CGameHandler.cpp 222 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "CGameHandler.h"
  41. #include "CVCMIServer.h"
  42. #include "../lib/CCreatureSet.h"
  43. #include "../lib/CThreadHelper.h"
  44. #include "../lib/GameConstants.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/Connection.h"
  48. #include "../lib/serializer/Cast.h"
  49. #include "../lib/serializer/JsonSerializer.h"
  50. #include "../lib/ScriptHandler.h"
  51. #include <vcmi/events/EventBus.h>
  52. #include <vcmi/events/GenericEvents.h>
  53. #include <vcmi/events/AdventureEvents.h>
  54. #ifndef _MSC_VER
  55. #include <boost/thread/xtime.hpp>
  56. #endif
  57. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  58. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  59. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  60. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  61. class ServerSpellCastEnvironment : public SpellCastEnvironment
  62. {
  63. public:
  64. ServerSpellCastEnvironment(CGameHandler * gh);
  65. ~ServerSpellCastEnvironment() = default;
  66. void complain(const std::string & problem) override;
  67. bool describeChanges() const override;
  68. vstd::RNG * getRNG() override;
  69. void apply(CPackForClient * pack) override;
  70. void apply(BattleLogMessage * pack) override;
  71. void apply(BattleStackMoved * pack) override;
  72. void apply(BattleUnitsChanged * pack) override;
  73. void apply(SetStackEffect * pack) override;
  74. void apply(StacksInjured * pack) override;
  75. void apply(BattleObstaclesChanged * pack) override;
  76. void apply(CatapultAttack * pack) override;
  77. const CMap * getMap() const override;
  78. const CGameInfoCallback * getCb() const override;
  79. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  80. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  81. private:
  82. CGameHandler * gh;
  83. };
  84. VCMI_LIB_NAMESPACE_BEGIN
  85. namespace spells
  86. {
  87. class ObstacleCasterProxy : public Caster
  88. {
  89. public:
  90. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  91. : owner(owner_),
  92. hero(hero_),
  93. obs(obs_)
  94. {
  95. };
  96. ~ObstacleCasterProxy() = default;
  97. int32_t getCasterUnitId() const override
  98. {
  99. if(hero)
  100. return hero->getCasterUnitId();
  101. else
  102. return -1;
  103. }
  104. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  105. {
  106. return obs->spellLevel;
  107. }
  108. int32_t getEffectLevel(const Spell * spell) const override
  109. {
  110. return obs->spellLevel;
  111. }
  112. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  113. {
  114. if(hero)
  115. return hero->getSpellBonus(spell, base, affectedStack);
  116. else
  117. return base;
  118. }
  119. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  120. {
  121. if(hero)
  122. return hero->getSpecificSpellBonus(spell, base);
  123. else
  124. return base;
  125. }
  126. int32_t getEffectPower(const Spell * spell) const override
  127. {
  128. return obs->casterSpellPower;
  129. }
  130. int32_t getEnchantPower(const Spell * spell) const override
  131. {
  132. return obs->casterSpellPower;
  133. }
  134. int64_t getEffectValue(const Spell * spell) const override
  135. {
  136. if(hero)
  137. return hero->getEffectValue(spell);
  138. else
  139. return 0;
  140. }
  141. PlayerColor getCasterOwner() const override
  142. {
  143. return owner;
  144. }
  145. void getCasterName(MetaString & text) const override
  146. {
  147. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  148. }
  149. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  150. {
  151. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  152. }
  153. void spendMana(ServerCallback * server, const int spellCost) const override
  154. {
  155. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  156. }
  157. private:
  158. const CGHeroInstance * hero;
  159. const PlayerColor owner;
  160. const SpellCreatedObstacle * obs;
  161. };
  162. }//
  163. VCMI_LIB_NAMESPACE_END
  164. CondSh<bool> battleMadeAction(false);
  165. CondSh<BattleResult *> battleResult(nullptr);
  166. template <typename T> class CApplyOnGH;
  167. class CBaseForGHApply
  168. {
  169. public:
  170. virtual bool applyOnGH(CGameHandler * gh, void * pack) const =0;
  171. virtual ~CBaseForGHApply(){}
  172. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  173. {
  174. return new CApplyOnGH<U>();
  175. }
  176. };
  177. template <typename T> class CApplyOnGH : public CBaseForGHApply
  178. {
  179. public:
  180. bool applyOnGH(CGameHandler * gh, void * pack) const override
  181. {
  182. T *ptr = static_cast<T*>(pack);
  183. try
  184. {
  185. return ptr->applyGh(gh);
  186. }
  187. catch(ExceptionNotAllowedAction & e)
  188. {
  189. (void)e;
  190. return false;
  191. }
  192. catch(...)
  193. {
  194. throw;
  195. }
  196. }
  197. };
  198. template <>
  199. class CApplyOnGH<CPack> : public CBaseForGHApply
  200. {
  201. public:
  202. bool applyOnGH(CGameHandler * gh, void * pack) const override
  203. {
  204. logGlobal->error("Cannot apply on GH plain CPack!");
  205. assert(0);
  206. return false;
  207. }
  208. };
  209. static inline double distance(int3 a, int3 b)
  210. {
  211. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  212. }
  213. static void giveExp(BattleResult &r)
  214. {
  215. if (r.winner > 1)
  216. {
  217. // draw
  218. return;
  219. }
  220. r.exp[0] = 0;
  221. r.exp[1] = 0;
  222. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  223. {
  224. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  225. }
  226. }
  227. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  228. {
  229. int x = targetPosition.getX();
  230. int y = targetPosition.getY();
  231. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  232. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  233. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  234. else
  235. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  236. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  237. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  238. {
  239. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  240. {
  241. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  242. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  243. }
  244. else
  245. { //add back-side guardians for two-hex target, side guardians for one-hex
  246. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  247. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  248. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  249. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  250. else if (targetIsTwoHex)//front-side guardians for two-hex target
  251. {
  252. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  254. if (x > 3) //back guard for two-hex
  255. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  256. }
  257. }
  258. }
  259. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  260. {
  261. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  262. {
  263. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  264. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  265. }
  266. else
  267. {
  268. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  269. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  270. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  271. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  272. else if (targetIsTwoHex)
  273. {
  274. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  276. if (x < GameConstants::BFIELD_WIDTH - 4)
  277. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  278. }
  279. }
  280. }
  281. else if (!targetIsAttacker && y % 2 == 0)
  282. {
  283. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  284. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  285. }
  286. else if (targetIsAttacker && y % 2 == 1)
  287. {
  288. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  289. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  290. }
  291. }
  292. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  293. {
  294. boost::unique_lock<boost::mutex> l(mx);
  295. if (players.find(player) != players.end())
  296. {
  297. return players.at(player);
  298. }
  299. else
  300. {
  301. throw std::runtime_error("No such player!");
  302. }
  303. }
  304. void PlayerStatuses::addPlayer(PlayerColor player)
  305. {
  306. boost::unique_lock<boost::mutex> l(mx);
  307. players[player];
  308. }
  309. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  310. {
  311. boost::unique_lock<boost::mutex> l(mx);
  312. if (players.find(player) != players.end())
  313. {
  314. return players[player].*flag;
  315. }
  316. else
  317. {
  318. throw std::runtime_error("No such player!");
  319. }
  320. }
  321. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  322. {
  323. boost::unique_lock<boost::mutex> l(mx);
  324. if (players.find(player) != players.end())
  325. {
  326. players[player].*flag = val;
  327. }
  328. else
  329. {
  330. throw std::runtime_error("No such player!");
  331. }
  332. cv.notify_all();
  333. }
  334. template <typename T>
  335. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  336. {
  337. fun(args[which]);
  338. }
  339. const Services * CGameHandler::services() const
  340. {
  341. return VLC;
  342. }
  343. const CGameHandler::BattleCb * CGameHandler::battle() const
  344. {
  345. return this;
  346. }
  347. const CGameHandler::GameCb * CGameHandler::game() const
  348. {
  349. return this;
  350. }
  351. vstd::CLoggerBase * CGameHandler::logger() const
  352. {
  353. return logGlobal;
  354. }
  355. events::EventBus * CGameHandler::eventBus() const
  356. {
  357. return serverEventBus.get();
  358. }
  359. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  360. {
  361. changeSecSkill(hero, skill, 1, 0);
  362. expGiven(hero);
  363. }
  364. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  365. {
  366. // required exp for at least 1 lvl-up hasn't been reached
  367. if (!hero->gainsLevel())
  368. {
  369. return;
  370. }
  371. // give primary skill
  372. logGlobal->trace("%s got level %d", hero->name, hero->level);
  373. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  374. SetPrimSkill sps;
  375. sps.id = hero->id;
  376. sps.which = primarySkill;
  377. sps.abs = false;
  378. sps.val = 1;
  379. sendAndApply(&sps);
  380. PrepareHeroLevelUp pre;
  381. pre.heroId = hero->id;
  382. sendAndApply(&pre);
  383. HeroLevelUp hlu;
  384. hlu.player = hero->tempOwner;
  385. hlu.heroId = hero->id;
  386. hlu.primskill = primarySkill;
  387. hlu.skills = pre.skills;
  388. if (hlu.skills.size() == 0)
  389. {
  390. sendAndApply(&hlu);
  391. levelUpHero(hero);
  392. }
  393. else if (hlu.skills.size() == 1)
  394. {
  395. sendAndApply(&hlu);
  396. levelUpHero(hero, pre.skills.front());
  397. }
  398. else if (hlu.skills.size() > 1)
  399. {
  400. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  401. hlu.queryID = levelUpQuery->queryID;
  402. queries.addQuery(levelUpQuery);
  403. sendAndApply(&hlu);
  404. //level up will be called on query reply
  405. }
  406. }
  407. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  408. {
  409. SetCommanderProperty scp;
  410. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  411. if (hero)
  412. scp.heroid = hero->id;
  413. else
  414. {
  415. complain ("Commander is not led by hero!");
  416. return;
  417. }
  418. scp.accumulatedBonus.subtype = 0;
  419. scp.accumulatedBonus.additionalInfo = 0;
  420. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  421. scp.accumulatedBonus.turnsRemain = 0;
  422. scp.accumulatedBonus.source = Bonus::COMMANDER;
  423. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  424. if (skill <= ECommander::SPELL_POWER)
  425. {
  426. scp.which = SetCommanderProperty::BONUS;
  427. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  428. {
  429. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  430. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  431. };
  432. switch (skill)
  433. {
  434. case ECommander::ATTACK:
  435. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  436. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  437. break;
  438. case ECommander::DEFENSE:
  439. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  440. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  441. break;
  442. case ECommander::HEALTH:
  443. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  444. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  445. break;
  446. case ECommander::DAMAGE:
  447. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  448. scp.accumulatedBonus.subtype = 0;
  449. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  450. break;
  451. case ECommander::SPEED:
  452. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  453. break;
  454. case ECommander::SPELL_POWER:
  455. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  456. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  457. sendAndApply (&scp); //additional pack
  458. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  459. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  460. sendAndApply (&scp); //additional pack
  461. scp.accumulatedBonus.type = Bonus::CASTS;
  462. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  463. sendAndApply (&scp); //additional pack
  464. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  465. break;
  466. }
  467. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  468. sendAndApply (&scp);
  469. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  470. scp.additionalInfo = skill;
  471. scp.amount = c->secondarySkills.at(skill) + 1;
  472. sendAndApply (&scp);
  473. }
  474. else if (skill >= 100)
  475. {
  476. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  477. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  478. scp.additionalInfo = skill; //unnormalized
  479. sendAndApply (&scp);
  480. }
  481. expGiven(hero);
  482. }
  483. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  484. {
  485. if (!c->gainsLevel())
  486. {
  487. return;
  488. }
  489. CommanderLevelUp clu;
  490. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  491. if(hero)
  492. {
  493. clu.heroId = hero->id;
  494. clu.player = hero->tempOwner;
  495. }
  496. else
  497. {
  498. complain ("Commander is not led by hero!");
  499. return;
  500. }
  501. //picking sec. skills for choice
  502. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  503. {
  504. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  505. clu.skills.push_back(i);
  506. }
  507. int i = 100;
  508. for (auto specialSkill : VLC->creh->skillRequirements)
  509. {
  510. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  511. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  512. && !vstd::contains (c->specialSKills, i))
  513. clu.skills.push_back (i);
  514. ++i;
  515. }
  516. int skillAmount = static_cast<int>(clu.skills.size());
  517. if (!skillAmount)
  518. {
  519. sendAndApply(&clu);
  520. levelUpCommander(c);
  521. }
  522. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  523. {
  524. sendAndApply(&clu);
  525. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  526. }
  527. else if (skillAmount > 1) //apply and ask for secondary skill
  528. {
  529. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  530. clu.queryID = commanderLevelUp->queryID;
  531. queries.addQuery(commanderLevelUp);
  532. sendAndApply(&clu);
  533. }
  534. }
  535. void CGameHandler::expGiven(const CGHeroInstance *hero)
  536. {
  537. if (hero->gainsLevel())
  538. levelUpHero(hero);
  539. else if (hero->commander && hero->commander->gainsLevel())
  540. levelUpCommander(hero->commander);
  541. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  542. // levelUpCommander(hero->commander);
  543. // else
  544. // levelUpHero(hero);
  545. }
  546. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  547. {
  548. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  549. {
  550. if (gs->map->levelLimit != 0)
  551. {
  552. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  553. TExpType resultingExp = abs ? val : hero->exp + val;
  554. if (resultingExp > expLimit)
  555. {
  556. // set given experience to max possible, but don't decrease if hero already over top
  557. abs = true;
  558. val = std::max(expLimit, hero->exp);
  559. InfoWindow iw;
  560. iw.player = hero->tempOwner;
  561. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  562. iw.text.addReplacement(hero->name);
  563. sendAndApply(&iw);
  564. }
  565. }
  566. }
  567. SetPrimSkill sps;
  568. sps.id = hero->id;
  569. sps.which = which;
  570. sps.abs = abs;
  571. sps.val = val;
  572. sendAndApply(&sps);
  573. //only for exp - hero may level up
  574. if (which == PrimarySkill::EXPERIENCE)
  575. {
  576. if (hero->commander && hero->commander->alive)
  577. {
  578. //FIXME: trim experience according to map limit?
  579. SetCommanderProperty scp;
  580. scp.heroid = hero->id;
  581. scp.which = SetCommanderProperty::EXPERIENCE;
  582. scp.amount = val;
  583. sendAndApply (&scp);
  584. CBonusSystemNode::treeHasChanged();
  585. }
  586. expGiven(hero);
  587. }
  588. }
  589. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  590. {
  591. if(!hero)
  592. {
  593. logGlobal->error("changeSecSkill provided no hero");
  594. return;
  595. }
  596. SetSecSkill sss;
  597. sss.id = hero->id;
  598. sss.which = which;
  599. sss.val = val;
  600. sss.abs = abs;
  601. sendAndApply(&sss);
  602. if (which == SecondarySkill::WISDOM)
  603. {
  604. if (hero->visitedTown)
  605. giveSpells(hero->visitedTown, hero);
  606. }
  607. }
  608. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  609. {
  610. LOG_TRACE(logGlobal);
  611. //Fill BattleResult structure with exp info
  612. giveExp(*battleResult.data);
  613. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  614. {
  615. if(heroAttacker)
  616. battleResult.data->exp[1] += 500;
  617. if(heroDefender)
  618. battleResult.data->exp[0] += 500;
  619. }
  620. if(heroAttacker)
  621. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  622. if(heroDefender)
  623. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  624. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  625. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  626. const BattleResult::EResult result = battleResult.get()->result;
  627. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  628. {
  629. for (auto &q : queries.allQueries())
  630. {
  631. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  632. if (bq->bi == gs->curB)
  633. return bq;
  634. }
  635. return std::shared_ptr<CBattleQuery>();
  636. };
  637. auto battleQuery = findBattleQuery();
  638. if (!battleQuery)
  639. {
  640. logGlobal->error("Cannot find battle query!");
  641. }
  642. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  643. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  644. battleQuery->result = boost::make_optional(*battleResult.data);
  645. //Check how many battle queries were created (number of players blocked by battle)
  646. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  647. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  648. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  649. ChangeSpells cs; //for Eagle Eye
  650. if (finishingBattle->winnerHero)
  651. {
  652. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  653. {
  654. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  655. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  656. {
  657. auto spell = spellId.toSpell(VLC->spells());
  658. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  659. cs.spells.insert(spell->getId());
  660. }
  661. }
  662. }
  663. std::vector<const CArtifactInstance *> arts; //display them in window
  664. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  665. {
  666. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  667. {
  668. arts.push_back(art);
  669. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  670. sendAndApply(ma);
  671. };
  672. if (finishingBattle->loserHero)
  673. {
  674. //TODO: wrap it into a function, somehow (boost::variant -_-)
  675. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  676. for (auto artSlot : artifactsWorn)
  677. {
  678. MoveArtifact ma;
  679. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  680. const CArtifactInstance * art = ma.src.getArt();
  681. if (art && !art->artType->isBig() &&
  682. art->artType->id != ArtifactID::SPELLBOOK)
  683. // don't move war machines or locked arts (spellbook)
  684. {
  685. sendMoveArtifact(art, &ma);
  686. }
  687. }
  688. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  689. {
  690. //we assume that no big artifacts can be found
  691. MoveArtifact ma;
  692. ma.src = ArtifactLocation(finishingBattle->loserHero,
  693. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  694. const CArtifactInstance * art = ma.src.getArt();
  695. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  696. {
  697. sendMoveArtifact(art, &ma);
  698. }
  699. }
  700. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  701. {
  702. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  703. for (auto artSlot : artifactsWorn)
  704. {
  705. MoveArtifact ma;
  706. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  707. const CArtifactInstance * art = ma.src.getArt();
  708. if (art && !art->artType->isBig())
  709. {
  710. sendMoveArtifact(art, &ma);
  711. }
  712. }
  713. }
  714. }
  715. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  716. {
  717. auto artifactsWorn = armySlot.second->artifactsWorn;
  718. for (auto artSlot : artifactsWorn)
  719. {
  720. MoveArtifact ma;
  721. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  722. const CArtifactInstance * art = ma.src.getArt();
  723. if (art && !art->artType->isBig())
  724. {
  725. sendMoveArtifact(art, &ma);
  726. }
  727. }
  728. }
  729. }
  730. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  731. if (arts.size()) //display loot
  732. {
  733. InfoWindow iw;
  734. iw.player = finishingBattle->winnerHero->tempOwner;
  735. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  736. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  737. {
  738. iw.components.push_back(Component(
  739. Component::ARTIFACT, art->artType->id,
  740. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  741. if (iw.components.size() >= 14)
  742. {
  743. sendAndApply(&iw);
  744. iw.components.clear();
  745. }
  746. }
  747. if (iw.components.size())
  748. {
  749. sendAndApply(&iw);
  750. }
  751. }
  752. //Eagle Eye secondary skill handling
  753. if (!cs.spells.empty())
  754. {
  755. cs.learn = 1;
  756. cs.hid = finishingBattle->winnerHero->id;
  757. InfoWindow iw;
  758. iw.player = finishingBattle->winnerHero->tempOwner;
  759. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  760. iw.text.addReplacement(finishingBattle->winnerHero->name);
  761. std::ostringstream names;
  762. for (int i = 0; i < cs.spells.size(); i++)
  763. {
  764. names << "%s";
  765. if (i < cs.spells.size() - 2)
  766. names << ", ";
  767. else if (i < cs.spells.size() - 1)
  768. names << "%s";
  769. }
  770. names << ".";
  771. iw.text.addReplacement(names.str());
  772. auto it = cs.spells.begin();
  773. for (int i = 0; i < cs.spells.size(); i++, it++)
  774. {
  775. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  776. if (i == cs.spells.size() - 2) //we just added pre-last name
  777. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  778. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  779. }
  780. sendAndApply(&iw);
  781. sendAndApply(&cs);
  782. }
  783. cab1.updateArmy(this);
  784. cab2.updateArmy(this); //take casualties after battle is deleted
  785. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  786. {
  787. RemoveObject ro(heroAttacker->id);
  788. sendAndApply(&ro);
  789. }
  790. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  791. {
  792. RemoveObject ro(heroDefender->id);
  793. sendAndApply(&ro);
  794. }
  795. if(battleResult.data->winner == BattleSide::DEFENDER
  796. && heroDefender
  797. && heroDefender->visitedTown
  798. && !heroDefender->inTownGarrison
  799. && heroDefender->visitedTown->garrisonHero == heroDefender)
  800. {
  801. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  802. }
  803. //give exp
  804. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  805. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  806. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  807. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  808. queries.popIfTop(battleQuery);
  809. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  810. }
  811. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  812. {
  813. LOG_TRACE(logGlobal);
  814. finishingBattle->remainingBattleQueriesCount--;
  815. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  816. if (finishingBattle->remainingBattleQueriesCount > 0)
  817. //Battle results will be handled when all battle queries are closed
  818. return;
  819. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  820. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  821. // Still, it looks like a hole.
  822. // Necromancy if applicable.
  823. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  824. // Give raised units to winner and show dialog, if any were raised,
  825. // units will be given after casualties are taken
  826. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  827. if (necroSlot != SlotID())
  828. {
  829. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  830. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  831. }
  832. BattleResultsApplied resultsApplied;
  833. resultsApplied.player1 = finishingBattle->victor;
  834. resultsApplied.player2 = finishingBattle->loser;
  835. sendAndApply(&resultsApplied);
  836. setBattle(nullptr);
  837. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  838. {
  839. logGlobal->trace("post-victory visit");
  840. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  841. }
  842. visitObjectAfterVictory = false;
  843. //handle victory/loss of engaged players
  844. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  845. checkVictoryLossConditions(playerColors);
  846. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  847. {
  848. SetAvailableHeroes sah;
  849. sah.player = finishingBattle->loser;
  850. sah.hid[0] = finishingBattle->loserHero->subID;
  851. if (result.result == BattleResult::ESCAPE) //retreat
  852. {
  853. sah.army[0].clear();
  854. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  855. }
  856. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  857. sah.hid[1] = another->subID;
  858. else
  859. sah.hid[1] = -1;
  860. sendAndApply(&sah);
  861. }
  862. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  863. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  864. {
  865. RemoveObject ro(finishingBattle->winnerHero->id);
  866. sendAndApply(&ro);
  867. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  868. {
  869. SetAvailableHeroes sah;
  870. sah.player = finishingBattle->victor;
  871. sah.hid[0] = finishingBattle->winnerHero->subID;
  872. sah.army[0].clear();
  873. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  874. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  875. sah.hid[1] = another->subID;
  876. else
  877. sah.hid[1] = -1;
  878. sendAndApply(&sah);
  879. }
  880. }
  881. }
  882. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  883. {
  884. if(first && !counter)
  885. handleAttackBeforeCasting(ranged, attacker, defender);
  886. FireShieldInfo fireShield;
  887. BattleAttack bat;
  888. BattleLogMessage blm;
  889. bat.stackAttacking = attacker->unitId();
  890. bat.tile = targetHex;
  891. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  892. if(ranged)
  893. bat.flags |= BattleAttack::SHOT;
  894. if(counter)
  895. bat.flags |= BattleAttack::COUNTER;
  896. const int attackerLuck = attacker->LuckVal();
  897. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  898. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  899. {
  900. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  901. {
  902. bat.flags |= BattleAttack::LUCKY;
  903. }
  904. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  905. {
  906. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  907. {
  908. bat.flags |= BattleAttack::UNLUCKY;
  909. }
  910. }
  911. }
  912. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  913. {
  914. bat.flags |= BattleAttack::DEATH_BLOW;
  915. }
  916. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  917. {
  918. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  919. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  920. if (chance > getRandomGenerator().nextInt(99))
  921. {
  922. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  923. }
  924. }
  925. int64_t drainedLife = 0;
  926. // only primary target
  927. if(defender->alive())
  928. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  929. //multiple-hex normal attack
  930. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  931. for(const CStack * stack : attackedCreatures)
  932. {
  933. if(stack != defender && stack->alive()) //do not hit same stack twice
  934. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  935. }
  936. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  937. if(bonus && ranged) //TODO: make it work in melee?
