CGameHandler.cpp 223 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 "../lib/TerrainHandler.h"
  41. #include "CGameHandler.h"
  42. #include "CVCMIServer.h"
  43. #include "../lib/CCreatureSet.h"
  44. #include "../lib/CThreadHelper.h"
  45. #include "../lib/GameConstants.h"
  46. #include "../lib/registerTypes/RegisterTypes.h"
  47. #include "../lib/serializer/CTypeList.h"
  48. #include "../lib/serializer/Connection.h"
  49. #include "../lib/serializer/Cast.h"
  50. #include "../lib/serializer/JsonSerializer.h"
  51. #include "../lib/ScriptHandler.h"
  52. #include <vcmi/events/EventBus.h>
  53. #include <vcmi/events/GenericEvents.h>
  54. #include <vcmi/events/AdventureEvents.h>
  55. #ifndef _MSC_VER
  56. #include <boost/thread/xtime.hpp>
  57. #endif
  58. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  59. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  60. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  61. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  62. class ServerSpellCastEnvironment : public SpellCastEnvironment
  63. {
  64. public:
  65. ServerSpellCastEnvironment(CGameHandler * gh);
  66. ~ServerSpellCastEnvironment() = default;
  67. void complain(const std::string & problem) override;
  68. bool describeChanges() const override;
  69. vstd::RNG * getRNG() override;
  70. void apply(CPackForClient * pack) override;
  71. void apply(BattleLogMessage * pack) override;
  72. void apply(BattleStackMoved * pack) override;
  73. void apply(BattleUnitsChanged * pack) override;
  74. void apply(SetStackEffect * pack) override;
  75. void apply(StacksInjured * pack) override;
  76. void apply(BattleObstaclesChanged * pack) override;
  77. void apply(CatapultAttack * pack) override;
  78. const CMap * getMap() const override;
  79. const CGameInfoCallback * getCb() const override;
  80. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  81. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  82. private:
  83. CGameHandler * gh;
  84. };
  85. VCMI_LIB_NAMESPACE_BEGIN
  86. namespace spells
  87. {
  88. class ObstacleCasterProxy : public Caster
  89. {
  90. public:
  91. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  92. : owner(owner_),
  93. hero(hero_),
  94. obs(obs_)
  95. {
  96. };
  97. ~ObstacleCasterProxy() = default;
  98. int32_t getCasterUnitId() const override
  99. {
  100. if(hero)
  101. return hero->getCasterUnitId();
  102. else
  103. return -1;
  104. }
  105. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  106. {
  107. return obs->spellLevel;
  108. }
  109. int32_t getEffectLevel(const Spell * spell) const override
  110. {
  111. return obs->spellLevel;
  112. }
  113. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  114. {
  115. if(hero)
  116. return hero->getSpellBonus(spell, base, affectedStack);
  117. else
  118. return base;
  119. }
  120. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  121. {
  122. if(hero)
  123. return hero->getSpecificSpellBonus(spell, base);
  124. else
  125. return base;
  126. }
  127. int32_t getEffectPower(const Spell * spell) const override
  128. {
  129. return obs->casterSpellPower;
  130. }
  131. int32_t getEnchantPower(const Spell * spell) const override
  132. {
  133. return obs->casterSpellPower;
  134. }
  135. int64_t getEffectValue(const Spell * spell) const override
  136. {
  137. if(hero)
  138. return hero->getEffectValue(spell);
  139. else
  140. return 0;
  141. }
  142. PlayerColor getCasterOwner() const override
  143. {
  144. return owner;
  145. }
  146. void getCasterName(MetaString & text) const override
  147. {
  148. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  149. }
  150. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  151. {
  152. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  153. }
  154. void spendMana(ServerCallback * server, const int spellCost) const override
  155. {
  156. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  157. }
  158. private:
  159. const CGHeroInstance * hero;
  160. const PlayerColor owner;
  161. const SpellCreatedObstacle * obs;
  162. };
  163. }//
  164. VCMI_LIB_NAMESPACE_END
  165. CondSh<bool> battleMadeAction(false);
  166. CondSh<BattleResult *> battleResult(nullptr);
  167. template <typename T> class CApplyOnGH;
  168. class CBaseForGHApply
  169. {
  170. public:
  171. virtual bool applyOnGH(CGameHandler * gh, void * pack) const =0;
  172. virtual ~CBaseForGHApply(){}
  173. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  174. {
  175. return new CApplyOnGH<U>();
  176. }
  177. };
  178. template <typename T> class CApplyOnGH : public CBaseForGHApply
  179. {
  180. public:
  181. bool applyOnGH(CGameHandler * gh, void * pack) const override
  182. {
  183. T *ptr = static_cast<T*>(pack);
  184. try
  185. {
  186. return ptr->applyGh(gh);
  187. }
  188. catch(ExceptionNotAllowedAction & e)
  189. {
  190. (void)e;
  191. return false;
  192. }
  193. catch(...)
  194. {
  195. throw;
  196. }
  197. }
  198. };
  199. template <>
  200. class CApplyOnGH<CPack> : public CBaseForGHApply
  201. {
  202. public:
  203. bool applyOnGH(CGameHandler * gh, void * pack) const override
  204. {
  205. logGlobal->error("Cannot apply on GH plain CPack!");
  206. assert(0);
  207. return false;
  208. }
  209. };
  210. static inline double distance(int3 a, int3 b)
  211. {
  212. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  213. }
  214. static void giveExp(BattleResult &r)
  215. {
  216. if (r.winner > 1)
  217. {
  218. // draw
  219. return;
  220. }
  221. r.exp[0] = 0;
  222. r.exp[1] = 0;
  223. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  224. {
  225. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  226. }
  227. }
  228. 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
  229. {
  230. int x = targetPosition.getX();
  231. int y = targetPosition.getY();
  232. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  233. 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...
  234. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  235. else
  236. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  237. //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
  238. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  239. {
  240. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  241. {
  242. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  243. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  244. }
  245. else
  246. { //add back-side guardians for two-hex target, side guardians for one-hex
  247. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  248. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  249. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  250. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  251. else if (targetIsTwoHex)//front-side guardians for two-hex target
  252. {
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  254. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  255. if (x > 3) //back guard for two-hex
  256. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  257. }
  258. }
  259. }
  260. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  261. {
  262. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  263. {
  264. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  265. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  266. }
  267. else
  268. {
  269. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  270. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  271. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  272. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  273. else if (targetIsTwoHex)
  274. {
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  276. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  277. if (x < GameConstants::BFIELD_WIDTH - 4)
  278. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  279. }
  280. }
  281. }
  282. else if (!targetIsAttacker && y % 2 == 0)
  283. {
  284. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  285. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  286. }
  287. else if (targetIsAttacker && y % 2 == 1)
  288. {
  289. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  290. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  291. }
  292. }
  293. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  294. {
  295. boost::unique_lock<boost::mutex> l(mx);
  296. if (players.find(player) != players.end())
  297. {
  298. return players.at(player);
  299. }
  300. else
  301. {
  302. throw std::runtime_error("No such player!");
  303. }
  304. }
  305. void PlayerStatuses::addPlayer(PlayerColor player)
  306. {
  307. boost::unique_lock<boost::mutex> l(mx);
  308. players[player];
  309. }
  310. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  311. {
  312. boost::unique_lock<boost::mutex> l(mx);
  313. if (players.find(player) != players.end())
  314. {
  315. return players[player].*flag;
  316. }
  317. else
  318. {
  319. throw std::runtime_error("No such player!");
  320. }
  321. }
  322. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  323. {
  324. boost::unique_lock<boost::mutex> l(mx);
  325. if (players.find(player) != players.end())
  326. {
  327. players[player].*flag = val;
  328. }
  329. else
  330. {
  331. throw std::runtime_error("No such player!");
  332. }
  333. cv.notify_all();
  334. }
  335. template <typename T>
  336. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  337. {
  338. fun(args[which]);
  339. }
  340. const Services * CGameHandler::services() const
  341. {
  342. return VLC;
  343. }
  344. const CGameHandler::BattleCb * CGameHandler::battle() const
  345. {
  346. return this;
  347. }
  348. const CGameHandler::GameCb * CGameHandler::game() const
  349. {
  350. return this;
  351. }
  352. vstd::CLoggerBase * CGameHandler::logger() const
  353. {
  354. return logGlobal;
  355. }
  356. events::EventBus * CGameHandler::eventBus() const
  357. {
  358. return serverEventBus.get();
  359. }
  360. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  361. {
  362. changeSecSkill(hero, skill, 1, 0);
  363. expGiven(hero);
  364. }
  365. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  366. {
  367. // required exp for at least 1 lvl-up hasn't been reached
  368. if (!hero->gainsLevel())
  369. {
  370. return;
  371. }
  372. // give primary skill
  373. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  374. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  375. SetPrimSkill sps;
  376. sps.id = hero->id;
  377. sps.which = primarySkill;
  378. sps.abs = false;
  379. sps.val = 1;
  380. sendAndApply(&sps);
  381. PrepareHeroLevelUp pre;
  382. pre.heroId = hero->id;
  383. sendAndApply(&pre);
  384. HeroLevelUp hlu;
  385. hlu.player = hero->tempOwner;
  386. hlu.heroId = hero->id;
  387. hlu.primskill = primarySkill;
  388. hlu.skills = pre.skills;
  389. if (hlu.skills.size() == 0)
  390. {
  391. sendAndApply(&hlu);
  392. levelUpHero(hero);
  393. }
  394. else if (hlu.skills.size() == 1)
  395. {
  396. sendAndApply(&hlu);
  397. levelUpHero(hero, pre.skills.front());
  398. }
  399. else if (hlu.skills.size() > 1)
  400. {
  401. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  402. hlu.queryID = levelUpQuery->queryID;
  403. queries.addQuery(levelUpQuery);
  404. sendAndApply(&hlu);
  405. //level up will be called on query reply
  406. }
  407. }
  408. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  409. {
  410. SetCommanderProperty scp;
  411. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  412. if (hero)
  413. scp.heroid = hero->id;
  414. else
  415. {
  416. complain ("Commander is not led by hero!");
  417. return;
  418. }
  419. scp.accumulatedBonus.subtype = 0;
  420. scp.accumulatedBonus.additionalInfo = 0;
  421. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  422. scp.accumulatedBonus.turnsRemain = 0;
  423. scp.accumulatedBonus.source = Bonus::COMMANDER;
  424. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  425. if (skill <= ECommander::SPELL_POWER)
  426. {
  427. scp.which = SetCommanderProperty::BONUS;
  428. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  429. {
  430. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  431. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  432. };
  433. switch (skill)
  434. {
  435. case ECommander::ATTACK:
  436. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  437. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  438. break;
  439. case ECommander::DEFENSE:
  440. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  441. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  442. break;
  443. case ECommander::HEALTH:
  444. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  445. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  446. break;
  447. case ECommander::DAMAGE:
  448. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  449. scp.accumulatedBonus.subtype = 0;
  450. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  451. break;
  452. case ECommander::SPEED:
  453. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  454. break;
  455. case ECommander::SPELL_POWER:
  456. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  457. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  458. sendAndApply (&scp); //additional pack
  459. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  460. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  461. sendAndApply (&scp); //additional pack
  462. scp.accumulatedBonus.type = Bonus::CASTS;
  463. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  464. sendAndApply (&scp); //additional pack
  465. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  466. break;
  467. }
  468. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  469. sendAndApply (&scp);
  470. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  471. scp.additionalInfo = skill;
  472. scp.amount = c->secondarySkills.at(skill) + 1;
  473. sendAndApply (&scp);
  474. }
  475. else if (skill >= 100)
  476. {
  477. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  478. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  479. scp.additionalInfo = skill; //unnormalized
  480. sendAndApply (&scp);
  481. }
  482. expGiven(hero);
  483. }
  484. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  485. {
  486. if (!c->gainsLevel())
  487. {
  488. return;
  489. }
  490. CommanderLevelUp clu;
  491. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  492. if(hero)
  493. {
  494. clu.heroId = hero->id;
  495. clu.player = hero->tempOwner;
  496. }
  497. else
  498. {
  499. complain ("Commander is not led by hero!");
  500. return;
  501. }
  502. //picking sec. skills for choice
  503. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  504. {
  505. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  506. clu.skills.push_back(i);
  507. }
  508. int i = 100;
  509. for (auto specialSkill : VLC->creh->skillRequirements)
  510. {
  511. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  512. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  513. && !vstd::contains (c->specialSKills, i))
  514. clu.skills.push_back (i);
  515. ++i;
  516. }
  517. int skillAmount = static_cast<int>(clu.skills.size());
  518. if (!skillAmount)
  519. {
  520. sendAndApply(&clu);
  521. levelUpCommander(c);
  522. }
  523. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  524. {
  525. sendAndApply(&clu);
  526. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  527. }
  528. else if (skillAmount > 1) //apply and ask for secondary skill
  529. {
  530. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  531. clu.queryID = commanderLevelUp->queryID;
  532. queries.addQuery(commanderLevelUp);
  533. sendAndApply(&clu);
  534. }
  535. }
  536. void CGameHandler::expGiven(const CGHeroInstance *hero)
  537. {
  538. if (hero->gainsLevel())
  539. levelUpHero(hero);
  540. else if (hero->commander && hero->commander->gainsLevel())
  541. levelUpCommander(hero->commander);
  542. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  543. // levelUpCommander(hero->commander);
  544. // else
  545. // levelUpHero(hero);
  546. }
  547. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  548. {
  549. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  550. {
  551. if (gs->map->levelLimit != 0)
  552. {
  553. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  554. TExpType resultingExp = abs ? val : hero->exp + val;
  555. if (resultingExp > expLimit)
  556. {
  557. // set given experience to max possible, but don't decrease if hero already over top
  558. abs = true;
  559. val = std::max(expLimit, hero->exp);
  560. InfoWindow iw;
  561. iw.player = hero->tempOwner;
  562. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  563. iw.text.addReplacement(hero->getNameTextID());
  564. sendAndApply(&iw);
  565. }
  566. }
  567. }
  568. SetPrimSkill sps;
  569. sps.id = hero->id;
  570. sps.which = which;
  571. sps.abs = abs;
  572. sps.val = val;
  573. sendAndApply(&sps);
  574. //only for exp - hero may level up
  575. if (which == PrimarySkill::EXPERIENCE)
  576. {
  577. if (hero->commander && hero->commander->alive)
  578. {
  579. //FIXME: trim experience according to map limit?
  580. SetCommanderProperty scp;
  581. scp.heroid = hero->id;
  582. scp.which = SetCommanderProperty::EXPERIENCE;
  583. scp.amount = val;
  584. sendAndApply (&scp);
  585. CBonusSystemNode::treeHasChanged();
  586. }
  587. expGiven(hero);
  588. }
  589. }
  590. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  591. {
  592. if(!hero)
  593. {
  594. logGlobal->error("changeSecSkill provided no hero");
  595. return;
  596. }
  597. SetSecSkill sss;
  598. sss.id = hero->id;
  599. sss.which = which;
  600. sss.val = val;
  601. sss.abs = abs;
  602. sendAndApply(&sss);
  603. if (which == SecondarySkill::WISDOM)
  604. {
  605. if (hero->visitedTown)
  606. giveSpells(hero->visitedTown, hero);
  607. }
  608. }
  609. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  610. {
  611. LOG_TRACE(logGlobal);
  612. //Fill BattleResult structure with exp info
  613. giveExp(*battleResult.data);
  614. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  615. {
  616. if(heroAttacker)
  617. battleResult.data->exp[1] += 500;
  618. if(heroDefender)
  619. battleResult.data->exp[0] += 500;
  620. }
  621. if(heroAttacker)
  622. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  623. if(heroDefender)
  624. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  625. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  626. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  627. const BattleResult::EResult result = battleResult.get()->result;
  628. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  629. {
  630. for (auto &q : queries.allQueries())
  631. {
  632. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  633. if (bq->bi == gs->curB)
  634. return bq;
  635. }
  636. return std::shared_ptr<CBattleQuery>();
  637. };
  638. auto battleQuery = findBattleQuery();
  639. if (!battleQuery)
  640. {
  641. logGlobal->error("Cannot find battle query!");
  642. }
  643. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  644. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  645. battleQuery->result = boost::make_optional(*battleResult.data);
  646. //Check how many battle queries were created (number of players blocked by battle)
  647. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  648. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  649. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  650. ChangeSpells cs; //for Eagle Eye
  651. if (finishingBattle->winnerHero)
  652. {
  653. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  654. {
  655. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  656. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  657. {
  658. auto spell = spellId.toSpell(VLC->spells());
  659. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  660. cs.spells.insert(spell->getId());
  661. }
  662. }
  663. }
  664. std::vector<const CArtifactInstance *> arts; //display them in window
  665. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  666. {
  667. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  668. {
  669. arts.push_back(art);
  670. auto slot = art->firstAvailableSlot(finishingBattle->winnerHero);
  671. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  672. if(ArtifactUtils::isSlotBackpack(slot))
  673. ma->askAssemble = false;
  674. sendAndApply(ma);
  675. };
  676. if (finishingBattle->loserHero)
  677. {
  678. //TODO: wrap it into a function, somehow (boost::variant -_-)
  679. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  680. for (auto artSlot : artifactsWorn)
  681. {
  682. MoveArtifact ma;
  683. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  684. const CArtifactInstance * art = ma.src.getArt();
  685. if (art && !art->artType->isBig() &&
  686. art->artType->getId() != ArtifactID::SPELLBOOK)
  687. // don't move war machines or locked arts (spellbook)
  688. {
  689. sendMoveArtifact(art, &ma);
  690. }
  691. }
  692. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  693. {
  694. //we assume that no big artifacts can be found
  695. MoveArtifact ma;
  696. ma.src = ArtifactLocation(finishingBattle->loserHero,
  697. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  698. const CArtifactInstance * art = ma.src.getArt();
  699. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  700. {
  701. sendMoveArtifact(art, &ma);
  702. }
  703. }
  704. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  705. {
  706. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  707. for (auto artSlot : artifactsWorn)
  708. {
  709. MoveArtifact ma;
  710. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  711. const CArtifactInstance * art = ma.src.getArt();
  712. if (art && !art->artType->isBig())
  713. {
  714. sendMoveArtifact(art, &ma);
  715. }
  716. }
  717. }
  718. }
  719. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  720. {
  721. auto artifactsWorn = armySlot.second->artifactsWorn;
  722. for (auto artSlot : artifactsWorn)
  723. {
  724. MoveArtifact ma;
  725. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  726. const CArtifactInstance * art = ma.src.getArt();
  727. if (art && !art->artType->isBig())
  728. {
  729. sendMoveArtifact(art, &ma);
  730. }
  731. }
  732. }
  733. }
  734. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  735. if (arts.size()) //display loot
  736. {
  737. InfoWindow iw;
  738. iw.player = finishingBattle->winnerHero->tempOwner;
  739. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  740. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  741. {
  742. iw.components.push_back(Component(
  743. Component::ARTIFACT, art->artType->getId(),
  744. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  745. if (iw.components.size() >= 14)
  746. {
  747. sendAndApply(&iw);
  748. iw.components.clear();
  749. }
  750. }
  751. if (iw.components.size())
  752. {
  753. sendAndApply(&iw);
  754. }
  755. }
  756. //Eagle Eye secondary skill handling
  757. if (!cs.spells.empty())
  758. {
  759. cs.learn = 1;
  760. cs.hid = finishingBattle->winnerHero->id;
  761. InfoWindow iw;
  762. iw.player = finishingBattle->winnerHero->tempOwner;
  763. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  764. iw.text.addReplacement(finishingBattle->winnerHero->getNameTextID());
  765. std::ostringstream names;
  766. for (int i = 0; i < cs.spells.size(); i++)
  767. {
  768. names << "%s";
  769. if (i < cs.spells.size() - 2)
  770. names << ", ";
  771. else if (i < cs.spells.size() - 1)
  772. names << "%s";
  773. }
  774. names << ".";
  775. iw.text.addReplacement(names.str());
  776. auto it = cs.spells.begin();
  777. for (int i = 0; i < cs.spells.size(); i++, it++)
  778. {
  779. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  780. if (i == cs.spells.size() - 2) //we just added pre-last name
  781. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  782. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  783. }
  784. sendAndApply(&iw);
  785. sendAndApply(&cs);
  786. }
  787. cab1.updateArmy(this);
  788. cab2.updateArmy(this); //take casualties after battle is deleted
  789. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  790. {
  791. RemoveObject ro(heroAttacker->id);
  792. sendAndApply(&ro);
  793. }
  794. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  795. {
  796. RemoveObject ro(heroDefender->id);
  797. sendAndApply(&ro);
  798. }
  799. if(battleResult.data->winner == BattleSide::DEFENDER
  800. && heroDefender
  801. && heroDefender->visitedTown
  802. && !heroDefender->inTownGarrison
  803. && heroDefender->visitedTown->garrisonHero == heroDefender)
  804. {
  805. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  806. }
  807. //give exp
  808. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  809. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  810. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  811. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  812. queries.popIfTop(battleQuery);
  813. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  814. }
  815. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  816. {
  817. LOG_TRACE(logGlobal);
  818. finishingBattle->remainingBattleQueriesCount--;
  819. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  820. if (finishingBattle->remainingBattleQueriesCount > 0)
  821. //Battle results will be handled when all battle queries are closed
  822. return;
  823. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  824. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  825. // Still, it looks like a hole.
  826. // Necromancy if applicable.
  827. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  828. // Give raised units to winner and show dialog, if any were raised,
  829. // units will be given after casualties are taken
  830. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  831. if (necroSlot != SlotID())
  832. {
  833. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  834. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  835. }
  836. BattleResultsApplied resultsApplied;
  837. resultsApplied.player1 = finishingBattle->victor;
  838. resultsApplied.player2 = finishingBattle->loser;
  839. sendAndApply(&resultsApplied);
  840. setBattle(nullptr);
  841. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  842. {
  843. logGlobal->trace("post-victory visit");
  844. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  845. }
  846. visitObjectAfterVictory = false;
  847. //handle victory/loss of engaged players
  848. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  849. checkVictoryLossConditions(playerColors);
  850. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  851. {
  852. SetAvailableHeroes sah;
  853. sah.player = finishingBattle->loser;
  854. sah.hid[0] = finishingBattle->loserHero->subID;
  855. if (result.result == BattleResult::ESCAPE) //retreat
  856. {
  857. sah.army[0].clear();
  858. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  859. }
  860. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  861. sah.hid[1] = another->subID;
  862. else
  863. sah.hid[1] = -1;
  864. sendAndApply(&sah);
  865. }
  866. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  867. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  868. {
  869. RemoveObject ro(finishingBattle->winnerHero->id);
  870. sendAndApply(&ro);
  871. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  872. {
  873. SetAvailableHeroes sah;
  874. sah.player = finishingBattle->victor;
  875. sah.hid[0] = finishingBattle->winnerHero->subID;
  876. sah.army[0].clear();
  877. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  878. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  879. sah.hid[1] = another->subID;
  880. else
  881. sah.hid[1] = -1;
  882. sendAndApply(&sah);
  883. }
  884. }
  885. }
  886. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  887. {
  888. if(first && !counter)
  889. handleAttackBeforeCasting(ranged, attacker, defender);
  890. FireShieldInfo fireShield;
  891. BattleAttack bat;
  892. BattleLogMessage blm;
  893. bat.stackAttacking = attacker->unitId();
  894. bat.tile = targetHex;
  895. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  896. if(ranged)
  897. bat.flags |= BattleAttack::SHOT;
  898. if(counter)
  899. bat.flags |= BattleAttack::COUNTER;
  900. const int attackerLuck = attacker->LuckVal();
  901. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  902. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  903. {
  904. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  905. {
  906. bat.flags |= BattleAttack::LUCKY;
  907. }
  908. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  909. {
  910. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  911. {
  912. bat.flags |= BattleAttack::UNLUCKY;
  913. }
  914. }
  915. }
  916. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  917. {
  918. bat.flags |= BattleAttack::DEATH_BLOW;
  919. }
  920. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  921. {
  922. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  923. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  924. if (chance > getRandomGenerator().nextInt(99))
  925. {
  926. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  927. }
  928. }
  929. int64_t drainedLife = 0;
  930. // only primary target
  931. if(defender->alive())
  932. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  933. //multiple-hex normal attack
  934. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  935. for(const CStack * stack : attackedCreatures)
  936. {
  937. if(stack != defender && stack->alive()) //do not hit same stack twice
  938. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  939. }
  940. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  941. if(bonus && ranged) //TODO: make it work in melee?
