BattleResultsApplied resultsApplied; resultsApplied.player1 = finishingBattle->victor; resultsApplied.player2 = finishingBattle->loser; sendAndApply(&resultsApplied); setBattle(nullptr); if(visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty()) { logGlobal->traceStream() << "post-victory visit"; visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero); } visitObjectAfterVictory = false; //handle victory/loss of engaged players std::set playerColors = {finishingBattle->loser, finishingBattle->victor}; checkVictoryLossConditions(playerColors); if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered { SetAvailableHeroes sah; sah.player = finishingBattle->loser; sah.hid[0] = finishingBattle->loserHero->subID; if(result.result == BattleResult::ESCAPE) //retreat { sah.army[0].clear(); sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1); } if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0)) sah.hid[1] = another->subID; else sah.hid[1] = -1; sendAndApply(&sah); } if(result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()) { RemoveObject ro(finishingBattle->winnerHero->id); sendAndApply(&ro); if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS) { SetAvailableHeroes sah; sah.player = finishingBattle->victor; sah.hid[0] = finishingBattle->winnerHero->subID; sah.army[0].clear(); sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1); if(const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0)) sah.hid[1] = another->subID; else sah.hid[1] = -1; sendAndApply(&sah); } } } void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex) { bat.bsa.clear(); bat.stackAttacking = att->ID; const int attackerLuck = att->LuckVal(); auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); }; if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck)) { if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck) { bat.flags |= BattleAttack::LUCKY; } if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled { if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck)) { bat.flags |= BattleAttack::UNLUCKY; } } } if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE)) { bat.flags |= BattleAttack::DEATH_BLOW; } if(att->getCreature()->idNumber == CreatureID::BALLISTA) { static const int artilleryLvlToChance[] = {0, 50, 75, 100}; const CGHeroInstance * owner = gs->curB->getHero(att->owner); int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)]; if(chance > gs->getRandomGenerator().nextInt(99)) { bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG; } } // only primary target applyBattleEffects(bat, att, def, distance, false); if (!bat.shot()) //multiple-hex attack - only in meele { std::set attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target for(const CStack * stack : attackedCreatures) { if (stack != def) //do not hit same stack twice { applyBattleEffects(bat, att, stack, distance, true); } } } const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK)); if (bonus && (bat.shot())) //TODO: make it work in melee? { //this is need for displaying hit animation bat.flags |= BattleAttack::SPELL_LIKE; bat.spellID = SpellID(bonus->subtype); //TODO: should spell override creature`s projectile? std::set attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att->owner, bonus->val, targetHex, att); //TODO: get exact attacked hex for defender for(const CStack * stack : attackedCreatures) { if (stack != def) //do not hit same stack twice { applyBattleEffects(bat, att, stack, distance, true); } } //now add effect info for all attacked stacks for(BattleStackAttacked & bsa : bat.bsa) { if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield { //this is need for displaying affect animation bsa.flags |= BattleStackAttacked::SPELL_EFFECT; bsa.spellID = SpellID(bonus->subtype); } } } } void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack { BattleStackAttacked bsa; if (secondary) bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities bsa.attackerID = att->ID; bsa.stackAttacked = def->ID; bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), gs->getRandomGenerator()); def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties //life drain handling if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving()) { StacksHealedOrResurrected shi; shi.lifeDrain = true; shi.tentHealing = false; shi.drainedFrom = def->ID; StacksHealedOrResurrected::HealInfo hi; hi.stackID = att->ID; hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true); hi.lowLevelResurrection = false; shi.healedStacks.push_back(hi); if (hi.healedHP > 0) { bsa.healedStacks.push_back(shi); } } bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated //fire shield handling if(!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY)) { // TODO: Fire sheild damage should be calculated separately after BattleAttack applied. // Currently it's looks like attacking stack damage itself with defenders fire shield. // So no separate message on spell damge in log and expirience calculation is likely wrong too. BattleStackAttacked bsa2; bsa2.stackAttacked = att->ID; //invert bsa2.attackerID = def->ID; bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker bsa2.effect = 11; bsa2.damageAmount = (std::min(def->totalHelth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense att->prepareAttacked(bsa2, gameState()->getRandomGenerator()); bat.bsa.push_back(bsa2); } } void CGameHandler::handleConnection(std::set players, CConnection &c) { setThreadName("CGameHandler::handleConnection"); try { while(1)//server should never shut connection first //was: while(!end2) { CPack *pack = nullptr; PlayerColor player = PlayerColor::NEUTRAL; si32 requestID = -999; int packType = 0; { boost::unique_lock lock(*c.rmx); c >> player >> requestID >> pack; //get the package if(!pack) { logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player; } packType = typeList.getTypeID(pack); //get the id of type logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n") % requestID % player.getNum() % packType % typeid(*pack).name(); } //prepare struct informing that action was applied auto sendPackageResponse = [&](bool succesfullyApplied) { PackageApplied applied; applied.player = player; applied.result = succesfullyApplied; applied.packType = packType; applied.requestID = requestID; boost::unique_lock lock(*c.wmx); c << &applied; }; CBaseForGHApply *apply = applier->apps[packType]; //and appropriate applier object if(isBlockedByQueries(pack, player)) { sendPackageResponse(false); } else if(apply) { const bool result = apply->applyOnGH(this,&c,pack, player); if(!result) { complain((boost::format("Got false in applying %s... that request must have been fishy!") % typeid(*pack).name()).str()); } logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!"; sendPackageResponse(true); } else { logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!"; sendPackageResponse(false); } vstd::clear_pointer(pack); } } catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection { assert(!c.connected); //make sure that connection has been marked as broken logGlobal->errorStream() << e.what(); end2 = true; } catch(...) { end2 = true; handleException(); throw; } logGlobal->errorStream() << "Ended handling connection"; } int CGameHandler::moveStack(int stack, BattleHex dest) { int ret = 0; const CStack *curStack = gs->curB->battleGetStackByID(stack), *stackAtEnd = gs->curB->battleGetStackByPos(dest); assert(curStack); assert(dest < GameConstants::BFIELD_SIZE); if (gs->curB->tacticDistance) { assert(gs->curB->isInTacticRange(dest)); } auto start = curStack->position; if(start == dest) return 0; //initing necessary tables auto accessibility = getAccesibility(curStack); //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there) if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack)) { if(curStack->attackerOwned) { if(accessibility.accessible(dest+1, curStack)) dest += BattleHex::RIGHT; } else { if(accessibility.accessible(dest-1, curStack)) dest += BattleHex::LEFT; } } if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack)) { complain("Given destination is not accessible!"); return 0; } bool canUseGate = false; auto dbState = gs->curB->si.gateState; if(battleGetSiegeLevel() > 0 && !curStack->attackerOwned && dbState != EGateState::DESTROYED && dbState != EGateState::BLOCKED) { canUseGate = true; } std::pair< std::vector, int > path = gs->curB->getPath(start, dest, curStack); ret = path.second; int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(); auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool { if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE) return true; if(hex == ESiegeHex::GATE_OUTER) return true; if(hex == ESiegeHex::GATE_INNER) return true; return false; }; auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool { if(isGateDrawbridgeHex(hex)) return true; if(curStack->doubleWide()) { BattleHex otherHex = curStack->occupiedHex(hex); if(otherHex.isValid() && isGateDrawbridgeHex(otherHex)) return true; } return false; }; if(curStack->hasBonusOfType(Bonus::FLYING)) { if(path.second <= creSpeed && path.first.size() > 0) { if(canUseGate && dbState != EGateState::OPENED && occupyGateDrawbridgeHex(dest)) { BattleUpdateGateState db; db.state = EGateState::OPENED; sendAndApply(&db); } //inform clients about move BattleStackMoved sm; sm.stack = curStack->ID; std::vector tiles; tiles.push_back(path.first[0]); sm.tilesToMove = tiles; sm.distance = path.second; sm.teleporting = false; sendAndApply(&sm); } } else //for non-flying creatures { std::shared_ptr obstacle, obstacle2; //obstacle that interrupted movement std::vector tiles; const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0); int v = path.first.size()-1; path.first.push_back(start); // check if gate need to be open or closed at some point BattleHex openGateAtHex, gateMayCloseAtHex; if(canUseGate) { for(int i = path.first.size()-1; i >= 0; i--) { auto needOpenGates = [&](BattleHex hex) -> bool { if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE) return true; if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER) return true; else if(hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER) return true; return false; }; auto hex = path.first[i]; if(!openGateAtHex.isValid() && dbState != EGateState::OPENED) { if(needOpenGates(hex)) openGateAtHex = path.first[i+1]; //TODO we need find batter way to handle double-wide stacks //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. if(curStack->doubleWide()) { BattleHex otherHex = curStack->occupiedHex(hex); if(otherHex.isValid() && needOpenGates(otherHex)) openGateAtHex = path.first[i+2]; } //gate may be opened and then closed during stack movement, but not other way around if(openGateAtHex.isValid()) dbState = EGateState::OPENED; } if(!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED) { if(hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER) { gateMayCloseAtHex = path.first[i-1]; } if(gs->curB->town->subID == ETownType::FORTRESS) { if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER) { gateMayCloseAtHex = path.first[i-1]; } else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER && path.first[i-1] != ESiegeHex::GATE_BRIDGE) { gateMayCloseAtHex = path.first[i-1]; } } else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER) { gateMayCloseAtHex = path.first[i-1]; } } } } bool stackIsMoving = true; while(stackIsMoving) { if(verror("Movement terminated abnormally"); break; } bool gateStateChanging = false; //special handling for opening gate on from starting hex if(openGateAtHex.isValid() && openGateAtHex == start) gateStateChanging = true; else { for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v) { BattleHex hex = path.first[v]; tiles.push_back(hex); if((openGateAtHex.isValid() && openGateAtHex == hex) || (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex)) { gateStateChanging = true; } //if we walked onto something, finalize this portion of stack movement check into obstacle if((obstacle = battleGetObstacleOnPos(hex, false))) obstacleHit = true; if(curStack->doubleWide()) { BattleHex otherHex = curStack->occupiedHex(hex); //two hex creature hit obstacle by backside if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false)))) obstacleHit = true; } } } if(tiles.size() > 0) { //commit movement BattleStackMoved sm; sm.stack = curStack->ID; sm.distance = path.second; sm.teleporting = false; sm.tilesToMove = tiles; sendAndApply(&sm); tiles.clear(); } //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end if(curStack->position != dest) { auto processObstacle = [&](std::shared_ptr & obs) { if(obs) { handleDamageFromObstacle(*obs, curStack); //if stack die in explosion or interrupted by obstacle, abort movement if(obs->stopsMovement() || !curStack->alive()) stackIsMoving = false; obs.reset(); } }; processObstacle(obstacle); if(curStack->alive()) processObstacle(obstacle2); if(gateStateChanging) { if(curStack->position == openGateAtHex) { openGateAtHex = BattleHex(); //only open gate if stack is still alive if(curStack->alive()) { BattleUpdateGateState db; db.state = EGateState::OPENED; sendAndApply(&db); } } else if(curStack->position == gateMayCloseAtHex) { gateMayCloseAtHex = BattleHex(); updateGateState(); } } } else //movement finished normally: we reached destination stackIsMoving = false; } } //handling obstacle on the final field (separate, because it affects both flying and walking stacks) if(curStack->alive()) { if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false)) { handleDamageFromObstacle(*theLastObstacle, curStack); } } if(curStack->alive() && curStack->doubleWide()) { BattleHex otherHex = curStack->occupiedHex(curStack->position); if(otherHex.isValid()) if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false)) { //two hex creature hit obstacle by backside handleDamageFromObstacle(*theLastObstacle, curStack); } } return ret; } CGameHandler::CGameHandler(void) { QID = 1; //gs = nullptr; IObjectInterface::cb = this; applier = new CApplier; registerTypesServerPacks(*applier); visitObjectAfterVictory = false; queries.gh = this; spellEnv = new ServerSpellCastEnvironment(this); } CGameHandler::~CGameHandler(void) { delete spellEnv; delete applier; applier = nullptr; delete gs; } void CGameHandler::init(StartInfo *si) { if(si->seedToBeUsed == 0) { si->seedToBeUsed = std::time(nullptr); } gs = new CGameState(); logGlobal->infoStream() << "Gamestate created!"; gs->init(si); logGlobal->infoStream() << "Gamestate initialized!"; // reset seed, so that clients can't predict any following random values gs->getRandomGenerator().resetSeed(); for(auto & elem : gs->players) { states.addPlayer(elem.first); } } static bool evntCmp(const CMapEvent &a, const CMapEvent &b) { return a.earlierThan(b); } void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false) {// bool forced = true - if creature should be replaced, if false - only if no creature was set const PlayerState *p = gs->getPlayer(town->tempOwner); if(!p) { logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos; return; } if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature { SetAvailableCreatures ssi; ssi.tid = town->id; ssi.creatures = town->creatures; ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one const std::vector > &dwellings = p->dwellings; if (dwellings.empty())//no dwellings - just remove { sendAndApply(&ssi); return; } auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator()); // for multi-creature dwellings like Golem Factory auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0]; if(clear) { ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2); } else { ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth; } ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId); sendAndApply(&ssi); } } void CGameHandler::newTurn() { logGlobal->traceStream() << "Turn " << gs->day+1; NewTurn n; n.specialWeek = NewTurn::NO_ACTION; n.creatureid = CreatureID::NONE; n.day = gs->day + 1; bool firstTurn = !getDate(Date::DAY); bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched bool newMonth = getDate(Date::DAY_OF_MONTH) == 28; std::map hadGold;//starting gold - for buildings like dwarven treasury if (firstTurn) { for (auto obj : gs->map->objects) { if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point { changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0); } } } if (newWeek && !firstTurn) { n.specialWeek = NewTurn::NORMAL; bool deityOfFireBuilt = false; for(const CGTownInstance *t : gs->map->towns) { if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO)) { deityOfFireBuilt = true; break; } } if(deityOfFireBuilt) { n.specialWeek = NewTurn::DEITYOFFIRE; n.creatureid = CreatureID::IMP; } else { int monthType = gs->getRandomGenerator().nextInt(99); if(newMonth) //new month { if (monthType < 40) //double growth { n.specialWeek = NewTurn::DOUBLE_GROWTH; if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS) { std::pair newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator())); n.creatureid = newMonster.second; } else if(VLC->creh->doubledCreatures.size()) { const std::vector doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end()); n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator()); } else { complain("Cannot find creature that can be spawned!"); n.specialWeek = NewTurn::NORMAL; } } else if (monthType < 50) n.specialWeek = NewTurn::PLAGUE; } else //it's a week, but not full month { if (monthType < 25) { n.specialWeek = NewTurn::BONUS_GROWTH; //+5 std::pair newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator())); //TODO do not pick neutrals n.creatureid = newMonster.second; } } } } std::map > pool = gs->hpool.heroesPool; for(auto& hp : pool) { auto hero = hp.second; if(hero->isInitialized() && hero->stacks.size()) { // reset retreated or surrendered heroes auto maxmove = hero->maxMovePoints(true); // if movement is greater than maxmove, we should decrease it if(hero->movement != maxmove || hero->mana < hero->manaLimit()) { NewTurn::Hero hth; hth.id = hero->id; hth.move = maxmove; hth.mana = hero->getManaNewTurn(); n.heroes.insert(hth); } } } for (auto & elem : gs->players) { if(elem.first == PlayerColor::NEUTRAL) continue; else if(elem.first >= PlayerColor::PLAYER_LIMIT) assert(0); //illegal player number! std::pair playerGold(elem.first, elem.second.resources.at(Res::GOLD)); hadGold.insert(playerGold); if(newWeek) //new heroes in tavern { SetAvailableHeroes sah; sah.player = elem.first; //pick heroes and their armies CHeroClass *banned = nullptr; for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++) { //first hero - native if possible, second hero -> any other class if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned)) { sah.hid[j] = h->subID; h->initArmy(&sah.army[j]); banned = h->type->heroClass; } else { sah.hid[j] = -1; } } sendAndApply(&sah); } n.res[elem.first] = elem.second.resources; for(CGHeroInstance *h : (elem).second.heroes) { if(h->visitedTown) giveSpells(h->visitedTown, h); NewTurn::Hero hth; hth.id = h->id; auto ti = make_unique(h, 1); // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356 hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get()); hth.mana = h->getManaNewTurn(); n.heroes.insert(hth); if(!firstTurn) //not first day { n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++) { n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k); } } } } for(CGTownInstance *t : gs->map->towns) { PlayerColor player = t->tempOwner; handleTownEvents(t, n); if(newWeek) //first day of week { if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON)) setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning if(!firstTurn) if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT) n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold if (!vstd::contains(n.cres, t->id)) { n.cres[t->id].tid = t->id; n.cres[t->id].creatures = t->creatures; } auto & sac = n.cres.at(t->id); for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths { if (!t->creatures.at(k).second.empty()) // there are creatures at this level { ui32 &availableCount = sac.creatures.at(k).first; const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back()); if (n.specialWeek == NewTurn::PLAGUE) availableCount = t->creatures.at(k).first / 2; //halve their number, no growth else { if(firstTurn) //first day of game: use only basic growths availableCount = cre->growth; else availableCount += t->creatureGrowth(k); //Deity of fire week - upgrade both imps and upgrades if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid)) availableCount += 15; if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures { if(n.specialWeek == NewTurn::DOUBLE_GROWTH) availableCount *= 2; else if(n.specialWeek == NewTurn::BONUS_GROWTH) availableCount += 5; } } } } } if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral { n.res[player] = n.res[player] + t->dailyIncome(); } if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER)) { // Skyship, probably easier to handle same as Veil of darkness //do it every new day after veils apply if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player { FoWChange fw; fw.mode = 1; fw.player = player; // find all hidden tiles const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap; for (size_t i=0; ihasBonusOfType (Bonus::DARKNESS)) { for (auto & player : gameState()->players) { if (getPlayerStatus(player.first) == EPlayerStatus::INGAME && getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES) changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true); } } } if(newMonth) { SetAvailableArtifacts saa; saa.id = -1; pickAllowedArtsSet(saa.arts); sendAndApply(&saa); } sendAndApply(&n); if(newWeek) { //spawn wandering monsters if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE)) { spawnWanderingMonsters(n.creatureid); } //new week info popup if(!firstTurn) { InfoWindow iw; switch (n.specialWeek) { case NewTurn::DOUBLE_GROWTH: iw.text.addTxt(MetaString::ARRAY_TXT, 131); iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid); iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid); break; case NewTurn::PLAGUE: iw.text.addTxt(MetaString::ARRAY_TXT, 132); break; case NewTurn::BONUS_GROWTH: iw.text.addTxt(MetaString::ARRAY_TXT, 134); iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid); iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid); break; case NewTurn::DEITYOFFIRE: iw.text.addTxt(MetaString::ARRAY_TXT, 135); iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp iw.text.addReplacement2(15); //%+d 15 iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar iw.text.addReplacement2(15); //%+d 15 break; default: if (newMonth) { iw.text.addTxt(MetaString::ARRAY_TXT, (130)); iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41)); } else { iw.text.addTxt(MetaString::ARRAY_TXT, (133)); iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57)); } } for (auto & elem : gs->players) { iw.player = elem.first; sendAndApply(&iw); } } } logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!"; handleTimeEvents(); //call objects for(auto & elem : gs->map->objects) { if(elem) elem->newTurn(); } synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that } void CGameHandler::run(bool resume) { LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume); using namespace boost::posix_time; for(CConnection *cc : conns) { if(!resume) { (*cc) << gs->initialOpts; // gs->scenarioOps } std::set players; (*cc) >> players; //how many players will be handled at that client std::stringstream sbuffer; sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: "; for(PlayerColor color : players) { sbuffer << color << " "; { boost::unique_lock lock(gsm); connections[color] = cc; } } logGlobal->infoStream() << sbuffer.str(); cc->addStdVecItems(gs); cc->enableStackSendingByID(); cc->disableSmartPointerSerialization(); } for(auto & elem : conns) { std::set pom; for(auto j = connections.cbegin(); j!=connections.cend();j++) if(j->second == elem) pom.insert(j->first); boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem))); } if(gs->scenarioOps->mode == StartInfo::DUEL) { runBattle(); end2 = true; while(conns.size() && (*conns.begin())->isOpen()) boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket return; } auto playerTurnOrder = generatePlayerTurnOrder(); while(!end2) { if(!resume) newTurn(); std::list::iterator it; if(resume) { it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer); } else { it = playerTurnOrder.begin(); } resume = false; for (; it != playerTurnOrder.end(); it++) { auto playerColor = *it; PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value if (playerState->status == EPlayerStatus::INGAME) { //if player runs out of time, he shouldn't get the turn (especially AI) checkVictoryLossConditionsForAll(); if (gs->players[playerColor].status != EPlayerStatus::INGAME) { //player lost at the beginning of his turn continue; } else //give normal turn { states.setFlag(playerColor, &PlayerStatus::makingTurn, true); YourTurn yt; yt.player = playerColor; //Change local daysWithoutCastle counter for local interface message //TODO: needed? yt.daysWithoutCastle = playerState->daysWithoutCastle; applyAndSend(&yt); //wait till turn is done boost::unique_lock lock(states.mx); while (states.players.at(playerColor).makingTurn && !end2) { static time_duration p = milliseconds(100); states.cv.timed_wait(lock, p); } } } } //additional check that game is not finished bool activePlayer = false; for(auto player : playerTurnOrder) { if(gs->players[player].status == EPlayerStatus::INGAME) activePlayer = true; } if(!activePlayer) end2 = true; } while(conns.size() && (*conns.begin())->isOpen()) boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket } std::list CGameHandler::generatePlayerTurnOrder() const { // Generate player turn order std::list playerTurnOrder; for(const auto & player : gs->players) // add human players first { if(player.second.human) playerTurnOrder.push_back(player.first); } for(const auto & player : gs->players) // then add non-human players { if(!player.second.human) playerTurnOrder.push_back(player.first); } return playerTurnOrder; } void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town ) { battleResult.set(nullptr); //send info about battles BattleStart bs; bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town); sendAndApply(&bs); } void CGameHandler::checkBattleStateChanges() { //check if drawbridge state need to be changes if(battleGetSiegeLevel() > 0) updateGateState(); //check if battle ended if(auto result = battleIsFinished()) { setBattleResult(BattleResult::NORMAL, *result); } } void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h) { if(!h->hasSpellbook()) return; //hero hasn't spellbook ChangeSpells cs; cs.hid = h->id; cs.learn = true; if(t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1)) { // Aurora Borealis give spells of all levels even if only level 1 mages guild built for(int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++) { std::vector spells; getAllowedSpells(spells, i+1); for(auto & spell : spells) cs.spells.insert(spell); } } else { for(int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++) { for(int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++) { if(!vstd::contains(h->spells, t->spells.at(i).at(j))) cs.spells.insert(t->spells.at(i).at(j)); } } } if(!cs.spells.empty()) sendAndApply(&cs); } void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv) { SetObjectProperty sop(objid,2,bv); sendAndApply(&sop); } bool CGameHandler::removeObject( const CGObjectInstance * obj ) { if(!obj || !getObj(obj->id)) { logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!"; return false; } RemoveObject ro; ro.id = obj->id; sendAndApply(&ro); checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function) return true; } void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val) { SetObjectProperty sop(objid,3,val); sendAndApply(&sop); } bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ ) { const CGHeroInstance *h = getHero(hid); 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) ) { logGlobal->errorStream() << "Illegal call to move hero!"; return false; } logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst; const int3 hmpos = CGHeroInstance::convertPosition(dst, false); if(!gs->map->isInTheMap(hmpos)) { logGlobal->errorStream() << "Destination tile is outside the map!"; return false; } const TerrainTile t = *gs->getTile(hmpos); const int3 guardPos = gs->guardingCreaturePosition(hmpos); const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT; const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked; //result structure for start - movement failed, no move points used TryMoveHero tmh; tmh.id = hid; tmh.start = h->pos; tmh.end = dst; tmh.result = TryMoveHero::FAILED; tmh.movePoints = h->movement; //check if destination tile is available auto ti = make_unique(h); const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT); const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING); const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get()); //it's a rock or blocked and not visitable tile //OR hero is on land and dest is water and (there is not present only one object - boat) if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly)) && complain("Cannot move hero, destination tile is blocked!")) || ((!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) && complain("Cannot move hero, destination tile is on water!")) || ((h->boat && t.terType != ETerrainType::WATER && t.blocked) && complain("Cannot disembark hero, tile is blocked!")) || ( (distance(h->pos, dst) >= 1.5 && !teleporting) && complain("Tiles are not neighboring!")) || ( (h->inTownGarrison) && complain("Can not move garrisoned hero!")) || ((h->movement < cost && dst != h->pos && !teleporting) && complain("Hero doesn't have any movement points left!")) || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj())) && complain("Hero cannot transit over this tile!")) /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle) && complain("Cannot move hero during the battle"))*/) { //send info about movement failure sendAndApply(&tmh); return false; } //several generic blocks of code // should be called if hero changes tile but before applying TryMoveHero package auto leaveTile = [&]() { for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects) { obj->onHeroLeave(h); } this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1); }; auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards, EVisitDest visitDest, ELEaveTile leavingTile) -> bool { LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end); auto moveQuery = std::make_shared(tmh, h); queries.addQuery(moveQuery); if(leavingTile == LEAVING_TILE) leaveTile(); tmh.result = result; sendAndApply(&tmh); if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id) { // Hero should be always able to visit any object he staying on even if there guards around visitObjectOnTile(t, h); } else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos)) { tmh.attackedFrom = guardPos; const TerrainTile &guardTile = *gs->getTile(guardPos); objectVisited(guardTile.visitableObjects.back(), h); moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST; } else if(visitDest == VISIT_DEST) { visitObjectOnTile(t, h); } queries.popIfTop(moveQuery); logGlobal->traceStream() << "Hero " << h->name << " ends movement"; return result != TryMoveHero::FAILED; }; //interaction with blocking object (like resources) auto blockingVisit = [&]() -> bool { for(CGObjectInstance *obj : t.visitableObjects) { if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner)) { return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE); //this-> is needed for MVS2010 to recognize scope (?) } } return false; }; if(!transit && embarking) { tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get()); return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE); // In H3 embark ignore guards } if(disembarking) { tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get()); return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE); } if(teleporting) { if(blockingVisit()) // e.g. hero on the other side of teleporter return true; doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE); // visit town for town portal \ castle gates // do not use generic visitObjectOnTile to avoid double-teleporting // if this moveHero call was triggered by teleporter if (!t.visitableObjects.empty()) { if (CGTownInstance * town = dynamic_cast(t.visitableObjects.back())) town->onHeroVisit(h); } return true; } //still here? it is standard movement! { tmh.movePoints = h->movement >= cost ? h->movement - cost : 0; EGuardLook lookForGuards = CHECK_FOR_GUARDS; EVisitDest visitDest = VISIT_DEST; if(transit) { if(CGTeleport::isTeleport(t.topVisitableObj())) visitDest = DONT_VISIT_DEST; if(canFly) { lookForGuards = IGNORE_GUARDS; visitDest = DONT_VISIT_DEST; } } else if(blockingVisit()) return true; doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE); return true; } } bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/) { const CGHeroInstance *h = getHero(hid); const CGTownInstance *t = getTown(dstid); if ( !h || !t || h->getOwner() != gs->currentPlayer ) logGlobal->errorStream() << "Invalid call to teleportHero!"; const CGTownInstance *from = h->visitedTown; if(((h->getOwner() != t->getOwner()) && complain("Cannot teleport hero to another player")) || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)) && complain("Hero must be in town with Castle gate for teleporting")) || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO) && complain("Cannot teleport hero to town without Castle gate in it"))) return false; int3 pos = t->visitablePos(); pos += h->getVisitableOffset(); moveHero(hid,pos,1); return true; } void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner) { PlayerColor oldOwner = getOwner(obj->id); SetObjectProperty sop(obj->id, 1, owner.getNum()); sendAndApply(&sop); std::set playerColors = {owner, oldOwner}; checkVictoryLossConditions(playerColors); if(dynamic_cast(obj)) //town captured { if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player { const CGTownInstance * town = dynamic_cast(obj); if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON)) setPortalDwelling(town, true, false); } if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player { if (gs->getPlayer(oldOwner)->towns.empty())//previous player lost last last town { InfoWindow iw; iw.player = oldOwner; 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. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum()); sendAndApply(&iw); } } } const PlayerState * p = gs->getPlayer(owner); if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured { for(const CGTownInstance *t : gs->getPlayer(owner)->towns) { if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON)) setPortalDwelling(t);//set initial creatures for all portals of summoning } } } void CGameHandler::showBlockingDialog( BlockingDialog *iw ) { auto dialogQuery = std::make_shared(*iw); queries.addQuery(dialogQuery); iw->queryID = dialogQuery->queryID; sendToAllClients(iw); } void CGameHandler::showTeleportDialog( TeleportDialog *iw ) { auto dialogQuery = std::make_shared(*iw); queries.addQuery(dialogQuery); iw->queryID = dialogQuery->queryID; sendToAllClients(iw); } void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion { if(!val) return; //don't waste time on empty call SetResource sr; sr.player = player; sr.resid = which; sr.val = gs->players.find(player)->second.resources.at(which) + val; sendAndApply(&sr); } void CGameHandler::giveResources(PlayerColor player, TResources resources) { for(TResources::nziterator i(resources); i.valid(); i++) giveResource(player, i->resType, i->resVal); } void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) { COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!"); COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!"); COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!"); //first we move creatures to give to make them army of object-source for (auto & elem : creatures.Slots()) { addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count); } tryJoiningArmy(obj, h, remove, true); } void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector &creatures) { std::vector cres = creatures; if (cres.size() <= 0) return; const CArmedInstance* obj = static_cast(getObj(objid)); for(CStackBasicDescriptor &sbd : cres) { TQuantity collected = 0; while(collected < sbd.count) { bool foundSth = false; for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++) { if(i->second->type == sbd.type) { TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can changeStackCount(StackLocation(obj, i->first), -take, false); collected += take; foundSth = true; break; } } if(!foundSth) //we went through the whole loop and haven't found appropriate cres { complain("Unexpected failure during taking creatures!"); return; } } } } void CGameHandler::showCompInfo(ShowInInfobox * comp) { sendToAllClients(comp); } void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) { HeroVisitCastle vc; vc.hid = hero->id; vc.tid = obj->id; vc.flags |= 1; sendAndApply(&vc); vistiCastleObjects (obj, hero); giveSpells (obj, hero); checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact? } void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h) { std::vector::const_iterator i; for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++) (*i)->onHeroVisit (h); } void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) { HeroVisitCastle vc; vc.hid = hero->id; vc.tid = obj->id; sendAndApply(&vc); } void CGameHandler::removeArtifact(const ArtifactLocation &al) { EraseArtifact ea; ea.al = al; sendAndApply(&ea); } void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town) //use hero=nullptr for no hero { engageIntoBattle(army1->tempOwner); engageIntoBattle(army2->tempOwner); static const CArmedInstance *armies[2]; armies[0] = army1; armies[1] = army2; static const CGHeroInstance*heroes[2]; heroes[0] = hero1; heroes[1] = hero2; setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces auto battleQuery = std::make_shared(gs->curB); queries.addQuery(battleQuery); boost::thread(&CGameHandler::runBattle, this); } void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank ) { startBattlePrimary(army1, army2, tile, army1->ID == Obj::HERO ? static_cast(army1) : nullptr, army2->ID == Obj::HERO ? static_cast(army2) : nullptr, creatureBank); } void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank) { startBattleI(army1, army2, army2->visitablePos(), creatureBank); } void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set &spells ) { ChangeSpells cs; cs.hid = hero->id; cs.spells = spells; cs.learn = give; sendAndApply(&cs); } void CGameHandler::sendMessageTo( CConnection &c, const std::string &message ) { SystemMessage sm; sm.text = message; boost::unique_lock lock(*c.wmx); c << &sm; } void CGameHandler::giveHeroBonus( GiveBonus * bonus ) { sendAndApply(bonus); } void CGameHandler::setMovePoints( SetMovePoints * smp ) { sendAndApply(smp); } void CGameHandler::setManaPoints( ObjectInstanceID hid, int val ) { SetMana sm; sm.hid = hid; sm.val = val; sm.absolute = true; sendAndApply(&sm); } void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player ) { GiveHero gh; gh.id = id; gh.player = player; sendAndApply(&gh); } void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags ) { ChangeObjPos cop; cop.objid = objid; cop.nPos = newPos; cop.flags = flags; sendAndApply(&cop); } void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero) { const CGHeroInstance * h1 = getHero(fromHero); const CGHeroInstance * h2 = getHero(toHero); if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) ) { std::swap (h1,h2);//1st hero need to have higher scholar level for correct message std::swap(fromHero, toHero); } int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() ) return;//no scholar skill or no spellbook int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2), h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels ChangeSpells cs1; cs1.learn = true; cs1.hid = toHero;//giving spells to first hero for(auto it : h1->spells) if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet cs1.spells.insert(it);//spell to learn ChangeSpells cs2; cs2.learn = true; cs2.hid = fromHero; for(auto it : h2->spells) if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it)) cs2.spells.insert(it); if (!cs1.spells.empty() || !cs2.spells.empty())//create a message { InfoWindow iw; iw.player = h1->tempOwner; iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0)); iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively, iw.text.addReplacement(h1->name); if (!cs2.spells.empty())//if found new spell - apply { iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns int size = cs2.spells.size(); for(auto it : cs2.spells) { iw.components.push_back(Component(Component::SPELL, it, 1, 0)); iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum()); switch (size--) { case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141); case 1: break; default: iw.text << ", "; } } iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s iw.text.addReplacement(h2->name); sendAndApply(&cs2); } if (!cs1.spells.empty() && !cs2.spells.empty() ) { iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and } if (!cs1.spells.empty()) { iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches int size = cs1.spells.size(); for(auto it : cs1.spells) { iw.components.push_back(Component(Component::SPELL, it, 1, 0)); iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum()); switch (size--) { case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141); case 1: break; default: iw.text << ", "; } } iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s iw.text.addReplacement(h2->name); sendAndApply(&cs1); } sendAndApply(&iw); } } void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) { auto h1 = getHero(hero1), h2 = getHero(hero2); if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner())) { auto exchange = std::make_shared(h1, h2); ExchangeDialog hex; hex.queryID = exchange->queryID; hex.heroes[0] = getHero(hero1); hex.heroes[1] = getHero(hero2); sendAndApply(&hex); useScholarSkill(hero1,hero2); queries.addQuery(exchange); } } void CGameHandler::sendToAllClients( CPackForClient * info ) { logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name(); for(auto & elem : conns) { boost::unique_lock lock(*(elem)->wmx); *elem << info; } } void CGameHandler::sendAndApply(CPackForClient * info) { sendToAllClients(info); gs->apply(info); } void CGameHandler::applyAndSend(CPackForClient * info) { gs->apply(info); sendToAllClients(info); } void CGameHandler::sendAndApply(CGarrisonOperationPack * info) { sendAndApply(static_cast(info)); checkVictoryLossConditionsForAll(); } void CGameHandler::sendAndApply( SetResource * info ) { sendAndApply(static_cast(info)); checkVictoryLossConditionsForPlayer(info->player); } void CGameHandler::sendAndApply( SetResources * info ) { sendAndApply(static_cast(info)); checkVictoryLossConditionsForPlayer(info->player); } void CGameHandler::sendAndApply( NewStructures * info ) { sendAndApply(static_cast(info)); checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner); } void CGameHandler::save(const std::string & filename ) { logGlobal->infoStream() << "Saving to " << filename; const auto stem = FileInfo::GetPathStem(filename); const auto savefname = stem.to_string() + ".vsgm1"; CResourceHandler::get("local")->createResource(savefname); { logGlobal->infoStream() << "Ordering clients to serialize..."; SaveGame sg(savefname); sendToAllClients(&sg); } try { // { // logGlobal->infoStream() << "Serializing game info..."; // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME))); // // char hlp[8] = "VCMISVG"; // // save << hlp; // saveCommonState(save); // } { CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME))); saveCommonState(save); logGlobal->infoStream() << "Saving server state"; save << *this; } logGlobal->infoStream() << "Game has been successfully saved!"; } catch(std::exception &e) { logGlobal->errorStream() << "Failed to save game: " << e.what(); } } void CGameHandler::close() { logGlobal->infoStream() << "We have been requested to close."; if(gs->initialOpts->mode == StartInfo::DUEL) { exit(0); } //for(CConnection *cc : conns) // if(cc && cc->socket && cc->socket->is_open()) // cc->socket->close(); //exit(0); } bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player ) { const CArmedInstance *s1 = static_cast(gs->getObjInstance(id1)), *s2 = static_cast(gs->getObjInstance(id2)); const CCreatureSet &S1 = *s1, &S2 = *s2; StackLocation sl1(s1, p1), sl2(s2, p2); if(!sl1.slot.validSlot() || !sl2.slot.validSlot()) { complain("Invalid slot accessed!"); return false; } if(!isAllowedExchange(id1,id2)) { complain("Cannot exchange stacks between these two objects!\n"); return false; } if(what==1) //swap { if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2))) { complain("Can't take troops from another player!"); return false; } if (sl1.army == sl2.army && sl1.slot == sl2.slot) { complain("Cannot swap stacks - slots are the same!"); return false; } swapStacks(sl1, sl2); } else if(what==2)//merge { if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!")) || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!"))) return false; moveStack(sl1, sl2); } else if(what==3) //split { const int countToMove = val - s2->getStackCount(p2); const int countLeftOnSrc = s1->getStackCount(p1) - countToMove; if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) ) || (s2->tempOwner != player && val < s2->getStackCount(p2) ) ) { complain("Can't move troops of another player!"); return false; } //general conditions checking if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split")) || (val<1 && complain("no creatures to split")) ) { return false; } if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"... { int total = s1->getStackCount(p1) + s2->getStackCount(p2); if( (total < val && complain("Cannot split that stack, not enough creatures!")) || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!")) ) { return false; } moveStack(sl1, sl2, countToMove); //S2.slots[p2]->count = val; //S1.slots[p1]->count = total - val; } else //split one stack to the two { if(s1->getStackCount(p1) < val)//not enough creatures { complain("Cannot split that stack, not enough creatures!"); return false; } moveStack(sl1, sl2, val); } } return true; } PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const { std::set all; for(auto i=connections.cbegin(); i!=connections.cend(); i++) if(i->second == c) all.insert(i->first); switch(all.size()) { case 0: return PlayerColor::NEUTRAL; case 1: return *all.begin(); default: { //if we have more than one player at this connection, try to pick active one if(vstd::contains(all, gs->currentPlayer)) return gs->currentPlayer; else return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it } } } bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos ) { CArmedInstance *s1 = static_cast(gs->getObjInstance(id)); if(!vstd::contains(s1->stacks,pos)) { complain("Illegal call to disbandCreature - no such stack in army!"); return false; } eraseStack(StackLocation(s1, pos)); return true; } bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ ) { const CGTownInstance * t = getTown(tid); if(!t) COMPLAIN_RETF("No such town (ID=%s)!", tid); if(!t->town->buildings.count(requestedID)) COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid); if (t->hasBuilt(requestedID)) COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name); const CBuilding * requestedBuilding = t->town->buildings.at(requestedID); //Vector with future list of built building and buildings in auto-mode that are not yet built. std::vector remainingAutoBuildings; std::set buildingsThatWillBe; //Check validity of request if(!force) { switch (requestedBuilding->mode) { case CBuilding::BUILD_NORMAL : if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED) COMPLAIN_RET("Cannot build that building!"); break; case CBuilding::BUILD_AUTO : case CBuilding::BUILD_SPECIAL: COMPLAIN_RET("This building can not be constructed normally!"); case CBuilding::BUILD_GRAIL : if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail { if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL)) COMPLAIN_RET("Cannot build this without grail!") else removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false))); } break; } } //Performs stuff that has to be done before new building is built auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID) { if(buildingID >= BuildingID::DWELL_FIRST) //dwelling { int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN; int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN; if (upgradeNumber >= t->town->creatures.at(level).size()) { complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):" "no creature found (upgrade number %d, level %d!") % buildingID % upgradeNumber % level)); return; } CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber)); SetAvailableCreatures ssi; ssi.tid = t->id; ssi.creatures = t->creatures; if (ssi.creatures[level].second.empty()) // first creature in a dwelling ssi.creatures[level].first = crea->growth; ssi.creatures[level].second.push_back(crea->idNumber); sendAndApply(&ssi); } if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON ) { setPortalDwelling(t); } }; //Performs