  938. {
  939. //this is need for displaying hit animation
  940. bat.flags |= BattleAttack::SPELL_LIKE;
  941. bat.spellID = SpellID(bonus->subtype);
  942. //TODO: should spell override creature`s projectile?
  943. auto spell = bat.spellID.toSpell();
  944. battle::Target target;
  945. target.emplace_back(defender);
  946. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  947. event.setSpellLevel(bonus->val);
  948. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  949. //TODO: get exact attacked hex for defender
  950. for(const CStack * stack : attackedCreatures)
  951. {
  952. if(stack != defender && stack->alive()) //do not hit same stack twice
  953. {
  954. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  955. }
  956. }
  957. //now add effect info for all attacked stacks
  958. for (BattleStackAttacked & bsa : bat.bsa)
  959. {
  960. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  961. {
  962. //this is need for displaying affect animation
  963. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  964. bsa.spellID = SpellID(bonus->subtype);
  965. }
  966. }
  967. }
  968. attackerState->afterAttack(ranged, counter);
  969. {
  970. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  971. attackerState->save(info.data);
  972. bat.attackerChanges.changedStacks.push_back(info);
  973. }
  974. if (drainedLife > 0)
  975. bat.flags |= BattleAttack::LIFE_DRAIN;
  976. sendAndApply(&bat);
  977. {
  978. const bool multipleTargets = bat.bsa.size() > 1;
  979. int64_t totalDamage = 0;
  980. int32_t totalKills = 0;
  981. for(const BattleStackAttacked & bsa : bat.bsa)
  982. {
  983. totalDamage += bsa.damageAmount;
  984. totalKills += bsa.killedAmount;
  985. }
  986. {
  987. MetaString text;
  988. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  989. attacker->addNameReplacement(text);
  990. text.addReplacement(totalDamage);
  991. blm.lines.push_back(text);
  992. }
  993. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  994. }
  995. // drain life effect (as well as log entry) must be applied after the attack
  996. if(drainedLife > 0)
  997. {
  998. MetaString text;
  999. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1000. attackerState->addNameReplacement(text, false);
  1001. text.addReplacement(drainedLife);
  1002. defender->addNameReplacement(text, true);
  1003. blm.lines.push_back(std::move(text));
  1004. }
  1005. if(!fireShield.empty())
  1006. {
  1007. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1008. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1009. int64_t totalDamage = 0;
  1010. for(const auto & item : fireShield)
  1011. {
  1012. const CStack * actor = item.first;
  1013. int64_t rawDamage = item.second;
  1014. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1015. if(actorOwner)
  1016. {
  1017. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1018. }
  1019. else
  1020. {
  1021. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1022. }
  1023. totalDamage+=rawDamage;
  1024. //FIXME: add custom effect on actor
  1025. }
  1026. if (totalDamage > 0)
  1027. {
  1028. BattleStackAttacked bsa;
  1029. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  1030. bsa.stackAttacked = attacker->ID; //invert
  1031. bsa.attackerID = defender->ID;
  1032. bsa.damageAmount = totalDamage;
  1033. attacker->prepareAttacked(bsa, getRandomGenerator());
  1034. StacksInjured pack;
  1035. pack.stacks.push_back(bsa);
  1036. sendAndApply(&pack);
  1037. // TODO: this is already implemented in Damage::describeEffect()
  1038. {
  1039. MetaString text;
  1040. text.addTxt(MetaString::GENERAL_TXT, 376);
  1041. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1042. text.addReplacement(totalDamage);
  1043. blm.lines.push_back(std::move(text));
  1044. }
  1045. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1046. }
  1047. }
  1048. sendAndApply(&blm);
  1049. handleAfterAttackCasting(ranged, attacker, defender);
  1050. }
  1051. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1052. {
  1053. BattleStackAttacked bsa;
  1054. if(secondary)
  1055. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1056. bsa.attackerID = attackerState->unitId();
  1057. bsa.stackAttacked = def->unitId();
  1058. {
  1059. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  1060. bai.chargedFields = distance;
  1061. if(bat.deathBlow())
  1062. bai.additiveBonus += 1.0;
  1063. if(bat.ballistaDoubleDmg())
  1064. bai.additiveBonus += 1.0;
  1065. if(bat.lucky())
  1066. bai.additiveBonus += 1.0;
  1067. //unlucky hit, used only if negative luck is enabled
  1068. if(bat.unlucky())
  1069. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  1070. auto range = gs->curB->calculateDmgRange(bai);
  1071. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  1072. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1073. }
  1074. int64_t drainedLife = 0;
  1075. //life drain handling
  1076. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1077. {
  1078. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1079. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1080. drainedLife += toHeal;
  1081. }
  1082. //soul steal handling
  1083. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1084. {
  1085. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1086. //try to use permanent first, use only one of two
  1087. for(si32 subtype = 1; subtype >= 0; subtype--)
  1088. {
  1089. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1090. {
  1091. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1092. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1093. drainedLife += toHeal;
  1094. break;
  1095. }
  1096. }
  1097. }
  1098. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1099. //fire shield handling
  1100. if(!bat.shot() &&
  1101. !def->isClone() &&
  1102. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1103. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1104. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1105. )
  1106. {
  1107. //TODO: use damage with bonus but without penalties
  1108. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1109. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1110. }
  1111. return drainedLife;
  1112. }
  1113. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1114. {
  1115. if(killed > 0)
  1116. {
  1117. BattleLogMessage blm;
  1118. addGenericKilledLog(blm, defender, killed, multiple);
  1119. sendAndApply(&blm);
  1120. }
  1121. }
  1122. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1123. {
  1124. if(killed > 0)
  1125. {
  1126. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1127. std::string formatString = VLC->generaltexth->allTexts.at(txtIndex);
  1128. // 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)
  1129. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1130. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1131. boost::algorithm::trim(formatString);
  1132. boost::format txt(formatString);
  1133. if(killed > 1)
  1134. {
  1135. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1136. }
  1137. else //killed == 1
  1138. {
  1139. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1140. }
  1141. MetaString line;
  1142. line << txt.str();
  1143. blm.lines.push_back(std::move(line));
  1144. }
  1145. }
  1146. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1147. {
  1148. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1149. return;
  1150. for(auto & playerConnections : connections)
  1151. {
  1152. PlayerColor playerId = playerConnections.first;
  1153. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1154. if(!playerSettings)
  1155. continue;
  1156. auto playerConnection = vstd::find(playerConnections.second, c);
  1157. if(playerConnection != playerConnections.second.end())
  1158. {
  1159. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1160. playerMessage(playerId, messageText, ObjectInstanceID{});
  1161. }
  1162. }
  1163. }
  1164. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1165. {
  1166. //prepare struct informing that action was applied
  1167. auto sendPackageResponse = [&](bool succesfullyApplied)
  1168. {
  1169. PackageApplied applied;
  1170. applied.player = pack->player;
  1171. applied.result = succesfullyApplied;
  1172. applied.packType = typeList.getTypeID(pack);
  1173. applied.requestID = pack->requestID;
  1174. pack->c->sendPack(&applied);
  1175. };
  1176. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1177. if(isBlockedByQueries(pack, pack->player))
  1178. {
  1179. sendPackageResponse(false);
  1180. }
  1181. else if(apply)
  1182. {
  1183. const bool result = apply->applyOnGH(this, pack);
  1184. if(result)
  1185. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1186. else
  1187. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1188. % typeid(*pack).name()).str());
  1189. sendPackageResponse(true);
  1190. }
  1191. else
  1192. {
  1193. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1194. sendPackageResponse(false);
  1195. }
  1196. vstd::clear_pointer(pack);
  1197. }
  1198. int CGameHandler::moveStack(int stack, BattleHex dest)
  1199. {
  1200. int ret = 0;
  1201. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1202. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1203. assert(curStack);
  1204. assert(dest < GameConstants::BFIELD_SIZE);
  1205. if (gs->curB->tacticDistance)
  1206. {
  1207. assert(gs->curB->isInTacticRange(dest));
  1208. }
  1209. auto start = curStack->getPosition();
  1210. if (start == dest)
  1211. return 0;
  1212. //initing necessary tables
  1213. auto accessibility = getAccesibility(curStack);
  1214. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1215. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1216. {
  1217. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1218. if(accessibility.accessible(shifted, curStack))
  1219. dest = shifted;
  1220. }
  1221. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1222. {
  1223. complain("Given destination is not accessible!");
  1224. return 0;
  1225. }
  1226. bool canUseGate = false;
  1227. auto dbState = gs->curB->si.gateState;
  1228. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1229. dbState != EGateState::DESTROYED &&
  1230. dbState != EGateState::BLOCKED)
  1231. {
  1232. canUseGate = true;
  1233. }
  1234. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1235. ret = path.second;
  1236. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1237. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1238. {
  1239. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1240. return true;
  1241. if (hex == ESiegeHex::GATE_OUTER)
  1242. return true;
  1243. if (hex == ESiegeHex::GATE_INNER)
  1244. return true;
  1245. return false;
  1246. };
  1247. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1248. {
  1249. if (isGateDrawbridgeHex(hex))
  1250. return true;
  1251. if (curStack->doubleWide())
  1252. {
  1253. BattleHex otherHex = curStack->occupiedHex(hex);
  1254. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1255. return true;
  1256. }
  1257. return false;
  1258. };
  1259. if (curStack->hasBonusOfType(Bonus::FLYING))
  1260. {
  1261. if (path.second <= creSpeed && path.first.size() > 0)
  1262. {
  1263. if (canUseGate && dbState != EGateState::OPENED &&
  1264. occupyGateDrawbridgeHex(dest))
  1265. {
  1266. BattleUpdateGateState db;
  1267. db.state = EGateState::OPENED;
  1268. sendAndApply(&db);
  1269. }
  1270. //inform clients about move
  1271. BattleStackMoved sm;
  1272. sm.stack = curStack->ID;
  1273. std::vector<BattleHex> tiles;
  1274. tiles.push_back(path.first[0]);
  1275. sm.tilesToMove = tiles;
  1276. sm.distance = path.second;
  1277. sm.teleporting = false;
  1278. sendAndApply(&sm);
  1279. }
  1280. }
  1281. else //for non-flying creatures
  1282. {
  1283. std::vector<BattleHex> tiles;
  1284. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1285. int v = (int)path.first.size()-1;
  1286. path.first.push_back(start);
  1287. // check if gate need to be open or closed at some point
  1288. BattleHex openGateAtHex, gateMayCloseAtHex;
  1289. if (canUseGate)
  1290. {
  1291. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1292. {
  1293. auto needOpenGates = [&](BattleHex hex) -> bool
  1294. {
  1295. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1296. return true;
  1297. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1298. return true;
  1299. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1300. return true;
  1301. return false;
  1302. };
  1303. auto hex = path.first[i];
  1304. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1305. {
  1306. if (needOpenGates(hex))
  1307. openGateAtHex = path.first[i+1];
  1308. //TODO we need find batter way to handle double-wide stacks
  1309. //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.
  1310. if (curStack->doubleWide())
  1311. {
  1312. BattleHex otherHex = curStack->occupiedHex(hex);
  1313. if (otherHex.isValid() && needOpenGates(otherHex))
  1314. openGateAtHex = path.first[i+2];
  1315. }
  1316. //gate may be opened and then closed during stack movement, but not other way around
  1317. if (openGateAtHex.isValid())
  1318. dbState = EGateState::OPENED;
  1319. }
  1320. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1321. {
  1322. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1323. {
  1324. gateMayCloseAtHex = path.first[i-1];
  1325. }
  1326. if (gs->curB->town->subID == ETownType::FORTRESS)
  1327. {
  1328. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1329. {
  1330. gateMayCloseAtHex = path.first[i-1];
  1331. }
  1332. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1333. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1334. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1335. {
  1336. gateMayCloseAtHex = path.first[i-1];
  1337. }
  1338. }
  1339. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1340. {
  1341. gateMayCloseAtHex = path.first[i-1];
  1342. }
  1343. }
  1344. }
  1345. }
  1346. bool stackIsMoving = true;
  1347. while(stackIsMoving)
  1348. {
  1349. if (v<tilesToMove)
  1350. {
  1351. logGlobal->error("Movement terminated abnormally");
  1352. break;
  1353. }
  1354. bool gateStateChanging = false;
  1355. //special handling for opening gate on from starting hex
  1356. if (openGateAtHex.isValid() && openGateAtHex == start)
  1357. gateStateChanging = true;
  1358. else
  1359. {
  1360. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1361. {
  1362. BattleHex hex = path.first[v];
  1363. tiles.push_back(hex);
  1364. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1365. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1366. {
  1367. gateStateChanging = true;
  1368. }
  1369. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1370. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1371. obstacleHit = true;
  1372. if (curStack->doubleWide())
  1373. {
  1374. BattleHex otherHex = curStack->occupiedHex(hex);
  1375. //two hex creature hit obstacle by backside
  1376. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1377. if(otherHex.isValid() && !obstacle2.empty())
  1378. obstacleHit = true;
  1379. }
  1380. }
  1381. }
  1382. if (tiles.size() > 0)
  1383. {
  1384. //commit movement
  1385. BattleStackMoved sm;
  1386. sm.stack = curStack->ID;
  1387. sm.distance = path.second;
  1388. sm.teleporting = false;
  1389. sm.tilesToMove = tiles;
  1390. sendAndApply(&sm);
  1391. tiles.clear();
  1392. }
  1393. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1394. if (curStack->getPosition() != dest)
  1395. {
  1396. if(stackIsMoving && start != curStack->getPosition())
  1397. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1398. if (gateStateChanging)
  1399. {
  1400. if (curStack->getPosition() == openGateAtHex)
  1401. {
  1402. openGateAtHex = BattleHex();
  1403. //only open gate if stack is still alive
  1404. if (curStack->alive())
  1405. {
  1406. BattleUpdateGateState db;
  1407. db.state = EGateState::OPENED;
  1408. sendAndApply(&db);
  1409. }
  1410. }
  1411. else if (curStack->getPosition() == gateMayCloseAtHex)
  1412. {
  1413. gateMayCloseAtHex = BattleHex();
  1414. updateGateState();
  1415. }
  1416. }
  1417. }
  1418. else
  1419. //movement finished normally: we reached destination
  1420. stackIsMoving = false;
  1421. }
  1422. }
  1423. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1424. handleDamageFromObstacle(curStack);
  1425. return ret;
  1426. }
  1427. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1428. : lobby(lobby)
  1429. , complainNoCreatures("No creatures to split")
  1430. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1431. , complainInvalidSlot("Invalid slot accessed!")
  1432. {
  1433. QID = 1;
  1434. IObjectInterface::cb = this;
  1435. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1436. registerTypesServerPacks(*applier);
  1437. visitObjectAfterVictory = false;
  1438. spellEnv = new ServerSpellCastEnvironment(this);
  1439. }
  1440. CGameHandler::~CGameHandler()
  1441. {
  1442. delete spellEnv;
  1443. delete gs;
  1444. }
  1445. void CGameHandler::reinitScripting()
  1446. {
  1447. serverEventBus = std::make_unique<events::EventBus>();
  1448. #if SCRIPTING_ENABLED
  1449. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1450. #endif
  1451. }
  1452. void CGameHandler::init(StartInfo *si)
  1453. {
  1454. if (si->seedToBeUsed == 0)
  1455. {
  1456. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1457. }
  1458. CMapService mapService;
  1459. gs = new CGameState();
  1460. gs->preInit(VLC);
  1461. logGlobal->info("Gamestate created!");
  1462. gs->init(&mapService, si);
  1463. logGlobal->info("Gamestate initialized!");
  1464. // reset seed, so that clients can't predict any following random values
  1465. getRandomGenerator().resetSeed();
  1466. for (auto & elem : gs->players)
  1467. {
  1468. states.addPlayer(elem.first);
  1469. }
  1470. reinitScripting();
  1471. }
  1472. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1473. {
  1474. return a.earlierThan(b);
  1475. }
  1476. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1477. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1478. const PlayerState * p = getPlayerState(town->tempOwner);
  1479. if (!p)
  1480. {
  1481. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1482. return;
  1483. }
  1484. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1485. {
  1486. SetAvailableCreatures ssi;
  1487. ssi.tid = town->id;
  1488. ssi.creatures = town->creatures;
  1489. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1490. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1491. if (dwellings.empty())//no dwellings - just remove
  1492. {
  1493. sendAndApply(&ssi);
  1494. return;
  1495. }
  1496. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1497. // for multi-creature dwellings like Golem Factory
  1498. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1499. if (clear)
  1500. {
  1501. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1502. }
  1503. else
  1504. {
  1505. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1506. }
  1507. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1508. sendAndApply(&ssi);
  1509. }
  1510. }
  1511. void CGameHandler::newTurn()
  1512. {
  1513. logGlobal->trace("Turn %d", gs->day+1);
  1514. NewTurn n;
  1515. n.specialWeek = NewTurn::NO_ACTION;
  1516. n.creatureid = CreatureID::NONE;
  1517. n.day = gs->day + 1;
  1518. bool firstTurn = !getDate(Date::DAY);
  1519. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1520. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1521. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1522. if (firstTurn)
  1523. {
  1524. for (auto obj : gs->map->objects)
  1525. {
  1526. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1527. {
  1528. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1529. }
  1530. }
  1531. }
  1532. if (newWeek && !firstTurn)
  1533. {
  1534. n.specialWeek = NewTurn::NORMAL;
  1535. bool deityOfFireBuilt = false;
  1536. for (const CGTownInstance *t : gs->map->towns)
  1537. {
  1538. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1539. {
  1540. deityOfFireBuilt = true;
  1541. break;
  1542. }
  1543. }
  1544. if (deityOfFireBuilt)
  1545. {
  1546. n.specialWeek = NewTurn::DEITYOFFIRE;
  1547. n.creatureid = CreatureID::IMP;
  1548. }
  1549. else if(!VLC->modh->settings.NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS)
  1550. {
  1551. int monthType = getRandomGenerator().nextInt(99);
  1552. if (newMonth) //new month
  1553. {
  1554. if (monthType < 40) //double growth
  1555. {
  1556. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1557. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1558. {
  1559. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1560. n.creatureid = newMonster.second;
  1561. }
  1562. else if (VLC->creh->doubledCreatures.size())
  1563. {
  1564. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1565. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1566. }
  1567. else
  1568. {
  1569. complain("Cannot find creature that can be spawned!");
  1570. n.specialWeek = NewTurn::NORMAL;
  1571. }
  1572. }
  1573. else if (monthType < 50)
  1574. n.specialWeek = NewTurn::PLAGUE;
  1575. }
  1576. else //it's a week, but not full month
  1577. {
  1578. if (monthType < 25)
  1579. {
  1580. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1581. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1582. do
  1583. {
  1584. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1585. } while (VLC->creh->objects[newMonster.second] &&
  1586. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1587. n.creatureid = newMonster.second;
  1588. }
  1589. }
  1590. }
  1591. }
  1592. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1593. for (auto& hp : pool)
  1594. {
  1595. auto hero = hp.second;
  1596. if (hero->isInitialized() && hero->stacks.size())
  1597. {
  1598. // reset retreated or surrendered heroes
  1599. auto maxmove = hero->maxMovePoints(true);
  1600. // if movement is greater than maxmove, we should decrease it
  1601. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1602. {
  1603. NewTurn::Hero hth;
  1604. hth.id = hero->id;
  1605. hth.move = maxmove;
  1606. hth.mana = hero->getManaNewTurn();
  1607. n.heroes.insert(hth);
  1608. }
  1609. }
  1610. }
  1611. for (auto & elem : gs->players)
  1612. {
  1613. if (elem.first == PlayerColor::NEUTRAL)
  1614. continue;
  1615. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1616. assert(0); //illegal player number!
