CGameHandler.cpp 227 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 "ServerNetPackVisitors.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "../lib/TerrainHandler.h"
  41. #include "CGameHandler.h"
  42. #include "CVCMIServer.h"
  43. #include "../lib/CCreatureSet.h"
  44. #include "../lib/CThreadHelper.h"
  45. #include "../lib/GameConstants.h"
  46. #include "../lib/registerTypes/RegisterTypes.h"
  47. #include "../lib/serializer/CTypeList.h"
  48. #include "../lib/serializer/Connection.h"
  49. #include "../lib/serializer/Cast.h"
  50. #include "../lib/serializer/JsonSerializer.h"
  51. #include "../lib/ScriptHandler.h"
  52. #include <vcmi/events/EventBus.h>
  53. #include <vcmi/events/GenericEvents.h>
  54. #include <vcmi/events/AdventureEvents.h>
  55. #ifndef _MSC_VER
  56. #include <boost/thread/xtime.hpp>
  57. #endif
  58. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  59. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  60. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  61. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  62. class ServerSpellCastEnvironment : public SpellCastEnvironment
  63. {
  64. public:
  65. ServerSpellCastEnvironment(CGameHandler * gh);
  66. ~ServerSpellCastEnvironment() = default;
  67. void complain(const std::string & problem) override;
  68. bool describeChanges() const override;
  69. vstd::RNG * getRNG() override;
  70. void apply(CPackForClient * pack) override;
  71. void apply(BattleLogMessage * pack) override;
  72. void apply(BattleStackMoved * pack) override;
  73. void apply(BattleUnitsChanged * pack) override;
  74. void apply(SetStackEffect * pack) override;
  75. void apply(StacksInjured * pack) override;
  76. void apply(BattleObstaclesChanged * pack) override;
  77. void apply(CatapultAttack * pack) override;
  78. const CMap * getMap() const override;
  79. const CGameInfoCallback * getCb() const override;
  80. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  81. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  82. private:
  83. CGameHandler * gh;
  84. };
  85. VCMI_LIB_NAMESPACE_BEGIN
  86. namespace spells
  87. {
  88. class ObstacleCasterProxy : public Caster
  89. {
  90. public:
  91. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  92. : owner(owner_),
  93. hero(hero_),
  94. obs(obs_)
  95. {
  96. };
  97. ~ObstacleCasterProxy() = default;
  98. int32_t getCasterUnitId() const override
  99. {
  100. if(hero)
  101. return hero->getCasterUnitId();
  102. else
  103. return -1;
  104. }
  105. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  106. {
  107. return obs->spellLevel;
  108. }
  109. int32_t getEffectLevel(const Spell * spell) const override
  110. {
  111. return obs->spellLevel;
  112. }
  113. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  114. {
  115. if(hero)
  116. return hero->getSpellBonus(spell, base, affectedStack);
  117. else
  118. return base;
  119. }
  120. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  121. {
  122. if(hero)
  123. return hero->getSpecificSpellBonus(spell, base);
  124. else
  125. return base;
  126. }
  127. int32_t getEffectPower(const Spell * spell) const override
  128. {
  129. return obs->casterSpellPower;
  130. }
  131. int32_t getEnchantPower(const Spell * spell) const override
  132. {
  133. return obs->casterSpellPower;
  134. }
  135. int64_t getEffectValue(const Spell * spell) const override
  136. {
  137. if(hero)
  138. return hero->getEffectValue(spell);
  139. else
  140. return 0;
  141. }
  142. PlayerColor getCasterOwner() const override
  143. {
  144. return owner;
  145. }
  146. void getCasterName(MetaString & text) const override
  147. {
  148. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  149. }
  150. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  151. {
  152. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  153. }
  154. void spendMana(ServerCallback * server, const int spellCost) const override
  155. {
  156. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  157. }
  158. private:
  159. const CGHeroInstance * hero;
  160. const PlayerColor owner;
  161. const SpellCreatedObstacle * obs;
  162. };
  163. }//
  164. VCMI_LIB_NAMESPACE_END
  165. CondSh<bool> battleMadeAction(false);
  166. CondSh<BattleResult *> battleResult(nullptr);
  167. template <typename T> class CApplyOnGH;
  168. class CBaseForGHApply
  169. {
  170. public:
  171. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  172. virtual ~CBaseForGHApply(){}
  173. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  174. {
  175. return new CApplyOnGH<U>();
  176. }
  177. };
  178. template <typename T> class CApplyOnGH : public CBaseForGHApply
  179. {
  180. public:
  181. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  182. {
  183. T *ptr = static_cast<T*>(pack);
  184. try
  185. {
  186. ApplyGhNetPackVisitor applier(*gh, *gs);
  187. ptr->visit(applier);
  188. return applier.getResult();
  189. }
  190. catch(ExceptionNotAllowedAction & e)
  191. {
  192. (void)e;
  193. return false;
  194. }
  195. catch(...)
  196. {
  197. throw;
  198. }
  199. }
  200. };
  201. template <>
  202. class CApplyOnGH<CPack> : public CBaseForGHApply
  203. {
  204. public:
  205. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  206. {
  207. logGlobal->error("Cannot apply on GH plain CPack!");
  208. assert(0);
  209. return false;
  210. }
  211. };
  212. static inline double distance(int3 a, int3 b)
  213. {
  214. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  215. }
  216. static void giveExp(BattleResult &r)
  217. {
  218. if (r.winner > 1)
  219. {
  220. // draw
  221. return;
  222. }
  223. r.exp[0] = 0;
  224. r.exp[1] = 0;
  225. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  226. {
  227. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  228. }
  229. }
  230. 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
  231. {
  232. int x = targetPosition.getX();
  233. int y = targetPosition.getY();
  234. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  235. 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...