  942. {
  943. //this is need for displaying hit animation
  944. bat.flags |= BattleAttack::SPELL_LIKE;
  945. bat.spellID = SpellID(bonus->subtype);
  946. //TODO: should spell override creature`s projectile?
  947. auto spell = bat.spellID.toSpell();
  948. battle::Target target;
  949. target.emplace_back(defender);
  950. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  951. event.setSpellLevel(bonus->val);
  952. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  953. //TODO: get exact attacked hex for defender
  954. for(const CStack * stack : attackedCreatures)
  955. {
  956. if(stack != defender && stack->alive()) //do not hit same stack twice
  957. {
  958. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  959. }
  960. }
  961. //now add effect info for all attacked stacks
  962. for (BattleStackAttacked & bsa : bat.bsa)
  963. {
  964. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  965. {
  966. //this is need for displaying affect animation
  967. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  968. bsa.spellID = SpellID(bonus->subtype);
  969. }
  970. }
  971. }
  972. attackerState->afterAttack(ranged, counter);
  973. {
  974. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  975. attackerState->save(info.data);
  976. bat.attackerChanges.changedStacks.push_back(info);
  977. }
  978. if (drainedLife > 0)
  979. bat.flags |= BattleAttack::LIFE_DRAIN;
  980. sendAndApply(&bat);
  981. {
  982. const bool multipleTargets = bat.bsa.size() > 1;
  983. int64_t totalDamage = 0;
  984. int32_t totalKills = 0;
  985. for(const BattleStackAttacked & bsa : bat.bsa)
  986. {
  987. totalDamage += bsa.damageAmount;
  988. totalKills += bsa.killedAmount;
  989. }
  990. {
  991. MetaString text;
  992. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  993. attacker->addNameReplacement(text);
  994. text.addReplacement(totalDamage);
  995. blm.lines.push_back(text);
  996. }
  997. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  998. }
  999. // drain life effect (as well as log entry) must be applied after the attack
  1000. if(drainedLife > 0)
  1001. {
  1002. MetaString text;
  1003. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1004. attackerState->addNameReplacement(text, false);
  1005. text.addReplacement(drainedLife);
  1006. defender->addNameReplacement(text, true);
  1007. blm.lines.push_back(std::move(text));
  1008. }
  1009. if(!fireShield.empty())
  1010. {
  1011. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1012. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1013. int64_t totalDamage = 0;
  1014. for(const auto & item : fireShield)
  1015. {
  1016. const CStack * actor = item.first;
  1017. int64_t rawDamage = item.second;
  1018. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1019. if(actorOwner)
  1020. {
  1021. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1022. }
  1023. else
  1024. {
  1025. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1026. }
  1027. totalDamage+=rawDamage;
  1028. //FIXME: add custom effect on actor
  1029. }
  1030. if (totalDamage > 0)
  1031. {
  1032. BattleStackAttacked bsa;
  1033. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  1034. bsa.stackAttacked = attacker->ID; //invert
  1035. bsa.attackerID = defender->ID;
  1036. bsa.damageAmount = totalDamage;
  1037. attacker->prepareAttacked(bsa, getRandomGenerator());
  1038. StacksInjured pack;
  1039. pack.stacks.push_back(bsa);
  1040. sendAndApply(&pack);
  1041. // TODO: this is already implemented in Damage::describeEffect()
  1042. {
  1043. MetaString text;
  1044. text.addTxt(MetaString::GENERAL_TXT, 376);
  1045. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1046. text.addReplacement(totalDamage);
  1047. blm.lines.push_back(std::move(text));
  1048. }
  1049. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1050. }
  1051. }
  1052. sendAndApply(&blm);
  1053. handleAfterAttackCasting(ranged, attacker, defender);
  1054. }
  1055. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1056. {
  1057. BattleStackAttacked bsa;
  1058. if(secondary)
  1059. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1060. bsa.attackerID = attackerState->unitId();
  1061. bsa.stackAttacked = def->unitId();
  1062. {
  1063. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  1064. bai.deathBlow = bat.deathBlow();
  1065. bai.doubleDamage = bat.ballistaDoubleDmg();
  1066. bai.luckyStrike = bat.lucky();
  1067. bai.unluckyStrike = bat.unlucky();
  1068. auto range = gs->curB->calculateDmgRange(bai);
  1069. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  1070. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1071. }
  1072. int64_t drainedLife = 0;
  1073. //life drain handling
  1074. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1075. {
  1076. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1077. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1078. drainedLife += toHeal;
  1079. }
  1080. //soul steal handling
  1081. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1082. {
  1083. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1084. //try to use permanent first, use only one of two
  1085. for(si32 subtype = 1; subtype >= 0; subtype--)
  1086. {
  1087. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1088. {
  1089. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1090. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1091. drainedLife += toHeal;
  1092. break;
  1093. }
  1094. }
  1095. }
  1096. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1097. //fire shield handling
  1098. if(!bat.shot() &&
  1099. !def->isClone() &&
  1100. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1101. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1102. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1103. )
  1104. {
  1105. //TODO: use damage with bonus but without penalties
  1106. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1107. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1108. }
  1109. return drainedLife;
  1110. }
  1111. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1112. {
  1113. if(killed > 0)
  1114. {
  1115. BattleLogMessage blm;
  1116. addGenericKilledLog(blm, defender, killed, multiple);
  1117. sendAndApply(&blm);
  1118. }
  1119. }
  1120. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1121. {
  1122. if(killed > 0)
  1123. {
  1124. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1125. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1126. // 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)
  1127. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1128. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1129. boost::algorithm::trim(formatString);
  1130. boost::format txt(formatString);
  1131. if(killed > 1)
  1132. {
  1133. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->getNamePluralTranslated()); // creatures perish
  1134. }
  1135. else //killed == 1
  1136. {
  1137. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->getNameSingularTranslated()); // creature perishes
  1138. }
  1139. MetaString line;
  1140. line << txt.str();
  1141. blm.lines.push_back(std::move(line));
  1142. }
  1143. }
  1144. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1145. {
  1146. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1147. return;
  1148. for(auto & playerConnections : connections)
  1149. {
  1150. PlayerColor playerId = playerConnections.first;
  1151. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1152. if(!playerSettings)
  1153. continue;
  1154. auto playerConnection = vstd::find(playerConnections.second, c);
  1155. if(playerConnection != playerConnections.second.end())
  1156. {
  1157. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1158. playerMessage(playerId, messageText, ObjectInstanceID{});
  1159. }
  1160. }
  1161. }
  1162. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1163. {
  1164. //prepare struct informing that action was applied
  1165. auto sendPackageResponse = [&](bool succesfullyApplied)
  1166. {
  1167. PackageApplied applied;
  1168. applied.player = pack->player;
  1169. applied.result = succesfullyApplied;
  1170. applied.packType = typeList.getTypeID(pack);
  1171. applied.requestID = pack->requestID;
  1172. pack->c->sendPack(&applied);
  1173. };
  1174. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1175. if(isBlockedByQueries(pack, pack->player))
  1176. {
  1177. sendPackageResponse(false);
  1178. }
  1179. else if(apply)
  1180. {
  1181. const bool result = apply->applyOnGH(this, pack);
  1182. if(result)
  1183. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1184. else
  1185. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1186. % typeid(*pack).name()).str());
  1187. sendPackageResponse(true);
  1188. }
  1189. else
  1190. {
  1191. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1192. sendPackageResponse(false);
  1193. }
  1194. vstd::clear_pointer(pack);
  1195. }
  1196. int CGameHandler::moveStack(int stack, BattleHex dest)
  1197. {
  1198. int ret = 0;
  1199. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1200. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1201. assert(curStack);
  1202. assert(dest < GameConstants::BFIELD_SIZE);
  1203. if (gs->curB->tacticDistance)
  1204. {
  1205. assert(gs->curB->isInTacticRange(dest));
  1206. }
  1207. auto start = curStack->getPosition();
  1208. if (start == dest)
  1209. return 0;
  1210. //initing necessary tables
  1211. auto accessibility = getAccesibility(curStack);
  1212. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1213. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1214. {
  1215. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1216. if(accessibility.accessible(shifted, curStack))
  1217. dest = shifted;
  1218. }
  1219. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1220. {
  1221. complain("Given destination is not accessible!");
  1222. return 0;
  1223. }
  1224. bool canUseGate = false;
  1225. auto dbState = gs->curB->si.gateState;
  1226. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1227. dbState != EGateState::DESTROYED &&
  1228. dbState != EGateState::BLOCKED)
  1229. {
  1230. canUseGate = true;
  1231. }
  1232. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1233. ret = path.second;
  1234. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1235. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1236. {
  1237. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1238. return true;
  1239. if (hex == ESiegeHex::GATE_OUTER)
  1240. return true;
  1241. if (hex == ESiegeHex::GATE_INNER)
  1242. return true;
  1243. return false;
  1244. };
  1245. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1246. {
  1247. if (isGateDrawbridgeHex(hex))
  1248. return true;
  1249. if (curStack->doubleWide())
  1250. {
  1251. BattleHex otherHex = curStack->occupiedHex(hex);
  1252. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1253. return true;
  1254. }
  1255. return false;
  1256. };
  1257. if (curStack->hasBonusOfType(Bonus::FLYING))
  1258. {
  1259. if (path.second <= creSpeed && path.first.size() > 0)
  1260. {
  1261. if (canUseGate && dbState != EGateState::OPENED &&
  1262. occupyGateDrawbridgeHex(dest))
  1263. {
  1264. BattleUpdateGateState db;
  1265. db.state = EGateState::OPENED;
  1266. sendAndApply(&db);
  1267. }
  1268. //inform clients about move
  1269. BattleStackMoved sm;
  1270. sm.stack = curStack->ID;
  1271. std::vector<BattleHex> tiles;
  1272. tiles.push_back(path.first[0]);
  1273. sm.tilesToMove = tiles;
  1274. sm.distance = path.second;
  1275. sm.teleporting = false;
  1276. sendAndApply(&sm);
  1277. }
  1278. }
  1279. else //for non-flying creatures
  1280. {
  1281. std::vector<BattleHex> tiles;
  1282. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1283. int v = (int)path.first.size()-1;
  1284. path.first.push_back(start);
  1285. // check if gate need to be open or closed at some point
  1286. BattleHex openGateAtHex, gateMayCloseAtHex;
  1287. if (canUseGate)
  1288. {
  1289. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1290. {
  1291. auto needOpenGates = [&](BattleHex hex) -> bool
  1292. {
  1293. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1294. return true;
  1295. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1296. return true;
  1297. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1298. return true;
  1299. return false;
  1300. };
  1301. auto hex = path.first[i];
  1302. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1303. {
  1304. if (needOpenGates(hex))
  1305. openGateAtHex = path.first[i+1];
  1306. //TODO we need find batter way to handle double-wide stacks
  1307. //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.
  1308. if (curStack->doubleWide())
  1309. {
  1310. BattleHex otherHex = curStack->occupiedHex(hex);
  1311. if (otherHex.isValid() && needOpenGates(otherHex))
  1312. openGateAtHex = path.first[i+2];
  1313. }
  1314. //gate may be opened and then closed during stack movement, but not other way around
  1315. if (openGateAtHex.isValid())
  1316. dbState = EGateState::OPENED;
  1317. }
  1318. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1319. {
  1320. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1321. {
  1322. gateMayCloseAtHex = path.first[i-1];
  1323. }
  1324. if (gs->curB->town->subID == ETownType::FORTRESS)
  1325. {
  1326. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1327. {
  1328. gateMayCloseAtHex = path.first[i-1];
  1329. }
  1330. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1331. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1332. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1333. {
  1334. gateMayCloseAtHex = path.first[i-1];
  1335. }
  1336. }
  1337. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1338. {
  1339. gateMayCloseAtHex = path.first[i-1];
  1340. }
  1341. }
  1342. }
  1343. }
  1344. bool stackIsMoving = true;
  1345. while(stackIsMoving)
  1346. {
  1347. if (v<tilesToMove)
  1348. {
  1349. logGlobal->error("Movement terminated abnormally");
  1350. break;
  1351. }
  1352. bool gateStateChanging = false;
  1353. //special handling for opening gate on from starting hex
  1354. if (openGateAtHex.isValid() && openGateAtHex == start)
  1355. gateStateChanging = true;
  1356. else
  1357. {
  1358. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1359. {
  1360. BattleHex hex = path.first[v];
  1361. tiles.push_back(hex);
  1362. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1363. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1364. {
  1365. gateStateChanging = true;
  1366. }
  1367. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1368. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1369. obstacleHit = true;
  1370. if (curStack->doubleWide())
  1371. {
  1372. BattleHex otherHex = curStack->occupiedHex(hex);
  1373. //two hex creature hit obstacle by backside
  1374. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1375. if(otherHex.isValid() && !obstacle2.empty())
  1376. obstacleHit = true;
  1377. }
  1378. }
  1379. }
  1380. if (tiles.size() > 0)
  1381. {
  1382. //commit movement
  1383. BattleStackMoved sm;
  1384. sm.stack = curStack->ID;
  1385. sm.distance = path.second;
  1386. sm.teleporting = false;
  1387. sm.tilesToMove = tiles;
  1388. sendAndApply(&sm);
  1389. tiles.clear();
  1390. }
  1391. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1392. if (curStack->getPosition() != dest)
  1393. {
  1394. if(stackIsMoving && start != curStack->getPosition())
  1395. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1396. if (gateStateChanging)
  1397. {
  1398. if (curStack->getPosition() == openGateAtHex)
  1399. {
  1400. openGateAtHex = BattleHex();
  1401. //only open gate if stack is still alive
  1402. if (curStack->alive())
  1403. {
  1404. BattleUpdateGateState db;
  1405. db.state = EGateState::OPENED;
  1406. sendAndApply(&db);
  1407. }
  1408. }
  1409. else if (curStack->getPosition() == gateMayCloseAtHex)
  1410. {
  1411. gateMayCloseAtHex = BattleHex();
  1412. updateGateState();
  1413. }
  1414. }
  1415. }
  1416. else
  1417. //movement finished normally: we reached destination
  1418. stackIsMoving = false;
  1419. }
  1420. }
  1421. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1422. handleDamageFromObstacle(curStack);
  1423. return ret;
  1424. }
  1425. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1426. : lobby(lobby)
  1427. , complainNoCreatures("No creatures to split")
  1428. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1429. , complainInvalidSlot("Invalid slot accessed!")
  1430. {
  1431. QID = 1;
  1432. IObjectInterface::cb = this;
  1433. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1434. registerTypesServerPacks(*applier);
  1435. visitObjectAfterVictory = false;
  1436. spellEnv = new ServerSpellCastEnvironment(this);
  1437. }
  1438. CGameHandler::~CGameHandler()
  1439. {
  1440. delete spellEnv;
  1441. delete gs;
  1442. }
  1443. void CGameHandler::reinitScripting()
  1444. {
  1445. serverEventBus = std::make_unique<events::EventBus>();
  1446. #if SCRIPTING_ENABLED
  1447. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1448. #endif
  1449. }
  1450. void CGameHandler::init(StartInfo *si)
  1451. {
  1452. if (si->seedToBeUsed == 0)
  1453. {
  1454. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1455. }
  1456. CMapService mapService;
  1457. gs = new CGameState();
  1458. gs->preInit(VLC);
  1459. logGlobal->info("Gamestate created!");
  1460. gs->init(&mapService, si);
  1461. logGlobal->info("Gamestate initialized!");
  1462. // reset seed, so that clients can't predict any following random values
  1463. getRandomGenerator().resetSeed();
  1464. for (auto & elem : gs->players)
  1465. {
  1466. states.addPlayer(elem.first);
  1467. }
  1468. reinitScripting();
  1469. }
  1470. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1471. {
  1472. return a.earlierThan(b);
  1473. }
  1474. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1475. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1476. const PlayerState * p = getPlayerState(town->tempOwner);
  1477. if (!p)
  1478. {
  1479. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1480. return;
  1481. }
  1482. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1483. {
  1484. SetAvailableCreatures ssi;
  1485. ssi.tid = town->id;
  1486. ssi.creatures = town->creatures;
  1487. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1488. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1489. if (dwellings.empty())//no dwellings - just remove
  1490. {
  1491. sendAndApply(&ssi);
  1492. return;
  1493. }
  1494. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1495. // for multi-creature dwellings like Golem Factory
  1496. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1497. if (clear)
  1498. {
  1499. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1500. }
  1501. else
  1502. {
  1503. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1504. }
  1505. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1506. sendAndApply(&ssi);
  1507. }
  1508. }
  1509. void CGameHandler::newTurn()
  1510. {
  1511. logGlobal->trace("Turn %d", gs->day+1);
  1512. NewTurn n;
  1513. n.specialWeek = NewTurn::NO_ACTION;
  1514. n.creatureid = CreatureID::NONE;
  1515. n.day = gs->day + 1;
  1516. bool firstTurn = !getDate(Date::DAY);
  1517. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1518. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1519. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1520. if (firstTurn)
  1521. {
  1522. for (auto obj : gs->map->objects)
  1523. {
  1524. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1525. {
  1526. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1527. }
  1528. }
  1529. }
  1530. if (newWeek && !firstTurn)
  1531. {
  1532. n.specialWeek = NewTurn::NORMAL;
  1533. bool deityOfFireBuilt = false;
  1534. for (const CGTownInstance *t : gs->map->towns)
  1535. {
  1536. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1537. {
  1538. deityOfFireBuilt = true;
  1539. break;
  1540. }
  1541. }
  1542. if (deityOfFireBuilt)
  1543. {
  1544. n.specialWeek = NewTurn::DEITYOFFIRE;
  1545. n.creatureid = CreatureID::IMP;
  1546. }
  1547. else if(!VLC->modh->settings.NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS)
  1548. {
  1549. int monthType = getRandomGenerator().nextInt(99);
  1550. if (newMonth) //new month
  1551. {
  1552. if (monthType < 40) //double growth
  1553. {
  1554. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1555. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1556. {
  1557. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1558. n.creatureid = newMonster.second;
  1559. }
  1560. else if (VLC->creh->doubledCreatures.size())
  1561. {
  1562. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1563. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1564. }
  1565. else
  1566. {
  1567. complain("Cannot find creature that can be spawned!");
  1568. n.specialWeek = NewTurn::NORMAL;
  1569. }
  1570. }
  1571. else if (monthType < 50)
  1572. n.specialWeek = NewTurn::PLAGUE;
  1573. }
  1574. else //it's a week, but not full month
  1575. {
  1576. if (monthType < 25)
  1577. {
  1578. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1579. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1580. do
  1581. {
  1582. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1583. } while (VLC->creh->objects[newMonster.second] &&
  1584. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1585. n.creatureid = newMonster.second;
  1586. }
  1587. }
  1588. }
  1589. }
  1590. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1591. for (auto& hp : pool)
  1592. {
  1593. auto hero = hp.second;
  1594. if (hero->isInitialized() && hero->stacks.size())
  1595. {
  1596. // reset retreated or surrendered heroes
  1597. auto maxmove = hero->maxMovePoints(true);
  1598. // if movement is greater than maxmove, we should decrease it
  1599. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1600. {
  1601. NewTurn::Hero hth;
  1602. hth.id = hero->id;
  1603. hth.move = maxmove;
  1604. hth.mana = hero->getManaNewTurn();
  1605. n.heroes.insert(hth);
  1606. }
  1607. }
  1608. }
  1609. for (auto & elem : gs->players)
  1610. {
  1611. if (elem.first == PlayerColor::NEUTRAL)
  1612. continue;
  1613. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1614. assert(0); //illegal player number!
