CGameHandler.cpp 218 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "CGameHandler.h"
  41. #include "CVCMIServer.h"
  42. #include "../lib/CCreatureSet.h"
  43. #include "../lib/CThreadHelper.h"
  44. #include "../lib/GameConstants.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/Connection.h"
  48. #include "../lib/serializer/Cast.h"
  49. #include "../lib/serializer/JsonSerializer.h"
  50. #include "../lib/ScriptHandler.h"
  51. #include <vcmi/events/EventBus.h>
  52. #include <vcmi/events/GenericEvents.h>
  53. #include <vcmi/events/AdventureEvents.h>
  54. #ifndef _MSC_VER
  55. #include <boost/thread/xtime.hpp>
  56. #endif
  57. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  58. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  59. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  60. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  61. class ServerSpellCastEnvironment : public SpellCastEnvironment
  62. {
  63. public:
  64. ServerSpellCastEnvironment(CGameHandler * gh);
  65. ~ServerSpellCastEnvironment() = default;
  66. void complain(const std::string & problem) override;
  67. bool describeChanges() const override;
  68. vstd::RNG * getRNG() override;
  69. void apply(CPackForClient * pack) override;
  70. void apply(BattleLogMessage * pack) override;
  71. void apply(BattleStackMoved * pack) override;
  72. void apply(BattleUnitsChanged * pack) override;
  73. void apply(SetStackEffect * pack) override;
  74. void apply(StacksInjured * pack) override;
  75. void apply(BattleObstaclesChanged * pack) override;
  76. void apply(CatapultAttack * pack) override;
  77. const CMap * getMap() const override;
  78. const CGameInfoCallback * getCb() const override;
  79. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  80. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  81. private:
  82. CGameHandler * gh;
  83. };
  84. VCMI_LIB_NAMESPACE_BEGIN
  85. namespace spells
  86. {
  87. class ObstacleCasterProxy : public Caster
  88. {
  89. public:
  90. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  91. : owner(owner_),
  92. hero(hero_),
  93. obs(obs_)
  94. {
  95. };
  96. ~ObstacleCasterProxy() = default;
  97. int32_t getCasterUnitId() const override
  98. {
  99. if(hero)
  100. return hero->getCasterUnitId();
  101. else
  102. return -1;
  103. }
  104. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  105. {
  106. return obs->spellLevel;
  107. }
  108. int32_t getEffectLevel(const Spell * spell) const override
  109. {
  110. return obs->spellLevel;
  111. }
  112. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  113. {
  114. if(hero)
  115. return hero->getSpellBonus(spell, base, affectedStack);
  116. else
  117. return base;
  118. }
  119. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  120. {
  121. if(hero)
  122. return hero->getSpecificSpellBonus(spell, base);
  123. else
  124. return base;
  125. }
  126. int32_t getEffectPower(const Spell * spell) const override
  127. {
  128. return obs->casterSpellPower;
  129. }
  130. int32_t getEnchantPower(const Spell * spell) const override
  131. {
  132. return obs->casterSpellPower;
  133. }
  134. int64_t getEffectValue(const Spell * spell) const override
  135. {
  136. if(hero)
  137. return hero->getEffectValue(spell);
  138. else
  139. return 0;
  140. }
  141. PlayerColor getCasterOwner() const override
  142. {
  143. return owner;
  144. }
  145. void getCasterName(MetaString & text) const override
  146. {
  147. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  148. }
  149. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  150. {
  151. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  152. }
  153. void spendMana(ServerCallback * server, const int spellCost) const override
  154. {
  155. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  156. }
  157. private:
  158. const CGHeroInstance * hero;
  159. const PlayerColor owner;
  160. const SpellCreatedObstacle * obs;
  161. };
  162. }//
  163. VCMI_LIB_NAMESPACE_END
  164. CondSh<bool> battleMadeAction(false);
  165. CondSh<BattleResult *> battleResult(nullptr);
  166. template <typename T> class CApplyOnGH;
  167. class CBaseForGHApply
  168. {
  169. public:
  170. virtual bool applyOnGH(CGameHandler * gh, void * pack) const =0;
  171. virtual ~CBaseForGHApply(){}
  172. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  173. {
  174. return new CApplyOnGH<U>();
  175. }
  176. };
  177. template <typename T> class CApplyOnGH : public CBaseForGHApply
  178. {
  179. public:
  180. bool applyOnGH(CGameHandler * gh, void * pack) const override
  181. {
  182. T *ptr = static_cast<T*>(pack);
  183. try
  184. {
  185. return ptr->applyGh(gh);
  186. }
  187. catch(ExceptionNotAllowedAction & e)
  188. {
  189. (void)e;
  190. return false;
  191. }
  192. catch(...)
  193. {
  194. throw;
  195. }
  196. }
  197. };
  198. template <>
  199. class CApplyOnGH<CPack> : public CBaseForGHApply
  200. {
  201. public:
  202. bool applyOnGH(CGameHandler * gh, void * pack) const override
  203. {
  204. logGlobal->error("Cannot apply on GH plain CPack!");
  205. assert(0);
  206. return false;
  207. }
  208. };
  209. static inline double distance(int3 a, int3 b)
  210. {
  211. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  212. }
  213. static void giveExp(BattleResult &r)
  214. {
  215. if (r.winner > 1)
  216. {
  217. // draw
  218. return;
  219. }
  220. r.exp[0] = 0;
  221. r.exp[1] = 0;
  222. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  223. {
  224. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  225. }
  226. }
  227. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  228. {
  229. int x = targetPosition.getX();
  230. int y = targetPosition.getY();
  231. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  232. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  233. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  234. else
  235. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  236. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  237. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  238. {
  239. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  240. {
  241. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  242. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  243. }
  244. else
  245. { //add back-side guardians for two-hex target, side guardians for one-hex
  246. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  247. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  248. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  249. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  250. else if (targetIsTwoHex)//front-side guardians for two-hex target
  251. {
  252. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  254. if (x > 3) //back guard for two-hex
  255. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  256. }
  257. }
  258. }
  259. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  260. {
  261. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  262. {
  263. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  264. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  265. }
  266. else
  267. {
  268. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  269. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  270. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  271. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  272. else if (targetIsTwoHex)
  273. {
  274. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  276. if (x < GameConstants::BFIELD_WIDTH - 4)
  277. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  278. }
  279. }
  280. }
  281. else if (!targetIsAttacker && y % 2 == 0)
  282. {
  283. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  284. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  285. }
  286. else if (targetIsAttacker && y % 2 == 1)
  287. {
  288. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  289. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  290. }
  291. }
  292. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  293. {
  294. boost::unique_lock<boost::mutex> l(mx);
  295. if (players.find(player) != players.end())
  296. {
  297. return players.at(player);
  298. }
  299. else
  300. {
  301. throw std::runtime_error("No such player!");
  302. }
  303. }
  304. void PlayerStatuses::addPlayer(PlayerColor player)
  305. {
  306. boost::unique_lock<boost::mutex> l(mx);
  307. players[player];
  308. }
  309. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  310. {
  311. boost::unique_lock<boost::mutex> l(mx);
  312. if (players.find(player) != players.end())
  313. {
  314. return players[player].*flag;
  315. }
  316. else
  317. {
  318. throw std::runtime_error("No such player!");
  319. }
  320. }
  321. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  322. {
  323. boost::unique_lock<boost::mutex> l(mx);
  324. if (players.find(player) != players.end())
  325. {
  326. players[player].*flag = val;
  327. }
  328. else
  329. {
  330. throw std::runtime_error("No such player!");
  331. }
  332. cv.notify_all();
  333. }
  334. template <typename T>
  335. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  336. {
  337. fun(args[which]);
  338. }
  339. const Services * CGameHandler::services() const
  340. {
  341. return VLC;
  342. }
  343. const CGameHandler::BattleCb * CGameHandler::battle() const
  344. {
  345. return this;
  346. }
  347. const CGameHandler::GameCb * CGameHandler::game() const
  348. {
  349. return this;
  350. }
  351. vstd::CLoggerBase * CGameHandler::logger() const
  352. {
  353. return logGlobal;
  354. }
  355. events::EventBus * CGameHandler::eventBus() const
  356. {
  357. return serverEventBus.get();
  358. }
  359. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  360. {
  361. changeSecSkill(hero, skill, 1, 0);
  362. expGiven(hero);
  363. }
  364. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  365. {
  366. // required exp for at least 1 lvl-up hasn't been reached
  367. if (!hero->gainsLevel())
  368. {
  369. return;
  370. }
  371. // give primary skill
  372. logGlobal->trace("%s got level %d", hero->name, hero->level);
  373. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  374. SetPrimSkill sps;
  375. sps.id = hero->id;
  376. sps.which = primarySkill;
  377. sps.abs = false;
  378. sps.val = 1;
  379. sendAndApply(&sps);
  380. PrepareHeroLevelUp pre;
  381. pre.heroId = hero->id;
  382. sendAndApply(&pre);
  383. HeroLevelUp hlu;
  384. hlu.player = hero->tempOwner;
  385. hlu.heroId = hero->id;
  386. hlu.primskill = primarySkill;
  387. hlu.skills = pre.skills;
  388. if (hlu.skills.size() == 0)
  389. {
  390. sendAndApply(&hlu);
  391. levelUpHero(hero);
  392. }
  393. else if (hlu.skills.size() == 1)
  394. {
  395. sendAndApply(&hlu);
  396. levelUpHero(hero, pre.skills.front());
  397. }
  398. else if (hlu.skills.size() > 1)
  399. {
  400. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  401. hlu.queryID = levelUpQuery->queryID;
  402. queries.addQuery(levelUpQuery);
  403. sendAndApply(&hlu);
  404. //level up will be called on query reply
  405. }
  406. }
  407. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  408. {
  409. SetCommanderProperty scp;
  410. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  411. if (hero)
  412. scp.heroid = hero->id;
  413. else
  414. {
  415. complain ("Commander is not led by hero!");
  416. return;
  417. }
  418. scp.accumulatedBonus.subtype = 0;
  419. scp.accumulatedBonus.additionalInfo = 0;
  420. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  421. scp.accumulatedBonus.turnsRemain = 0;
  422. scp.accumulatedBonus.source = Bonus::COMMANDER;
  423. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  424. if (skill <= ECommander::SPELL_POWER)
  425. {
  426. scp.which = SetCommanderProperty::BONUS;
  427. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  428. {
  429. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  430. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  431. };
  432. switch (skill)
  433. {
  434. case ECommander::ATTACK:
  435. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  436. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  437. break;
  438. case ECommander::DEFENSE:
  439. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  440. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  441. break;
  442. case ECommander::HEALTH:
  443. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  444. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  445. break;
  446. case ECommander::DAMAGE:
  447. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  448. scp.accumulatedBonus.subtype = 0;
  449. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  450. break;
  451. case ECommander::SPEED:
  452. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  453. break;
  454. case ECommander::SPELL_POWER:
  455. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  456. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  457. sendAndApply (&scp); //additional pack
  458. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  459. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  460. sendAndApply (&scp); //additional pack
  461. scp.accumulatedBonus.type = Bonus::CASTS;
  462. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  463. sendAndApply (&scp); //additional pack
  464. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  465. break;
  466. }
  467. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  468. sendAndApply (&scp);
  469. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  470. scp.additionalInfo = skill;
  471. scp.amount = c->secondarySkills.at(skill) + 1;
  472. sendAndApply (&scp);
  473. }
  474. else if (skill >= 100)
  475. {
  476. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  477. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  478. scp.additionalInfo = skill; //unnormalized
  479. sendAndApply (&scp);
  480. }
  481. expGiven(hero);
  482. }
  483. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  484. {
  485. if (!c->gainsLevel())
  486. {
  487. return;
  488. }
  489. CommanderLevelUp clu;
  490. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  491. if(hero)
  492. {
  493. clu.heroId = hero->id;
  494. clu.player = hero->tempOwner;
  495. }
  496. else
  497. {
  498. complain ("Commander is not led by hero!");
  499. return;
  500. }
  501. //picking sec. skills for choice
  502. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  503. {
  504. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  505. clu.skills.push_back(i);
  506. }
  507. int i = 100;
  508. for (auto specialSkill : VLC->creh->skillRequirements)
  509. {
  510. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  511. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  512. && !vstd::contains (c->specialSKills, i))
  513. clu.skills.push_back (i);
  514. ++i;
  515. }
  516. int skillAmount = static_cast<int>(clu.skills.size());
  517. if (!skillAmount)
  518. {
  519. sendAndApply(&clu);
  520. levelUpCommander(c);
  521. }
  522. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  523. {
  524. sendAndApply(&clu);
  525. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  526. }
  527. else if (skillAmount > 1) //apply and ask for secondary skill
  528. {
  529. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  530. clu.queryID = commanderLevelUp->queryID;
  531. queries.addQuery(commanderLevelUp);
  532. sendAndApply(&clu);
  533. }
  534. }
  535. void CGameHandler::expGiven(const CGHeroInstance *hero)
  536. {
  537. if (hero->gainsLevel())
  538. levelUpHero(hero);
  539. else if (hero->commander && hero->commander->gainsLevel())
  540. levelUpCommander(hero->commander);
  541. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  542. // levelUpCommander(hero->commander);
  543. // else
  544. // levelUpHero(hero);
  545. }
  546. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  547. {
  548. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  549. {
  550. if (gs->map->levelLimit != 0)
  551. {
  552. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  553. TExpType resultingExp = abs ? val : hero->exp + val;
  554. if (resultingExp > expLimit)
  555. {
  556. // set given experience to max possible, but don't decrease if hero already over top
  557. abs = true;
  558. val = std::max(expLimit, hero->exp);
  559. InfoWindow iw;
  560. iw.player = hero->tempOwner;
  561. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  562. iw.text.addReplacement(hero->name);
  563. sendAndApply(&iw);
  564. }
  565. }
  566. }
  567. SetPrimSkill sps;
  568. sps.id = hero->id;
  569. sps.which = which;
  570. sps.abs = abs;
  571. sps.val = val;
  572. sendAndApply(&sps);
  573. //only for exp - hero may level up
  574. if (which == PrimarySkill::EXPERIENCE)
  575. {
  576. if (hero->commander && hero->commander->alive)
  577. {
  578. //FIXME: trim experience according to map limit?
  579. SetCommanderProperty scp;
  580. scp.heroid = hero->id;
  581. scp.which = SetCommanderProperty::EXPERIENCE;
  582. scp.amount = val;
  583. sendAndApply (&scp);
  584. CBonusSystemNode::treeHasChanged();
  585. }
  586. expGiven(hero);
  587. }
  588. }
  589. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  590. {
  591. if(!hero)
  592. {
  593. logGlobal->error("changeSecSkill provided no hero");
  594. return;
  595. }
  596. SetSecSkill sss;
  597. sss.id = hero->id;
  598. sss.which = which;
  599. sss.val = val;
  600. sss.abs = abs;
  601. sendAndApply(&sss);
  602. if (which == SecondarySkill::WISDOM)
  603. {
  604. if (hero->visitedTown)
  605. giveSpells(hero->visitedTown, hero);
  606. }
  607. }
  608. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  609. {
  610. LOG_TRACE(logGlobal);
  611. //Fill BattleResult structure with exp info
  612. giveExp(*battleResult.data);
  613. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  614. {
  615. if(heroAttacker)
  616. battleResult.data->exp[1] += 500;
  617. if(heroDefender)
  618. battleResult.data->exp[0] += 500;
  619. }
  620. if(heroAttacker)
  621. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  622. if(heroDefender)
  623. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  624. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  625. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  626. const BattleResult::EResult result = battleResult.get()->result;
  627. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  628. {
  629. for (auto &q : queries.allQueries())
  630. {
  631. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  632. if (bq->bi == gs->curB)
  633. return bq;
  634. }
  635. return std::shared_ptr<CBattleQuery>();
  636. };
  637. auto battleQuery = findBattleQuery();
  638. if (!battleQuery)
  639. {
  640. logGlobal->error("Cannot find battle query!");
  641. }
  642. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  643. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  644. battleQuery->result = boost::make_optional(*battleResult.data);
  645. //Check how many battle queries were created (number of players blocked by battle)
  646. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  647. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  648. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  649. ChangeSpells cs; //for Eagle Eye
  650. if (finishingBattle->winnerHero)
  651. {
  652. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  653. {
  654. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  655. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  656. {
  657. auto spell = spellId.toSpell(VLC->spells());
  658. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  659. cs.spells.insert(spell->getId());
  660. }
  661. }
  662. }
  663. std::vector<const CArtifactInstance *> arts; //display them in window
  664. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  665. {
  666. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  667. {
  668. arts.push_back(art);
  669. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  670. sendAndApply(ma);
  671. };
  672. if (finishingBattle->loserHero)
  673. {
  674. //TODO: wrap it into a function, somehow (boost::variant -_-)
  675. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  676. for (auto artSlot : artifactsWorn)
  677. {
  678. MoveArtifact ma;
  679. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  680. const CArtifactInstance * art = ma.src.getArt();
  681. if (art && !art->artType->isBig() &&
  682. art->artType->id != ArtifactID::SPELLBOOK)
  683. // don't move war machines or locked arts (spellbook)
  684. {
  685. sendMoveArtifact(art, &ma);
  686. }
  687. }
  688. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  689. {
  690. //we assume that no big artifacts can be found
  691. MoveArtifact ma;
  692. ma.src = ArtifactLocation(finishingBattle->loserHero,
  693. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  694. const CArtifactInstance * art = ma.src.getArt();
  695. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  696. {
  697. sendMoveArtifact(art, &ma);
  698. }
  699. }
  700. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  701. {
  702. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  703. for (auto artSlot : artifactsWorn)
  704. {
  705. MoveArtifact ma;
  706. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  707. const CArtifactInstance * art = ma.src.getArt();
  708. if (art && !art->artType->isBig())
  709. {
  710. sendMoveArtifact(art, &ma);
  711. }
  712. }
  713. }
  714. }
  715. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  716. {
  717. auto artifactsWorn = armySlot.second->artifactsWorn;
  718. for (auto artSlot : artifactsWorn)
  719. {
  720. MoveArtifact ma;
  721. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  722. const CArtifactInstance * art = ma.src.getArt();
  723. if (art && !art->artType->isBig())
  724. {
  725. sendMoveArtifact(art, &ma);
  726. }
  727. }
  728. }
  729. }
  730. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  731. if (arts.size()) //display loot
  732. {
  733. InfoWindow iw;
  734. iw.player = finishingBattle->winnerHero->tempOwner;
  735. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  736. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  737. {
  738. iw.components.push_back(Component(
  739. Component::ARTIFACT, art->artType->id,
  740. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  741. if (iw.components.size() >= 14)
  742. {
  743. sendAndApply(&iw);
  744. iw.components.clear();
  745. }
  746. }
  747. if (iw.components.size())
  748. {
  749. sendAndApply(&iw);
  750. }
  751. }
  752. //Eagle Eye secondary skill handling
  753. if (!cs.spells.empty())
  754. {
  755. cs.learn = 1;
  756. cs.hid = finishingBattle->winnerHero->id;
  757. InfoWindow iw;
  758. iw.player = finishingBattle->winnerHero->tempOwner;
  759. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  760. iw.text.addReplacement(finishingBattle->winnerHero->name);
  761. std::ostringstream names;
  762. for (int i = 0; i < cs.spells.size(); i++)
  763. {
  764. names << "%s";
  765. if (i < cs.spells.size() - 2)
  766. names << ", ";
  767. else if (i < cs.spells.size() - 1)
  768. names << "%s";
  769. }
  770. names << ".";
  771. iw.text.addReplacement(names.str());
  772. auto it = cs.spells.begin();
  773. for (int i = 0; i < cs.spells.size(); i++, it++)
  774. {
  775. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  776. if (i == cs.spells.size() - 2) //we just added pre-last name
  777. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  778. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  779. }
  780. sendAndApply(&iw);
  781. sendAndApply(&cs);
  782. }
  783. cab1.updateArmy(this);
  784. cab2.updateArmy(this); //take casualties after battle is deleted
  785. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  786. {
  787. RemoveObject ro(heroAttacker->id);
  788. sendAndApply(&ro);
  789. }
  790. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  791. {
  792. RemoveObject ro(heroDefender->id);
  793. sendAndApply(&ro);
  794. }
  795. if(battleResult.data->winner == BattleSide::DEFENDER
  796. && heroDefender
  797. && heroDefender->visitedTown
  798. && !heroDefender->inTownGarrison
  799. && heroDefender->visitedTown->garrisonHero == heroDefender)
  800. {
  801. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  802. }
  803. //give exp
  804. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  805. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  806. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  807. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  808. queries.popIfTop(battleQuery);
  809. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  810. }
  811. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  812. {
  813. LOG_TRACE(logGlobal);
  814. finishingBattle->remainingBattleQueriesCount--;
  815. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  816. if (finishingBattle->remainingBattleQueriesCount > 0)
  817. //Battle results will be handled when all battle queries are closed
  818. return;
  819. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  820. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  821. // Still, it looks like a hole.
  822. // Necromancy if applicable.
  823. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  824. // Give raised units to winner and show dialog, if any were raised,
  825. // units will be given after casualties are taken
  826. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  827. if (necroSlot != SlotID())
  828. {
  829. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  830. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  831. }
  832. BattleResultsApplied resultsApplied;
  833. resultsApplied.player1 = finishingBattle->victor;
  834. resultsApplied.player2 = finishingBattle->loser;
  835. sendAndApply(&resultsApplied);
  836. setBattle(nullptr);
  837. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  838. {
  839. logGlobal->trace("post-victory visit");
  840. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  841. }
  842. visitObjectAfterVictory = false;
  843. //handle victory/loss of engaged players
  844. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  845. checkVictoryLossConditions(playerColors);
  846. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  847. {
  848. SetAvailableHeroes sah;
  849. sah.player = finishingBattle->loser;
  850. sah.hid[0] = finishingBattle->loserHero->subID;
  851. if (result.result == BattleResult::ESCAPE) //retreat
  852. {
  853. sah.army[0].clear();
  854. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  855. }
  856. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  857. sah.hid[1] = another->subID;
  858. else
  859. sah.hid[1] = -1;
  860. sendAndApply(&sah);
  861. }
  862. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  863. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  864. {
  865. RemoveObject ro(finishingBattle->winnerHero->id);
  866. sendAndApply(&ro);
  867. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  868. {
  869. SetAvailableHeroes sah;
  870. sah.player = finishingBattle->victor;
  871. sah.hid[0] = finishingBattle->winnerHero->subID;
  872. sah.army[0].clear();
  873. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  874. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  875. sah.hid[1] = another->subID;
  876. else
  877. sah.hid[1] = -1;
  878. sendAndApply(&sah);
  879. }
  880. }
  881. }
  882. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  883. {
  884. if(first && !counter)
  885. handleAttackBeforeCasting(ranged, attacker, defender);
  886. FireShieldInfo fireShield;
  887. BattleAttack bat;
  888. BattleLogMessage blm;
  889. bat.stackAttacking = attacker->unitId();
  890. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  891. if(ranged)
  892. bat.flags |= BattleAttack::SHOT;
  893. if(counter)
  894. bat.flags |= BattleAttack::COUNTER;
  895. const int attackerLuck = attacker->LuckVal();
  896. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  897. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  898. {
  899. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  900. {
  901. bat.flags |= BattleAttack::LUCKY;
  902. }
  903. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  904. {
  905. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  906. {
  907. bat.flags |= BattleAttack::UNLUCKY;
  908. }
  909. }
  910. }
  911. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  912. {
  913. bat.flags |= BattleAttack::DEATH_BLOW;
  914. }
  915. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  916. {
  917. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  918. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  919. if (chance > getRandomGenerator().nextInt(99))
  920. {
  921. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  922. }
  923. }
  924. int64_t drainedLife = 0;
  925. // only primary target
  926. if(defender->alive())
  927. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  928. //multiple-hex normal attack
  929. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  930. for(const CStack * stack : attackedCreatures)
  931. {
  932. if(stack != defender && stack->alive()) //do not hit same stack twice
  933. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  934. }
  935. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  936. if(bonus && ranged) //TODO: make it work in melee?