  236. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  237. else
  238. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  239. //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
  240. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  241. {
  242. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  243. {
  244. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  245. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  246. }
  247. else
  248. { //add back-side guardians for two-hex target, side guardians for one-hex
  249. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  250. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  251. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  252. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  253. else if (targetIsTwoHex)//front-side guardians for two-hex target
  254. {
  255. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  256. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  257. if (x > 3) //back guard for two-hex
  258. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  259. }
  260. }
  261. }
  262. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  263. {
  264. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  265. {
  266. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  267. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  268. }
  269. else
  270. {
  271. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  272. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  273. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  274. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  275. else if (targetIsTwoHex)
  276. {
  277. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  278. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  279. if (x < GameConstants::BFIELD_WIDTH - 4)
  280. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  281. }
  282. }
  283. }
  284. else if (!targetIsAttacker && y % 2 == 0)
  285. {
  286. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  287. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  288. }
  289. else if (targetIsAttacker && y % 2 == 1)
  290. {
  291. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  292. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  293. }
  294. }
  295. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  296. {
  297. boost::unique_lock<boost::mutex> l(mx);
  298. if (players.find(player) != players.end())
  299. {
  300. return players.at(player);
  301. }
  302. else
  303. {
  304. throw std::runtime_error("No such player!");
  305. }
  306. }
  307. void PlayerStatuses::addPlayer(PlayerColor player)
  308. {
  309. boost::unique_lock<boost::mutex> l(mx);
  310. players[player];
  311. }
  312. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  313. {
  314. boost::unique_lock<boost::mutex> l(mx);
  315. if (players.find(player) != players.end())
  316. {
  317. return players[player].*flag;
  318. }
  319. else
  320. {
  321. throw std::runtime_error("No such player!");
  322. }
  323. }
  324. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  325. {
  326. boost::unique_lock<boost::mutex> l(mx);
  327. if (players.find(player) != players.end())
  328. {
  329. players[player].*flag = val;
  330. }
  331. else
  332. {
  333. throw std::runtime_error("No such player!");
  334. }
  335. cv.notify_all();
  336. }
  337. template <typename T>
  338. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  339. {
  340. fun(args[which]);
  341. }
  342. const Services * CGameHandler::services() const
  343. {
  344. return VLC;
  345. }
  346. const CGameHandler::BattleCb * CGameHandler::battle() const
  347. {
  348. return this;
  349. }
  350. const CGameHandler::GameCb * CGameHandler::game() const
  351. {
  352. return this;
  353. }
  354. vstd::CLoggerBase * CGameHandler::logger() const
  355. {
  356. return logGlobal;
  357. }
  358. events::EventBus * CGameHandler::eventBus() const
  359. {
  360. return serverEventBus.get();
  361. }
  362. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  363. {
  364. changeSecSkill(hero, skill, 1, 0);
  365. expGiven(hero);
  366. }
  367. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  368. {
  369. // required exp for at least 1 lvl-up hasn't been reached
  370. if (!hero->gainsLevel())
  371. {
  372. return;
  373. }
  374. // give primary skill
  375. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  376. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  377. SetPrimSkill sps;
  378. sps.id = hero->id;
  379. sps.which = primarySkill;
  380. sps.abs = false;
  381. sps.val = 1;
  382. sendAndApply(&sps);
  383. PrepareHeroLevelUp pre;
  384. pre.heroId = hero->id;
  385. sendAndApply(&pre);
  386. HeroLevelUp hlu;
  387. hlu.player = hero->tempOwner;
  388. hlu.heroId = hero->id;
  389. hlu.primskill = primarySkill;
  390. hlu.skills = pre.skills;
  391. if (hlu.skills.size() == 0)
  392. {
  393. sendAndApply(&hlu);
  394. levelUpHero(hero);
  395. }
  396. else if (hlu.skills.size() == 1)
  397. {
  398. sendAndApply(&hlu);
  399. levelUpHero(hero, pre.skills.front());
  400. }
  401. else if (hlu.skills.size() > 1)
  402. {
  403. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  404. hlu.queryID = levelUpQuery->queryID;
  405. queries.addQuery(levelUpQuery);
  406. sendAndApply(&hlu);
  407. //level up will be called on query reply
  408. }
  409. }
  410. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  411. {
  412. SetCommanderProperty scp;
  413. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  414. if (hero)
  415. scp.heroid = hero->id;
  416. else
  417. {
  418. complain ("Commander is not led by hero!");
  419. return;
  420. }
  421. scp.accumulatedBonus.subtype = 0;
  422. scp.accumulatedBonus.additionalInfo = 0;
  423. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  424. scp.accumulatedBonus.turnsRemain = 0;
  425. scp.accumulatedBonus.source = Bonus::COMMANDER;
  426. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  427. if (skill <= ECommander::SPELL_POWER)
  428. {
  429. scp.which = SetCommanderProperty::BONUS;
  430. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  431. {
  432. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  433. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  434. };
  435. switch (skill)
  436. {
  437. case ECommander::ATTACK:
  438. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  439. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  440. break;
  441. case ECommander::DEFENSE:
  442. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  443. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  444. break;