  1617. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1618. hadGold.insert(playerGold);
  1619. if (newWeek) //new heroes in tavern
  1620. {
  1621. SetAvailableHeroes sah;
  1622. sah.player = elem.first;
  1623. //pick heroes and their armies
  1624. CHeroClass *banned = nullptr;
  1625. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1626. {
  1627. //first hero - native if possible, second hero -> any other class
  1628. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1629. {
  1630. sah.hid[j] = h->subID;
  1631. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1632. banned = h->type->heroClass;
  1633. }
  1634. else
  1635. {
  1636. sah.hid[j] = -1;
  1637. }
  1638. }
  1639. sendAndApply(&sah);
  1640. }
  1641. n.res[elem.first] = elem.second.resources;
  1642. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1643. {
  1644. bool hasCrystalGenCreature = false;
  1645. for(CGHeroInstance * hero : elem.second.heroes)
  1646. {
  1647. for(auto stack : hero->stacks)
  1648. {
  1649. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1650. {
  1651. hasCrystalGenCreature = true;
  1652. break;
  1653. }
  1654. }
  1655. }
  1656. if(!hasCrystalGenCreature) //not found in armies, check towns
  1657. {
  1658. for(CGTownInstance * town : elem.second.towns)
  1659. {
  1660. for(auto stack : town->stacks)
  1661. {
  1662. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1663. {
  1664. hasCrystalGenCreature = true;
  1665. break;
  1666. }
  1667. }
  1668. }
  1669. }
  1670. if(hasCrystalGenCreature)
  1671. n.res[elem.first][Res::CRYSTAL] += 3;
  1672. }
  1673. for (CGHeroInstance *h : (elem).second.heroes)
  1674. {
  1675. if (h->visitedTown)
  1676. giveSpells(h->visitedTown, h);
  1677. NewTurn::Hero hth;
  1678. hth.id = h->id;
  1679. auto ti = std::make_unique<TurnInfo>(h, 1);
  1680. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1681. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1682. hth.mana = h->getManaNewTurn();
  1683. n.heroes.insert(hth);
  1684. if (!firstTurn) //not first day
  1685. {
  1686. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1687. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1688. {
  1689. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1690. }
  1691. }
  1692. }
  1693. }
  1694. for (CGTownInstance *t : gs->map->towns)
  1695. {
  1696. PlayerColor player = t->tempOwner;
  1697. handleTownEvents(t, n);
  1698. if (newWeek) //first day of week
  1699. {
  1700. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1701. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1702. if (!firstTurn)
  1703. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1704. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1705. if (!vstd::contains(n.cres, t->id))
  1706. {
  1707. n.cres[t->id].tid = t->id;
  1708. n.cres[t->id].creatures = t->creatures;
  1709. }
  1710. auto & sac = n.cres.at(t->id);
  1711. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1712. {
  1713. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1714. {
  1715. ui32 &availableCount = sac.creatures.at(k).first;
  1716. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1717. if (n.specialWeek == NewTurn::PLAGUE)
  1718. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1719. else
  1720. {
  1721. if (firstTurn) //first day of game: use only basic growths
  1722. availableCount = cre->growth;
  1723. else
  1724. availableCount += t->creatureGrowth(k);
  1725. //Deity of fire week - upgrade both imps and upgrades
  1726. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1727. availableCount += 15;
  1728. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1729. {
  1730. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1731. availableCount *= 2;
  1732. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1733. availableCount += 5;
  1734. }
  1735. }
  1736. }
  1737. }
  1738. }
  1739. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1740. {
  1741. n.res[player] = n.res[player] + t->dailyIncome();
  1742. }
  1743. if(t->hasBuilt(BuildingID::GRAIL)
  1744. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1745. {
  1746. // Skyship, probably easier to handle same as Veil of darkness
  1747. //do it every new day after veils apply
  1748. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1749. {
  1750. FoWChange fw;
  1751. fw.mode = 1;
  1752. fw.player = player;
  1753. // find all hidden tiles
  1754. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1755. auto shape = fow->shape();
  1756. for(size_t z = 0; z < shape[0]; z++)
  1757. for(size_t x = 0; x < shape[1]; x++)
  1758. for(size_t y = 0; y < shape[2]; y++)
  1759. if (!(*fow)[z][x][y])
  1760. fw.tiles.insert(int3(x, y, z));
  1761. sendAndApply (&fw);
  1762. }
  1763. }
  1764. if (t->hasBonusOfType (Bonus::DARKNESS))
  1765. {
  1766. for (auto & player : gs->players)
  1767. {
  1768. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1769. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1770. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1771. }
  1772. }
  1773. }
  1774. if (newMonth)
  1775. {
  1776. SetAvailableArtifacts saa;
  1777. saa.id = -1;
  1778. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1779. sendAndApply(&saa);
  1780. }
  1781. sendAndApply(&n);
  1782. if (newWeek)
  1783. {
  1784. //spawn wandering monsters
  1785. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1786. {
  1787. spawnWanderingMonsters(n.creatureid);
  1788. }
  1789. //new week info popup
  1790. if (!firstTurn)
  1791. {
  1792. InfoWindow iw;
  1793. switch (n.specialWeek)
  1794. {
  1795. case NewTurn::DOUBLE_GROWTH:
  1796. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1797. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1798. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1799. break;
  1800. case NewTurn::PLAGUE:
  1801. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1802. break;
  1803. case NewTurn::BONUS_GROWTH:
  1804. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1805. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1806. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1807. break;
  1808. case NewTurn::DEITYOFFIRE:
  1809. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1810. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1811. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1812. iw.text.addReplacement2(15); //%+d 15
  1813. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1814. iw.text.addReplacement2(15); //%+d 15
  1815. break;
  1816. default:
  1817. if (newMonth)
  1818. {
  1819. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1820. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1821. }
  1822. else
  1823. {
  1824. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1825. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1826. }
  1827. }
  1828. for (auto & elem : gs->players)
  1829. {
  1830. iw.player = elem.first;
  1831. sendAndApply(&iw);
  1832. }
  1833. }
  1834. }
  1835. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1836. handleTimeEvents();
  1837. //call objects
  1838. for (auto & elem : gs->map->objects)
  1839. {
  1840. if (elem)
  1841. elem->newTurn(getRandomGenerator());
  1842. }
  1843. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1844. }
  1845. void CGameHandler::run(bool resume)
  1846. {
  1847. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1848. using namespace boost::posix_time;
  1849. for (auto cc : lobby->connections)
  1850. {
  1851. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1852. std::stringstream sbuffer;
  1853. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1854. for (PlayerColor color : players)
  1855. {
  1856. sbuffer << color << " ";
  1857. {
  1858. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1859. connections[color].insert(cc);
  1860. }
  1861. }
  1862. logGlobal->info(sbuffer.str());
  1863. }
  1864. #if SCRIPTING_ENABLED
  1865. services()->scripts()->run(serverScripts);
  1866. #endif
  1867. if(resume)
  1868. events::GameResumed::defaultExecute(serverEventBus.get());
  1869. auto playerTurnOrder = generatePlayerTurnOrder();
  1870. while(lobby->state == EServerState::GAMEPLAY)
  1871. {
  1872. if(!resume)
  1873. {
  1874. newTurn();
  1875. events::TurnStarted::defaultExecute(serverEventBus.get());
  1876. }
  1877. std::list<PlayerColor>::iterator it;
  1878. if (resume)
  1879. {
  1880. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1881. }
  1882. else
  1883. {
  1884. it = playerTurnOrder.begin();
  1885. }
  1886. resume = false;
  1887. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1888. {
  1889. auto playerColor = *it;
  1890. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1891. {
  1892. //if player runs out of time, he shouldn't get the turn (especially AI)
  1893. //pre-trigger may change anything, should check before each player
  1894. //TODO: is it enough to check only one player?
  1895. checkVictoryLossConditionsForAll();
  1896. auto player = event.getPlayer();
  1897. const PlayerState * playerState = &gs->players[player];
  1898. if(playerState->status != EPlayerStatus::INGAME)
  1899. {
  1900. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1901. }
  1902. else
  1903. {
  1904. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1905. YourTurn yt;
  1906. yt.player = player;
  1907. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1908. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1909. applyAndSend(&yt);
  1910. }
  1911. };
  1912. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1913. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1914. {
  1915. //wait till turn is done
  1916. boost::unique_lock<boost::mutex> lock(states.mx);
  1917. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1918. {
  1919. static time_duration p = milliseconds(100);
  1920. states.cv.timed_wait(lock, p);
  1921. }
  1922. }
  1923. }
  1924. //additional check that game is not finished
  1925. bool activePlayer = false;
  1926. for (auto player : playerTurnOrder)
  1927. {
  1928. if (gs->players[player].status == EPlayerStatus::INGAME)
  1929. activePlayer = true;
  1930. }
  1931. if(!activePlayer)
  1932. lobby->state = EServerState::GAMEPLAY_ENDED;
  1933. }
  1934. }
  1935. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1936. {
  1937. // Generate player turn order
  1938. std::list<PlayerColor> playerTurnOrder;
  1939. for (const auto & player : gs->players) // add human players first
  1940. {
  1941. if (player.second.human)
  1942. playerTurnOrder.push_back(player.first);
  1943. }
  1944. for (const auto & player : gs->players) // then add non-human players
  1945. {
  1946. if (!player.second.human)
  1947. playerTurnOrder.push_back(player.first);
  1948. }
  1949. return playerTurnOrder;
  1950. }
  1951. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1952. {
  1953. battleResult.set(nullptr);
  1954. const auto & t = *getTile(tile);
  1955. TerrainId terrain = t.terType->id;
  1956. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1957. terrain = Terrain::SAND;
  1958. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1959. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1960. terType = BattleField::fromString("ship_to_ship");
  1961. //send info about battles
  1962. BattleStart bs;
  1963. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1964. sendAndApply(&bs);
  1965. }
  1966. void CGameHandler::checkBattleStateChanges()
  1967. {
  1968. //check if drawbridge state need to be changes
  1969. if (battleGetSiegeLevel() > 0)
  1970. updateGateState();
  1971. //check if battle ended
  1972. if (auto result = battleIsFinished())
  1973. {
  1974. setBattleResult(BattleResult::NORMAL, *result);
  1975. }
  1976. }
  1977. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1978. {
  1979. if (!h->hasSpellbook())
  1980. return; //hero hasn't spellbook
  1981. ChangeSpells cs;
  1982. cs.hid = h->id;
  1983. cs.learn = true;
  1984. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1985. {
  1986. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1987. for (int i = 0; i < h->maxSpellLevel(); i++)
  1988. {
  1989. std::vector<SpellID> spells;
  1990. getAllowedSpells(spells, i+1);
  1991. for (auto & spell : spells)
  1992. cs.spells.insert(spell);
  1993. }
  1994. }
  1995. else
  1996. {
  1997. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1998. {
  1999. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  2000. {
  2001. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  2002. cs.spells.insert(t->spells.at(i).at(j));
  2003. }
  2004. }
  2005. }
  2006. if (!cs.spells.empty())
  2007. sendAndApply(&cs);
  2008. }
  2009. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  2010. {
  2011. if (!obj || !getObj(obj->id))
  2012. {
  2013. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  2014. return false;
  2015. }
  2016. RemoveObject ro;
  2017. ro.id = obj->id;
  2018. sendAndApply(&ro);
  2019. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  2020. return true;
  2021. }
  2022. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  2023. {
  2024. const CGHeroInstance *h = getHero(hid);
  2025. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2026. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2027. {
  2028. logGlobal->error("Illegal call to move hero!");
  2029. return false;
  2030. }
  2031. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2032. const int3 hmpos = h->convertToVisitablePos(dst);
  2033. if (!gs->map->isInTheMap(hmpos))
  2034. {
  2035. logGlobal->error("Destination tile is outside the map!");
  2036. return false;
  2037. }
  2038. const TerrainTile t = *getTile(hmpos);
  2039. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2040. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2041. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  2042. //result structure for start - movement failed, no move points used
  2043. TryMoveHero tmh;
  2044. tmh.id = hid;
  2045. tmh.start = h->pos;
  2046. tmh.end = dst;
  2047. tmh.result = TryMoveHero::FAILED;
  2048. tmh.movePoints = h->movement;
  2049. //check if destination tile is available
  2050. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2051. pathfinderHelper->updateTurnInfo(0);
  2052. auto ti = pathfinderHelper->getTurnInfo();
  2053. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2054. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2055. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2056. //it's a rock or blocked and not visitable tile
  2057. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2058. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2059. && complain("Cannot move hero, destination tile is blocked!"))
  2060. || ((!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)
  2061. && complain("Cannot move hero, destination tile is on water!"))
  2062. || ((h->boat && t.terType->isLand() && t.blocked)
  2063. && complain("Cannot disembark hero, tile is blocked!"))
  2064. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2065. && complain("Tiles are not neighboring!"))
  2066. || ((h->inTownGarrison)
  2067. && complain("Can not move garrisoned hero!"))
  2068. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2069. && complain("Hero doesn't have any movement points left!"))
  2070. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2071. && complain("Hero cannot transit over this tile!"))
  2072. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2073. && complain("Cannot move hero during the battle"))*/)
  2074. {
  2075. //send info about movement failure
  2076. sendAndApply(&tmh);
  2077. return false;
  2078. }
  2079. //several generic blocks of code
  2080. // should be called if hero changes tile but before applying TryMoveHero package
  2081. auto leaveTile = [&]()
  2082. {
  2083. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2084. {
  2085. obj->onHeroLeave(h);
  2086. }
  2087. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2088. };
  2089. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2090. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2091. {
  2092. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  2093. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2094. queries.addQuery(moveQuery);
  2095. if (leavingTile == LEAVING_TILE)
  2096. leaveTile();
  2097. tmh.result = result;
  2098. sendAndApply(&tmh);
  2099. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2100. { // Hero should be always able to visit any object he staying on even if there guards around
  2101. visitObjectOnTile(t, h);
  2102. }
  2103. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2104. {
  2105. tmh.attackedFrom = boost::make_optional(guardPos);
  2106. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2107. objectVisited(guardTile.visitableObjects.back(), h);
  2108. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2109. }
  2110. else if (visitDest == VISIT_DEST)
  2111. {
  2112. visitObjectOnTile(t, h);
  2113. }
  2114. queries.popIfTop(moveQuery);
  2115. logGlobal->trace("Hero %s ends movement", h->name);
  2116. return result != TryMoveHero::FAILED;
  2117. };
  2118. //interaction with blocking object (like resources)
  2119. auto blockingVisit = [&]() -> bool
  2120. {
  2121. for (CGObjectInstance *obj : t.visitableObjects)
  2122. {
  2123. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2124. {
  2125. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2126. //this-> is needed for MVS2010 to recognize scope (?)
  2127. }
  2128. }
  2129. return false;
  2130. };
  2131. if (!transit && embarking)
  2132. {
  2133. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2134. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2135. // In H3 embark ignore guards
  2136. }
  2137. if (disembarking)
  2138. {
  2139. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2140. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2141. }
  2142. if (teleporting)
  2143. {
  2144. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2145. return true;
  2146. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2147. // visit town for town portal \ castle gates
  2148. // do not use generic visitObjectOnTile to avoid double-teleporting
  2149. // if this moveHero call was triggered by teleporter
  2150. if (!t.visitableObjects.empty())
  2151. {
  2152. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2153. town->onHeroVisit(h);
  2154. }
  2155. return true;
  2156. }
  2157. //still here? it is standard movement!
  2158. {
  2159. tmh.movePoints = (int)h->movement >= cost
  2160. ? h->movement - cost
  2161. : 0;
  2162. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2163. EVisitDest visitDest = VISIT_DEST;
  2164. if (transit)
  2165. {
  2166. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2167. visitDest = DONT_VISIT_DEST;
  2168. if (canFly)
  2169. {
  2170. lookForGuards = IGNORE_GUARDS;
  2171. visitDest = DONT_VISIT_DEST;
  2172. }
  2173. }
  2174. else if (blockingVisit())
  2175. return true;
  2176. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2177. return true;
  2178. }
  2179. }
  2180. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2181. {
  2182. const CGHeroInstance *h = getHero(hid);
  2183. const CGTownInstance *t = getTown(dstid);
  2184. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2185. COMPLAIN_RET("Invalid call to teleportHero!");
  2186. const CGTownInstance *from = h->visitedTown;
  2187. if (((h->getOwner() != t->getOwner())
  2188. && complain("Cannot teleport hero to another player"))
  2189. || (from->town->faction->index != t->town->faction->index
  2190. && complain("Source town and destination town should belong to the same faction"))
  2191. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2192. && complain("Hero must be in town with Castle gate for teleporting"))
  2193. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2194. && complain("Cannot teleport hero to town without Castle gate in it")))
  2195. return false;
  2196. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2197. moveHero(hid,pos,1);
  2198. return true;
  2199. }
  2200. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2201. {
  2202. PlayerColor oldOwner = getOwner(obj->id);
  2203. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2204. sendAndApply(&sop);
  2205. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2206. checkVictoryLossConditions(playerColors);
  2207. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2208. if (town) //town captured
  2209. {
  2210. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2211. {
  2212. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2213. setPortalDwelling(town, true, false);
  2214. }
  2215. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2216. {
  2217. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2218. {
  2219. InfoWindow iw;
  2220. iw.player = oldOwner;
  2221. 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.
  2222. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2223. sendAndApply(&iw);
  2224. }
  2225. }
  2226. }
  2227. const PlayerState * p = getPlayerState(owner);
  2228. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2229. {
  2230. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2231. {
  2232. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2233. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2234. }
  2235. }
  2236. }
  2237. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2238. {
  2239. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2240. queries.addQuery(dialogQuery);
  2241. iw->queryID = dialogQuery->queryID;
  2242. sendToAllClients(iw);
  2243. }
  2244. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2245. {
  2246. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2247. queries.addQuery(dialogQuery);
  2248. iw->queryID = dialogQuery->queryID;
  2249. sendToAllClients(iw);
  2250. }
  2251. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2252. {
  2253. if (!val) return; //don't waste time on empty call
  2254. TResources resources;
  2255. resources.at(which) = val;
  2256. giveResources(player, resources);
  2257. }
  2258. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2259. {
  2260. SetResources sr;
  2261. sr.abs = false;
  2262. sr.player = player;
  2263. sr.res = resources;
  2264. sendAndApply(&sr);
  2265. }
  2266. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2267. {
  2268. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2269. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2270. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2271. //first we move creatures to give to make them army of object-source
  2272. for (auto & elem : creatures.Slots())
  2273. {
  2274. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2275. }
  2276. tryJoiningArmy(obj, h, remove, true);
  2277. }
  2278. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2279. {
  2280. std::vector<CStackBasicDescriptor> cres = creatures;
  2281. if (cres.size() <= 0)
  2282. return;
  2283. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2284. for (CStackBasicDescriptor &sbd : cres)
  2285. {
  2286. TQuantity collected = 0;
  2287. while(collected < sbd.count)
  2288. {
  2289. bool foundSth = false;
  2290. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2291. {
  2292. if (i->second->type == sbd.type)
  2293. {
  2294. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2295. changeStackCount(StackLocation(obj, i->first), -take, false);
  2296. collected += take;
  2297. foundSth = true;
  2298. break;
  2299. }
  2300. }
  2301. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2302. {
  2303. complain("Unexpected failure during taking creatures!");
  2304. return;
  2305. }
  2306. }
  2307. }
  2308. }
  2309. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2310. {
  2311. sendToAllClients(comp);
  2312. }
  2313. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2314. {
  2315. HeroVisitCastle vc;
  2316. vc.hid = hero->id;
  2317. vc.tid = obj->id;
  2318. vc.flags |= 1;
  2319. sendAndApply(&vc);
  2320. visitCastleObjects(obj, hero);
  2321. giveSpells (obj, hero);
  2322. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2323. }
  2324. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2325. {
  2326. for (auto building : t->bonusingBuildings)
  2327. building->onHeroVisit(h);
  2328. }
  2329. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2330. {
  2331. HeroVisitCastle vc;
  2332. vc.hid = hero->id;
  2333. vc.tid = obj->id;
  2334. sendAndApply(&vc);
  2335. }
  2336. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2337. {
  2338. EraseArtifact ea;
  2339. ea.al = al;
  2340. sendAndApply(&ea);
  2341. }
  2342. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2343. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2344. const CGTownInstance *town) //use hero=nullptr for no hero
  2345. {
  2346. engageIntoBattle(army1->tempOwner);
  2347. engageIntoBattle(army2->tempOwner);
  2348. static const CArmedInstance *armies[2];
  2349. armies[0] = army1;
  2350. armies[1] = army2;
  2351. static const CGHeroInstance*heroes[2];
  2352. heroes[0] = hero1;
  2353. heroes[1] = hero2;
  2354. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2355. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2356. queries.addQuery(battleQuery);
  2357. boost::thread(&CGameHandler::runBattle, this);
  2358. }
  2359. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2360. {
  2361. startBattlePrimary(army1, army2, tile,
  2362. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2363. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2364. creatureBank);
  2365. }
  2366. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2367. {
  2368. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2369. }
  2370. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2371. {
  2372. ChangeSpells cs;
  2373. cs.hid = hero->id;
  2374. cs.spells = spells;
  2375. cs.learn = give;
  2376. sendAndApply(&cs);
  2377. }
  2378. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2379. {
  2380. SystemMessage sm;
  2381. sm.text = message;
  2382. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2383. *(c.get()) << &sm;
  2384. }
  2385. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2386. {
  2387. sendAndApply(bonus);
  2388. }
  2389. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2390. {
  2391. sendAndApply(smp);
  2392. }
  2393. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2394. {
  2395. SetMana sm;
  2396. sm.hid = hid;
  2397. sm.val = val;
  2398. sm.absolute = true;
  2399. sendAndApply(&sm);
  2400. }
  2401. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2402. {
  2403. GiveHero gh;
  2404. gh.id = id;
  2405. gh.player = player;
  2406. sendAndApply(&gh);
  2407. }
  2408. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2409. {
  2410. ChangeObjPos cop;
  2411. cop.objid = objid;
  2412. cop.nPos = newPos;
  2413. cop.flags = flags;
  2414. sendAndApply(&cop);
  2415. }
  2416. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2417. {
  2418. const CGHeroInstance * h1 = getHero(fromHero);
  2419. const CGHeroInstance * h2 = getHero(toHero);
  2420. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2421. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2422. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2423. {
  2424. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2425. std::swap(fromHero, toHero);
  2426. }
  2427. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2428. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2429. return;//no scholar skill or no spellbook
  2430. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2431. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2432. ChangeSpells cs1;
  2433. cs1.learn = true;
  2434. cs1.hid = toHero;//giving spells to first hero
  2435. for (auto it : h1->getSpellsInSpellbook())
  2436. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2437. cs1.spells.insert(it);//spell to learn
  2438. ChangeSpells cs2;
  2439. cs2.learn = true;
  2440. cs2.hid = fromHero;
  2441. for (auto it : h2->getSpellsInSpellbook())
  2442. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2443. cs2.spells.insert(it);
  2444. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2445. {
  2446. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2447. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2448. InfoWindow iw;
  2449. iw.player = h1->tempOwner;
  2450. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarSkillLevel, 0));
  2451. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2452. iw.text.addReplacement(h1->name);
  2453. if (!cs2.spells.empty())//if found new spell - apply
  2454. {
  2455. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2456. int size = static_cast<int>(cs2.spells.size());
  2457. for (auto it : cs2.spells)
  2458. {
  2459. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2460. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2461. switch (size--)
  2462. {
  2463. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2464. case 1: break;
  2465. default: iw.text << ", ";
  2466. }
  2467. }
  2468. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2469. iw.text.addReplacement(h2->name);
  2470. sendAndApply(&cs2);
  2471. }
  2472. if (!cs1.spells.empty() && !cs2.spells.empty())
  2473. {
  2474. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2475. }
  2476. if (!cs1.spells.empty())
  2477. {
  2478. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2479. int size = static_cast<int>(cs1.spells.size());
  2480. for (auto it : cs1.spells)
  2481. {
  2482. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2483. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2484. switch (size--)
  2485. {
  2486. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2487. case 1: break;
  2488. default: iw.text << ", ";
  2489. } }
  2490. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2491. iw.text.addReplacement(h2->name);
  2492. sendAndApply(&cs1);
  2493. }
  2494. sendAndApply(&iw);
  2495. }
  2496. }
  2497. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2498. {
  2499. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2500. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2501. {
  2502. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2503. ExchangeDialog hex;
  2504. hex.queryID = exchange->queryID;
  2505. hex.player = h1->getOwner();
  2506. hex.hero1 = hero1;
  2507. hex.hero2 = hero2;
  2508. sendAndApply(&hex);
  2509. useScholarSkill(hero1,hero2);
  2510. queries.addQuery(exchange);
  2511. }
  2512. }
  2513. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2514. {
  2515. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2516. for (auto c : lobby->connections)
  2517. {
  2518. if(!c->isOpen())
  2519. continue;
  2520. c->sendPack(pack);
  2521. }
  2522. }
  2523. void CGameHandler::sendAndApply(CPackForClient * pack)
  2524. {
  2525. sendToAllClients(pack);
  2526. gs->apply(pack);
  2527. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2528. }
  2529. void CGameHandler::applyAndSend(CPackForClient * pack)
  2530. {
  2531. gs->apply(pack);
  2532. sendToAllClients(pack);
  2533. }
  2534. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2535. {
  2536. sendAndApply(static_cast<CPackForClient *>(pack));
  2537. checkVictoryLossConditionsForAll();
  2538. }
  2539. void CGameHandler::sendAndApply(SetResources * pack)
  2540. {
  2541. sendAndApply(static_cast<CPackForClient *>(pack));
  2542. checkVictoryLossConditionsForPlayer(pack->player);
  2543. }
  2544. void CGameHandler::sendAndApply(NewStructures * pack)
  2545. {
  2546. sendAndApply(static_cast<CPackForClient *>(pack));
  2547. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2548. }
  2549. void CGameHandler::save(const std::string & filename)
  2550. {
  2551. logGlobal->info("Saving to %s", filename);
  2552. const auto stem = FileInfo::GetPathStem(filename);
  2553. const auto savefname = stem.to_string() + ".vsgm1";
  2554. CResourceHandler::get("local")->createResource(savefname);
  2555. {
  2556. logGlobal->info("Ordering clients to serialize...");
  2557. SaveGameClient sg(savefname);
  2558. sendToAllClients(&sg);
  2559. }
  2560. try
  2561. {
  2562. {
  2563. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2564. saveCommonState(save);
  2565. logGlobal->info("Saving server state");
  2566. save << *this;
  2567. }
  2568. logGlobal->info("Game has been successfully saved!");
  2569. }
  2570. catch(std::exception &e)
  2571. {
  2572. logGlobal->error("Failed to save game: %s", e.what());
  2573. }
  2574. }
  2575. bool CGameHandler::load(const std::string & filename)
  2576. {
  2577. logGlobal->info("Loading from %s", filename);
  2578. const auto stem = FileInfo::GetPathStem(filename);
  2579. reinitScripting();
  2580. try
  2581. {
  2582. {
  2583. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2584. loadCommonState(lf);
  2585. logGlobal->info("Loading server state");
  2586. lf >> *this;
  2587. }
  2588. logGlobal->info("Game has been successfully loaded!");
  2589. }
  2590. catch(const CModHandler::Incompatibility & e)
  2591. {
  2592. logGlobal->error("Failed to load game: %s", e.what());
  2593. auto errorMsg = VLC->generaltexth->localizedTexts["server"]["errors"]["modsIncompatibility"].String() + '\n';
  2594. errorMsg += e.what();
  2595. lobby->announceMessage(errorMsg);
  2596. return false;
  2597. }
  2598. catch(const std::exception & e)
  2599. {
  2600. logGlobal->error("Failed to load game: %s", e.what());
  2601. return false;
  2602. }
  2603. gs->preInit(VLC);
  2604. gs->updateOnLoad(lobby->si.get());
  2605. return true;
  2606. }
  2607. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2608. {
  2609. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2610. return false;
  2611. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2612. const CCreatureSet & creatureSet = *army;
  2613. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2614. || (howMany < 1 && complain("Invalid split parameter!")))