  937. {
  938. //this is need for displaying hit animation
  939. bat.flags |= BattleAttack::SPELL_LIKE;
  940. bat.spellID = SpellID(bonus->subtype);
  941. //TODO: should spell override creature`s projectile?
  942. auto spell = bat.spellID.toSpell();
  943. battle::Target target;
  944. target.emplace_back(defender);
  945. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  946. event.setSpellLevel(bonus->val);
  947. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  948. //TODO: get exact attacked hex for defender
  949. for(const CStack * stack : attackedCreatures)
  950. {
  951. if(stack != defender && stack->alive()) //do not hit same stack twice
  952. {
  953. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  954. }
  955. }
  956. //now add effect info for all attacked stacks
  957. for (BattleStackAttacked & bsa : bat.bsa)
  958. {
  959. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  960. {
  961. //this is need for displaying affect animation
  962. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  963. bsa.spellID = SpellID(bonus->subtype);
  964. }
  965. }
  966. }
  967. attackerState->afterAttack(ranged, counter);
  968. {
  969. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  970. attackerState->save(info.data);
  971. bat.attackerChanges.changedStacks.push_back(info);
  972. }
  973. sendAndApply(&bat);
  974. {
  975. const bool multipleTargets = bat.bsa.size() > 1;
  976. int64_t totalDamage = 0;
  977. int32_t totalKills = 0;
  978. for(const BattleStackAttacked & bsa : bat.bsa)
  979. {
  980. totalDamage += bsa.damageAmount;
  981. totalKills += bsa.killedAmount;
  982. }
  983. {
  984. MetaString text;
  985. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  986. attacker->addNameReplacement(text);
  987. text.addReplacement(totalDamage);
  988. blm.lines.push_back(text);
  989. }
  990. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  991. }
  992. // drain life effect (as well as log entry) must be applied after the attack
  993. if(drainedLife > 0)
  994. {
  995. BattleAttack bat;
  996. bat.stackAttacking = attacker->unitId();
  997. {
  998. CustomEffectInfo customEffect;
  999. customEffect.sound = soundBase::DRAINLIF;
  1000. customEffect.effect = 52;
  1001. customEffect.stack = attackerState->unitId();
  1002. bat.customEffects.push_back(std::move(customEffect));
  1003. }
  1004. sendAndApply(&bat);
  1005. MetaString text;
  1006. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1007. attackerState->addNameReplacement(text, false);
  1008. text.addReplacement(drainedLife);
  1009. defender->addNameReplacement(text, true);
  1010. blm.lines.push_back(std::move(text));
  1011. }
  1012. if(!fireShield.empty())
  1013. {
  1014. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1015. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1016. int64_t totalDamage = 0;
  1017. for(const auto & item : fireShield)
  1018. {
  1019. const CStack * actor = item.first;
  1020. int64_t rawDamage = item.second;
  1021. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1022. if(actorOwner)
  1023. {
  1024. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1025. }
  1026. else
  1027. {
  1028. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1029. }
  1030. totalDamage+=rawDamage;
  1031. //FIXME: add custom effect on actor
  1032. }
  1033. BattleStackAttacked bsa;
  1034. bsa.stackAttacked = attacker->ID; //invert
  1035. bsa.attackerID = uint32_t(-1);
  1036. bsa.flags |= BattleStackAttacked::EFFECT;
  1037. bsa.effect = 11;
  1038. bsa.damageAmount = totalDamage;
  1039. attacker->prepareAttacked(bsa, getRandomGenerator());
  1040. StacksInjured pack;
  1041. pack.stacks.push_back(bsa);
  1042. sendAndApply(&pack);
  1043. // TODO: this is already implemented in Damage::describeEffect()
  1044. {
  1045. MetaString text;
  1046. text.addTxt(MetaString::GENERAL_TXT, 376);
  1047. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1048. text.addReplacement(totalDamage);
  1049. blm.lines.push_back(std::move(text));
  1050. }
  1051. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1052. }
  1053. sendAndApply(&blm);
  1054. handleAfterAttackCasting(ranged, attacker, defender);
  1055. }
  1056. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1057. {
  1058. BattleStackAttacked bsa;
  1059. if(secondary)
  1060. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1061. bsa.attackerID = attackerState->unitId();
  1062. bsa.stackAttacked = def->unitId();
  1063. {
  1064. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  1065. bai.chargedFields = distance;
  1066. if(bat.deathBlow())
  1067. bai.additiveBonus += 1.0;
  1068. if(bat.ballistaDoubleDmg())
  1069. bai.additiveBonus += 1.0;
  1070. if(bat.lucky())
  1071. bai.additiveBonus += 1.0;
  1072. //unlucky hit, used only if negative luck is enabled
  1073. if(bat.unlucky())
  1074. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  1075. auto range = gs->curB->calculateDmgRange(bai);
  1076. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  1077. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1078. }
  1079. int64_t drainedLife = 0;
  1080. //life drain handling
  1081. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1082. {
  1083. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1084. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1085. drainedLife += toHeal;
  1086. }
  1087. //soul steal handling
  1088. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1089. {
  1090. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1091. //try to use permanent first, use only one of two
  1092. for(si32 subtype = 1; subtype >= 0; subtype--)
  1093. {
  1094. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1095. {
  1096. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1097. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1098. drainedLife += toHeal;
  1099. break;
  1100. }
  1101. }
  1102. }
  1103. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1104. //fire shield handling
  1105. if(!bat.shot() && !def->isClone() &&
  1106. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  1107. {
  1108. //TODO: use damage with bonus but without penalties
  1109. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1110. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1111. }
  1112. return drainedLife;
  1113. }
  1114. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1115. {
  1116. if(killed > 0)
  1117. {
  1118. BattleLogMessage blm;
  1119. addGenericKilledLog(blm, defender, killed, multiple);
  1120. sendAndApply(&blm);
  1121. }
  1122. }
  1123. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1124. {
  1125. if(killed > 0)
  1126. {
  1127. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1128. std::string formatString = VLC->generaltexth->allTexts.at(txtIndex);
  1129. // these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
  1130. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1131. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1132. boost::algorithm::trim(formatString);
  1133. boost::format txt(formatString);
  1134. if(killed > 1)
  1135. {
  1136. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1137. }
  1138. else //killed == 1
  1139. {
  1140. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1141. }
  1142. MetaString line;
  1143. line << txt.str();
  1144. blm.lines.push_back(std::move(line));
  1145. }
  1146. }
  1147. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1148. {
  1149. for(auto playerConns : connections)
  1150. {
  1151. for(auto i = playerConns.second.begin(); i != playerConns.second.end(); )
  1152. {
  1153. if(lobby->state != EServerState::SHUTDOWN && *i == c)
  1154. {
  1155. i = playerConns.second.erase(i);
  1156. if(playerConns.second.size())
  1157. continue;
  1158. PlayerCheated pc;
  1159. pc.player = playerConns.first;
  1160. pc.losingCheatCode = true;
  1161. sendAndApply(&pc);
  1162. checkVictoryLossConditionsForPlayer(playerConns.first);
  1163. }
  1164. else
  1165. ++i;
  1166. }
  1167. }
  1168. }
  1169. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1170. {
  1171. //prepare struct informing that action was applied
  1172. auto sendPackageResponse = [&](bool succesfullyApplied)
  1173. {
  1174. PackageApplied applied;
  1175. applied.player = pack->player;
  1176. applied.result = succesfullyApplied;
  1177. applied.packType = typeList.getTypeID(pack);
  1178. applied.requestID = pack->requestID;
  1179. pack->c->sendPack(&applied);
  1180. };
  1181. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1182. if(isBlockedByQueries(pack, pack->player))
  1183. {
  1184. sendPackageResponse(false);
  1185. }
  1186. else if(apply)
  1187. {
  1188. const bool result = apply->applyOnGH(this, pack);
  1189. if(result)
  1190. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1191. else
  1192. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1193. % typeid(*pack).name()).str());
  1194. sendPackageResponse(true);
  1195. }
  1196. else
  1197. {
  1198. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1199. sendPackageResponse(false);
  1200. }
  1201. vstd::clear_pointer(pack);
  1202. }
  1203. int CGameHandler::moveStack(int stack, BattleHex dest)
  1204. {
  1205. int ret = 0;
  1206. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1207. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1208. assert(curStack);
  1209. assert(dest < GameConstants::BFIELD_SIZE);
  1210. if (gs->curB->tacticDistance)
  1211. {
  1212. assert(gs->curB->isInTacticRange(dest));
  1213. }
  1214. auto start = curStack->getPosition();
  1215. if (start == dest)
  1216. return 0;
  1217. //initing necessary tables
  1218. auto accessibility = getAccesibility(curStack);
  1219. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1220. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1221. {
  1222. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1223. if(accessibility.accessible(shifted, curStack))
  1224. dest = shifted;
  1225. }
  1226. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1227. {
  1228. complain("Given destination is not accessible!");
  1229. return 0;
  1230. }
  1231. bool canUseGate = false;
  1232. auto dbState = gs->curB->si.gateState;
  1233. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1234. dbState != EGateState::DESTROYED &&
  1235. dbState != EGateState::BLOCKED)
  1236. {
  1237. canUseGate = true;
  1238. }
  1239. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1240. ret = path.second;
  1241. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1242. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1243. {
  1244. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1245. return true;
  1246. if (hex == ESiegeHex::GATE_OUTER)
  1247. return true;
  1248. if (hex == ESiegeHex::GATE_INNER)
  1249. return true;
  1250. return false;
  1251. };
  1252. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1253. {
  1254. if (isGateDrawbridgeHex(hex))
  1255. return true;
  1256. if (curStack->doubleWide())
  1257. {
  1258. BattleHex otherHex = curStack->occupiedHex(hex);
  1259. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1260. return true;
  1261. }
  1262. return false;
  1263. };
  1264. if (curStack->hasBonusOfType(Bonus::FLYING))
  1265. {
  1266. if (path.second <= creSpeed && path.first.size() > 0)
  1267. {
  1268. if (canUseGate && dbState != EGateState::OPENED &&
  1269. occupyGateDrawbridgeHex(dest))
  1270. {
  1271. BattleUpdateGateState db;
  1272. db.state = EGateState::OPENED;
  1273. sendAndApply(&db);
  1274. }
  1275. //inform clients about move
  1276. BattleStackMoved sm;
  1277. sm.stack = curStack->ID;
  1278. std::vector<BattleHex> tiles;
  1279. tiles.push_back(path.first[0]);
  1280. sm.tilesToMove = tiles;
  1281. sm.distance = path.second;
  1282. sm.teleporting = false;
  1283. sendAndApply(&sm);
  1284. }
  1285. }
  1286. else //for non-flying creatures
  1287. {
  1288. std::vector<BattleHex> tiles;
  1289. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1290. int v = (int)path.first.size()-1;
  1291. path.first.push_back(start);
  1292. // check if gate need to be open or closed at some point
  1293. BattleHex openGateAtHex, gateMayCloseAtHex;
  1294. if (canUseGate)
  1295. {
  1296. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1297. {
  1298. auto needOpenGates = [&](BattleHex hex) -> bool
  1299. {
  1300. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1301. return true;
  1302. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1303. return true;
  1304. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1305. return true;
  1306. return false;
  1307. };
  1308. auto hex = path.first[i];
  1309. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1310. {
  1311. if (needOpenGates(hex))
  1312. openGateAtHex = path.first[i+1];
  1313. //TODO we need find batter way to handle double-wide stacks
  1314. //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.
  1315. if (curStack->doubleWide())
  1316. {
  1317. BattleHex otherHex = curStack->occupiedHex(hex);
  1318. if (otherHex.isValid() && needOpenGates(otherHex))
  1319. openGateAtHex = path.first[i+2];
  1320. }
  1321. //gate may be opened and then closed during stack movement, but not other way around
  1322. if (openGateAtHex.isValid())
  1323. dbState = EGateState::OPENED;
  1324. }
  1325. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1326. {
  1327. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1328. {
  1329. gateMayCloseAtHex = path.first[i-1];
  1330. }
  1331. if (gs->curB->town->subID == ETownType::FORTRESS)
  1332. {
  1333. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1334. {
  1335. gateMayCloseAtHex = path.first[i-1];
  1336. }
  1337. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1338. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1339. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1340. {
  1341. gateMayCloseAtHex = path.first[i-1];
  1342. }
  1343. }
  1344. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1345. {
  1346. gateMayCloseAtHex = path.first[i-1];
  1347. }
  1348. }
  1349. }
  1350. }
  1351. bool stackIsMoving = true;
  1352. while(stackIsMoving)
  1353. {
  1354. if (v<tilesToMove)
  1355. {
  1356. logGlobal->error("Movement terminated abnormally");
  1357. break;
  1358. }
  1359. bool gateStateChanging = false;
  1360. //special handling for opening gate on from starting hex
  1361. if (openGateAtHex.isValid() && openGateAtHex == start)
  1362. gateStateChanging = true;
  1363. else
  1364. {
  1365. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1366. {
  1367. BattleHex hex = path.first[v];
  1368. tiles.push_back(hex);
  1369. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1370. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1371. {
  1372. gateStateChanging = true;
  1373. }
  1374. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1375. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1376. obstacleHit = true;
  1377. if (curStack->doubleWide())
  1378. {
  1379. BattleHex otherHex = curStack->occupiedHex(hex);
  1380. //two hex creature hit obstacle by backside
  1381. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1382. if(otherHex.isValid() && !obstacle2.empty())
  1383. obstacleHit = true;
  1384. }
  1385. }
  1386. }
  1387. if (tiles.size() > 0)
  1388. {
  1389. //commit movement
  1390. BattleStackMoved sm;
  1391. sm.stack = curStack->ID;
  1392. sm.distance = path.second;
  1393. sm.teleporting = false;
  1394. sm.tilesToMove = tiles;
  1395. sendAndApply(&sm);
  1396. tiles.clear();
  1397. }
  1398. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1399. if (curStack->getPosition() != dest)
  1400. {
  1401. if(stackIsMoving && start != curStack->getPosition())
  1402. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1403. if (gateStateChanging)
  1404. {
  1405. if (curStack->getPosition() == openGateAtHex)
  1406. {
  1407. openGateAtHex = BattleHex();
  1408. //only open gate if stack is still alive
  1409. if (curStack->alive())
  1410. {
  1411. BattleUpdateGateState db;
  1412. db.state = EGateState::OPENED;
  1413. sendAndApply(&db);
  1414. }
  1415. }
  1416. else if (curStack->getPosition() == gateMayCloseAtHex)
  1417. {
  1418. gateMayCloseAtHex = BattleHex();
  1419. updateGateState();
  1420. }
  1421. }
  1422. }
  1423. else
  1424. //movement finished normally: we reached destination
  1425. stackIsMoving = false;
  1426. }
  1427. }
  1428. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1429. handleDamageFromObstacle(curStack);
  1430. return ret;
  1431. }
  1432. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1433. : lobby(lobby)
  1434. , complainNoCreatures("No creatures to split")
  1435. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1436. , complainInvalidSlot("Invalid slot accessed!")
  1437. {
  1438. QID = 1;
  1439. IObjectInterface::cb = this;
  1440. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1441. registerTypesServerPacks(*applier);
  1442. visitObjectAfterVictory = false;
  1443. spellEnv = new ServerSpellCastEnvironment(this);
  1444. }
  1445. CGameHandler::~CGameHandler()
  1446. {
  1447. delete spellEnv;
  1448. delete gs;
  1449. }
  1450. void CGameHandler::reinitScripting()
  1451. {
  1452. serverEventBus = make_unique<events::EventBus>();
  1453. #if SCRIPTING_ENABLED
  1454. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1455. #endif
  1456. }
  1457. void CGameHandler::init(StartInfo *si)
  1458. {
  1459. if (si->seedToBeUsed == 0)
  1460. {
  1461. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1462. }
  1463. CMapService mapService;
  1464. gs = new CGameState();
  1465. gs->preInit(VLC);
  1466. logGlobal->info("Gamestate created!");
  1467. gs->init(&mapService, si);
  1468. logGlobal->info("Gamestate initialized!");
  1469. // reset seed, so that clients can't predict any following random values
  1470. getRandomGenerator().resetSeed();
  1471. for (auto & elem : gs->players)
  1472. {
  1473. states.addPlayer(elem.first);
  1474. }
  1475. reinitScripting();
  1476. }
  1477. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1478. {
  1479. return a.earlierThan(b);
  1480. }
  1481. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1482. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1483. const PlayerState * p = getPlayerState(town->tempOwner);
  1484. if (!p)
  1485. {
  1486. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1487. return;
  1488. }
  1489. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1490. {
  1491. SetAvailableCreatures ssi;
  1492. ssi.tid = town->id;
  1493. ssi.creatures = town->creatures;
  1494. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1495. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1496. if (dwellings.empty())//no dwellings - just remove
  1497. {
  1498. sendAndApply(&ssi);
  1499. return;
  1500. }
  1501. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1502. // for multi-creature dwellings like Golem Factory
  1503. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1504. if (clear)
  1505. {
  1506. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1507. }
  1508. else
  1509. {
  1510. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1511. }
  1512. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1513. sendAndApply(&ssi);
  1514. }
  1515. }
  1516. void CGameHandler::newTurn()
  1517. {
  1518. logGlobal->trace("Turn %d", gs->day+1);
  1519. NewTurn n;
  1520. n.specialWeek = NewTurn::NO_ACTION;
  1521. n.creatureid = CreatureID::NONE;
  1522. n.day = gs->day + 1;
  1523. bool firstTurn = !getDate(Date::DAY);
  1524. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1525. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1526. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1527. if (firstTurn)
  1528. {
  1529. for (auto obj : gs->map->objects)
  1530. {
  1531. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1532. {
  1533. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1534. }
  1535. }
  1536. }
  1537. if (newWeek && !firstTurn)
  1538. {
  1539. n.specialWeek = NewTurn::NORMAL;
  1540. bool deityOfFireBuilt = false;
  1541. for (const CGTownInstance *t : gs->map->towns)
  1542. {
  1543. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1544. {
  1545. deityOfFireBuilt = true;
  1546. break;
  1547. }
  1548. }
  1549. if (deityOfFireBuilt)
  1550. {
  1551. n.specialWeek = NewTurn::DEITYOFFIRE;
  1552. n.creatureid = CreatureID::IMP;
  1553. }
  1554. else if(!VLC->modh->settings.NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS)
  1555. {
  1556. int monthType = getRandomGenerator().nextInt(99);
  1557. if (newMonth) //new month
  1558. {
  1559. if (monthType < 40) //double growth
  1560. {
  1561. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1562. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1563. {
  1564. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1565. n.creatureid = newMonster.second;
  1566. }
  1567. else if (VLC->creh->doubledCreatures.size())
  1568. {
  1569. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1570. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1571. }
  1572. else
  1573. {
  1574. complain("Cannot find creature that can be spawned!");
  1575. n.specialWeek = NewTurn::NORMAL;
  1576. }
  1577. }
  1578. else if (monthType < 50)
  1579. n.specialWeek = NewTurn::PLAGUE;
  1580. }
  1581. else //it's a week, but not full month
  1582. {
  1583. if (monthType < 25)
  1584. {
  1585. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1586. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1587. do
  1588. {
  1589. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1590. } while (VLC->creh->objects[newMonster.second] &&
  1591. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1592. n.creatureid = newMonster.second;
  1593. }
  1594. }
  1595. }
  1596. }
  1597. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1598. for (auto& hp : pool)
  1599. {
  1600. auto hero = hp.second;
  1601. if (hero->isInitialized() && hero->stacks.size())
  1602. {
  1603. // reset retreated or surrendered heroes
  1604. auto maxmove = hero->maxMovePoints(true);
  1605. // if movement is greater than maxmove, we should decrease it
  1606. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1607. {
  1608. NewTurn::Hero hth;
  1609. hth.id = hero->id;
  1610. hth.move = maxmove;
  1611. hth.mana = hero->getManaNewTurn();
  1612. n.heroes.insert(hth);
  1613. }
  1614. }
  1615. }
  1616. for (auto & elem : gs->players)
  1617. {
  1618. if (elem.first == PlayerColor::NEUTRAL)
  1619. continue;
  1620. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1621. assert(0); //illegal player number!