stuff that has to be done after new building is built auto processAfterBuiltStructure = [t, this](const BuildingID buildingID) { if(buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL)) { if(t->visitingHero) giveSpells(t,t->visitingHero); if(t->garrisonHero) giveSpells(t,t->garrisonHero); } }; //Checks if all requirements will be met with expected building list "buildingsThatWillBe" auto areRequirementsFullfilled = [&](const BuildingID & buildID) { return buildingsThatWillBe.count(buildID); }; //Init the vectors for(auto & build : t->town->buildings) { if(t->hasBuilt(build.first)) buildingsThatWillBe.insert(build.first); else { if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building remainingAutoBuildings.push_back(build.second); } } //Prepare structure (list of building ids will be filled later) NewStructures ns; ns.tid = tid; ns.builded = force ? t->builded : (t->builded+1); std::queue buildingsToAdd; buildingsToAdd.push(requestedBuilding); while(!buildingsToAdd.empty()) { auto b = buildingsToAdd.front(); buildingsToAdd.pop(); ns.bid.insert(b->bid); buildingsThatWillBe.insert(b->bid); remainingAutoBuildings -= b; for(auto autoBuilding : remainingAutoBuildings) { if (autoBuilding->requirements.test(areRequirementsFullfilled)) buildingsToAdd.push(autoBuilding); } } // 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. for(auto builtID : ns.bid) processBeforeBuiltStructure(builtID); //Take cost if (!force) { SetResources sr; sr.player = t->tempOwner; sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources; sendAndApply(&sr); } //We know what has been built, appluy changes. Do this as final step to properly update town window sendAndApply(&ns); //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place! for(auto builtID : ns.bid) processAfterBuiltStructure(builtID); // now when everything is built - reveal tiles for lookout tower FoWChange fw; fw.player = t->tempOwner; fw.mode = 1; getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1); sendAndApply(&fw); if(t->visitingHero) vistiCastleObjects (t, t->visitingHero); if(t->garrisonHero) vistiCastleObjects (t, t->garrisonHero); checkVictoryLossConditionsForPlayer(t->tempOwner); return true; } bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid) { ///incomplete, simply erases target building const CGTownInstance * t = getTown(tid); if (!vstd::contains(t->builtBuildings, bid)) return false; RazeStructures rs; rs.tid = tid; rs.bid.insert(bid); rs.destroyed = t->destroyed + 1; sendAndApply(&rs); //TODO: Remove dwellers // if (t->subID == 4 && bid == 17) //Veil of Darkness // { // RemoveBonus rb(RemoveBonus::TOWN); // rb.whoID = t->id; // rb.source = Bonus::TOWN_STRUCTURE; // rb.id = 17; // sendAndApply(&rb); // } return true; } void CGameHandler::sendMessageToAll( const std::string &message ) { SystemMessage sm; sm.text = message; sendToAllClients(&sm); } bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl ) { const CGDwelling *dw = static_cast(gs->getObj(objid)); const CArmedInstance *dst = nullptr; const CCreature *c = VLC->creh->creatures.at(crid); bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON); //TODO: test for owning //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc) dst = dynamic_cast(getObj(dstid)); assert(dw && dst); //verify bool found = false; int level = 0; for(; level < dw->creatures.size(); level++) //iterate through all levels { if ( (fromLvl != -1) && ( level !=fromLvl ) ) continue; const auto &cur = dw->creatures.at(level); //current level info int i = 0; for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level if(cur.second.at(i) == crid) break; if(i < cur.second.size()) { found = true; cram = std::min(cram, cur.first); //reduce recruited amount up to available amount break; } } SlotID slot = dst->getSlotFor(crid); if( (!found && complain("Cannot recruit: no such creatures!")) || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!")) || (cram<=0 && complain("Cannot recruit: cram <= 0!")) || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!"))) { return false; } //recruit SetResources sr; sr.player = dst->tempOwner; sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram); SetAvailableCreatures sac; sac.tid = objid; sac.creatures = dw->creatures; sac.creatures[level].first -= cram; sendAndApply(&sr); sendAndApply(&sac); if(warMachine) { const CGHeroInstance *h = dynamic_cast(dst); if(!h) COMPLAIN_RET("Only hero can buy war machines"); switch(crid) { case CreatureID::BALLISTA: giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1); break; case CreatureID::FIRST_AID_TENT: giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3); break; case CreatureID::AMMO_CART: giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2); break; default: complain("This war machine cannot be recruited!"); return false; } } else { addToSlot(StackLocation(dst, slot), c, cram); } return true; } bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID ) { CArmedInstance *obj = static_cast(gs->getObjInstance(objid)); if (!obj->hasStackAtSlot(pos)) { COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos)); } UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos)); PlayerColor player = obj->tempOwner; const PlayerState *p = getPlayer(player); int crQuantity = obj->stacks.at(pos)->count; int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo //check if upgrade is possible if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!")) { return false; } TResources totalCost = ui.cost.at(newIDpos) * crQuantity; //check if player has enough resources if(!p->resources.canAfford(totalCost)) COMPLAIN_RET("Cannot upgrade, not enough resources!"); //take resources SetResources sr; sr.player = player; sr.res = p->resources - totalCost; sendAndApply(&sr); //upgrade creature changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID)); return true; } bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c) { if(!sl.army->hasStackAtSlot(sl.slot)) COMPLAIN_RET("Cannot find a stack to change type"); SetStackType sst; sst.sl = sl; sst.type = c; sendAndApply(&sst); return true; } void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging) { assert(src->canBeMergedWith(*dst, allowMerging)); while(src->stacksCount())//while there are unmoved creatures { auto i = src->Slots().begin(); //iterator to stack to move StackLocation sl(src, i->first); //location of stack to move SlotID pos = dst->getSlotFor(i->second->type); if(!pos.validSlot()) { //try to merge two other stacks to make place std::pair toMerge; if(dst->mergableStacks(toMerge, i->first) && allowMerging) { moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot } else { complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!"); return; } } else { moveStack(sl, StackLocation(dst, pos)); } } } bool CGameHandler::garrisonSwap( ObjectInstanceID tid ) { CGTownInstance *town = gs->getTown(tid); if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army { if(!town->visitingHero->canBeMergedWith(*town)) { complain("Cannot make garrison swap, not enough free slots!"); return false; } moveArmy(town, town->visitingHero, true); SetHeroesInTown intown; intown.tid = tid; intown.visiting = ObjectInstanceID(); intown.garrison = town->visitingHero->id; sendAndApply(&intown); return true; } else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison { //check if moving hero out of town will break 8 wandering heroes limit if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8) { complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!"); return false; } SetHeroesInTown intown; intown.tid = tid; intown.garrison = ObjectInstanceID(); intown.visiting = town->garrisonHero->id; sendAndApply(&intown); return true; } else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero { SetHeroesInTown intown; intown.tid = tid; intown.garrison = town->visitingHero->id; intown.visiting = town->garrisonHero->id; sendAndApply(&intown); return true; } else { complain("Cannot swap garrison hero!"); return false; } } // With the amount of changes done to the function, it's more like transferArtifacts. // 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. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) { ArtifactLocation src = al1, dst = al2; const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer(); const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj(); // Make sure exchange is even possible between the two heroes. if(!isAllowedExchange(srcObj->id, dstObj->id)) COMPLAIN_RET("That heroes cannot make any exchange!"); const CArtifactInstance *srcArtifact = src.getArt(); const CArtifactInstance *destArtifact = dst.getArt(); if (srcArtifact == nullptr) COMPLAIN_RET("No artifact to move!"); if (destArtifact && srcPlayer != dstPlayer) COMPLAIN_RET("Can't touch artifact on hero of another player!"); // Check if src/dest slots are appropriate for the artifacts exchanged. // Moving to the backpack is always allowed. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START) && srcArtifact && !srcArtifact->canBePutAt(dst, true)) COMPLAIN_RET("Cannot move artifact!"); auto srcSlot = src.getSlot(); auto dstSlot = dst.getSlot(); if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked)) COMPLAIN_RET("Cannot move artifact locks."); if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig()) COMPLAIN_RET("Cannot put big artifacts in backpack!"); if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4) COMPLAIN_RET("Cannot move catapult!"); if(dst.slot >= GameConstants::BACKPACK_START) vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size())); if (src.slot == dst.slot && src.artHolder == dst.artHolder) COMPLAIN_RET("Won't move artifact: Dest same as source!"); if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot { //old artifact must be removed first moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition( dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START))); } MoveArtifact ma; ma.src = src; ma.dst = dst; sendAndApply(&ma); return true; } /** * Assembles or disassembles a combination artifact. * @param heroID ID of hero holding the artifact(s). * @param artifactSlot The worn slot ID of the combination- or constituent artifact. * @param assemble True for assembly operation, false for disassembly. * @param assembleTo If assemble is true, this represents the artifact ID of the combination * artifact to assemble to. Otherwise it's not used. */ bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) { CGHeroInstance *hero = gs->getHero(heroID); const CArtifactInstance *destArtifact = hero->getArt(artifactSlot); if(!destArtifact) COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!"); if(assemble) { CArtifact *combinedArt = VLC->arth->artifacts[assembleTo]; if(!combinedArt->constituents) COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!"); if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt)) COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!"); AssembledArtifact aa; aa.al = ArtifactLocation(hero, artifactSlot); aa.builtArt = combinedArt; sendAndApply(&aa); } else { if(!destArtifact->artType->constituents) COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!"); DisassembledArtifact da; da.al = ArtifactLocation(hero, artifactSlot); sendAndApply(&da); } return true; } bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid ) { CGHeroInstance *hero = gs->getHero(hid); CGTownInstance *town = hero->visitedTown; if(aid==ArtifactID::SPELLBOOK) { if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!")) || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") ) || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!")) ) return false; giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST); giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); assert(hero->getArt(ArtifactPosition::SPELLBOOK)); giveSpells(town,hero); return true; } else if(aid < 7 && aid > 3) //war machine { int price = VLC->arth->artifacts[aid]->price; if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!")) || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!"))) { return false; } if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid ) || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA)) { giveResource(hero->getOwner(),Res::GOLD,-price); giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid)); return true; } else COMPLAIN_RET("This machine is unavailable here!"); } return false; } bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid) { if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid)) COMPLAIN_RET("That artifact is unavailable!"); int b1, b2; m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT); if(getResource(h->tempOwner, rid) < b1) COMPLAIN_RET("You can't afford to buy this artifact!"); SetResource sr; sr.player = h->tempOwner; sr.resid = rid; sr.val = getResource(h->tempOwner, rid) - b1; sendAndApply(&sr); SetAvailableArtifacts saa; if(m->o->ID == Obj::TOWN) { saa.id = -1; saa.arts = CGTownInstance::merchantArtifacts; } else if(const CGBlackMarket *bm = dynamic_cast(m->o)) //black market { saa.id = bm->id.getNum(); saa.arts = bm->artifacts; } else COMPLAIN_RET("Wrong marktet..."); bool found = false; for(const CArtifact *&art : saa.arts) { if(art && art->id == aid) { art = nullptr; found = true; break; } } if(!found) COMPLAIN_RET("Cannot find selected artifact on the list"); sendAndApply(&saa); giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE); return true; } bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid ) { const CArtifactInstance *art = h->getArtByInstanceId(aid); if(!art) COMPLAIN_RET("There is no artifact to sell!"); if(!art->artType->isTradable()) COMPLAIN_RET("Cannot sell a war machine or spellbook!"); int resVal = 0, dump = 1; m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE); removeArtifact(ArtifactLocation(h, h->getArtPos(art))); giveResource(h->tempOwner, rid, resVal); return true; } //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector &arts) //{ // //const CGHeroInstance * h1 = dynamic_cast source; // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source); // { // } //} bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill) { if (!h) COMPLAIN_RET("You need hero to buy a skill!"); if (h->getSecSkillLevel(SecondarySkill(skill))) COMPLAIN_RET("Hero already know this skill"); if (!h->canLearnSkill()) COMPLAIN_RET("Hero can't learn any more skills"); if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros) COMPLAIN_RET("The hero can't learn this skill!"); if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill)) COMPLAIN_RET("That skill is unavailable!"); if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ? COMPLAIN_RET("You can't afford to buy this skill"); SetResource sr; sr.player = h->tempOwner; sr.resid = Res::GOLD; sr.val = getResource(h->tempOwner, Res::GOLD) - 2000; sendAndApply(&sr); changeSecSkill(h, skill, 1, true); return true; } bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2) { int r1 = gs->getPlayer(player)->resources.at(id1), r2 = gs->getPlayer(player)->resources.at(id2); vstd::amin(val, r1); //can't trade more resources than have int b1, b2; //base quantities for trade market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE); int units = val / b1; //how many base quantities we trade if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error { //TODO: complain? assert(0); } SetResource sr; sr.player = player; sr.resid = static_cast(id1); sr.val = r1 - b1 * units; sendAndApply(&sr); sr.resid = static_cast(id2); sr.val = r2 + b2 * units; sendAndApply(&sr); return true; } bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID) { if(!vstd::contains(hero->Slots(), slot)) COMPLAIN_RET("Hero doesn't have any creature in that slot!"); const CStackInstance &s = hero->getStack(slot); if( s.count < count //can't sell more creatures than have || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack { COMPLAIN_RET("Not enough creatures in army!"); } int b1, b2; //base quantities for trade market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE); int units = count / b1; //how many base quantities we trade if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error { //TODO: complain? assert(0); } changeStackCount(StackLocation(hero, slot), -count); SetResource sr; sr.player = hero->tempOwner; sr.resid = resourceID; sr.val = getResource(hero->tempOwner, resourceID) + b2 * units; sendAndApply(&sr); return true; } bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot) { const