  445. case ECommander::HEALTH:
  446. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  447. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  448. break;
  449. case ECommander::DAMAGE:
  450. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  451. scp.accumulatedBonus.subtype = 0;
  452. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  453. break;
  454. case ECommander::SPEED:
  455. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  456. break;
  457. case ECommander::SPELL_POWER:
  458. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  459. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  460. sendAndApply (&scp); //additional pack
  461. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  462. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  463. sendAndApply (&scp); //additional pack
  464. scp.accumulatedBonus.type = Bonus::CASTS;
  465. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  466. sendAndApply (&scp); //additional pack
  467. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  468. break;
  469. }
  470. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  471. sendAndApply (&scp);
  472. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  473. scp.additionalInfo = skill;
  474. scp.amount = c->secondarySkills.at(skill) + 1;
  475. sendAndApply (&scp);
  476. }
  477. else if (skill >= 100)
  478. {
  479. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  480. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  481. scp.additionalInfo = skill; //unnormalized
  482. sendAndApply (&scp);
  483. }
  484. expGiven(hero);
  485. }
  486. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  487. {
  488. if (!c->gainsLevel())
  489. {
  490. return;
  491. }
  492. CommanderLevelUp clu;
  493. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  494. if(hero)
  495. {
  496. clu.heroId = hero->id;
  497. clu.player = hero->tempOwner;
  498. }
  499. else
  500. {
  501. complain ("Commander is not led by hero!");
  502. return;
  503. }
  504. //picking sec. skills for choice
  505. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  506. {
  507. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  508. clu.skills.push_back(i);
  509. }
  510. int i = 100;
  511. for (auto specialSkill : VLC->creh->skillRequirements)
  512. {
  513. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  514. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  515. && !vstd::contains (c->specialSKills, i))
  516. clu.skills.push_back (i);
  517. ++i;
  518. }
  519. int skillAmount = static_cast<int>(clu.skills.size());
  520. if (!skillAmount)
  521. {
  522. sendAndApply(&clu);
  523. levelUpCommander(c);
  524. }
  525. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  526. {
  527. sendAndApply(&clu);
  528. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  529. }
  530. else if (skillAmount > 1) //apply and ask for secondary skill
  531. {
  532. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  533. clu.queryID = commanderLevelUp->queryID;
  534. queries.addQuery(commanderLevelUp);
  535. sendAndApply(&clu);
  536. }
  537. }
  538. void CGameHandler::expGiven(const CGHeroInstance *hero)
  539. {
  540. if (hero->gainsLevel())
  541. levelUpHero(hero);
  542. else if (hero->commander && hero->commander->gainsLevel())
  543. levelUpCommander(hero->commander);
  544. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  545. // levelUpCommander(hero->commander);
  546. // else
  547. // levelUpHero(hero);
  548. }
  549. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  550. {
  551. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  552. {
  553. if (gs->map->levelLimit != 0)
  554. {
  555. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  556. TExpType resultingExp = abs ? val : hero->exp + val;
  557. if (resultingExp > expLimit)
  558. {
  559. // set given experience to max possible, but don't decrease if hero already over top
  560. abs = true;
  561. val = std::max(expLimit, hero->exp);
  562. InfoWindow iw;
  563. iw.player = hero->tempOwner;
  564. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  565. iw.text.addReplacement(hero->getNameTextID());
  566. sendAndApply(&iw);
  567. }
  568. }
  569. }
  570. SetPrimSkill sps;
  571. sps.id = hero->id;
  572. sps.which = which;
  573. sps.abs = abs;
  574. sps.val = val;
  575. sendAndApply(&sps);
  576. //only for exp - hero may level up
  577. if (which == PrimarySkill::EXPERIENCE)
  578. {
  579. if (hero->commander && hero->commander->alive)
  580. {
  581. //FIXME: trim experience according to map limit?
  582. SetCommanderProperty scp;
  583. scp.heroid = hero->id;
  584. scp.which = SetCommanderProperty::EXPERIENCE;
  585. scp.amount = val;
  586. sendAndApply (&scp);
  587. CBonusSystemNode::treeHasChanged();
  588. }
  589. expGiven(hero);
  590. }
  591. }
  592. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  593. {
  594. if(!hero)
  595. {
  596. logGlobal->error("changeSecSkill provided no hero");
  597. return;
  598. }
  599. SetSecSkill sss;
  600. sss.id = hero->id;
  601. sss.which = which;
  602. sss.val = val;
  603. sss.abs = abs;
  604. sendAndApply(&sss);
  605. if (which == SecondarySkill::WISDOM)
  606. {
  607. if (hero->visitedTown)
  608. giveSpells(hero->visitedTown, hero);
  609. }
  610. }
  611. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  612. {
  613. LOG_TRACE(logGlobal);
  614. //Fill BattleResult structure with exp info
  615. giveExp(*battleResult.data);
  616. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  617. {
  618. if(heroAttacker)
  619. battleResult.data->exp[1] += 500;
  620. if(heroDefender)
  621. battleResult.data->exp[0] += 500;
  622. }
  623. if(heroAttacker)
  624. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  625. if(heroDefender)
  626. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  627. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  628. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  629. const BattleResult::EResult result = battleResult.get()->result;
  630. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  631. {
  632. for (auto &q : queries.allQueries())
  633. {
  634. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  635. if (bq->bi == gs->curB)
  636. return bq;
  637. }
  638. return std::shared_ptr<CBattleQuery>();
  639. };
  640. auto battleQuery = findBattleQuery();
  641. if (!battleQuery)
  642. {
  643. logGlobal->error("Cannot find battle query!");
  644. }