  1622. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1623. hadGold.insert(playerGold);
  1624. if (newWeek) //new heroes in tavern
  1625. {
  1626. SetAvailableHeroes sah;
  1627. sah.player = elem.first;
  1628. //pick heroes and their armies
  1629. CHeroClass *banned = nullptr;
  1630. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1631. {
  1632. //first hero - native if possible, second hero -> any other class
  1633. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1634. {
  1635. sah.hid[j] = h->subID;
  1636. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1637. banned = h->type->heroClass;
  1638. }
  1639. else
  1640. {
  1641. sah.hid[j] = -1;
  1642. }
  1643. }
  1644. sendAndApply(&sah);
  1645. }
  1646. n.res[elem.first] = elem.second.resources;
  1647. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1648. {
  1649. bool hasCrystalGenCreature = false;
  1650. for(CGHeroInstance * hero : elem.second.heroes)
  1651. {
  1652. for(auto stack : hero->stacks)
  1653. {
  1654. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1655. {
  1656. hasCrystalGenCreature = true;
  1657. break;
  1658. }
  1659. }
  1660. }
  1661. if(!hasCrystalGenCreature) //not found in armies, check towns
  1662. {
  1663. for(CGTownInstance * town : elem.second.towns)
  1664. {
  1665. for(auto stack : town->stacks)
  1666. {
  1667. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1668. {
  1669. hasCrystalGenCreature = true;
  1670. break;
  1671. }
  1672. }
  1673. }
  1674. }
  1675. if(hasCrystalGenCreature)
  1676. n.res[elem.first][Res::CRYSTAL] += 3;
  1677. }
  1678. for (CGHeroInstance *h : (elem).second.heroes)
  1679. {
  1680. if (h->visitedTown)
  1681. giveSpells(h->visitedTown, h);
  1682. NewTurn::Hero hth;
  1683. hth.id = h->id;
  1684. auto ti = make_unique<TurnInfo>(h, 1);
  1685. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1686. hth.move = h->maxMovePointsCached(gs->map->getTile(h->getPosition(false)).terType->isLand(), ti.get());
  1687. hth.mana = h->getManaNewTurn();
  1688. n.heroes.insert(hth);
  1689. if (!firstTurn) //not first day
  1690. {
  1691. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1692. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1693. {
  1694. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1695. }
  1696. }
  1697. }
  1698. }
  1699. for (CGTownInstance *t : gs->map->towns)
  1700. {
  1701. PlayerColor player = t->tempOwner;
  1702. handleTownEvents(t, n);
  1703. if (newWeek) //first day of week
  1704. {
  1705. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1706. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1707. if (!firstTurn)
  1708. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1709. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1710. if (!vstd::contains(n.cres, t->id))
  1711. {
  1712. n.cres[t->id].tid = t->id;
  1713. n.cres[t->id].creatures = t->creatures;
  1714. }
  1715. auto & sac = n.cres.at(t->id);
  1716. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1717. {
  1718. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1719. {
  1720. ui32 &availableCount = sac.creatures.at(k).first;
  1721. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1722. if (n.specialWeek == NewTurn::PLAGUE)
  1723. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1724. else
  1725. {
  1726. if (firstTurn) //first day of game: use only basic growths
  1727. availableCount = cre->growth;
  1728. else
  1729. availableCount += t->creatureGrowth(k);
  1730. //Deity of fire week - upgrade both imps and upgrades
  1731. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1732. availableCount += 15;
  1733. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1734. {
  1735. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1736. availableCount *= 2;
  1737. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1738. availableCount += 5;
  1739. }
  1740. }
  1741. }
  1742. }
  1743. }
  1744. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1745. {
  1746. n.res[player] = n.res[player] + t->dailyIncome();
  1747. }
  1748. if(t->hasBuilt(BuildingID::GRAIL)
  1749. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1750. {
  1751. // Skyship, probably easier to handle same as Veil of darkness
  1752. //do it every new day after veils apply
  1753. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1754. {
  1755. FoWChange fw;
  1756. fw.mode = 1;
  1757. fw.player = player;
  1758. // find all hidden tiles
  1759. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1760. auto shape = fow->shape();
  1761. for(size_t z = 0; z < shape[0]; z++)
  1762. for(size_t x = 0; x < shape[1]; x++)
  1763. for(size_t y = 0; y < shape[2]; y++)
  1764. if (!(*fow)[z][x][y])
  1765. fw.tiles.insert(int3(x, y, z));
  1766. sendAndApply (&fw);
  1767. }
  1768. }
  1769. if (t->hasBonusOfType (Bonus::DARKNESS))
  1770. {
  1771. for (auto & player : gs->players)
  1772. {
  1773. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1774. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1775. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1776. }
  1777. }
  1778. }
  1779. if (newMonth)
  1780. {
  1781. SetAvailableArtifacts saa;
  1782. saa.id = -1;
  1783. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1784. sendAndApply(&saa);
  1785. }
  1786. sendAndApply(&n);
  1787. if (newWeek)
  1788. {
  1789. //spawn wandering monsters
  1790. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1791. {
  1792. spawnWanderingMonsters(n.creatureid);
  1793. }
  1794. //new week info popup
  1795. if (!firstTurn)
  1796. {
  1797. InfoWindow iw;
  1798. switch (n.specialWeek)
  1799. {
  1800. case NewTurn::DOUBLE_GROWTH:
  1801. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1802. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1803. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1804. break;
  1805. case NewTurn::PLAGUE:
  1806. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1807. break;
  1808. case NewTurn::BONUS_GROWTH:
  1809. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1810. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1811. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1812. break;
  1813. case NewTurn::DEITYOFFIRE:
  1814. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1815. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1816. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1817. iw.text.addReplacement2(15); //%+d 15
  1818. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1819. iw.text.addReplacement2(15); //%+d 15
  1820. break;
  1821. default:
  1822. if (newMonth)
  1823. {
  1824. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1825. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1826. }
  1827. else
  1828. {
  1829. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1830. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1831. }
  1832. }
  1833. for (auto & elem : gs->players)
  1834. {
  1835. iw.player = elem.first;
  1836. sendAndApply(&iw);
  1837. }
  1838. }
  1839. }
  1840. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1841. handleTimeEvents();
  1842. //call objects
  1843. for (auto & elem : gs->map->objects)
  1844. {
  1845. if (elem)
  1846. elem->newTurn(getRandomGenerator());
  1847. }
  1848. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1849. }
  1850. void CGameHandler::run(bool resume)
  1851. {
  1852. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1853. using namespace boost::posix_time;
  1854. for (auto cc : lobby->connections)
  1855. {
  1856. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1857. std::stringstream sbuffer;
  1858. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1859. for (PlayerColor color : players)
  1860. {
  1861. sbuffer << color << " ";
  1862. {
  1863. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1864. connections[color].insert(cc);
  1865. }
  1866. }
  1867. logGlobal->info(sbuffer.str());
  1868. }
  1869. #if SCRIPTING_ENABLED
  1870. services()->scripts()->run(serverScripts);
  1871. #endif
  1872. if(resume)
  1873. events::GameResumed::defaultExecute(serverEventBus.get());
  1874. auto playerTurnOrder = generatePlayerTurnOrder();
  1875. while(lobby->state == EServerState::GAMEPLAY)
  1876. {
  1877. if(!resume)
  1878. {
  1879. newTurn();
  1880. events::TurnStarted::defaultExecute(serverEventBus.get());
  1881. }
  1882. std::list<PlayerColor>::iterator it;
  1883. if (resume)
  1884. {
  1885. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1886. }
  1887. else
  1888. {
  1889. it = playerTurnOrder.begin();
  1890. }
  1891. resume = false;
  1892. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1893. {
  1894. auto playerColor = *it;
  1895. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1896. {
  1897. //if player runs out of time, he shouldn't get the turn (especially AI)
  1898. //pre-trigger may change anything, should check before each player
  1899. //TODO: is it enough to check only one player?
  1900. checkVictoryLossConditionsForAll();
  1901. auto player = event.getPlayer();
  1902. const PlayerState * playerState = &gs->players[player];
  1903. if(playerState->status != EPlayerStatus::INGAME)
  1904. {
  1905. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1906. }
  1907. else
  1908. {
  1909. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1910. YourTurn yt;
  1911. yt.player = player;
  1912. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1913. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1914. applyAndSend(&yt);
  1915. }
  1916. };
  1917. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1918. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1919. {
  1920. //wait till turn is done
  1921. boost::unique_lock<boost::mutex> lock(states.mx);
  1922. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1923. {
  1924. static time_duration p = milliseconds(100);
  1925. states.cv.timed_wait(lock, p);
  1926. }
  1927. }
  1928. }
  1929. //additional check that game is not finished
  1930. bool activePlayer = false;
  1931. for (auto player : playerTurnOrder)
  1932. {
  1933. if (gs->players[player].status == EPlayerStatus::INGAME)
  1934. activePlayer = true;
  1935. }
  1936. if(!activePlayer)
  1937. lobby->state = EServerState::GAMEPLAY_ENDED;
  1938. }
  1939. }
  1940. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1941. {
  1942. // Generate player turn order
  1943. std::list<PlayerColor> playerTurnOrder;
  1944. for (const auto & player : gs->players) // add human players first
  1945. {
  1946. if (player.second.human)
  1947. playerTurnOrder.push_back(player.first);
  1948. }
  1949. for (const auto & player : gs->players) // then add non-human players
  1950. {
  1951. if (!player.second.human)
  1952. playerTurnOrder.push_back(player.first);
  1953. }
  1954. return playerTurnOrder;
  1955. }
  1956. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1957. {
  1958. battleResult.set(nullptr);
  1959. const auto & t = *getTile(tile);
  1960. TerrainId terrain = t.terType->id;
  1961. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1962. terrain = Terrain::SAND;
  1963. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1964. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1965. terType = BattleField::fromString("ship_to_ship");
  1966. //send info about battles
  1967. BattleStart bs;
  1968. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1969. sendAndApply(&bs);
  1970. }
  1971. void CGameHandler::checkBattleStateChanges()
  1972. {
  1973. //check if drawbridge state need to be changes
  1974. if (battleGetSiegeLevel() > 0)
  1975. updateGateState();
  1976. //check if battle ended
  1977. if (auto result = battleIsFinished())
  1978. {
  1979. setBattleResult(BattleResult::NORMAL, *result);
  1980. }
  1981. }
  1982. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1983. {
  1984. if (!h->hasSpellbook())
  1985. return; //hero hasn't spellbook
  1986. ChangeSpells cs;
  1987. cs.hid = h->id;
  1988. cs.learn = true;
  1989. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1990. {
  1991. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1992. for (int i = 0; i < h->maxSpellLevel(); i++)
  1993. {
  1994. std::vector<SpellID> spells;
  1995. getAllowedSpells(spells, i+1);
  1996. for (auto & spell : spells)
  1997. cs.spells.insert(spell);
  1998. }
  1999. }
  2000. else
  2001. {
  2002. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  2003. {
  2004. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  2005. {
  2006. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  2007. cs.spells.insert(t->spells.at(i).at(j));
  2008. }
  2009. }
  2010. }
  2011. if (!cs.spells.empty())
  2012. sendAndApply(&cs);
  2013. }
  2014. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  2015. {
  2016. if (!obj || !getObj(obj->id))
  2017. {
  2018. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  2019. return false;
  2020. }
  2021. RemoveObject ro;
  2022. ro.id = obj->id;
  2023. sendAndApply(&ro);
  2024. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  2025. return true;
  2026. }
  2027. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  2028. {
  2029. const CGHeroInstance *h = getHero(hid);
  2030. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2031. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2032. {
  2033. logGlobal->error("Illegal call to move hero!");
  2034. return false;
  2035. }
  2036. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2037. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  2038. if (!gs->map->isInTheMap(hmpos))
  2039. {
  2040. logGlobal->error("Destination tile is outside the map!");
  2041. return false;
  2042. }
  2043. const TerrainTile t = *getTile(hmpos);
  2044. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2045. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2046. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  2047. //result structure for start - movement failed, no move points used
  2048. TryMoveHero tmh;
  2049. tmh.id = hid;
  2050. tmh.start = h->pos;
  2051. tmh.end = dst;
  2052. tmh.result = TryMoveHero::FAILED;
  2053. tmh.movePoints = h->movement;
  2054. //check if destination tile is available
  2055. auto pathfinderHelper = make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2056. pathfinderHelper->updateTurnInfo(0);
  2057. auto ti = pathfinderHelper->getTurnInfo();
  2058. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2059. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2060. const int cost = pathfinderHelper->getMovementCost(h->getPosition(), hmpos, nullptr, nullptr, h->movement);
  2061. //it's a rock or blocked and not visitable tile
  2062. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2063. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2064. && complain("Cannot move hero, destination tile is blocked!"))
  2065. || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (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)
  2066. && complain("Cannot move hero, destination tile is on water!"))
  2067. || ((h->boat && t.terType->isLand() && t.blocked)
  2068. && complain("Cannot disembark hero, tile is blocked!"))
  2069. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2070. && complain("Tiles are not neighboring!"))
  2071. || ((h->inTownGarrison)
  2072. && complain("Can not move garrisoned hero!"))
  2073. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2074. && complain("Hero doesn't have any movement points left!"))
  2075. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2076. && complain("Hero cannot transit over this tile!"))
  2077. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2078. && complain("Cannot move hero during the battle"))*/)
  2079. {
  2080. //send info about movement failure
  2081. sendAndApply(&tmh);
  2082. return false;
  2083. }
  2084. //several generic blocks of code
  2085. // should be called if hero changes tile but before applying TryMoveHero package
  2086. auto leaveTile = [&]()
  2087. {
  2088. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2089. {
  2090. obj->onHeroLeave(h);
  2091. }
  2092. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2093. };
  2094. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2095. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2096. {
  2097. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  2098. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2099. queries.addQuery(moveQuery);
  2100. if (leavingTile == LEAVING_TILE)
  2101. leaveTile();
  2102. tmh.result = result;
  2103. sendAndApply(&tmh);
  2104. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2105. { // Hero should be always able to visit any object he staying on even if there guards around
  2106. visitObjectOnTile(t, h);
  2107. }
  2108. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2109. {
  2110. tmh.attackedFrom = boost::make_optional(guardPos);
  2111. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2112. objectVisited(guardTile.visitableObjects.back(), h);
  2113. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2114. }
  2115. else if (visitDest == VISIT_DEST)
  2116. {
  2117. visitObjectOnTile(t, h);
  2118. }
  2119. queries.popIfTop(moveQuery);
  2120. logGlobal->trace("Hero %s ends movement", h->name);
  2121. return result != TryMoveHero::FAILED;
  2122. };
  2123. //interaction with blocking object (like resources)
  2124. auto blockingVisit = [&]() -> bool
  2125. {
  2126. for (CGObjectInstance *obj : t.visitableObjects)
  2127. {
  2128. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2129. {
  2130. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2131. //this-> is needed for MVS2010 to recognize scope (?)
  2132. }
  2133. }
  2134. return false;
  2135. };
  2136. if (!transit && embarking)
  2137. {
  2138. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2139. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2140. // In H3 embark ignore guards
  2141. }
  2142. if (disembarking)
  2143. {
  2144. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2145. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2146. }
  2147. if (teleporting)
  2148. {
  2149. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2150. return true;
  2151. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2152. // visit town for town portal \ castle gates
  2153. // do not use generic visitObjectOnTile to avoid double-teleporting
  2154. // if this moveHero call was triggered by teleporter
  2155. if (!t.visitableObjects.empty())
  2156. {
  2157. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2158. town->onHeroVisit(h);
  2159. }
  2160. return true;
  2161. }
  2162. //still here? it is standard movement!
  2163. {
  2164. tmh.movePoints = (int)h->movement >= cost
  2165. ? h->movement - cost
  2166. : 0;
  2167. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2168. EVisitDest visitDest = VISIT_DEST;
  2169. if (transit)
  2170. {
  2171. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2172. visitDest = DONT_VISIT_DEST;
  2173. if (canFly)
  2174. {
  2175. lookForGuards = IGNORE_GUARDS;
  2176. visitDest = DONT_VISIT_DEST;
  2177. }
  2178. }
  2179. else if (blockingVisit())
  2180. return true;
  2181. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2182. return true;
  2183. }
  2184. }
  2185. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2186. {
  2187. const CGHeroInstance *h = getHero(hid);
  2188. const CGTownInstance *t = getTown(dstid);
  2189. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2190. COMPLAIN_RET("Invalid call to teleportHero!");
  2191. const CGTownInstance *from = h->visitedTown;
  2192. if (((h->getOwner() != t->getOwner())
  2193. && complain("Cannot teleport hero to another player"))
  2194. || (from->town->faction->index != t->town->faction->index
  2195. && complain("Source town and destination town should belong to the same faction"))
  2196. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2197. && complain("Hero must be in town with Castle gate for teleporting"))
  2198. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2199. && complain("Cannot teleport hero to town without Castle gate in it")))
  2200. return false;
  2201. int3 pos = t->visitablePos();
  2202. pos += h->getVisitableOffset();
  2203. moveHero(hid,pos,1);
  2204. return true;
  2205. }
  2206. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2207. {
  2208. PlayerColor oldOwner = getOwner(obj->id);
  2209. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2210. sendAndApply(&sop);
  2211. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2212. checkVictoryLossConditions(playerColors);
  2213. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2214. if (town) //town captured
  2215. {
  2216. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2217. {
  2218. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2219. setPortalDwelling(town, true, false);
  2220. }
  2221. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2222. {
  2223. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2224. {
  2225. InfoWindow iw;
  2226. iw.player = oldOwner;
  2227. 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.
  2228. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2229. sendAndApply(&iw);
  2230. }
  2231. }
  2232. }
  2233. const PlayerState * p = getPlayerState(owner);
  2234. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2235. {
  2236. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2237. {
  2238. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2239. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2240. }
  2241. }
  2242. }
  2243. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2244. {
  2245. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2246. queries.addQuery(dialogQuery);
  2247. iw->queryID = dialogQuery->queryID;
  2248. sendToAllClients(iw);
  2249. }
  2250. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2251. {
  2252. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2253. queries.addQuery(dialogQuery);
  2254. iw->queryID = dialogQuery->queryID;
  2255. sendToAllClients(iw);
  2256. }
  2257. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2258. {
  2259. if (!val) return; //don't waste time on empty call
  2260. TResources resources;
  2261. resources.at(which) = val;
  2262. giveResources(player, resources);
  2263. }
  2264. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2265. {
  2266. SetResources sr;
  2267. sr.abs = false;
  2268. sr.player = player;
  2269. sr.res = resources;
  2270. sendAndApply(&sr);
  2271. }
  2272. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2273. {
  2274. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2275. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2276. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2277. //first we move creatures to give to make them army of object-source
  2278. for (auto & elem : creatures.Slots())
  2279. {
  2280. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2281. }
  2282. tryJoiningArmy(obj, h, remove, true);
  2283. }
  2284. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2285. {
  2286. std::vector<CStackBasicDescriptor> cres = creatures;
  2287. if (cres.size() <= 0)
  2288. return;
  2289. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2290. for (CStackBasicDescriptor &sbd : cres)
  2291. {
  2292. TQuantity collected = 0;
  2293. while(collected < sbd.count)
  2294. {
  2295. bool foundSth = false;
  2296. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2297. {
  2298. if (i->second->type == sbd.type)
  2299. {
  2300. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2301. changeStackCount(StackLocation(obj, i->first), -take, false);
  2302. collected += take;
  2303. foundSth = true;
  2304. break;
  2305. }
  2306. }
  2307. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2308. {
  2309. complain("Unexpected failure during taking creatures!");
  2310. return;
  2311. }
  2312. }
  2313. }
  2314. }
  2315. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2316. {
  2317. sendToAllClients(comp);
  2318. }
  2319. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2320. {
  2321. HeroVisitCastle vc;
  2322. vc.hid = hero->id;
  2323. vc.tid = obj->id;
  2324. vc.flags |= 1;
  2325. sendAndApply(&vc);
  2326. visitCastleObjects(obj, hero);
  2327. giveSpells (obj, hero);
  2328. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2329. }
  2330. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2331. {
  2332. for (auto building : t->bonusingBuildings)
  2333. building->onHeroVisit(h);
  2334. }
  2335. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2336. {
  2337. HeroVisitCastle vc;
  2338. vc.hid = hero->id;
  2339. vc.tid = obj->id;
  2340. sendAndApply(&vc);
  2341. }
  2342. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2343. {
  2344. EraseArtifact ea;
  2345. ea.al = al;
  2346. sendAndApply(&ea);
  2347. }
  2348. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2349. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2350. const CGTownInstance *town) //use hero=nullptr for no hero
  2351. {
  2352. engageIntoBattle(army1->tempOwner);
  2353. engageIntoBattle(army2->tempOwner);
  2354. static const CArmedInstance *armies[2];
  2355. armies[0] = army1;
  2356. armies[1] = army2;
  2357. static const CGHeroInstance*heroes[2];
  2358. heroes[0] = hero1;
  2359. heroes[1] = hero2;
  2360. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2361. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2362. queries.addQuery(battleQuery);
  2363. boost::thread(&CGameHandler::runBattle, this);
  2364. }
  2365. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2366. {
  2367. startBattlePrimary(army1, army2, tile,
  2368. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2369. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2370. creatureBank);
  2371. }
  2372. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2373. {
  2374. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2375. }
  2376. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2377. {
  2378. ChangeSpells cs;
  2379. cs.hid = hero->id;
  2380. cs.spells = spells;
  2381. cs.learn = give;
  2382. sendAndApply(&cs);
  2383. }
  2384. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2385. {
  2386. SystemMessage sm;
  2387. sm.text = message;
  2388. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2389. *(c.get()) << &sm;
  2390. }
  2391. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2392. {
  2393. sendAndApply(bonus);
  2394. }
  2395. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2396. {
  2397. sendAndApply(smp);
  2398. }
  2399. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2400. {
  2401. SetMana sm;
  2402. sm.hid = hid;
  2403. sm.val = val;
  2404. sm.absolute = true;
  2405. sendAndApply(&sm);
  2406. }
  2407. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2408. {
  2409. GiveHero gh;
  2410. gh.id = id;
  2411. gh.player = player;
  2412. sendAndApply(&gh);
  2413. }
  2414. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2415. {
  2416. ChangeObjPos cop;
  2417. cop.objid = objid;
  2418. cop.nPos = newPos;
  2419. cop.flags = flags;
  2420. sendAndApply(&cop);
  2421. }
  2422. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2423. {
  2424. const CGHeroInstance * h1 = getHero(fromHero);
  2425. const CGHeroInstance * h2 = getHero(toHero);
  2426. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2427. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2428. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2429. {
  2430. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2431. std::swap(fromHero, toHero);
  2432. }
  2433. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2434. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2435. return;//no scholar skill or no spellbook
  2436. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2437. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2438. ChangeSpells cs1;
  2439. cs1.learn = true;
  2440. cs1.hid = toHero;//giving spells to first hero
  2441. for (auto it : h1->getSpellsInSpellbook())
  2442. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2443. cs1.spells.insert(it);//spell to learn
  2444. ChangeSpells cs2;
  2445. cs2.learn = true;
  2446. cs2.hid = fromHero;
  2447. for (auto it : h2->getSpellsInSpellbook())
  2448. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2449. cs2.spells.insert(it);
  2450. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2451. {
  2452. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2453. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2454. InfoWindow iw;
  2455. iw.player = h1->tempOwner;
  2456. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarSkillLevel, 0));
  2457. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2458. iw.text.addReplacement(h1->name);
  2459. if (!cs2.spells.empty())//if found new spell - apply
  2460. {
  2461. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2462. int size = static_cast<int>(cs2.spells.size());
  2463. for (auto it : cs2.spells)
  2464. {
  2465. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2466. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2467. switch (size--)
  2468. {
  2469. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2470. case 1: break;
  2471. default: iw.text << ", ";
  2472. }
  2473. }
  2474. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2475. iw.text.addReplacement(h2->name);
  2476. sendAndApply(&cs2);
  2477. }
  2478. if (!cs1.spells.empty() && !cs2.spells.empty())
  2479. {
  2480. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2481. }
  2482. if (!cs1.spells.empty())
  2483. {
  2484. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2485. int size = static_cast<int>(cs1.spells.size());
  2486. for (auto it : cs1.spells)
  2487. {
  2488. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2489. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2490. switch (size--)
  2491. {
  2492. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2493. case 1: break;
  2494. default: iw.text << ", ";
  2495. } }
  2496. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2497. iw.text.addReplacement(h2->name);
  2498. sendAndApply(&cs1);
  2499. }
  2500. sendAndApply(&iw);
  2501. }
  2502. }
  2503. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2504. {
  2505. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2506. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2507. {
  2508. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2509. ExchangeDialog hex;
  2510. hex.queryID = exchange->queryID;
  2511. hex.player = h1->getOwner();
  2512. hex.hero1 = hero1;
  2513. hex.hero2 = hero2;
  2514. sendAndApply(&hex);
  2515. useScholarSkill(hero1,hero2);
  2516. queries.addQuery(exchange);
  2517. }
  2518. }
  2519. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2520. {
  2521. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2522. for (auto c : lobby->connections)
  2523. {
  2524. if(!c->isOpen())
  2525. continue;
  2526. c->sendPack(pack);
  2527. }
  2528. }
  2529. void CGameHandler::sendAndApply(CPackForClient * pack)
  2530. {
  2531. sendToAllClients(pack);
  2532. gs->apply(pack);
  2533. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2534. }
  2535. void CGameHandler::applyAndSend(CPackForClient * pack)
  2536. {
  2537. gs->apply(pack);
  2538. sendToAllClients(pack);
  2539. }
  2540. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2541. {
  2542. sendAndApply(static_cast<CPackForClient *>(pack));
  2543. checkVictoryLossConditionsForAll();
  2544. }
  2545. void CGameHandler::sendAndApply(SetResources * pack)
  2546. {
  2547. sendAndApply(static_cast<CPackForClient *>(pack));
  2548. checkVictoryLossConditionsForPlayer(pack->player);
  2549. }
  2550. void CGameHandler::sendAndApply(NewStructures * pack)
  2551. {
  2552. sendAndApply(static_cast<CPackForClient *>(pack));
  2553. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2554. }
  2555. void CGameHandler::save(const std::string & filename)
  2556. {
  2557. logGlobal->info("Saving to %s", filename);
  2558. const auto stem = FileInfo::GetPathStem(filename);
  2559. const auto savefname = stem.to_string() + ".vsgm1";
  2560. CResourceHandler::get("local")->createResource(savefname);
  2561. {
  2562. logGlobal->info("Ordering clients to serialize...");
  2563. SaveGameClient sg(savefname);
  2564. sendToAllClients(&sg);
  2565. }
  2566. try
  2567. {
  2568. {
  2569. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2570. saveCommonState(save);
  2571. logGlobal->info("Saving server state");
  2572. save << *this;
  2573. }
  2574. logGlobal->info("Game has been successfully saved!");
  2575. }
  2576. catch(std::exception &e)
  2577. {
  2578. logGlobal->error("Failed to save game: %s", e.what());
  2579. }
  2580. }
  2581. bool CGameHandler::load(const std::string & filename)
  2582. {
  2583. logGlobal->info("Loading from %s", filename);
  2584. const auto stem = FileInfo::GetPathStem(filename);
  2585. reinitScripting();
  2586. try
  2587. {
  2588. {
  2589. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2590. loadCommonState(lf);
  2591. logGlobal->info("Loading server state");
  2592. lf >> *this;
  2593. }
  2594. logGlobal->info("Game has been successfully loaded!");
  2595. }
  2596. catch(const CModHandler::Incompatibility & e)
  2597. {
  2598. logGlobal->error("Failed to load game: %s", e.what());
  2599. auto errorMsg = VLC->generaltexth->localizedTexts["server"]["errors"]["modsIncompatibility"].String() + '\n';
  2600. errorMsg += e.what();
  2601. lobby->announceMessage(errorMsg);
  2602. return false;
  2603. }
  2604. catch(const std::exception & e)
  2605. {
  2606. logGlobal->error("Failed to load game: %s", e.what());
  2607. return false;
  2608. }
  2609. gs->preInit(VLC);
  2610. gs->updateOnLoad(lobby->si.get());
  2611. return true;
  2612. }
  2613. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2614. {
  2615. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2616. return false;
  2617. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2618. const CCreatureSet & creatureSet = *army;
  2619. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2620. || (howMany < 1 && complain("Invalid split parameter!")))