CArmedInstance *army = nullptr; if (hero) army = hero; else army = dynamic_cast(market->o); if (!army) COMPLAIN_RET("Incorrect call to transform in undead!"); if(!army->hasStackAtSlot(slot)) COMPLAIN_RET("Army doesn't have any creature in that slot!"); const CStackInstance &s = army->getStack(slot); //resulting creature - bone dragons or skeletons CreatureID resCreature = CreatureID::SKELETON; if(s.hasBonusOfType(Bonus::DRAGON_NATURE) || (s.getCreatureID() == CreatureID::HYDRA) || (s.getCreatureID() == CreatureID::CHAOS_HYDRA)) resCreature = CreatureID::BONE_DRAGON; changeStackType(StackLocation(army, slot), resCreature.toCreature()); return true; } bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2) { const PlayerState *p2 = gs->getPlayer(r2, false); if(!p2 || p2->status != EPlayerStatus::INGAME) { complain("Dest player must be in game!"); return false; } si32 curRes1 = gs->getPlayer(player)->resources.at(r1), curRes2 = gs->getPlayer(r2)->resources.at(r1); val = std::min(si32(val),curRes1); SetResource sr; sr.player = player; sr.resid = r1; sr.val = curRes1 - val; sendAndApply(&sr); sr.player = r2; sr.val = curRes2 + val; sendAndApply(&sr); return true; } bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation ) { gs->getHero(hid)-> formation = formation; return true; } bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player) { const PlayerState *p = gs->getPlayer(player); const CGTownInstance *t = gs->getTown(obj->id); //common preconditions // if( (p->resources.at(Res::GOLD)= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!"))) if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!")) || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!"))) || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) ) { return false; } if(t) //tavern in town { if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!")) || (t->visitingHero && complain("There is visiting hero - no place!"))) { return false; } } else if(obj->ID == Obj::TAVERN) { if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!")) { return false; } } const CGHeroInstance *nh = p->availableHeroes.at(hid); if (!nh) { complain ("Hero is not available for hiring!"); return false; } HeroRecruited hr; hr.tid = obj->id; hr.hid = nh->subID; hr.player = player; hr.tile = obj->visitablePos() + nh->getVisitableOffset(); sendAndApply(&hr); std::map > pool = gs->unusedHeroesFromPool(); const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid); const CGHeroInstance *newHero = nullptr; if (theOtherHero) //on XXL maps all heroes can be imprisoned :( { newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass); } SetAvailableHeroes sah; sah.player = player; if(newHero) { sah.hid[hid] = newHero->subID; sah.army[hid].clear(); sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1); } else { sah.hid[hid] = -1; } sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1; sendAndApply(&sah); SetResource sr; sr.player = player; sr.resid = Res::GOLD; sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST; sendAndApply(&sr); if(t) { vistiCastleObjects (t, nh); giveSpells (t,nh); } return true; } bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player) { boost::unique_lock lock(gsm); logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer; auto topQuery = queries.topQuery(player); COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!"); COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!"); COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!"); if(auto dialogQuery = std::dynamic_pointer_cast(topQuery)) dialogQuery->answer = answer; queries.popQuery(topQuery); return true; } static EndAction end_action; void CGameHandler::updateGateState() { BattleUpdateGateState db; db.state = gs->curB->si.gateState; if(gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED) { db.state = EGateState::DESTROYED; } else if(db.state == EGateState::OPENED) { if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) && !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false)) { if(gs->curB->town->subID == ETownType::FORTRESS) { if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false)) db.state = EGateState::CLOSED; } else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE))) db.state = EGateState::BLOCKED; else db.state = EGateState::CLOSED; } } else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false)) db.state = EGateState::BLOCKED; else db.state = EGateState::CLOSED; if(db.state != gs->curB->si.gateState) sendAndApply(&db); } bool CGameHandler::makeBattleAction( BattleAction &ba ) { bool ok = true; const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo) : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile) : nullptr; const bool isAboutActiveStack = stack && (stack == battleActiveStack()); logGlobal->traceStream() << boost::format( "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s") % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none")) % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none")); switch(ba.actionType) { case Battle::WALK: //walk case Battle::DEFEND: //defend case Battle::WAIT: //wait case Battle::WALK_AND_ATTACK: //walk or attack case Battle::SHOOT: //shoot case Battle::CATAPULT: //catapult case Battle::STACK_HEAL: //healing with First Aid Tent case Battle::DAEMON_SUMMONING: case Battle::MONSTER_SPELL: if(!stack) { complain("No such stack!"); return false; } if(!stack->alive()) { complain("This stack is dead: " + stack->nodeName()); return false; } if(battleTacticDist()) { if(stack && !stack->attackerOwned != battleGetTacticsSide()) { complain("This is not a stack of side that has tactics!"); return false; } } else if(!isAboutActiveStack) { complain("Action has to be about active stack!"); return false; } } switch(ba.actionType) { case Battle::END_TACTIC_PHASE: //wait case Battle::BAD_MORALE: case Battle::NO_ACTION: { StartAction start_action(ba); sendAndApply(&start_action); sendAndApply(&end_action); break; } case Battle::WALK: { StartAction start_action(ba); sendAndApply(&start_action); //start movement int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move if(!walkedTiles) complain("Stack failed movement!"); sendAndApply(&end_action); break; } case Battle::DEFEND: { //defensive stance //TODO: remove this bonus when stack becomes active SetStackEffect sse; sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) ); sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE), -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE)); sse.stacks.push_back(ba.stackNumber); sendAndApply(&sse); //don't break - we share code with next case } case Battle::WAIT: { StartAction start_action(ba); sendAndApply(&start_action); sendAndApply(&end_action); break; } case Battle::RETREAT: //retreat/flee { if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color)) complain("Cannot retreat!"); else setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses break; } case Battle::SURRENDER: { PlayerColor player = gs->curB->sides.at(ba.side).color; int cost = gs->curB->battleGetSurrenderCost(player); if(cost < 0) complain("Cannot surrender!"); else if(getResource(player, Res::GOLD) < cost) complain("Not enough gold to surrender!"); else { giveResource(player, Res::GOLD, -cost); setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses } break; } case Battle::WALK_AND_ATTACK: //walk or attack { StartAction start_action(ba); sendAndApply(&start_action); //start movement and attack if(!stack || !destinationStack) { sendAndApply(&end_action); break; } BattleHex startingPos = stack->position; int distance = moveStack(ba.stackNumber, ba.destinationTile); logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName(); if(stack->position != ba.destinationTile //we wasn't able to reach destination tile && !(stack->doubleWide() && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) ) ) //nor occupy specified hex ) { std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl; logGlobal->warnStream() << problem; complain(problem); ok = false; sendAndApply(&end_action); break; } if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check { destinationStack = nullptr; } if(!destinationStack) { complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo)); ok = false; sendAndApply(&end_action); break; } if( !CStack::isMeleeAttackPossible(stack, destinationStack) ) { complain("Attack cannot be performed!"); sendAndApply(&end_action); ok = false; break; } //attack int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK), (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks for (int i = 0; i < totalAttacks; ++i) { if (stack && stack->alive() && //move can cause death, eg. by walking into the moat destinationStack->alive()) { BattleAttack bat; prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo); handleAttackBeforeCasting(bat); //only before first attack sendAndApply(&bat); handleAfterAttackCasting(bat); } //counterattack if (destinationStack && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION) && destinationStack->ableToRetaliate() && stack->alive()) //attacker may have died (fire shield) { BattleAttack bat; prepareAttack(bat, destinationStack, stack, 0, stack->position); bat.flags |= BattleAttack::COUNTER; sendAndApply(&bat); handleAfterAttackCasting(bat); } } //return if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive()) { moveStack(ba.stackNumber, startingPos); //NOTE: curStack->ID == ba.stackNumber (rev 1431) } sendAndApply(&end_action); break; } case Battle::SHOOT: { if( !gs->curB->battleCanShoot(stack, ba.destinationTile) ) { complain("Cannot shoot!"); break; } StartAction start_action(ba); sendAndApply(&start_action); //start shooting { BattleAttack bat; bat.flags |= BattleAttack::SHOT; prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile); handleAttackBeforeCasting(bat); sendAndApply(&bat); handleAfterAttackCasting(bat); } //second shot for ballista, only if hero has advanced artillery const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side); if( destinationStack->alive() && (stack->getCreature()->idNumber == CreatureID::BALLISTA) && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED) ) { BattleAttack bat2; bat2.flags |= BattleAttack::SHOT; prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile); sendAndApply(&bat2); } //allow more than one additional attack int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK), (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue(); for (int i = 0; i < additionalAttacks; ++i) { if( stack->alive() && destinationStack->alive() && stack->shots ) { BattleAttack bat; bat.flags |= BattleAttack::SHOT; prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile); sendAndApply(&bat); handleAfterAttackCasting(bat); } } sendAndApply(&end_action); break; } case Battle::CATAPULT: { auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int { switch(part) { case EWallPart::GATE: return sbi.gate; case EWallPart::KEEP: return sbi.keep; case EWallPart::BOTTOM_TOWER: case EWallPart::UPPER_TOWER: return sbi.tower; case EWallPart::BOTTOM_WALL: case EWallPart::BELOW_GATE: case EWallPart::OVER_GATE: case EWallPart::UPPER_WALL: return sbi.wall; default: return 0; } }; StartAction start_action(ba); sendAndApply(&start_action); auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side); CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS)); auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile); if(!gs->curB->isWallPartPotentiallyAttackable(wallPart)) { complain("catapult tried to attack non-catapultable hex!"); break; } //in successive iterations damage is dealt but not yet subtracted from wall's HPs auto ¤tHP = gs->curB->si.wallState; if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE) { complain("catapult tried to attack already destroyed wall part!"); break; } for(int g=0; ggetRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful { hitSuccessfull = true; } else // select new target { std::vector allowedTargets; for (size_t i=0; i< currentHP.size(); i++) { if (currentHP.at(i) != EWallState::DESTROYED && currentHP.at(i) != EWallState::NONE) allowedTargets.push_back(EWallPart::EWallPart(i)); } if (allowedTargets.empty()) break; attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator()); } } while (!hitSuccessfull); if (!hitSuccessfull) // break triggered - no target to shoot at break; CatapultAttack ca; //package for clients CatapultAttack::AttackInfo attack; attack.attackedPart = attackedPart; attack.destinationTile = ba.destinationTile; attack.damageDealt = 0; int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful int dmgRand = gs->getRandomGenerator().nextInt(99); //accumulating dmgChance dmgChance[1] += dmgChance[0]; dmgChance[2] += dmgChance[1]; //calculating dealt damage for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage) { if(dmgRand <= dmgChance[damage]) { attack.damageDealt = damage; break; } } // attacked tile may have changed - update destination attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart)); logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart << " dealing " << (int)attack.damageDealt << " damage"; //removing creatures in turrets / keep if one is destroyed if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP || attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER)) { int posRemove = -1; switch(attackedPart) { case EWallPart::KEEP: posRemove = -2; break; case EWallPart::BOTTOM_TOWER: posRemove = -3; break; case EWallPart::UPPER_TOWER: posRemove = -4; break; } BattleStacksRemoved bsr; for(auto & elem : gs->curB->stacks) { if(elem->position == posRemove) { bsr.stackIDs.insert( elem->ID ); break; } } sendAndApply(&bsr); } ca.attacker = ba.stackNumber; ca.attackedParts.push_back(attack); sendAndApply(&ca); } //finish by scope guard break; } case Battle::STACK_HEAL: //healing with First Aid Tent { StartAction start_action(ba); sendAndApply(&start_action); const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side); const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber), *destStack = gs->curB->battleGetStackByPos(ba.destinationTile); ui32 healed = 0; if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER)) { complain("There is either no healer, no destination, or healer cannot heal :P"); } else { ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID)); healed = destStack->calculateHealedHealthPoints(maxiumHeal, false); } if(healed == 0) { //nothing to heal.. should we complain? } else { StacksHealedOrResurrected shr; shr.lifeDrain = false; shr.tentHealing = true; shr.drainedFrom = ba.stackNumber; StacksHealedOrResurrected::HealInfo hi; hi.healedHP = healed; hi.lowLevelResurrection = false; hi.stackID = destStack->ID; shr.healedStacks.push_back(hi); sendAndApply(&shr); } sendAndApply(&end_action); break; } case Battle::DAEMON_SUMMONING: //TODO: From Strategija: //Summon Demon is a level 2 spell. { const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber), *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false); CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream! BattleStackAdded bsa; bsa.attacker = summoner->attackerOwned; bsa.creID = summonedType; ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum()); ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;//todo: ignore AGE effect ui64 canRiseHp = std::min(targetHealth, risedHp); ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth(); bsa.amount = std::min(canRiseAmount, destStack->baseAmount); bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position); bsa.summoned = false; if (bsa.amount) //there's rare possibility single creature cannot rise desired type { StartAction start_action(ba); sendAndApply(&start_action); BattleStacksRemoved bsr; //remove body bsr.stackIDs.insert(destStack->ID); sendAndApply(&bsr); sendAndApply(&bsa); BattleSetStackProperty ssp; ssp.stackID = ba.stackNumber; ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts ssp.val = -1; ssp.absolute = false; sendAndApply(&ssp); sendAndApply(&end_action); } break; } case Battle::MONSTER_SPELL: { StartAction start_action(ba); sendAndApply(&start_action); const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber); SpellID spellID = SpellID(ba.additionalInfo); BattleHex destination(ba.destinationTile); const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER)); const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID)); //TODO special bonus for genies ability if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0) spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE); if(spellID < 0) complain("That stack can't cast spells!"); else { const CSpell * spell = SpellID(spellID).toSpell(); BattleSpellCastParameters parameters(gs->curB, stack, spell); parameters.spellLvl = 0; if (spellcaster) vstd::amax(parameters.spellLvl, spellcaster->val); if (randSpellcaster) vstd::amax(parameters.spellLvl, randSpellcaster->val); vstd::amin (parameters.spellLvl, 3); parameters.effectLevel = parameters.spellLvl; parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING; parameters.aimToHex(destination);//todo: allow multiple destinations parameters.selectedStack = nullptr; spell->battleCast(spellEnv, parameters); } sendAndApply(&end_action); break; } } if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished battleMadeAction.setn(true); return ok; } void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj ) { bool cheated=true; PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object sendAndApply(&temp_message); if(message == "vcmiistari") //give all spells and 999 mana { SetMana sm; GiveBonus giveBonus(GiveBonus::HERO); CGHeroInstance *h = gs->getHero(currObj); if(!h && complain("Cannot realize cheat, no hero selected!")) return; sm.hid = h->id; giveBonus.id = h->id.getNum(); //give all spells with bonus (to allow banned spells) giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0); //start with level 0 to skip abilities for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++) { giveBonus.bonus.subtype = level; sendAndApply(&giveBonus); } //give mana sm.val = 999; sm.absolute = true; if(!h->hasSpellbook()) //hero doesn't have spellbook giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); //give spellbook sendAndApply(&sm); } else if (message == "vcmiarmenelos") //build all buildings in selected town { CGHeroInstance *hero = gs->getHero(currObj); CGTownInstance *town; if (hero) town = hero->visitedTown; else town = gs->getTown(currObj); if (town) { for (auto & build : town->town->buildings) { if (!town->hasBuilt(build.first) && !build.second->Name().empty() && build.first != BuildingID::SHIP) { buildStructure(town->id, build.first, true); } } } } else if(message == "vcmiainur") //gives 5 archangels into each slot { CGHeroInstance *hero = gs->getHero(currObj); const CCreature *archangel = VLC->creh->creatures.at(13); if(!hero) return; for(int i = 0; i < GameConstants::ARMY_SIZE; i++) if(!hero->hasStackAtSlot(SlotID(i))) insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5); } else if(message == "vcmiangband") //gives 10 black knight into each slot { CGHeroInstance *hero = gs->getHero(currObj); const CCreature *blackKnight = VLC->creh->creatures.at(66); if(!hero) return; for(int i = 0; i < GameConstants::ARMY_SIZE; i++) if(!hero->hasStackAtSlot(SlotID(i))) insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10); } else if(message == "vcmiglaurung") //gives 5000 crystal dragons into each slot { CGHeroInstance *hero = gs->getHero(currObj); const CCreature *crystalDragon = VLC->creh->creatures.at(133); if(!hero) return; for(int i = 0; i < GameConstants::ARMY_SIZE; i++) if(!hero->hasStackAtSlot(SlotID(i))) insertNewStack(StackLocation(hero, SlotID(i)), crystalDragon, 5000); } else if(message == "vcminoldor") //all war machines { CGHeroInstance *hero = gs->getHero(currObj); if(!hero) return; if(!hero->getArt(ArtifactPosition::MACH1)) giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1); if(!hero->getArt(ArtifactPosition::MACH2)) giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2); if(!hero->getArt(ArtifactPosition::MACH3)) giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3); } else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book { CGHeroInstance *hero = gs->getHero(currObj); if(!hero) return; for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST); } else if(message == "vcmiglorfindel") //selected hero gains a new level { CGHeroInstance *hero = gs->getHero(currObj); changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level)); } else if(message == "vcminahar") //1000000 movement points { CGHeroInstance *hero = gs->getHero(currObj); if(!hero) return; SetMovePoints smp; smp.hid = hero->id; smp.val = 1000000; sendAndApply(&smp); } else if(message == "vcmiformenos") //give resources { SetResources sr; sr.player = player; sr.res = gs->getPlayer(player)->resources; for(int i=0;imap->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)]; int lastUnc = 0; for(int i=0;imap->width;i++) for(int j=0;jmap->height;j++) for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++) if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k)) hlp_tab[lastUnc++] = int3(i,j,k); fc.tiles.insert(hlp_tab, hlp_tab + lastUnc); delete [] hlp_tab; sendAndApply(&fc); } else if(message == "vcmisilmaril") //player wins { gs->getPlayer(player)->enteredWinningCheatCode = 1; } else if(message == "vcmimelkor") //player looses { gs->getPlayer(player)->enteredLosingCheatCode = 1; } else cheated = false; if(cheated) { SystemMessage temp_message(VLC->generaltexth->allTexts.at(260)); sendAndApply(&temp_message); checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature } } bool CGameHandler::makeCustomAction( BattleAction &ba ) { switch(ba.actionType) { case Battle::HERO_SPELL: { COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!"); const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side); if(!h) { logGlobal->warnStream() << "Wrong caster!"; return false; } if(ba.additionalInfo >= VLC->spellh->objects.size()) { logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!"; return false; } const CSpell * s = SpellID(ba.additionalInfo).toSpell(); BattleSpellCastParameters parameters(gs->curB, h, s); parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations parameters.mode = ECastingMode::HERO_CASTING; parameters.selectedStack = gs->curB->battleGetStackByID(ba.selectedStack, false); ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)? if(escp != ESpellCastProblem::OK) { logGlobal->warnStream() << "Spell cannot be cast!"; logGlobal->warnStream() << "Problem : " << escp; return false; } StartAction start_action(ba); sendAndApply(&start_action); //start spell casting s->battleCast(spellEnv, parameters); sendAndApply(&end_action); if( !gs->curB->battleGetStackByID(gs->curB->activeStack)) { battleMadeAction.setn(true); } checkBattleStateChanges(); if(battleResult.get()) { battleMadeAction.setn(true); //battle will be ended by startBattle function //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]); } return true; } } return false; } void CGameHandler::stackTurnTrigger(const CStack * st) { BattleTriggerEffect bte; bte.stackID = st->ID; bte.effect = -1; bte.val = 0; bte.additionalInfo = 0; if (st->alive()) { //unbind if (st->getEffect (SpellID::BIND)) { bool unbind = true; BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT))); std::set stacks = gs->curB-> batteAdjacentCreatures(st); for(Bonus * b : bl) { const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent if (stack) { if (vstd::contains(stacks, stack)) //binding stack is still present { unbind = false; } } } if (unbind) { BattleSetStackProperty ssp; ssp.which = BattleSetStackProperty::UNBIND; ssp.stackID = st->ID; sendAndApply(&ssp); } } //regeneration if(st->hasBonusOfType(Bonus::HP_REGENERATION)) { bte.effect = Bonus::HP_REGENERATION; bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION)); } if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION)) { bte.effect = Bonus::HP_REGENERATION; bte.val = st->MaxHealth() - st->firstHPleft; } if (bte.val) //anything to heal sendAndApply(&bte); if(st->hasBonusOfType(Bonus::POISON)) { const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH))); if (b) //TODO: what if not?... { bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON))); if (bte.val < b->val) //(negative) poison effect increases - update it { bte.effect = Bonus::POISON; sendAndApply(&bte); } } } if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA)) { const PlayerColor opponent = gs->curB->theOtherPlayer(st->owner); const CGHeroInstance * opponentHero = gs->curB->getHero(opponent); if (opponentHero) { ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN); vstd::amin(manaDrained, opponentHero->mana); if (manaDrained) { bte.effect = Bonus::MANA_DRAIN; bte.val = manaDrained; bte.additionalInfo = opponentHero->id.getNum(); //for sanity sendAndApply(&bte); } } } if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS)) { bool fearsomeCreature = false; for(CStack * stack : gs->curB->stacks) { if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR)) { fearsomeCreature = true; break; } } if (fearsomeCreature) { if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10% { bte.effect = Bonus::FEAR; sendAndApply(&bte); } } } BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER))); int side = gs->curB->whatSide(st->owner); if (st->casts && !gs->curB->sides.at(side).enchanterCounter) { bool cast = false; while (!bl.empty() && !cast) { auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator()); auto spellID = SpellID(bonus->subtype); const CSpell * spell = SpellID(spellID).toSpell(); bl.remove_if([&bonus](Bonus * b){return b==bonus;}); if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) { BattleSpellCastParameters parameters(gs->curB, st, spell); parameters.spellLvl = bonus->val; parameters.effectLevel = bonus->val;//todo: recheck parameters.aimToHex(BattleHex::INVALID); parameters.mode = ECastingMode::ENCHANTER_CASTING; parameters.selectedStack = nullptr; spell->battleCast(spellEnv, parameters); //todo: move to mechanics BattleSetStackProperty ssp; ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER; ssp.absolute = false; ssp.val = bonus->additionalInfo; //increase cooldown counter ssp.stackID = st->ID; sendAndApply(&ssp); cast = true; } }; } bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED))); for (auto b : bl) { SetStackEffect sse; int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype)); if (val > 3) { for (auto s : gs->curB->battleGetAllStacks()) { if (st->owner == s->owner && s->isValidTarget()) //all allied sse.stacks.push_back (s->ID); } } else sse.stacks.push_back (st->ID); Bonus pseudoBonus; pseudoBonus.sid = b->subtype; pseudoBonus.val = ((val > 3) ? (val - 3) : val); pseudoBonus.turnsRemain = 50; st->stackEffectToFeature (sse.effect, pseudoBonus); if (sse.effect.size()) sendAndApply (&sse); } } } void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack) { //we want to determine following vars depending on obstacle type int damage = -1; int effect = -1; bool oneTimeObstacle = false; //helper info const SpellCreatedObstacle *spellObstacle = dynamic_cast(&obstacle); //not nice but we may need spell params const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true) const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower if(obstacle.obstacleType == CObstacleInstance::MOAT) { damage = battleGetMoatDmg(); } else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE) { //You don't get hit by a Mine you can see. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side)) return; oneTimeObstacle = true; effect = 82; //makes const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell(); if(sp->isImmuneByStack(hero, curStack)) return; damage = sp->calculateDamage(hero, curStack, spellObstacle->spellLevel, spellObstacle->casterSpellPower); //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero, //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk } else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL) { const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell(); if(sp->isImmuneByStack(hero, curStack)) return; damage = sp->calculateDamage(hero, curStack, spellObstacle->spellLevel, spellObstacle->casterSpellPower); } else { //no other obstacle does damage to stack return; } BattleStackAttacked bsa; if(effect >= 0) { bsa.flags |= BattleStackAttacked::EFFECT; bsa.effect = effect; //makes POOF } bsa.damageAmount = damage; bsa.stackAttacked = curStack->ID; bsa.attackerID = -1; curStack->prepareAttacked(bsa, gameState()->getRandomGenerator()); StacksInjured si; si.stacks.push_back(bsa); sendAndApply(&si); if(oneTimeObstacle) removeObstacle(obstacle); } void CGameHandler::handleTimeEvents() { gs->map->events.sort(evntCmp); while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day) { CMapEvent ev = gs->map->events.front(); for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++) { auto color = PlayerColor(player); PlayerState *pinfo = gs->getPlayer(color, false); //do not output error if player does not exist if( pinfo //player exists && (ev.players & 1<human) || (ev.humanAffected && pinfo->human) ) ) { //give resources SetResources sr; sr.player = color; sr.res = pinfo->resources + ev.resources; //prepare dialog InfoWindow iw; iw.player = color; iw.text << ev.message; for (int i=0; imap->events.pop_front(); ev.firstOccurence += ev.nextOccurence; auto it = gs->map->events.begin(); while(it != gs->map->events.end() && it->earlierThanOrEqual(ev)) it++; gs->map->events.insert(it, ev); } else { gs->map->events.pop_front(); } } //TODO send only if changed UpdateMapEvents ume; ume.events = gs->map->events; sendAndApply(&ume); } void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n) { town->events.sort(evntCmp); while(town->events.size() && town->events.front().firstOccurence == gs->day) { PlayerColor player = town->tempOwner; CCastleEvent ev = town->events.front(); PlayerState *pinfo = gs->getPlayer(player, false); if( pinfo //player exists && (ev.players & 1<human) || (ev.humanAffected && pinfo->human) ) ) { // dialog InfoWindow iw; iw.player = player; iw.text << ev.message; if(ev.resources.nonZero()) { TResources was = n.res[player]; n.res[player] += ev.resources; n.res[player].amax(0); for (int i=0; iresources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0)); } for(auto & i : ev.buildings) { if(!town->hasBuilt(i)) { buildStructure(town->id, i, true); iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0)); } } if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id)) { n.cres[town->id].tid = town->id; n.cres[town->id].creatures = town->creatures; } auto & sac = n.cres[town->id]; for(si32 i=0;icreatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling { sac.creatures[i].first += ev.creatures.at(i); iw.components.push_back(Component(Component::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i), 0)); } } sendAndApply(&iw); //show dialog } if(ev.nextOccurence) { town->events.pop_front(); ev.firstOccurence += ev.nextOccurence; auto it = town->events.begin(); while(it != town->events.end() && it->earlierThanOrEqual(ev)) it++; town->events.insert(it, ev); } else { town->events.pop_front(); } } //TODO send only if changed UpdateCastleEvents uce; uce.town = town->id; uce.events = town->events; sendAndApply(&uce); } bool CGameHandler::complain( const std::string &problem ) { sendMessageToAll("Server encountered a problem: " + problem); logGlobal->errorStream() << problem; return true; } void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) { //PlayerColor player = getOwner(hid); auto upperArmy = dynamic_cast(getObj(upobj)); auto lowerArmy = dynamic_cast(getObj(hid)); assert(lowerArmy); assert(upperArmy); auto garrisonQuery = std::make_shared(upperArmy, lowerArmy); queries.addQuery(garrisonQuery); GarrisonDialog gd; gd.hid = hid; gd.objid = upobj; gd.removableUnits = removableUnits; gd.queryID = garrisonQuery->queryID; sendAndApply(&gd); } void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) { OpenWindow ow; ow.window = OpenWindow::THIEVES_GUILD; ow.id1 = player.getNum(); ow.id2 = requestingObjId.getNum(); sendAndApply(&ow); } bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 ) { if(id1 == id2) return true; const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2); if(!o1 || !o2) return true; //arranging stacks within an object should be always allowed if (o1 && o2) { if(o1->ID == Obj::TOWN) { const CGTownInstance *t = static_cast(o1); if(t->visitingHero == o2 || t->garrisonHero == o2) return true; } if(o2->ID == Obj::TOWN) { const CGTownInstance *t = static_cast(o2); if(t->visitingHero == o1 || t->garrisonHero == o1) return true; } if (o1->ID == Obj::HERO && o2->ID == Obj::HERO) { const CGHeroInstance *h1 = static_cast(o1); const CGHeroInstance *h2 = static_cast(o2); // two heroes in same town (garrisoned and visiting) if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown) return true; } //Ongoing garrison