  1615. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1616. hadGold.insert(playerGold);
  1617. if (newWeek) //new heroes in tavern
  1618. {
  1619. SetAvailableHeroes sah;
  1620. sah.player = elem.first;
  1621. //pick heroes and their armies
  1622. CHeroClass *banned = nullptr;
  1623. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1624. {
  1625. //first hero - native if possible, second hero -> any other class
  1626. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1627. {
  1628. sah.hid[j] = h->subID;
  1629. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1630. banned = h->type->heroClass;
  1631. }
  1632. else
  1633. {
  1634. sah.hid[j] = -1;
  1635. }
  1636. }
  1637. sendAndApply(&sah);
  1638. }
  1639. n.res[elem.first] = elem.second.resources;
  1640. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1641. {
  1642. bool hasCrystalGenCreature = false;
  1643. for(CGHeroInstance * hero : elem.second.heroes)
  1644. {
  1645. for(auto stack : hero->stacks)
  1646. {
  1647. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1648. {
  1649. hasCrystalGenCreature = true;
  1650. break;
  1651. }
  1652. }
  1653. }
  1654. if(!hasCrystalGenCreature) //not found in armies, check towns
  1655. {
  1656. for(CGTownInstance * town : elem.second.towns)
  1657. {
  1658. for(auto stack : town->stacks)
  1659. {
  1660. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1661. {
  1662. hasCrystalGenCreature = true;
  1663. break;
  1664. }
  1665. }
  1666. }
  1667. }
  1668. if(hasCrystalGenCreature)
  1669. n.res[elem.first][Res::CRYSTAL] += 3;
  1670. }
  1671. for (CGHeroInstance *h : (elem).second.heroes)
  1672. {
  1673. if (h->visitedTown)
  1674. giveSpells(h->visitedTown, h);
  1675. NewTurn::Hero hth;
  1676. hth.id = h->id;
  1677. auto ti = std::make_unique<TurnInfo>(h, 1);
  1678. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1679. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1680. hth.mana = h->getManaNewTurn();
  1681. n.heroes.insert(hth);
  1682. if (!firstTurn) //not first day
  1683. {
  1684. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1685. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1686. {
  1687. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1688. }
  1689. }
  1690. }
  1691. }
  1692. for (CGTownInstance *t : gs->map->towns)
  1693. {
  1694. PlayerColor player = t->tempOwner;
  1695. handleTownEvents(t, n);
  1696. if (newWeek) //first day of week
  1697. {
  1698. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1699. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1700. if (!firstTurn)
  1701. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1702. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1703. if (!vstd::contains(n.cres, t->id))
  1704. {
  1705. n.cres[t->id].tid = t->id;
  1706. n.cres[t->id].creatures = t->creatures;
  1707. }
  1708. auto & sac = n.cres.at(t->id);
  1709. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1710. {
  1711. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1712. {
  1713. ui32 &availableCount = sac.creatures.at(k).first;
  1714. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1715. if (n.specialWeek == NewTurn::PLAGUE)
  1716. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1717. else
  1718. {
  1719. if (firstTurn) //first day of game: use only basic growths
  1720. availableCount = cre->growth;
  1721. else
  1722. availableCount += t->creatureGrowth(k);
  1723. //Deity of fire week - upgrade both imps and upgrades
  1724. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1725. availableCount += 15;
  1726. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1727. {
  1728. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1729. availableCount *= 2;
  1730. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1731. availableCount += 5;
  1732. }
  1733. }
  1734. }
  1735. }
  1736. }
  1737. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1738. {
  1739. n.res[player] = n.res[player] + t->dailyIncome();
  1740. }
  1741. if(t->hasBuilt(BuildingID::GRAIL)
  1742. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1743. {
  1744. // Skyship, probably easier to handle same as Veil of darkness
  1745. //do it every new day after veils apply
  1746. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1747. {
  1748. FoWChange fw;
  1749. fw.mode = 1;
  1750. fw.player = player;
  1751. // find all hidden tiles
  1752. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1753. auto shape = fow->shape();
  1754. for(size_t z = 0; z < shape[0]; z++)
  1755. for(size_t x = 0; x < shape[1]; x++)
  1756. for(size_t y = 0; y < shape[2]; y++)
  1757. if (!(*fow)[z][x][y])
  1758. fw.tiles.insert(int3(x, y, z));
  1759. sendAndApply (&fw);
  1760. }
  1761. }
  1762. if (t->hasBonusOfType (Bonus::DARKNESS))
  1763. {
  1764. for (auto & player : gs->players)
  1765. {
  1766. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1767. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1768. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1769. }
  1770. }
  1771. }
  1772. if (newMonth)
  1773. {
  1774. SetAvailableArtifacts saa;
  1775. saa.id = -1;
  1776. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1777. sendAndApply(&saa);
  1778. }
  1779. sendAndApply(&n);
  1780. if (newWeek)
  1781. {
  1782. //spawn wandering monsters
  1783. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1784. {
  1785. spawnWanderingMonsters(n.creatureid);
  1786. }
  1787. //new week info popup
  1788. if (!firstTurn)
  1789. {
  1790. InfoWindow iw;
  1791. switch (n.specialWeek)
  1792. {
  1793. case NewTurn::DOUBLE_GROWTH:
  1794. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1795. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1796. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1797. break;
  1798. case NewTurn::PLAGUE:
  1799. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1800. break;
  1801. case NewTurn::BONUS_GROWTH:
  1802. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1803. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1804. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1805. break;
  1806. case NewTurn::DEITYOFFIRE:
  1807. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1808. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1809. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1810. iw.text.addReplacement2(15); //%+d 15
  1811. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1812. iw.text.addReplacement2(15); //%+d 15
  1813. break;
  1814. default:
  1815. if (newMonth)
  1816. {
  1817. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1818. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1819. }
  1820. else
  1821. {
  1822. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1823. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1824. }
  1825. }
  1826. for (auto & elem : gs->players)
  1827. {
  1828. iw.player = elem.first;
  1829. sendAndApply(&iw);
  1830. }
  1831. }
  1832. }
  1833. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1834. handleTimeEvents();
  1835. //call objects
  1836. for (auto & elem : gs->map->objects)
  1837. {
  1838. if (elem)
  1839. elem->newTurn(getRandomGenerator());
  1840. }
  1841. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1842. }
  1843. void CGameHandler::run(bool resume)
  1844. {
  1845. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1846. using namespace boost::posix_time;
  1847. for (auto cc : lobby->connections)
  1848. {
  1849. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1850. std::stringstream sbuffer;
  1851. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1852. for (PlayerColor color : players)
  1853. {
  1854. sbuffer << color << " ";
  1855. {
  1856. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1857. connections[color].insert(cc);
  1858. }
  1859. }
  1860. logGlobal->info(sbuffer.str());
  1861. }
  1862. #if SCRIPTING_ENABLED
  1863. services()->scripts()->run(serverScripts);
  1864. #endif
  1865. if(resume)
  1866. events::GameResumed::defaultExecute(serverEventBus.get());
  1867. auto playerTurnOrder = generatePlayerTurnOrder();
  1868. while(lobby->state == EServerState::GAMEPLAY)
  1869. {
  1870. if(!resume)
  1871. {
  1872. newTurn();
  1873. events::TurnStarted::defaultExecute(serverEventBus.get());
  1874. }
  1875. std::list<PlayerColor>::iterator it;
  1876. if (resume)
  1877. {
  1878. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1879. }
  1880. else
  1881. {
  1882. it = playerTurnOrder.begin();
  1883. }
  1884. resume = false;
  1885. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1886. {
  1887. auto playerColor = *it;
  1888. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1889. {
  1890. //if player runs out of time, he shouldn't get the turn (especially AI)
  1891. //pre-trigger may change anything, should check before each player
  1892. //TODO: is it enough to check only one player?
  1893. checkVictoryLossConditionsForAll();
  1894. auto player = event.getPlayer();
  1895. const PlayerState * playerState = &gs->players[player];
  1896. if(playerState->status != EPlayerStatus::INGAME)
  1897. {
  1898. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1899. }
  1900. else
  1901. {
  1902. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1903. YourTurn yt;
  1904. yt.player = player;
  1905. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1906. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1907. applyAndSend(&yt);
  1908. }
  1909. };
  1910. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1911. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1912. {
  1913. //wait till turn is done
  1914. boost::unique_lock<boost::mutex> lock(states.mx);
  1915. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1916. {
  1917. static time_duration p = milliseconds(100);
  1918. states.cv.timed_wait(lock, p);
  1919. }
  1920. }
  1921. }
  1922. //additional check that game is not finished
  1923. bool activePlayer = false;
  1924. for (auto player : playerTurnOrder)
  1925. {
  1926. if (gs->players[player].status == EPlayerStatus::INGAME)
  1927. activePlayer = true;
  1928. }
  1929. if(!activePlayer)
  1930. lobby->state = EServerState::GAMEPLAY_ENDED;
  1931. }
  1932. }
  1933. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1934. {
  1935. // Generate player turn order
  1936. std::list<PlayerColor> playerTurnOrder;
  1937. for (const auto & player : gs->players) // add human players first
  1938. {
  1939. if (player.second.human)
  1940. playerTurnOrder.push_back(player.first);
  1941. }
  1942. for (const auto & player : gs->players) // then add non-human players
  1943. {
  1944. if (!player.second.human)
  1945. playerTurnOrder.push_back(player.first);
  1946. }
  1947. return playerTurnOrder;
  1948. }
  1949. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1950. {
  1951. battleResult.set(nullptr);
  1952. const auto & t = *getTile(tile);
  1953. TerrainId terrain = t.terType->getId();
  1954. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1955. terrain = ETerrainId::SAND;
  1956. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1957. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1958. terType = BattleField::fromString("ship_to_ship");
  1959. //send info about battles
  1960. BattleStart bs;
  1961. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1962. sendAndApply(&bs);
  1963. }
  1964. void CGameHandler::checkBattleStateChanges()
  1965. {
  1966. //check if drawbridge state need to be changes
  1967. if (battleGetSiegeLevel() > 0)
  1968. updateGateState();
  1969. //check if battle ended
  1970. if (auto result = battleIsFinished())
  1971. {
  1972. setBattleResult(BattleResult::NORMAL, *result);
  1973. }
  1974. }
  1975. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1976. {
  1977. if (!h->hasSpellbook())
  1978. return; //hero hasn't spellbook
  1979. ChangeSpells cs;
  1980. cs.hid = h->id;
  1981. cs.learn = true;
  1982. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1983. {
  1984. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1985. for (int i = 0; i < h->maxSpellLevel(); i++)
  1986. {
  1987. std::vector<SpellID> spells;
  1988. getAllowedSpells(spells, i+1);
  1989. for (auto & spell : spells)
  1990. cs.spells.insert(spell);
  1991. }
  1992. }
  1993. else
  1994. {
  1995. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1996. {
  1997. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1998. {
  1999. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  2000. cs.spells.insert(t->spells.at(i).at(j));
  2001. }
  2002. }
  2003. }
  2004. if (!cs.spells.empty())
  2005. sendAndApply(&cs);
  2006. }
  2007. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  2008. {
  2009. if (!obj || !getObj(obj->id))
  2010. {
  2011. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  2012. return false;
  2013. }
  2014. RemoveObject ro;
  2015. ro.id = obj->id;
  2016. sendAndApply(&ro);
  2017. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  2018. return true;
  2019. }
  2020. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  2021. {
  2022. const CGHeroInstance *h = getHero(hid);
  2023. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2024. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2025. {
  2026. logGlobal->error("Illegal call to move hero!");
  2027. return false;
  2028. }
  2029. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2030. const int3 hmpos = h->convertToVisitablePos(dst);
  2031. if (!gs->map->isInTheMap(hmpos))
  2032. {
  2033. logGlobal->error("Destination tile is outside the map!");
  2034. return false;
  2035. }
  2036. const TerrainTile t = *getTile(hmpos);
  2037. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2038. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2039. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  2040. //result structure for start - movement failed, no move points used
  2041. TryMoveHero tmh;
  2042. tmh.id = hid;
  2043. tmh.start = h->pos;
  2044. tmh.end = dst;
  2045. tmh.result = TryMoveHero::FAILED;
  2046. tmh.movePoints = h->movement;
  2047. //check if destination tile is available
  2048. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2049. pathfinderHelper->updateTurnInfo(0);
  2050. auto ti = pathfinderHelper->getTurnInfo();
  2051. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2052. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2053. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2054. //it's a rock or blocked and not visitable tile
  2055. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2056. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2057. && complain("Cannot move hero, destination tile is blocked!"))
  2058. || ((!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)
  2059. && complain("Cannot move hero, destination tile is on water!"))
  2060. || ((h->boat && t.terType->isLand() && t.blocked)
  2061. && complain("Cannot disembark hero, tile is blocked!"))
  2062. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2063. && complain("Tiles are not neighboring!"))
  2064. || ((h->inTownGarrison)
  2065. && complain("Can not move garrisoned hero!"))
  2066. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2067. && complain("Hero doesn't have any movement points left!"))
  2068. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2069. && complain("Hero cannot transit over this tile!"))
  2070. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2071. && complain("Cannot move hero during the battle"))*/)
  2072. {
  2073. //send info about movement failure
  2074. sendAndApply(&tmh);
  2075. return false;
  2076. }
  2077. //several generic blocks of code
  2078. // should be called if hero changes tile but before applying TryMoveHero package
  2079. auto leaveTile = [&]()
  2080. {
  2081. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2082. {
  2083. obj->onHeroLeave(h);
  2084. }
  2085. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2086. };
  2087. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2088. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2089. {
  2090. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2091. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2092. queries.addQuery(moveQuery);
  2093. if (leavingTile == LEAVING_TILE)
  2094. leaveTile();
  2095. tmh.result = result;
  2096. sendAndApply(&tmh);
  2097. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2098. { // Hero should be always able to visit any object he staying on even if there guards around
  2099. visitObjectOnTile(t, h);
  2100. }
  2101. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2102. {
  2103. tmh.attackedFrom = boost::make_optional(guardPos);
  2104. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2105. objectVisited(guardTile.visitableObjects.back(), h);
  2106. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2107. }
  2108. else if (visitDest == VISIT_DEST)
  2109. {
  2110. visitObjectOnTile(t, h);
  2111. }
  2112. queries.popIfTop(moveQuery);
  2113. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2114. return result != TryMoveHero::FAILED;
  2115. };
  2116. //interaction with blocking object (like resources)
  2117. auto blockingVisit = [&]() -> bool
  2118. {
  2119. for (CGObjectInstance *obj : t.visitableObjects)
  2120. {
  2121. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2122. {
  2123. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2124. //this-> is needed for MVS2010 to recognize scope (?)
  2125. }
  2126. }
  2127. return false;
  2128. };
  2129. if (!transit && embarking)
  2130. {
  2131. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2132. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2133. // In H3 embark ignore guards
  2134. }
  2135. if (disembarking)
  2136. {
  2137. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2138. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2139. }
  2140. if (teleporting)
  2141. {
  2142. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2143. return true;
  2144. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2145. // visit town for town portal \ castle gates
  2146. // do not use generic visitObjectOnTile to avoid double-teleporting
  2147. // if this moveHero call was triggered by teleporter
  2148. if (!t.visitableObjects.empty())
  2149. {
  2150. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2151. town->onHeroVisit(h);
  2152. }
  2153. return true;
  2154. }
  2155. //still here? it is standard movement!
  2156. {
  2157. tmh.movePoints = (int)h->movement >= cost
  2158. ? h->movement - cost
  2159. : 0;
  2160. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2161. EVisitDest visitDest = VISIT_DEST;
  2162. if (transit)
  2163. {
  2164. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2165. visitDest = DONT_VISIT_DEST;
  2166. if (canFly)
  2167. {
  2168. lookForGuards = IGNORE_GUARDS;
  2169. visitDest = DONT_VISIT_DEST;
  2170. }
  2171. }
  2172. else if (blockingVisit())
  2173. return true;
  2174. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2175. return true;
  2176. }
  2177. }
  2178. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2179. {
  2180. const CGHeroInstance *h = getHero(hid);
  2181. const CGTownInstance *t = getTown(dstid);
  2182. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2183. COMPLAIN_RET("Invalid call to teleportHero!");
  2184. const CGTownInstance *from = h->visitedTown;
  2185. if (((h->getOwner() != t->getOwner())
  2186. && complain("Cannot teleport hero to another player"))
  2187. || (from->town->faction->index != t->town->faction->index
  2188. && complain("Source town and destination town should belong to the same faction"))
  2189. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2190. && complain("Hero must be in town with Castle gate for teleporting"))
  2191. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2192. && complain("Cannot teleport hero to town without Castle gate in it")))
  2193. return false;
  2194. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2195. moveHero(hid,pos,1);
  2196. return true;
  2197. }
  2198. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2199. {
  2200. PlayerColor oldOwner = getOwner(obj->id);
  2201. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2202. sendAndApply(&sop);
  2203. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2204. checkVictoryLossConditions(playerColors);
  2205. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2206. if (town) //town captured
  2207. {
  2208. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2209. {
  2210. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2211. setPortalDwelling(town, true, false);
  2212. }
  2213. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2214. {
  2215. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2216. {
  2217. InfoWindow iw;
  2218. iw.player = oldOwner;
  2219. 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.
  2220. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2221. sendAndApply(&iw);
  2222. }
  2223. }
  2224. }
  2225. const PlayerState * p = getPlayerState(owner);
  2226. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2227. {
  2228. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2229. {
  2230. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2231. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2232. }
  2233. }
  2234. }
  2235. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2236. {
  2237. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2238. queries.addQuery(dialogQuery);
  2239. iw->queryID = dialogQuery->queryID;
  2240. sendToAllClients(iw);
  2241. }
  2242. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2243. {
  2244. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2245. queries.addQuery(dialogQuery);
  2246. iw->queryID = dialogQuery->queryID;
  2247. sendToAllClients(iw);
  2248. }
  2249. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2250. {
  2251. if (!val) return; //don't waste time on empty call
  2252. TResources resources;
  2253. resources.at(which) = val;
  2254. giveResources(player, resources);
  2255. }
  2256. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2257. {
  2258. SetResources sr;
  2259. sr.abs = false;
  2260. sr.player = player;
  2261. sr.res = resources;
  2262. sendAndApply(&sr);
  2263. }
  2264. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2265. {
  2266. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2267. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2268. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2269. //first we move creatures to give to make them army of object-source
  2270. for (auto & elem : creatures.Slots())
  2271. {
  2272. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2273. }
  2274. tryJoiningArmy(obj, h, remove, true);
  2275. }
  2276. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2277. {
  2278. std::vector<CStackBasicDescriptor> cres = creatures;
  2279. if (cres.size() <= 0)
  2280. return;
  2281. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2282. for (CStackBasicDescriptor &sbd : cres)
  2283. {
  2284. TQuantity collected = 0;
  2285. while(collected < sbd.count)
  2286. {
  2287. bool foundSth = false;
  2288. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2289. {
  2290. if (i->second->type == sbd.type)
  2291. {
  2292. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2293. changeStackCount(StackLocation(obj, i->first), -take, false);
  2294. collected += take;
  2295. foundSth = true;
  2296. break;
  2297. }
  2298. }
  2299. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2300. {
  2301. complain("Unexpected failure during taking creatures!");
  2302. return;
  2303. }
  2304. }
  2305. }
  2306. }
  2307. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2308. {
  2309. sendToAllClients(comp);
  2310. }
  2311. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2312. {
  2313. HeroVisitCastle vc;
  2314. vc.hid = hero->id;
  2315. vc.tid = obj->id;
  2316. vc.flags |= 1;
  2317. sendAndApply(&vc);
  2318. visitCastleObjects(obj, hero);
  2319. giveSpells (obj, hero);
  2320. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2321. }
  2322. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2323. {
  2324. for (auto building : t->bonusingBuildings)
  2325. building->onHeroVisit(h);
  2326. }
  2327. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2328. {
  2329. HeroVisitCastle vc;
  2330. vc.hid = hero->id;
  2331. vc.tid = obj->id;
  2332. sendAndApply(&vc);
  2333. }
  2334. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2335. {
  2336. EraseArtifact ea;
  2337. ea.al = al;
  2338. sendAndApply(&ea);
  2339. }
  2340. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2341. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2342. const CGTownInstance *town) //use hero=nullptr for no hero
  2343. {
  2344. engageIntoBattle(army1->tempOwner);
  2345. engageIntoBattle(army2->tempOwner);
  2346. static const CArmedInstance *armies[2];
  2347. armies[0] = army1;
  2348. armies[1] = army2;
  2349. static const CGHeroInstance*heroes[2];
  2350. heroes[0] = hero1;
  2351. heroes[1] = hero2;
  2352. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2353. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2354. queries.addQuery(battleQuery);
  2355. boost::thread(&CGameHandler::runBattle, this);
  2356. }
  2357. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2358. {
  2359. startBattlePrimary(army1, army2, tile,
  2360. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2361. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2362. creatureBank);
  2363. }
  2364. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2365. {
  2366. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2367. }
  2368. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2369. {
  2370. ChangeSpells cs;
  2371. cs.hid = hero->id;
  2372. cs.spells = spells;
  2373. cs.learn = give;
  2374. sendAndApply(&cs);
  2375. }
  2376. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2377. {
  2378. SystemMessage sm;
  2379. sm.text = message;
  2380. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2381. *(c.get()) << &sm;
  2382. }
  2383. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2384. {
  2385. sendAndApply(bonus);
  2386. }
  2387. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2388. {
  2389. sendAndApply(smp);
  2390. }
  2391. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2392. {
  2393. SetMana sm;
  2394. sm.hid = hid;
  2395. sm.val = val;
  2396. sm.absolute = true;
  2397. sendAndApply(&sm);
  2398. }
  2399. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2400. {
  2401. GiveHero gh;
  2402. gh.id = id;
  2403. gh.player = player;
  2404. sendAndApply(&gh);
  2405. }
  2406. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2407. {
  2408. ChangeObjPos cop;
  2409. cop.objid = objid;
  2410. cop.nPos = newPos;
  2411. cop.flags = flags;
  2412. sendAndApply(&cop);
  2413. }
  2414. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2415. {
  2416. const CGHeroInstance * h1 = getHero(fromHero);
  2417. const CGHeroInstance * h2 = getHero(toHero);
  2418. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2419. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2420. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2421. {
  2422. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2423. std::swap(fromHero, toHero);
  2424. }
  2425. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2426. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2427. return;//no scholar skill or no spellbook
  2428. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2429. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2430. ChangeSpells cs1;
  2431. cs1.learn = true;
  2432. cs1.hid = toHero;//giving spells to first hero
  2433. for (auto it : h1->getSpellsInSpellbook())
  2434. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2435. cs1.spells.insert(it);//spell to learn
  2436. ChangeSpells cs2;
  2437. cs2.learn = true;
  2438. cs2.hid = fromHero;
  2439. for (auto it : h2->getSpellsInSpellbook())
  2440. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2441. cs2.spells.insert(it);
  2442. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2443. {
  2444. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2445. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2446. InfoWindow iw;
  2447. iw.player = h1->tempOwner;
  2448. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarSkillLevel, 0));
  2449. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2450. iw.text.addReplacement(h1->getNameTextID());
  2451. if (!cs2.spells.empty())//if found new spell - apply
  2452. {
  2453. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2454. int size = static_cast<int>(cs2.spells.size());
  2455. for (auto it : cs2.spells)
  2456. {
  2457. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2458. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2459. switch (size--)
  2460. {
  2461. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2462. case 1: break;
  2463. default: iw.text << ", ";
  2464. }
  2465. }
  2466. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2467. iw.text.addReplacement(h2->getNameTextID());
  2468. sendAndApply(&cs2);
  2469. }
  2470. if (!cs1.spells.empty() && !cs2.spells.empty())
  2471. {
  2472. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2473. }
  2474. if (!cs1.spells.empty())
  2475. {
  2476. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2477. int size = static_cast<int>(cs1.spells.size());
  2478. for (auto it : cs1.spells)
  2479. {
  2480. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2481. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2482. switch (size--)
  2483. {
  2484. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2485. case 1: break;
  2486. default: iw.text << ", ";
  2487. } }
  2488. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2489. iw.text.addReplacement(h2->getNameTextID());
  2490. sendAndApply(&cs1);
  2491. }
  2492. sendAndApply(&iw);
  2493. }
  2494. }
  2495. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2496. {
  2497. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2498. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2499. {
  2500. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2501. ExchangeDialog hex;
  2502. hex.queryID = exchange->queryID;
  2503. hex.player = h1->getOwner();
  2504. hex.hero1 = hero1;
  2505. hex.hero2 = hero2;
  2506. sendAndApply(&hex);
  2507. useScholarSkill(hero1,hero2);
  2508. queries.addQuery(exchange);
  2509. }
  2510. }
  2511. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2512. {
  2513. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2514. for (auto c : lobby->connections)
  2515. {
  2516. if(!c->isOpen())
  2517. continue;
  2518. c->sendPack(pack);
  2519. }
  2520. }
  2521. void CGameHandler::sendAndApply(CPackForClient * pack)
  2522. {
  2523. sendToAllClients(pack);
  2524. gs->apply(pack);
  2525. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2526. }
  2527. void CGameHandler::applyAndSend(CPackForClient * pack)
  2528. {
  2529. gs->apply(pack);
  2530. sendToAllClients(pack);
  2531. }
  2532. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2533. {
  2534. sendAndApply(static_cast<CPackForClient *>(pack));
  2535. checkVictoryLossConditionsForAll();
  2536. }
  2537. void CGameHandler::sendAndApply(SetResources * pack)
  2538. {
  2539. sendAndApply(static_cast<CPackForClient *>(pack));
  2540. checkVictoryLossConditionsForPlayer(pack->player);
  2541. }
  2542. void CGameHandler::sendAndApply(NewStructures * pack)
  2543. {
  2544. sendAndApply(static_cast<CPackForClient *>(pack));
  2545. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2546. }
  2547. void CGameHandler::save(const std::string & filename)
  2548. {
  2549. logGlobal->info("Saving to %s", filename);
  2550. const auto stem = FileInfo::GetPathStem(filename);
  2551. const auto savefname = stem.to_string() + ".vsgm1";
  2552. CResourceHandler::get("local")->createResource(savefname);
  2553. {
  2554. logGlobal->info("Ordering clients to serialize...");
  2555. SaveGameClient sg(savefname);
  2556. sendToAllClients(&sg);
  2557. }
  2558. try
  2559. {
  2560. {
  2561. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2562. saveCommonState(save);
  2563. logGlobal->info("Saving server state");
  2564. save << *this;
  2565. }
  2566. logGlobal->info("Game has been successfully saved!");
  2567. }
  2568. catch(std::exception &e)
  2569. {
  2570. logGlobal->error("Failed to save game: %s", e.what());
  2571. }
  2572. }
  2573. bool CGameHandler::load(const std::string & filename)
  2574. {
  2575. logGlobal->info("Loading from %s", filename);
  2576. const auto stem = FileInfo::GetPathStem(filename);
  2577. reinitScripting();
  2578. try
  2579. {
  2580. {
  2581. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2582. loadCommonState(lf);
  2583. logGlobal->info("Loading server state");
  2584. lf >> *this;
  2585. }
  2586. logGlobal->info("Game has been successfully loaded!");
  2587. }
  2588. catch(const CModHandler::Incompatibility & e)
  2589. {
  2590. logGlobal->error("Failed to load game: %s", e.what());
  2591. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2592. errorMsg += e.what();
  2593. lobby->announceMessage(errorMsg);
  2594. return false;
  2595. }
  2596. catch(const std::exception & e)
  2597. {
  2598. logGlobal->error("Failed to load game: %s", e.what());
  2599. return false;
  2600. }
  2601. gs->preInit(VLC);
  2602. gs->updateOnLoad(lobby->si.get());
  2603. return true;
  2604. }
  2605. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2606. {
  2607. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2608. return false;
  2609. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2610. const CCreatureSet & creatureSet = *army;
  2611. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2612. || (howMany < 1 && complain("Invalid split parameter!")))