  2621. {
  2622. return false;
  2623. }
  2624. auto actualAmount = army->getStackCount(slotSrc);
  2625. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2626. return false;
  2627. auto freeSlots = creatureSet.getFreeSlots();
  2628. if(freeSlots.empty() && complain("No empty stacks"))
  2629. return false;
  2630. BulkRebalanceStacks bulkRS;
  2631. for(auto slot : freeSlots)
  2632. {
  2633. RebalanceStacks rs;
  2634. rs.srcArmy = army->id;
  2635. rs.dstArmy = army->id;
  2636. rs.srcSlot = slotSrc;
  2637. rs.dstSlot = slot;
  2638. rs.count = howMany;
  2639. bulkRS.moves.push_back(rs);
  2640. actualAmount -= howMany;
  2641. if(actualAmount <= howMany)
  2642. break;
  2643. }
  2644. sendAndApply(&bulkRS);
  2645. return true;
  2646. }
  2647. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2648. {
  2649. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2650. return false;
  2651. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2652. const CCreatureSet & creatureSet = *army;
  2653. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2654. return false;
  2655. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2656. if(actualAmount < 1 && complain(complainNoCreatures))
  2657. return false;
  2658. auto currentCreature = creatureSet.getCreature(slotSrc);
  2659. if(!currentCreature && complain(complainNoCreatures))
  2660. return false;
  2661. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2662. if(!creatureSlots.size())
  2663. return false;
  2664. BulkRebalanceStacks bulkRS;
  2665. for(auto slot : creatureSlots)
  2666. {
  2667. RebalanceStacks rs;
  2668. rs.srcArmy = army->id;
  2669. rs.dstArmy = army->id;
  2670. rs.srcSlot = slot;
  2671. rs.dstSlot = slotSrc;
  2672. rs.count = creatureSet.getStackCount(slot);
  2673. bulkRS.moves.push_back(rs);
  2674. }
  2675. sendAndApply(&bulkRS);
  2676. return true;
  2677. }
  2678. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2679. {
  2680. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2681. return false;
  2682. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2683. const CCreatureSet & setSrc = *armySrc;
  2684. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2685. return false;
  2686. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2687. const CCreatureSet & setDest = *armyDest;
  2688. auto freeSlots = setDest.getFreeSlotsQueue();
  2689. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2690. TRebalanceMap moves;
  2691. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2692. auto slotsLeft = setSrc.stacksCount();
  2693. auto destMap = setDest.getCreatureMap();
  2694. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2695. while(!srcQueue.empty())
  2696. {
  2697. auto pair = srcQueue.top();
  2698. srcQueue.pop();
  2699. auto currCreature = pair.first;
  2700. auto currSlot = pair.second;
  2701. const auto quantity = setSrc.getStackCount(currSlot);
  2702. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2703. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2704. if(!alreadyExists)
  2705. {
  2706. if(freeSlots.empty())
  2707. continue;
  2708. auto currFreeSlot = freeSlots.front();
  2709. freeSlots.pop();
  2710. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2711. }
  2712. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2713. slotsLeft--;
  2714. }
  2715. if(slotsLeft == 1)
  2716. {
  2717. auto lastCreature = setSrc.getCreature(srcSlot);
  2718. auto slotToMove = SlotID();
  2719. // Try to find a slot for last creature
  2720. if(destMap.find(lastCreature) == destMap.end())
  2721. {
  2722. if(!freeSlots.empty())
  2723. slotToMove = freeSlots.front();
  2724. }
  2725. else
  2726. {
  2727. slotToMove = destMap[lastCreature];
  2728. }
  2729. if(slotToMove != SlotID())
  2730. {
  2731. const bool needsLastStack = armySrc->needsLastStack();
  2732. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2733. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2734. }
  2735. }
  2736. BulkRebalanceStacks bulkRS;
  2737. for(auto & move : moves)
  2738. {
  2739. RebalanceStacks rs;
  2740. rs.srcArmy = armySrc->id;
  2741. rs.dstArmy = armyDest->id;
  2742. rs.srcSlot = move.first;
  2743. rs.dstSlot = move.second.first;
  2744. rs.count = move.second.second;
  2745. bulkRS.moves.push_back(rs);
  2746. }
  2747. sendAndApply(&bulkRS);
  2748. return true;
  2749. }
  2750. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2751. {
  2752. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2753. return false;
  2754. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2755. const CCreatureSet & creatureSet = *army;
  2756. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2757. return false;
  2758. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2759. if(actualAmount <= 1 && complain(complainNoCreatures))
  2760. return false;
  2761. auto freeSlot = creatureSet.getFreeSlot();
  2762. auto currentCreature = creatureSet.getCreature(slotSrc);
  2763. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2764. return true;
  2765. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2766. TQuantity totalCreatures = 0;
  2767. for(auto slot : creatureSlots)
  2768. totalCreatures += creatureSet.getStackCount(slot);
  2769. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2770. return false;
  2771. if(freeSlot != SlotID())
  2772. creatureSlots.push_back(freeSlot);
  2773. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2774. return false;
  2775. const auto totalCreatureSlots = creatureSlots.size();
  2776. const auto rem = totalCreatures % totalCreatureSlots;
  2777. const auto quotient = totalCreatures / totalCreatureSlots;
  2778. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2779. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2780. BulkSmartRebalanceStacks bulkSRS;
  2781. if(freeSlot != SlotID())
  2782. {
  2783. RebalanceStacks rs;
  2784. rs.srcArmy = rs.dstArmy = army->id;
  2785. rs.srcSlot = slotSrc;
  2786. rs.dstSlot = freeSlot;
  2787. rs.count = 1;
  2788. bulkSRS.moves.push_back(rs);
  2789. }
  2790. auto currSlot = 0;
  2791. auto check = 0;
  2792. for(auto slot : creatureSlots)
  2793. {
  2794. ChangeStackCount csc;
  2795. csc.army = army->id;
  2796. csc.slot = slot;
  2797. csc.count = (currSlot < rem)
  2798. ? quotient + 1
  2799. : quotient;
  2800. csc.absoluteValue = true;
  2801. bulkSRS.changes.push_back(csc);
  2802. currSlot++;
  2803. check += csc.count;
  2804. }
  2805. if(check != totalCreatures)
  2806. {
  2807. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2808. return false;
  2809. }
  2810. sendAndApply(&bulkSRS);
  2811. return true;
  2812. }
  2813. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2814. {
  2815. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2816. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2817. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2818. StackLocation sl1(s1, p1), sl2(s2, p2);
  2819. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2820. {
  2821. complain(complainInvalidSlot);
  2822. return false;
  2823. }
  2824. if (!isAllowedExchange(id1,id2))
  2825. {
  2826. complain("Cannot exchange stacks between these two objects!\n");
  2827. return false;
  2828. }
  2829. // We can always put stacks into locked garrison, but not take them out of it
  2830. auto notRemovable = [&](const CArmedInstance * army)
  2831. {
  2832. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2833. {
  2834. auto g = dynamic_cast<const CGGarrison *>(army);
  2835. if (g && !g->removableUnits)
  2836. {
  2837. complain("Stacks in this garrison are not removable!\n");
  2838. return true;
  2839. }
  2840. }
  2841. return false;
  2842. };
  2843. if (what==1) //swap
  2844. {
  2845. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2846. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2847. {
  2848. complain("Can't take troops from another player!");
  2849. return false;
  2850. }
  2851. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2852. {
  2853. complain("Cannot swap stacks - slots are the same!");
  2854. return false;
  2855. }
  2856. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2857. {
  2858. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2859. return false;
  2860. }
  2861. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2862. return false;
  2863. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2864. return false;
  2865. swapStacks(sl1, sl2);
  2866. }
  2867. else if (what==2)//merge
  2868. {
  2869. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2870. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2871. return false;
  2872. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2873. {
  2874. complain("Cannot merge empty stack!");
  2875. return false;
  2876. }
  2877. else if (notRemovable(sl1.army))
  2878. return false;
  2879. moveStack(sl1, sl2);
  2880. }
  2881. else if (what==3) //split
  2882. {
  2883. const int countToMove = val - s2->getStackCount(p2);
  2884. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2885. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2886. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2887. {
  2888. complain("Can't move troops of another player!");
  2889. return false;
  2890. }
  2891. //general conditions checking
  2892. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2893. || (val<1 && complain(complainNoCreatures)) )
  2894. {
  2895. return false;
  2896. }
  2897. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2898. {
  2899. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2900. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2901. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2902. )
  2903. {
  2904. return false;
  2905. }
  2906. if (notRemovable(sl1.army))
  2907. {
  2908. if (s1->getStackCount(p1) > countLeftOnSrc)
  2909. return false;
  2910. }
  2911. else if (notRemovable(sl2.army))
  2912. {
  2913. if (s2->getStackCount(p1) < countLeftOnSrc)
  2914. return false;
  2915. }
  2916. moveStack(sl1, sl2, countToMove);
  2917. //S2.slots[p2]->count = val;
  2918. //S1.slots[p1]->count = total - val;
  2919. }
  2920. else //split one stack to the two
  2921. {
  2922. if (s1->getStackCount(p1) < val)//not enough creatures
  2923. {
  2924. complain(complainNotEnoughCreatures);
  2925. return false;
  2926. }
  2927. if (notRemovable(sl1.army))
  2928. return false;
  2929. moveStack(sl1, sl2, val);
  2930. }
  2931. }
  2932. return true;
  2933. }
  2934. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2935. {
  2936. std::set<PlayerColor> all;
  2937. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2938. if(vstd::contains(i->second, c))
  2939. all.insert(i->first);
  2940. switch(all.size())
  2941. {
  2942. case 0:
  2943. return PlayerColor::NEUTRAL;
  2944. case 1:
  2945. return *all.begin();
  2946. default:
  2947. {
  2948. //if we have more than one player at this connection, try to pick active one
  2949. if (vstd::contains(all, gs->currentPlayer))
  2950. return gs->currentPlayer;
  2951. else
  2952. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2953. }
  2954. }
  2955. }
  2956. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2957. {
  2958. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2959. if (!vstd::contains(s1->stacks,pos))
  2960. {
  2961. complain("Illegal call to disbandCreature - no such stack in army!");
  2962. return false;
  2963. }
  2964. eraseStack(StackLocation(s1, pos));
  2965. return true;
  2966. }
  2967. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2968. {
  2969. const CGTownInstance * t = getTown(tid);
  2970. if(!t)
  2971. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2972. if(!t->town->buildings.count(requestedID))
  2973. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % requestedID);
  2974. if(t->hasBuilt(requestedID))
  2975. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2976. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2977. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2978. std::vector<const CBuilding*> remainingAutoBuildings;
  2979. std::set<BuildingID> buildingsThatWillBe;
  2980. //Check validity of request
  2981. if(!force)
  2982. {
  2983. switch(requestedBuilding->mode)
  2984. {
  2985. case CBuilding::BUILD_NORMAL :
  2986. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2987. COMPLAIN_RET("Cannot build that building!");
  2988. break;
  2989. case CBuilding::BUILD_AUTO :
  2990. case CBuilding::BUILD_SPECIAL:
  2991. COMPLAIN_RET("This building can not be constructed normally!");
  2992. case CBuilding::BUILD_GRAIL :
  2993. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2994. {
  2995. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2996. COMPLAIN_RET("Cannot build this without grail!")
  2997. else
  2998. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2999. }
  3000. break;
  3001. }
  3002. }
  3003. //Performs stuff that has to be done before new building is built
  3004. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3005. {
  3006. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3007. {
  3008. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3009. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3010. if(upgradeNumber >= t->town->creatures.at(level).size())
  3011. {
  3012. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3013. "no creature found (upgrade number %d, level %d!")
  3014. % buildingID % upgradeNumber % level));
  3015. return;
  3016. }
  3017. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3018. SetAvailableCreatures ssi;
  3019. ssi.tid = t->id;
  3020. ssi.creatures = t->creatures;
  3021. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3022. ssi.creatures[level].first = crea->growth;
  3023. ssi.creatures[level].second.push_back(crea->idNumber);
  3024. sendAndApply(&ssi);
  3025. }
  3026. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3027. {
  3028. setPortalDwelling(t);
  3029. }
  3030. };
  3031. //Performs stuff that has to be done after new building is built
  3032. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3033. {
  3034. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3035. auto isLibrary = isMageGuild ? false
  3036. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3037. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3038. {
  3039. if(t->visitingHero)
  3040. giveSpells(t,t->visitingHero);
  3041. if(t->garrisonHero)
  3042. giveSpells(t,t->garrisonHero);
  3043. }
  3044. };
  3045. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3046. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3047. {
  3048. return buildingsThatWillBe.count(buildID);
  3049. };
  3050. //Init the vectors
  3051. for(auto & build : t->town->buildings)
  3052. {
  3053. if(t->hasBuilt(build.first))
  3054. {
  3055. buildingsThatWillBe.insert(build.first);
  3056. }
  3057. else
  3058. {
  3059. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3060. remainingAutoBuildings.push_back(build.second);
  3061. }
  3062. }
  3063. //Prepare structure (list of building ids will be filled later)
  3064. NewStructures ns;
  3065. ns.tid = tid;
  3066. ns.builded = force ? t->builded : (t->builded+1);
  3067. std::queue<const CBuilding*> buildingsToAdd;
  3068. buildingsToAdd.push(requestedBuilding);
  3069. while(!buildingsToAdd.empty())
  3070. {
  3071. auto b = buildingsToAdd.front();
  3072. buildingsToAdd.pop();
  3073. ns.bid.insert(b->bid);
  3074. buildingsThatWillBe.insert(b->bid);
  3075. remainingAutoBuildings -= b;
  3076. for(auto autoBuilding : remainingAutoBuildings)
  3077. {
  3078. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3079. if(actualRequirements.test(areRequirementsFullfilled))
  3080. buildingsToAdd.push(autoBuilding);
  3081. }
  3082. }
  3083. // 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.
  3084. for(auto builtID : ns.bid)
  3085. processBeforeBuiltStructure(builtID);
  3086. //Take cost
  3087. if(!force)
  3088. giveResources(t->tempOwner, -requestedBuilding->resources);
  3089. //We know what has been built, apply changes. Do this as final step to properly update town window
  3090. sendAndApply(&ns);
  3091. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3092. for(auto builtID : ns.bid)
  3093. processAfterBuiltStructure(builtID);
  3094. // now when everything is built - reveal tiles for lookout tower
  3095. FoWChange fw;
  3096. fw.player = t->tempOwner;
  3097. fw.mode = 1;
  3098. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3099. sendAndApply(&fw);
  3100. if(t->visitingHero)
  3101. visitCastleObjects(t, t->visitingHero);
  3102. if(t->garrisonHero)
  3103. visitCastleObjects(t, t->garrisonHero);
  3104. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3105. return true;
  3106. }
  3107. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3108. {
  3109. ///incomplete, simply erases target building
  3110. const CGTownInstance * t = getTown(tid);
  3111. if (!vstd::contains(t->builtBuildings, bid))
  3112. return false;
  3113. RazeStructures rs;
  3114. rs.tid = tid;
  3115. rs.bid.insert(bid);
  3116. rs.destroyed = t->destroyed + 1;
  3117. sendAndApply(&rs);
  3118. //TODO: Remove dwellers
  3119. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3120. // {
  3121. // RemoveBonus rb(RemoveBonus::TOWN);
  3122. // rb.whoID = t->id;
  3123. // rb.source = Bonus::TOWN_STRUCTURE;
  3124. // rb.id = 17;
  3125. // sendAndApply(&rb);
  3126. // }
  3127. return true;
  3128. }
  3129. void CGameHandler::sendMessageToAll(const std::string &message)
  3130. {
  3131. SystemMessage sm;
  3132. sm.text = message;
  3133. sendToAllClients(&sm);
  3134. }
  3135. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3136. {
  3137. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3138. const CArmedInstance *dst = nullptr;
  3139. const CCreature *c = VLC->creh->objects.at(crid);
  3140. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3141. //TODO: test for owning
  3142. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3143. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3144. assert(dw && dst);
  3145. //verify
  3146. bool found = false;
  3147. int level = 0;
  3148. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3149. {
  3150. if ((fromLvl != -1) && (level !=fromLvl))
  3151. continue;
  3152. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3153. int i = 0;
  3154. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3155. if (cur.second.at(i) == crid)
  3156. break;
  3157. if (i < cur.second.size())
  3158. {
  3159. found = true;
  3160. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3161. break;
  3162. }
  3163. }
  3164. SlotID slot = dst->getSlotFor(crid);
  3165. if ((!found && complain("Cannot recruit: no such creatures!"))