exchange if(auto dialog = std::dynamic_pointer_cast(queries.topQuery(o1->tempOwner))) { if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2) return true; if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2) return true; } } return false; } void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h ) { logGlobal->debugStream() << h->nodeName() << " visits " << obj->getObjectName() << "(" << obj->ID << ":" << obj->subID << ")"; auto visitQuery = std::make_shared(obj, h, obj->visitablePos()); queries.addQuery(visitQuery); //TODO real visit pos HeroVisit hv; hv.obj = obj; hv.hero = h; hv.player = h->tempOwner; hv.starting = true; sendAndApply(&hv); obj->onHeroVisit(h); queries.popIfTop(visitQuery); //visit ends here if no queries were created } void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query) { logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n"; HeroVisit hv; hv.player = query.players.front(); hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime hv.hero = query.visitingHero; assert(hv.hero); hv.starting = false; sendAndApply(&hv); } bool CGameHandler::buildBoat( ObjectInstanceID objid ) { const IShipyard *obj = IShipyard::castFrom(getObj(objid)); if(obj->shipyardStatus() != IBoatGenerator::GOOD) { complain("Cannot build boat in this shipyard!"); return false; } else if(obj->o->ID == Obj::TOWN && !static_cast(obj)->hasBuilt(BuildingID::SHIPYARD)) { complain("Cannot build boat in the town - no shipyard!"); return false; } const PlayerColor playerID = obj->o->tempOwner; TResources boatCost; obj->getBoatCost(boatCost); TResources aviable = gs->getPlayer(playerID)->resources; if (!aviable.canAfford(boatCost)) { complain("Not enough resources to build a boat!"); return false; } int3 tile = obj->bestLocation(); if(!gs->map->isInTheMap(tile)) { complain("Cannot find appropriate tile for a boat!"); return false; } //take boat cost SetResources sr; sr.player = playerID; sr.res = (aviable - boatCost); sendAndApply(&sr); //create boat NewObject no; no.ID = Obj::BOAT; no.subID = obj->getBoatType(); no.pos = tile + int3(1,0,0); sendAndApply(&no); return true; } void CGameHandler::engageIntoBattle( PlayerColor player ) { //notify interfaces PlayerBlocked pb; pb.player = player; pb.reason = PlayerBlocked::UPCOMING_BATTLE; pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED; sendAndApply(&pb); } void CGameHandler::checkVictoryLossConditions(const std::set & playerColors) { for(auto playerColor : playerColors) { if(gs->getPlayer(playerColor, false)) checkVictoryLossConditionsForPlayer(playerColor); } } void CGameHandler::checkVictoryLossConditionsForAll() { std::set playerColors; for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i) { playerColors.insert(PlayerColor(i)); } checkVictoryLossConditions(playerColors); } void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player) { const PlayerState *p = gs->getPlayer(player); if(p->status != EPlayerStatus::INGAME) return; auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player); if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss()) { InfoWindow iw; getVictoryLossMessage(player, victoryLossCheckResult, iw); sendAndApply(&iw); PlayerEndsGame peg; peg.player = player; peg.victoryLossCheckResult = victoryLossCheckResult; sendAndApply(&peg); if(victoryLossCheckResult.victory()) { //one player won -> all enemies lost for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++) { if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME) { peg.player = i->first; peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ? victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner InfoWindow iw; getVictoryLossMessage(player, peg.victoryLossCheckResult, iw); iw.player = i->first; sendAndApply(&iw); sendAndApply(&peg); } } if(p->human) { end2 = true; if(gs->scenarioOps->campState) { std::vector crossoverHeroes; for(CGHeroInstance * hero : gs->map->heroesOnMap) { if(hero->tempOwner == player) { // keep all heroes from the winning player crossoverHeroes.push_back(hero); } else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID))) { // keep hero whether lost or won (like Xeron in AB campaign) crossoverHeroes.push_back(hero); } } // keep lost heroes which are in heroes pool for(auto & heroPair : gs->hpool.heroesPool) { if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first))) { crossoverHeroes.push_back(heroPair.second.get()); } } gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes); //Request clients to change connection mode PrepareForAdvancingCampaign pfac; sendAndApply(&pfac); //Change connection mode if(getPlayer(player)->human && getStartInfo()->campState) { for(auto connection : conns) connection->prepareForSendingHeroes(); } UpdateCampaignState ucs; ucs.camp = gs->scenarioOps->campState; sendAndApply(&ucs); } } } else { //copy heroes vector to avoid iterator invalidation as removal change PlayerState auto hlp = p->heroes; for(auto h : hlp) //eliminate heroes { if(h.get()) removeObject(h); } //player lost -> all his objects become unflagged (neutral) for (auto obj : gs->map->objects) //unflag objs { if(obj.get() && obj->tempOwner == player) setOwner(obj, PlayerColor::NEUTRAL); } //eliminating one player may cause victory of another: std::set playerColors; //do not copy player state (CBonusSystemNode) by value for (auto &p : gs->players) //players may have different colors, iterate over players and not integers { if (p.first != player) playerColors.insert(p.first); } //notify all players for (auto pc : playerColors) { if (gs->getPlayer(pc)->status == EPlayerStatus::INGAME) { InfoWindow iw; getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw); iw.player = pc; sendAndApply(&iw); } } checkVictoryLossConditions(playerColors); } auto playerInfo = gs->getPlayer(gs->currentPlayer, false); // If we are called before the actual game start, there might be no current player if (playerInfo && playerInfo->status != EPlayerStatus::INGAME) { // If player making turn has lost his turn must be over as well states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false); } } } void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const { out.player = player; out.text.clear(); out.text << victoryLossCheckResult.messageToSelf; // hackish, insert one player-specific string, if applicable if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos) out.text.addReplacement(MetaString::COLOR, player.getNum()); out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0)); } bool CGameHandler::dig( const CGHeroInstance *h ) { for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs { if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition()) { complain("Cannot dig - there is already a hole under the hero!"); return false; } } if(h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus()); //create a hole NewObject no; no.ID = Obj::HOLE; no.pos = h->getPosition(); no.subID = 0; sendAndApply(&no); //take MPs SetMovePoints smp; smp.hid = h->id; smp.val = 0; sendAndApply(&smp); InfoWindow iw; iw.player = h->tempOwner; if(gs->map->grailPos == h->getPosition()) { iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL); iw.soundID = soundBase::ULTIMATEARTIFACT; giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail sendAndApply(&iw); iw.soundID = soundBase::invalid; iw.text.clear(); iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL); sendAndApply(&iw); } else { iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?" iw.soundID = soundBase::Dig; sendAndApply(&iw); } return true; } void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker) { if(attacker->hasBonusOfType(attackMode)) { std::set spellsToCast; TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode)); for(const Bonus *sf : *spells) { spellsToCast.insert (SpellID(sf->subtype)); } for(SpellID spellID : spellsToCast) { const CStack * oneOfAttacked = nullptr; for (auto & elem : bat.bsa) { if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive { oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked); break; } } bool castMe = false; if(oneOfAttacked == nullptr) //all attacked creatures have been killed return; int spellLevel = 0; TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID)); for(const Bonus *sf : *spellsByType) { vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level int meleeRanged = sf->additionalInfo / 1000; if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot())) castMe = true; } int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID))); vstd::amin (chance, 100); const CSpell * spell = SpellID(spellID).toSpell(); if(gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK) continue; //check if spell should be cast (probability handling) if(gs->getRandomGenerator().nextInt(99) >= chance) continue; //casting if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used { BattleSpellCastParameters parameters(gs->curB, attacker, spell); parameters.spellLvl = spellLevel; parameters.effectLevel = spellLevel; parameters.aimToStack(oneOfAttacked); parameters.mode = ECastingMode::AFTER_ATTACK_CASTING; parameters.selectedStack = nullptr; spell->battleCast(spellEnv, parameters); } } } } void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat) { const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking); attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed? } void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat ) { const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking); if (!attacker) //could be already dead return; auto cast = [=](SpellID spellID, int power) { const CSpell * spell = SpellID(spellID).toSpell(); BattleSpellCastParameters parameters(gs->curB, attacker, spell); parameters.spellLvl = 0; parameters.effectLevel = 0; parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)); parameters.effectPower = power; parameters.mode = ECastingMode::AFTER_ATTACK_CASTING; parameters.selectedStack = nullptr; spell->battleCast(this->spellEnv, parameters); }; attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker); if(bat.bsa.at(0).newAmount <= 0) { //don't try death stare or acid breath on dead stack (crash!) return; } if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size()) { // mechanics of Death Stare as in H3: // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution //original formula x = min(x, (gorgons_count + 9)/10); double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f; vstd::amin(chanceToKill, 1); //cap at 100% std::binomial_distribution<> distribution(attacker->count, chanceToKill); std::mt19937 rng(std::time(nullptr)); int staredCreatures = distribution(rng); double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0 int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count vstd::amin(staredCreatures, maxToKill); staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level(); if (staredCreatures) { if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but... cast(SpellID::DEATH_STARE, staredCreatures); } } int acidDamage = 0; TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH)); for(const Bonus *b : *acidBreath) { if (b->additionalInfo > gs->getRandomGenerator().nextInt(99)) acidDamage += b->val; } if (acidDamage) { cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count); } } bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos) { const CSpell *s = spellID.toSpell(); AdventureSpellCastParameters p; p.caster = h; p.pos = pos; return s->adventureCast(spellEnv, p); } void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h) { if (!t.visitableObjects.empty()) { //to prevent self-visiting heroes on space press if(t.visitableObjects.back() != h) objectVisited(t.visitableObjects.back(), h); else if(t.visitableObjects.size() > 1) objectVisited(*(t.visitableObjects.end()-2),h); } } bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count) { int oldCount = hero->getStackCount(slot); if(oldCount < count) COMPLAIN_RET("Not enough creatures to sacrifice!") else if(oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack()) COMPLAIN_RET("Cannot sacrifice last creature!"); int crid = hero->getStack(slot).type->idNumber; changeStackCount(StackLocation(hero, slot), -count); int dump, exp; market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP); exp *= count; changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp)); return true; } bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot) { ArtifactLocation al(hero, slot); const CArtifactInstance *a = al.getArt(); if(!a) COMPLAIN_RET("Cannot find artifact to sacrifice!"); int dmp, expToGive; m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP); removeArtifact(al); changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive); return true; } void CGameHandler::makeStackDoNothing(const CStack * next) { BattleAction doNothing; doNothing.actionType = Battle::NO_ACTION; doNothing.additionalInfo = 0; doNothing.destinationTile = -1; doNothing.side = !next->attackerOwned; doNothing.stackNumber = next->ID; makeAutomaticAction(next, doNothing); } bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) { if(sl.army->hasStackAtSlot(sl.slot)) COMPLAIN_RET("Slot is already taken!"); if(!sl.slot.validSlot()) COMPLAIN_RET("Cannot insert stack to that slot!"); InsertNewStack ins; ins.sl = sl; ins.stack = CStackBasicDescriptor(c, count); sendAndApply(&ins); return true; } bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/) { if(!sl.army->hasStackAtSlot(sl.slot)) COMPLAIN_RET("Cannot find a stack to erase"); if(sl.army->stacksCount() == 1 //from the last stack && sl.army->needsLastStack() //that must be left && !forceRemoval) //ignore above conditions if we are forcing removal { COMPLAIN_RET("Cannot erase the last stack!"); } EraseStack es; es.sl = sl; sendAndApply(&es); return true; } bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/) { TQuantity currentCount = sl.army->getStackCount(sl.slot); if((absoluteValue && count < 0) || (!absoluteValue && -count > currentCount)) { COMPLAIN_RET("Cannot take more stacks than present!"); } if((currentCount == -count && !absoluteValue) || (!count && absoluteValue)) { eraseStack(sl); } else { ChangeStackCount csc; csc.sl = sl; csc.count = count; csc.absoluteValue = absoluteValue; sendAndApply(&csc); } return true; } bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) { const CCreature *slotC = sl.army->getCreature(sl.slot); if(!slotC) //slot is empty insertNewStack(sl, c, count); else if(c == slotC) changeStackCount(sl, count); else { COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast(sl.slot) + "!"); } return true; } void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) { if(removeObjWhenFinished) removeAfterVisit(src); if(!src->canBeMergedWith(*dst, allowMerging)) { if (allowMerging) //do that, add all matching creatures. { bool cont = true; while (cont) { for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures { SlotID pos = dst->getSlotFor(i->second->type); if(pos.validSlot()) { moveStack(StackLocation(src, i->first), StackLocation(dst, pos)); cont = true; break; //or iterator crashes } cont = false; } } } showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends } else //merge { moveArmy(src, dst, allowMerging); } } bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) { if(!src.army->hasStackAtSlot(src.slot)) COMPLAIN_RET("No stack to move!"); if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot)) COMPLAIN_RET("Cannot move: stack of different type at destination pos!"); if(!dst.slot.validSlot()) COMPLAIN_RET("Cannot move stack to that slot!"); if(count == -1) { count = src.army->getStackCount(src.slot); } if(src.army != dst.army //moving away && count == src.army->getStackCount(src.slot) //all creatures && src.army->stacksCount() == 1 //from the last stack && src.army->needsLastStack()) //that must be left { COMPLAIN_RET("Cannot move away the last creature!"); } RebalanceStacks rs; rs.src = src; rs.dst = dst; rs.count = count; sendAndApply(&rs); return true; } bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2) { if(!sl1.army->hasStackAtSlot(sl1.slot)) return moveStack(sl2, sl1); else if(!sl2.army->hasStackAtSlot(sl2.slot)) return moveStack(sl1, sl2); else { SwapStacks ss; ss.sl1 = sl1; ss.sl2 = sl2; sendAndApply(&ss); return true; } } void CGameHandler::runBattle() { setBattle(gs->curB); assert(gs->curB); //TODO: pre-tactic stuff, call scripts etc. //tactic round { while(gs->curB->tacticDistance && !battleResult.get()) boost::this_thread::sleep(boost::posix_time::milliseconds(50)); } //spells