  2615. {
  2616. return false;
  2617. }
  2618. auto actualAmount = army->getStackCount(slotSrc);
  2619. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2620. return false;
  2621. auto freeSlots = creatureSet.getFreeSlots();
  2622. if(freeSlots.empty() && complain("No empty stacks"))
  2623. return false;
  2624. BulkRebalanceStacks bulkRS;
  2625. for(auto slot : freeSlots)
  2626. {
  2627. RebalanceStacks rs;
  2628. rs.srcArmy = army->id;
  2629. rs.dstArmy = army->id;
  2630. rs.srcSlot = slotSrc;
  2631. rs.dstSlot = slot;
  2632. rs.count = howMany;
  2633. bulkRS.moves.push_back(rs);
  2634. actualAmount -= howMany;
  2635. if(actualAmount <= howMany)
  2636. break;
  2637. }
  2638. sendAndApply(&bulkRS);
  2639. return true;
  2640. }
  2641. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2642. {
  2643. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2644. return false;
  2645. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2646. const CCreatureSet & creatureSet = *army;
  2647. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2648. return false;
  2649. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2650. if(actualAmount < 1 && complain(complainNoCreatures))
  2651. return false;
  2652. auto currentCreature = creatureSet.getCreature(slotSrc);
  2653. if(!currentCreature && complain(complainNoCreatures))
  2654. return false;
  2655. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2656. if(!creatureSlots.size())
  2657. return false;
  2658. BulkRebalanceStacks bulkRS;
  2659. for(auto slot : creatureSlots)
  2660. {
  2661. RebalanceStacks rs;
  2662. rs.srcArmy = army->id;
  2663. rs.dstArmy = army->id;
  2664. rs.srcSlot = slot;
  2665. rs.dstSlot = slotSrc;
  2666. rs.count = creatureSet.getStackCount(slot);
  2667. bulkRS.moves.push_back(rs);
  2668. }
  2669. sendAndApply(&bulkRS);
  2670. return true;
  2671. }
  2672. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2673. {
  2674. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2675. return false;
  2676. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2677. const CCreatureSet & setSrc = *armySrc;
  2678. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2679. return false;
  2680. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2681. const CCreatureSet & setDest = *armyDest;
  2682. auto freeSlots = setDest.getFreeSlotsQueue();
  2683. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2684. TRebalanceMap moves;
  2685. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2686. auto slotsLeft = setSrc.stacksCount();
  2687. auto destMap = setDest.getCreatureMap();
  2688. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2689. while(!srcQueue.empty())
  2690. {
  2691. auto pair = srcQueue.top();
  2692. srcQueue.pop();
  2693. auto currCreature = pair.first;
  2694. auto currSlot = pair.second;
  2695. const auto quantity = setSrc.getStackCount(currSlot);
  2696. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2697. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2698. if(!alreadyExists)
  2699. {
  2700. if(freeSlots.empty())
  2701. continue;
  2702. auto currFreeSlot = freeSlots.front();
  2703. freeSlots.pop();
  2704. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2705. }
  2706. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2707. slotsLeft--;
  2708. }
  2709. if(slotsLeft == 1)
  2710. {
  2711. auto lastCreature = setSrc.getCreature(srcSlot);
  2712. auto slotToMove = SlotID();
  2713. // Try to find a slot for last creature
  2714. if(destMap.find(lastCreature) == destMap.end())
  2715. {
  2716. if(!freeSlots.empty())
  2717. slotToMove = freeSlots.front();
  2718. }
  2719. else
  2720. {
  2721. slotToMove = destMap[lastCreature];
  2722. }
  2723. if(slotToMove != SlotID())
  2724. {
  2725. const bool needsLastStack = armySrc->needsLastStack();
  2726. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2727. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2728. }
  2729. }
  2730. BulkRebalanceStacks bulkRS;
  2731. for(auto & move : moves)
  2732. {
  2733. RebalanceStacks rs;
  2734. rs.srcArmy = armySrc->id;
  2735. rs.dstArmy = armyDest->id;
  2736. rs.srcSlot = move.first;
  2737. rs.dstSlot = move.second.first;
  2738. rs.count = move.second.second;
  2739. bulkRS.moves.push_back(rs);
  2740. }
  2741. sendAndApply(&bulkRS);
  2742. return true;
  2743. }
  2744. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2745. {
  2746. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2747. return false;
  2748. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2749. const CCreatureSet & creatureSet = *army;
  2750. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2751. return false;
  2752. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2753. if(actualAmount <= 1 && complain(complainNoCreatures))
  2754. return false;
  2755. auto freeSlot = creatureSet.getFreeSlot();
  2756. auto currentCreature = creatureSet.getCreature(slotSrc);
  2757. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2758. return true;
  2759. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2760. TQuantity totalCreatures = 0;
  2761. for(auto slot : creatureSlots)
  2762. totalCreatures += creatureSet.getStackCount(slot);
  2763. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2764. return false;
  2765. if(freeSlot != SlotID())
  2766. creatureSlots.push_back(freeSlot);
  2767. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2768. return false;
  2769. const auto totalCreatureSlots = creatureSlots.size();
  2770. const auto rem = totalCreatures % totalCreatureSlots;
  2771. const auto quotient = totalCreatures / totalCreatureSlots;
  2772. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2773. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2774. BulkSmartRebalanceStacks bulkSRS;
  2775. if(freeSlot != SlotID())
  2776. {
  2777. RebalanceStacks rs;
  2778. rs.srcArmy = rs.dstArmy = army->id;
  2779. rs.srcSlot = slotSrc;
  2780. rs.dstSlot = freeSlot;
  2781. rs.count = 1;
  2782. bulkSRS.moves.push_back(rs);
  2783. }
  2784. auto currSlot = 0;
  2785. auto check = 0;
  2786. for(auto slot : creatureSlots)
  2787. {
  2788. ChangeStackCount csc;
  2789. csc.army = army->id;
  2790. csc.slot = slot;
  2791. csc.count = (currSlot < rem)
  2792. ? quotient + 1
  2793. : quotient;
  2794. csc.absoluteValue = true;
  2795. bulkSRS.changes.push_back(csc);
  2796. currSlot++;
  2797. check += csc.count;
  2798. }
  2799. if(check != totalCreatures)
  2800. {
  2801. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2802. return false;
  2803. }
  2804. sendAndApply(&bulkSRS);
  2805. return true;
  2806. }
  2807. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2808. {
  2809. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2810. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2811. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2812. StackLocation sl1(s1, p1), sl2(s2, p2);
  2813. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2814. {
  2815. complain(complainInvalidSlot);
  2816. return false;
  2817. }
  2818. if (!isAllowedExchange(id1,id2))
  2819. {
  2820. complain("Cannot exchange stacks between these two objects!\n");
  2821. return false;
  2822. }
  2823. // We can always put stacks into locked garrison, but not take them out of it
  2824. auto notRemovable = [&](const CArmedInstance * army)
  2825. {
  2826. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2827. {
  2828. auto g = dynamic_cast<const CGGarrison *>(army);
  2829. if (g && !g->removableUnits)
  2830. {
  2831. complain("Stacks in this garrison are not removable!\n");
  2832. return true;
  2833. }
  2834. }
  2835. return false;
  2836. };
  2837. if (what==1) //swap
  2838. {
  2839. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2840. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2841. {
  2842. complain("Can't take troops from another player!");
  2843. return false;
  2844. }
  2845. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2846. {
  2847. complain("Cannot swap stacks - slots are the same!");
  2848. return false;
  2849. }
  2850. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2851. {
  2852. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2853. return false;
  2854. }
  2855. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2856. return false;
  2857. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2858. return false;
  2859. swapStacks(sl1, sl2);
  2860. }
  2861. else if (what==2)//merge
  2862. {
  2863. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2864. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2865. return false;
  2866. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2867. {
  2868. complain("Cannot merge empty stack!");
  2869. return false;
  2870. }
  2871. else if (notRemovable(sl1.army))
  2872. return false;
  2873. moveStack(sl1, sl2);
  2874. }
  2875. else if (what==3) //split
  2876. {
  2877. const int countToMove = val - s2->getStackCount(p2);
  2878. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2879. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2880. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2881. {
  2882. complain("Can't move troops of another player!");
  2883. return false;
  2884. }
  2885. //general conditions checking
  2886. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2887. || (val<1 && complain(complainNoCreatures)) )
  2888. {
  2889. return false;
  2890. }
  2891. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2892. {
  2893. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2894. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2895. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2896. )
  2897. {
  2898. return false;
  2899. }
  2900. if (notRemovable(sl1.army))
  2901. {
  2902. if (s1->getStackCount(p1) > countLeftOnSrc)
  2903. return false;
  2904. }
  2905. else if (notRemovable(sl2.army))
  2906. {
  2907. if (s2->getStackCount(p1) < countLeftOnSrc)
  2908. return false;
  2909. }
  2910. moveStack(sl1, sl2, countToMove);
  2911. //S2.slots[p2]->count = val;
  2912. //S1.slots[p1]->count = total - val;
  2913. }
  2914. else //split one stack to the two
  2915. {
  2916. if (s1->getStackCount(p1) < val)//not enough creatures
  2917. {
  2918. complain(complainNotEnoughCreatures);
  2919. return false;
  2920. }
  2921. if (notRemovable(sl1.army))
  2922. return false;
  2923. moveStack(sl1, sl2, val);
  2924. }
  2925. }
  2926. return true;
  2927. }
  2928. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2929. {
  2930. return connections.at(player).count(c);
  2931. }
  2932. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2933. {
  2934. std::set<PlayerColor> all;
  2935. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2936. if(vstd::contains(i->second, c))
  2937. all.insert(i->first);
  2938. switch(all.size())
  2939. {
  2940. case 0:
  2941. return PlayerColor::NEUTRAL;
  2942. case 1:
  2943. return *all.begin();
  2944. default:
  2945. {
  2946. //if we have more than one player at this connection, try to pick active one
  2947. if (vstd::contains(all, gs->currentPlayer))
  2948. return gs->currentPlayer;
  2949. else
  2950. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2951. }
  2952. }
  2953. }
  2954. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2955. {
  2956. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2957. if (!vstd::contains(s1->stacks,pos))
  2958. {
  2959. complain("Illegal call to disbandCreature - no such stack in army!");
  2960. return false;
  2961. }
  2962. eraseStack(StackLocation(s1, pos));
  2963. return true;
  2964. }
  2965. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2966. {
  2967. const CGTownInstance * t = getTown(tid);
  2968. if(!t)
  2969. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2970. if(!t->town->buildings.count(requestedID))
  2971. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % requestedID);
  2972. if(t->hasBuilt(requestedID))
  2973. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2974. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2975. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2976. std::vector<const CBuilding*> remainingAutoBuildings;
  2977. std::set<BuildingID> buildingsThatWillBe;
  2978. //Check validity of request
  2979. if(!force)
  2980. {
  2981. switch(requestedBuilding->mode)
  2982. {
  2983. case CBuilding::BUILD_NORMAL :
  2984. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2985. COMPLAIN_RET("Cannot build that building!");
  2986. break;
  2987. case CBuilding::BUILD_AUTO :
  2988. case CBuilding::BUILD_SPECIAL:
  2989. COMPLAIN_RET("This building can not be constructed normally!");
  2990. case CBuilding::BUILD_GRAIL :
  2991. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2992. {
  2993. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2994. COMPLAIN_RET("Cannot build this without grail!")
  2995. else
  2996. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2997. }
  2998. break;
  2999. }
  3000. }
  3001. //Performs stuff that has to be done before new building is built
  3002. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3003. {
  3004. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3005. {
  3006. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3007. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3008. if(upgradeNumber >= t->town->creatures.at(level).size())
  3009. {
  3010. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3011. "no creature found (upgrade number %d, level %d!")
  3012. % buildingID % upgradeNumber % level));
  3013. return;
  3014. }
  3015. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3016. SetAvailableCreatures ssi;
  3017. ssi.tid = t->id;
  3018. ssi.creatures = t->creatures;
  3019. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3020. ssi.creatures[level].first = crea->growth;
  3021. ssi.creatures[level].second.push_back(crea->idNumber);
  3022. sendAndApply(&ssi);
  3023. }
  3024. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3025. {
  3026. setPortalDwelling(t);
  3027. }
  3028. };
  3029. //Performs stuff that has to be done after new building is built
  3030. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3031. {
  3032. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3033. auto isLibrary = isMageGuild ? false
  3034. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3035. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3036. {
  3037. if(t->visitingHero)
  3038. giveSpells(t,t->visitingHero);
  3039. if(t->garrisonHero)
  3040. giveSpells(t,t->garrisonHero);
  3041. }
  3042. };
  3043. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3044. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3045. {
  3046. return buildingsThatWillBe.count(buildID);
  3047. };
  3048. //Init the vectors
  3049. for(auto & build : t->town->buildings)
  3050. {
  3051. if(t->hasBuilt(build.first))
  3052. {
  3053. buildingsThatWillBe.insert(build.first);
  3054. }
  3055. else
  3056. {
  3057. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3058. remainingAutoBuildings.push_back(build.second);
  3059. }
  3060. }
  3061. //Prepare structure (list of building ids will be filled later)
  3062. NewStructures ns;
  3063. ns.tid = tid;
  3064. ns.builded = force ? t->builded : (t->builded+1);
  3065. std::queue<const CBuilding*> buildingsToAdd;
  3066. buildingsToAdd.push(requestedBuilding);
  3067. while(!buildingsToAdd.empty())
  3068. {
  3069. auto b = buildingsToAdd.front();
  3070. buildingsToAdd.pop();
  3071. ns.bid.insert(b->bid);
  3072. buildingsThatWillBe.insert(b->bid);
  3073. remainingAutoBuildings -= b;
  3074. for(auto autoBuilding : remainingAutoBuildings)
  3075. {
  3076. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3077. if(actualRequirements.test(areRequirementsFullfilled))
  3078. buildingsToAdd.push(autoBuilding);
  3079. }
  3080. }
  3081. // 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.
  3082. for(auto builtID : ns.bid)
  3083. processBeforeBuiltStructure(builtID);
  3084. //Take cost
  3085. if(!force)
  3086. giveResources(t->tempOwner, -requestedBuilding->resources);
  3087. //We know what has been built, apply changes. Do this as final step to properly update town window
  3088. sendAndApply(&ns);
  3089. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3090. for(auto builtID : ns.bid)
  3091. processAfterBuiltStructure(builtID);
  3092. // now when everything is built - reveal tiles for lookout tower
  3093. FoWChange fw;
  3094. fw.player = t->tempOwner;
  3095. fw.mode = 1;
  3096. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3097. sendAndApply(&fw);
  3098. if(t->visitingHero)
  3099. visitCastleObjects(t, t->visitingHero);
  3100. if(t->garrisonHero)
  3101. visitCastleObjects(t, t->garrisonHero);
  3102. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3103. return true;
  3104. }
  3105. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3106. {
  3107. ///incomplete, simply erases target building
  3108. const CGTownInstance * t = getTown(tid);
  3109. if (!vstd::contains(t->builtBuildings, bid))
  3110. return false;
  3111. RazeStructures rs;
  3112. rs.tid = tid;
  3113. rs.bid.insert(bid);
  3114. rs.destroyed = t->destroyed + 1;
  3115. sendAndApply(&rs);
  3116. //TODO: Remove dwellers
  3117. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3118. // {
  3119. // RemoveBonus rb(RemoveBonus::TOWN);
  3120. // rb.whoID = t->id;
  3121. // rb.source = Bonus::TOWN_STRUCTURE;
  3122. // rb.id = 17;
  3123. // sendAndApply(&rb);
  3124. // }
  3125. return true;
  3126. }
  3127. void CGameHandler::sendMessageToAll(const std::string &message)
  3128. {
  3129. SystemMessage sm;
  3130. sm.text = message;
  3131. sendToAllClients(&sm);
  3132. }
  3133. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3134. {
  3135. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3136. const CArmedInstance *dst = nullptr;
  3137. const CCreature *c = VLC->creh->objects.at(crid);
  3138. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3139. //TODO: test for owning
  3140. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3141. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3142. assert(dw && dst);
  3143. //verify
  3144. bool found = false;
  3145. int level = 0;
  3146. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3147. {
  3148. if ((fromLvl != -1) && (level !=fromLvl))
  3149. continue;
  3150. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3151. int i = 0;
  3152. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3153. if (cur.second.at(i) == crid)
  3154. break;
  3155. if (i < cur.second.size())
  3156. {
  3157. found = true;
  3158. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3159. break;
  3160. }
  3161. }
  3162. SlotID slot = dst->getSlotFor(crid);
  3163. if ((!found && complain("Cannot recruit: no such creatures!"))
  3164. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3165. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3166. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3167. {
  3168. return false;
  3169. }
  3170. //recruit
  3171. giveResources(dst->tempOwner, -(c->cost * cram));
  3172. SetAvailableCreatures sac;
  3173. sac.tid = objid;
  3174. sac.creatures = dw->creatures;
  3175. sac.creatures[level].first -= cram;
  3176. sendAndApply(&sac);
  3177. if (warMachine)
  3178. {
  3179. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3180. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3181. ArtifactID artId = c->warMachine;
  3182. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3183. const CArtifact * art = artId.toArtifact();
  3184. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3185. return giveHeroNewArtifact(h, art);
  3186. }
  3187. else
  3188. {
  3189. addToSlot(StackLocation(dst, slot), c, cram);
  3190. }
  3191. return true;
  3192. }
  3193. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3194. {
  3195. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3196. if (!obj->hasStackAtSlot(pos))
  3197. {
  3198. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3199. }
  3200. UpgradeInfo ui;
  3201. fillUpgradeInfo(obj, pos, ui);
  3202. PlayerColor player = obj->tempOwner;
  3203. const PlayerState *p = getPlayerState(player);
  3204. int crQuantity = obj->stacks.at(pos)->count;
  3205. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3206. //check if upgrade is possible
  3207. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3208. {
  3209. return false;
  3210. }
  3211. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3212. //check if player has enough resources
  3213. if (!p->resources.canAfford(totalCost))
  3214. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3215. //take resources
  3216. giveResources(player, -totalCost);
  3217. //upgrade creature
  3218. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3219. return true;
  3220. }
  3221. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3222. {
  3223. if (!sl.army->hasStackAtSlot(sl.slot))
  3224. COMPLAIN_RET("Cannot find a stack to change type");
  3225. SetStackType sst;
  3226. sst.army = sl.army->id;
  3227. sst.slot = sl.slot;
  3228. sst.type = c->idNumber;
  3229. sendAndApply(&sst);
  3230. return true;
  3231. }
  3232. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3233. {
  3234. assert(src->canBeMergedWith(*dst, allowMerging));
  3235. while(src->stacksCount())//while there are unmoved creatures
  3236. {
  3237. auto i = src->Slots().begin(); //iterator to stack to move
  3238. StackLocation sl(src, i->first); //location of stack to move
  3239. SlotID pos = dst->getSlotFor(i->second->type);
  3240. if (!pos.validSlot())
  3241. {
  3242. //try to merge two other stacks to make place
  3243. std::pair<SlotID, SlotID> toMerge;
  3244. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3245. {
  3246. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3247. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3248. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3249. }
  3250. else
  3251. {
  3252. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3253. return;
  3254. }
  3255. }
  3256. else
  3257. {
  3258. moveStack(sl, StackLocation(dst, pos));
  3259. }
  3260. }
  3261. }
  3262. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3263. {
  3264. const CGTownInstance * town = getTown(tid);
  3265. if(!town->garrisonHero == !town->visitingHero)
  3266. return false;
  3267. SetHeroesInTown intown;
  3268. intown.tid = tid;
  3269. if(town->garrisonHero) //garrison -> vising
  3270. {
  3271. intown.garrison = ObjectInstanceID();
  3272. intown.visiting = town->garrisonHero->id;
  3273. }
  3274. else //visiting -> garrison
  3275. {
  3276. if(town->armedGarrison())
  3277. town->mergeGarrisonOnSiege();
  3278. intown.visiting = ObjectInstanceID();
  3279. intown.garrison = town->visitingHero->id;
  3280. }
  3281. sendAndApply(&intown);
  3282. return true;
  3283. }
  3284. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3285. {
  3286. const CGTownInstance * town = getTown(tid);
  3287. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3288. {
  3289. if (!town->visitingHero->canBeMergedWith(*town))
  3290. {
  3291. complain("Cannot make garrison swap, not enough free slots!");
  3292. return false;
  3293. }
  3294. moveArmy(town, town->visitingHero, true);
  3295. SetHeroesInTown intown;
  3296. intown.tid = tid;
  3297. intown.visiting = ObjectInstanceID();
  3298. intown.garrison = town->visitingHero->id;
  3299. sendAndApply(&intown);
  3300. return true;
  3301. }
  3302. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3303. {
  3304. //check if moving hero out of town will break 8 wandering heroes limit
  3305. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3306. {
  3307. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3308. return false;
  3309. }
  3310. SetHeroesInTown intown;
  3311. intown.tid = tid;
  3312. intown.garrison = ObjectInstanceID();
  3313. intown.visiting = town->garrisonHero->id;
  3314. sendAndApply(&intown);
  3315. return true;
  3316. }
  3317. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3318. {
  3319. SetHeroesInTown intown;
  3320. intown.tid = tid;
  3321. intown.garrison = town->visitingHero->id;
  3322. intown.visiting = town->garrisonHero->id;
  3323. sendAndApply(&intown);
  3324. return true;
  3325. }
  3326. else
  3327. {
  3328. complain("Cannot swap garrison hero!");
  3329. return false;
  3330. }
  3331. }
  3332. // With the amount of changes done to the function, it's more like transferArtifacts.