  3166. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3167. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3168. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3169. {
  3170. return false;
  3171. }
  3172. //recruit
  3173. giveResources(dst->tempOwner, -(c->cost * cram));
  3174. SetAvailableCreatures sac;
  3175. sac.tid = objid;
  3176. sac.creatures = dw->creatures;
  3177. sac.creatures[level].first -= cram;
  3178. sendAndApply(&sac);
  3179. if (warMachine)
  3180. {
  3181. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3182. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3183. ArtifactID artId = c->warMachine;
  3184. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3185. const CArtifact * art = artId.toArtifact();
  3186. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3187. return giveHeroNewArtifact(h, art);
  3188. }
  3189. else
  3190. {
  3191. addToSlot(StackLocation(dst, slot), c, cram);
  3192. }
  3193. return true;
  3194. }
  3195. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3196. {
  3197. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3198. if (!obj->hasStackAtSlot(pos))
  3199. {
  3200. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3201. }
  3202. UpgradeInfo ui;
  3203. getUpgradeInfo(obj, pos, ui);
  3204. PlayerColor player = obj->tempOwner;
  3205. const PlayerState *p = getPlayerState(player);
  3206. int crQuantity = obj->stacks.at(pos)->count;
  3207. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3208. //check if upgrade is possible
  3209. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3210. {
  3211. return false;
  3212. }
  3213. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3214. //check if player has enough resources
  3215. if (!p->resources.canAfford(totalCost))
  3216. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3217. //take resources
  3218. giveResources(player, -totalCost);
  3219. //upgrade creature
  3220. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3221. return true;
  3222. }
  3223. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3224. {
  3225. if (!sl.army->hasStackAtSlot(sl.slot))
  3226. COMPLAIN_RET("Cannot find a stack to change type");
  3227. SetStackType sst;
  3228. sst.army = sl.army->id;
  3229. sst.slot = sl.slot;
  3230. sst.type = c->idNumber;
  3231. sendAndApply(&sst);
  3232. return true;
  3233. }
  3234. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3235. {
  3236. assert(src->canBeMergedWith(*dst, allowMerging));
  3237. while(src->stacksCount())//while there are unmoved creatures
  3238. {
  3239. auto i = src->Slots().begin(); //iterator to stack to move
  3240. StackLocation sl(src, i->first); //location of stack to move
  3241. SlotID pos = dst->getSlotFor(i->second->type);
  3242. if (!pos.validSlot())
  3243. {
  3244. //try to merge two other stacks to make place
  3245. std::pair<SlotID, SlotID> toMerge;
  3246. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3247. {
  3248. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3249. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3250. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3251. }
  3252. else
  3253. {
  3254. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3255. return;
  3256. }
  3257. }
  3258. else
  3259. {
  3260. moveStack(sl, StackLocation(dst, pos));
  3261. }
  3262. }
  3263. }
  3264. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3265. {
  3266. const CGTownInstance * town = getTown(tid);
  3267. if(!town->garrisonHero == !town->visitingHero)
  3268. return false;
  3269. SetHeroesInTown intown;
  3270. intown.tid = tid;
  3271. if(town->garrisonHero) //garrison -> vising
  3272. {
  3273. intown.garrison = ObjectInstanceID();
  3274. intown.visiting = town->garrisonHero->id;
  3275. }
  3276. else //visiting -> garrison
  3277. {
  3278. if(town->armedGarrison())
  3279. town->mergeGarrisonOnSiege();
  3280. intown.visiting = ObjectInstanceID();
  3281. intown.garrison = town->visitingHero->id;
  3282. }
  3283. sendAndApply(&intown);
  3284. return true;
  3285. }
  3286. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3287. {
  3288. const CGTownInstance * town = getTown(tid);
  3289. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3290. {
  3291. if (!town->visitingHero->canBeMergedWith(*town))
  3292. {
  3293. complain("Cannot make garrison swap, not enough free slots!");
  3294. return false;
  3295. }
  3296. moveArmy(town, town->visitingHero, true);
  3297. SetHeroesInTown intown;
  3298. intown.tid = tid;
  3299. intown.visiting = ObjectInstanceID();
  3300. intown.garrison = town->visitingHero->id;
  3301. sendAndApply(&intown);
  3302. return true;
  3303. }
  3304. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3305. {
  3306. //check if moving hero out of town will break 8 wandering heroes limit
  3307. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3308. {
  3309. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3310. return false;
  3311. }
  3312. SetHeroesInTown intown;
  3313. intown.tid = tid;
  3314. intown.garrison = ObjectInstanceID();
  3315. intown.visiting = town->garrisonHero->id;
  3316. sendAndApply(&intown);
  3317. return true;
  3318. }
  3319. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3320. {
  3321. SetHeroesInTown intown;
  3322. intown.tid = tid;
  3323. intown.garrison = town->visitingHero->id;
  3324. intown.visiting = town->garrisonHero->id;
  3325. sendAndApply(&intown);
  3326. return true;
  3327. }
  3328. else
  3329. {
  3330. complain("Cannot swap garrison hero!");
  3331. return false;
  3332. }
  3333. }
  3334. // With the amount of changes done to the function, it's more like transferArtifacts.
  3335. // 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.
  3336. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3337. {
  3338. ArtifactLocation src = al1, dst = al2;
  3339. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3340. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3341. // Make sure exchange is even possible between the two heroes.
  3342. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3343. COMPLAIN_RET("That heroes cannot make any exchange!");
  3344. const CArtifactInstance *srcArtifact = src.getArt();
  3345. const CArtifactInstance *destArtifact = dst.getArt();
  3346. if (srcArtifact == nullptr)
  3347. COMPLAIN_RET("No artifact to move!");
  3348. if (destArtifact && srcPlayer != dstPlayer)
  3349. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3350. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3351. // Moving to the backpack is always allowed.
  3352. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  3353. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3354. COMPLAIN_RET("Cannot move artifact!");
  3355. auto srcSlot = src.getSlot();
  3356. auto dstSlot = dst.getSlot();
  3357. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3358. COMPLAIN_RET("Cannot move artifact locks.");
  3359. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3360. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3361. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3362. COMPLAIN_RET("Cannot move catapult!");
  3363. if (dst.slot >= GameConstants::BACKPACK_START)
  3364. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3365. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  3366. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3367. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  3368. {
  3369. //old artifact must be removed first
  3370. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  3371. (si32)dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  3372. }
  3373. MoveArtifact ma;
  3374. ma.src = src;
  3375. ma.dst = dst;
  3376. sendAndApply(&ma);
  3377. return true;
  3378. }
  3379. /**
  3380. * Assembles or disassembles a combination artifact.
  3381. * @param heroID ID of hero holding the artifact(s).
  3382. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3383. * @param assemble True for assembly operation, false for disassembly.
  3384. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3385. * artifact to assemble to. Otherwise it's not used.
  3386. */
  3387. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3388. {
  3389. const CGHeroInstance * hero = getHero(heroID);
  3390. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3391. if (!destArtifact)
  3392. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3393. if (assemble)
  3394. {
  3395. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3396. if (!combinedArt->constituents)
  3397. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3398. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  3399. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3400. AssembledArtifact aa;
  3401. aa.al = ArtifactLocation(hero, artifactSlot);
  3402. aa.builtArt = combinedArt;
  3403. sendAndApply(&aa);
  3404. }
  3405. else
  3406. {
  3407. if (!destArtifact->artType->constituents)
  3408. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3409. DisassembledArtifact da;
  3410. da.al = ArtifactLocation(hero, artifactSlot);
  3411. sendAndApply(&da);
  3412. }
  3413. return true;
  3414. }
  3415. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3416. {
  3417. const CGHeroInstance * hero = getHero(hid);
  3418. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3419. const CGTownInstance * town = hero->visitedTown;
  3420. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3421. if (aid==ArtifactID::SPELLBOOK)
  3422. {
  3423. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3424. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3425. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3426. )
  3427. return false;
  3428. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3429. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3430. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3431. giveSpells(town,hero);
  3432. return true;
  3433. }
  3434. else
  3435. {
  3436. const CArtifact * art = aid.toArtifact();
  3437. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3438. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3439. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3440. const int price = art->price;
  3441. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3442. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3443. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3444. {
  3445. giveResource(hero->getOwner(),Res::GOLD,-price);
  3446. return giveHeroNewArtifact(hero, art);
  3447. }
  3448. else
  3449. COMPLAIN_RET("This machine is unavailable here!");
  3450. }
  3451. }
  3452. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3453. {
  3454. if(!h)
  3455. COMPLAIN_RET("Only hero can buy artifacts!");
  3456. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3457. COMPLAIN_RET("That artifact is unavailable!");
  3458. int b1, b2;
  3459. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3460. if (getResource(h->tempOwner, rid) < b1)
  3461. COMPLAIN_RET("You can't afford to buy this artifact!");
  3462. giveResource(h->tempOwner, rid, -b1);
  3463. SetAvailableArtifacts saa;
  3464. if (m->o->ID == Obj::TOWN)
  3465. {
  3466. saa.id = -1;
  3467. saa.arts = CGTownInstance::merchantArtifacts;
  3468. }
  3469. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3470. {
  3471. saa.id = bm->id.getNum();
  3472. saa.arts = bm->artifacts;
  3473. }
  3474. else
  3475. COMPLAIN_RET("Wrong marktet...");
  3476. bool found = false;
  3477. for (const CArtifact *&art : saa.arts)
  3478. {
  3479. if (art && art->id == aid)
  3480. {
  3481. art = nullptr;
  3482. found = true;
  3483. break;
  3484. }
  3485. }
  3486. if (!found)
  3487. COMPLAIN_RET("Cannot find selected artifact on the list");
  3488. sendAndApply(&saa);
  3489. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3490. return true;
  3491. }
  3492. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3493. {
  3494. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3495. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3496. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3497. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3498. int resVal = 0, dump = 1;
  3499. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3500. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3501. giveResource(h->tempOwner, rid, resVal);
  3502. return true;
  3503. }
  3504. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3505. {
  3506. if (!h)
  3507. COMPLAIN_RET("You need hero to buy a skill!");
  3508. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3509. COMPLAIN_RET("Hero already know this skill");
  3510. if (!h->canLearnSkill())
  3511. COMPLAIN_RET("Hero can't learn any more skills");
  3512. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3513. COMPLAIN_RET("The hero can't learn this skill!");
  3514. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3515. COMPLAIN_RET("That skill is unavailable!");
  3516. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3517. COMPLAIN_RET("You can't afford to buy this skill");
  3518. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3519. changeSecSkill(h, skill, 1, true);
  3520. return true;
  3521. }
  3522. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3523. {
  3524. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3525. vstd::amin(val, r1); //can't trade more resources than have
  3526. int b1, b2; //base quantities for trade
  3527. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3528. int units = val / b1; //how many base quantities we trade
  3529. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3530. {
  3531. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3532. }
  3533. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3534. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3535. return true;
  3536. }
  3537. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3538. {
  3539. if(!hero)
  3540. COMPLAIN_RET("Only hero can sell creatures!");
  3541. if (!vstd::contains(hero->Slots(), slot))
  3542. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3543. const CStackInstance &s = hero->getStack(slot);
  3544. if (s.count < (TQuantity)count //can't sell more creatures than have
  3545. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3546. {
  3547. COMPLAIN_RET("Not enough creatures in army!");
  3548. }
  3549. int b1, b2; //base quantities for trade
  3550. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3551. int units = count / b1; //how many base quantities we trade
  3552. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3553. {
  3554. //TODO: complain?
  3555. assert(0);
  3556. }
  3557. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3558. giveResource(hero->tempOwner, resourceID, b2 * units);
  3559. return true;
  3560. }
  3561. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3562. {
  3563. const CArmedInstance *army = nullptr;
  3564. if (hero)
  3565. army = hero;
  3566. else
  3567. army = dynamic_cast<const CGTownInstance *>(market->o);
  3568. if (!army)
  3569. COMPLAIN_RET("Incorrect call to transform in undead!");
  3570. if (!army->hasStackAtSlot(slot))
  3571. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3572. const CStackInstance &s = army->getStack(slot);
  3573. //resulting creature - bone dragons or skeletons
  3574. CreatureID resCreature = CreatureID::SKELETON;
  3575. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3576. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3577. || (s.getCreatureID() == CreatureID::HYDRA)
  3578. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3579. resCreature = CreatureID::BONE_DRAGON;
  3580. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3581. return true;
  3582. }
  3583. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3584. {
  3585. const PlayerState *p2 = getPlayerState(r2, false);
  3586. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3587. {
  3588. complain("Dest player must be in game!");
  3589. return false;
  3590. }
  3591. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3592. vstd::amin(val, curRes1);
  3593. giveResource(player, r1, -(int)val);
  3594. giveResource(r2, r1, val);
  3595. return true;
  3596. }
  3597. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3598. {
  3599. const CGHeroInstance *h = getHero(hid);
  3600. if (!h)
  3601. {
  3602. logGlobal->error("Hero doesn't exist!");
  3603. return false;
  3604. }
  3605. ChangeFormation cf;
  3606. cf.hid = hid;
  3607. cf.formation = formation;
  3608. sendAndApply(&cf);
  3609. return true;
  3610. }
  3611. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3612. {
  3613. const PlayerState * p = getPlayerState(player);
  3614. const CGTownInstance * t = getTown(obj->id);
  3615. //common preconditions
  3616. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3617. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3618. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3619. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3620. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3621. {
  3622. return false;
  3623. }
  3624. if (t) //tavern in town
  3625. {
  3626. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3627. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3628. {
  3629. return false;
  3630. }
  3631. }
  3632. else if (obj->ID == Obj::TAVERN)
  3633. {
  3634. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3635. {
  3636. return false;
  3637. }
  3638. }
  3639. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3640. if (!nh)
  3641. {
  3642. complain ("Hero is not available for hiring!");
  3643. return false;
  3644. }
  3645. HeroRecruited hr;
  3646. hr.tid = obj->id;
  3647. hr.hid = nh->subID;
  3648. hr.player = player;
  3649. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3650. sendAndApply(&hr);
  3651. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3652. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3653. const CGHeroInstance *newHero = nullptr;
  3654. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3655. {
  3656. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3657. }
  3658. SetAvailableHeroes sah;
  3659. sah.player = player;
  3660. if (newHero)
  3661. {
  3662. sah.hid[hid] = newHero->subID;
  3663. sah.army[hid].clear();
  3664. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3665. }
  3666. else
  3667. {
  3668. sah.hid[hid] = -1;
  3669. }
  3670. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3671. sendAndApply(&sah);
  3672. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3673. if (t)
  3674. {
  3675. visitCastleObjects(t, nh);
  3676. giveSpells (t,nh);
  3677. }
  3678. return true;
  3679. }
  3680. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3681. {
  3682. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3683. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3684. logGlobal->trace(answer.toJson());
  3685. auto topQuery = queries.topQuery(player);
  3686. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3687. if(topQuery->queryID != qid)
  3688. {
  3689. auto currentQuery = queries.getQuery(qid);
  3690. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3691. currentQuery->setReply(answer);
  3692. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3693. }
  3694. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3695. topQuery->setReply(answer);
  3696. queries.popQuery(topQuery);
  3697. return true;
  3698. }
  3699. static EndAction end_action;
  3700. void CGameHandler::updateGateState()
  3701. {
  3702. BattleUpdateGateState db;
  3703. db.state = gs->curB->si.gateState;
  3704. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3705. {
  3706. db.state = EGateState::DESTROYED;
  3707. }
  3708. else if (db.state == EGateState::OPENED)
  3709. {
  3710. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3711. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3712. {
  3713. if (gs->curB->town->subID == ETownType::FORTRESS)
  3714. {
  3715. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3716. db.state = EGateState::CLOSED;
  3717. }
  3718. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3719. db.state = EGateState::BLOCKED;
  3720. else
  3721. db.state = EGateState::CLOSED;
  3722. }
  3723. }
  3724. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3725. db.state = EGateState::BLOCKED;
  3726. else
  3727. db.state = EGateState::CLOSED;
  3728. if (db.state != gs->curB->si.gateState)
  3729. sendAndApply(&db);
  3730. }
  3731. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3732. {
  3733. bool ok = true;
  3734. battle::Target target = ba.getTarget(gs->curB);
  3735. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3736. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3737. logGlobal->trace("Making action: %s", ba.toString());
  3738. switch(ba.actionType)
  3739. {
  3740. case EActionType::WALK: //walk
  3741. case EActionType::DEFEND: //defend
  3742. case EActionType::WAIT: //wait
  3743. case EActionType::WALK_AND_ATTACK: //walk or attack
  3744. case EActionType::SHOOT: //shoot
  3745. case EActionType::CATAPULT: //catapult
  3746. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3747. case EActionType::DAEMON_SUMMONING:
  3748. case EActionType::MONSTER_SPELL:
  3749. if (!stack)
  3750. {
  3751. complain("No such stack!");
  3752. return false;
  3753. }
  3754. if (!stack->alive())
  3755. {
  3756. complain("This stack is dead: " + stack->nodeName());
  3757. return false;
  3758. }
  3759. if (battleTacticDist())
  3760. {
  3761. if (stack && stack->side != battleGetTacticsSide())
  3762. {
  3763. complain("This is not a stack of side that has tactics!");
  3764. return false;
  3765. }
  3766. }
  3767. else if (!isAboutActiveStack)
  3768. {
  3769. complain("Action has to be about active stack!");
  3770. return false;
  3771. }
  3772. }
  3773. auto wrapAction = [this](BattleAction &ba)
  3774. {
  3775. StartAction startAction(ba);
  3776. sendAndApply(&startAction);
  3777. return vstd::makeScopeGuard([&]()
  3778. {
  3779. sendAndApply(&end_action);
  3780. });
  3781. };
  3782. switch(ba.actionType)
  3783. {
  3784. case EActionType::END_TACTIC_PHASE: //wait
  3785. case EActionType::BAD_MORALE:
  3786. case EActionType::NO_ACTION:
  3787. {
  3788. auto wrapper = wrapAction(ba);
  3789. break;
  3790. }
  3791. case EActionType::WALK:
  3792. {
  3793. auto wrapper = wrapAction(ba);
  3794. if(target.size() < 1)
  3795. {
  3796. complain("Destination required for move action.");
  3797. ok = false;
  3798. break;
  3799. }
  3800. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3801. if (!walkedTiles)
  3802. complain("Stack failed movement!");
  3803. break;
  3804. }
  3805. case EActionType::DEFEND:
  3806. {
  3807. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3808. SetStackEffect sse;
  3809. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3810. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3811. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3812. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3813. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3814. int oldDefenceValue = defence.totalValue();
  3815. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3816. defence.push_back(std::make_shared<Bonus>(bonus2));
  3817. int difference = defence.totalValue() - oldDefenceValue;
  3818. std::vector<Bonus> buffer;
  3819. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3820. {
  3821. difference = 1;
  3822. buffer.push_back(alternativeWeakCreatureBonus);
  3823. }
  3824. else
  3825. {
  3826. buffer.push_back(defenseBonusToAdd);
  3827. }
  3828. buffer.push_back(bonus2);
  3829. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3830. sendAndApply(&sse);
  3831. BattleLogMessage message;
  3832. MetaString text;
  3833. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3834. stack->addNameReplacement(text);
  3835. text.addReplacement(difference);
  3836. message.lines.push_back(text);
  3837. sendAndApply(&message);
  3838. //don't break - we share code with next case
  3839. }
  3840. FALLTHROUGH
  3841. case EActionType::WAIT:
  3842. {
  3843. auto wrapper = wrapAction(ba);
  3844. break;
  3845. }
  3846. case EActionType::RETREAT: //retreat/flee
  3847. {
  3848. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3849. complain("Cannot retreat!");
  3850. else
  3851. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3852. break;
  3853. }
  3854. case EActionType::SURRENDER:
  3855. {
  3856. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3857. int cost = gs->curB->battleGetSurrenderCost(player);
  3858. if (cost < 0)
  3859. complain("Cannot surrender!");
  3860. else if (getResource(player, Res::GOLD) < cost)
  3861. complain("Not enough gold to surrender!");
  3862. else
  3863. {
  3864. giveResource(player, Res::GOLD, -cost);
  3865. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3866. }
  3867. break;
  3868. }
  3869. case EActionType::WALK_AND_ATTACK: //walk or attack
  3870. {
  3871. auto wrapper = wrapAction(ba);
  3872. if(!stack)
  3873. {
  3874. complain("No attacker");
  3875. ok = false;
  3876. break;
  3877. }
  3878. if(target.size() < 2)
  3879. {
  3880. complain("Two destinations required for attack action.");
  3881. ok = false;
  3882. break;
  3883. }
  3884. BattleHex attackPos = target.at(0).hexValue;
  3885. BattleHex destinationTile = target.at(1).hexValue;
  3886. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3887. if(!destinationStack)
  3888. {
  3889. complain("Invalid target to attack");
  3890. ok = false;
  3891. break;
  3892. }
  3893. BattleHex startingPos = stack->getPosition();
  3894. int distance = moveStack(ba.stackNumber, attackPos);
  3895. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3896. if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
  3897. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3898. )
  3899. {
  3900. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3901. ok = false;
  3902. break;
  3903. }
  3904. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3905. {
  3906. destinationStack = nullptr;
  3907. }
  3908. if(!destinationStack)
  3909. {
  3910. complain("Unit can not attack itself");
  3911. ok = false;
  3912. break;
  3913. }
  3914. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3915. {
  3916. complain("Attack cannot be performed!");
  3917. ok = false;
  3918. break;
  3919. }
  3920. //attack
  3921. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3922. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  3923. const bool retaliation = destinationStack->ableToRetaliate();
  3924. for (int i = 0; i < totalAttacks; ++i)
  3925. {
  3926. //first strike
  3927. if(i == 0 && firstStrike && retaliation)
  3928. {
  3929. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3930. }
  3931. //move can cause death, eg. by walking into the moat, first strike can cause death as well
  3932. if(stack->alive() && destinationStack->alive())
  3933. {
  3934. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3935. }
  3936. //counterattack
  3937. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3938. if(stack->alive()
  3939. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3940. && (i == 0 && !firstStrike)
  3941. && retaliation && destinationStack->ableToRetaliate())
  3942. {
  3943. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3944. }
  3945. }
  3946. //return
  3947. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  3948. && target.size() == 3
  3949. && startingPos != stack->getPosition()
  3950. && startingPos == target.at(2).hexValue
  3951. && stack->alive())
  3952. {
  3953. moveStack(ba.stackNumber, startingPos);
  3954. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3955. }
  3956. break;
  3957. }
  3958. case EActionType::SHOOT:
  3959. {
  3960. if(target.size() < 1)
  3961. {
  3962. complain("Destination required for shot action.");
  3963. ok = false;
  3964. break;
  3965. }
  3966. auto destination = target.at(0).hexValue;
  3967. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  3968. if (!gs->curB->battleCanShoot(stack, destination))
  3969. {
  3970. complain("Cannot shoot!");
  3971. break;
  3972. }
  3973. if (!destinationStack)
  3974. {
  3975. complain("No target to shoot!");
  3976. break;
  3977. }
  3978. auto wrapper = wrapAction(ba);
  3979. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  3980. //ranged counterattack
  3981. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3982. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3983. && destinationStack->ableToRetaliate()
  3984. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  3985. && stack->alive()) //attacker may have died (fire shield)
  3986. {
  3987. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  3988. }
  3989. //TODO: move to CUnitState
  3990. //extra shot(s) for ballista, based on artillery skill
  3991. if(stack->creatureIndex() == CreatureID::BALLISTA)
  3992. {
  3993. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3994. if(attackingHero)
  3995. {
  3996. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3997. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3998. {
  3999. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4000. }
  4001. }
  4002. }
  4003. //allow more than one additional attack
  4004. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4005. for(int i = 1; i < totalRangedAttacks; ++i)
  4006. {
  4007. if(
  4008. stack->alive()
  4009. && destinationStack->alive()
  4010. && stack->shots.canUse()
  4011. )
  4012. {
  4013. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4014. }
  4015. }
  4016. break;
  4017. }
  4018. case EActionType::CATAPULT:
  4019. {
  4020. //TODO: unify with spells::effects:Catapult
  4021. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  4022. {
  4023. switch(part)
  4024. {
  4025. case EWallPart::GATE:
  4026. return sbi.gate;
  4027. case EWallPart::KEEP:
  4028. return sbi.keep;
  4029. case EWallPart::BOTTOM_TOWER:
  4030. case EWallPart::UPPER_TOWER:
  4031. return sbi.tower;
  4032. case EWallPart::BOTTOM_WALL:
  4033. case EWallPart::BELOW_GATE:
  4034. case EWallPart::OVER_GATE:
  4035. case EWallPart::UPPER_WALL:
  4036. return sbi.wall;
  4037. default:
  4038. return 0;
  4039. }
  4040. };
  4041. auto wrapper = wrapAction(ba);
  4042. if(target.size() < 1)
  4043. {
  4044. complain("Destination required for catapult action.");
  4045. ok = false;
  4046. break;
  4047. }
  4048. auto destination = target.at(0).hexValue;
  4049. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4050. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
  4051. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  4052. stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  4053. else
  4054. {
  4055. if(stack->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS)) //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  4056. {
  4057. stackBallisticsParameters = VLC->heroh->ballistics.at(2);
  4058. stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
  4059. }
  4060. else
  4061. stackBallisticsParameters = VLC->heroh->ballistics.at(1);
  4062. stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
  4063. }
  4064. auto wallPart = gs->curB->battleHexToWallPart(destination);
  4065. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  4066. {
  4067. complain("catapult tried to attack non-catapultable hex!");
  4068. break;
  4069. }
  4070. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  4071. auto &currentHP = gs->curB->si.wallState;
  4072. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  4073. {
  4074. complain("catapult tried to attack already destroyed wall part!");
  4075. break;
  4076. }
  4077. for (int g=0; g<stackBallisticsParameters.shots; ++g)
  4078. {
  4079. bool hitSuccessfull = false;
  4080. auto attackedPart = wallPart;
  4081. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  4082. {
  4083. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  4084. currentHP.at(attackedPart) != EWallState::NONE &&
  4085. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
  4086. {
  4087. hitSuccessfull = true;
  4088. }
  4089. else // select new target
  4090. {
  4091. std::vector<EWallPart::EWallPart> allowedTargets;
  4092. for (size_t i=0; i< currentHP.size(); i++)
  4093. {
  4094. if(currentHP.at(i) != EWallState::DESTROYED &&
  4095. currentHP.at(i) != EWallState::NONE)
  4096. allowedTargets.push_back(EWallPart::EWallPart(i));
  4097. }
  4098. if (allowedTargets.empty())
  4099. break;
  4100. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  4101. }
  4102. }
  4103. while (!hitSuccessfull);
  4104. if (!hitSuccessfull) // break triggered - no target to shoot at
  4105. break;
  4106. CatapultAttack ca; //package for clients
  4107. CatapultAttack::AttackInfo attack;
  4108. attack.attackedPart = attackedPart;
  4109. attack.destinationTile = destination;
  4110. attack.damageDealt = 0;
  4111. BattleUnitsChanged removeUnits;
  4112. int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  4113. int dmgRand = getRandomGenerator().nextInt(99);
  4114. //accumulating dmgChance
  4115. dmgChance[1] += dmgChance[0];
  4116. dmgChance[2] += dmgChance[1];
  4117. //calculating dealt damage
  4118. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  4119. {
  4120. if (dmgRand <= dmgChance[damage])
  4121. {
  4122. attack.damageDealt = damage;
  4123. break;
  4124. }
  4125. }
  4126. // attacked tile may have changed - update destination
  4127. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  4128. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  4129. //removing creatures in turrets / keep if one is destroyed
  4130. if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  4131. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  4132. {
  4133. int posRemove = -1;
  4134. switch(attackedPart)
  4135. {
  4136. case EWallPart::KEEP:
  4137. posRemove = -2;
  4138. break;
  4139. case EWallPart::BOTTOM_TOWER:
  4140. posRemove = -3;
  4141. break;
  4142. case EWallPart::UPPER_TOWER:
  4143. posRemove = -4;
  4144. break;
  4145. }
  4146. for(auto & elem : gs->curB->stacks)
  4147. {
  4148. if(elem->initialPosition == posRemove)
  4149. {
  4150. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  4151. break;
  4152. }
  4153. }
  4154. }
  4155. ca.attacker = ba.stackNumber;
  4156. ca.attackedParts.push_back(attack);
  4157. sendAndApply(&ca);
  4158. if(!removeUnits.changedStacks.empty())
  4159. sendAndApply(&removeUnits);
  4160. }
  4161. //finish by scope guard
  4162. break;
  4163. }
  4164. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4165. {
  4166. auto wrapper = wrapAction(ba);
  4167. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4168. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4169. if(target.size() < 1)
  4170. {
  4171. complain("Destination required for heal action.");
  4172. ok = false;
  4173. break;
  4174. }
  4175. const battle::Unit * destStack = nullptr;
  4176. if(target.at(0).unitValue)
  4177. destStack = target.at(0).unitValue;
  4178. else
  4179. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4180. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  4181. {
  4182. complain("There is either no healer, no destination, or healer cannot heal :P");
  4183. }
  4184. else
  4185. {
  4186. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  4187. //TODO: allow resurrection for mods
  4188. auto state = destStack->acquireState();
  4189. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  4190. if(toHeal == 0)
  4191. {
  4192. logGlobal->warn("Nothing to heal");
  4193. }
  4194. else
  4195. {
  4196. BattleUnitsChanged pack;
  4197. BattleLogMessage message;
  4198. MetaString text;
  4199. text.addTxt(MetaString::GENERAL_TXT, 414);
  4200. healer->addNameReplacement(text, false);
  4201. destStack->addNameReplacement(text, false);
  4202. text.addReplacement((int)toHeal);
  4203. message.lines.push_back(text);
  4204. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  4205. info.healthDelta = toHeal;
  4206. state->save(info.data);
  4207. pack.changedStacks.push_back(info);
  4208. sendAndApply(&pack);
  4209. sendAndApply(&message);
  4210. }
  4211. }
  4212. break;
  4213. }
  4214. case EActionType::DAEMON_SUMMONING:
  4215. //TODO: From Strategija:
  4216. //Summon Demon is a level 2 spell.