  2613. {
  2614. return false;
  2615. }
  2616. auto actualAmount = army->getStackCount(slotSrc);
  2617. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2618. return false;
  2619. auto freeSlots = creatureSet.getFreeSlots();
  2620. if(freeSlots.empty() && complain("No empty stacks"))
  2621. return false;
  2622. BulkRebalanceStacks bulkRS;
  2623. for(auto slot : freeSlots)
  2624. {
  2625. RebalanceStacks rs;
  2626. rs.srcArmy = army->id;
  2627. rs.dstArmy = army->id;
  2628. rs.srcSlot = slotSrc;
  2629. rs.dstSlot = slot;
  2630. rs.count = howMany;
  2631. bulkRS.moves.push_back(rs);
  2632. actualAmount -= howMany;
  2633. if(actualAmount <= howMany)
  2634. break;
  2635. }
  2636. sendAndApply(&bulkRS);
  2637. return true;
  2638. }
  2639. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2640. {
  2641. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2642. return false;
  2643. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2644. const CCreatureSet & creatureSet = *army;
  2645. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2646. return false;
  2647. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2648. if(actualAmount < 1 && complain(complainNoCreatures))
  2649. return false;
  2650. auto currentCreature = creatureSet.getCreature(slotSrc);
  2651. if(!currentCreature && complain(complainNoCreatures))
  2652. return false;
  2653. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2654. if(!creatureSlots.size())
  2655. return false;
  2656. BulkRebalanceStacks bulkRS;
  2657. for(auto slot : creatureSlots)
  2658. {
  2659. RebalanceStacks rs;
  2660. rs.srcArmy = army->id;
  2661. rs.dstArmy = army->id;
  2662. rs.srcSlot = slot;
  2663. rs.dstSlot = slotSrc;
  2664. rs.count = creatureSet.getStackCount(slot);
  2665. bulkRS.moves.push_back(rs);
  2666. }
  2667. sendAndApply(&bulkRS);
  2668. return true;
  2669. }
  2670. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2671. {
  2672. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2673. return false;
  2674. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2675. const CCreatureSet & setSrc = *armySrc;
  2676. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2677. return false;
  2678. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2679. const CCreatureSet & setDest = *armyDest;
  2680. auto freeSlots = setDest.getFreeSlotsQueue();
  2681. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2682. TRebalanceMap moves;
  2683. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2684. auto slotsLeft = setSrc.stacksCount();
  2685. auto destMap = setDest.getCreatureMap();
  2686. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2687. while(!srcQueue.empty())
  2688. {
  2689. auto pair = srcQueue.top();
  2690. srcQueue.pop();
  2691. auto currCreature = pair.first;
  2692. auto currSlot = pair.second;
  2693. const auto quantity = setSrc.getStackCount(currSlot);
  2694. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2695. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2696. if(!alreadyExists)
  2697. {
  2698. if(freeSlots.empty())
  2699. continue;
  2700. auto currFreeSlot = freeSlots.front();
  2701. freeSlots.pop();
  2702. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2703. }
  2704. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2705. slotsLeft--;
  2706. }
  2707. if(slotsLeft == 1)
  2708. {
  2709. auto lastCreature = setSrc.getCreature(srcSlot);
  2710. auto slotToMove = SlotID();
  2711. // Try to find a slot for last creature
  2712. if(destMap.find(lastCreature) == destMap.end())
  2713. {
  2714. if(!freeSlots.empty())
  2715. slotToMove = freeSlots.front();
  2716. }
  2717. else
  2718. {
  2719. slotToMove = destMap[lastCreature];
  2720. }
  2721. if(slotToMove != SlotID())
  2722. {
  2723. const bool needsLastStack = armySrc->needsLastStack();
  2724. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2725. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2726. }
  2727. }
  2728. BulkRebalanceStacks bulkRS;
  2729. for(auto & move : moves)
  2730. {
  2731. RebalanceStacks rs;
  2732. rs.srcArmy = armySrc->id;
  2733. rs.dstArmy = armyDest->id;
  2734. rs.srcSlot = move.first;
  2735. rs.dstSlot = move.second.first;
  2736. rs.count = move.second.second;
  2737. bulkRS.moves.push_back(rs);
  2738. }
  2739. sendAndApply(&bulkRS);
  2740. return true;
  2741. }
  2742. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2743. {
  2744. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2745. return false;
  2746. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2747. const CCreatureSet & creatureSet = *army;
  2748. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2749. return false;
  2750. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2751. if(actualAmount <= 1 && complain(complainNoCreatures))
  2752. return false;
  2753. auto freeSlot = creatureSet.getFreeSlot();
  2754. auto currentCreature = creatureSet.getCreature(slotSrc);
  2755. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2756. return true;
  2757. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2758. TQuantity totalCreatures = 0;
  2759. for(auto slot : creatureSlots)
  2760. totalCreatures += creatureSet.getStackCount(slot);
  2761. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2762. return false;
  2763. if(freeSlot != SlotID())
  2764. creatureSlots.push_back(freeSlot);
  2765. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2766. return false;
  2767. const auto totalCreatureSlots = creatureSlots.size();
  2768. const auto rem = totalCreatures % totalCreatureSlots;
  2769. const auto quotient = totalCreatures / totalCreatureSlots;
  2770. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2771. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2772. BulkSmartRebalanceStacks bulkSRS;
  2773. if(freeSlot != SlotID())
  2774. {
  2775. RebalanceStacks rs;
  2776. rs.srcArmy = rs.dstArmy = army->id;
  2777. rs.srcSlot = slotSrc;
  2778. rs.dstSlot = freeSlot;
  2779. rs.count = 1;
  2780. bulkSRS.moves.push_back(rs);
  2781. }
  2782. auto currSlot = 0;
  2783. auto check = 0;
  2784. for(auto slot : creatureSlots)
  2785. {
  2786. ChangeStackCount csc;
  2787. csc.army = army->id;
  2788. csc.slot = slot;
  2789. csc.count = (currSlot < rem)
  2790. ? quotient + 1
  2791. : quotient;
  2792. csc.absoluteValue = true;
  2793. bulkSRS.changes.push_back(csc);
  2794. currSlot++;
  2795. check += csc.count;
  2796. }
  2797. if(check != totalCreatures)
  2798. {
  2799. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2800. return false;
  2801. }
  2802. sendAndApply(&bulkSRS);
  2803. return true;
  2804. }
  2805. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2806. {
  2807. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2808. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2809. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2810. StackLocation sl1(s1, p1), sl2(s2, p2);
  2811. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2812. {
  2813. complain(complainInvalidSlot);
  2814. return false;
  2815. }
  2816. if (!isAllowedExchange(id1,id2))
  2817. {
  2818. complain("Cannot exchange stacks between these two objects!\n");
  2819. return false;
  2820. }
  2821. // We can always put stacks into locked garrison, but not take them out of it
  2822. auto notRemovable = [&](const CArmedInstance * army)
  2823. {
  2824. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2825. {
  2826. auto g = dynamic_cast<const CGGarrison *>(army);
  2827. if (g && !g->removableUnits)
  2828. {
  2829. complain("Stacks in this garrison are not removable!\n");
  2830. return true;
  2831. }
  2832. }
  2833. return false;
  2834. };
  2835. if (what==1) //swap
  2836. {
  2837. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2838. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2839. {
  2840. complain("Can't take troops from another player!");
  2841. return false;
  2842. }
  2843. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2844. {
  2845. complain("Cannot swap stacks - slots are the same!");
  2846. return false;
  2847. }
  2848. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2849. {
  2850. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2851. return false;
  2852. }
  2853. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2854. return false;
  2855. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2856. return false;
  2857. swapStacks(sl1, sl2);
  2858. }
  2859. else if (what==2)//merge
  2860. {
  2861. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2862. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2863. return false;
  2864. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2865. {
  2866. complain("Cannot merge empty stack!");
  2867. return false;
  2868. }
  2869. else if (notRemovable(sl1.army))
  2870. return false;
  2871. moveStack(sl1, sl2);
  2872. }
  2873. else if (what==3) //split
  2874. {
  2875. const int countToMove = val - s2->getStackCount(p2);
  2876. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2877. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2878. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2879. {
  2880. complain("Can't move troops of another player!");
  2881. return false;
  2882. }
  2883. //general conditions checking
  2884. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2885. || (val<1 && complain(complainNoCreatures)) )
  2886. {
  2887. return false;
  2888. }
  2889. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2890. {
  2891. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2892. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2893. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2894. )
  2895. {
  2896. return false;
  2897. }
  2898. if (notRemovable(sl1.army))
  2899. {
  2900. if (s1->getStackCount(p1) > countLeftOnSrc)
  2901. return false;
  2902. }
  2903. else if (notRemovable(sl2.army))
  2904. {
  2905. if (s2->getStackCount(p1) < countLeftOnSrc)
  2906. return false;
  2907. }
  2908. moveStack(sl1, sl2, countToMove);
  2909. //S2.slots[p2]->count = val;
  2910. //S1.slots[p1]->count = total - val;
  2911. }
  2912. else //split one stack to the two
  2913. {
  2914. if (s1->getStackCount(p1) < val)//not enough creatures
  2915. {
  2916. complain(complainNotEnoughCreatures);
  2917. return false;
  2918. }
  2919. if (notRemovable(sl1.army))
  2920. return false;
  2921. moveStack(sl1, sl2, val);
  2922. }
  2923. }
  2924. return true;
  2925. }
  2926. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2927. {
  2928. return connections.at(player).count(c);
  2929. }
  2930. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2931. {
  2932. std::set<PlayerColor> all;
  2933. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2934. if(vstd::contains(i->second, c))
  2935. all.insert(i->first);
  2936. switch(all.size())
  2937. {
  2938. case 0:
  2939. return PlayerColor::NEUTRAL;
  2940. case 1:
  2941. return *all.begin();
  2942. default:
  2943. {
  2944. //if we have more than one player at this connection, try to pick active one
  2945. if (vstd::contains(all, gs->currentPlayer))
  2946. return gs->currentPlayer;
  2947. else
  2948. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2949. }
  2950. }
  2951. }
  2952. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2953. {
  2954. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2955. if (!vstd::contains(s1->stacks,pos))
  2956. {
  2957. complain("Illegal call to disbandCreature - no such stack in army!");
  2958. return false;
  2959. }
  2960. eraseStack(StackLocation(s1, pos));
  2961. return true;
  2962. }
  2963. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2964. {
  2965. const CGTownInstance * t = getTown(tid);
  2966. if(!t)
  2967. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2968. if(!t->town->buildings.count(requestedID))
  2969. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % requestedID);
  2970. if(t->hasBuilt(requestedID))
  2971. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2972. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2973. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2974. std::vector<const CBuilding*> remainingAutoBuildings;
  2975. std::set<BuildingID> buildingsThatWillBe;
  2976. //Check validity of request
  2977. if(!force)
  2978. {
  2979. switch(requestedBuilding->mode)
  2980. {
  2981. case CBuilding::BUILD_NORMAL :
  2982. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2983. COMPLAIN_RET("Cannot build that building!");
  2984. break;
  2985. case CBuilding::BUILD_AUTO :
  2986. case CBuilding::BUILD_SPECIAL:
  2987. COMPLAIN_RET("This building can not be constructed normally!");
  2988. case CBuilding::BUILD_GRAIL :
  2989. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2990. {
  2991. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2992. COMPLAIN_RET("Cannot build this without grail!")
  2993. else
  2994. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2995. }
  2996. break;
  2997. }
  2998. }
  2999. //Performs stuff that has to be done before new building is built
  3000. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3001. {
  3002. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3003. {
  3004. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3005. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3006. if(upgradeNumber >= t->town->creatures.at(level).size())
  3007. {
  3008. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3009. "no creature found (upgrade number %d, level %d!")
  3010. % buildingID % upgradeNumber % level));
  3011. return;
  3012. }
  3013. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3014. SetAvailableCreatures ssi;
  3015. ssi.tid = t->id;
  3016. ssi.creatures = t->creatures;
  3017. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3018. ssi.creatures[level].first = crea->growth;
  3019. ssi.creatures[level].second.push_back(crea->idNumber);
  3020. sendAndApply(&ssi);
  3021. }
  3022. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3023. {
  3024. setPortalDwelling(t);
  3025. }
  3026. };
  3027. //Performs stuff that has to be done after new building is built
  3028. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3029. {
  3030. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3031. auto isLibrary = isMageGuild ? false
  3032. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3033. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3034. {
  3035. if(t->visitingHero)
  3036. giveSpells(t,t->visitingHero);
  3037. if(t->garrisonHero)
  3038. giveSpells(t,t->garrisonHero);
  3039. }
  3040. };
  3041. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3042. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3043. {
  3044. return buildingsThatWillBe.count(buildID);
  3045. };
  3046. //Init the vectors
  3047. for(auto & build : t->town->buildings)
  3048. {
  3049. if(t->hasBuilt(build.first))
  3050. {
  3051. buildingsThatWillBe.insert(build.first);
  3052. }
  3053. else
  3054. {
  3055. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3056. remainingAutoBuildings.push_back(build.second);
  3057. }
  3058. }
  3059. //Prepare structure (list of building ids will be filled later)
  3060. NewStructures ns;
  3061. ns.tid = tid;
  3062. ns.builded = force ? t->builded : (t->builded+1);
  3063. std::queue<const CBuilding*> buildingsToAdd;
  3064. buildingsToAdd.push(requestedBuilding);
  3065. while(!buildingsToAdd.empty())
  3066. {
  3067. auto b = buildingsToAdd.front();
  3068. buildingsToAdd.pop();
  3069. ns.bid.insert(b->bid);
  3070. buildingsThatWillBe.insert(b->bid);
  3071. remainingAutoBuildings -= b;
  3072. for(auto autoBuilding : remainingAutoBuildings)
  3073. {
  3074. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3075. if(actualRequirements.test(areRequirementsFullfilled))
  3076. buildingsToAdd.push(autoBuilding);
  3077. }
  3078. }
  3079. // 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.
  3080. for(auto builtID : ns.bid)
  3081. processBeforeBuiltStructure(builtID);
  3082. //Take cost
  3083. if(!force)
  3084. giveResources(t->tempOwner, -requestedBuilding->resources);
  3085. //We know what has been built, apply changes. Do this as final step to properly update town window
  3086. sendAndApply(&ns);
  3087. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3088. for(auto builtID : ns.bid)
  3089. processAfterBuiltStructure(builtID);
  3090. // now when everything is built - reveal tiles for lookout tower
  3091. FoWChange fw;
  3092. fw.player = t->tempOwner;
  3093. fw.mode = 1;
  3094. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3095. sendAndApply(&fw);
  3096. if(t->visitingHero)
  3097. visitCastleObjects(t, t->visitingHero);
  3098. if(t->garrisonHero)
  3099. visitCastleObjects(t, t->garrisonHero);
  3100. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3101. return true;
  3102. }
  3103. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3104. {
  3105. ///incomplete, simply erases target building
  3106. const CGTownInstance * t = getTown(tid);
  3107. if (!vstd::contains(t->builtBuildings, bid))
  3108. return false;
  3109. RazeStructures rs;
  3110. rs.tid = tid;
  3111. rs.bid.insert(bid);
  3112. rs.destroyed = t->destroyed + 1;
  3113. sendAndApply(&rs);
  3114. //TODO: Remove dwellers
  3115. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3116. // {
  3117. // RemoveBonus rb(RemoveBonus::TOWN);
  3118. // rb.whoID = t->id;
  3119. // rb.source = Bonus::TOWN_STRUCTURE;
  3120. // rb.id = 17;
  3121. // sendAndApply(&rb);
  3122. // }
  3123. return true;
  3124. }
  3125. void CGameHandler::sendMessageToAll(const std::string &message)
  3126. {
  3127. SystemMessage sm;
  3128. sm.text = message;
  3129. sendToAllClients(&sm);
  3130. }
  3131. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3132. {
  3133. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3134. const CArmedInstance *dst = nullptr;
  3135. const CCreature *c = VLC->creh->objects.at(crid);
  3136. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3137. //TODO: test for owning
  3138. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3139. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3140. assert(dw && dst);
  3141. //verify
  3142. bool found = false;
  3143. int level = 0;
  3144. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3145. {
  3146. if ((fromLvl != -1) && (level !=fromLvl))
  3147. continue;
  3148. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3149. int i = 0;
  3150. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3151. if (cur.second.at(i) == crid)
  3152. break;
  3153. if (i < cur.second.size())
  3154. {
  3155. found = true;
  3156. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3157. break;
  3158. }
  3159. }
  3160. SlotID slot = dst->getSlotFor(crid);
  3161. if ((!found && complain("Cannot recruit: no such creatures!"))
  3162. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3163. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3164. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3165. {
  3166. return false;
  3167. }
  3168. //recruit
  3169. giveResources(dst->tempOwner, -(c->cost * cram));
  3170. SetAvailableCreatures sac;
  3171. sac.tid = objid;
  3172. sac.creatures = dw->creatures;
  3173. sac.creatures[level].first -= cram;
  3174. sendAndApply(&sac);
  3175. if (warMachine)
  3176. {
  3177. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3178. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3179. ArtifactID artId = c->warMachine;
  3180. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3181. const CArtifact * art = artId.toArtifact();
  3182. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3183. return giveHeroNewArtifact(h, art);
  3184. }
  3185. else
  3186. {
  3187. addToSlot(StackLocation(dst, slot), c, cram);
  3188. }
  3189. return true;
  3190. }
  3191. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3192. {
  3193. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3194. if (!obj->hasStackAtSlot(pos))
  3195. {
  3196. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3197. }
  3198. UpgradeInfo ui;
  3199. fillUpgradeInfo(obj, pos, ui);
  3200. PlayerColor player = obj->tempOwner;
  3201. const PlayerState *p = getPlayerState(player);
  3202. int crQuantity = obj->stacks.at(pos)->count;
  3203. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3204. //check if upgrade is possible
  3205. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3206. {
  3207. return false;
  3208. }
  3209. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3210. //check if player has enough resources
  3211. if (!p->resources.canAfford(totalCost))
  3212. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3213. //take resources
  3214. giveResources(player, -totalCost);
  3215. //upgrade creature
  3216. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3217. return true;
  3218. }
  3219. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3220. {
  3221. if (!sl.army->hasStackAtSlot(sl.slot))
  3222. COMPLAIN_RET("Cannot find a stack to change type");
  3223. SetStackType sst;
  3224. sst.army = sl.army->id;
  3225. sst.slot = sl.slot;
  3226. sst.type = c->idNumber;
  3227. sendAndApply(&sst);
  3228. return true;
  3229. }
  3230. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3231. {
  3232. assert(src->canBeMergedWith(*dst, allowMerging));
  3233. while(src->stacksCount())//while there are unmoved creatures
  3234. {
  3235. auto i = src->Slots().begin(); //iterator to stack to move
  3236. StackLocation sl(src, i->first); //location of stack to move
  3237. SlotID pos = dst->getSlotFor(i->second->type);
  3238. if (!pos.validSlot())
  3239. {
  3240. //try to merge two other stacks to make place
  3241. std::pair<SlotID, SlotID> toMerge;
  3242. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3243. {
  3244. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3245. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3246. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3247. }
  3248. else
  3249. {
  3250. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3251. return;
  3252. }
  3253. }
  3254. else
  3255. {
  3256. moveStack(sl, StackLocation(dst, pos));
  3257. }
  3258. }
  3259. }
  3260. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3261. {
  3262. const CGTownInstance * town = getTown(tid);
  3263. if(!town->garrisonHero == !town->visitingHero)
  3264. return false;
  3265. SetHeroesInTown intown;
  3266. intown.tid = tid;
  3267. if(town->garrisonHero) //garrison -> vising
  3268. {
  3269. intown.garrison = ObjectInstanceID();
  3270. intown.visiting = town->garrisonHero->id;
  3271. }
  3272. else //visiting -> garrison
  3273. {
  3274. if(town->armedGarrison())
  3275. town->mergeGarrisonOnSiege();
  3276. intown.visiting = ObjectInstanceID();
  3277. intown.garrison = town->visitingHero->id;
  3278. }
  3279. sendAndApply(&intown);
  3280. return true;
  3281. }
  3282. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3283. {
  3284. const CGTownInstance * town = getTown(tid);
  3285. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3286. {
  3287. if (!town->visitingHero->canBeMergedWith(*town))
  3288. {
  3289. complain("Cannot make garrison swap, not enough free slots!");
  3290. return false;
  3291. }
  3292. moveArmy(town, town->visitingHero, true);
  3293. SetHeroesInTown intown;
  3294. intown.tid = tid;
  3295. intown.visiting = ObjectInstanceID();
  3296. intown.garrison = town->visitingHero->id;
  3297. sendAndApply(&intown);
  3298. return true;
  3299. }
  3300. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3301. {
  3302. //check if moving hero out of town will break 8 wandering heroes limit
  3303. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3304. {
  3305. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3306. return false;
  3307. }
  3308. SetHeroesInTown intown;
  3309. intown.tid = tid;
  3310. intown.garrison = ObjectInstanceID();
  3311. intown.visiting = town->garrisonHero->id;
  3312. sendAndApply(&intown);
  3313. return true;
  3314. }
  3315. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3316. {
  3317. SetHeroesInTown intown;
  3318. intown.tid = tid;
  3319. intown.garrison = town->visitingHero->id;
  3320. intown.visiting = town->garrisonHero->id;
  3321. sendAndApply(&intown);
  3322. return true;
  3323. }
  3324. else
  3325. {
  3326. complain("Cannot swap garrison hero!");
  3327. return false;
  3328. }
  3329. }
  3330. // With the amount of changes done to the function, it's more like transferArtifacts.