  3333. // 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.
  3334. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3335. {
  3336. ArtifactLocation src = al1, dst = al2;
  3337. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3338. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3339. // Make sure exchange is even possible between the two heroes.
  3340. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3341. COMPLAIN_RET("That heroes cannot make any exchange!");
  3342. const CArtifactInstance *srcArtifact = src.getArt();
  3343. const CArtifactInstance *destArtifact = dst.getArt();
  3344. if (srcArtifact == nullptr)
  3345. COMPLAIN_RET("No artifact to move!");
  3346. if (destArtifact && srcPlayer != dstPlayer)
  3347. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3348. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3349. // Moving to the backpack is always allowed.
  3350. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  3351. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3352. COMPLAIN_RET("Cannot move artifact!");
  3353. auto srcSlot = src.getSlot();
  3354. auto dstSlot = dst.getSlot();
  3355. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3356. COMPLAIN_RET("Cannot move artifact locks.");
  3357. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3358. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3359. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3360. COMPLAIN_RET("Cannot move catapult!");
  3361. if (dst.slot >= GameConstants::BACKPACK_START)
  3362. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3363. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  3364. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3365. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  3366. {
  3367. //old artifact must be removed first
  3368. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  3369. (si32)dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  3370. }
  3371. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3372. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->id, dst.slot))
  3373. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3374. MoveArtifact ma(&src, &dst);
  3375. sendAndApply(&ma);
  3376. return true;
  3377. }
  3378. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3379. {
  3380. // Make sure exchange is even possible between the two heroes.
  3381. if(!isAllowedExchange(srcHero, dstHero))
  3382. COMPLAIN_RET("That heroes cannot make any exchange!");
  3383. auto psrcHero = getHero(srcHero);
  3384. auto pdstHero = getHero(dstHero);
  3385. if((!psrcHero) || (!pdstHero))
  3386. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3387. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3388. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3389. auto & slotsSrcDst = ma.artsPack0;
  3390. auto & slotsDstSrc = ma.artsPack1;
  3391. if(swap)
  3392. {
  3393. auto moveArtsWorn = [this](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3394. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3395. {
  3396. for(auto & artifact : srcHero->artifactsWorn)
  3397. {
  3398. if(artifact.second.locked)
  3399. continue;
  3400. if(!ArtifactUtils::isArtRemovable(artifact))
  3401. continue;
  3402. slots.push_back(BulkMoveArtifacts::LinkedSlots(artifact.first, artifact.first));
  3403. auto art = artifact.second.getArt();
  3404. assert(art);
  3405. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, art->artType->id, artifact.first))
  3406. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3407. }
  3408. };
  3409. auto moveArtsInBackpack = [](const CGHeroInstance * pHero,
  3410. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3411. {
  3412. for(auto & slotInfo : pHero->artifactsInBackpack)
  3413. {
  3414. auto slot = pHero->getArtPos(slotInfo.artifact);
  3415. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3416. }
  3417. };
  3418. // Move over artifacts that are worn srcHero -> dstHero
  3419. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3420. // Move over artifacts that are worn dstHero -> srcHero
  3421. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3422. // Move over artifacts that are in backpack srcHero -> dstHero
  3423. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3424. // Move over artifacts that are in backpack dstHero -> srcHero
  3425. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3426. }
  3427. else
  3428. {
  3429. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3430. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3431. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3432. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3433. auto moveArtifact = [this, &artFittingSet, &slotsSrcDst](const CArtifactInstance * artifact,
  3434. ArtifactPosition srcSlot, const CGHeroInstance * pdstHero) -> void
  3435. {
  3436. assert(artifact);
  3437. auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet, pdstHero->bearerType());
  3438. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3439. slotsSrcDst.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3440. if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
  3441. giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3442. };
  3443. // Move over artifacts that are worn
  3444. for(auto & artInfo : psrcHero->artifactsWorn)
  3445. {
  3446. if(ArtifactUtils::isArtRemovable(artInfo))
  3447. {
  3448. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero);
  3449. }
  3450. }
  3451. // Move over artifacts that are in backpack
  3452. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3453. {
  3454. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)), psrcHero->getArtPos(slotInfo.artifact), pdstHero);
  3455. }
  3456. }
  3457. sendAndApply(&ma);
  3458. return true;
  3459. }
  3460. /**
  3461. * Assembles or disassembles a combination artifact.
  3462. * @param heroID ID of hero holding the artifact(s).
  3463. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3464. * @param assemble True for assembly operation, false for disassembly.
  3465. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3466. * artifact to assemble to. Otherwise it's not used.
  3467. */
  3468. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3469. {
  3470. const CGHeroInstance * hero = getHero(heroID);
  3471. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3472. if (!destArtifact)
  3473. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3474. if(assemble)
  3475. {
  3476. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3477. if(!combinedArt->constituents)
  3478. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3479. bool combineEquipped = !ArtifactUtils::isSlotBackpack(artifactSlot);
  3480. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, combineEquipped), combinedArt))
  3481. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3482. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3483. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3484. AssembledArtifact aa;
  3485. aa.al = ArtifactLocation(hero, artifactSlot);
  3486. aa.builtArt = combinedArt;
  3487. sendAndApply(&aa);
  3488. }
  3489. else
  3490. {
  3491. if (!destArtifact->artType->constituents)
  3492. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3493. DisassembledArtifact da;
  3494. da.al = ArtifactLocation(hero, artifactSlot);
  3495. sendAndApply(&da);
  3496. }
  3497. return true;
  3498. }
  3499. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3500. {
  3501. const CGHeroInstance * hero = getHero(hid);
  3502. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3503. const CGTownInstance * town = hero->visitedTown;
  3504. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3505. if (aid==ArtifactID::SPELLBOOK)
  3506. {
  3507. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3508. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3509. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3510. )
  3511. return false;
  3512. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3513. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3514. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3515. giveSpells(town,hero);
  3516. return true;
  3517. }
  3518. else
  3519. {
  3520. const CArtifact * art = aid.toArtifact();
  3521. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3522. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3523. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3524. const int price = art->price;
  3525. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3526. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3527. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3528. {
  3529. giveResource(hero->getOwner(),Res::GOLD,-price);
  3530. return giveHeroNewArtifact(hero, art);
  3531. }
  3532. else
  3533. COMPLAIN_RET("This machine is unavailable here!");
  3534. }
  3535. }
  3536. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3537. {
  3538. if(!h)
  3539. COMPLAIN_RET("Only hero can buy artifacts!");
  3540. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3541. COMPLAIN_RET("That artifact is unavailable!");
  3542. int b1, b2;
  3543. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3544. if (getResource(h->tempOwner, rid) < b1)
  3545. COMPLAIN_RET("You can't afford to buy this artifact!");
  3546. giveResource(h->tempOwner, rid, -b1);
  3547. SetAvailableArtifacts saa;
  3548. if (m->o->ID == Obj::TOWN)
  3549. {
  3550. saa.id = -1;
  3551. saa.arts = CGTownInstance::merchantArtifacts;
  3552. }
  3553. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3554. {
  3555. saa.id = bm->id.getNum();
  3556. saa.arts = bm->artifacts;
  3557. }
  3558. else
  3559. COMPLAIN_RET("Wrong marktet...");
  3560. bool found = false;
  3561. for (const CArtifact *&art : saa.arts)
  3562. {
  3563. if (art && art->id == aid)
  3564. {
  3565. art = nullptr;
  3566. found = true;
  3567. break;
  3568. }
  3569. }
  3570. if (!found)
  3571. COMPLAIN_RET("Cannot find selected artifact on the list");
  3572. sendAndApply(&saa);
  3573. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3574. return true;
  3575. }
  3576. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3577. {
  3578. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3579. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3580. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3581. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3582. int resVal = 0, dump = 1;
  3583. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3584. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3585. giveResource(h->tempOwner, rid, resVal);
  3586. return true;
  3587. }
  3588. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3589. {
  3590. if (!h)
  3591. COMPLAIN_RET("You need hero to buy a skill!");
  3592. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3593. COMPLAIN_RET("Hero already know this skill");
  3594. if (!h->canLearnSkill())
  3595. COMPLAIN_RET("Hero can't learn any more skills");
  3596. if (!h->canLearnSkill(skill))
  3597. COMPLAIN_RET("The hero can't learn this skill!");
  3598. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3599. COMPLAIN_RET("That skill is unavailable!");
  3600. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3601. COMPLAIN_RET("You can't afford to buy this skill");
  3602. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3603. changeSecSkill(h, skill, 1, true);
  3604. return true;
  3605. }
  3606. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3607. {
  3608. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3609. vstd::amin(val, r1); //can't trade more resources than have
  3610. int b1, b2; //base quantities for trade
  3611. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3612. int units = val / b1; //how many base quantities we trade
  3613. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3614. {
  3615. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3616. }
  3617. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3618. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3619. return true;
  3620. }
  3621. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3622. {
  3623. if(!hero)
  3624. COMPLAIN_RET("Only hero can sell creatures!");
  3625. if (!vstd::contains(hero->Slots(), slot))
  3626. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3627. const CStackInstance &s = hero->getStack(slot);
  3628. if (s.count < (TQuantity)count //can't sell more creatures than have
  3629. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3630. {
  3631. COMPLAIN_RET("Not enough creatures in army!");
  3632. }
  3633. int b1, b2; //base quantities for trade
  3634. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3635. int units = count / b1; //how many base quantities we trade
  3636. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3637. {
  3638. //TODO: complain?
  3639. assert(0);
  3640. }
  3641. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3642. giveResource(hero->tempOwner, resourceID, b2 * units);
  3643. return true;
  3644. }
  3645. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3646. {
  3647. const CArmedInstance *army = nullptr;
  3648. if (hero)
  3649. army = hero;
  3650. else
  3651. army = dynamic_cast<const CGTownInstance *>(market->o);
  3652. if (!army)
  3653. COMPLAIN_RET("Incorrect call to transform in undead!");
  3654. if (!army->hasStackAtSlot(slot))
  3655. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3656. const CStackInstance &s = army->getStack(slot);
  3657. //resulting creature - bone dragons or skeletons
  3658. CreatureID resCreature = CreatureID::SKELETON;
  3659. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3660. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3661. || (s.getCreatureID() == CreatureID::HYDRA)
  3662. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3663. resCreature = CreatureID::BONE_DRAGON;
  3664. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3665. return true;
  3666. }
  3667. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3668. {
  3669. const PlayerState *p2 = getPlayerState(r2, false);
  3670. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3671. {
  3672. complain("Dest player must be in game!");
  3673. return false;
  3674. }
  3675. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3676. vstd::amin(val, curRes1);
  3677. giveResource(player, r1, -(int)val);
  3678. giveResource(r2, r1, val);
  3679. return true;
  3680. }
  3681. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3682. {
  3683. const CGHeroInstance *h = getHero(hid);
  3684. if (!h)
  3685. {
  3686. logGlobal->error("Hero doesn't exist!");
  3687. return false;
  3688. }
  3689. ChangeFormation cf;
  3690. cf.hid = hid;
  3691. cf.formation = formation;
  3692. sendAndApply(&cf);
  3693. return true;
  3694. }
  3695. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3696. {
  3697. const PlayerState * p = getPlayerState(player);
  3698. const CGTownInstance * t = getTown(obj->id);
  3699. //common preconditions
  3700. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3701. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3702. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3703. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3704. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3705. {
  3706. return false;
  3707. }
  3708. if (t) //tavern in town
  3709. {
  3710. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3711. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3712. {
  3713. return false;
  3714. }
  3715. }
  3716. else if (obj->ID == Obj::TAVERN)
  3717. {
  3718. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3719. {
  3720. return false;
  3721. }
  3722. }
  3723. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3724. if (!nh)
  3725. {
  3726. complain ("Hero is not available for hiring!");
  3727. return false;
  3728. }
  3729. HeroRecruited hr;
  3730. hr.tid = obj->id;
  3731. hr.hid = nh->subID;
  3732. hr.player = player;
  3733. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3734. sendAndApply(&hr);
  3735. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3736. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3737. const CGHeroInstance *newHero = nullptr;
  3738. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3739. {
  3740. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3741. }
  3742. SetAvailableHeroes sah;
  3743. sah.player = player;
  3744. if (newHero)
  3745. {
  3746. sah.hid[hid] = newHero->subID;
  3747. sah.army[hid].clear();
  3748. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3749. }
  3750. else
  3751. {
  3752. sah.hid[hid] = -1;
  3753. }
  3754. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3755. sendAndApply(&sah);
  3756. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3757. if (t)
  3758. {
  3759. visitCastleObjects(t, nh);
  3760. giveSpells (t,nh);
  3761. }
  3762. return true;
  3763. }
  3764. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3765. {
  3766. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3767. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3768. logGlobal->trace(answer.toJson());
  3769. auto topQuery = queries.topQuery(player);
  3770. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3771. if(topQuery->queryID != qid)
  3772. {
  3773. auto currentQuery = queries.getQuery(qid);
  3774. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3775. currentQuery->setReply(answer);
  3776. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3777. }
  3778. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3779. topQuery->setReply(answer);
  3780. queries.popQuery(topQuery);
  3781. return true;
  3782. }
  3783. static EndAction end_action;
  3784. void CGameHandler::updateGateState()
  3785. {
  3786. BattleUpdateGateState db;
  3787. db.state = gs->curB->si.gateState;
  3788. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3789. {
  3790. db.state = EGateState::DESTROYED;
  3791. }
  3792. else if (db.state == EGateState::OPENED)
  3793. {
  3794. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3795. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3796. {
  3797. if (gs->curB->town->subID == ETownType::FORTRESS)
  3798. {
  3799. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3800. db.state = EGateState::CLOSED;
  3801. }
  3802. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3803. db.state = EGateState::BLOCKED;
  3804. else
  3805. db.state = EGateState::CLOSED;
  3806. }
  3807. }
  3808. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3809. db.state = EGateState::BLOCKED;
  3810. else
  3811. db.state = EGateState::CLOSED;
  3812. if (db.state != gs->curB->si.gateState)
  3813. sendAndApply(&db);
  3814. }
  3815. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3816. {
  3817. bool ok = true;
  3818. battle::Target target = ba.getTarget(gs->curB);
  3819. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3820. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3821. logGlobal->trace("Making action: %s", ba.toString());
  3822. switch(ba.actionType)
  3823. {
  3824. case EActionType::WALK: //walk
  3825. case EActionType::DEFEND: //defend
  3826. case EActionType::WAIT: //wait
  3827. case EActionType::WALK_AND_ATTACK: //walk or attack
  3828. case EActionType::SHOOT: //shoot
  3829. case EActionType::CATAPULT: //catapult
  3830. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3831. case EActionType::MONSTER_SPELL:
  3832. if (!stack)
  3833. {
  3834. complain("No such stack!");
  3835. return false;
  3836. }
  3837. if (!stack->alive())
  3838. {
  3839. complain("This stack is dead: " + stack->nodeName());
  3840. return false;
  3841. }
  3842. if (battleTacticDist())
  3843. {
  3844. if (stack && stack->side != battleGetTacticsSide())
  3845. {
  3846. complain("This is not a stack of side that has tactics!");
  3847. return false;
  3848. }
  3849. }
  3850. else if (!isAboutActiveStack)
  3851. {
  3852. complain("Action has to be about active stack!");
  3853. return false;
  3854. }
  3855. }
  3856. auto wrapAction = [this](BattleAction &ba)
  3857. {
  3858. StartAction startAction(ba);
  3859. sendAndApply(&startAction);
  3860. return vstd::makeScopeGuard([&]()
  3861. {
  3862. sendAndApply(&end_action);
  3863. });
  3864. };
  3865. switch(ba.actionType)
  3866. {
  3867. case EActionType::END_TACTIC_PHASE: //wait
  3868. case EActionType::BAD_MORALE:
  3869. case EActionType::NO_ACTION:
  3870. {
  3871. auto wrapper = wrapAction(ba);
  3872. break;
  3873. }
  3874. case EActionType::WALK:
  3875. {
  3876. auto wrapper = wrapAction(ba);
  3877. if(target.size() < 1)
  3878. {
  3879. complain("Destination required for move action.");
  3880. ok = false;
  3881. break;
  3882. }
  3883. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3884. if (!walkedTiles)
  3885. complain("Stack failed movement!");
  3886. break;
  3887. }
  3888. case EActionType::DEFEND:
  3889. {
  3890. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3891. SetStackEffect sse;
  3892. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3893. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3894. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3895. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3896. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3897. int oldDefenceValue = defence.totalValue();
  3898. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3899. defence.push_back(std::make_shared<Bonus>(bonus2));
  3900. int difference = defence.totalValue() - oldDefenceValue;
  3901. std::vector<Bonus> buffer;
  3902. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3903. {
  3904. difference = 1;
  3905. buffer.push_back(alternativeWeakCreatureBonus);
  3906. }
  3907. else
  3908. {
  3909. buffer.push_back(defenseBonusToAdd);
  3910. }
  3911. buffer.push_back(bonus2);
  3912. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3913. sendAndApply(&sse);
  3914. BattleLogMessage message;
  3915. MetaString text;
  3916. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3917. stack->addNameReplacement(text);
  3918. text.addReplacement(difference);
  3919. message.lines.push_back(text);
  3920. sendAndApply(&message);
  3921. //don't break - we share code with next case
  3922. }
  3923. FALLTHROUGH
  3924. case EActionType::WAIT:
  3925. {
  3926. auto wrapper = wrapAction(ba);
  3927. break;
  3928. }
  3929. case EActionType::RETREAT: //retreat/flee
  3930. {
  3931. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3932. complain("Cannot retreat!");
  3933. else
  3934. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3935. break;
  3936. }
  3937. case EActionType::SURRENDER:
  3938. {
  3939. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3940. int cost = gs->curB->battleGetSurrenderCost(player);
  3941. if (cost < 0)
  3942. complain("Cannot surrender!");
  3943. else if (getResource(player, Res::GOLD) < cost)
  3944. complain("Not enough gold to surrender!");
  3945. else
  3946. {
  3947. giveResource(player, Res::GOLD, -cost);
  3948. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3949. }
  3950. break;
  3951. }
  3952. case EActionType::WALK_AND_ATTACK: //walk or attack
  3953. {
  3954. auto wrapper = wrapAction(ba);
  3955. if(!stack)
  3956. {
  3957. complain("No attacker");
  3958. ok = false;
  3959. break;
  3960. }
  3961. if(target.size() < 2)
  3962. {
  3963. complain("Two destinations required for attack action.");
  3964. ok = false;
  3965. break;
  3966. }
  3967. BattleHex attackPos = target.at(0).hexValue;
  3968. BattleHex destinationTile = target.at(1).hexValue;
  3969. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3970. if(!destinationStack)
  3971. {
  3972. complain("Invalid target to attack");
  3973. ok = false;
  3974. break;
  3975. }
  3976. BattleHex startingPos = stack->getPosition();
  3977. int distance = moveStack(ba.stackNumber, attackPos);
  3978. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3979. if(stack->getPosition() != attackPos
  3980. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  3981. )
  3982. {
  3983. // we were not able to reach destination tile, nor occupy specified hex
  3984. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  3985. break;
  3986. }
  3987. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3988. {
  3989. destinationStack = nullptr;
  3990. }
  3991. if(!destinationStack)
  3992. {
  3993. complain("Unit can not attack itself");
  3994. ok = false;
  3995. break;
  3996. }
  3997. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3998. {
  3999. complain("Attack cannot be performed!");
  4000. ok = false;
  4001. break;
  4002. }
  4003. //attack
  4004. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4005. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4006. const bool retaliation = destinationStack->ableToRetaliate();
  4007. for (int i = 0; i < totalAttacks; ++i)
  4008. {
  4009. //first strike
  4010. if(i == 0 && firstStrike && retaliation)
  4011. {
  4012. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4013. }
  4014. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4015. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4016. {
  4017. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4018. }
  4019. //counterattack
  4020. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4021. if(stack->alive()
  4022. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4023. && (i == 0 && !firstStrike)
  4024. && retaliation && destinationStack->ableToRetaliate())
  4025. {
  4026. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4027. }
  4028. }
  4029. //return
  4030. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4031. && target.size() == 3
  4032. && startingPos != stack->getPosition()
  4033. && startingPos == target.at(2).hexValue
  4034. && stack->alive())
  4035. {
  4036. moveStack(ba.stackNumber, startingPos);
  4037. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4038. }
  4039. break;
  4040. }
  4041. case EActionType::SHOOT:
  4042. {
  4043. if(target.size() < 1)
  4044. {
  4045. complain("Destination required for shot action.");
  4046. ok = false;
  4047. break;
  4048. }
  4049. auto destination = target.at(0).hexValue;
  4050. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4051. if (!gs->curB->battleCanShoot(stack, destination))
  4052. {
  4053. complain("Cannot shoot!");
  4054. break;
  4055. }
  4056. if (!destinationStack)
  4057. {