  4217. {
  4218. if(target.size() < 1)
  4219. {
  4220. complain("Destination required for summon action.");
  4221. ok = false;
  4222. break;
  4223. }
  4224. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
  4225. const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
  4226. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type()(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  4227. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
  4228. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  4229. ui64 canRiseHp = std::min(targetHealth, risedHp);
  4230. ui32 canRiseAmount = static_cast<ui32>(canRiseHp / summonedType.toCreature()->MaxHealth());
  4231. battle::UnitInfo info;
  4232. info.id = gs->curB->battleNextUnitId();
  4233. info.count = std::min(canRiseAmount, destStack->baseAmount);
  4234. info.type = summonedType;
  4235. info.side = summoner->side;
  4236. info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
  4237. info.summoned = false;
  4238. BattleUnitsChanged addUnits;
  4239. addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  4240. info.save(addUnits.changedStacks.back().data);
  4241. if(info.count > 0) //there's rare possibility single creature cannot rise desired type
  4242. {
  4243. auto wrapper = wrapAction(ba);
  4244. BattleUnitsChanged removeUnits;
  4245. removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
  4246. sendAndApply(&removeUnits);
  4247. sendAndApply(&addUnits);
  4248. BattleSetStackProperty ssp;
  4249. ssp.stackID = ba.stackNumber;
  4250. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  4251. ssp.val = -1;
  4252. ssp.absolute = false;
  4253. sendAndApply(&ssp);
  4254. }
  4255. break;
  4256. }
  4257. case EActionType::MONSTER_SPELL:
  4258. {
  4259. auto wrapper = wrapAction(ba);
  4260. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4261. SpellID spellID = SpellID(ba.actionSubtype);
  4262. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4263. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4264. //TODO special bonus for genies ability
  4265. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4266. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4267. if (spellID < 0)
  4268. complain("That stack can't cast spells!");
  4269. else
  4270. {
  4271. const CSpell * spell = SpellID(spellID).toSpell();
  4272. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4273. int32_t spellLvl = 0;
  4274. if(spellcaster)
  4275. vstd::amax(spellLvl, spellcaster->val);
  4276. if(randSpellcaster)
  4277. vstd::amax(spellLvl, randSpellcaster->val);
  4278. parameters.setSpellLevel(spellLvl);
  4279. parameters.cast(spellEnv, target);
  4280. }
  4281. break;
  4282. }
  4283. }
  4284. if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4285. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4286. handleDamageFromObstacle(stack);
  4287. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4288. battleMadeAction.setn(true);
  4289. return ok;
  4290. }
  4291. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4292. {
  4293. bool cheated = true;
  4294. PlayerMessageClient temp_message(player, message);
  4295. sendAndApply(&temp_message);
  4296. std::vector<std::string> cheat;
  4297. boost::split(cheat, message, boost::is_any_of(" "));
  4298. int obj = 0;
  4299. if (cheat.size() == 2)
  4300. {
  4301. obj = std::atoi(cheat[1].c_str());
  4302. if (obj)
  4303. currObj = ObjectInstanceID(obj);
  4304. }
  4305. const CGHeroInstance * hero = getHero(currObj);
  4306. const CGTownInstance * town = getTown(currObj);
  4307. if (!town && hero)
  4308. town = hero->visitedTown;
  4309. if (cheat.size() == 1 || obj)
  4310. handleCheatCode(cheat[0], player, hero, town, cheated);
  4311. else
  4312. {
  4313. for (const auto & i : gs->players)
  4314. {
  4315. if (i.first == PlayerColor::NEUTRAL)
  4316. continue;
  4317. if (cheat[1] == "ai")
  4318. {
  4319. if (i.second.human)
  4320. continue;
  4321. }
  4322. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  4323. continue;
  4324. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  4325. {
  4326. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  4327. }
  4328. else if (cheat[0] == "vcmiarmenelos")
  4329. {
  4330. for (const auto & t : i.second.towns)
  4331. {
  4332. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  4333. }
  4334. }
  4335. else
  4336. {
  4337. for (const auto & h : i.second.heroes)
  4338. {
  4339. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  4340. }
  4341. }
  4342. }
  4343. }
  4344. if (cheated)
  4345. {
  4346. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  4347. sendAndApply(&temp_message);
  4348. if(!player.isSpectator())
  4349. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4350. }
  4351. }
  4352. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4353. {
  4354. switch(ba.actionType)
  4355. {
  4356. case EActionType::HERO_SPELL:
  4357. {
  4358. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4359. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4360. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4361. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4362. if (!s)
  4363. {
  4364. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4365. return false;
  4366. }
  4367. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4368. spells::detail::ProblemImpl problem;
  4369. auto m = s->battleMechanics(&parameters);
  4370. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4371. {
  4372. logGlobal->warn("Spell cannot be cast!");
  4373. std::vector<std::string> texts;
  4374. problem.getAll(texts);
  4375. for(auto s : texts)
  4376. logGlobal->warn(s);
  4377. return false;
  4378. }
  4379. StartAction start_action(ba);
  4380. sendAndApply(&start_action); //start spell casting
  4381. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4382. sendAndApply(&end_action);
  4383. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4384. {
  4385. battleMadeAction.setn(true);
  4386. }
  4387. checkBattleStateChanges();
  4388. if (battleResult.get())
  4389. {
  4390. battleMadeAction.setn(true);
  4391. //battle will be ended by startBattle function
  4392. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4393. }
  4394. return true;
  4395. }
  4396. }
  4397. return false;
  4398. }
  4399. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4400. {
  4401. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4402. for(auto b : bl)
  4403. {
  4404. const CSpell * sp = SpellID(b->subtype).toSpell();
  4405. if(!sp)
  4406. continue;
  4407. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4408. const int32_t level = ((val > 3) ? (val - 3) : val);
  4409. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4410. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4411. battleCast.setEffectDuration(50);
  4412. battleCast.setSpellLevel(level);
  4413. spells::Target target;
  4414. if(val > 3)
  4415. {
  4416. for(auto s : gs->curB->battleGetAllStacks())
  4417. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4418. target.emplace_back(s);
  4419. }
  4420. else
  4421. {
  4422. target.emplace_back(st);
  4423. }
  4424. battleCast.applyEffects(spellEnv, target, false, true);
  4425. }
  4426. }
  4427. void CGameHandler::stackTurnTrigger(const CStack *st)
  4428. {
  4429. BattleTriggerEffect bte;
  4430. bte.stackID = st->ID;
  4431. bte.effect = -1;
  4432. bte.val = 0;
  4433. bte.additionalInfo = 0;
  4434. if (st->alive())
  4435. {
  4436. //unbind
  4437. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4438. {
  4439. bool unbind = true;
  4440. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4441. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4442. for (auto b : bl)
  4443. {
  4444. if(b->additionalInfo != CAddInfo::NONE)
  4445. {
  4446. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4447. if(stack)
  4448. {
  4449. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4450. unbind = false;
  4451. }
  4452. }
  4453. else
  4454. {
  4455. unbind = false;
  4456. }
  4457. }
  4458. if (unbind)
  4459. {
  4460. BattleSetStackProperty ssp;
  4461. ssp.which = BattleSetStackProperty::UNBIND;
  4462. ssp.stackID = st->ID;
  4463. sendAndApply(&ssp);
  4464. }
  4465. }
  4466. if (st->hasBonusOfType(Bonus::POISON))
  4467. {
  4468. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4469. if (b) //TODO: what if not?...
  4470. {
  4471. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4472. if (bte.val < b->val) //(negative) poison effect increases - update it
  4473. {
  4474. bte.effect = Bonus::POISON;
  4475. sendAndApply(&bte);
  4476. }
  4477. }
  4478. }
  4479. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4480. {
  4481. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4482. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4483. if(opponentHero)
  4484. {
  4485. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4486. vstd::amin(manaDrained, opponentHero->mana);
  4487. if(manaDrained)
  4488. {
  4489. bte.effect = Bonus::MANA_DRAIN;
  4490. bte.val = manaDrained;
  4491. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4492. sendAndApply(&bte);
  4493. }
  4494. }
  4495. }
  4496. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4497. {
  4498. bool fearsomeCreature = false;
  4499. for (CStack * stack : gs->curB->stacks)
  4500. {
  4501. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4502. {
  4503. fearsomeCreature = true;
  4504. break;
  4505. }
  4506. }
  4507. if (fearsomeCreature)
  4508. {
  4509. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4510. {
  4511. bte.effect = Bonus::FEAR;
  4512. sendAndApply(&bte);
  4513. }
  4514. }
  4515. }
  4516. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4517. int side = gs->curB->whatSide(st->owner);
  4518. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4519. {
  4520. bool cast = false;
  4521. while(!bl.empty() && !cast)
  4522. {
  4523. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4524. auto spellID = SpellID(bonus->subtype);
  4525. const CSpell * spell = SpellID(spellID).toSpell();
  4526. bl.remove_if([&bonus](const Bonus * b)
  4527. {
  4528. return b == bonus.get();
  4529. });
  4530. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4531. parameters.setSpellLevel(bonus->val);
  4532. parameters.massive = true;
  4533. parameters.smart = true;
  4534. //todo: recheck effect level
  4535. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4536. {
  4537. cast = true;
  4538. int cooldown = bonus->additionalInfo[0];
  4539. BattleSetStackProperty ssp;
  4540. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4541. ssp.absolute = false;
  4542. ssp.val = cooldown;
  4543. ssp.stackID = st->unitId();
  4544. sendAndApply(&ssp);
  4545. }
  4546. }
  4547. }
  4548. }
  4549. }
  4550. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4551. {
  4552. if(!curStack->alive())
  4553. return false;
  4554. bool containDamageFromMoat = false;
  4555. bool movementStoped = false;
  4556. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4557. {
  4558. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4559. {
  4560. //helper info
  4561. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4562. const ui8 side = curStack->side;
  4563. if(!spellObstacle)
  4564. COMPLAIN_RET("Invalid obstacle instance");
  4565. if(spellObstacle->trigger)
  4566. {
  4567. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4568. //hidden obstacle triggers effects until revealed
  4569. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4570. {
  4571. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4572. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4573. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4574. if(!sp)
  4575. COMPLAIN_RET("Invalid obstacle instance");
  4576. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4577. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4578. if(oneTimeObstacle)
  4579. {
  4580. removeObstacle(*obstacle);
  4581. }
  4582. else
  4583. {
  4584. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4585. ObstacleChanges changeInfo;
  4586. changeInfo.id = spellObstacle->uniqueID;
  4587. changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
  4588. SpellCreatedObstacle changedObstacle;
  4589. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4590. changedObstacle.revealed = true;
  4591. changeInfo.data.clear();
  4592. JsonSerializer ser(nullptr, changeInfo.data);
  4593. ser.serializeStruct("obstacle", changedObstacle);
  4594. BattleObstaclesChanged bocp;
  4595. bocp.changes.emplace_back(changeInfo);
  4596. sendAndApply(&bocp);
  4597. }
  4598. }
  4599. }
  4600. }
  4601. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4602. {
  4603. auto town = gs->curB->town;
  4604. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4605. if(!containDamageFromMoat)
  4606. {
  4607. containDamageFromMoat = true;
  4608. BattleStackAttacked bsa;
  4609. bsa.damageAmount = damage;
  4610. bsa.stackAttacked = curStack->ID;
  4611. bsa.attackerID = -1;
  4612. curStack->prepareAttacked(bsa, getRandomGenerator());
  4613. StacksInjured si;
  4614. si.stacks.push_back(bsa);
  4615. sendAndApply(&si);
  4616. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4617. }
  4618. }
  4619. if(!curStack->alive())
  4620. return false;
  4621. if((obstacle->stopsMovement() && stackIsMoving))
  4622. movementStoped = true;
  4623. }
  4624. if(stackIsMoving)
  4625. return curStack->alive() && !movementStoped;
  4626. else
  4627. return curStack->alive();
  4628. }
  4629. void CGameHandler::handleTimeEvents()
  4630. {
  4631. gs->map->events.sort(evntCmp);
  4632. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4633. {
  4634. CMapEvent ev = gs->map->events.front();
  4635. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4636. {
  4637. auto color = PlayerColor(player);
  4638. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4639. if (pinfo //player exists
  4640. && (ev.players & 1<<player) //event is enabled to this player
  4641. && ((ev.computerAffected && !pinfo->human)
  4642. || (ev.humanAffected && pinfo->human)
  4643. )
  4644. )
  4645. {
  4646. //give resources
  4647. giveResources(color, ev.resources);
  4648. //prepare dialog
  4649. InfoWindow iw;
  4650. iw.player = color;
  4651. iw.text << ev.message;
  4652. for (int i=0; i<ev.resources.size(); i++)
  4653. {
  4654. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4655. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4656. }
  4657. sendAndApply(&iw); //show dialog
  4658. }
  4659. } //PLAYERS LOOP
  4660. if (ev.nextOccurence)
  4661. {
  4662. gs->map->events.pop_front();
  4663. ev.firstOccurence += ev.nextOccurence;
  4664. auto it = gs->map->events.begin();
  4665. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4666. it++;
  4667. gs->map->events.insert(it, ev);
  4668. }
  4669. else
  4670. {
  4671. gs->map->events.pop_front();
  4672. }
  4673. }
  4674. //TODO send only if changed
  4675. UpdateMapEvents ume;
  4676. ume.events = gs->map->events;
  4677. sendAndApply(&ume);
  4678. }
  4679. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4680. {
  4681. town->events.sort(evntCmp);
  4682. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4683. {
  4684. PlayerColor player = town->tempOwner;
  4685. CCastleEvent ev = town->events.front();
  4686. const PlayerState * pinfo = getPlayerState(player, false);
  4687. if (pinfo //player exists
  4688. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4689. && ((ev.computerAffected && !pinfo->human)
  4690. || (ev.humanAffected && pinfo->human)))
  4691. {
  4692. // dialog
  4693. InfoWindow iw;
  4694. iw.player = player;
  4695. iw.text << ev.message;
  4696. if (ev.resources.nonZero())
  4697. {
  4698. TResources was = n.res[player];
  4699. n.res[player] += ev.resources;
  4700. n.res[player].amax(0);
  4701. for (int i=0; i<ev.resources.size(); i++)
  4702. if (ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
  4703. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4704. }
  4705. for (auto & i : ev.buildings)
  4706. {
  4707. if (!town->hasBuilt(i))
  4708. {
  4709. buildStructure(town->id, i, true);
  4710. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4711. }
  4712. }
  4713. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4714. {
  4715. n.cres[town->id].tid = town->id;
  4716. n.cres[town->id].creatures = town->creatures;
  4717. }
  4718. auto & sac = n.cres[town->id];
  4719. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4720. {
  4721. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4722. {
  4723. sac.creatures[i].first += ev.creatures.at(i);
  4724. iw.components.push_back(Component(Component::CREATURE,
  4725. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4726. }
  4727. }
  4728. sendAndApply(&iw); //show dialog
  4729. }
  4730. if (ev.nextOccurence)
  4731. {
  4732. town->events.pop_front();
  4733. ev.firstOccurence += ev.nextOccurence;
  4734. auto it = town->events.begin();
  4735. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4736. it++;
  4737. town->events.insert(it, ev);
  4738. }
  4739. else
  4740. {
  4741. town->events.pop_front();
  4742. }
  4743. }
  4744. //TODO send only if changed
  4745. UpdateCastleEvents uce;
  4746. uce.town = town->id;
  4747. uce.events = town->events;
  4748. sendAndApply(&uce);
  4749. }
  4750. bool CGameHandler::complain(const std::string &problem)
  4751. {
  4752. sendMessageToAll("Server encountered a problem: " + problem);
  4753. logGlobal->error(problem);
  4754. return true;
  4755. }
  4756. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4757. {
  4758. //PlayerColor player = getOwner(hid);
  4759. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4760. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4761. assert(lowerArmy);
  4762. assert(upperArmy);
  4763. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4764. queries.addQuery(garrisonQuery);
  4765. GarrisonDialog gd;
  4766. gd.hid = hid;
  4767. gd.objid = upobj;
  4768. gd.removableUnits = removableUnits;
  4769. gd.queryID = garrisonQuery->queryID;
  4770. sendAndApply(&gd);
  4771. }
  4772. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4773. {
  4774. OpenWindow ow;
  4775. ow.window = OpenWindow::THIEVES_GUILD;
  4776. ow.id1 = player.getNum();
  4777. ow.id2 = requestingObjId.getNum();
  4778. sendAndApply(&ow);
  4779. }
  4780. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4781. {
  4782. if (id1 == id2)
  4783. return true;
  4784. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4785. if (!o1 || !o2)
  4786. return true; //arranging stacks within an object should be always allowed
  4787. if (o1 && o2)
  4788. {
  4789. if (o1->ID == Obj::TOWN)
  4790. {
  4791. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4792. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4793. return true;
  4794. }
  4795. if (o2->ID == Obj::TOWN)
  4796. {
  4797. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4798. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4799. return true;
  4800. }
  4801. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4802. {
  4803. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4804. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4805. // two heroes in same town (garrisoned and visiting)
  4806. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4807. return true;
  4808. }
  4809. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4810. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4811. if (!dialog)
  4812. {
  4813. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4814. }
  4815. if (dialog)
  4816. {
  4817. auto topArmy = dialog->exchangingArmies.at(0);
  4818. auto bottomArmy = dialog->exchangingArmies.at(1);
  4819. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4820. return true;
  4821. }
  4822. }
  4823. return false;
  4824. }
  4825. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4826. {
  4827. using events::ObjectVisitStarted;
  4828. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4829. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4830. auto startVisit = [&](ObjectVisitStarted & event)
  4831. {
  4832. auto visitedObject = obj;
  4833. if(obj->ID == Obj::HERO)
  4834. {
  4835. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4836. const auto visitedTown = visitedHero->visitedTown;
  4837. if(visitedTown)
  4838. {
  4839. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4840. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4841. visitedObject = visitedTown;
  4842. }
  4843. }
  4844. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4845. queries.addQuery(visitQuery); //TODO real visit pos
  4846. HeroVisit hv;
  4847. hv.objId = obj->id;
  4848. hv.heroId = h->id;
  4849. hv.player = h->tempOwner;
  4850. hv.starting = true;
  4851. sendAndApply(&hv);
  4852. obj->onHeroVisit(h);
  4853. };
  4854. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4855. if(visitQuery)
  4856. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4857. }
  4858. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4859. {
  4860. using events::ObjectVisitEnded;
  4861. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4862. auto endVisit = [&](ObjectVisitEnded & event)
  4863. {
  4864. HeroVisit hv;
  4865. hv.player = event.getPlayer();
  4866. hv.heroId = event.getHero();
  4867. hv.starting = false;
  4868. sendAndApply(&hv);
  4869. };
  4870. //TODO: ObjectVisitEnded should also have id of visited object,
  4871. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4872. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4873. }
  4874. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4875. {
  4876. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4877. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4878. {
  4879. complain("Cannot build boat in this shipyard!");
  4880. return false;
  4881. }
  4882. else if (obj->o->ID == Obj::TOWN
  4883. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4884. {
  4885. complain("Cannot build boat in the town - no shipyard!");
  4886. return false;
  4887. }
  4888. const PlayerColor playerID = obj->o->tempOwner;
  4889. TResources boatCost;
  4890. obj->getBoatCost(boatCost);
  4891. TResources aviable = getPlayerState(playerID)->resources;
  4892. if (!aviable.canAfford(boatCost))
  4893. {
  4894. complain("Not enough resources to build a boat!");
  4895. return false;