  3331. // 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.
  3332. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3333. {
  3334. ArtifactLocation src = al1, dst = al2;
  3335. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3336. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3337. // Make sure exchange is even possible between the two heroes.
  3338. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3339. COMPLAIN_RET("That heroes cannot make any exchange!");
  3340. const CArtifactInstance *srcArtifact = src.getArt();
  3341. const CArtifactInstance *destArtifact = dst.getArt();
  3342. if (srcArtifact == nullptr)
  3343. COMPLAIN_RET("No artifact to move!");
  3344. if (destArtifact && srcPlayer != dstPlayer)
  3345. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3346. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3347. // Moving to the backpack is always allowed.
  3348. if ((!srcArtifact || !ArtifactUtils::isSlotBackpack(dst.slot))
  3349. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3350. COMPLAIN_RET("Cannot move artifact!");
  3351. auto srcSlot = src.getSlot();
  3352. auto dstSlot = dst.getSlot();
  3353. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3354. COMPLAIN_RET("Cannot move artifact locks.");
  3355. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3356. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3357. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3358. COMPLAIN_RET("Cannot move catapult!");
  3359. if(ArtifactUtils::isSlotBackpack(dst.slot))
  3360. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3361. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3362. {
  3363. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3364. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3365. // Check if dst slot is occupied
  3366. if(!ArtifactUtils::isSlotBackpack(dst.slot) && destArtifact)
  3367. {
  3368. // Previous artifact must be removed first
  3369. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3370. }
  3371. try
  3372. {
  3373. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3374. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3375. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3376. }
  3377. catch (boost::bad_get const &)
  3378. {
  3379. // object other than hero received an art - ignore
  3380. }
  3381. MoveArtifact ma(&src, &dst);
  3382. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3383. ma.askAssemble = false;
  3384. sendAndApply(&ma);
  3385. }
  3386. return true;
  3387. }
  3388. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3389. {
  3390. // Make sure exchange is even possible between the two heroes.
  3391. if(!isAllowedExchange(srcHero, dstHero))
  3392. COMPLAIN_RET("That heroes cannot make any exchange!");
  3393. auto psrcHero = getHero(srcHero);
  3394. auto pdstHero = getHero(dstHero);
  3395. if((!psrcHero) || (!pdstHero))
  3396. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3397. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3398. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3399. auto & slotsSrcDst = ma.artsPack0;
  3400. auto & slotsDstSrc = ma.artsPack1;
  3401. if(swap)
  3402. {
  3403. auto moveArtsWorn = [this](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3404. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3405. {
  3406. for(auto & artifact : srcHero->artifactsWorn)
  3407. {
  3408. if(artifact.second.locked)
  3409. continue;
  3410. if(!ArtifactUtils::isArtRemovable(artifact))
  3411. continue;
  3412. slots.push_back(BulkMoveArtifacts::LinkedSlots(artifact.first, artifact.first));
  3413. auto art = artifact.second.getArt();
  3414. assert(art);
  3415. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, art->artType->getId(), artifact.first))
  3416. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3417. }
  3418. };
  3419. auto moveArtsInBackpack = [](const CGHeroInstance * pHero,
  3420. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3421. {
  3422. for(auto & slotInfo : pHero->artifactsInBackpack)
  3423. {
  3424. auto slot = pHero->getArtPos(slotInfo.artifact);
  3425. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3426. }
  3427. };
  3428. // Move over artifacts that are worn srcHero -> dstHero
  3429. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3430. // Move over artifacts that are worn dstHero -> srcHero
  3431. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3432. // Move over artifacts that are in backpack srcHero -> dstHero
  3433. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3434. // Move over artifacts that are in backpack dstHero -> srcHero
  3435. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3436. }
  3437. else
  3438. {
  3439. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3440. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3441. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3442. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3443. auto moveArtifact = [this, &artFittingSet, &slotsSrcDst](const CArtifactInstance * artifact,
  3444. ArtifactPosition srcSlot, const CGHeroInstance * pdstHero) -> void
  3445. {
  3446. assert(artifact);
  3447. auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet, pdstHero->bearerType());
  3448. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3449. slotsSrcDst.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3450. if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->getId(), dstSlot))
  3451. giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3452. };
  3453. // Move over artifacts that are worn
  3454. for(auto & artInfo : psrcHero->artifactsWorn)
  3455. {
  3456. if(ArtifactUtils::isArtRemovable(artInfo))
  3457. {
  3458. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero);
  3459. }
  3460. }
  3461. // Move over artifacts that are in backpack
  3462. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3463. {
  3464. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)), psrcHero->getArtPos(slotInfo.artifact), pdstHero);
  3465. }
  3466. }
  3467. sendAndApply(&ma);
  3468. return true;
  3469. }
  3470. /**
  3471. * Assembles or disassembles a combination artifact.
  3472. * @param heroID ID of hero holding the artifact(s).
  3473. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3474. * @param assemble True for assembly operation, false for disassembly.
  3475. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3476. * artifact to assemble to. Otherwise it's not used.
  3477. */
  3478. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3479. {
  3480. const CGHeroInstance * hero = getHero(heroID);
  3481. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3482. if (!destArtifact)
  3483. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3484. if(assemble)
  3485. {
  3486. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3487. if(!combinedArt->constituents)
  3488. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3489. bool combineEquipped = !ArtifactUtils::isSlotBackpack(artifactSlot);
  3490. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, combineEquipped), combinedArt))
  3491. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3492. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3493. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3494. AssembledArtifact aa;
  3495. aa.al = ArtifactLocation(hero, artifactSlot);
  3496. aa.builtArt = combinedArt;
  3497. sendAndApply(&aa);
  3498. }
  3499. else
  3500. {
  3501. if (!destArtifact->artType->constituents)
  3502. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3503. DisassembledArtifact da;
  3504. da.al = ArtifactLocation(hero, artifactSlot);
  3505. sendAndApply(&da);
  3506. }
  3507. return true;
  3508. }
  3509. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3510. {
  3511. const CGHeroInstance * hero = getHero(hid);
  3512. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3513. const CGTownInstance * town = hero->visitedTown;
  3514. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3515. if (aid==ArtifactID::SPELLBOOK)
  3516. {
  3517. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3518. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3519. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3520. )
  3521. return false;
  3522. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3523. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3524. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3525. giveSpells(town,hero);
  3526. return true;
  3527. }
  3528. else
  3529. {
  3530. const CArtifact * art = aid.toArtifact();
  3531. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3532. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3533. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3534. const int price = art->price;
  3535. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3536. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3537. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3538. {
  3539. giveResource(hero->getOwner(),Res::GOLD,-price);
  3540. return giveHeroNewArtifact(hero, art);
  3541. }
  3542. else
  3543. COMPLAIN_RET("This machine is unavailable here!");
  3544. }
  3545. }
  3546. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3547. {
  3548. if(!h)
  3549. COMPLAIN_RET("Only hero can buy artifacts!");
  3550. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3551. COMPLAIN_RET("That artifact is unavailable!");
  3552. int b1, b2;
  3553. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3554. if (getResource(h->tempOwner, rid) < b1)
  3555. COMPLAIN_RET("You can't afford to buy this artifact!");
  3556. giveResource(h->tempOwner, rid, -b1);
  3557. SetAvailableArtifacts saa;
  3558. if (m->o->ID == Obj::TOWN)
  3559. {
  3560. saa.id = -1;
  3561. saa.arts = CGTownInstance::merchantArtifacts;
  3562. }
  3563. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3564. {
  3565. saa.id = bm->id.getNum();
  3566. saa.arts = bm->artifacts;
  3567. }
  3568. else
  3569. COMPLAIN_RET("Wrong marktet...");
  3570. bool found = false;
  3571. for (const CArtifact *&art : saa.arts)
  3572. {
  3573. if (art && art->getId() == aid)
  3574. {
  3575. art = nullptr;
  3576. found = true;
  3577. break;
  3578. }
  3579. }
  3580. if (!found)
  3581. COMPLAIN_RET("Cannot find selected artifact on the list");
  3582. sendAndApply(&saa);
  3583. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3584. return true;
  3585. }
  3586. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3587. {
  3588. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3589. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3590. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3591. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3592. int resVal = 0, dump = 1;
  3593. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3594. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3595. giveResource(h->tempOwner, rid, resVal);
  3596. return true;
  3597. }
  3598. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3599. {
  3600. if (!h)
  3601. COMPLAIN_RET("You need hero to buy a skill!");
  3602. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3603. COMPLAIN_RET("Hero already know this skill");
  3604. if (!h->canLearnSkill())
  3605. COMPLAIN_RET("Hero can't learn any more skills");
  3606. if (!h->canLearnSkill(skill))
  3607. COMPLAIN_RET("The hero can't learn this skill!");
  3608. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3609. COMPLAIN_RET("That skill is unavailable!");
  3610. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3611. COMPLAIN_RET("You can't afford to buy this skill");
  3612. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3613. changeSecSkill(h, skill, 1, true);
  3614. return true;
  3615. }
  3616. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3617. {
  3618. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3619. vstd::amin(val, r1); //can't trade more resources than have
  3620. int b1, b2; //base quantities for trade
  3621. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3622. int units = val / b1; //how many base quantities we trade
  3623. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3624. {
  3625. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3626. }
  3627. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3628. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3629. return true;
  3630. }
  3631. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3632. {
  3633. if(!hero)
  3634. COMPLAIN_RET("Only hero can sell creatures!");
  3635. if (!vstd::contains(hero->Slots(), slot))
  3636. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3637. const CStackInstance &s = hero->getStack(slot);
  3638. if (s.count < (TQuantity)count //can't sell more creatures than have
  3639. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3640. {
  3641. COMPLAIN_RET("Not enough creatures in army!");
  3642. }
  3643. int b1, b2; //base quantities for trade
  3644. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3645. int units = count / b1; //how many base quantities we trade
  3646. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3647. {
  3648. //TODO: complain?
  3649. assert(0);
  3650. }
  3651. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3652. giveResource(hero->tempOwner, resourceID, b2 * units);
  3653. return true;
  3654. }
  3655. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3656. {
  3657. const CArmedInstance *army = nullptr;
  3658. if (hero)
  3659. army = hero;
  3660. else
  3661. army = dynamic_cast<const CGTownInstance *>(market->o);
  3662. if (!army)
  3663. COMPLAIN_RET("Incorrect call to transform in undead!");
  3664. if (!army->hasStackAtSlot(slot))
  3665. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3666. const CStackInstance &s = army->getStack(slot);
  3667. //resulting creature - bone dragons or skeletons
  3668. CreatureID resCreature = CreatureID::SKELETON;
  3669. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3670. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3671. || (s.getCreatureID() == CreatureID::HYDRA)
  3672. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3673. resCreature = CreatureID::BONE_DRAGON;
  3674. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3675. return true;
  3676. }
  3677. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3678. {
  3679. const PlayerState *p2 = getPlayerState(r2, false);
  3680. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3681. {
  3682. complain("Dest player must be in game!");
  3683. return false;
  3684. }
  3685. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3686. vstd::amin(val, curRes1);
  3687. giveResource(player, r1, -(int)val);
  3688. giveResource(r2, r1, val);
  3689. return true;
  3690. }
  3691. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3692. {
  3693. const CGHeroInstance *h = getHero(hid);
  3694. if (!h)
  3695. {
  3696. logGlobal->error("Hero doesn't exist!");
  3697. return false;
  3698. }
  3699. ChangeFormation cf;
  3700. cf.hid = hid;
  3701. cf.formation = formation;
  3702. sendAndApply(&cf);
  3703. return true;
  3704. }
  3705. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3706. {
  3707. const PlayerState * p = getPlayerState(player);
  3708. const CGTownInstance * t = getTown(obj->id);
  3709. //common preconditions
  3710. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3711. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3712. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3713. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3714. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3715. {
  3716. return false;
  3717. }
  3718. if (t) //tavern in town
  3719. {
  3720. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3721. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3722. {
  3723. return false;
  3724. }
  3725. }
  3726. else if (obj->ID == Obj::TAVERN)
  3727. {
  3728. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3729. {
  3730. return false;
  3731. }
  3732. }
  3733. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3734. if (!nh)
  3735. {
  3736. complain ("Hero is not available for hiring!");
  3737. return false;
  3738. }
  3739. HeroRecruited hr;
  3740. hr.tid = obj->id;
  3741. hr.hid = nh->subID;
  3742. hr.player = player;
  3743. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3744. sendAndApply(&hr);
  3745. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3746. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3747. const CGHeroInstance *newHero = nullptr;
  3748. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3749. {
  3750. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3751. }
  3752. SetAvailableHeroes sah;
  3753. sah.player = player;
  3754. if (newHero)
  3755. {
  3756. sah.hid[hid] = newHero->subID;
  3757. sah.army[hid].clear();
  3758. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3759. }
  3760. else
  3761. {
  3762. sah.hid[hid] = -1;
  3763. }
  3764. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3765. sendAndApply(&sah);
  3766. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3767. if (t)
  3768. {
  3769. visitCastleObjects(t, nh);
  3770. giveSpells (t,nh);
  3771. }
  3772. return true;
  3773. }
  3774. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3775. {
  3776. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3777. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3778. logGlobal->trace(answer.toJson());
  3779. auto topQuery = queries.topQuery(player);
  3780. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3781. if(topQuery->queryID != qid)
  3782. {
  3783. auto currentQuery = queries.getQuery(qid);
  3784. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3785. currentQuery->setReply(answer);
  3786. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3787. }
  3788. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3789. topQuery->setReply(answer);
  3790. queries.popQuery(topQuery);
  3791. return true;
  3792. }
  3793. static EndAction end_action;
  3794. void CGameHandler::updateGateState()
  3795. {
  3796. // GATE_BRIDGE - leftmost tile, located over moat
  3797. // GATE_OUTER - central tile, mostly covered by gate image
  3798. // GATE_INNER - rightmost tile, inside the walls
  3799. // GATE_OUTER or GATE_INNER:
  3800. // - if defender moves unit on these tiles, bridge will open
  3801. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3802. // - blocked to attacker if bridge is closed
  3803. // GATE_BRIDGE
  3804. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3805. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3806. // - deals moat damage to attacker if bridge is closed (fortress only)
  3807. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3808. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3809. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3810. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3811. bool hasLongBridge = gs->curB->town->subID == ETownType::FORTRESS;
  3812. BattleUpdateGateState db;
  3813. db.state = gs->curB->si.gateState;
  3814. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3815. {
  3816. db.state = EGateState::DESTROYED;
  3817. }
  3818. else if (db.state == EGateState::OPENED)
  3819. {
  3820. bool hasStackOnLongBridge = hasStackAtGateBridge && hasLongBridge;
  3821. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3822. if (gateCanClose)
  3823. db.state = EGateState::CLOSED;
  3824. else
  3825. db.state = EGateState::OPENED;
  3826. }
  3827. else // CLOSED or BLOCKED
  3828. {
  3829. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3830. if (gateBlocked)
  3831. db.state = EGateState::BLOCKED;
  3832. else
  3833. db.state = EGateState::CLOSED;
  3834. }
  3835. if (db.state != gs->curB->si.gateState)
  3836. sendAndApply(&db);
  3837. }
  3838. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3839. {
  3840. bool ok = true;
  3841. battle::Target target = ba.getTarget(gs->curB);
  3842. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3843. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3844. logGlobal->trace("Making action: %s", ba.toString());
  3845. switch(ba.actionType)
  3846. {
  3847. case EActionType::WALK: //walk
  3848. case EActionType::DEFEND: //defend
  3849. case EActionType::WAIT: //wait
  3850. case EActionType::WALK_AND_ATTACK: //walk or attack
  3851. case EActionType::SHOOT: //shoot
  3852. case EActionType::CATAPULT: //catapult
  3853. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3854. case EActionType::MONSTER_SPELL:
  3855. if (!stack)
  3856. {
  3857. complain("No such stack!");
  3858. return false;
  3859. }
  3860. if (!stack->alive())
  3861. {
  3862. complain("This stack is dead: " + stack->nodeName());
  3863. return false;
  3864. }
  3865. if (battleTacticDist())
  3866. {
  3867. if (stack && stack->side != battleGetTacticsSide())
  3868. {
  3869. complain("This is not a stack of side that has tactics!");
  3870. return false;
  3871. }
  3872. }
  3873. else if (!isAboutActiveStack)
  3874. {
  3875. complain("Action has to be about active stack!");
  3876. return false;
  3877. }
  3878. }
  3879. auto wrapAction = [this](BattleAction &ba)
  3880. {
  3881. StartAction startAction(ba);
  3882. sendAndApply(&startAction);
  3883. return vstd::makeScopeGuard([&]()
  3884. {
  3885. sendAndApply(&end_action);
  3886. });
  3887. };
  3888. switch(ba.actionType)
  3889. {
  3890. case EActionType::END_TACTIC_PHASE: //wait
  3891. case EActionType::BAD_MORALE:
  3892. case EActionType::NO_ACTION:
  3893. {
  3894. auto wrapper = wrapAction(ba);
  3895. break;
  3896. }
  3897. case EActionType::WALK:
  3898. {
  3899. auto wrapper = wrapAction(ba);
  3900. if(target.size() < 1)
  3901. {
  3902. complain("Destination required for move action.");
  3903. ok = false;
  3904. break;
  3905. }
  3906. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3907. if (!walkedTiles)
  3908. complain("Stack failed movement!");
  3909. break;
  3910. }
  3911. case EActionType::DEFEND:
  3912. {
  3913. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3914. SetStackEffect sse;
  3915. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3916. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3917. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3918. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3919. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3920. int oldDefenceValue = defence.totalValue();
  3921. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3922. defence.push_back(std::make_shared<Bonus>(bonus2));
  3923. int difference = defence.totalValue() - oldDefenceValue;
  3924. std::vector<Bonus> buffer;
  3925. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3926. {
  3927. difference = 1;
  3928. buffer.push_back(alternativeWeakCreatureBonus);
  3929. }
  3930. else
  3931. {
  3932. buffer.push_back(defenseBonusToAdd);
  3933. }
  3934. buffer.push_back(bonus2);
  3935. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3936. sendAndApply(&sse);
  3937. BattleLogMessage message;
  3938. MetaString text;
  3939. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3940. stack->addNameReplacement(text);
  3941. text.addReplacement(difference);
  3942. message.lines.push_back(text);
  3943. sendAndApply(&message);
  3944. //don't break - we share code with next case
  3945. }
  3946. FALLTHROUGH
  3947. case EActionType::WAIT:
  3948. {
  3949. auto wrapper = wrapAction(ba);
  3950. break;
  3951. }
  3952. case EActionType::RETREAT: //retreat/flee
  3953. {
  3954. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3955. complain("Cannot retreat!");
  3956. else
  3957. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3958. break;
  3959. }
  3960. case EActionType::SURRENDER:
  3961. {
  3962. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3963. int cost = gs->curB->battleGetSurrenderCost(player);
  3964. if (cost < 0)
  3965. complain("Cannot surrender!");
  3966. else if (getResource(player, Res::GOLD) < cost)
  3967. complain("Not enough gold to surrender!");
  3968. else
  3969. {
  3970. giveResource(player, Res::GOLD, -cost);
  3971. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3972. }
  3973. break;
  3974. }
  3975. case EActionType::WALK_AND_ATTACK: //walk or attack
  3976. {
  3977. auto wrapper = wrapAction(ba);
  3978. if(!stack)
  3979. {
  3980. complain("No attacker");
  3981. ok = false;
  3982. break;
  3983. }
  3984. if(target.size() < 2)
  3985. {
  3986. complain("Two destinations required for attack action.");
  3987. ok = false;
  3988. break;
  3989. }
  3990. BattleHex attackPos = target.at(0).hexValue;
  3991. BattleHex destinationTile = target.at(1).hexValue;
  3992. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3993. if(!destinationStack)
  3994. {
  3995. complain("Invalid target to attack");
  3996. ok = false;
  3997. break;
  3998. }
  3999. BattleHex startingPos = stack->getPosition();
  4000. int distance = moveStack(ba.stackNumber, attackPos);
  4001. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4002. if(stack->getPosition() != attackPos
  4003. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4004. )
  4005. {
  4006. // we were not able to reach destination tile, nor occupy specified hex
  4007. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4008. break;
  4009. }
  4010. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4011. {
  4012. destinationStack = nullptr;
  4013. }
  4014. if(!destinationStack)
  4015. {
  4016. complain("Unit can not attack itself");
  4017. ok = false;
  4018. break;
  4019. }
  4020. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4021. {
  4022. complain("Attack cannot be performed!");
  4023. ok = false;
  4024. break;
  4025. }
  4026. //attack
  4027. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4028. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4029. const bool retaliation = destinationStack->ableToRetaliate();
  4030. for (int i = 0; i < totalAttacks; ++i)
  4031. {
  4032. //first strike
  4033. if(i == 0 && firstStrike && retaliation)
  4034. {
  4035. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4036. }
  4037. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4038. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4039. {
  4040. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4041. }
  4042. //counterattack
  4043. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4044. if(stack->alive()
  4045. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4046. && (i == 0 && !firstStrike)
  4047. && retaliation && destinationStack->ableToRetaliate())
  4048. {
  4049. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4050. }
  4051. }
  4052. //return
  4053. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4054. && target.size() == 3
  4055. && startingPos != stack->getPosition()
  4056. && startingPos == target.at(2).hexValue
  4057. && stack->alive())