  4058. complain("No target to shoot!");
  4059. break;
  4060. }
  4061. auto wrapper = wrapAction(ba);
  4062. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4063. //ranged counterattack
  4064. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4065. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4066. && destinationStack->ableToRetaliate()
  4067. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4068. && stack->alive()) //attacker may have died (fire shield)
  4069. {
  4070. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4071. }
  4072. //TODO: move to CUnitState
  4073. //extra shot(s) for ballista, based on artillery skill
  4074. if(stack->creatureIndex() == CreatureID::BALLISTA)
  4075. {
  4076. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4077. if(attackingHero)
  4078. {
  4079. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  4080. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  4081. {
  4082. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4083. }
  4084. }
  4085. }
  4086. //allow more than one additional attack
  4087. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4088. for(int i = 1; i < totalRangedAttacks; ++i)
  4089. {
  4090. if(
  4091. stack->alive()
  4092. && destinationStack->alive()
  4093. && stack->shots.canUse()
  4094. )
  4095. {
  4096. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4097. }
  4098. }
  4099. break;
  4100. }
  4101. case EActionType::CATAPULT:
  4102. {
  4103. //TODO: unify with spells::effects:Catapult
  4104. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  4105. {
  4106. switch(part)
  4107. {
  4108. case EWallPart::GATE:
  4109. return sbi.gate;
  4110. case EWallPart::KEEP:
  4111. return sbi.keep;
  4112. case EWallPart::BOTTOM_TOWER:
  4113. case EWallPart::UPPER_TOWER:
  4114. return sbi.tower;
  4115. case EWallPart::BOTTOM_WALL:
  4116. case EWallPart::BELOW_GATE:
  4117. case EWallPart::OVER_GATE:
  4118. case EWallPart::UPPER_WALL:
  4119. return sbi.wall;
  4120. default:
  4121. return 0;
  4122. }
  4123. };
  4124. auto wrapper = wrapAction(ba);
  4125. if(target.size() < 1)
  4126. {
  4127. complain("Destination required for catapult action.");
  4128. ok = false;
  4129. break;
  4130. }
  4131. auto destination = target.at(0).hexValue;
  4132. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4133. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
  4134. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  4135. stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  4136. else
  4137. {
  4138. if(stack->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS)) //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  4139. {
  4140. stackBallisticsParameters = VLC->heroh->ballistics.at(2);
  4141. stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
  4142. }
  4143. else
  4144. stackBallisticsParameters = VLC->heroh->ballistics.at(1);
  4145. stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
  4146. }
  4147. auto wallPart = gs->curB->battleHexToWallPart(destination);
  4148. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  4149. {
  4150. complain("catapult tried to attack non-catapultable hex!");
  4151. break;
  4152. }
  4153. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  4154. auto &currentHP = gs->curB->si.wallState;
  4155. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  4156. {
  4157. complain("catapult tried to attack already destroyed wall part!");
  4158. break;
  4159. }
  4160. for (int g=0; g<stackBallisticsParameters.shots; ++g)
  4161. {
  4162. bool hitSuccessfull = false;
  4163. auto attackedPart = wallPart;
  4164. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  4165. {
  4166. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  4167. currentHP.at(attackedPart) != EWallState::NONE &&
  4168. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
  4169. {
  4170. hitSuccessfull = true;
  4171. }
  4172. else // select new target
  4173. {
  4174. std::vector<EWallPart::EWallPart> allowedTargets;
  4175. for (size_t i=0; i< currentHP.size(); i++)
  4176. {
  4177. if(currentHP.at(i) != EWallState::DESTROYED &&
  4178. currentHP.at(i) != EWallState::NONE)
  4179. allowedTargets.push_back(EWallPart::EWallPart(i));
  4180. }
  4181. if (allowedTargets.empty())
  4182. break;
  4183. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  4184. }
  4185. }
  4186. while (!hitSuccessfull);
  4187. if (!hitSuccessfull) // break triggered - no target to shoot at
  4188. break;
  4189. CatapultAttack ca; //package for clients
  4190. CatapultAttack::AttackInfo attack;
  4191. attack.attackedPart = attackedPart;
  4192. attack.destinationTile = destination;
  4193. attack.damageDealt = 0;
  4194. BattleUnitsChanged removeUnits;
  4195. int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  4196. int dmgRand = getRandomGenerator().nextInt(99);
  4197. //accumulating dmgChance
  4198. dmgChance[1] += dmgChance[0];
  4199. dmgChance[2] += dmgChance[1];
  4200. //calculating dealt damage
  4201. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  4202. {
  4203. if (dmgRand <= dmgChance[damage])
  4204. {
  4205. attack.damageDealt = damage;
  4206. break;
  4207. }
  4208. }
  4209. // attacked tile may have changed - update destination
  4210. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  4211. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  4212. //removing creatures in turrets / keep if one is destroyed
  4213. if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  4214. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  4215. {
  4216. int posRemove = -1;
  4217. switch(attackedPart)
  4218. {
  4219. case EWallPart::KEEP:
  4220. posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
  4221. break;
  4222. case EWallPart::BOTTOM_TOWER:
  4223. posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
  4224. break;
  4225. case EWallPart::UPPER_TOWER:
  4226. posRemove = BattleHex::CASTLE_UPPER_TOWER;
  4227. break;
  4228. }
  4229. for(auto & elem : gs->curB->stacks)
  4230. {
  4231. if(elem->initialPosition == posRemove)
  4232. {
  4233. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  4234. break;
  4235. }
  4236. }
  4237. }
  4238. ca.attacker = ba.stackNumber;
  4239. ca.attackedParts.push_back(attack);
  4240. sendAndApply(&ca);
  4241. if(!removeUnits.changedStacks.empty())
  4242. sendAndApply(&removeUnits);
  4243. }
  4244. //finish by scope guard
  4245. break;
  4246. }
  4247. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4248. {
  4249. auto wrapper = wrapAction(ba);
  4250. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4251. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4252. if(target.size() < 1)
  4253. {
  4254. complain("Destination required for heal action.");
  4255. ok = false;
  4256. break;
  4257. }
  4258. const battle::Unit * destStack = nullptr;
  4259. if(target.at(0).unitValue)
  4260. destStack = target.at(0).unitValue;
  4261. else
  4262. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4263. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  4264. {
  4265. complain("There is either no healer, no destination, or healer cannot heal :P");
  4266. }
  4267. else
  4268. {
  4269. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  4270. //TODO: allow resurrection for mods
  4271. auto state = destStack->acquireState();
  4272. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  4273. if(toHeal == 0)
  4274. {
  4275. logGlobal->warn("Nothing to heal");
  4276. }
  4277. else
  4278. {
  4279. BattleUnitsChanged pack;
  4280. BattleLogMessage message;
  4281. MetaString text;
  4282. text.addTxt(MetaString::GENERAL_TXT, 414);
  4283. healer->addNameReplacement(text, false);
  4284. destStack->addNameReplacement(text, false);
  4285. text.addReplacement((int)toHeal);
  4286. message.lines.push_back(text);
  4287. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  4288. info.healthDelta = toHeal;
  4289. state->save(info.data);
  4290. pack.changedStacks.push_back(info);
  4291. sendAndApply(&pack);
  4292. sendAndApply(&message);
  4293. }
  4294. }
  4295. break;
  4296. }
  4297. case EActionType::MONSTER_SPELL:
  4298. {
  4299. auto wrapper = wrapAction(ba);
  4300. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4301. SpellID spellID = SpellID(ba.actionSubtype);
  4302. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4303. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4304. //TODO special bonus for genies ability
  4305. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4306. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4307. if (spellID < 0)
  4308. complain("That stack can't cast spells!");
  4309. else
  4310. {
  4311. const CSpell * spell = SpellID(spellID).toSpell();
  4312. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4313. int32_t spellLvl = 0;
  4314. if(spellcaster)
  4315. vstd::amax(spellLvl, spellcaster->val);
  4316. if(randSpellcaster)
  4317. vstd::amax(spellLvl, randSpellcaster->val);
  4318. parameters.setSpellLevel(spellLvl);
  4319. parameters.cast(spellEnv, target);
  4320. }
  4321. break;
  4322. }
  4323. }
  4324. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4325. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4326. handleDamageFromObstacle(stack);
  4327. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4328. battleMadeAction.setn(true);
  4329. return ok;
  4330. }
  4331. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4332. {
  4333. bool cheated = false;
  4334. PlayerMessageClient temp_message(player, message);
  4335. sendAndApply(&temp_message);
  4336. std::vector<std::string> words;
  4337. boost::split(words, message, boost::is_any_of(" "));
  4338. bool isHost = false;
  4339. for(auto & c : connections[player])
  4340. if(lobby->isClientHost(c->connectionID))
  4341. isHost = true;
  4342. if(isHost && words.size() >= 2 && words[0] == "game")
  4343. {
  4344. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4345. {
  4346. SystemMessage temp_message("game was terminated");
  4347. sendAndApply(&temp_message);
  4348. lobby->state = EServerState::SHUTDOWN;
  4349. return;
  4350. }
  4351. if(words.size() == 3 && words[1] == "save")
  4352. {
  4353. save("Saves/" + words[2]);
  4354. SystemMessage temp_message("game saved as " + words[2]);
  4355. sendAndApply(&temp_message);
  4356. return;
  4357. }
  4358. if(words.size() == 3 && words[1] == "kick")
  4359. {
  4360. auto playername = words[2];
  4361. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4362. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4363. playerToKick = PlayerColor(std::stoi(playername));
  4364. else
  4365. {
  4366. for(auto & c : connections)
  4367. {
  4368. if(c.first.getStr(false) == playername)
  4369. playerToKick = c.first;
  4370. }
  4371. }
  4372. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4373. {
  4374. PlayerCheated pc;
  4375. pc.player = playerToKick;
  4376. pc.losingCheatCode = true;
  4377. sendAndApply(&pc);
  4378. checkVictoryLossConditionsForPlayer(playerToKick);
  4379. }
  4380. return;
  4381. }
  4382. }
  4383. int obj = 0;
  4384. if (words.size() == 2)
  4385. {
  4386. obj = std::atoi(words[1].c_str());
  4387. if (obj)
  4388. currObj = ObjectInstanceID(obj);
  4389. }
  4390. const CGHeroInstance * hero = getHero(currObj);
  4391. const CGTownInstance * town = getTown(currObj);
  4392. if (!town && hero)
  4393. town = hero->visitedTown;
  4394. if (words.size() == 1 || obj)
  4395. handleCheatCode(words[0], player, hero, town, cheated);
  4396. else
  4397. {
  4398. for (const auto & i : gs->players)
  4399. {
  4400. if (i.first == PlayerColor::NEUTRAL)
  4401. continue;
  4402. if (words[1] == "ai")
  4403. {
  4404. if (i.second.human)
  4405. continue;
  4406. }
  4407. else if (words[1] != "all" && words[1] != i.first.getStr())
  4408. continue;
  4409. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant")
  4410. {
  4411. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4412. }
  4413. else if (words[0] == "vcmiarmenelos")
  4414. {
  4415. for (const auto & t : i.second.towns)
  4416. {
  4417. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4418. }
  4419. }
  4420. else
  4421. {
  4422. for (const auto & h : i.second.heroes)
  4423. {
  4424. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4425. }
  4426. }
  4427. }
  4428. }
  4429. if (cheated)
  4430. {
  4431. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  4432. sendAndApply(&temp_message);
  4433. if(!player.isSpectator())
  4434. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4435. }
  4436. }
  4437. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4438. {
  4439. switch(ba.actionType)
  4440. {
  4441. case EActionType::HERO_SPELL:
  4442. {
  4443. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4444. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4445. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4446. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4447. if (!s)
  4448. {
  4449. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4450. return false;
  4451. }
  4452. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4453. spells::detail::ProblemImpl problem;
  4454. auto m = s->battleMechanics(&parameters);
  4455. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4456. {
  4457. logGlobal->warn("Spell cannot be cast!");
  4458. std::vector<std::string> texts;
  4459. problem.getAll(texts);
  4460. for(auto s : texts)
  4461. logGlobal->warn(s);
  4462. return false;
  4463. }
  4464. StartAction start_action(ba);
  4465. sendAndApply(&start_action); //start spell casting
  4466. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4467. sendAndApply(&end_action);
  4468. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4469. {
  4470. battleMadeAction.setn(true);
  4471. }
  4472. checkBattleStateChanges();
  4473. if (battleResult.get())
  4474. {
  4475. battleMadeAction.setn(true);
  4476. //battle will be ended by startBattle function
  4477. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4478. }
  4479. return true;
  4480. }
  4481. }
  4482. return false;
  4483. }
  4484. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4485. {
  4486. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4487. for(auto b : bl)
  4488. {
  4489. const CSpell * sp = SpellID(b->subtype).toSpell();
  4490. if(!sp)
  4491. continue;
  4492. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4493. const int32_t level = ((val > 3) ? (val - 3) : val);
  4494. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4495. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4496. battleCast.setEffectDuration(50);
  4497. battleCast.setSpellLevel(level);
  4498. spells::Target target;
  4499. if(val > 3)
  4500. {
  4501. for(auto s : gs->curB->battleGetAllStacks())
  4502. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4503. target.emplace_back(s);
  4504. }
  4505. else
  4506. {
  4507. target.emplace_back(st);
  4508. }
  4509. battleCast.applyEffects(spellEnv, target, false, true);
  4510. }
  4511. }
  4512. void CGameHandler::stackTurnTrigger(const CStack *st)
  4513. {
  4514. BattleTriggerEffect bte;
  4515. bte.stackID = st->ID;
  4516. bte.effect = -1;
  4517. bte.val = 0;
  4518. bte.additionalInfo = 0;
  4519. if (st->alive())
  4520. {
  4521. //unbind
  4522. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4523. {
  4524. bool unbind = true;
  4525. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4526. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4527. for (auto b : bl)
  4528. {
  4529. if(b->additionalInfo != CAddInfo::NONE)
  4530. {
  4531. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4532. if(stack)
  4533. {
  4534. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4535. unbind = false;
  4536. }
  4537. }
  4538. else
  4539. {
  4540. unbind = false;
  4541. }
  4542. }
  4543. if (unbind)
  4544. {
  4545. BattleSetStackProperty ssp;
  4546. ssp.which = BattleSetStackProperty::UNBIND;
  4547. ssp.stackID = st->ID;
  4548. sendAndApply(&ssp);
  4549. }
  4550. }
  4551. if (st->hasBonusOfType(Bonus::POISON))
  4552. {
  4553. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4554. if (b) //TODO: what if not?...
  4555. {
  4556. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4557. if (bte.val < b->val) //(negative) poison effect increases - update it
  4558. {
  4559. bte.effect = Bonus::POISON;
  4560. sendAndApply(&bte);
  4561. }
  4562. }
  4563. }
  4564. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4565. {
  4566. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4567. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4568. if(opponentHero)
  4569. {
  4570. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4571. vstd::amin(manaDrained, opponentHero->mana);
  4572. if(manaDrained)
  4573. {
  4574. bte.effect = Bonus::MANA_DRAIN;
  4575. bte.val = manaDrained;
  4576. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4577. sendAndApply(&bte);
  4578. }
  4579. }
  4580. }
  4581. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4582. {
  4583. bool fearsomeCreature = false;
  4584. for (CStack * stack : gs->curB->stacks)
  4585. {
  4586. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4587. {
  4588. fearsomeCreature = true;
  4589. break;
  4590. }
  4591. }
  4592. if (fearsomeCreature)
  4593. {
  4594. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4595. {
  4596. bte.effect = Bonus::FEAR;
  4597. sendAndApply(&bte);
  4598. }
  4599. }
  4600. }
  4601. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4602. int side = gs->curB->whatSide(st->owner);
  4603. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4604. {
  4605. bool cast = false;
  4606. while(!bl.empty() && !cast)
  4607. {
  4608. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4609. auto spellID = SpellID(bonus->subtype);
  4610. const CSpell * spell = SpellID(spellID).toSpell();
  4611. bl.remove_if([&bonus](const Bonus * b)
  4612. {
  4613. return b == bonus.get();
  4614. });
  4615. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4616. parameters.setSpellLevel(bonus->val);
  4617. parameters.massive = true;
  4618. parameters.smart = true;
  4619. //todo: recheck effect level
  4620. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4621. {
  4622. cast = true;
  4623. int cooldown = bonus->additionalInfo[0];
  4624. BattleSetStackProperty ssp;
  4625. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4626. ssp.absolute = false;
  4627. ssp.val = cooldown;
  4628. ssp.stackID = st->unitId();
  4629. sendAndApply(&ssp);
  4630. }
  4631. }
  4632. }
  4633. }
  4634. }
  4635. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4636. {
  4637. if(!curStack->alive())
  4638. return false;
  4639. bool containDamageFromMoat = false;
  4640. bool movementStoped = false;
  4641. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4642. {
  4643. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4644. {
  4645. //helper info
  4646. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4647. const ui8 side = curStack->side;
  4648. if(!spellObstacle)
  4649. COMPLAIN_RET("Invalid obstacle instance");
  4650. if(spellObstacle->trigger)
  4651. {
  4652. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4653. //hidden obstacle triggers effects until revealed
  4654. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4655. {
  4656. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4657. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4658. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4659. if(!sp)
  4660. COMPLAIN_RET("Invalid obstacle instance");
  4661. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4662. ObstacleChanges changeInfo;
  4663. changeInfo.id = spellObstacle->uniqueID;
  4664. if (oneTimeObstacle)
  4665. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
  4666. else
  4667. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
  4668. SpellCreatedObstacle changedObstacle;
  4669. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4670. changedObstacle.revealed = true;
  4671. changeInfo.data.clear();
  4672. JsonSerializer ser(nullptr, changeInfo.data);
  4673. ser.serializeStruct("obstacle", changedObstacle);
  4674. BattleObstaclesChanged bocp;
  4675. bocp.changes.emplace_back(changeInfo);
  4676. sendAndApply(&bocp);
  4677. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4678. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4679. }
  4680. }
  4681. }
  4682. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4683. {
  4684. auto town = gs->curB->town;
  4685. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4686. if(!containDamageFromMoat)
  4687. {
  4688. containDamageFromMoat = true;
  4689. BattleStackAttacked bsa;
  4690. bsa.damageAmount = damage;
  4691. bsa.stackAttacked = curStack->ID;
  4692. bsa.attackerID = -1;
  4693. curStack->prepareAttacked(bsa, getRandomGenerator());
  4694. StacksInjured si;
  4695. si.stacks.push_back(bsa);
  4696. sendAndApply(&si);
  4697. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4698. }
  4699. }
  4700. if(!curStack->alive())
  4701. return false;
  4702. if((obstacle->stopsMovement() && stackIsMoving))
  4703. movementStoped = true;
  4704. }
  4705. if(stackIsMoving)
  4706. return curStack->alive() && !movementStoped;
  4707. else
  4708. return curStack->alive();
  4709. }
  4710. void CGameHandler::handleTimeEvents()
  4711. {
  4712. gs->map->events.sort(evntCmp);
  4713. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4714. {
  4715. CMapEvent ev = gs->map->events.front();
  4716. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4717. {
  4718. auto color = PlayerColor(player);
  4719. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4720. if (pinfo //player exists
  4721. && (ev.players & 1<<player) //event is enabled to this player
  4722. && ((ev.computerAffected && !pinfo->human)
  4723. || (ev.humanAffected && pinfo->human)
  4724. )
  4725. )
  4726. {
  4727. //give resources
  4728. giveResources(color, ev.resources);
  4729. //prepare dialog
  4730. InfoWindow iw;
  4731. iw.player = color;
  4732. iw.text << ev.message;
  4733. for (int i=0; i<ev.resources.size(); i++)
  4734. {
  4735. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4736. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4737. }
  4738. sendAndApply(&iw); //show dialog
  4739. }
  4740. } //PLAYERS LOOP
  4741. if (ev.nextOccurence)
  4742. {
  4743. gs->map->events.pop_front();
  4744. ev.firstOccurence += ev.nextOccurence;
  4745. auto it = gs->map->events.begin();
  4746. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4747. it++;
  4748. gs->map->events.insert(it, ev);
  4749. }
  4750. else
  4751. {
  4752. gs->map->events.pop_front();
  4753. }
  4754. }
  4755. //TODO send only if changed
  4756. UpdateMapEvents ume;
  4757. ume.events = gs->map->events;
  4758. sendAndApply(&ume);
  4759. }
  4760. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4761. {
  4762. town->events.sort(evntCmp);
  4763. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4764. {
  4765. PlayerColor player = town->tempOwner;
  4766. CCastleEvent ev = town->events.front();
  4767. const PlayerState * pinfo = getPlayerState(player, false);
  4768. if (pinfo //player exists
  4769. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4770. && ((ev.computerAffected && !pinfo->human)
  4771. || (ev.humanAffected && pinfo->human)))
  4772. {
  4773. // dialog
  4774. InfoWindow iw;
  4775. iw.player = player;
  4776. iw.text << ev.message;
  4777. if (ev.resources.nonZero())
  4778. {
  4779. TResources was = n.res[player];
  4780. n.res[player] += ev.resources;
  4781. n.res[player].amax(0);
  4782. for (int i=0; i<ev.resources.size(); i++)
  4783. 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
  4784. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4785. }
  4786. for (auto & i : ev.buildings)
  4787. {
  4788. if (!town->hasBuilt(i))
  4789. {
  4790. buildStructure(town->id, i, true);
  4791. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4792. }
  4793. }
  4794. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4795. {
  4796. n.cres[town->id].tid = town->id;
  4797. n.cres[town->id].creatures = town->creatures;
  4798. }
  4799. auto & sac = n.cres[town->id];
  4800. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4801. {
  4802. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4803. {
  4804. sac.creatures[i].first += ev.creatures.at(i);
  4805. iw.components.push_back(Component(Component::CREATURE,
  4806. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4807. }
  4808. }
  4809. sendAndApply(&iw); //show dialog
  4810. }
  4811. if (ev.nextOccurence)
  4812. {
  4813. town->events.pop_front();
  4814. ev.firstOccurence += ev.nextOccurence;
  4815. auto it = town->events.begin();
  4816. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4817. it++;
  4818. town->events.insert(it, ev);
  4819. }
  4820. else
  4821. {
  4822. town->events.pop_front();
  4823. }
  4824. }
  4825. //TODO send only if changed
  4826. UpdateCastleEvents uce;
  4827. uce.town = town->id;
  4828. uce.events = town->events;
  4829. sendAndApply(&uce);
  4830. }
  4831. bool CGameHandler::complain(const std::string &problem)
  4832. {
  4833. sendMessageToAll("Server encountered a problem: " + problem);
  4834. logGlobal->error(problem);
  4835. return true;
  4836. }
  4837. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4838. {
  4839. //PlayerColor player = getOwner(hid);
  4840. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4841. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4842. assert(lowerArmy);
  4843. assert(upperArmy);
  4844. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4845. queries.addQuery(garrisonQuery);
  4846. GarrisonDialog gd;
  4847. gd.hid = hid;
  4848. gd.objid = upobj;
  4849. gd.removableUnits = removableUnits;
  4850. gd.queryID = garrisonQuery->queryID;
  4851. sendAndApply(&gd);
  4852. }
  4853. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4854. {
  4855. OpenWindow ow;
  4856. ow.window = OpenWindow::THIEVES_GUILD;
  4857. ow.id1 = player.getNum();
  4858. ow.id2 = requestingObjId.getNum();
  4859. sendAndApply(&ow);
  4860. }
  4861. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4862. {
  4863. if (id1 == id2)
  4864. return true;
  4865. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4866. if (!o1 || !o2)