  4896. }
  4897. int3 tile = obj->bestLocation();
  4898. if (!gs->map->isInTheMap(tile))
  4899. {
  4900. complain("Cannot find appropriate tile for a boat!");
  4901. return false;
  4902. }
  4903. //take boat cost
  4904. giveResources(playerID, -boatCost);
  4905. //create boat
  4906. NewObject no;
  4907. no.ID = Obj::BOAT;
  4908. no.subID = obj->getBoatType();
  4909. no.pos = tile + int3(1,0,0);
  4910. sendAndApply(&no);
  4911. return true;
  4912. }
  4913. void CGameHandler::engageIntoBattle(PlayerColor player)
  4914. {
  4915. //notify interfaces
  4916. PlayerBlocked pb;
  4917. pb.player = player;
  4918. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4919. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4920. sendAndApply(&pb);
  4921. }
  4922. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4923. {
  4924. for (auto playerColor : playerColors)
  4925. {
  4926. if (getPlayerState(playerColor, false))
  4927. checkVictoryLossConditionsForPlayer(playerColor);
  4928. }
  4929. }
  4930. void CGameHandler::checkVictoryLossConditionsForAll()
  4931. {
  4932. std::set<PlayerColor> playerColors;
  4933. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4934. {
  4935. playerColors.insert(PlayerColor(i));
  4936. }
  4937. checkVictoryLossConditions(playerColors);
  4938. }
  4939. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4940. {
  4941. const PlayerState * p = getPlayerState(player);
  4942. if(!p || p->status != EPlayerStatus::INGAME) return;
  4943. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4944. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4945. {
  4946. InfoWindow iw;
  4947. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4948. sendAndApply(&iw);
  4949. PlayerEndsGame peg;
  4950. peg.player = player;
  4951. peg.victoryLossCheckResult = victoryLossCheckResult;
  4952. sendAndApply(&peg);
  4953. if (victoryLossCheckResult.victory())
  4954. {
  4955. //one player won -> all enemies lost
  4956. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4957. {
  4958. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4959. {
  4960. peg.player = i->first;
  4961. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4962. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4963. InfoWindow iw;
  4964. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4965. iw.player = i->first;
  4966. sendAndApply(&iw);
  4967. sendAndApply(&peg);
  4968. }
  4969. }
  4970. if(p->human)
  4971. {
  4972. lobby->state = EServerState::GAMEPLAY_ENDED;
  4973. }
  4974. }
  4975. else
  4976. {
  4977. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4978. auto hlp = p->heroes;
  4979. for (auto h : hlp) //eliminate heroes
  4980. {
  4981. if (h.get())
  4982. removeObject(h);
  4983. }
  4984. //player lost -> all his objects become unflagged (neutral)
  4985. for (auto obj : gs->map->objects) //unflag objs
  4986. {
  4987. if (obj.get() && obj->tempOwner == player)
  4988. setOwner(obj, PlayerColor::NEUTRAL);
  4989. }
  4990. //eliminating one player may cause victory of another:
  4991. std::set<PlayerColor> playerColors;
  4992. //do not copy player state (CBonusSystemNode) by value
  4993. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4994. {
  4995. if (p.first != player)
  4996. playerColors.insert(p.first);
  4997. }
  4998. //notify all players
  4999. for (auto pc : playerColors)
  5000. {
  5001. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5002. {
  5003. InfoWindow iw;
  5004. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5005. iw.player = pc;
  5006. sendAndApply(&iw);
  5007. }
  5008. }
  5009. checkVictoryLossConditions(playerColors);
  5010. }
  5011. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5012. // If we are called before the actual game start, there might be no current player
  5013. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5014. {
  5015. // If player making turn has lost his turn must be over as well
  5016. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5017. }
  5018. }
  5019. }
  5020. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5021. {
  5022. out.player = player;
  5023. out.text.clear();
  5024. out.text << victoryLossCheckResult.messageToSelf;
  5025. // hackish, insert one player-specific string, if applicable
  5026. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5027. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5028. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  5029. }
  5030. bool CGameHandler::dig(const CGHeroInstance *h)
  5031. {
  5032. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  5033. {
  5034. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  5035. {
  5036. complain("Cannot dig - there is already a hole under the hero!");
  5037. return false;
  5038. }
  5039. }
  5040. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5041. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5042. //create a hole
  5043. NewObject no;
  5044. no.ID = Obj::HOLE;
  5045. no.pos = h->getPosition();
  5046. no.subID = 0;
  5047. sendAndApply(&no);
  5048. //take MPs
  5049. SetMovePoints smp;
  5050. smp.hid = h->id;
  5051. smp.val = 0;
  5052. sendAndApply(&smp);
  5053. InfoWindow iw;
  5054. iw.player = h->tempOwner;
  5055. if (gs->map->grailPos == h->getPosition())
  5056. {
  5057. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5058. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5059. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5060. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5061. sendAndApply(&iw);
  5062. iw.soundID = soundBase::invalid;
  5063. iw.text.clear();
  5064. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5065. sendAndApply(&iw);
  5066. }
  5067. else
  5068. {
  5069. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5070. iw.soundID = soundBase::Dig;
  5071. sendAndApply(&iw);
  5072. }
  5073. return true;
  5074. }
  5075. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5076. {
  5077. if(attacker->hasBonusOfType(attackMode))
  5078. {
  5079. std::set<SpellID> spellsToCast;
  5080. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5081. for(const auto & sf : *spells)
  5082. {
  5083. spellsToCast.insert(SpellID(sf->subtype));
  5084. }
  5085. for(SpellID spellID : spellsToCast)
  5086. {
  5087. bool castMe = false;
  5088. if(!defender->alive())
  5089. {
  5090. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5091. return;
  5092. }
  5093. int32_t spellLevel = 0;
  5094. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5095. for(const auto & sf : *spellsByType)
  5096. {
  5097. int meleeRanged;
  5098. if(sf->additionalInfo.size() < 2)
  5099. {
  5100. // legacy format
  5101. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5102. meleeRanged = sf->additionalInfo[0] / 1000;
  5103. }
  5104. else
  5105. {
  5106. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5107. meleeRanged = sf->additionalInfo[1];
  5108. }
  5109. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5110. castMe = true;
  5111. }
  5112. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5113. vstd::amin(chance, 100);
  5114. const CSpell * spell = SpellID(spellID).toSpell();
  5115. spells::AbilityCaster caster(attacker, spellLevel);
  5116. spells::Target target;
  5117. target.emplace_back(defender);
  5118. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5119. auto m = spell->battleMechanics(&parameters);
  5120. spells::detail::ProblemImpl ignored;
  5121. if(!m->canBeCastAt(target, ignored))
  5122. continue;
  5123. //check if spell should be cast (probability handling)
  5124. if(getRandomGenerator().nextInt(99) >= chance)
  5125. continue;
  5126. //casting
  5127. if(castMe)
  5128. {
  5129. parameters.cast(spellEnv, target);
  5130. }
  5131. }
  5132. }
  5133. }
  5134. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5135. {
  5136. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5137. }
  5138. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5139. {
  5140. if(!attacker->alive() || !defender->alive()) // can be already dead
  5141. return;
  5142. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5143. if(!defender->alive())
  5144. {
  5145. //don't try death stare or acid breath on dead stack (crash!)
  5146. return;
  5147. }
  5148. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5149. {
  5150. // mechanics of Death Stare as in H3:
  5151. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5152. //original formula x = min(x, (gorgons_count + 9)/10);
  5153. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5154. vstd::amin(chanceToKill, 1); //cap at 100%
  5155. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5156. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5157. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5158. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5159. vstd::amin(staredCreatures, maxToKill);
  5160. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5161. if(staredCreatures)
  5162. {
  5163. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5164. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5165. spells::AbilityCaster caster(attacker, 0);
  5166. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5167. spells::Target target;
  5168. target.emplace_back(defender);
  5169. parameters.setEffectValue(staredCreatures);
  5170. parameters.cast(spellEnv, target);
  5171. }
  5172. }
  5173. if(!defender->alive())
  5174. return;
  5175. int64_t acidDamage = 0;
  5176. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5177. for(const auto & b : *acidBreath)
  5178. {
  5179. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5180. acidDamage += b->val;
  5181. }
  5182. if(acidDamage > 0)
  5183. {
  5184. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5185. spells::AbilityCaster caster(attacker, 0);
  5186. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5187. spells::Target target;
  5188. target.emplace_back(defender);
  5189. parameters.setEffectValue(acidDamage * attacker->getCount());
  5190. parameters.cast(spellEnv, target);
  5191. }
  5192. if(!defender->alive())
  5193. return;
  5194. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5195. {
  5196. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5197. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5198. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5199. return;
  5200. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5201. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5202. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5203. return;
  5204. battle::UnitInfo resurrectInfo;
  5205. resurrectInfo.id = gs->curB->battleNextUnitId();
  5206. resurrectInfo.summoned = false;
  5207. resurrectInfo.position = defender->getPosition();
  5208. resurrectInfo.side = defender->unitSide();
  5209. if(bonusAdditionalInfo != CAddInfo::NONE)
  5210. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5211. else
  5212. resurrectInfo.type = attacker->creatureId();
  5213. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5214. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5215. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5216. resurrectInfo.count = defender->getCount();
  5217. else
  5218. return; //wrong subtype
  5219. BattleUnitsChanged addUnits;
  5220. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5221. resurrectInfo.save(addUnits.changedStacks.back().data);
  5222. BattleUnitsChanged removeUnits;
  5223. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5224. sendAndApply(&removeUnits);
  5225. sendAndApply(&addUnits);
  5226. }
  5227. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5228. {
  5229. double chanceToTrigger = 0;
  5230. int amountToDie = 0;
  5231. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5232. {
  5233. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5234. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5235. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5236. }
  5237. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5238. {
  5239. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5240. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5241. }
  5242. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5243. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5244. return;
  5245. BattleStackAttacked bsa;
  5246. bsa.attackerID = -1;
  5247. bsa.stackAttacked = defender->ID;
  5248. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5249. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5250. bsa.spellID = SpellID::SLAYER;
  5251. defender->prepareAttacked(bsa, getRandomGenerator());
  5252. StacksInjured si;
  5253. si.stacks.push_back(bsa);
  5254. sendAndApply(&si);
  5255. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5256. }
  5257. }
  5258. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5259. {
  5260. if (!t.visitableObjects.empty())
  5261. {
  5262. //to prevent self-visiting heroes on space press
  5263. if (t.visitableObjects.back() != h)
  5264. objectVisited(t.visitableObjects.back(), h);
  5265. else if (t.visitableObjects.size() > 1)
  5266. objectVisited(*(t.visitableObjects.end()-2),h);
  5267. }
  5268. }
  5269. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5270. {
  5271. if (!hero)
  5272. COMPLAIN_RET("You need hero to sacrifice creature!");
  5273. int expSum = 0;
  5274. auto finish = [this, &hero, &expSum]()
  5275. {
  5276. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5277. };
  5278. for(int i = 0; i < slot.size(); ++i)
  5279. {
  5280. int oldCount = hero->getStackCount(slot[i]);
  5281. if(oldCount < (int)count[i])
  5282. {
  5283. finish();
  5284. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5285. }
  5286. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5287. {
  5288. finish();
  5289. COMPLAIN_RET("Cannot sacrifice last creature!");
  5290. }
  5291. int crid = hero->getStack(slot[i]).type->idNumber;
  5292. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5293. int dump, exp;
  5294. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5295. exp *= count[i];
  5296. expSum += exp;
  5297. }
  5298. finish();
  5299. return true;
  5300. }
  5301. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5302. {
  5303. if (!hero)
  5304. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5305. int expSum = 0;
  5306. auto finish = [this, &hero, &expSum]()
  5307. {
  5308. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5309. };
  5310. for(int i = 0; i < slot.size(); ++i)
  5311. {
  5312. ArtifactLocation al(hero, slot[i]);
  5313. const CArtifactInstance * a = al.getArt();
  5314. if(!a)
  5315. {
  5316. finish();
  5317. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5318. }
  5319. const CArtifactInstance * art = hero->getArt(slot[i]);
  5320. if(!art)
  5321. {
  5322. finish();
  5323. COMPLAIN_RET("No artifact at position to sacrifice!");
  5324. }
  5325. si32 typId = art->artType->id;
  5326. int dmp, expToGive;
  5327. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5328. expSum += expToGive;
  5329. removeArtifact(al);
  5330. }
  5331. finish();
  5332. return true;
  5333. }
  5334. void CGameHandler::makeStackDoNothing(const CStack * next)
  5335. {
  5336. BattleAction doNothing;
  5337. doNothing.actionType = EActionType::NO_ACTION;
  5338. doNothing.side = next->side;
  5339. doNothing.stackNumber = next->ID;
  5340. makeAutomaticAction(next, doNothing);
  5341. }
  5342. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5343. {
  5344. if (sl.army->hasStackAtSlot(sl.slot))
  5345. COMPLAIN_RET("Slot is already taken!");
  5346. if (!sl.slot.validSlot())
  5347. COMPLAIN_RET("Cannot insert stack to that slot!");
  5348. InsertNewStack ins;
  5349. ins.army = sl.army->id;
  5350. ins.slot = sl.slot;
  5351. ins.type = c->idNumber;
  5352. ins.count = count;
  5353. sendAndApply(&ins);
  5354. return true;
  5355. }
  5356. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5357. {
  5358. if (!sl.army->hasStackAtSlot(sl.slot))
  5359. COMPLAIN_RET("Cannot find a stack to erase");
  5360. if (sl.army->stacksCount() == 1 //from the last stack
  5361. && sl.army->needsLastStack() //that must be left
  5362. && !forceRemoval) //ignore above conditions if we are forcing removal
  5363. {
  5364. COMPLAIN_RET("Cannot erase the last stack!");
  5365. }
  5366. EraseStack es;
  5367. es.army = sl.army->id;
  5368. es.slot = sl.slot;
  5369. sendAndApply(&es);
  5370. return true;
  5371. }
  5372. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5373. {
  5374. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5375. if ((absoluteValue && count < 0)
  5376. || (!absoluteValue && -count > currentCount))
  5377. {
  5378. COMPLAIN_RET("Cannot take more stacks than present!");
  5379. }
  5380. if ((currentCount == -count && !absoluteValue)
  5381. || (!count && absoluteValue))
  5382. {
  5383. eraseStack(sl);
  5384. }
  5385. else
  5386. {
  5387. ChangeStackCount csc;
  5388. csc.army = sl.army->id;
  5389. csc.slot = sl.slot;
  5390. csc.count = count;
  5391. csc.absoluteValue = absoluteValue;
  5392. sendAndApply(&csc);
  5393. }
  5394. return true;
  5395. }
  5396. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5397. {
  5398. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5399. if (!slotC) //slot is empty
  5400. insertNewStack(sl, c, count);
  5401. else if (c == slotC)
  5402. changeStackCount(sl, count);
  5403. else
  5404. {
  5405. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5406. }
  5407. return true;
  5408. }
  5409. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5410. {
  5411. if (removeObjWhenFinished)
  5412. removeAfterVisit(src);
  5413. if (!src->canBeMergedWith(*dst, allowMerging))
  5414. {
  5415. if (allowMerging) //do that, add all matching creatures.
  5416. {
  5417. bool cont = true;
  5418. while (cont)
  5419. {
  5420. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5421. {
  5422. SlotID pos = dst->getSlotFor(i->second->type);
  5423. if (pos.validSlot())
  5424. {
  5425. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5426. cont = true;
  5427. break; //or iterator crashes
  5428. }
  5429. cont = false;
  5430. }
  5431. }
  5432. }
  5433. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5434. }
  5435. else //merge
  5436. {
  5437. moveArmy(src, dst, allowMerging);
  5438. }
  5439. }
  5440. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5441. {
  5442. if (!src.army->hasStackAtSlot(src.slot))
  5443. COMPLAIN_RET("No stack to move!");
  5444. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5445. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5446. if (!dst.slot.validSlot())
  5447. COMPLAIN_RET("Cannot move stack to that slot!");
  5448. if (count == -1)
  5449. {
  5450. count = src.army->getStackCount(src.slot);
  5451. }
  5452. if (src.army != dst.army //moving away
  5453. && count == src.army->getStackCount(src.slot) //all creatures
  5454. && src.army->stacksCount() == 1 //from the last stack
  5455. && src.army->needsLastStack()) //that must be left
  5456. {
  5457. COMPLAIN_RET("Cannot move away the last creature!");
  5458. }
  5459. RebalanceStacks rs;
  5460. rs.srcArmy = src.army->id;
  5461. rs.dstArmy = dst.army->id;
  5462. rs.srcSlot = src.slot;
  5463. rs.dstSlot = dst.slot;
  5464. rs.count = count;
  5465. sendAndApply(&rs);
  5466. return true;
  5467. }
  5468. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5469. {
  5470. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5471. {
  5472. return moveStack(sl2, sl1);
  5473. }
  5474. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5475. {
  5476. return moveStack(sl1, sl2);
  5477. }
  5478. else
  5479. {
  5480. SwapStacks ss;
  5481. ss.srcArmy = sl1.army->id;
  5482. ss.dstArmy = sl2.army->id;
  5483. ss.srcSlot = sl1.slot;
  5484. ss.dstSlot = sl2.slot;
  5485. sendAndApply(&ss);
  5486. return true;
  5487. }
  5488. }
  5489. void CGameHandler::runBattle()
  5490. {
  5491. setBattle(gs->curB);
  5492. assert(gs->curB);
  5493. //TODO: pre-tactic stuff, call scripts etc.
  5494. //tactic round
  5495. {
  5496. while (gs->curB->tacticDistance && !battleResult.get())
  5497. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5498. }
  5499. //initial stacks appearance triggers, e.g. built-in bonus spells
  5500. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5501. for (CStack * stack : initialStacks)
  5502. {
  5503. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5504. {
  5505. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5506. auto accessibility = getAccesibility();
  5507. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5508. std::vector<BattleHex> targetHexes;
  5509. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5510. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5511. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5512. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5513. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5514. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5515. if (!guardianIsBig)
  5516. targetHexes = stack->getSurroundingHexes();
  5517. else
  5518. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5519. for(auto hex : targetHexes)
  5520. {
  5521. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5522. {
  5523. battle::UnitInfo info;
  5524. info.id = gs->curB->battleNextUnitId();
  5525. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5526. info.type = creatureData;
  5527. info.side = stack->side;
  5528. info.position = hex;
  5529. info.summoned = true;
  5530. BattleUnitsChanged pack;
  5531. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5532. info.save(pack.changedStacks.back().data);
  5533. sendAndApply(&pack);
  5534. }
  5535. }
  5536. }
  5537. stackEnchantedTrigger(stack);
  5538. }
  5539. //spells opening battle
  5540. for (int i = 0; i < 2; ++i)
  5541. {
  5542. auto h = gs->curB->battleGetFightingHero(i);
  5543. if (h)
  5544. {
  5545. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5546. for (auto b : *bl)
  5547. {
  5548. spells::BonusCaster caster(h, b);
  5549. const CSpell * spell = SpellID(b->subtype).toSpell();
  5550. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5551. parameters.setSpellLevel(3);
  5552. parameters.setEffectDuration(b->val);
  5553. parameters.massive = true;
  5554. parameters.castIfPossible(spellEnv, spells::Target());
  5555. }
  5556. }
  5557. }
  5558. bool firstRound = true;//FIXME: why first round is -1?