  645. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  646. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  647. battleQuery->result = boost::make_optional(*battleResult.data);
  648. //Check how many battle queries were created (number of players blocked by battle)
  649. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  650. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  651. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  652. ChangeSpells cs; //for Eagle Eye
  653. if (finishingBattle->winnerHero)
  654. {
  655. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  656. {
  657. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  658. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  659. {
  660. auto spell = spellId.toSpell(VLC->spells());
  661. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  662. cs.spells.insert(spell->getId());
  663. }
  664. }
  665. }
  666. std::vector<const CArtifactInstance *> arts; //display them in window
  667. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  668. {
  669. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  670. {
  671. arts.push_back(art);
  672. auto slot = art->firstAvailableSlot(finishingBattle->winnerHero);
  673. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  674. if(ArtifactUtils::isSlotBackpack(slot))
  675. ma->askAssemble = false;
  676. sendAndApply(ma);
  677. };
  678. if (finishingBattle->loserHero)
  679. {
  680. //TODO: wrap it into a function, somehow (boost::variant -_-)
  681. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  682. for (auto artSlot : artifactsWorn)
  683. {
  684. MoveArtifact ma;
  685. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  686. const CArtifactInstance * art = ma.src.getArt();
  687. if (art && !art->artType->isBig() &&
  688. art->artType->getId() != ArtifactID::SPELLBOOK)
  689. // don't move war machines or locked arts (spellbook)
  690. {
  691. sendMoveArtifact(art, &ma);
  692. }
  693. }
  694. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  695. {
  696. //we assume that no big artifacts can be found
  697. MoveArtifact ma;
  698. ma.src = ArtifactLocation(finishingBattle->loserHero,
  699. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  700. const CArtifactInstance * art = ma.src.getArt();
  701. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  702. {
  703. sendMoveArtifact(art, &ma);
  704. }
  705. }
  706. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  707. {
  708. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  709. for (auto artSlot : artifactsWorn)
  710. {
  711. MoveArtifact ma;
  712. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  713. const CArtifactInstance * art = ma.src.getArt();
  714. if (art && !art->artType->isBig())
  715. {
  716. sendMoveArtifact(art, &ma);
  717. }
  718. }
  719. }
  720. }
  721. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  722. {
  723. auto artifactsWorn = armySlot.second->artifactsWorn;
  724. for (auto artSlot : artifactsWorn)
  725. {
  726. MoveArtifact ma;
  727. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  728. const CArtifactInstance * art = ma.src.getArt();
  729. if (art && !art->artType->isBig())
  730. {
  731. sendMoveArtifact(art, &ma);
  732. }
  733. }
  734. }
  735. }
  736. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  737. if (arts.size()) //display loot
  738. {
  739. InfoWindow iw;
  740. iw.player = finishingBattle->winnerHero->tempOwner;
  741. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  742. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  743. {
  744. iw.components.push_back(Component(
  745. Component::ARTIFACT, art->artType->getId(),
  746. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  747. if (iw.components.size() >= 14)
  748. {
  749. sendAndApply(&iw);
  750. iw.components.clear();
  751. }
  752. }
  753. if (iw.components.size())
  754. {
  755. sendAndApply(&iw);
  756. }
  757. }
  758. //Eagle Eye secondary skill handling
  759. if (!cs.spells.empty())
  760. {
  761. cs.learn = 1;
  762. cs.hid = finishingBattle->winnerHero->id;
  763. InfoWindow iw;
  764. iw.player = finishingBattle->winnerHero->tempOwner;
  765. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  766. iw.text.addReplacement(finishingBattle->winnerHero->getNameTextID());
  767. std::ostringstream names;
  768. for (int i = 0; i < cs.spells.size(); i++)
  769. {
  770. names << "%s";
  771. if (i < cs.spells.size() - 2)
  772. names << ", ";
  773. else if (i < cs.spells.size() - 1)
  774. names << "%s";
  775. }
  776. names << ".";
  777. iw.text.addReplacement(names.str());
  778. auto it = cs.spells.begin();
  779. for (int i = 0; i < cs.spells.size(); i++, it++)
  780. {
  781. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  782. if (i == cs.spells.size() - 2) //we just added pre-last name
  783. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  784. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  785. }
  786. sendAndApply(&iw);
  787. sendAndApply(&cs);
  788. }
  789. cab1.updateArmy(this);
  790. cab2.updateArmy(this); //take casualties after battle is deleted
  791. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  792. {
  793. RemoveObject ro(heroAttacker->id);
  794. sendAndApply(&ro);
  795. }
  796. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  797. {
  798. RemoveObject ro(heroDefender->id);
  799. sendAndApply(&ro);
  800. }
  801. if(battleResult.data->winner == BattleSide::DEFENDER
  802. && heroDefender
  803. && heroDefender->visitedTown
  804. && !heroDefender->inTownGarrison
  805. && heroDefender->visitedTown->garrisonHero == heroDefender)
  806. {
  807. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  808. }
  809. //give exp
  810. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  811. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  812. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  813. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  814. queries.popIfTop(battleQuery);
  815. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  816. }
  817. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  818. {
  819. LOG_TRACE(logGlobal);
  820. finishingBattle->remainingBattleQueriesCount--;
  821. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  822. if (finishingBattle->remainingBattleQueriesCount > 0)
  823. //Battle results will be handled when all battle queries are closed
  824. return;
  825. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  826. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  827. // Still, it looks like a hole.
  828. // Necromancy if applicable.