  4867. return true; //arranging stacks within an object should be always allowed
  4868. if (o1 && o2)
  4869. {
  4870. if (o1->ID == Obj::TOWN)
  4871. {
  4872. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4873. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4874. return true;
  4875. }
  4876. if (o2->ID == Obj::TOWN)
  4877. {
  4878. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4879. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4880. return true;
  4881. }
  4882. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4883. {
  4884. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4885. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4886. // two heroes in same town (garrisoned and visiting)
  4887. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4888. return true;
  4889. }
  4890. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4891. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4892. if (!dialog)
  4893. {
  4894. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4895. }
  4896. if (dialog)
  4897. {
  4898. auto topArmy = dialog->exchangingArmies.at(0);
  4899. auto bottomArmy = dialog->exchangingArmies.at(1);
  4900. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4901. return true;
  4902. }
  4903. }
  4904. return false;
  4905. }
  4906. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4907. {
  4908. using events::ObjectVisitStarted;
  4909. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4910. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4911. auto startVisit = [&](ObjectVisitStarted & event)
  4912. {
  4913. auto visitedObject = obj;
  4914. if(obj->ID == Obj::HERO)
  4915. {
  4916. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4917. const auto visitedTown = visitedHero->visitedTown;
  4918. if(visitedTown)
  4919. {
  4920. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4921. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4922. visitedObject = visitedTown;
  4923. }
  4924. }
  4925. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4926. queries.addQuery(visitQuery); //TODO real visit pos
  4927. HeroVisit hv;
  4928. hv.objId = obj->id;
  4929. hv.heroId = h->id;
  4930. hv.player = h->tempOwner;
  4931. hv.starting = true;
  4932. sendAndApply(&hv);
  4933. obj->onHeroVisit(h);
  4934. };
  4935. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4936. if(visitQuery)
  4937. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4938. }
  4939. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4940. {
  4941. using events::ObjectVisitEnded;
  4942. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4943. auto endVisit = [&](ObjectVisitEnded & event)
  4944. {
  4945. HeroVisit hv;
  4946. hv.player = event.getPlayer();
  4947. hv.heroId = event.getHero();
  4948. hv.starting = false;
  4949. sendAndApply(&hv);
  4950. };
  4951. //TODO: ObjectVisitEnded should also have id of visited object,
  4952. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4953. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4954. }
  4955. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4956. {
  4957. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4958. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4959. {
  4960. complain("Cannot build boat in this shipyard!");
  4961. return false;
  4962. }
  4963. else if (obj->o->ID == Obj::TOWN
  4964. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4965. {
  4966. complain("Cannot build boat in the town - no shipyard!");
  4967. return false;
  4968. }
  4969. const PlayerColor playerID = obj->o->tempOwner;
  4970. TResources boatCost;
  4971. obj->getBoatCost(boatCost);
  4972. TResources aviable = getPlayerState(playerID)->resources;
  4973. if (!aviable.canAfford(boatCost))
  4974. {
  4975. complain("Not enough resources to build a boat!");
  4976. return false;
  4977. }
  4978. int3 tile = obj->bestLocation();
  4979. if (!gs->map->isInTheMap(tile))
  4980. {
  4981. complain("Cannot find appropriate tile for a boat!");
  4982. return false;
  4983. }
  4984. //take boat cost
  4985. giveResources(playerID, -boatCost);
  4986. //create boat
  4987. NewObject no;
  4988. no.ID = Obj::BOAT;
  4989. no.subID = obj->getBoatType();
  4990. no.pos = tile + int3(1,0,0);
  4991. sendAndApply(&no);
  4992. return true;
  4993. }
  4994. void CGameHandler::engageIntoBattle(PlayerColor player)
  4995. {
  4996. //notify interfaces
  4997. PlayerBlocked pb;
  4998. pb.player = player;
  4999. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  5000. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  5001. sendAndApply(&pb);
  5002. }
  5003. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  5004. {
  5005. for (auto playerColor : playerColors)
  5006. {
  5007. if (getPlayerState(playerColor, false))
  5008. checkVictoryLossConditionsForPlayer(playerColor);
  5009. }
  5010. }
  5011. void CGameHandler::checkVictoryLossConditionsForAll()
  5012. {
  5013. std::set<PlayerColor> playerColors;
  5014. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  5015. {
  5016. playerColors.insert(PlayerColor(i));
  5017. }
  5018. checkVictoryLossConditions(playerColors);
  5019. }
  5020. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  5021. {
  5022. const PlayerState * p = getPlayerState(player);
  5023. if(!p || p->status != EPlayerStatus::INGAME) return;
  5024. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  5025. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  5026. {
  5027. InfoWindow iw;
  5028. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  5029. sendAndApply(&iw);
  5030. PlayerEndsGame peg;
  5031. peg.player = player;
  5032. peg.victoryLossCheckResult = victoryLossCheckResult;
  5033. sendAndApply(&peg);
  5034. if (victoryLossCheckResult.victory())
  5035. {
  5036. //one player won -> all enemies lost
  5037. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  5038. {
  5039. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  5040. {
  5041. peg.player = i->first;
  5042. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  5043. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  5044. InfoWindow iw;
  5045. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  5046. iw.player = i->first;
  5047. sendAndApply(&iw);
  5048. sendAndApply(&peg);
  5049. }
  5050. }
  5051. if(p->human)
  5052. {
  5053. lobby->state = EServerState::GAMEPLAY_ENDED;
  5054. }
  5055. }
  5056. else
  5057. {
  5058. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  5059. auto hlp = p->heroes;
  5060. for (auto h : hlp) //eliminate heroes
  5061. {
  5062. if (h.get())
  5063. removeObject(h);
  5064. }
  5065. //player lost -> all his objects become unflagged (neutral)
  5066. for (auto obj : gs->map->objects) //unflag objs
  5067. {
  5068. if (obj.get() && obj->tempOwner == player)
  5069. setOwner(obj, PlayerColor::NEUTRAL);
  5070. }
  5071. //eliminating one player may cause victory of another:
  5072. std::set<PlayerColor> playerColors;
  5073. //do not copy player state (CBonusSystemNode) by value
  5074. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  5075. {
  5076. if (p.first != player)
  5077. playerColors.insert(p.first);
  5078. }
  5079. //notify all players
  5080. for (auto pc : playerColors)
  5081. {
  5082. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5083. {
  5084. InfoWindow iw;
  5085. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5086. iw.player = pc;
  5087. sendAndApply(&iw);
  5088. }
  5089. }
  5090. checkVictoryLossConditions(playerColors);
  5091. }
  5092. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5093. // If we are called before the actual game start, there might be no current player
  5094. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5095. {
  5096. // If player making turn has lost his turn must be over as well
  5097. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5098. }
  5099. }
  5100. }
  5101. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5102. {
  5103. out.player = player;
  5104. out.text.clear();
  5105. out.text << victoryLossCheckResult.messageToSelf;
  5106. // hackish, insert one player-specific string, if applicable
  5107. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5108. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5109. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  5110. }
  5111. bool CGameHandler::dig(const CGHeroInstance *h)
  5112. {
  5113. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  5114. {
  5115. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->visitablePos())
  5116. {
  5117. complain("Cannot dig - there is already a hole under the hero!");
  5118. return false;
  5119. }
  5120. }
  5121. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5122. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5123. //create a hole
  5124. NewObject no;
  5125. no.ID = Obj::HOLE;
  5126. no.pos = h->visitablePos();
  5127. no.subID = 0;
  5128. sendAndApply(&no);
  5129. //take MPs
  5130. SetMovePoints smp;
  5131. smp.hid = h->id;
  5132. smp.val = 0;
  5133. sendAndApply(&smp);
  5134. InfoWindow iw;
  5135. iw.player = h->tempOwner;
  5136. if (gs->map->grailPos == h->visitablePos())
  5137. {
  5138. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5139. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5140. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5141. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5142. sendAndApply(&iw);
  5143. iw.soundID = soundBase::invalid;
  5144. iw.text.clear();
  5145. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5146. sendAndApply(&iw);
  5147. }
  5148. else
  5149. {
  5150. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5151. iw.soundID = soundBase::Dig;
  5152. sendAndApply(&iw);
  5153. }
  5154. return true;
  5155. }
  5156. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5157. {
  5158. if(attacker->hasBonusOfType(attackMode))
  5159. {
  5160. std::set<SpellID> spellsToCast;
  5161. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5162. for(const auto & sf : *spells)
  5163. {
  5164. spellsToCast.insert(SpellID(sf->subtype));
  5165. }
  5166. for(SpellID spellID : spellsToCast)
  5167. {
  5168. bool castMe = false;
  5169. if(!defender->alive())
  5170. {
  5171. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5172. return;
  5173. }
  5174. int32_t spellLevel = 0;
  5175. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5176. for(const auto & sf : *spellsByType)
  5177. {
  5178. int meleeRanged;
  5179. if(sf->additionalInfo.size() < 2)
  5180. {
  5181. // legacy format
  5182. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5183. meleeRanged = sf->additionalInfo[0] / 1000;
  5184. }
  5185. else
  5186. {
  5187. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5188. meleeRanged = sf->additionalInfo[1];
  5189. }
  5190. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5191. castMe = true;
  5192. }
  5193. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5194. vstd::amin(chance, 100);
  5195. const CSpell * spell = SpellID(spellID).toSpell();
  5196. spells::AbilityCaster caster(attacker, spellLevel);
  5197. spells::Target target;
  5198. target.emplace_back(defender);
  5199. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5200. auto m = spell->battleMechanics(&parameters);
  5201. spells::detail::ProblemImpl ignored;
  5202. if(!m->canBeCastAt(target, ignored))
  5203. continue;
  5204. //check if spell should be cast (probability handling)
  5205. if(getRandomGenerator().nextInt(99) >= chance)
  5206. continue;
  5207. //casting
  5208. if(castMe)
  5209. {
  5210. parameters.cast(spellEnv, target);
  5211. }
  5212. }
  5213. }
  5214. }
  5215. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5216. {
  5217. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5218. }
  5219. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5220. {
  5221. if(!attacker->alive() || !defender->alive()) // can be already dead
  5222. return;
  5223. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5224. if(!defender->alive())
  5225. {
  5226. //don't try death stare or acid breath on dead stack (crash!)
  5227. return;
  5228. }
  5229. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5230. {
  5231. // mechanics of Death Stare as in H3:
  5232. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5233. //original formula x = min(x, (gorgons_count + 9)/10);
  5234. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5235. vstd::amin(chanceToKill, 1); //cap at 100%
  5236. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5237. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5238. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5239. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5240. vstd::amin(staredCreatures, maxToKill);
  5241. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5242. if(staredCreatures)
  5243. {
  5244. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5245. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5246. spells::AbilityCaster caster(attacker, 0);
  5247. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5248. spells::Target target;
  5249. target.emplace_back(defender);
  5250. parameters.setEffectValue(staredCreatures);
  5251. parameters.cast(spellEnv, target);
  5252. }
  5253. }
  5254. if(!defender->alive())
  5255. return;
  5256. int64_t acidDamage = 0;
  5257. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5258. for(const auto & b : *acidBreath)
  5259. {
  5260. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5261. acidDamage += b->val;
  5262. }
  5263. if(acidDamage > 0)
  5264. {
  5265. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5266. spells::AbilityCaster caster(attacker, 0);
  5267. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5268. spells::Target target;
  5269. target.emplace_back(defender);
  5270. parameters.setEffectValue(acidDamage * attacker->getCount());
  5271. parameters.cast(spellEnv, target);
  5272. }
  5273. if(!defender->alive())
  5274. return;
  5275. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5276. {
  5277. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5278. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5279. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5280. return;
  5281. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5282. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5283. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5284. return;
  5285. battle::UnitInfo resurrectInfo;
  5286. resurrectInfo.id = gs->curB->battleNextUnitId();
  5287. resurrectInfo.summoned = false;
  5288. resurrectInfo.position = defender->getPosition();
  5289. resurrectInfo.side = defender->unitSide();
  5290. if(bonusAdditionalInfo != CAddInfo::NONE)
  5291. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5292. else
  5293. resurrectInfo.type = attacker->creatureId();
  5294. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5295. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5296. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5297. resurrectInfo.count = defender->getCount();
  5298. else
  5299. return; //wrong subtype
  5300. BattleUnitsChanged addUnits;
  5301. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5302. resurrectInfo.save(addUnits.changedStacks.back().data);
  5303. BattleUnitsChanged removeUnits;
  5304. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5305. sendAndApply(&removeUnits);
  5306. sendAndApply(&addUnits);
  5307. }
  5308. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5309. {
  5310. double chanceToTrigger = 0;
  5311. int amountToDie = 0;
  5312. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5313. {
  5314. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5315. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5316. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5317. }
  5318. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5319. {
  5320. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5321. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5322. }
  5323. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5324. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5325. return;
  5326. BattleStackAttacked bsa;
  5327. bsa.attackerID = -1;
  5328. bsa.stackAttacked = defender->ID;
  5329. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5330. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5331. bsa.spellID = SpellID::SLAYER;
  5332. defender->prepareAttacked(bsa, getRandomGenerator());
  5333. StacksInjured si;
  5334. si.stacks.push_back(bsa);
  5335. sendAndApply(&si);
  5336. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5337. }
  5338. }
  5339. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5340. {
  5341. if (!t.visitableObjects.empty())
  5342. {
  5343. //to prevent self-visiting heroes on space press
  5344. if (t.visitableObjects.back() != h)
  5345. objectVisited(t.visitableObjects.back(), h);
  5346. else if (t.visitableObjects.size() > 1)
  5347. objectVisited(*(t.visitableObjects.end()-2),h);
  5348. }
  5349. }
  5350. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5351. {
  5352. if (!hero)
  5353. COMPLAIN_RET("You need hero to sacrifice creature!");
  5354. int expSum = 0;
  5355. auto finish = [this, &hero, &expSum]()
  5356. {
  5357. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5358. };
  5359. for(int i = 0; i < slot.size(); ++i)
  5360. {
  5361. int oldCount = hero->getStackCount(slot[i]);
  5362. if(oldCount < (int)count[i])
  5363. {
  5364. finish();
  5365. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5366. }
  5367. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5368. {
  5369. finish();
  5370. COMPLAIN_RET("Cannot sacrifice last creature!");
  5371. }
  5372. int crid = hero->getStack(slot[i]).type->idNumber;
  5373. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5374. int dump, exp;
  5375. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5376. exp *= count[i];
  5377. expSum += exp;
  5378. }
  5379. finish();
  5380. return true;
  5381. }
  5382. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5383. {
  5384. if (!hero)
  5385. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5386. int expSum = 0;
  5387. auto finish = [this, &hero, &expSum]()
  5388. {
  5389. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5390. };
  5391. for(int i = 0; i < slot.size(); ++i)
  5392. {
  5393. ArtifactLocation al(hero, slot[i]);
  5394. const CArtifactInstance * a = al.getArt();
  5395. if(!a)
  5396. {
  5397. finish();
  5398. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5399. }
  5400. const CArtifactInstance * art = hero->getArt(slot[i]);
  5401. if(!art)
  5402. {
  5403. finish();
  5404. COMPLAIN_RET("No artifact at position to sacrifice!");
  5405. }
  5406. si32 typId = art->artType->id;
  5407. int dmp, expToGive;
  5408. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5409. expSum += expToGive;
  5410. removeArtifact(al);
  5411. }
  5412. finish();
  5413. return true;
  5414. }
  5415. void CGameHandler::makeStackDoNothing(const CStack * next)
  5416. {
  5417. BattleAction doNothing;
  5418. doNothing.actionType = EActionType::NO_ACTION;
  5419. doNothing.side = next->side;
  5420. doNothing.stackNumber = next->ID;
  5421. makeAutomaticAction(next, doNothing);
  5422. }
  5423. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5424. {
  5425. if (sl.army->hasStackAtSlot(sl.slot))
  5426. COMPLAIN_RET("Slot is already taken!");
  5427. if (!sl.slot.validSlot())
  5428. COMPLAIN_RET("Cannot insert stack to that slot!");
  5429. InsertNewStack ins;
  5430. ins.army = sl.army->id;
  5431. ins.slot = sl.slot;
  5432. ins.type = c->idNumber;
  5433. ins.count = count;
  5434. sendAndApply(&ins);
  5435. return true;
  5436. }
  5437. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5438. {
  5439. if (!sl.army->hasStackAtSlot(sl.slot))
  5440. COMPLAIN_RET("Cannot find a stack to erase");
  5441. if (sl.army->stacksCount() == 1 //from the last stack
  5442. && sl.army->needsLastStack() //that must be left
  5443. && !forceRemoval) //ignore above conditions if we are forcing removal
  5444. {
  5445. COMPLAIN_RET("Cannot erase the last stack!");
  5446. }
  5447. EraseStack es;
  5448. es.army = sl.army->id;
  5449. es.slot = sl.slot;
  5450. sendAndApply(&es);
  5451. return true;
  5452. }
  5453. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5454. {
  5455. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5456. if ((absoluteValue && count < 0)
  5457. || (!absoluteValue && -count > currentCount))
  5458. {
  5459. COMPLAIN_RET("Cannot take more stacks than present!");
  5460. }
  5461. if ((currentCount == -count && !absoluteValue)
  5462. || (!count && absoluteValue))
  5463. {
  5464. eraseStack(sl);
  5465. }
  5466. else
  5467. {
  5468. ChangeStackCount csc;
  5469. csc.army = sl.army->id;
  5470. csc.slot = sl.slot;
  5471. csc.count = count;
  5472. csc.absoluteValue = absoluteValue;
  5473. sendAndApply(&csc);
  5474. }
  5475. return true;
  5476. }
  5477. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5478. {
  5479. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5480. if (!slotC) //slot is empty
  5481. insertNewStack(sl, c, count);
  5482. else if (c == slotC)
  5483. changeStackCount(sl, count);
  5484. else
  5485. {
  5486. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5487. }
  5488. return true;
  5489. }
  5490. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5491. {
  5492. if (removeObjWhenFinished)
  5493. removeAfterVisit(src);
  5494. if (!src->canBeMergedWith(*dst, allowMerging))
  5495. {
  5496. if (allowMerging) //do that, add all matching creatures.
  5497. {
  5498. bool cont = true;
  5499. while (cont)
  5500. {
  5501. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5502. {
  5503. SlotID pos = dst->getSlotFor(i->second->type);
  5504. if (pos.validSlot())
  5505. {
  5506. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5507. cont = true;
  5508. break; //or iterator crashes
  5509. }
  5510. cont = false;
  5511. }
  5512. }
  5513. }
  5514. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5515. }
  5516. else //merge
  5517. {
  5518. moveArmy(src, dst, allowMerging);
  5519. }
  5520. }
  5521. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5522. {
  5523. if (!src.army->hasStackAtSlot(src.slot))
  5524. COMPLAIN_RET("No stack to move!");
  5525. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5526. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5527. if (!dst.slot.validSlot())
  5528. COMPLAIN_RET("Cannot move stack to that slot!");
  5529. if (count == -1)
  5530. {
  5531. count = src.army->getStackCount(src.slot);
  5532. }
  5533. if (src.army != dst.army //moving away
  5534. && count == src.army->getStackCount(src.slot) //all creatures
  5535. && src.army->stacksCount() == 1 //from the last stack
  5536. && src.army->needsLastStack()) //that must be left
  5537. {
  5538. COMPLAIN_RET("Cannot move away the last creature!");
  5539. }
  5540. RebalanceStacks rs;
  5541. rs.srcArmy = src.army->id;
  5542. rs.dstArmy = dst.army->id;
  5543. rs.srcSlot = src.slot;
  5544. rs.dstSlot = dst.slot;
  5545. rs.count = count;
  5546. sendAndApply(&rs);
  5547. return true;
  5548. }
  5549. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5550. {
  5551. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5552. {
  5553. return moveStack(sl2, sl1);
  5554. }
  5555. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5556. {
  5557. return moveStack(sl1, sl2);
  5558. }
  5559. else
  5560. {
  5561. SwapStacks ss;
  5562. ss.srcArmy = sl1.army->id;
  5563. ss.dstArmy = sl2.army->id;
  5564. ss.srcSlot = sl1.slot;
  5565. ss.dstSlot = sl2.slot;
  5566. sendAndApply(&ss);
  5567. return true;
  5568. }
  5569. }
  5570. void CGameHandler::runBattle()
  5571. {
  5572. setBattle(gs->curB);
  5573. assert(gs->curB);
  5574. //TODO: pre-tactic stuff, call scripts etc.
  5575. //tactic round
  5576. {
  5577. while (gs->curB->tacticDistance && !battleResult.get())
  5578. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5579. }
  5580. //initial stacks appearance triggers, e.g. built-in bonus spells
  5581. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5582. for (CStack * stack : initialStacks)
  5583. {
  5584. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5585. {
  5586. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5587. auto accessibility = getAccesibility();
  5588. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5589. std::vector<BattleHex> targetHexes;
  5590. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5591. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5592. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5593. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5594. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5595. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5596. if (!guardianIsBig)
  5597. targetHexes = stack->getSurroundingHexes();
  5598. else
  5599. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5600. for(auto hex : targetHexes)
  5601. {
  5602. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5603. {
  5604. battle::UnitInfo info;
  5605. info.id = gs->curB->battleNextUnitId();
  5606. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5607. info.type = creatureData;
  5608. info.side = stack->side;
  5609. info.position = hex;
  5610. info.summoned = true;
  5611. BattleUnitsChanged pack;
  5612. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5613. info.save(pack.changedStacks.back().data);
  5614. sendAndApply(&pack);
  5615. }
  5616. }
  5617. }
  5618. stackEnchantedTrigger(stack);
  5619. }
  5620. //spells opening battle
  5621. for (int i = 0; i < 2; ++i)
  5622. {
  5623. auto h = gs->curB->battleGetFightingHero(i);
  5624. if (h)
  5625. {
  5626. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5627. for (auto b : *bl)
  5628. {
  5629. spells::BonusCaster caster(h, b);
  5630. const CSpell * spell = SpellID(b->subtype).toSpell();
  5631. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5632. parameters.setSpellLevel(3);
  5633. parameters.setEffectDuration(b->val);
  5634. parameters.massive = true;
  5635. parameters.castIfPossible(spellEnv, spells::Target());
  5636. }
  5637. }
  5638. }
  5639. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5640. checkBattleStateChanges();
  5641. bool firstRound = true;//FIXME: why first round is -1?