opening battle for(int i = 0; i < 2; ++i) { auto h = gs->curB->battleGetFightingHero(i); if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL)) { TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL)); for (Bonus *b : *bl) { const CSpell * spell = SpellID(b->subtype).toSpell(); BattleSpellCastParameters parameters(gs->curB, h, spell); parameters.spellLvl = 3; parameters.effectLevel = 3; parameters.aimToHex(BattleHex::INVALID); parameters.mode = ECastingMode::PASSIVE_CASTING; parameters.selectedStack = nullptr; parameters.enchantPower = b->val; spell->battleCast(spellEnv, parameters); } } } //main loop while(!battleResult.get()) //till the end of the battle ;] { NEW_ROUND; auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it for(auto &obstPtr : obstacles) { if(const SpellCreatedObstacle *sco = dynamic_cast(obstPtr.get())) if(sco->turnsRemaining == 0) removeObstacle(*obstPtr); } const BattleInfo & curB = *gs->curB; //stack loop const CStack *next; while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove()) { std::set stacksToRemove; for(auto stack : curB.stacks) { if(vstd::contains(stack->state, EBattleStackState::GHOST_PENDING)) stacksToRemove.insert(stack); } for(auto stack : stacksToRemove) { BattleStacksRemoved bsr; bsr.stackIDs.insert(stack->ID); sendAndApply(&bsr); } //check for bad morale => freeze int nextStackMorale = next->MoraleVal(); if( nextStackMorale < 0 && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses) ) { if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale) { //unit loses its turn - empty freeze action BattleAction ba; ba.actionType = Battle::BAD_MORALE; ba.additionalInfo = 1; ba.side = !next->attackerOwned; ba.stackNumber = next->ID; makeAutomaticAction(next, ba); continue; } } if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk { //fixme: stack should not attack itself std::pair attackInfo = curB.getNearestStack(next, boost::logic::indeterminate); if(attackInfo.first != nullptr) { BattleAction attack; attack.actionType = Battle::WALK_AND_ATTACK; attack.side = !next->attackerOwned; attack.stackNumber = next->ID; attack.additionalInfo = attackInfo.first->position; attack.destinationTile = attackInfo.second; makeAutomaticAction(next, attack); } else { makeStackDoNothing(next); } continue; } const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next); if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery { BattleAction attack; attack.actionType = Battle::SHOOT; attack.side = !next->attackerOwned; attack.stackNumber = next->ID; for(auto & elem : gs->curB->stacks) { if(elem->owner != next->owner && elem->isValidTarget()) { attack.destinationTile = elem->position; break; } } makeAutomaticAction(next, attack); continue; } if(next->getCreature()->idNumber == CreatureID::CATAPULT) { const auto & attackableBattleHexes = curB.getAttackableBattleHexes(); if(attackableBattleHexes.empty()) { makeStackDoNothing(next); continue; } if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0) { BattleAction attack; attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes, gs->getRandomGenerator()); attack.actionType = Battle::CATAPULT; attack.additionalInfo = 0; attack.side = !next->attackerOwned; attack.stackNumber = next->ID; makeAutomaticAction(next, attack); continue; } } if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT) { TStacks possibleStacks = battleGetStacksIf([=](const CStack * s) { return s->owner == next->owner && s->canBeHealed(); }); if(!possibleStacks.size()) { makeStackDoNothing(next); continue; } if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid { range::random_shuffle(possibleStacks); const CStack * toBeHealed = possibleStacks.front(); BattleAction heal; heal.actionType = Battle::STACK_HEAL; heal.additionalInfo = 0; heal.destinationTile = toBeHealed->position; heal.side = !next->attackerOwned; heal.stackNumber = next->ID; makeAutomaticAction(next, heal); continue; } } int numberOfAsks = 1; bool breakOuter = false; do {//ask interface and wait for answer if(!battleResult.get()) { stackTurnTrigger(next); //various effects if (vstd::contains(next->state, EBattleStackState::FEAR)) { makeStackDoNothing(next); //end immediately if stack was affected by fear } else { logGlobal->traceStream() << "Activating " << next->nodeName(); auto nextId = next->ID; BattleSetActiveStack sas; sas.stack = nextId; sendAndApply(&sas); auto actionWasMade = [&]() -> bool { if(battleMadeAction.data)//active stack has made its action return true; if(battleResult.get())// battle is finished return true; if(next == nullptr)//active stack was been removed return true; return !next->alive();//active stack is dead }; boost::unique_lock lock(battleMadeAction.mx); battleMadeAction.data = false; while(!actionWasMade()) { battleMadeAction.cond.wait(lock); if(battleGetStackByID(nextId, false) != next) next = nullptr; //it may be removed, while we wait } } } if(battleResult.get()) //don't touch it, battle could be finished while waiting got action { breakOuter = true; break; } //we're after action, all results applied checkBattleStateChanges(); //check if this action ended the battle if(next != nullptr) { //check for good morale nextStackMorale = next->MoraleVal(); if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible && !vstd::contains(next->state,EBattleStackState::DEFENDING) && !next->waited() && !vstd::contains(next->state, EBattleStackState::FEAR) && next->alive() && nextStackMorale > 0 && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses ) { if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn { BattleTriggerEffect bte; bte.stackID = next->ID; bte.effect = Bonus::MORALE; bte.val = 1; bte.additionalInfo = 0; sendAndApply(&bte); //play animation ++numberOfAsks; //move this stack once more } } } --numberOfAsks; } while (numberOfAsks > 0); if (breakOuter) { break; } } } endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1)); } bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba) { BattleSetActiveStack bsa; bsa.stack = stack->ID; bsa.askPlayerInterface = false; sendAndApply(&bsa); bool ret = makeBattleAction(ba); checkBattleStateChanges(); return ret; } void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) { assert(a->artType); ArtifactLocation al; al.artHolder = const_cast(h); ArtifactPosition slot = ArtifactPosition::PRE_FIRST; if(pos < 0) { if(pos == ArtifactPosition::FIRST_AVAILABLE) slot = a->firstAvailableSlot(h); else slot = a->firstBackpackSlot(h); } else { slot = pos; } al.slot = slot; if(slot < 0 || !a->canBePutAt(al)) { complain("Cannot put artifact in that slot!"); return; } putArtifact(al, a); } void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) { PutArtifact pa; pa.art = a; pa.al = al; sendAndApply(&pa); } void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) { CArtifactInstance *a = nullptr; if(!artType->constituents) { a = new CArtifactInstance(); } else { a = new CCombinedArtifactInstance(); } a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply NewArtifact na; na.art = a; sendAndApply(&na); // -> updates a!!!, will create a on other machines giveHeroArtifact(h, a, pos); } void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide) { boost::unique_lock guard(battleResult.mx); if(battleResult.data) { complain((boost::format("The battle result has been already set (to %d, asked to %d)") % battleResult.data->result % resultType).str()); return; } auto br = new BattleResult; br->result = resultType; br->winner = victoriusSide; //surrendering side loses gs->curB->calculateCasualties(br->casualties); battleResult.data = br; } void CGameHandler::commitPackage( CPackForClient *pack ) { sendAndApply(pack); } void CGameHandler::spawnWanderingMonsters(CreatureID creatureID) { std::vector::iterator tile; std::vector tiles; getFreeTiles(tiles); ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile std::random_shuffle(tiles.begin(), tiles.end()); logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID; const CCreature *cre = VLC->creh->creatures.at(creatureID); for (int i = 0; i < amount; ++i) { tile = tiles.begin(); logGlobal->traceStream() << "\tSpawning monster at " << *tile; putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile); tiles.erase(tile); //not use it again } } void CGameHandler::removeObstacle(const CObstacleInstance &obstacle) { ObstaclesRemoved obsRem; obsRem.obstacles.insert(obstacle.uniqueID); sendAndApply(&obsRem); } void CGameHandler::synchronizeArtifactHandlerLists() { UpdateArtHandlerLists uahl; uahl.treasures = VLC->arth->treasures; uahl.minors = VLC->arth->minors; uahl.majors = VLC->arth->majors; uahl.relics = VLC->arth->relics; sendAndApply(&uahl); } bool CGameHandler::isValidObject(const CGObjectInstance *obj) const { return vstd::contains(gs->map->objects, obj); } bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player) { if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name())) return false; auto query = queries.topQuery(player); if(query && query->blocksPack(pack)) { complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString())); return true; } return false; } void CGameHandler::removeAfterVisit(const CGObjectInstance *object) { //If the object is being visited, there must be a matching query for(const auto &query : queries.allQueries()) { if(auto someVistQuery = std::dynamic_pointer_cast(query)) { if(someVistQuery->visitedObject == object) { someVistQuery->removeObjectAfterVisit = true; return; } } }; //If we haven't returned so far, there is no query and no visit, call was wrong assert("This function needs to be called during the object visit!"); } void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) { std::unordered_set tiles; getTilesInRange(tiles, center, radius, player, hide? -1 : 1); if (hide) { std::unordered_set observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems auto p = gs->getPlayer(player); for (auto h : p->heroes) { getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1); } for (auto t : p->towns) { getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1); } for (auto tile : observedTiles) vstd::erase_if_present (tiles, tile); } changeFogOfWar(tiles, player, hide); } void CGameHandler::changeFogOfWar(std::unordered_set &tiles, PlayerColor player, bool hide) { FoWChange fow; fow.tiles = tiles; fow.player = player; fow.mode = hide? 0 : 1; sendAndApply(&fow); } bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) { if(auto topQuery = queries.topQuery(hero->getOwner())) if(auto visit = std::dynamic_pointer_cast(topQuery)) return !(visit->visitedObject == obj && visit->visitingHero == hero); return true; } void CGameHandler::duelFinished() { auto si = getStartInfo(); auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; }; int casualtiesPoints = 0; logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:") % (int)battleResult.data->winner; for(auto & elem : battleResult.data->casualties[battleResult.data->winner]) { const CCreature *c = VLC->creh->creatures[elem.first]; logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl; casualtiesPoints += c->AIValue * elem.second; } logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints; time_t timeNow; time(&timeNow); std::ofstream out(cmdLineOptions["resultsFile"].as(), std::ios::app); if(out) { out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1) % battleResult.data->winner % battleResult.data->result % casualtiesPoints % asctime(localtime(&timeNow)); } else { logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as(); } CSaveFile resultFile("result.vdrst"); resultFile << *battleResult.data; BattleResultsApplied resultsApplied; resultsApplied.player1 = finishingBattle->victor; resultsApplied.player2 = finishingBattle->loser; sendAndApply(&resultsApplied); return; } CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat): army(_army) { heroWithDeadCommander = ObjectInstanceID(); PlayerColor color = army->tempOwner; if(color == PlayerColor::UNFLAGGABLE) color = PlayerColor::NEUTRAL; for(CStack *st : bat->stacks) { if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks continue; if (st->owner != color) //remove only our stacks continue; logGlobal->debugStream() << "Calculating casualties for " << st->nodeName(); //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor st->count = std::max (0, st->count - st->resurrected); if(st->slot == SlotID::ARROW_TOWERS_SLOT) { //do nothing logGlobal->debug("Ignored arrow towers stack."); } else if(st->slot == SlotID::WAR_MACHINES_SLOT) { auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber); if(warMachine == ArtifactID::NONE) { logGlobal->errorStream() << "Invalid creature in war machine virtual slot: " << st->nodeName(); } //catapult artifact remain even if "creature" killed in siege else if(warMachine != ArtifactID::CATAPULT && !st->count) { logGlobal->debug("War machine has been destroyed"); auto hero = dynamic_ptr_cast (army); if (hero) removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true))); else logGlobal->error("War machine in army without hero"); } } else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER) { if(st->alive() && st->count > 0) { logGlobal->debugStream() << "Permanently summoned " << st->count << " units."; const CreatureID summonedType = st->type->idNumber; summoned[summonedType] += st->count; } } else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER) { if(nullptr == st->base) { logGlobal->error("Stack with no base in commander slot."); } else { auto c = dynamic_cast (st->base); if(c) { auto h = dynamic_cast (army); if (h && h->commander == c) { logGlobal->debug("Commander is dead."); heroWithDeadCommander = army->id; //TODO: unify commander handling } } else logGlobal->error("Stack with invalid instance in commander slot."); } } else if(st->base && !army->slotEmpty(st->slot)) { if(st->count == 0 || !st->alive()) { logGlobal->debug("Stack has been destroyed."); StackLocation sl(army, st->slot); newStackCounts.push_back(TStackAndItsNewCount(sl, 0)); } else if(st->count < army->getStackCount(st->slot)) { logGlobal->debugStream() << "Stack lost " << (army->getStackCount(st->slot) - st->count) << " units."; StackLocation sl(army, st->slot); newStackCounts.push_back(TStackAndItsNewCount(sl, st->count)); } } else { logGlobal->warnStream() << "Unable to process stack: " << st->nodeName(); } } } void CasualtiesAfterBattle::updateArmy(CGameHandler *gh) { for(TStackAndItsNewCount &ncount : newStackCounts) { if(ncount.second > 0) gh->changeStackCount(ncount.first, ncount.second, true); else gh->eraseStack(ncount.first, true); } for(auto summoned_iter : summoned) { SlotID slot = army->getSlotFor(summoned_iter.first); if(slot.validSlot()) { StackLocation location(army, slot); gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second); } else { //even if it will be possible to summon anything permanently it should be checked for free slot //necromancy is handled separately gh->complain("No free slot to put summoned creature"); } } for (auto al : removedWarMachines) { gh->removeArtifact(al); } if (heroWithDeadCommander != ObjectInstanceID()) { SetCommanderProperty scp; scp.heroid = heroWithDeadCommander; scp.which = SetCommanderProperty::ALIVE; scp.amount = 0; gh->sendAndApply (&scp); } } CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr Query, bool Duel, int RemainingBattleQueriesCount) { assert(Query->result); assert(Query->bi); auto &result = *Query->result; auto &info = *Query->bi; winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero; loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero; victor = info.sides[result.winner].color; loser = info.sides[!result.winner].color; duel = Duel; remainingBattleQueriesCount = RemainingBattleQueriesCount; } CGameHandler::FinishingBattleHelper::FinishingBattleHelper() { winnerHero = loserHero = nullptr; } ///ServerSpellCastEnvironment ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh) { } void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const { gh->sendAndApply(info); } CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const { return gh->gameState()->getRandomGenerator(); } void ServerSpellCastEnvironment::complain(const std::string& problem) const { gh->complain(problem); } const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const { return gh; } const CMap * ServerSpellCastEnvironment::getMap() const { return gh->gameState()->map; } bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const { return gh->moveHero(hid, dst, teleporting, false, asker); }