  5559. //main loop
  5560. while (!battleResult.get()) //till the end of the battle ;]
  5561. {
  5562. BattleNextRound bnr;
  5563. bnr.round = gs->curB->round + 1;
  5564. logGlobal->debug("Round %d", bnr.round);
  5565. sendAndApply(&bnr);
  5566. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5567. for (auto &obstPtr : obstacles)
  5568. {
  5569. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5570. if (sco->turnsRemaining == 0)
  5571. removeObstacle(*obstPtr);
  5572. }
  5573. const BattleInfo & curB = *gs->curB;
  5574. for(auto stack : curB.stacks)
  5575. {
  5576. if(stack->alive() && !firstRound)
  5577. stackEnchantedTrigger(stack);
  5578. }
  5579. //stack loop
  5580. auto getNextStack = [this]() -> const CStack *
  5581. {
  5582. if(battleResult.get())
  5583. return nullptr;
  5584. std::vector<battle::Units> q;
  5585. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5586. if(!q.empty())
  5587. {
  5588. if(!q.front().empty())
  5589. {
  5590. auto next = q.front().front();
  5591. const auto stack = dynamic_cast<const CStack *>(next);
  5592. // regeneration takes place before everything else but only during first turn attempt in each round
  5593. // also works under blind and similar effects
  5594. if(stack && stack->alive() && !stack->waiting)
  5595. {
  5596. BattleTriggerEffect bte;
  5597. bte.stackID = stack->ID;
  5598. bte.effect = Bonus::HP_REGENERATION;
  5599. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5600. if(stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  5601. bte.val = lostHealth;
  5602. else if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5603. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5604. if(bte.val) // anything to heal
  5605. sendAndApply(&bte);
  5606. }
  5607. if(next->willMove())
  5608. return stack;
  5609. }
  5610. }
  5611. return nullptr;
  5612. };
  5613. const CStack * next = nullptr;
  5614. while((next = getNextStack()))
  5615. {
  5616. BattleUnitsChanged removeGhosts;
  5617. for(auto stack : curB.stacks)
  5618. {
  5619. if(stack->ghostPending)
  5620. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5621. }
  5622. if(!removeGhosts.changedStacks.empty())
  5623. sendAndApply(&removeGhosts);
  5624. //check for bad morale => freeze
  5625. int nextStackMorale = next->MoraleVal();
  5626. if (nextStackMorale < 0 &&
  5627. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5628. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5629. )
  5630. {
  5631. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5632. {
  5633. //unit loses its turn - empty freeze action
  5634. BattleAction ba;
  5635. ba.actionType = EActionType::BAD_MORALE;
  5636. ba.side = next->side;
  5637. ba.stackNumber = next->ID;
  5638. makeAutomaticAction(next, ba);
  5639. continue;
  5640. }
  5641. }
  5642. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5643. {
  5644. logGlobal->trace("Handle Berserk effect");
  5645. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5646. if (attackInfo.first != nullptr)
  5647. {
  5648. BattleAction attack;
  5649. attack.actionType = EActionType::WALK_AND_ATTACK;
  5650. attack.side = next->side;
  5651. attack.stackNumber = next->ID;
  5652. attack.aimToHex(attackInfo.second);
  5653. attack.aimToUnit(attackInfo.first);
  5654. makeAutomaticAction(next, attack);
  5655. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5656. }
  5657. else
  5658. {
  5659. makeStackDoNothing(next);
  5660. logGlobal->trace("No target found");
  5661. }
  5662. continue;
  5663. }
  5664. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5665. const int stackCreatureId = next->getCreature()->idNumber;
  5666. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5667. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5668. {
  5669. BattleAction attack;
  5670. attack.actionType = EActionType::SHOOT;
  5671. attack.side = next->side;
  5672. attack.stackNumber = next->ID;
  5673. //TODO: select target by priority
  5674. const battle::Unit * target = nullptr;
  5675. for(auto & elem : gs->curB->stacks)
  5676. {
  5677. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5678. && elem->owner != next->owner
  5679. && elem->isValidTarget()
  5680. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5681. {
  5682. target = elem;
  5683. break;
  5684. }
  5685. }
  5686. if(target == nullptr)
  5687. {
  5688. makeStackDoNothing(next);
  5689. }
  5690. else
  5691. {
  5692. attack.aimToUnit(target);
  5693. makeAutomaticAction(next, attack);
  5694. }
  5695. continue;
  5696. }
  5697. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5698. {
  5699. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5700. if (attackableBattleHexes.empty())
  5701. {
  5702. makeStackDoNothing(next);
  5703. continue;
  5704. }
  5705. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5706. {
  5707. BattleAction attack;
  5708. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5709. attack.aimToHex(destination);
  5710. attack.actionType = EActionType::CATAPULT;
  5711. attack.side = next->side;
  5712. attack.stackNumber = next->ID;
  5713. makeAutomaticAction(next, attack);
  5714. continue;
  5715. }
  5716. }
  5717. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5718. {
  5719. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5720. {
  5721. return s->owner == next->owner && s->canBeHealed();
  5722. });
  5723. if (!possibleStacks.size())
  5724. {
  5725. makeStackDoNothing(next);
  5726. continue;
  5727. }
  5728. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5729. {
  5730. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5731. const CStack * toBeHealed = possibleStacks.front();
  5732. BattleAction heal;
  5733. heal.actionType = EActionType::STACK_HEAL;
  5734. heal.aimToUnit(toBeHealed);
  5735. heal.side = next->side;
  5736. heal.stackNumber = next->ID;
  5737. makeAutomaticAction(next, heal);
  5738. continue;
  5739. }
  5740. }
  5741. int numberOfAsks = 1;
  5742. bool breakOuter = false;
  5743. do
  5744. {//ask interface and wait for answer
  5745. if (!battleResult.get())
  5746. {
  5747. stackTurnTrigger(next); //various effects
  5748. if(next->fear)
  5749. {
  5750. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5751. }
  5752. else
  5753. {
  5754. logGlobal->trace("Activating %s", next->nodeName());
  5755. auto nextId = next->ID;
  5756. BattleSetActiveStack sas;
  5757. sas.stack = nextId;
  5758. sendAndApply(&sas);
  5759. auto actionWasMade = [&]() -> bool
  5760. {
  5761. if (battleMadeAction.data)//active stack has made its action
  5762. return true;
  5763. if (battleResult.get())// battle is finished
  5764. return true;
  5765. if (next == nullptr)//active stack was been removed
  5766. return true;
  5767. return !next->alive();//active stack is dead
  5768. };
  5769. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5770. battleMadeAction.data = false;
  5771. while (!actionWasMade())
  5772. {
  5773. battleMadeAction.cond.wait(lock);
  5774. if (battleGetStackByID(nextId, false) != next)
  5775. next = nullptr; //it may be removed, while we wait
  5776. }
  5777. }
  5778. }
  5779. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5780. {
  5781. breakOuter = true;
  5782. break;
  5783. }
  5784. //we're after action, all results applied
  5785. checkBattleStateChanges(); //check if this action ended the battle
  5786. if(next != nullptr)
  5787. {
  5788. //check for good morale
  5789. nextStackMorale = next->MoraleVal();
  5790. if(!next->hadMorale //only one extra move per turn possible
  5791. && !next->defending
  5792. && !next->waited()
  5793. && !next->fear
  5794. && next->alive()
  5795. && nextStackMorale > 0
  5796. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5797. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5798. )
  5799. {
  5800. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5801. {
  5802. BattleTriggerEffect bte;
  5803. bte.stackID = next->ID;
  5804. bte.effect = Bonus::MORALE;
  5805. bte.val = 1;
  5806. bte.additionalInfo = 0;
  5807. sendAndApply(&bte); //play animation
  5808. ++numberOfAsks; //move this stack once more
  5809. }
  5810. }
  5811. }
  5812. --numberOfAsks;
  5813. } while (numberOfAsks > 0);
  5814. if (breakOuter)
  5815. {
  5816. break;
  5817. }
  5818. }
  5819. firstRound = false;
  5820. }
  5821. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5822. }
  5823. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5824. {
  5825. BattleSetActiveStack bsa;
  5826. bsa.stack = stack->ID;
  5827. bsa.askPlayerInterface = false;
  5828. sendAndApply(&bsa);
  5829. bool ret = makeBattleAction(ba);
  5830. checkBattleStateChanges();
  5831. return ret;
  5832. }
  5833. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5834. {
  5835. assert(a->artType);
  5836. ArtifactLocation al;
  5837. al.artHolder = const_cast<CGHeroInstance*>(h);
  5838. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5839. if (pos < 0)
  5840. {
  5841. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5842. slot = a->firstAvailableSlot(h);
  5843. else
  5844. slot = a->firstBackpackSlot(h);
  5845. }
  5846. else
  5847. {
  5848. slot = pos;
  5849. }
  5850. al.slot = slot;
  5851. if (slot < 0 || !a->canBePutAt(al))
  5852. {
  5853. complain("Cannot put artifact in that slot!");
  5854. return;
  5855. }
  5856. putArtifact(al, a);
  5857. }
  5858. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5859. {
  5860. PutArtifact pa;
  5861. pa.art = a;
  5862. pa.al = al;
  5863. sendAndApply(&pa);
  5864. }
  5865. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5866. {
  5867. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5868. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5869. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5870. giveHeroNewArtifact(h, art, slot);
  5871. return true;
  5872. }
  5873. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5874. {
  5875. CArtifactInstance *a = nullptr;
  5876. if (!artType->constituents)
  5877. {
  5878. a = new CArtifactInstance();
  5879. }
  5880. else
  5881. {
  5882. a = new CCombinedArtifactInstance();
  5883. }
  5884. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5885. NewArtifact na;
  5886. na.art = a;
  5887. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5888. giveHeroArtifact(h, a, pos);
  5889. }
  5890. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5891. {
  5892. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5893. if (battleResult.data)
  5894. {
  5895. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5896. % battleResult.data->result % resultType).str());
  5897. return;
  5898. }
  5899. auto br = new BattleResult();
  5900. br->result = resultType;
  5901. br->winner = victoriusSide; //surrendering side loses
  5902. gs->curB->calculateCasualties(br->casualties);
  5903. battleResult.data = br;
  5904. }
  5905. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5906. {
  5907. std::vector<int3>::iterator tile;
  5908. std::vector<int3> tiles;
  5909. getFreeTiles(tiles);
  5910. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5911. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5912. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5913. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5914. for (int i = 0; i < (int)amount; ++i)
  5915. {
  5916. tile = tiles.begin();
  5917. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5918. {
  5919. auto count = cre->getRandomAmount(std::rand);
  5920. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5921. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5922. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5923. }
  5924. tiles.erase(tile); //not use it again
  5925. }
  5926. }
  5927. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5928. {
  5929. if (cheat == "vcmiistari")
  5930. {
  5931. if (!hero) return;
  5932. ///Give hero spellbook
  5933. if (!hero->hasSpellbook())
  5934. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5935. ///Give all spells with bonus (to allow banned spells)
  5936. GiveBonus giveBonus(GiveBonus::HERO);
  5937. giveBonus.id = hero->id.getNum();
  5938. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5939. //start with level 0 to skip abilities
  5940. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5941. {
  5942. giveBonus.bonus.subtype = level;
  5943. sendAndApply(&giveBonus);
  5944. }
  5945. ///Give mana
  5946. SetMana sm;
  5947. sm.hid = hero->id;
  5948. sm.val = 999;
  5949. sm.absolute = true;
  5950. sendAndApply(&sm);
  5951. }
  5952. else if (cheat == "vcmiarmenelos")
  5953. {
  5954. if (!town) return;
  5955. ///Build all buildings in selected town
  5956. for (auto & build : town->town->buildings)
  5957. {
  5958. if (!town->hasBuilt(build.first)
  5959. && !build.second->Name().empty()
  5960. && build.first != BuildingID::SHIP)
  5961. {
  5962. buildStructure(town->id, build.first, true);
  5963. }
  5964. }
  5965. }
  5966. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5967. {
  5968. if (!hero) return;
  5969. ///Gives N creatures into each slot
  5970. std::map<std::string, std::pair<int, int>> creatures;
  5971. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5972. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5973. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5974. const CCreature * creature = VLC->creh->objects.at(creatures[cheat].first);
  5975. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5976. if (!hero->hasStackAtSlot(SlotID(i)))
  5977. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5978. }
  5979. else if (cheat == "vcminoldor")
  5980. {
  5981. if (!hero) return;
  5982. ///Give all war machines to hero
  5983. if (!hero->getArt(ArtifactPosition::MACH1))
  5984. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5985. if (!hero->getArt(ArtifactPosition::MACH2))
  5986. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5987. if (!hero->getArt(ArtifactPosition::MACH3))
  5988. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5989. }
  5990. else if (cheat == "vcmiforgeofnoldorking")
  5991. {
  5992. if (!hero) return;
  5993. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5994. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  5995. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  5996. }
  5997. else if (cheat == "vcmiglorfindel")
  5998. {
  5999. if (!hero) return;
  6000. ///selected hero gains a new level
  6001. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6002. }
  6003. else if (cheat == "vcminahar")
  6004. {
  6005. if (!hero) return;
  6006. ///Give 1000000 movement points to hero
  6007. SetMovePoints smp;
  6008. smp.hid = hero->id;
  6009. smp.val = 1000000;
  6010. sendAndApply(&smp);
  6011. GiveBonus gb(GiveBonus::HERO);
  6012. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6013. gb.bonus.duration = Bonus::ONE_DAY;
  6014. gb.bonus.source = Bonus::OTHER;
  6015. gb.id = hero->id.getNum();
  6016. giveHeroBonus(&gb);
  6017. }
  6018. else if (cheat == "vcmiformenos")
  6019. {
  6020. ///Give resources to player
  6021. TResources resources;
  6022. resources[Res::GOLD] = 100000;
  6023. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6024. resources[i] = 100;
  6025. giveResources(player, resources);
  6026. }
  6027. else if (cheat == "vcmisilmaril")
  6028. {
  6029. ///Player wins
  6030. PlayerCheated pc;
  6031. pc.player = player;
  6032. pc.winningCheatCode = true;
  6033. sendAndApply(&pc);
  6034. }
  6035. else if (cheat == "vcmimelkor")
  6036. {
  6037. ///Player looses
  6038. PlayerCheated pc;
  6039. pc.player = player;
  6040. pc.losingCheatCode = true;
  6041. sendAndApply(&pc);
  6042. }
  6043. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  6044. {
  6045. ///Reveal or conceal FoW
  6046. FoWChange fc;
  6047. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  6048. fc.player = player;
  6049. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6050. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6051. int lastUnc = 0;
  6052. for(int z = 0; z < gs->map->levels(); z++)
  6053. for(int x = 0; x < gs->map->width; x++)
  6054. for(int y = 0; y < gs->map->height; y++)
  6055. if(!(*fowMap)[z][x][y] || !fc.mode)
  6056. hlp_tab[lastUnc++] = int3(x, y, z);
  6057. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6058. delete [] hlp_tab;
  6059. sendAndApply(&fc);
  6060. }
  6061. else
  6062. cheated = false;
  6063. }
  6064. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6065. {
  6066. BattleObstaclesChanged obsRem;
  6067. obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
  6068. sendAndApply(&obsRem);
  6069. }
  6070. void CGameHandler::synchronizeArtifactHandlerLists()
  6071. {
  6072. UpdateArtHandlerLists uahl;
  6073. uahl.treasures = VLC->arth->treasures;
  6074. uahl.minors = VLC->arth->minors;
  6075. uahl.majors = VLC->arth->majors;
  6076. uahl.relics = VLC->arth->relics;
  6077. sendAndApply(&uahl);
  6078. }
  6079. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6080. {
  6081. return vstd::contains(gs->map->objects, obj);
  6082. }
  6083. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6084. {
  6085. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6086. return false;
  6087. auto query = queries.topQuery(player);
  6088. if (query && query->blocksPack(pack))
  6089. {
  6090. complain(boost::str(boost::format(
  6091. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6092. % boost::to_upper_copy<std::string>(player.getStr())
  6093. % query->toString()
  6094. ));
  6095. return true;
  6096. }
  6097. return false;
  6098. }
  6099. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6100. {
  6101. //If the object is being visited, there must be a matching query
  6102. for (const auto &query : queries.allQueries())
  6103. {
  6104. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6105. {
  6106. if (someVistQuery->visitedObject == object)
  6107. {
  6108. someVistQuery->removeObjectAfterVisit = true;
  6109. return;
  6110. }
  6111. }
  6112. }
  6113. //If we haven't returned so far, there is no query and no visit, call was wrong
  6114. assert("This function needs to be called during the object visit!");
  6115. }
  6116. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6117. {
  6118. std::unordered_set<int3, ShashInt3> tiles;
  6119. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6120. if (hide)
  6121. {
  6122. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6123. auto p = getPlayerState(player);
  6124. for (auto h : p->heroes)
  6125. {
  6126. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6127. }
  6128. for (auto t : p->towns)
  6129. {
  6130. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6131. }
  6132. for (auto tile : observedTiles)
  6133. vstd::erase_if_present (tiles, tile);
  6134. }
  6135. changeFogOfWar(tiles, player, hide);
  6136. }
  6137. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6138. {
  6139. FoWChange fow;
  6140. fow.tiles = tiles;
  6141. fow.player = player;
  6142. fow.mode = hide? 0 : 1;
  6143. sendAndApply(&fow);
  6144. }
  6145. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6146. {
  6147. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6148. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6149. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6150. return true;
  6151. }
  6152. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6153. {
  6154. SetObjectProperty sob;
  6155. sob.id = objid;
  6156. sob.what = prop;
  6157. sob.val = static_cast<ui32>(val);
  6158. sendAndApply(&sob);
  6159. }
  6160. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6161. {
  6162. sendAndApply(iw);
  6163. }
  6164. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6165. {
  6166. InfoWindow iw;
  6167. iw.player = player;
  6168. iw.text << msg;
  6169. showInfoDialog(&iw);
  6170. }
  6171. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6172. army(_army)
  6173. {
  6174. heroWithDeadCommander = ObjectInstanceID();
  6175. PlayerColor color = army->tempOwner;
  6176. if(color == PlayerColor::UNFLAGGABLE)
  6177. color = PlayerColor::NEUTRAL;
  6178. for(CStack * st : bat->stacks)
  6179. {
  6180. if(st->summoned) //don't take into account temporary summoned stacks
  6181. continue;
  6182. if(st->owner != color) //remove only our stacks
  6183. continue;
  6184. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6185. st->health.takeResurrected();
  6186. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6187. {
  6188. logGlobal->debug("Ignored arrow towers stack.");
  6189. }
  6190. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6191. {
  6192. auto warMachine = st->type->warMachine;
  6193. if(warMachine == ArtifactID::NONE)
  6194. {
  6195. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6196. }
  6197. //catapult artifact remain even if "creature" killed in siege
  6198. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6199. {
  6200. logGlobal->debug("War machine has been destroyed");
  6201. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6202. if (hero)
  6203. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6204. else
  6205. logGlobal->error("War machine in army without hero");
  6206. }
  6207. }
  6208. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6209. {
  6210. if(st->alive() && st->getCount() > 0)
  6211. {
  6212. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6213. const CreatureID summonedType = st->type->idNumber;
  6214. summoned[summonedType] += st->getCount();
  6215. }
  6216. }
  6217. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6218. {
  6219. if (nullptr == st->base)
  6220. {
  6221. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6222. }
  6223. else
  6224. {
  6225. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6226. if(c)
  6227. {
  6228. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6229. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6230. {
  6231. logGlobal->debug("Commander is dead.");
  6232. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6233. }
  6234. }
  6235. else
  6236. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6237. }
  6238. }
  6239. else if(st->base && !army->slotEmpty(st->slot))
  6240. {
  6241. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6242. if(st->getCount() == 0 || !st->alive())
  6243. {
  6244. logGlobal->debug("Stack has been destroyed.");
  6245. StackLocation sl(army, st->slot);
  6246. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6247. }
  6248. else if(st->getCount() < army->getStackCount(st->slot))
  6249. {
  6250. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6251. StackLocation sl(army, st->slot);
  6252. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6253. }
  6254. else if(st->getCount() > army->getStackCount(st->slot))
  6255. {
  6256. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6257. StackLocation sl(army, st->slot);
  6258. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6259. }
  6260. }
  6261. else
  6262. {
  6263. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6264. }
  6265. }
  6266. }
  6267. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6268. {
  6269. for (TStackAndItsNewCount &ncount : newStackCounts)
  6270. {
  6271. if (ncount.second > 0)
  6272. gh->changeStackCount(ncount.first, ncount.second, true);
  6273. else
  6274. gh->eraseStack(ncount.first, true);
  6275. }
  6276. for (auto summoned_iter : summoned)
  6277. {
  6278. SlotID slot = army->getSlotFor(summoned_iter.first);
  6279. if (slot.validSlot())
  6280. {
  6281. StackLocation location(army, slot);
  6282. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6283. }
  6284. else
  6285. {
  6286. //even if it will be possible to summon anything permanently it should be checked for free slot
  6287. //necromancy is handled separately
  6288. gh->complain("No free slot to put summoned creature");
  6289. }
  6290. }
  6291. for (auto al : removedWarMachines)
  6292. {
  6293. gh->removeArtifact(al);
  6294. }
  6295. if (heroWithDeadCommander != ObjectInstanceID())
  6296. {
  6297. SetCommanderProperty scp;
  6298. scp.heroid = heroWithDeadCommander;
  6299. scp.which = SetCommanderProperty::ALIVE;
  6300. scp.amount = 0;
  6301. gh->sendAndApply(&scp);
  6302. }
  6303. }
  6304. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6305. {
  6306. assert(Query->result);
  6307. assert(Query->bi);
  6308. auto &result = *Query->result;
  6309. auto &info = *Query->bi;
  6310. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6311. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6312. victor = info.sides[result.winner].color;
  6313. loser = info.sides[!result.winner].color;
  6314. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6315. }
  6316. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6317. {
  6318. winnerHero = loserHero = nullptr;
  6319. remainingBattleQueriesCount = 0;
  6320. }
  6321. CRandomGenerator & CGameHandler::getRandomGenerator()
  6322. {
  6323. return CRandomGenerator::getDefault();
  6324. }
  6325. #if SCRIPTING_ENABLED
  6326. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6327. {
  6328. return serverScripts.get();
  6329. }
  6330. scripting::Pool * CGameHandler::getContextPool() const
  6331. {
  6332. return serverScripts.get();
  6333. }
  6334. #endif
  6335. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6336. {
  6337. NewObject no;
  6338. no.ID = ID; //creature
  6339. no.subID= subID;
  6340. no.pos = pos;
  6341. sendAndApply(&no);
  6342. return no.id; //id field will be filled during applying on gs
  6343. }
  6344. ///ServerSpellCastEnvironment
  6345. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6346. : gh(gh)
  6347. {
  6348. }
  6349. bool ServerSpellCastEnvironment::describeChanges() const
  6350. {
  6351. return true;
  6352. }
  6353. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6354. {
  6355. gh->complain(problem);
  6356. }
  6357. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6358. {
  6359. return &gh->getRandomGenerator();
  6360. }
  6361. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6362. {
  6363. gh->sendAndApply(pack);
  6364. }
  6365. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6366. {
  6367. gh->sendAndApply(pack);
  6368. }
  6369. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6370. {
  6371. gh->sendAndApply(pack);
  6372. }
  6373. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6374. {
  6375. gh->sendAndApply(pack);
  6376. }
  6377. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6378. {
  6379. gh->sendAndApply(pack);
  6380. }
  6381. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6382. {
  6383. gh->sendAndApply(pack);
  6384. }
  6385. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6386. {
  6387. gh->sendAndApply(pack);
  6388. }
  6389. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6390. {
  6391. gh->sendAndApply(pack);
  6392. }
  6393. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6394. {
  6395. return gh;
  6396. }
  6397. const CMap * ServerSpellCastEnvironment::getMap() const
  6398. {
  6399. return gh->gameState()->map;
  6400. }
  6401. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6402. {
  6403. return gh->moveHero(hid, dst, teleporting, false);
  6404. }
  6405. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6406. {
  6407. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6408. request->queryID = query->queryID;
  6409. gh->queries.addQuery(query);
  6410. gh->sendAndApply(request);
  6411. }