  829. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  830. // Give raised units to winner and show dialog, if any were raised,
  831. // units will be given after casualties are taken
  832. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  833. if (necroSlot != SlotID())
  834. {
  835. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  836. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  837. }
  838. BattleResultsApplied resultsApplied;
  839. resultsApplied.player1 = finishingBattle->victor;
  840. resultsApplied.player2 = finishingBattle->loser;
  841. sendAndApply(&resultsApplied);
  842. setBattle(nullptr);
  843. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  844. {
  845. logGlobal->trace("post-victory visit");
  846. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  847. }
  848. visitObjectAfterVictory = false;
  849. //handle victory/loss of engaged players
  850. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  851. checkVictoryLossConditions(playerColors);
  852. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  853. {
  854. SetAvailableHeroes sah;
  855. sah.player = finishingBattle->loser;
  856. sah.hid[0] = finishingBattle->loserHero->subID;
  857. if (result.result == BattleResult::ESCAPE) //retreat
  858. {
  859. sah.army[0].clear();
  860. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  861. }
  862. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  863. sah.hid[1] = another->subID;
  864. else
  865. sah.hid[1] = -1;
  866. sendAndApply(&sah);
  867. }
  868. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  869. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  870. {
  871. RemoveObject ro(finishingBattle->winnerHero->id);
  872. sendAndApply(&ro);
  873. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  874. {
  875. SetAvailableHeroes sah;
  876. sah.player = finishingBattle->victor;
  877. sah.hid[0] = finishingBattle->winnerHero->subID;
  878. sah.army[0].clear();
  879. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  880. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  881. sah.hid[1] = another->subID;
  882. else
  883. sah.hid[1] = -1;
  884. sendAndApply(&sah);
  885. }
  886. }
  887. }
  888. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  889. {
  890. if(first && !counter)
  891. handleAttackBeforeCasting(ranged, attacker, defender);
  892. FireShieldInfo fireShield;
  893. BattleAttack bat;
  894. BattleLogMessage blm;
  895. bat.stackAttacking = attacker->unitId();
  896. bat.tile = targetHex;
  897. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  898. if(ranged)
  899. bat.flags |= BattleAttack::SHOT;
  900. if(counter)
  901. bat.flags |= BattleAttack::COUNTER;
  902. const int attackerLuck = attacker->LuckVal();
  903. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  904. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  905. {
  906. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  907. {
  908. bat.flags |= BattleAttack::LUCKY;
  909. }
  910. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  911. {
  912. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  913. {
  914. bat.flags |= BattleAttack::UNLUCKY;
  915. }
  916. }
  917. }
  918. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  919. {
  920. bat.flags |= BattleAttack::DEATH_BLOW;
  921. }
  922. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  923. {
  924. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  925. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  926. if (chance > getRandomGenerator().nextInt(99))
  927. {
  928. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  929. }
  930. }
  931. int64_t drainedLife = 0;
  932. // only primary target
  933. if(defender->alive())
  934. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  935. //multiple-hex normal attack
  936. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  937. for(const CStack * stack : attackedCreatures)
  938. {
  939. if(stack != defender && stack->alive()) //do not hit same stack twice
  940. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  941. }
  942. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  943. if(bonus && ranged) //TODO: make it work in melee?
  944. {
  945. //this is need for displaying hit animation
  946. bat.flags |= BattleAttack::SPELL_LIKE;
  947. bat.spellID = SpellID(bonus->subtype);
  948. //TODO: should spell override creature`s projectile?
  949. auto spell = bat.spellID.toSpell();
  950. battle::Target target;
  951. target.emplace_back(defender);
  952. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  953. event.setSpellLevel(bonus->val);
  954. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  955. //TODO: get exact attacked hex for defender
  956. for(const CStack * stack : attackedCreatures)
  957. {
  958. if(stack != defender && stack->alive()) //do not hit same stack twice
  959. {
  960. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  961. }
  962. }
  963. //now add effect info for all attacked stacks
  964. for (BattleStackAttacked & bsa : bat.bsa)
  965. {
  966. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  967. {
  968. //this is need for displaying affect animation
  969. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  970. bsa.spellID = SpellID(bonus->subtype);
  971. }
  972. }
  973. }
  974. attackerState->afterAttack(ranged, counter);
  975. {
  976. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  977. attackerState->save(info.data);
  978. bat.attackerChanges.changedStacks.push_back(info);
  979. }
  980. if (drainedLife > 0)
  981. bat.flags |= BattleAttack::LIFE_DRAIN;
  982. sendAndApply(&bat);
  983. {
  984. const bool multipleTargets = bat.bsa.size() > 1;
  985. int64_t totalDamage = 0;
  986. int32_t totalKills = 0;
  987. for(const BattleStackAttacked & bsa : bat.bsa)
  988. {
  989. totalDamage += bsa.damageAmount;
  990. totalKills += bsa.killedAmount;
  991. }
  992. {
  993. MetaString text;
  994. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  995. attacker->addNameReplacement(text);
  996. text.addReplacement(totalDamage);
  997. blm.lines.push_back(text);
  998. }
  999. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  1000. }
  1001. // drain life effect (as well as log entry) must be applied after the attack
  1002. if(drainedLife > 0)
  1003. {
  1004. MetaString text;
  1005. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1006. attackerState->addNameReplacement(text, false);
  1007. text.addReplacement(drainedLife);
  1008. defender->addNameReplacement(text, true);
  1009. blm.lines.push_back(std::move(text));
  1010. }
  1011. if(!fireShield.empty())
  1012. {
  1013. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1014. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1015. int64_t totalDamage = 0;
  1016. for(const auto & item : fireShield)
  1017. {