  4058. {
  4059. moveStack(ba.stackNumber, startingPos);
  4060. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4061. }
  4062. break;
  4063. }
  4064. case EActionType::SHOOT:
  4065. {
  4066. if(target.size() < 1)
  4067. {
  4068. complain("Destination required for shot action.");
  4069. ok = false;
  4070. break;
  4071. }
  4072. auto destination = target.at(0).hexValue;
  4073. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4074. if (!gs->curB->battleCanShoot(stack, destination))
  4075. {
  4076. complain("Cannot shoot!");
  4077. break;
  4078. }
  4079. if (!destinationStack)
  4080. {
  4081. complain("No target to shoot!");
  4082. break;
  4083. }
  4084. auto wrapper = wrapAction(ba);
  4085. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4086. //ranged counterattack
  4087. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4088. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4089. && destinationStack->ableToRetaliate()
  4090. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4091. && stack->alive()) //attacker may have died (fire shield)
  4092. {
  4093. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4094. }
  4095. //TODO: move to CUnitState
  4096. //extra shot(s) for ballista, based on artillery skill
  4097. if(stack->creatureIndex() == CreatureID::BALLISTA)
  4098. {
  4099. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4100. if(attackingHero)
  4101. {
  4102. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  4103. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  4104. {
  4105. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4106. }
  4107. }
  4108. }
  4109. //allow more than one additional attack
  4110. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4111. for(int i = 1; i < totalRangedAttacks; ++i)
  4112. {
  4113. if(
  4114. stack->alive()
  4115. && destinationStack->alive()
  4116. && stack->shots.canUse()
  4117. )
  4118. {
  4119. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4120. }
  4121. }
  4122. break;
  4123. }
  4124. case EActionType::CATAPULT:
  4125. {
  4126. //TODO: unify with spells::effects:Catapult
  4127. auto getCatapultHitChance = [](EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  4128. {
  4129. switch(part)
  4130. {
  4131. case EWallPart::GATE:
  4132. return sbi.gate;
  4133. case EWallPart::KEEP:
  4134. return sbi.keep;
  4135. case EWallPart::BOTTOM_TOWER:
  4136. case EWallPart::UPPER_TOWER:
  4137. return sbi.tower;
  4138. case EWallPart::BOTTOM_WALL:
  4139. case EWallPart::BELOW_GATE:
  4140. case EWallPart::OVER_GATE:
  4141. case EWallPart::UPPER_WALL:
  4142. return sbi.wall;
  4143. default:
  4144. return 0;
  4145. }
  4146. };
  4147. auto getBallisticsInfo = [this, &ba] (const CStack * actor)
  4148. {
  4149. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4150. if(actor->getCreature()->idNumber == CreatureID::CATAPULT)
  4151. return VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  4152. else
  4153. {
  4154. //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  4155. int ballisticsLevel = actor->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS) ? 2 : 1;
  4156. auto parameters = VLC->heroh->ballistics.at(ballisticsLevel);
  4157. parameters.shots = 1 + std::max(actor->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  4158. return parameters;
  4159. }
  4160. };
  4161. auto isWallPartAttackable = [this] (EWallPart part)
  4162. {
  4163. return (gs->curB->si.wallState[part] == EWallState::REINFORCED || gs->curB->si.wallState[part] == EWallState::INTACT || gs->curB->si.wallState[part] == EWallState::DAMAGED);
  4164. };
  4165. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters = getBallisticsInfo(stack);
  4166. auto wrapper = wrapAction(ba);
  4167. auto destination = target.empty() ? BattleHex(BattleHex::INVALID) : target.at(0).hexValue;
  4168. auto desiredTarget = gs->curB->battleHexToWallPart(destination);
  4169. for (int shotNumber=0; shotNumber<stackBallisticsParameters.shots; ++shotNumber)
  4170. {
  4171. auto actualTarget = EWallPart::INVALID;
  4172. if ( isWallPartAttackable(desiredTarget) &&
  4173. getRandomGenerator().nextInt(99) < getCatapultHitChance(desiredTarget, stackBallisticsParameters))
  4174. {
  4175. actualTarget = desiredTarget;
  4176. }
  4177. else
  4178. {
  4179. static const std::array<EWallPart, 4> walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL };
  4180. static const std::array<EWallPart, 3> towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER };
  4181. static const EWallPart gates = EWallPart::GATE;
  4182. // in H3, catapult under automatic control will attack objects in following order:
  4183. // walls, gates, towers
  4184. std::vector<EWallPart> potentialTargets;
  4185. for (auto & part : walls )
  4186. if (isWallPartAttackable(part))
  4187. potentialTargets.push_back(part);
  4188. if (potentialTargets.empty() && isWallPartAttackable(gates))
  4189. potentialTargets.push_back(gates);
  4190. if (potentialTargets.empty())
  4191. for (auto & part : towers )
  4192. if (isWallPartAttackable(part))
  4193. potentialTargets.push_back(part);
  4194. if (potentialTargets.empty())
  4195. break; // everything is gone, can't attack anymore
  4196. actualTarget = *RandomGeneratorUtil::nextItem(potentialTargets, getRandomGenerator());
  4197. }
  4198. assert(actualTarget != EWallPart::INVALID);
  4199. std::array<int, 3> damageChances = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  4200. int totalChance = std::accumulate(damageChances.begin(), damageChances.end(), 0);
  4201. int damageRandom = getRandomGenerator().nextInt(totalChance - 1);
  4202. int dealtDamage = 0;
  4203. //calculating dealt damage
  4204. for (int damage = 0; damage < damageChances.size(); ++damage)
  4205. {
  4206. if (damageRandom <= damageChances[damage])
  4207. {
  4208. dealtDamage = damage;
  4209. break;
  4210. }
  4211. damageRandom -= damageChances[damage];
  4212. }
  4213. CatapultAttack::AttackInfo attack;
  4214. attack.attackedPart = actualTarget;
  4215. attack.destinationTile = gs->curB->wallPartToBattleHex(actualTarget);
  4216. attack.damageDealt = dealtDamage;
  4217. CatapultAttack ca; //package for clients
  4218. ca.attacker = ba.stackNumber;
  4219. ca.attackedParts.push_back(attack);
  4220. sendAndApply(&ca);
  4221. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  4222. //removing creatures in turrets / keep if one is destroyed
  4223. if (gs->curB->si.wallState[actualTarget] == EWallState::DESTROYED && (actualTarget == EWallPart::KEEP || actualTarget == EWallPart::BOTTOM_TOWER || actualTarget == EWallPart::UPPER_TOWER))
  4224. {
  4225. int posRemove = -1;
  4226. switch(actualTarget)
  4227. {
  4228. case EWallPart::KEEP:
  4229. posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
  4230. break;
  4231. case EWallPart::BOTTOM_TOWER:
  4232. posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
  4233. break;
  4234. case EWallPart::UPPER_TOWER:
  4235. posRemove = BattleHex::CASTLE_UPPER_TOWER;
  4236. break;
  4237. }
  4238. for(auto & elem : gs->curB->stacks)
  4239. {
  4240. if(elem->initialPosition == posRemove)
  4241. {
  4242. BattleUnitsChanged removeUnits;
  4243. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  4244. sendAndApply(&removeUnits);
  4245. break;
  4246. }
  4247. }
  4248. }
  4249. }
  4250. //finish by scope guard
  4251. break;
  4252. }
  4253. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4254. {
  4255. auto wrapper = wrapAction(ba);
  4256. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4257. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4258. if(target.size() < 1)
  4259. {
  4260. complain("Destination required for heal action.");
  4261. ok = false;
  4262. break;
  4263. }
  4264. const battle::Unit * destStack = nullptr;
  4265. if(target.at(0).unitValue)
  4266. destStack = target.at(0).unitValue;
  4267. else
  4268. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4269. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  4270. {
  4271. complain("There is either no healer, no destination, or healer cannot heal :P");
  4272. }
  4273. else
  4274. {
  4275. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  4276. //TODO: allow resurrection for mods
  4277. auto state = destStack->acquireState();
  4278. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  4279. if(toHeal == 0)
  4280. {
  4281. logGlobal->warn("Nothing to heal");
  4282. }
  4283. else
  4284. {
  4285. BattleUnitsChanged pack;
  4286. BattleLogMessage message;
  4287. MetaString text;
  4288. text.addTxt(MetaString::GENERAL_TXT, 414);
  4289. healer->addNameReplacement(text, false);
  4290. destStack->addNameReplacement(text, false);
  4291. text.addReplacement((int)toHeal);
  4292. message.lines.push_back(text);
  4293. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  4294. info.healthDelta = toHeal;
  4295. state->save(info.data);
  4296. pack.changedStacks.push_back(info);
  4297. sendAndApply(&pack);
  4298. sendAndApply(&message);
  4299. }
  4300. }
  4301. break;
  4302. }
  4303. case EActionType::MONSTER_SPELL:
  4304. {
  4305. auto wrapper = wrapAction(ba);
  4306. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4307. SpellID spellID = SpellID(ba.actionSubtype);
  4308. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4309. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4310. //TODO special bonus for genies ability
  4311. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4312. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4313. if (spellID < 0)
  4314. complain("That stack can't cast spells!");
  4315. else
  4316. {
  4317. const CSpell * spell = SpellID(spellID).toSpell();
  4318. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4319. int32_t spellLvl = 0;
  4320. if(spellcaster)
  4321. vstd::amax(spellLvl, spellcaster->val);
  4322. if(randSpellcaster)
  4323. vstd::amax(spellLvl, randSpellcaster->val);
  4324. parameters.setSpellLevel(spellLvl);
  4325. parameters.cast(spellEnv, target);
  4326. }
  4327. break;
  4328. }
  4329. }
  4330. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4331. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4332. handleDamageFromObstacle(stack);
  4333. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4334. battleMadeAction.setn(true);
  4335. return ok;
  4336. }
  4337. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4338. {
  4339. bool cheated = false;
  4340. PlayerMessageClient temp_message(player, message);
  4341. sendAndApply(&temp_message);
  4342. std::vector<std::string> words;
  4343. boost::split(words, message, boost::is_any_of(" "));
  4344. bool isHost = false;
  4345. for(auto & c : connections[player])
  4346. if(lobby->isClientHost(c->connectionID))
  4347. isHost = true;
  4348. if(isHost && words.size() >= 2 && words[0] == "game")
  4349. {
  4350. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4351. {
  4352. SystemMessage temp_message("game was terminated");
  4353. sendAndApply(&temp_message);
  4354. lobby->state = EServerState::SHUTDOWN;
  4355. return;
  4356. }
  4357. if(words.size() == 3 && words[1] == "save")
  4358. {
  4359. save("Saves/" + words[2]);
  4360. SystemMessage temp_message("game saved as " + words[2]);
  4361. sendAndApply(&temp_message);
  4362. return;
  4363. }
  4364. if(words.size() == 3 && words[1] == "kick")
  4365. {
  4366. auto playername = words[2];
  4367. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4368. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4369. playerToKick = PlayerColor(std::stoi(playername));
  4370. else
  4371. {
  4372. for(auto & c : connections)
  4373. {
  4374. if(c.first.getStr(false) == playername)
  4375. playerToKick = c.first;
  4376. }
  4377. }
  4378. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4379. {
  4380. PlayerCheated pc;
  4381. pc.player = playerToKick;
  4382. pc.losingCheatCode = true;
  4383. sendAndApply(&pc);
  4384. checkVictoryLossConditionsForPlayer(playerToKick);
  4385. }
  4386. return;
  4387. }
  4388. }
  4389. int obj = 0;
  4390. if (words.size() == 2)
  4391. {
  4392. obj = std::atoi(words[1].c_str());
  4393. if (obj)
  4394. currObj = ObjectInstanceID(obj);
  4395. }
  4396. const CGHeroInstance * hero = getHero(currObj);
  4397. const CGTownInstance * town = getTown(currObj);
  4398. if (!town && hero)
  4399. town = hero->visitedTown;
  4400. if (words.size() == 1 || obj)
  4401. handleCheatCode(words[0], player, hero, town, cheated);
  4402. else
  4403. {
  4404. for (const auto & i : gs->players)
  4405. {
  4406. if (i.first == PlayerColor::NEUTRAL)
  4407. continue;
  4408. if (words[1] == "ai")
  4409. {
  4410. if (i.second.human)
  4411. continue;
  4412. }
  4413. else if (words[1] != "all" && words[1] != i.first.getStr())
  4414. continue;
  4415. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant")
  4416. {
  4417. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4418. }
  4419. else if (words[0] == "vcmiarmenelos")
  4420. {
  4421. for (const auto & t : i.second.towns)
  4422. {
  4423. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4424. }
  4425. }
  4426. else
  4427. {
  4428. for (const auto & h : i.second.heroes)
  4429. {
  4430. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4431. }
  4432. }
  4433. }
  4434. }
  4435. if (cheated)
  4436. {
  4437. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4438. sendAndApply(&temp_message);
  4439. if(!player.isSpectator())
  4440. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4441. }
  4442. }
  4443. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4444. {
  4445. switch(ba.actionType)
  4446. {
  4447. case EActionType::HERO_SPELL:
  4448. {
  4449. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4450. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4451. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4452. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4453. if (!s)
  4454. {
  4455. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4456. return false;
  4457. }
  4458. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4459. spells::detail::ProblemImpl problem;
  4460. auto m = s->battleMechanics(&parameters);
  4461. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4462. {
  4463. logGlobal->warn("Spell cannot be cast!");
  4464. std::vector<std::string> texts;
  4465. problem.getAll(texts);
  4466. for(auto s : texts)
  4467. logGlobal->warn(s);
  4468. return false;
  4469. }
  4470. StartAction start_action(ba);
  4471. sendAndApply(&start_action); //start spell casting
  4472. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4473. sendAndApply(&end_action);
  4474. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4475. {
  4476. battleMadeAction.setn(true);
  4477. }
  4478. checkBattleStateChanges();
  4479. if (battleResult.get())
  4480. {
  4481. battleMadeAction.setn(true);
  4482. //battle will be ended by startBattle function
  4483. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4484. }
  4485. return true;
  4486. }
  4487. }
  4488. return false;
  4489. }
  4490. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4491. {
  4492. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4493. for(auto b : bl)
  4494. {
  4495. const CSpell * sp = SpellID(b->subtype).toSpell();
  4496. if(!sp)
  4497. continue;
  4498. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4499. const int32_t level = ((val > 3) ? (val - 3) : val);
  4500. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4501. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4502. battleCast.setEffectDuration(50);
  4503. battleCast.setSpellLevel(level);
  4504. spells::Target target;
  4505. if(val > 3)
  4506. {
  4507. for(auto s : gs->curB->battleGetAllStacks())
  4508. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4509. target.emplace_back(s);
  4510. }
  4511. else
  4512. {
  4513. target.emplace_back(st);
  4514. }
  4515. battleCast.applyEffects(spellEnv, target, false, true);
  4516. }
  4517. }
  4518. void CGameHandler::stackTurnTrigger(const CStack *st)
  4519. {
  4520. BattleTriggerEffect bte;
  4521. bte.stackID = st->ID;
  4522. bte.effect = -1;
  4523. bte.val = 0;
  4524. bte.additionalInfo = 0;
  4525. if (st->alive())
  4526. {
  4527. //unbind
  4528. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4529. {
  4530. bool unbind = true;
  4531. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4532. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4533. for (auto b : bl)
  4534. {
  4535. if(b->additionalInfo != CAddInfo::NONE)
  4536. {
  4537. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4538. if(stack)
  4539. {
  4540. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4541. unbind = false;
  4542. }
  4543. }
  4544. else
  4545. {
  4546. unbind = false;
  4547. }
  4548. }
  4549. if (unbind)
  4550. {
  4551. BattleSetStackProperty ssp;
  4552. ssp.which = BattleSetStackProperty::UNBIND;
  4553. ssp.stackID = st->ID;
  4554. sendAndApply(&ssp);
  4555. }
  4556. }
  4557. if (st->hasBonusOfType(Bonus::POISON))
  4558. {
  4559. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4560. if (b) //TODO: what if not?...
  4561. {
  4562. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4563. if (bte.val < b->val) //(negative) poison effect increases - update it
  4564. {
  4565. bte.effect = Bonus::POISON;
  4566. sendAndApply(&bte);
  4567. }
  4568. }
  4569. }
  4570. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4571. {
  4572. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4573. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4574. if(opponentHero)
  4575. {
  4576. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4577. vstd::amin(manaDrained, opponentHero->mana);
  4578. if(manaDrained)
  4579. {
  4580. bte.effect = Bonus::MANA_DRAIN;
  4581. bte.val = manaDrained;
  4582. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4583. sendAndApply(&bte);
  4584. }
  4585. }
  4586. }
  4587. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4588. {
  4589. bool fearsomeCreature = false;
  4590. for (CStack * stack : gs->curB->stacks)
  4591. {
  4592. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4593. {
  4594. fearsomeCreature = true;
  4595. break;
  4596. }
  4597. }
  4598. if (fearsomeCreature)
  4599. {
  4600. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4601. {
  4602. bte.effect = Bonus::FEAR;
  4603. sendAndApply(&bte);
  4604. }
  4605. }
  4606. }
  4607. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4608. int side = gs->curB->whatSide(st->owner);
  4609. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4610. {
  4611. bool cast = false;
  4612. while(!bl.empty() && !cast)
  4613. {
  4614. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4615. auto spellID = SpellID(bonus->subtype);
  4616. const CSpell * spell = SpellID(spellID).toSpell();
  4617. bl.remove_if([&bonus](const Bonus * b)
  4618. {
  4619. return b == bonus.get();
  4620. });
  4621. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4622. parameters.setSpellLevel(bonus->val);
  4623. parameters.massive = true;
  4624. parameters.smart = true;
  4625. //todo: recheck effect level
  4626. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4627. {
  4628. cast = true;
  4629. int cooldown = bonus->additionalInfo[0];
  4630. BattleSetStackProperty ssp;
  4631. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4632. ssp.absolute = false;
  4633. ssp.val = cooldown;
  4634. ssp.stackID = st->unitId();
  4635. sendAndApply(&ssp);
  4636. }
  4637. }
  4638. }
  4639. }
  4640. }
  4641. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4642. {
  4643. if(!curStack->alive())
  4644. return false;
  4645. bool containDamageFromMoat = false;
  4646. bool movementStoped = false;
  4647. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4648. {
  4649. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4650. {
  4651. //helper info
  4652. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4653. const ui8 side = curStack->side;
  4654. if(!spellObstacle)
  4655. COMPLAIN_RET("Invalid obstacle instance");
  4656. if(spellObstacle->trigger)
  4657. {
  4658. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4659. //hidden obstacle triggers effects until revealed
  4660. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4661. {
  4662. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4663. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4664. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4665. if(!sp)
  4666. COMPLAIN_RET("Invalid obstacle instance");
  4667. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4668. ObstacleChanges changeInfo;
  4669. changeInfo.id = spellObstacle->uniqueID;
  4670. if (oneTimeObstacle)
  4671. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
  4672. else
  4673. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
  4674. SpellCreatedObstacle changedObstacle;
  4675. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4676. changedObstacle.revealed = true;
  4677. changeInfo.data.clear();
  4678. JsonSerializer ser(nullptr, changeInfo.data);
  4679. ser.serializeStruct("obstacle", changedObstacle);
  4680. BattleObstaclesChanged bocp;
  4681. bocp.changes.emplace_back(changeInfo);
  4682. sendAndApply(&bocp);
  4683. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4684. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4685. }
  4686. }
  4687. }
  4688. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4689. {
  4690. auto town = gs->curB->town;
  4691. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4692. if(!containDamageFromMoat)
  4693. {
  4694. containDamageFromMoat = true;
  4695. BattleStackAttacked bsa;
  4696. bsa.damageAmount = damage;
  4697. bsa.stackAttacked = curStack->ID;
  4698. bsa.attackerID = -1;
  4699. curStack->prepareAttacked(bsa, getRandomGenerator());
  4700. StacksInjured si;
  4701. si.stacks.push_back(bsa);
  4702. sendAndApply(&si);
  4703. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4704. }
  4705. }
  4706. if(!curStack->alive())
  4707. return false;
  4708. if((obstacle->stopsMovement() && stackIsMoving))
  4709. movementStoped = true;
  4710. }
  4711. if(stackIsMoving)
  4712. return curStack->alive() && !movementStoped;
  4713. else
  4714. return curStack->alive();
  4715. }
  4716. void CGameHandler::handleTimeEvents()
  4717. {
  4718. gs->map->events.sort(evntCmp);
  4719. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4720. {
  4721. CMapEvent ev = gs->map->events.front();
  4722. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4723. {
  4724. auto color = PlayerColor(player);
  4725. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4726. if (pinfo //player exists
  4727. && (ev.players & 1<<player) //event is enabled to this player
  4728. && ((ev.computerAffected && !pinfo->human)
  4729. || (ev.humanAffected && pinfo->human)
  4730. )
  4731. )
  4732. {
  4733. //give resources
  4734. giveResources(color, ev.resources);
  4735. //prepare dialog
  4736. InfoWindow iw;
  4737. iw.player = color;
  4738. iw.text << ev.message;
  4739. for (int i=0; i<ev.resources.size(); i++)
  4740. {
  4741. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4742. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4743. }
  4744. sendAndApply(&iw); //show dialog
  4745. }
  4746. } //PLAYERS LOOP
  4747. if (ev.nextOccurence)
  4748. {
  4749. gs->map->events.pop_front();
  4750. ev.firstOccurence += ev.nextOccurence;
  4751. auto it = gs->map->events.begin();
  4752. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4753. it++;
  4754. gs->map->events.insert(it, ev);
  4755. }
  4756. else
  4757. {
  4758. gs->map->events.pop_front();
  4759. }
  4760. }
  4761. //TODO send only if changed
  4762. UpdateMapEvents ume;
  4763. ume.events = gs->map->events;
  4764. sendAndApply(&ume);
  4765. }
  4766. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4767. {
  4768. town->events.sort(evntCmp);
  4769. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4770. {
  4771. PlayerColor player = town->tempOwner;
  4772. CCastleEvent ev = town->events.front();
  4773. const PlayerState * pinfo = getPlayerState(player, false);
  4774. if (pinfo //player exists
  4775. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4776. && ((ev.computerAffected && !pinfo->human)
  4777. || (ev.humanAffected && pinfo->human)))
  4778. {
  4779. // dialog
  4780. InfoWindow iw;
  4781. iw.player = player;
  4782. iw.text << ev.message;
  4783. if (ev.resources.nonZero())
  4784. {
  4785. TResources was = n.res[player];
  4786. n.res[player] += ev.resources;
  4787. n.res[player].amax(0);
  4788. for (int i=0; i<ev.resources.size(); i++)
  4789. 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
  4790. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4791. }
  4792. for (auto & i : ev.buildings)
  4793. {
  4794. if (!town->hasBuilt(i))
  4795. {
  4796. buildStructure(town->id, i, true);
  4797. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4798. }
  4799. }
  4800. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4801. {
  4802. n.cres[town->id].tid = town->id;
  4803. n.cres[town->id].creatures = town->creatures;
  4804. }
  4805. auto & sac = n.cres[town->id];
  4806. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4807. {
  4808. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4809. {
  4810. sac.creatures[i].first += ev.creatures.at(i);
  4811. iw.components.push_back(Component(Component::CREATURE,
  4812. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4813. }
  4814. }
  4815. sendAndApply(&iw); //show dialog
  4816. }
  4817. if (ev.nextOccurence)
  4818. {
  4819. town->events.pop_front();
  4820. ev.firstOccurence += ev.nextOccurence;
  4821. auto it = town->events.begin();
  4822. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4823. it++;
  4824. town->events.insert(it, ev);
  4825. }
  4826. else
  4827. {
  4828. town->events.pop_front();
  4829. }
  4830. }
  4831. //TODO send only if changed
  4832. UpdateCastleEvents uce;
  4833. uce.town = town->id;
  4834. uce.events = town->events;
  4835. sendAndApply(&uce);
  4836. }
  4837. bool CGameHandler::complain(const std::string &problem)
  4838. {
  4839. sendMessageToAll("Server encountered a problem: " + problem);
  4840. logGlobal->error(problem);
  4841. return true;
  4842. }
  4843. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4844. {
  4845. //PlayerColor player = getOwner(hid);
  4846. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4847. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4848. assert(lowerArmy);
  4849. assert(upperArmy);
  4850. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4851. queries.addQuery(garrisonQuery);
  4852. GarrisonDialog gd;
  4853. gd.hid = hid;
  4854. gd.objid = upobj;
  4855. gd.removableUnits = removableUnits;
  4856. gd.queryID = garrisonQuery->queryID;
  4857. sendAndApply(&gd);