  5642. //main loop
  5643. while (!battleResult.get()) //till the end of the battle ;]
  5644. {
  5645. BattleNextRound bnr;
  5646. bnr.round = gs->curB->round + 1;
  5647. logGlobal->debug("Round %d", bnr.round);
  5648. sendAndApply(&bnr);
  5649. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5650. for (auto &obstPtr : obstacles)
  5651. {
  5652. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5653. if (sco->turnsRemaining == 0)
  5654. removeObstacle(*obstPtr);
  5655. }
  5656. const BattleInfo & curB = *gs->curB;
  5657. for(auto stack : curB.stacks)
  5658. {
  5659. if(stack->alive() && !firstRound)
  5660. stackEnchantedTrigger(stack);
  5661. }
  5662. //stack loop
  5663. auto getNextStack = [this]() -> const CStack *
  5664. {
  5665. if(battleResult.get())
  5666. return nullptr;
  5667. std::vector<battle::Units> q;
  5668. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5669. if(!q.empty())
  5670. {
  5671. if(!q.front().empty())
  5672. {
  5673. auto next = q.front().front();
  5674. const auto stack = dynamic_cast<const CStack *>(next);
  5675. // regeneration takes place before everything else but only during first turn attempt in each round
  5676. // also works under blind and similar effects
  5677. if(stack && stack->alive() && !stack->waiting)
  5678. {
  5679. BattleTriggerEffect bte;
  5680. bte.stackID = stack->ID;
  5681. bte.effect = Bonus::HP_REGENERATION;
  5682. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5683. if(stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  5684. bte.val = lostHealth;
  5685. else if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5686. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5687. if(bte.val) // anything to heal
  5688. sendAndApply(&bte);
  5689. }
  5690. if(next->willMove())
  5691. return stack;
  5692. }
  5693. }
  5694. return nullptr;
  5695. };
  5696. const CStack * next = nullptr;
  5697. while((next = getNextStack()))
  5698. {
  5699. BattleUnitsChanged removeGhosts;
  5700. for(auto stack : curB.stacks)
  5701. {
  5702. if(stack->ghostPending)
  5703. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5704. }
  5705. if(!removeGhosts.changedStacks.empty())
  5706. sendAndApply(&removeGhosts);
  5707. //check for bad morale => freeze
  5708. int nextStackMorale = next->MoraleVal();
  5709. if (nextStackMorale < 0 &&
  5710. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5711. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5712. )
  5713. {
  5714. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5715. {
  5716. //unit loses its turn - empty freeze action
  5717. BattleAction ba;
  5718. ba.actionType = EActionType::BAD_MORALE;
  5719. ba.side = next->side;
  5720. ba.stackNumber = next->ID;
  5721. makeAutomaticAction(next, ba);
  5722. continue;
  5723. }
  5724. }
  5725. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5726. {
  5727. logGlobal->trace("Handle Berserk effect");
  5728. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5729. if (attackInfo.first != nullptr)
  5730. {
  5731. BattleAction attack;
  5732. attack.actionType = EActionType::WALK_AND_ATTACK;
  5733. attack.side = next->side;
  5734. attack.stackNumber = next->ID;
  5735. attack.aimToHex(attackInfo.second);
  5736. attack.aimToUnit(attackInfo.first);
  5737. makeAutomaticAction(next, attack);
  5738. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5739. }
  5740. else
  5741. {
  5742. makeStackDoNothing(next);
  5743. logGlobal->trace("No target found");
  5744. }
  5745. continue;
  5746. }
  5747. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5748. const int stackCreatureId = next->getCreature()->idNumber;
  5749. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5750. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5751. {
  5752. BattleAction attack;
  5753. attack.actionType = EActionType::SHOOT;
  5754. attack.side = next->side;
  5755. attack.stackNumber = next->ID;
  5756. //TODO: select target by priority
  5757. const battle::Unit * target = nullptr;
  5758. for(auto & elem : gs->curB->stacks)
  5759. {
  5760. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5761. && elem->owner != next->owner
  5762. && elem->isValidTarget()
  5763. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5764. {
  5765. target = elem;
  5766. break;
  5767. }
  5768. }
  5769. if(target == nullptr)
  5770. {
  5771. makeStackDoNothing(next);
  5772. }
  5773. else
  5774. {
  5775. attack.aimToUnit(target);
  5776. makeAutomaticAction(next, attack);
  5777. }
  5778. continue;
  5779. }
  5780. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5781. {
  5782. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5783. if (attackableBattleHexes.empty())
  5784. {
  5785. makeStackDoNothing(next);
  5786. continue;
  5787. }
  5788. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5789. {
  5790. BattleAction attack;
  5791. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5792. attack.aimToHex(destination);
  5793. attack.actionType = EActionType::CATAPULT;
  5794. attack.side = next->side;
  5795. attack.stackNumber = next->ID;
  5796. makeAutomaticAction(next, attack);
  5797. continue;
  5798. }
  5799. }
  5800. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5801. {
  5802. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5803. {
  5804. return s->owner == next->owner && s->canBeHealed();
  5805. });
  5806. if (!possibleStacks.size())
  5807. {
  5808. makeStackDoNothing(next);
  5809. continue;
  5810. }
  5811. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5812. {
  5813. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5814. const CStack * toBeHealed = possibleStacks.front();
  5815. BattleAction heal;
  5816. heal.actionType = EActionType::STACK_HEAL;
  5817. heal.aimToUnit(toBeHealed);
  5818. heal.side = next->side;
  5819. heal.stackNumber = next->ID;
  5820. makeAutomaticAction(next, heal);
  5821. continue;
  5822. }
  5823. }
  5824. int numberOfAsks = 1;
  5825. bool breakOuter = false;
  5826. do
  5827. {//ask interface and wait for answer
  5828. if (!battleResult.get())
  5829. {
  5830. stackTurnTrigger(next); //various effects
  5831. if(next->fear)
  5832. {
  5833. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5834. }
  5835. else
  5836. {
  5837. logGlobal->trace("Activating %s", next->nodeName());
  5838. auto nextId = next->ID;
  5839. BattleSetActiveStack sas;
  5840. sas.stack = nextId;
  5841. sendAndApply(&sas);
  5842. auto actionWasMade = [&]() -> bool
  5843. {
  5844. if (battleMadeAction.data)//active stack has made its action
  5845. return true;
  5846. if (battleResult.get())// battle is finished
  5847. return true;
  5848. if (next == nullptr)//active stack was been removed
  5849. return true;
  5850. return !next->alive();//active stack is dead
  5851. };
  5852. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5853. battleMadeAction.data = false;
  5854. while (!actionWasMade())
  5855. {
  5856. battleMadeAction.cond.wait(lock);
  5857. if (battleGetStackByID(nextId, false) != next)
  5858. next = nullptr; //it may be removed, while we wait
  5859. }
  5860. }
  5861. }
  5862. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5863. {
  5864. breakOuter = true;
  5865. break;
  5866. }
  5867. //we're after action, all results applied
  5868. checkBattleStateChanges(); //check if this action ended the battle
  5869. if(next != nullptr)
  5870. {
  5871. //check for good morale
  5872. nextStackMorale = next->MoraleVal();
  5873. if(!next->hadMorale //only one extra move per turn possible
  5874. && !next->defending
  5875. && !next->waited()
  5876. && !next->fear
  5877. && next->alive()
  5878. && nextStackMorale > 0
  5879. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5880. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5881. )
  5882. {
  5883. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5884. {
  5885. BattleTriggerEffect bte;
  5886. bte.stackID = next->ID;
  5887. bte.effect = Bonus::MORALE;
  5888. bte.val = 1;
  5889. bte.additionalInfo = 0;
  5890. sendAndApply(&bte); //play animation
  5891. ++numberOfAsks; //move this stack once more
  5892. }
  5893. }
  5894. }
  5895. --numberOfAsks;
  5896. } while (numberOfAsks > 0);
  5897. if (breakOuter)
  5898. {
  5899. break;
  5900. }
  5901. }
  5902. firstRound = false;
  5903. }
  5904. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5905. }
  5906. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5907. {
  5908. BattleSetActiveStack bsa;
  5909. bsa.stack = stack->ID;
  5910. bsa.askPlayerInterface = false;
  5911. sendAndApply(&bsa);
  5912. bool ret = makeBattleAction(ba);
  5913. checkBattleStateChanges();
  5914. return ret;
  5915. }
  5916. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5917. {
  5918. assert(a->artType);
  5919. ArtifactLocation al;
  5920. al.artHolder = const_cast<CGHeroInstance*>(h);
  5921. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5922. if (pos < 0)
  5923. {
  5924. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5925. slot = a->firstAvailableSlot(h);
  5926. else
  5927. slot = a->firstBackpackSlot(h);
  5928. }
  5929. else
  5930. {
  5931. slot = pos;
  5932. }
  5933. al.slot = slot;
  5934. if (slot < 0 || !a->canBePutAt(al))
  5935. {
  5936. complain("Cannot put artifact in that slot!");
  5937. return;
  5938. }
  5939. putArtifact(al, a);
  5940. }
  5941. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5942. {
  5943. PutArtifact pa;
  5944. pa.art = a;
  5945. pa.al = al;
  5946. sendAndApply(&pa);
  5947. }
  5948. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5949. {
  5950. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5951. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5952. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5953. giveHeroNewArtifact(h, art, slot);
  5954. return true;
  5955. }
  5956. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5957. {
  5958. CArtifactInstance *a = nullptr;
  5959. if (!artType->constituents)
  5960. {
  5961. a = new CArtifactInstance();
  5962. }
  5963. else
  5964. {
  5965. a = new CCombinedArtifactInstance();
  5966. }
  5967. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5968. NewArtifact na;
  5969. na.art = a;
  5970. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5971. giveHeroArtifact(h, a, pos);
  5972. }
  5973. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5974. {
  5975. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5976. if (battleResult.data)
  5977. {
  5978. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5979. % battleResult.data->result % resultType).str());
  5980. return;
  5981. }
  5982. auto br = new BattleResult();
  5983. br->result = resultType;
  5984. br->winner = victoriusSide; //surrendering side loses
  5985. gs->curB->calculateCasualties(br->casualties);
  5986. battleResult.data = br;
  5987. }
  5988. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5989. {
  5990. std::vector<int3>::iterator tile;
  5991. std::vector<int3> tiles;
  5992. getFreeTiles(tiles);
  5993. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5994. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5995. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5996. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5997. for (int i = 0; i < (int)amount; ++i)
  5998. {
  5999. tile = tiles.begin();
  6000. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  6001. {
  6002. auto count = cre->getRandomAmount(std::rand);
  6003. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  6004. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  6005. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  6006. }
  6007. tiles.erase(tile); //not use it again
  6008. }
  6009. }
  6010. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  6011. {
  6012. if (cheat == "vcmiistari")
  6013. {
  6014. cheated = true;
  6015. if (!hero) return;
  6016. ///Give hero spellbook
  6017. if (!hero->hasSpellbook())
  6018. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  6019. ///Give all spells with bonus (to allow banned spells)
  6020. GiveBonus giveBonus(GiveBonus::HERO);
  6021. giveBonus.id = hero->id.getNum();
  6022. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  6023. //start with level 0 to skip abilities
  6024. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  6025. {
  6026. giveBonus.bonus.subtype = level;
  6027. sendAndApply(&giveBonus);
  6028. }
  6029. ///Give mana
  6030. SetMana sm;
  6031. sm.hid = hero->id;
  6032. sm.val = 999;
  6033. sm.absolute = true;
  6034. sendAndApply(&sm);
  6035. }
  6036. else if (cheat == "vcmiarmenelos")
  6037. {
  6038. cheated = true;
  6039. if (!town) return;
  6040. ///Build all buildings in selected town
  6041. for (auto & build : town->town->buildings)
  6042. {
  6043. if (!town->hasBuilt(build.first)
  6044. && !build.second->Name().empty()
  6045. && build.first != BuildingID::SHIP)
  6046. {
  6047. buildStructure(town->id, build.first, true);
  6048. }
  6049. }
  6050. }
  6051. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  6052. {
  6053. cheated = true;
  6054. if (!hero) return;
  6055. ///Gives N creatures into each slot
  6056. std::map<std::string, std::pair<int, int>> creatures;
  6057. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  6058. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  6059. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  6060. const CCreature * creature = VLC->creh->objects.at(creatures[cheat].first);
  6061. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6062. if (!hero->hasStackAtSlot(SlotID(i)))
  6063. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  6064. }
  6065. else if (cheat == "vcminoldor")
  6066. {
  6067. cheated = true;
  6068. if (!hero) return;
  6069. ///Give all war machines to hero
  6070. if (!hero->getArt(ArtifactPosition::MACH1))
  6071. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6072. if (!hero->getArt(ArtifactPosition::MACH2))
  6073. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6074. if (!hero->getArt(ArtifactPosition::MACH3))
  6075. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6076. }
  6077. else if (cheat == "vcmiforgeofnoldorking")
  6078. {
  6079. cheated = true;
  6080. if (!hero) return;
  6081. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6082. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6083. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  6084. }
  6085. else if (cheat == "vcmiglorfindel")
  6086. {
  6087. cheated = true;
  6088. if (!hero) return;
  6089. ///selected hero gains a new level
  6090. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6091. }
  6092. else if (cheat == "vcminahar")
  6093. {
  6094. cheated = true;
  6095. if (!hero) return;
  6096. ///Give 1000000 movement points to hero
  6097. SetMovePoints smp;
  6098. smp.hid = hero->id;
  6099. smp.val = 1000000;
  6100. sendAndApply(&smp);
  6101. GiveBonus gb(GiveBonus::HERO);
  6102. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6103. gb.bonus.duration = Bonus::ONE_DAY;
  6104. gb.bonus.source = Bonus::OTHER;
  6105. gb.id = hero->id.getNum();
  6106. giveHeroBonus(&gb);
  6107. }
  6108. else if (cheat == "vcmiformenos")
  6109. {
  6110. cheated = true;
  6111. ///Give resources to player
  6112. TResources resources;
  6113. resources[Res::GOLD] = 100000;
  6114. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6115. resources[i] = 100;
  6116. giveResources(player, resources);
  6117. }
  6118. else if (cheat == "vcmisilmaril")
  6119. {
  6120. cheated = true;
  6121. ///Player wins
  6122. PlayerCheated pc;
  6123. pc.player = player;
  6124. pc.winningCheatCode = true;
  6125. sendAndApply(&pc);
  6126. }
  6127. else if (cheat == "vcmimelkor")
  6128. {
  6129. cheated = true;
  6130. ///Player looses
  6131. PlayerCheated pc;
  6132. pc.player = player;
  6133. pc.losingCheatCode = true;
  6134. sendAndApply(&pc);
  6135. }
  6136. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  6137. {
  6138. cheated = true;
  6139. ///Reveal or conceal FoW
  6140. FoWChange fc;
  6141. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  6142. fc.player = player;
  6143. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6144. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6145. int lastUnc = 0;
  6146. for(int z = 0; z < gs->map->levels(); z++)
  6147. for(int x = 0; x < gs->map->width; x++)
  6148. for(int y = 0; y < gs->map->height; y++)
  6149. if(!(*fowMap)[z][x][y] || !fc.mode)
  6150. hlp_tab[lastUnc++] = int3(x, y, z);
  6151. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6152. delete [] hlp_tab;
  6153. sendAndApply(&fc);
  6154. }
  6155. }
  6156. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6157. {
  6158. BattleObstaclesChanged obsRem;
  6159. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6160. sendAndApply(&obsRem);
  6161. }
  6162. void CGameHandler::synchronizeArtifactHandlerLists()
  6163. {
  6164. UpdateArtHandlerLists uahl;
  6165. uahl.treasures = VLC->arth->treasures;
  6166. uahl.minors = VLC->arth->minors;
  6167. uahl.majors = VLC->arth->majors;
  6168. uahl.relics = VLC->arth->relics;
  6169. sendAndApply(&uahl);
  6170. }
  6171. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6172. {
  6173. return vstd::contains(gs->map->objects, obj);
  6174. }
  6175. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6176. {
  6177. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6178. return false;
  6179. auto query = queries.topQuery(player);
  6180. if (query && query->blocksPack(pack))
  6181. {
  6182. complain(boost::str(boost::format(
  6183. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6184. % boost::to_upper_copy<std::string>(player.getStr())
  6185. % query->toString()
  6186. ));
  6187. return true;
  6188. }
  6189. return false;
  6190. }
  6191. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6192. {
  6193. //If the object is being visited, there must be a matching query
  6194. for (const auto &query : queries.allQueries())
  6195. {
  6196. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6197. {
  6198. if (someVistQuery->visitedObject == object)
  6199. {
  6200. someVistQuery->removeObjectAfterVisit = true;
  6201. return;
  6202. }
  6203. }
  6204. }
  6205. //If we haven't returned so far, there is no query and no visit, call was wrong
  6206. assert("This function needs to be called during the object visit!");
  6207. }
  6208. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6209. {
  6210. std::unordered_set<int3, ShashInt3> tiles;
  6211. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6212. if (hide)
  6213. {
  6214. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6215. auto p = getPlayerState(player);
  6216. for (auto h : p->heroes)
  6217. {
  6218. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6219. }
  6220. for (auto t : p->towns)
  6221. {
  6222. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6223. }
  6224. for (auto tile : observedTiles)
  6225. vstd::erase_if_present (tiles, tile);
  6226. }
  6227. changeFogOfWar(tiles, player, hide);
  6228. }
  6229. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6230. {
  6231. FoWChange fow;
  6232. fow.tiles = tiles;
  6233. fow.player = player;
  6234. fow.mode = hide? 0 : 1;
  6235. sendAndApply(&fow);
  6236. }
  6237. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6238. {
  6239. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6240. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6241. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6242. return true;
  6243. }
  6244. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6245. {
  6246. SetObjectProperty sob;
  6247. sob.id = objid;
  6248. sob.what = prop;
  6249. sob.val = static_cast<ui32>(val);
  6250. sendAndApply(&sob);
  6251. }
  6252. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6253. {
  6254. sendAndApply(iw);
  6255. }
  6256. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6257. {
  6258. InfoWindow iw;
  6259. iw.player = player;
  6260. iw.text << msg;
  6261. showInfoDialog(&iw);
  6262. }
  6263. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6264. army(_army)
  6265. {
  6266. heroWithDeadCommander = ObjectInstanceID();
  6267. PlayerColor color = army->tempOwner;
  6268. if(color == PlayerColor::UNFLAGGABLE)
  6269. color = PlayerColor::NEUTRAL;
  6270. for(CStack * st : bat->stacks)
  6271. {
  6272. if(st->summoned) //don't take into account temporary summoned stacks
  6273. continue;
  6274. if(st->owner != color) //remove only our stacks
  6275. continue;
  6276. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6277. st->health.takeResurrected();
  6278. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6279. {
  6280. logGlobal->debug("Ignored arrow towers stack.");
  6281. }
  6282. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6283. {
  6284. auto warMachine = st->type->warMachine;
  6285. if(warMachine == ArtifactID::NONE)
  6286. {
  6287. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6288. }
  6289. //catapult artifact remain even if "creature" killed in siege
  6290. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6291. {
  6292. logGlobal->debug("War machine has been destroyed");
  6293. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6294. if (hero)
  6295. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6296. else
  6297. logGlobal->error("War machine in army without hero");
  6298. }
  6299. }
  6300. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6301. {
  6302. if(st->alive() && st->getCount() > 0)
  6303. {
  6304. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6305. const CreatureID summonedType = st->type->idNumber;
  6306. summoned[summonedType] += st->getCount();
  6307. }
  6308. }
  6309. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6310. {
  6311. if (nullptr == st->base)
  6312. {
  6313. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6314. }
  6315. else
  6316. {
  6317. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6318. if(c)
  6319. {
  6320. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6321. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6322. {
  6323. logGlobal->debug("Commander is dead.");
  6324. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6325. }
  6326. }
  6327. else
  6328. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6329. }
  6330. }
  6331. else if(st->base && !army->slotEmpty(st->slot))
  6332. {
  6333. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6334. if(st->getCount() == 0 || !st->alive())
  6335. {
  6336. logGlobal->debug("Stack has been destroyed.");
  6337. StackLocation sl(army, st->slot);
  6338. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6339. }
  6340. else if(st->getCount() < army->getStackCount(st->slot))
  6341. {
  6342. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6343. StackLocation sl(army, st->slot);
  6344. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6345. }
  6346. else if(st->getCount() > army->getStackCount(st->slot))
  6347. {
  6348. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6349. StackLocation sl(army, st->slot);
  6350. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6351. }
  6352. }
  6353. else
  6354. {
  6355. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6356. }
  6357. }
  6358. }
  6359. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6360. {
  6361. for (TStackAndItsNewCount &ncount : newStackCounts)
  6362. {
  6363. if (ncount.second > 0)
  6364. gh->changeStackCount(ncount.first, ncount.second, true);
  6365. else
  6366. gh->eraseStack(ncount.first, true);
  6367. }
  6368. for (auto summoned_iter : summoned)
  6369. {
  6370. SlotID slot = army->getSlotFor(summoned_iter.first);
  6371. if (slot.validSlot())
  6372. {
  6373. StackLocation location(army, slot);
  6374. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6375. }
  6376. else
  6377. {
  6378. //even if it will be possible to summon anything permanently it should be checked for free slot
  6379. //necromancy is handled separately
  6380. gh->complain("No free slot to put summoned creature");
  6381. }
  6382. }
  6383. for (auto al : removedWarMachines)
  6384. {
  6385. gh->removeArtifact(al);
  6386. }
  6387. if (heroWithDeadCommander != ObjectInstanceID())
  6388. {
  6389. SetCommanderProperty scp;
  6390. scp.heroid = heroWithDeadCommander;
  6391. scp.which = SetCommanderProperty::ALIVE;
  6392. scp.amount = 0;
  6393. gh->sendAndApply(&scp);
  6394. }
  6395. }
  6396. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6397. {
  6398. assert(Query->result);
  6399. assert(Query->bi);
  6400. auto &result = *Query->result;
  6401. auto &info = *Query->bi;
  6402. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6403. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6404. victor = info.sides[result.winner].color;
  6405. loser = info.sides[!result.winner].color;
  6406. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6407. }
  6408. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6409. {
  6410. winnerHero = loserHero = nullptr;
  6411. remainingBattleQueriesCount = 0;
  6412. }
  6413. CRandomGenerator & CGameHandler::getRandomGenerator()
  6414. {
  6415. return CRandomGenerator::getDefault();
  6416. }
  6417. #if SCRIPTING_ENABLED
  6418. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6419. {
  6420. return serverScripts.get();
  6421. }
  6422. scripting::Pool * CGameHandler::getContextPool() const
  6423. {
  6424. return serverScripts.get();
  6425. }
  6426. #endif
  6427. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6428. {
  6429. NewObject no;
  6430. no.ID = ID; //creature
  6431. no.subID= subID;
  6432. no.pos = pos;
  6433. sendAndApply(&no);
  6434. return no.id; //id field will be filled during applying on gs
  6435. }
  6436. ///ServerSpellCastEnvironment
  6437. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6438. : gh(gh)
  6439. {
  6440. }
  6441. bool ServerSpellCastEnvironment::describeChanges() const
  6442. {
  6443. return true;
  6444. }
  6445. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6446. {
  6447. gh->complain(problem);
  6448. }
  6449. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6450. {
  6451. return &gh->getRandomGenerator();
  6452. }
  6453. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6454. {
  6455. gh->sendAndApply(pack);
  6456. }
  6457. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6458. {
  6459. gh->sendAndApply(pack);
  6460. }
  6461. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6462. {
  6463. gh->sendAndApply(pack);
  6464. }
  6465. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6466. {
  6467. gh->sendAndApply(pack);
  6468. }
  6469. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6470. {
  6471. gh->sendAndApply(pack);
  6472. }
  6473. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6474. {
  6475. gh->sendAndApply(pack);
  6476. }
  6477. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6478. {
  6479. gh->sendAndApply(pack);
  6480. }
  6481. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6482. {
  6483. gh->sendAndApply(pack);
  6484. }
  6485. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6486. {
  6487. return gh;
  6488. }
  6489. const CMap * ServerSpellCastEnvironment::getMap() const
  6490. {
  6491. return gh->gameState()->map;
  6492. }
  6493. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6494. {
  6495. return gh->moveHero(hid, dst, teleporting, false);
  6496. }
  6497. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6498. {
  6499. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6500. request->queryID = query->queryID;
  6501. gh->queries.addQuery(query);
  6502. gh->sendAndApply(request);
  6503. }