  1018. const CStack * actor = item.first;
  1019. int64_t rawDamage = item.second;
  1020. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1021. if(actorOwner)
  1022. {
  1023. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1024. }
  1025. else
  1026. {
  1027. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1028. }
  1029. totalDamage+=rawDamage;
  1030. //FIXME: add custom effect on actor
  1031. }
  1032. if (totalDamage > 0)
  1033. {
  1034. BattleStackAttacked bsa;
  1035. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  1036. bsa.stackAttacked = attacker->ID; //invert
  1037. bsa.attackerID = defender->ID;
  1038. bsa.damageAmount = totalDamage;
  1039. attacker->prepareAttacked(bsa, getRandomGenerator());
  1040. StacksInjured pack;
  1041. pack.stacks.push_back(bsa);
  1042. sendAndApply(&pack);
  1043. // TODO: this is already implemented in Damage::describeEffect()
  1044. {
  1045. MetaString text;
  1046. text.addTxt(MetaString::GENERAL_TXT, 376);
  1047. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1048. text.addReplacement(totalDamage);
  1049. blm.lines.push_back(std::move(text));
  1050. }
  1051. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1052. }
  1053. }
  1054. sendAndApply(&blm);
  1055. handleAfterAttackCasting(ranged, attacker, defender);
  1056. }
  1057. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1058. {
  1059. BattleStackAttacked bsa;
  1060. if(secondary)
  1061. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1062. bsa.attackerID = attackerState->unitId();
  1063. bsa.stackAttacked = def->unitId();
  1064. {
  1065. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  1066. bai.deathBlow = bat.deathBlow();
  1067. bai.doubleDamage = bat.ballistaDoubleDmg();
  1068. bai.luckyStrike = bat.lucky();
  1069. bai.unluckyStrike = bat.unlucky();
  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[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()->getNamePluralTranslated()); // creatures perish
  1136. }
  1137. else //killed == 1
  1138. {
  1139. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->getNameSingularTranslated()); // 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, this->gs, 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->getNameTranslated(), 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->getId();
  1956. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1957. terrain = ETerrainId::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->getNameTranslated() % 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->getNameTranslated());
  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->getId() != t->town->faction->getId()
  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)
  2409. {
  2410. ChangeObjPos cop;
  2411. cop.objid = objid;
  2412. cop.nPos = newPos;
  2413. sendAndApply(&cop);
  2414. }
  2415. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2416. {
  2417. const CGHeroInstance * h1 = getHero(fromHero);
  2418. const CGHeroInstance * h2 = getHero(toHero);
  2419. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2420. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2421. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2422. {
  2423. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2424. std::swap(fromHero, toHero);
  2425. }
  2426. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2427. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2428. return;//no scholar skill or no spellbook
  2429. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2430. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2431. ChangeSpells cs1;
  2432. cs1.learn = true;
  2433. cs1.hid = toHero;//giving spells to first hero
  2434. for (auto it : h1->getSpellsInSpellbook())
  2435. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2436. cs1.spells.insert(it);//spell to learn
  2437. ChangeSpells cs2;
  2438. cs2.learn = true;
  2439. cs2.hid = fromHero;
  2440. for (auto it : h2->getSpellsInSpellbook())
  2441. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2442. cs2.spells.insert(it);
  2443. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2444. {
  2445. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2446. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2447. InfoWindow iw;
  2448. iw.player = h1->tempOwner;
  2449. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarSkillLevel, 0));
  2450. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2451. iw.text.addReplacement(h1->getNameTextID());
  2452. if (!cs2.spells.empty())//if found new spell - apply
  2453. {
  2454. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2455. int size = static_cast<int>(cs2.spells.size());
  2456. for (auto it : cs2.spells)
  2457. {
  2458. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2459. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2460. switch (size--)
  2461. {
  2462. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2463. case 1: break;
  2464. default: iw.text << ", ";
  2465. }
  2466. }
  2467. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2468. iw.text.addReplacement(h2->getNameTextID());
  2469. sendAndApply(&cs2);
  2470. }
  2471. if (!cs1.spells.empty() && !cs2.spells.empty())
  2472. {
  2473. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2474. }
  2475. if (!cs1.spells.empty())
  2476. {
  2477. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2478. int size = static_cast<int>(cs1.spells.size());
  2479. for (auto it : cs1.spells)
  2480. {
  2481. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2482. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2483. switch (size--)
  2484. {
  2485. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2486. case 1: break;
  2487. default: iw.text << ", ";
  2488. } }
  2489. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2490. iw.text.addReplacement(h2->getNameTextID());
  2491. sendAndApply(&cs1);
  2492. }
  2493. sendAndApply(&iw);
  2494. }
  2495. }
  2496. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2497. {
  2498. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2499. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2500. {
  2501. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2502. ExchangeDialog hex;
  2503. hex.queryID = exchange->queryID;
  2504. hex.player = h1->getOwner();
  2505. hex.hero1 = hero1;
  2506. hex.hero2 = hero2;
  2507. sendAndApply(&hex);
  2508. useScholarSkill(hero1,hero2);
  2509. queries.addQuery(exchange);
  2510. }
  2511. }
  2512. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2513. {
  2514. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2515. for (auto c : lobby->connections)
  2516. {
  2517. if(!c->isOpen())
  2518. continue;
  2519. c->sendPack(pack);
  2520. }
  2521. }
  2522. void CGameHandler::sendAndApply(CPackForClient * pack)
  2523. {
  2524. sendToAllClients(pack);