  4858. }
  4859. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4860. {
  4861. OpenWindow ow;
  4862. ow.window = OpenWindow::THIEVES_GUILD;
  4863. ow.id1 = player.getNum();
  4864. ow.id2 = requestingObjId.getNum();
  4865. sendAndApply(&ow);
  4866. }
  4867. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4868. {
  4869. if (id1 == id2)
  4870. return true;
  4871. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4872. if (!o1 || !o2)
  4873. return true; //arranging stacks within an object should be always allowed
  4874. if (o1 && o2)
  4875. {
  4876. if (o1->ID == Obj::TOWN)
  4877. {
  4878. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4879. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4880. return true;
  4881. }
  4882. if (o2->ID == Obj::TOWN)
  4883. {
  4884. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4885. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4886. return true;
  4887. }
  4888. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4889. {
  4890. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4891. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4892. // two heroes in same town (garrisoned and visiting)
  4893. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4894. return true;
  4895. }
  4896. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4897. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4898. if (!dialog)
  4899. {
  4900. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4901. }
  4902. if (dialog)
  4903. {
  4904. auto topArmy = dialog->exchangingArmies.at(0);
  4905. auto bottomArmy = dialog->exchangingArmies.at(1);
  4906. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4907. return true;
  4908. }
  4909. }
  4910. return false;
  4911. }
  4912. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4913. {
  4914. using events::ObjectVisitStarted;
  4915. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4916. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4917. auto startVisit = [&](ObjectVisitStarted & event)
  4918. {
  4919. auto visitedObject = obj;
  4920. if(obj->ID == Obj::HERO)
  4921. {
  4922. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4923. const auto visitedTown = visitedHero->visitedTown;
  4924. if(visitedTown)
  4925. {
  4926. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4927. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4928. visitedObject = visitedTown;
  4929. }
  4930. }
  4931. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4932. queries.addQuery(visitQuery); //TODO real visit pos
  4933. HeroVisit hv;
  4934. hv.objId = obj->id;
  4935. hv.heroId = h->id;
  4936. hv.player = h->tempOwner;
  4937. hv.starting = true;
  4938. sendAndApply(&hv);
  4939. obj->onHeroVisit(h);
  4940. };
  4941. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4942. if(visitQuery)
  4943. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4944. }
  4945. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4946. {
  4947. using events::ObjectVisitEnded;
  4948. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4949. auto endVisit = [&](ObjectVisitEnded & event)
  4950. {
  4951. HeroVisit hv;
  4952. hv.player = event.getPlayer();
  4953. hv.heroId = event.getHero();
  4954. hv.starting = false;
  4955. sendAndApply(&hv);
  4956. };
  4957. //TODO: ObjectVisitEnded should also have id of visited object,
  4958. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4959. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4960. }
  4961. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4962. {
  4963. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4964. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4965. {
  4966. complain("Cannot build boat in this shipyard!");
  4967. return false;
  4968. }
  4969. else if (obj->o->ID == Obj::TOWN
  4970. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4971. {
  4972. complain("Cannot build boat in the town - no shipyard!");
  4973. return false;
  4974. }
  4975. const PlayerColor playerID = obj->o->tempOwner;
  4976. TResources boatCost;
  4977. obj->getBoatCost(boatCost);
  4978. TResources aviable = getPlayerState(playerID)->resources;
  4979. if (!aviable.canAfford(boatCost))
  4980. {
  4981. complain("Not enough resources to build a boat!");
  4982. return false;
  4983. }
  4984. int3 tile = obj->bestLocation();
  4985. if (!gs->map->isInTheMap(tile))
  4986. {
  4987. complain("Cannot find appropriate tile for a boat!");
  4988. return false;
  4989. }
  4990. //take boat cost
  4991. giveResources(playerID, -boatCost);
  4992. //create boat
  4993. NewObject no;
  4994. no.ID = Obj::BOAT;
  4995. no.subID = obj->getBoatType();
  4996. no.pos = tile + int3(1,0,0);
  4997. sendAndApply(&no);
  4998. return true;
  4999. }
  5000. void CGameHandler::engageIntoBattle(PlayerColor player)
  5001. {
  5002. //notify interfaces
  5003. PlayerBlocked pb;
  5004. pb.player = player;
  5005. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  5006. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  5007. sendAndApply(&pb);
  5008. }
  5009. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  5010. {
  5011. for (auto playerColor : playerColors)
  5012. {
  5013. if (getPlayerState(playerColor, false))
  5014. checkVictoryLossConditionsForPlayer(playerColor);
  5015. }
  5016. }
  5017. void CGameHandler::checkVictoryLossConditionsForAll()
  5018. {
  5019. std::set<PlayerColor> playerColors;
  5020. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  5021. {
  5022. playerColors.insert(PlayerColor(i));
  5023. }
  5024. checkVictoryLossConditions(playerColors);
  5025. }
  5026. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  5027. {
  5028. const PlayerState * p = getPlayerState(player);
  5029. if(!p || p->status != EPlayerStatus::INGAME) return;
  5030. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  5031. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  5032. {
  5033. InfoWindow iw;
  5034. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  5035. sendAndApply(&iw);
  5036. PlayerEndsGame peg;
  5037. peg.player = player;
  5038. peg.victoryLossCheckResult = victoryLossCheckResult;
  5039. sendAndApply(&peg);
  5040. if (victoryLossCheckResult.victory())
  5041. {
  5042. //one player won -> all enemies lost
  5043. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  5044. {
  5045. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  5046. {
  5047. peg.player = i->first;
  5048. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  5049. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  5050. InfoWindow iw;
  5051. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  5052. iw.player = i->first;
  5053. sendAndApply(&iw);
  5054. sendAndApply(&peg);
  5055. }
  5056. }
  5057. if(p->human)
  5058. {
  5059. lobby->state = EServerState::GAMEPLAY_ENDED;
  5060. }
  5061. }
  5062. else
  5063. {
  5064. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  5065. auto hlp = p->heroes;
  5066. for (auto h : hlp) //eliminate heroes
  5067. {
  5068. if (h.get())
  5069. removeObject(h);
  5070. }
  5071. //player lost -> all his objects become unflagged (neutral)
  5072. for (auto obj : gs->map->objects) //unflag objs
  5073. {
  5074. if (obj.get() && obj->tempOwner == player)
  5075. setOwner(obj, PlayerColor::NEUTRAL);
  5076. }
  5077. //eliminating one player may cause victory of another:
  5078. std::set<PlayerColor> playerColors;
  5079. //do not copy player state (CBonusSystemNode) by value
  5080. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  5081. {
  5082. if (p.first != player)
  5083. playerColors.insert(p.first);
  5084. }
  5085. //notify all players
  5086. for (auto pc : playerColors)
  5087. {
  5088. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5089. {
  5090. InfoWindow iw;
  5091. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5092. iw.player = pc;
  5093. sendAndApply(&iw);
  5094. }
  5095. }
  5096. checkVictoryLossConditions(playerColors);
  5097. }
  5098. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5099. // If we are called before the actual game start, there might be no current player
  5100. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5101. {
  5102. // If player making turn has lost his turn must be over as well
  5103. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5104. }
  5105. }
  5106. }
  5107. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5108. {
  5109. out.player = player;
  5110. out.text.clear();
  5111. out.text << victoryLossCheckResult.messageToSelf;
  5112. // hackish, insert one player-specific string, if applicable
  5113. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5114. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5115. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  5116. }
  5117. bool CGameHandler::dig(const CGHeroInstance *h)
  5118. {
  5119. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  5120. {
  5121. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->visitablePos())
  5122. {
  5123. complain("Cannot dig - there is already a hole under the hero!");
  5124. return false;
  5125. }
  5126. }
  5127. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5128. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5129. //create a hole
  5130. NewObject no;
  5131. no.ID = Obj::HOLE;
  5132. no.pos = h->visitablePos();
  5133. no.subID = 0;
  5134. sendAndApply(&no);
  5135. //take MPs
  5136. SetMovePoints smp;
  5137. smp.hid = h->id;
  5138. smp.val = 0;
  5139. sendAndApply(&smp);
  5140. InfoWindow iw;
  5141. iw.player = h->tempOwner;
  5142. if (gs->map->grailPos == h->visitablePos())
  5143. {
  5144. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5145. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5146. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5147. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5148. sendAndApply(&iw);
  5149. iw.soundID = soundBase::invalid;
  5150. iw.text.clear();
  5151. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5152. sendAndApply(&iw);
  5153. }
  5154. else
  5155. {
  5156. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5157. iw.soundID = soundBase::Dig;
  5158. sendAndApply(&iw);
  5159. }
  5160. return true;
  5161. }
  5162. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5163. {
  5164. if(attacker->hasBonusOfType(attackMode))
  5165. {
  5166. std::set<SpellID> spellsToCast;
  5167. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5168. for(const auto & sf : *spells)
  5169. {
  5170. spellsToCast.insert(SpellID(sf->subtype));
  5171. }
  5172. for(SpellID spellID : spellsToCast)
  5173. {
  5174. bool castMe = false;
  5175. if(!defender->alive())
  5176. {
  5177. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5178. return;
  5179. }
  5180. int32_t spellLevel = 0;
  5181. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5182. for(const auto & sf : *spellsByType)
  5183. {
  5184. int meleeRanged;
  5185. if(sf->additionalInfo.size() < 2)
  5186. {
  5187. // legacy format
  5188. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5189. meleeRanged = sf->additionalInfo[0] / 1000;
  5190. }
  5191. else
  5192. {
  5193. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5194. meleeRanged = sf->additionalInfo[1];
  5195. }
  5196. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5197. castMe = true;
  5198. }
  5199. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5200. vstd::amin(chance, 100);
  5201. const CSpell * spell = SpellID(spellID).toSpell();
  5202. spells::AbilityCaster caster(attacker, spellLevel);
  5203. spells::Target target;
  5204. target.emplace_back(defender);
  5205. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5206. auto m = spell->battleMechanics(&parameters);
  5207. spells::detail::ProblemImpl ignored;
  5208. if(!m->canBeCastAt(target, ignored))
  5209. continue;
  5210. //check if spell should be cast (probability handling)
  5211. if(getRandomGenerator().nextInt(99) >= chance)
  5212. continue;
  5213. //casting
  5214. if(castMe)
  5215. {
  5216. parameters.cast(spellEnv, target);
  5217. }
  5218. }
  5219. }
  5220. }
  5221. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5222. {
  5223. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5224. }
  5225. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5226. {
  5227. if(!attacker->alive() || !defender->alive()) // can be already dead
  5228. return;
  5229. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5230. if(!defender->alive())
  5231. {
  5232. //don't try death stare or acid breath on dead stack (crash!)
  5233. return;
  5234. }
  5235. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5236. {
  5237. // mechanics of Death Stare as in H3:
  5238. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5239. //original formula x = min(x, (gorgons_count + 9)/10);
  5240. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5241. vstd::amin(chanceToKill, 1); //cap at 100%
  5242. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5243. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5244. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5245. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5246. vstd::amin(staredCreatures, maxToKill);
  5247. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5248. if(staredCreatures)
  5249. {
  5250. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5251. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5252. spells::AbilityCaster caster(attacker, 0);
  5253. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5254. spells::Target target;
  5255. target.emplace_back(defender);
  5256. parameters.setEffectValue(staredCreatures);
  5257. parameters.cast(spellEnv, target);
  5258. }
  5259. }
  5260. if(!defender->alive())
  5261. return;
  5262. int64_t acidDamage = 0;
  5263. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5264. for(const auto & b : *acidBreath)
  5265. {
  5266. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5267. acidDamage += b->val;
  5268. }
  5269. if(acidDamage > 0)
  5270. {
  5271. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5272. spells::AbilityCaster caster(attacker, 0);
  5273. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5274. spells::Target target;
  5275. target.emplace_back(defender);
  5276. parameters.setEffectValue(acidDamage * attacker->getCount());
  5277. parameters.cast(spellEnv, target);
  5278. }
  5279. if(!defender->alive())
  5280. return;
  5281. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5282. {
  5283. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5284. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5285. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5286. return;
  5287. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5288. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5289. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5290. return;
  5291. battle::UnitInfo resurrectInfo;
  5292. resurrectInfo.id = gs->curB->battleNextUnitId();
  5293. resurrectInfo.summoned = false;
  5294. resurrectInfo.position = defender->getPosition();
  5295. resurrectInfo.side = defender->unitSide();
  5296. if(bonusAdditionalInfo != CAddInfo::NONE)
  5297. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5298. else
  5299. resurrectInfo.type = attacker->creatureId();
  5300. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5301. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5302. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5303. resurrectInfo.count = defender->getCount();
  5304. else
  5305. return; //wrong subtype
  5306. BattleUnitsChanged addUnits;
  5307. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5308. resurrectInfo.save(addUnits.changedStacks.back().data);
  5309. BattleUnitsChanged removeUnits;
  5310. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5311. sendAndApply(&removeUnits);
  5312. sendAndApply(&addUnits);
  5313. }
  5314. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5315. {
  5316. double chanceToTrigger = 0;
  5317. int amountToDie = 0;
  5318. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5319. {
  5320. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5321. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5322. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5323. }
  5324. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5325. {
  5326. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5327. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5328. }
  5329. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5330. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5331. return;
  5332. BattleStackAttacked bsa;
  5333. bsa.attackerID = -1;
  5334. bsa.stackAttacked = defender->ID;
  5335. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5336. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5337. bsa.spellID = SpellID::SLAYER;
  5338. defender->prepareAttacked(bsa, getRandomGenerator());
  5339. StacksInjured si;
  5340. si.stacks.push_back(bsa);
  5341. sendAndApply(&si);
  5342. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5343. }
  5344. }
  5345. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5346. {
  5347. if (!t.visitableObjects.empty())
  5348. {
  5349. //to prevent self-visiting heroes on space press
  5350. if (t.visitableObjects.back() != h)
  5351. objectVisited(t.visitableObjects.back(), h);
  5352. else if (t.visitableObjects.size() > 1)
  5353. objectVisited(*(t.visitableObjects.end()-2),h);
  5354. }
  5355. }
  5356. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5357. {
  5358. if (!hero)
  5359. COMPLAIN_RET("You need hero to sacrifice creature!");
  5360. int expSum = 0;
  5361. auto finish = [this, &hero, &expSum]()
  5362. {
  5363. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5364. };
  5365. for(int i = 0; i < slot.size(); ++i)
  5366. {
  5367. int oldCount = hero->getStackCount(slot[i]);
  5368. if(oldCount < (int)count[i])
  5369. {
  5370. finish();
  5371. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5372. }
  5373. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5374. {
  5375. finish();
  5376. COMPLAIN_RET("Cannot sacrifice last creature!");
  5377. }
  5378. int crid = hero->getStack(slot[i]).type->idNumber;
  5379. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5380. int dump, exp;
  5381. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5382. exp *= count[i];
  5383. expSum += exp;
  5384. }
  5385. finish();
  5386. return true;
  5387. }
  5388. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5389. {
  5390. if (!hero)
  5391. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5392. int expSum = 0;
  5393. auto finish = [this, &hero, &expSum]()
  5394. {
  5395. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5396. };
  5397. for(int i = 0; i < slot.size(); ++i)
  5398. {
  5399. ArtifactLocation al(hero, slot[i]);
  5400. const CArtifactInstance * a = al.getArt();
  5401. if(!a)
  5402. {
  5403. finish();
  5404. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5405. }
  5406. const CArtifactInstance * art = hero->getArt(slot[i]);
  5407. if(!art)
  5408. {
  5409. finish();
  5410. COMPLAIN_RET("No artifact at position to sacrifice!");
  5411. }
  5412. si32 typId = art->artType->getId();
  5413. int dmp, expToGive;
  5414. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5415. expSum += expToGive;
  5416. removeArtifact(al);
  5417. }
  5418. finish();
  5419. return true;
  5420. }
  5421. void CGameHandler::makeStackDoNothing(const CStack * next)
  5422. {
  5423. BattleAction doNothing;
  5424. doNothing.actionType = EActionType::NO_ACTION;
  5425. doNothing.side = next->side;
  5426. doNothing.stackNumber = next->ID;
  5427. makeAutomaticAction(next, doNothing);
  5428. }
  5429. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5430. {
  5431. if (sl.army->hasStackAtSlot(sl.slot))
  5432. COMPLAIN_RET("Slot is already taken!");
  5433. if (!sl.slot.validSlot())
  5434. COMPLAIN_RET("Cannot insert stack to that slot!");
  5435. InsertNewStack ins;
  5436. ins.army = sl.army->id;
  5437. ins.slot = sl.slot;
  5438. ins.type = c->idNumber;
  5439. ins.count = count;
  5440. sendAndApply(&ins);
  5441. return true;
  5442. }
  5443. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5444. {
  5445. if (!sl.army->hasStackAtSlot(sl.slot))
  5446. COMPLAIN_RET("Cannot find a stack to erase");
  5447. if (sl.army->stacksCount() == 1 //from the last stack
  5448. && sl.army->needsLastStack() //that must be left
  5449. && !forceRemoval) //ignore above conditions if we are forcing removal
  5450. {
  5451. COMPLAIN_RET("Cannot erase the last stack!");
  5452. }
  5453. EraseStack es;
  5454. es.army = sl.army->id;
  5455. es.slot = sl.slot;
  5456. sendAndApply(&es);
  5457. return true;
  5458. }
  5459. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5460. {
  5461. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5462. if ((absoluteValue && count < 0)
  5463. || (!absoluteValue && -count > currentCount))
  5464. {
  5465. COMPLAIN_RET("Cannot take more stacks than present!");
  5466. }
  5467. if ((currentCount == -count && !absoluteValue)
  5468. || (!count && absoluteValue))
  5469. {
  5470. eraseStack(sl);
  5471. }
  5472. else
  5473. {
  5474. ChangeStackCount csc;
  5475. csc.army = sl.army->id;
  5476. csc.slot = sl.slot;
  5477. csc.count = count;
  5478. csc.absoluteValue = absoluteValue;
  5479. sendAndApply(&csc);
  5480. }
  5481. return true;
  5482. }
  5483. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5484. {
  5485. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5486. if (!slotC) //slot is empty
  5487. insertNewStack(sl, c, count);
  5488. else if (c == slotC)
  5489. changeStackCount(sl, count);
  5490. else
  5491. {
  5492. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5493. }
  5494. return true;
  5495. }
  5496. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5497. {
  5498. if (removeObjWhenFinished)
  5499. removeAfterVisit(src);
  5500. if (!src->canBeMergedWith(*dst, allowMerging))
  5501. {
  5502. if (allowMerging) //do that, add all matching creatures.
  5503. {
  5504. bool cont = true;
  5505. while (cont)
  5506. {
  5507. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5508. {
  5509. SlotID pos = dst->getSlotFor(i->second->type);
  5510. if (pos.validSlot())
  5511. {
  5512. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5513. cont = true;
  5514. break; //or iterator crashes
  5515. }
  5516. cont = false;
  5517. }
  5518. }
  5519. }
  5520. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5521. }
  5522. else //merge
  5523. {
  5524. moveArmy(src, dst, allowMerging);
  5525. }
  5526. }
  5527. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5528. {
  5529. if (!src.army->hasStackAtSlot(src.slot))
  5530. COMPLAIN_RET("No stack to move!");
  5531. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5532. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5533. if (!dst.slot.validSlot())
  5534. COMPLAIN_RET("Cannot move stack to that slot!");
  5535. if (count == -1)
  5536. {
  5537. count = src.army->getStackCount(src.slot);
  5538. }
  5539. if (src.army != dst.army //moving away
  5540. && count == src.army->getStackCount(src.slot) //all creatures
  5541. && src.army->stacksCount() == 1 //from the last stack
  5542. && src.army->needsLastStack()) //that must be left
  5543. {
  5544. COMPLAIN_RET("Cannot move away the last creature!");
  5545. }
  5546. RebalanceStacks rs;
  5547. rs.srcArmy = src.army->id;
  5548. rs.dstArmy = dst.army->id;
  5549. rs.srcSlot = src.slot;
  5550. rs.dstSlot = dst.slot;
  5551. rs.count = count;
  5552. sendAndApply(&rs);
  5553. return true;
  5554. }
  5555. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5556. {
  5557. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5558. {
  5559. return moveStack(sl2, sl1);
  5560. }
  5561. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5562. {
  5563. return moveStack(sl1, sl2);
  5564. }
  5565. else
  5566. {
  5567. SwapStacks ss;
  5568. ss.srcArmy = sl1.army->id;
  5569. ss.dstArmy = sl2.army->id;
  5570. ss.srcSlot = sl1.slot;
  5571. ss.dstSlot = sl2.slot;
  5572. sendAndApply(&ss);
  5573. return true;
  5574. }
  5575. }
  5576. void CGameHandler::runBattle()
  5577. {
  5578. setBattle(gs->curB);
  5579. assert(gs->curB);
  5580. //TODO: pre-tactic stuff, call scripts etc.
  5581. //tactic round
  5582. {
  5583. while (gs->curB->tacticDistance && !battleResult.get())
  5584. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5585. }
  5586. //initial stacks appearance triggers, e.g. built-in bonus spells
  5587. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5588. for (CStack * stack : initialStacks)
  5589. {
  5590. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5591. {
  5592. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5593. auto accessibility = getAccesibility();
  5594. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5595. std::vector<BattleHex> targetHexes;
  5596. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5597. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5598. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5599. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5600. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5601. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5602. if (!guardianIsBig)
  5603. targetHexes = stack->getSurroundingHexes();
  5604. else
  5605. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5606. for(auto hex : targetHexes)
  5607. {
  5608. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5609. {
  5610. battle::UnitInfo info;
  5611. info.id = gs->curB->battleNextUnitId();
  5612. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5613. info.type = creatureData;
  5614. info.side = stack->side;
  5615. info.position = hex;
  5616. info.summoned = true;
  5617. BattleUnitsChanged pack;
  5618. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5619. info.save(pack.changedStacks.back().data);
  5620. sendAndApply(&pack);
  5621. }
  5622. }
  5623. }
  5624. stackEnchantedTrigger(stack);
  5625. }
  5626. //spells opening battle
  5627. for (int i = 0; i < 2; ++i)
  5628. {
  5629. auto h = gs->curB->battleGetFightingHero(i);
  5630. if (h)
  5631. {
  5632. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5633. for (auto b : *bl)
  5634. {
  5635. spells::BonusCaster caster(h, b);
  5636. const CSpell * spell = SpellID(b->subtype).toSpell();
  5637. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5638. parameters.setSpellLevel(3);
  5639. parameters.setEffectDuration(b->val);
  5640. parameters.massive = true;
  5641. parameters.castIfPossible(spellEnv, spells::Target());
  5642. }
  5643. }
  5644. }
  5645. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5646. checkBattleStateChanges();
  5647. bool firstRound = true;//FIXME: why first round is -1?