  2525. gs->apply(pack);
  2526. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2527. }
  2528. void CGameHandler::applyAndSend(CPackForClient * pack)
  2529. {
  2530. gs->apply(pack);
  2531. sendToAllClients(pack);
  2532. }
  2533. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2534. {
  2535. sendAndApply(static_cast<CPackForClient *>(pack));
  2536. checkVictoryLossConditionsForAll();
  2537. }
  2538. void CGameHandler::sendAndApply(SetResources * pack)
  2539. {
  2540. sendAndApply(static_cast<CPackForClient *>(pack));
  2541. checkVictoryLossConditionsForPlayer(pack->player);
  2542. }
  2543. void CGameHandler::sendAndApply(NewStructures * pack)
  2544. {
  2545. sendAndApply(static_cast<CPackForClient *>(pack));
  2546. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2547. }
  2548. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2549. {
  2550. return getPlayerAt(pack->c) == getOwner(id);
  2551. }
  2552. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2553. {
  2554. if(pack->c)
  2555. {
  2556. SystemMessage temp_message("You are not allowed to perform this action!");
  2557. pack->c->sendPack(&temp_message);
  2558. }
  2559. logNetwork->error("Player is not allowed to perform this action!");
  2560. throw ExceptionNotAllowedAction();
  2561. }
  2562. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2563. {
  2564. std::ostringstream oss;
  2565. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2566. logNetwork->error(oss.str());
  2567. if(pack->c)
  2568. {
  2569. SystemMessage temp_message(oss.str());
  2570. pack->c->sendPack(&temp_message);
  2571. }
  2572. }
  2573. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2574. {
  2575. if(!isPlayerOwns(pack, id))
  2576. {
  2577. wrongPlayerMessage(pack, getOwner(id));
  2578. throwNotAllowedAction(pack);
  2579. }
  2580. }
  2581. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2582. {
  2583. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2584. {
  2585. wrongPlayerMessage(pack, player);
  2586. throwNotAllowedAction(pack);
  2587. }
  2588. }
  2589. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2590. {
  2591. complain(txt);
  2592. throwNotAllowedAction(pack);
  2593. }
  2594. void CGameHandler::save(const std::string & filename)
  2595. {
  2596. logGlobal->info("Saving to %s", filename);
  2597. const auto stem = FileInfo::GetPathStem(filename);
  2598. const auto savefname = stem.to_string() + ".vsgm1";
  2599. CResourceHandler::get("local")->createResource(savefname);
  2600. {
  2601. logGlobal->info("Ordering clients to serialize...");
  2602. SaveGameClient sg(savefname);
  2603. sendToAllClients(&sg);
  2604. }
  2605. try
  2606. {
  2607. {
  2608. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2609. saveCommonState(save);
  2610. logGlobal->info("Saving server state");
  2611. save << *this;
  2612. }
  2613. logGlobal->info("Game has been successfully saved!");
  2614. }
  2615. catch(std::exception &e)
  2616. {
  2617. logGlobal->error("Failed to save game: %s", e.what());
  2618. }
  2619. }
  2620. bool CGameHandler::load(const std::string & filename)
  2621. {
  2622. logGlobal->info("Loading from %s", filename);
  2623. const auto stem = FileInfo::GetPathStem(filename);
  2624. reinitScripting();
  2625. try
  2626. {
  2627. {
  2628. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2629. loadCommonState(lf);
  2630. logGlobal->info("Loading server state");
  2631. lf >> *this;
  2632. }
  2633. logGlobal->info("Game has been successfully loaded!");
  2634. }
  2635. catch(const CModHandler::Incompatibility & e)
  2636. {
  2637. logGlobal->error("Failed to load game: %s", e.what());
  2638. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2639. errorMsg += e.what();
  2640. lobby->announceMessage(errorMsg);
  2641. return false;
  2642. }
  2643. catch(const std::exception & e)
  2644. {
  2645. logGlobal->error("Failed to load game: %s", e.what());
  2646. return false;
  2647. }
  2648. gs->preInit(VLC);
  2649. gs->updateOnLoad(lobby->si.get());
  2650. return true;
  2651. }
  2652. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2653. {
  2654. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2655. return false;
  2656. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2657. const CCreatureSet & creatureSet = *army;
  2658. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2659. || (howMany < 1 && complain("Invalid split parameter!")))
  2660. {
  2661. return false;
  2662. }
  2663. auto actualAmount = army->getStackCount(slotSrc);
  2664. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2665. return false;
  2666. auto freeSlots = creatureSet.getFreeSlots();
  2667. if(freeSlots.empty() && complain("No empty stacks"))
  2668. return false;
  2669. BulkRebalanceStacks bulkRS;
  2670. for(auto slot : freeSlots)
  2671. {
  2672. RebalanceStacks rs;
  2673. rs.srcArmy = army->id;
  2674. rs.dstArmy = army->id;
  2675. rs.srcSlot = slotSrc;
  2676. rs.dstSlot = slot;
  2677. rs.count = howMany;
  2678. bulkRS.moves.push_back(rs);
  2679. actualAmount -= howMany;
  2680. if(actualAmount <= howMany)
  2681. break;
  2682. }
  2683. sendAndApply(&bulkRS);
  2684. return true;
  2685. }
  2686. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2687. {
  2688. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2689. return false;
  2690. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2691. const CCreatureSet & creatureSet = *army;
  2692. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2693. return false;
  2694. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2695. if(actualAmount < 1 && complain(complainNoCreatures))
  2696. return false;
  2697. auto currentCreature = creatureSet.getCreature(slotSrc);
  2698. if(!currentCreature && complain(complainNoCreatures))
  2699. return false;
  2700. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2701. if(!creatureSlots.size())
  2702. return false;
  2703. BulkRebalanceStacks bulkRS;
  2704. for(auto slot : creatureSlots)
  2705. {
  2706. RebalanceStacks rs;
  2707. rs.srcArmy = army->id;
  2708. rs.dstArmy = army->id;
  2709. rs.srcSlot = slot;
  2710. rs.dstSlot = slotSrc;
  2711. rs.count = creatureSet.getStackCount(slot);
  2712. bulkRS.moves.push_back(rs);
  2713. }
  2714. sendAndApply(&bulkRS);
  2715. return true;
  2716. }
  2717. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2718. {
  2719. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2720. return false;
  2721. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2722. const CCreatureSet & setSrc = *armySrc;
  2723. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2724. return false;
  2725. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2726. const CCreatureSet & setDest = *armyDest;
  2727. auto freeSlots = setDest.getFreeSlotsQueue();
  2728. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2729. TRebalanceMap moves;