  5648. //main loop
  5649. while (!battleResult.get()) //till the end of the battle ;]
  5650. {
  5651. BattleNextRound bnr;
  5652. bnr.round = gs->curB->round + 1;
  5653. logGlobal->debug("Round %d", bnr.round);
  5654. sendAndApply(&bnr);
  5655. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5656. for (auto &obstPtr : obstacles)
  5657. {
  5658. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5659. if (sco->turnsRemaining == 0)
  5660. removeObstacle(*obstPtr);
  5661. }
  5662. const BattleInfo & curB = *gs->curB;
  5663. for(auto stack : curB.stacks)
  5664. {
  5665. if(stack->alive() && !firstRound)
  5666. stackEnchantedTrigger(stack);
  5667. }
  5668. //stack loop
  5669. auto getNextStack = [this]() -> const CStack *
  5670. {
  5671. if(battleResult.get())
  5672. return nullptr;
  5673. std::vector<battle::Units> q;
  5674. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5675. if(!q.empty())
  5676. {
  5677. if(!q.front().empty())
  5678. {
  5679. auto next = q.front().front();
  5680. const auto stack = dynamic_cast<const CStack *>(next);
  5681. // regeneration takes place before everything else but only during first turn attempt in each round
  5682. // also works under blind and similar effects
  5683. if(stack && stack->alive() && !stack->waiting)
  5684. {
  5685. BattleTriggerEffect bte;
  5686. bte.stackID = stack->ID;
  5687. bte.effect = Bonus::HP_REGENERATION;
  5688. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5689. if(stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  5690. bte.val = lostHealth;
  5691. else if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5692. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5693. if(bte.val) // anything to heal
  5694. sendAndApply(&bte);
  5695. }
  5696. if(next->willMove())
  5697. return stack;
  5698. }
  5699. }
  5700. return nullptr;
  5701. };
  5702. const CStack * next = nullptr;
  5703. while((next = getNextStack()))
  5704. {
  5705. BattleUnitsChanged removeGhosts;
  5706. for(auto stack : curB.stacks)
  5707. {
  5708. if(stack->ghostPending)
  5709. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5710. }
  5711. if(!removeGhosts.changedStacks.empty())
  5712. sendAndApply(&removeGhosts);
  5713. //check for bad morale => freeze
  5714. int nextStackMorale = next->MoraleVal();
  5715. if (nextStackMorale < 0 &&
  5716. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5717. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5718. )
  5719. {
  5720. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5721. {
  5722. //unit loses its turn - empty freeze action
  5723. BattleAction ba;
  5724. ba.actionType = EActionType::BAD_MORALE;
  5725. ba.side = next->side;
  5726. ba.stackNumber = next->ID;
  5727. makeAutomaticAction(next, ba);
  5728. continue;
  5729. }
  5730. }
  5731. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5732. {
  5733. logGlobal->trace("Handle Berserk effect");
  5734. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5735. if (attackInfo.first != nullptr)
  5736. {
  5737. BattleAction attack;
  5738. attack.actionType = EActionType::WALK_AND_ATTACK;
  5739. attack.side = next->side;
  5740. attack.stackNumber = next->ID;
  5741. attack.aimToHex(attackInfo.second);
  5742. attack.aimToUnit(attackInfo.first);
  5743. makeAutomaticAction(next, attack);
  5744. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5745. }
  5746. else
  5747. {
  5748. makeStackDoNothing(next);
  5749. logGlobal->trace("No target found");
  5750. }
  5751. continue;
  5752. }
  5753. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5754. const int stackCreatureId = next->getCreature()->idNumber;
  5755. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5756. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5757. {
  5758. BattleAction attack;
  5759. attack.actionType = EActionType::SHOOT;
  5760. attack.side = next->side;
  5761. attack.stackNumber = next->ID;
  5762. //TODO: select target by priority
  5763. const battle::Unit * target = nullptr;
  5764. for(auto & elem : gs->curB->stacks)
  5765. {
  5766. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5767. && elem->owner != next->owner
  5768. && elem->isValidTarget()
  5769. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5770. {
  5771. target = elem;
  5772. break;
  5773. }
  5774. }
  5775. if(target == nullptr)
  5776. {
  5777. makeStackDoNothing(next);
  5778. }
  5779. else
  5780. {
  5781. attack.aimToUnit(target);
  5782. makeAutomaticAction(next, attack);
  5783. }
  5784. continue;
  5785. }
  5786. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5787. {
  5788. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5789. if (attackableBattleHexes.empty())
  5790. {
  5791. makeStackDoNothing(next);
  5792. continue;
  5793. }
  5794. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5795. {
  5796. BattleAction attack;
  5797. attack.actionType = EActionType::CATAPULT;
  5798. attack.side = next->side;
  5799. attack.stackNumber = next->ID;
  5800. makeAutomaticAction(next, attack);
  5801. continue;
  5802. }
  5803. }
  5804. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5805. {
  5806. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5807. {
  5808. return s->owner == next->owner && s->canBeHealed();
  5809. });
  5810. if (!possibleStacks.size())
  5811. {
  5812. makeStackDoNothing(next);
  5813. continue;
  5814. }
  5815. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5816. {
  5817. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5818. const CStack * toBeHealed = possibleStacks.front();
  5819. BattleAction heal;
  5820. heal.actionType = EActionType::STACK_HEAL;
  5821. heal.aimToUnit(toBeHealed);
  5822. heal.side = next->side;
  5823. heal.stackNumber = next->ID;
  5824. makeAutomaticAction(next, heal);
  5825. continue;
  5826. }
  5827. }
  5828. int numberOfAsks = 1;
  5829. bool breakOuter = false;
  5830. do
  5831. {//ask interface and wait for answer
  5832. if (!battleResult.get())
  5833. {
  5834. stackTurnTrigger(next); //various effects
  5835. if(next->fear)
  5836. {
  5837. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5838. }
  5839. else
  5840. {
  5841. logGlobal->trace("Activating %s", next->nodeName());
  5842. auto nextId = next->ID;
  5843. BattleSetActiveStack sas;
  5844. sas.stack = nextId;
  5845. sendAndApply(&sas);
  5846. auto actionWasMade = [&]() -> bool
  5847. {
  5848. if (battleMadeAction.data)//active stack has made its action
  5849. return true;
  5850. if (battleResult.get())// battle is finished
  5851. return true;
  5852. if (next == nullptr)//active stack was been removed
  5853. return true;
  5854. return !next->alive();//active stack is dead
  5855. };
  5856. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5857. battleMadeAction.data = false;
  5858. while (!actionWasMade())
  5859. {
  5860. battleMadeAction.cond.wait(lock);
  5861. if (battleGetStackByID(nextId, false) != next)
  5862. next = nullptr; //it may be removed, while we wait
  5863. }
  5864. }
  5865. }
  5866. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5867. {
  5868. breakOuter = true;
  5869. break;
  5870. }
  5871. //we're after action, all results applied
  5872. checkBattleStateChanges(); //check if this action ended the battle
  5873. if(next != nullptr)
  5874. {
  5875. //check for good morale
  5876. nextStackMorale = next->MoraleVal();
  5877. if(!next->hadMorale //only one extra move per turn possible
  5878. && !next->defending
  5879. && !next->waited()
  5880. && !next->fear
  5881. && next->alive()
  5882. && nextStackMorale > 0
  5883. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5884. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5885. )
  5886. {
  5887. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5888. {
  5889. BattleTriggerEffect bte;
  5890. bte.stackID = next->ID;
  5891. bte.effect = Bonus::MORALE;
  5892. bte.val = 1;
  5893. bte.additionalInfo = 0;
  5894. sendAndApply(&bte); //play animation
  5895. ++numberOfAsks; //move this stack once more
  5896. }
  5897. }
  5898. }
  5899. --numberOfAsks;
  5900. } while (numberOfAsks > 0);
  5901. if (breakOuter)
  5902. {
  5903. break;
  5904. }
  5905. }
  5906. firstRound = false;
  5907. }
  5908. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5909. }
  5910. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5911. {
  5912. BattleSetActiveStack bsa;
  5913. bsa.stack = stack->ID;
  5914. bsa.askPlayerInterface = false;
  5915. sendAndApply(&bsa);
  5916. bool ret = makeBattleAction(ba);
  5917. checkBattleStateChanges();
  5918. return ret;
  5919. }
  5920. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5921. {
  5922. assert(a->artType);
  5923. ArtifactLocation al;
  5924. al.artHolder = const_cast<CGHeroInstance*>(h);
  5925. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5926. if (pos < 0)
  5927. {
  5928. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5929. slot = a->firstAvailableSlot(h);
  5930. else
  5931. slot = a->firstBackpackSlot(h);
  5932. }
  5933. else
  5934. {
  5935. slot = pos;
  5936. }
  5937. al.slot = slot;
  5938. if (slot < 0 || !a->canBePutAt(al))
  5939. {
  5940. complain("Cannot put artifact in that slot!");
  5941. return;
  5942. }
  5943. putArtifact(al, a);
  5944. }
  5945. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5946. {
  5947. PutArtifact pa;
  5948. pa.art = a;
  5949. pa.al = al;
  5950. sendAndApply(&pa);
  5951. }
  5952. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5953. {
  5954. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5955. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5956. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5957. giveHeroNewArtifact(h, art, slot);
  5958. return true;
  5959. }
  5960. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5961. {
  5962. CArtifactInstance *a = nullptr;
  5963. if (!artType->constituents)
  5964. {
  5965. a = new CArtifactInstance();
  5966. }
  5967. else
  5968. {
  5969. a = new CCombinedArtifactInstance();
  5970. }
  5971. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5972. NewArtifact na;
  5973. na.art = a;
  5974. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5975. giveHeroArtifact(h, a, pos);
  5976. }
  5977. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5978. {
  5979. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5980. if (battleResult.data)
  5981. {
  5982. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5983. % battleResult.data->result % resultType).str());
  5984. return;
  5985. }
  5986. auto br = new BattleResult();
  5987. br->result = resultType;
  5988. br->winner = victoriusSide; //surrendering side loses
  5989. gs->curB->calculateCasualties(br->casualties);
  5990. battleResult.data = br;
  5991. }
  5992. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5993. {
  5994. std::vector<int3>::iterator tile;
  5995. std::vector<int3> tiles;
  5996. getFreeTiles(tiles);
  5997. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5998. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5999. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  6000. const CCreature *cre = VLC->creh->objects.at(creatureID);
  6001. for (int i = 0; i < (int)amount; ++i)
  6002. {
  6003. tile = tiles.begin();
  6004. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  6005. {
  6006. auto count = cre->getRandomAmount(std::rand);
  6007. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  6008. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  6009. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  6010. }
  6011. tiles.erase(tile); //not use it again
  6012. }
  6013. }
  6014. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  6015. {
  6016. if (cheat == "vcmiistari")
  6017. {
  6018. cheated = true;
  6019. if (!hero) return;
  6020. ///Give hero spellbook
  6021. if (!hero->hasSpellbook())
  6022. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  6023. ///Give all spells with bonus (to allow banned spells)
  6024. GiveBonus giveBonus(GiveBonus::HERO);
  6025. giveBonus.id = hero->id.getNum();
  6026. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  6027. //start with level 0 to skip abilities
  6028. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  6029. {
  6030. giveBonus.bonus.subtype = level;
  6031. sendAndApply(&giveBonus);
  6032. }
  6033. ///Give mana
  6034. SetMana sm;
  6035. sm.hid = hero->id;
  6036. sm.val = 999;
  6037. sm.absolute = true;
  6038. sendAndApply(&sm);
  6039. }
  6040. else if (cheat == "vcmiarmenelos")
  6041. {
  6042. cheated = true;
  6043. if (!town) return;
  6044. ///Build all buildings in selected town
  6045. for (auto & build : town->town->buildings)
  6046. {
  6047. if (!town->hasBuilt(build.first)
  6048. && !build.second->Name().empty()
  6049. && build.first != BuildingID::SHIP)
  6050. {
  6051. buildStructure(town->id, build.first, true);
  6052. }
  6053. }
  6054. }
  6055. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  6056. {
  6057. cheated = true;
  6058. if (!hero) return;
  6059. ///Gives N creatures into each slot
  6060. std::map<std::string, std::pair<int, int>> creatures;
  6061. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  6062. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  6063. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  6064. const CCreature * creature = VLC->creh->objects.at(creatures[cheat].first);
  6065. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6066. if (!hero->hasStackAtSlot(SlotID(i)))
  6067. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  6068. }
  6069. else if (cheat == "vcminoldor")
  6070. {
  6071. cheated = true;
  6072. if (!hero) return;
  6073. ///Give all war machines to hero
  6074. if (!hero->getArt(ArtifactPosition::MACH1))
  6075. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6076. if (!hero->getArt(ArtifactPosition::MACH2))
  6077. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6078. if (!hero->getArt(ArtifactPosition::MACH3))
  6079. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6080. }
  6081. else if (cheat == "vcmiforgeofnoldorking")
  6082. {
  6083. cheated = true;
  6084. if (!hero) return;
  6085. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6086. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6087. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  6088. }
  6089. else if (cheat == "vcmiglorfindel")
  6090. {
  6091. cheated = true;
  6092. if (!hero) return;
  6093. ///selected hero gains a new level
  6094. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6095. }
  6096. else if (cheat == "vcminahar")
  6097. {
  6098. cheated = true;
  6099. if (!hero) return;
  6100. ///Give 1000000 movement points to hero
  6101. SetMovePoints smp;
  6102. smp.hid = hero->id;
  6103. smp.val = 1000000;
  6104. sendAndApply(&smp);
  6105. GiveBonus gb(GiveBonus::HERO);
  6106. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6107. gb.bonus.duration = Bonus::ONE_DAY;
  6108. gb.bonus.source = Bonus::OTHER;
  6109. gb.id = hero->id.getNum();
  6110. giveHeroBonus(&gb);
  6111. }
  6112. else if (cheat == "vcmiformenos")
  6113. {
  6114. cheated = true;
  6115. ///Give resources to player
  6116. TResources resources;
  6117. resources[Res::GOLD] = 100000;
  6118. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6119. resources[i] = 100;
  6120. giveResources(player, resources);
  6121. }
  6122. else if (cheat == "vcmisilmaril")
  6123. {
  6124. cheated = true;
  6125. ///Player wins
  6126. PlayerCheated pc;
  6127. pc.player = player;
  6128. pc.winningCheatCode = true;
  6129. sendAndApply(&pc);
  6130. }
  6131. else if (cheat == "vcmimelkor")
  6132. {
  6133. cheated = true;
  6134. ///Player looses
  6135. PlayerCheated pc;
  6136. pc.player = player;
  6137. pc.losingCheatCode = true;
  6138. sendAndApply(&pc);
  6139. }
  6140. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  6141. {
  6142. cheated = true;
  6143. ///Reveal or conceal FoW
  6144. FoWChange fc;
  6145. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  6146. fc.player = player;
  6147. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6148. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6149. int lastUnc = 0;
  6150. for(int z = 0; z < gs->map->levels(); z++)
  6151. for(int x = 0; x < gs->map->width; x++)
  6152. for(int y = 0; y < gs->map->height; y++)
  6153. if(!(*fowMap)[z][x][y] || !fc.mode)
  6154. hlp_tab[lastUnc++] = int3(x, y, z);
  6155. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6156. delete [] hlp_tab;
  6157. sendAndApply(&fc);
  6158. }
  6159. }
  6160. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6161. {
  6162. BattleObstaclesChanged obsRem;
  6163. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6164. sendAndApply(&obsRem);
  6165. }
  6166. void CGameHandler::synchronizeArtifactHandlerLists()
  6167. {
  6168. UpdateArtHandlerLists uahl;
  6169. uahl.treasures = VLC->arth->treasures;
  6170. uahl.minors = VLC->arth->minors;
  6171. uahl.majors = VLC->arth->majors;
  6172. uahl.relics = VLC->arth->relics;
  6173. sendAndApply(&uahl);
  6174. }
  6175. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6176. {
  6177. return vstd::contains(gs->map->objects, obj);
  6178. }
  6179. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6180. {
  6181. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6182. return false;
  6183. auto query = queries.topQuery(player);
  6184. if (query && query->blocksPack(pack))
  6185. {
  6186. complain(boost::str(boost::format(
  6187. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6188. % boost::to_upper_copy<std::string>(player.getStr())
  6189. % query->toString()
  6190. ));
  6191. return true;
  6192. }
  6193. return false;
  6194. }
  6195. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6196. {
  6197. //If the object is being visited, there must be a matching query
  6198. for (const auto &query : queries.allQueries())
  6199. {
  6200. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6201. {
  6202. if (someVistQuery->visitedObject == object)
  6203. {
  6204. someVistQuery->removeObjectAfterVisit = true;
  6205. return;
  6206. }
  6207. }
  6208. }
  6209. //If we haven't returned so far, there is no query and no visit, call was wrong
  6210. assert("This function needs to be called during the object visit!");
  6211. }
  6212. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6213. {
  6214. std::unordered_set<int3, ShashInt3> tiles;
  6215. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6216. if (hide)
  6217. {
  6218. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6219. auto p = getPlayerState(player);
  6220. for (auto h : p->heroes)
  6221. {
  6222. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6223. }
  6224. for (auto t : p->towns)
  6225. {
  6226. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6227. }
  6228. for (auto tile : observedTiles)
  6229. vstd::erase_if_present (tiles, tile);
  6230. }
  6231. changeFogOfWar(tiles, player, hide);
  6232. }
  6233. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6234. {
  6235. FoWChange fow;
  6236. fow.tiles = tiles;
  6237. fow.player = player;
  6238. fow.mode = hide? 0 : 1;
  6239. sendAndApply(&fow);
  6240. }
  6241. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6242. {
  6243. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6244. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6245. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6246. return true;
  6247. }
  6248. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6249. {
  6250. SetObjectProperty sob;
  6251. sob.id = objid;
  6252. sob.what = prop;
  6253. sob.val = static_cast<ui32>(val);
  6254. sendAndApply(&sob);
  6255. }
  6256. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6257. {
  6258. sendAndApply(iw);
  6259. }
  6260. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6261. {
  6262. InfoWindow iw;
  6263. iw.player = player;
  6264. iw.text << msg;
  6265. showInfoDialog(&iw);
  6266. }
  6267. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6268. army(_army)
  6269. {
  6270. heroWithDeadCommander = ObjectInstanceID();
  6271. PlayerColor color = army->tempOwner;
  6272. if(color == PlayerColor::UNFLAGGABLE)
  6273. color = PlayerColor::NEUTRAL;
  6274. for(CStack * st : bat->stacks)
  6275. {
  6276. if(st->summoned) //don't take into account temporary summoned stacks
  6277. continue;
  6278. if(st->owner != color) //remove only our stacks
  6279. continue;
  6280. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6281. st->health.takeResurrected();
  6282. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6283. {
  6284. logGlobal->debug("Ignored arrow towers stack.");
  6285. }
  6286. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6287. {
  6288. auto warMachine = st->type->warMachine;
  6289. if(warMachine == ArtifactID::NONE)
  6290. {
  6291. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6292. }
  6293. //catapult artifact remain even if "creature" killed in siege
  6294. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6295. {
  6296. logGlobal->debug("War machine has been destroyed");
  6297. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6298. if (hero)
  6299. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6300. else
  6301. logGlobal->error("War machine in army without hero");
  6302. }
  6303. }
  6304. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6305. {
  6306. if(st->alive() && st->getCount() > 0)
  6307. {
  6308. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6309. const CreatureID summonedType = st->type->idNumber;
  6310. summoned[summonedType] += st->getCount();
  6311. }
  6312. }
  6313. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6314. {
  6315. if (nullptr == st->base)
  6316. {
  6317. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6318. }
  6319. else
  6320. {
  6321. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6322. if(c)
  6323. {
  6324. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6325. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6326. {
  6327. logGlobal->debug("Commander is dead.");
  6328. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6329. }
  6330. }
  6331. else
  6332. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6333. }
  6334. }
  6335. else if(st->base && !army->slotEmpty(st->slot))
  6336. {
  6337. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6338. if(st->getCount() == 0 || !st->alive())
  6339. {
  6340. logGlobal->debug("Stack has been destroyed.");
  6341. StackLocation sl(army, st->slot);
  6342. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6343. }
  6344. else if(st->getCount() < army->getStackCount(st->slot))
  6345. {
  6346. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6347. StackLocation sl(army, st->slot);
  6348. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6349. }
  6350. else if(st->getCount() > army->getStackCount(st->slot))
  6351. {
  6352. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6353. StackLocation sl(army, st->slot);
  6354. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6355. }
  6356. }
  6357. else
  6358. {
  6359. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6360. }
  6361. }
  6362. }
  6363. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6364. {
  6365. for (TStackAndItsNewCount &ncount : newStackCounts)
  6366. {
  6367. if (ncount.second > 0)
  6368. gh->changeStackCount(ncount.first, ncount.second, true);
  6369. else
  6370. gh->eraseStack(ncount.first, true);
  6371. }
  6372. for (auto summoned_iter : summoned)
  6373. {
  6374. SlotID slot = army->getSlotFor(summoned_iter.first);
  6375. if (slot.validSlot())
  6376. {
  6377. StackLocation location(army, slot);
  6378. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6379. }
  6380. else
  6381. {
  6382. //even if it will be possible to summon anything permanently it should be checked for free slot
  6383. //necromancy is handled separately
  6384. gh->complain("No free slot to put summoned creature");
  6385. }
  6386. }
  6387. for (auto al : removedWarMachines)
  6388. {
  6389. gh->removeArtifact(al);
  6390. }
  6391. if (heroWithDeadCommander != ObjectInstanceID())
  6392. {
  6393. SetCommanderProperty scp;
  6394. scp.heroid = heroWithDeadCommander;
  6395. scp.which = SetCommanderProperty::ALIVE;
  6396. scp.amount = 0;
  6397. gh->sendAndApply(&scp);
  6398. }
  6399. }
  6400. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6401. {
  6402. assert(Query->result);
  6403. assert(Query->bi);
  6404. auto &result = *Query->result;
  6405. auto &info = *Query->bi;
  6406. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6407. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6408. victor = info.sides[result.winner].color;
  6409. loser = info.sides[!result.winner].color;
  6410. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6411. }
  6412. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6413. {
  6414. winnerHero = loserHero = nullptr;
  6415. remainingBattleQueriesCount = 0;
  6416. }
  6417. CRandomGenerator & CGameHandler::getRandomGenerator()
  6418. {
  6419. return CRandomGenerator::getDefault();
  6420. }
  6421. #if SCRIPTING_ENABLED
  6422. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6423. {
  6424. return serverScripts.get();
  6425. }
  6426. scripting::Pool * CGameHandler::getContextPool() const
  6427. {
  6428. return serverScripts.get();
  6429. }
  6430. #endif
  6431. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6432. {
  6433. NewObject no;
  6434. no.ID = ID; //creature
  6435. no.subID= subID;
  6436. no.pos = pos;
  6437. sendAndApply(&no);
  6438. return no.id; //id field will be filled during applying on gs
  6439. }
  6440. ///ServerSpellCastEnvironment
  6441. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6442. : gh(gh)
  6443. {
  6444. }
  6445. bool ServerSpellCastEnvironment::describeChanges() const
  6446. {
  6447. return true;
  6448. }
  6449. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6450. {
  6451. gh->complain(problem);
  6452. }
  6453. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6454. {
  6455. return &gh->getRandomGenerator();
  6456. }
  6457. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6458. {
  6459. gh->sendAndApply(pack);
  6460. }
  6461. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6462. {
  6463. gh->sendAndApply(pack);
  6464. }
  6465. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6466. {
  6467. gh->sendAndApply(pack);
  6468. }
  6469. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6470. {
  6471. gh->sendAndApply(pack);
  6472. }
  6473. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6474. {
  6475. gh->sendAndApply(pack);
  6476. }
  6477. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6478. {
  6479. gh->sendAndApply(pack);
  6480. }
  6481. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6482. {
  6483. gh->sendAndApply(pack);
  6484. }
  6485. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6486. {
  6487. gh->sendAndApply(pack);
  6488. }
  6489. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6490. {
  6491. return gh;
  6492. }
  6493. const CMap * ServerSpellCastEnvironment::getMap() const
  6494. {
  6495. return gh->gameState()->map;
  6496. }
  6497. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6498. {
  6499. return gh->moveHero(hid, dst, teleporting, false);
  6500. }
  6501. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6502. {
  6503. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6504. request->queryID = query->queryID;
  6505. gh->queries.addQuery(query);
  6506. gh->sendAndApply(request);
  6507. }