  2730. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2731. auto slotsLeft = setSrc.stacksCount();
  2732. auto destMap = setDest.getCreatureMap();
  2733. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2734. while(!srcQueue.empty())
  2735. {
  2736. auto pair = srcQueue.top();
  2737. srcQueue.pop();
  2738. auto currCreature = pair.first;
  2739. auto currSlot = pair.second;
  2740. const auto quantity = setSrc.getStackCount(currSlot);
  2741. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2742. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2743. if(!alreadyExists)
  2744. {
  2745. if(freeSlots.empty())
  2746. continue;
  2747. auto currFreeSlot = freeSlots.front();
  2748. freeSlots.pop();
  2749. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2750. }
  2751. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2752. slotsLeft--;
  2753. }
  2754. if(slotsLeft == 1)
  2755. {
  2756. auto lastCreature = setSrc.getCreature(srcSlot);
  2757. auto slotToMove = SlotID();
  2758. // Try to find a slot for last creature
  2759. if(destMap.find(lastCreature) == destMap.end())
  2760. {
  2761. if(!freeSlots.empty())
  2762. slotToMove = freeSlots.front();
  2763. }
  2764. else
  2765. {
  2766. slotToMove = destMap[lastCreature];
  2767. }
  2768. if(slotToMove != SlotID())
  2769. {
  2770. const bool needsLastStack = armySrc->needsLastStack();
  2771. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2772. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2773. }
  2774. }
  2775. BulkRebalanceStacks bulkRS;
  2776. for(auto & move : moves)
  2777. {
  2778. RebalanceStacks rs;
  2779. rs.srcArmy = armySrc->id;
  2780. rs.dstArmy = armyDest->id;
  2781. rs.srcSlot = move.first;
  2782. rs.dstSlot = move.second.first;
  2783. rs.count = move.second.second;
  2784. bulkRS.moves.push_back(rs);
  2785. }
  2786. sendAndApply(&bulkRS);
  2787. return true;
  2788. }
  2789. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2790. {
  2791. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2792. return false;
  2793. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2794. const CCreatureSet & creatureSet = *army;
  2795. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2796. return false;
  2797. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2798. if(actualAmount <= 1 && complain(complainNoCreatures))
  2799. return false;
  2800. auto freeSlot = creatureSet.getFreeSlot();
  2801. auto currentCreature = creatureSet.getCreature(slotSrc);
  2802. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2803. return true;
  2804. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2805. TQuantity totalCreatures = 0;
  2806. for(auto slot : creatureSlots)
  2807. totalCreatures += creatureSet.getStackCount(slot);
  2808. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2809. return false;
  2810. if(freeSlot != SlotID())
  2811. creatureSlots.push_back(freeSlot);
  2812. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2813. return false;
  2814. const auto totalCreatureSlots = creatureSlots.size();
  2815. const auto rem = totalCreatures % totalCreatureSlots;
  2816. const auto quotient = totalCreatures / totalCreatureSlots;
  2817. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2818. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2819. BulkSmartRebalanceStacks bulkSRS;
  2820. if(freeSlot != SlotID())
  2821. {
  2822. RebalanceStacks rs;
  2823. rs.srcArmy = rs.dstArmy = army->id;
  2824. rs.srcSlot = slotSrc;
  2825. rs.dstSlot = freeSlot;
  2826. rs.count = 1;
  2827. bulkSRS.moves.push_back(rs);
  2828. }
  2829. auto currSlot = 0;
  2830. auto check = 0;
  2831. for(auto slot : creatureSlots)
  2832. {
  2833. ChangeStackCount csc;
  2834. csc.army = army->id;
  2835. csc.slot = slot;
  2836. csc.count = (currSlot < rem)
  2837. ? quotient + 1
  2838. : quotient;
  2839. csc.absoluteValue = true;
  2840. bulkSRS.changes.push_back(csc);
  2841. currSlot++;
  2842. check += csc.count;
  2843. }
  2844. if(check != totalCreatures)
  2845. {
  2846. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2847. return false;
  2848. }
  2849. sendAndApply(&bulkSRS);
  2850. return true;
  2851. }
  2852. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2853. {
  2854. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2855. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2856. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2857. StackLocation sl1(s1, p1), sl2(s2, p2);
  2858. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2859. {
  2860. complain(complainInvalidSlot);
  2861. return false;
  2862. }
  2863. if (!isAllowedExchange(id1,id2))
  2864. {
  2865. complain("Cannot exchange stacks between these two objects!\n");
  2866. return false;
  2867. }
  2868. // We can always put stacks into locked garrison, but not take them out of it
  2869. auto notRemovable = [&](const CArmedInstance * army)
  2870. {
  2871. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2872. {
  2873. auto g = dynamic_cast<const CGGarrison *>(army);
  2874. if (g && !g->removableUnits)
  2875. {
  2876. complain("Stacks in this garrison are not removable!\n");
  2877. return true;
  2878. }
  2879. }
  2880. return false;
  2881. };
  2882. if (what==1) //swap
  2883. {
  2884. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2885. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2886. {
  2887. complain("Can't take troops from another player!");
  2888. return false;
  2889. }
  2890. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2891. {
  2892. complain("Cannot swap stacks - slots are the same!");
  2893. return false;
  2894. }
  2895. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2896. {
  2897. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2898. return false;
  2899. }
  2900. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2901. return false;
  2902. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2903. return false;
  2904. swapStacks(sl1, sl2);
  2905. }
  2906. else if (what==2)//merge
  2907. {
  2908. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2909. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2910. return false;
  2911. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2912. {
  2913. complain("Cannot merge empty stack!");
  2914. return false;
  2915. }
  2916. else if (notRemovable(sl1.army))
  2917. return false;
  2918. moveStack(sl1, sl2);
  2919. }
  2920. else if (what==3) //split
  2921. {
  2922. const int countToMove = val - s2->getStackCount(p2);
  2923. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2924. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2925. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2926. {
  2927. complain("Can't move troops of another player!");
  2928. return false;
  2929. }
  2930. //general conditions checking
  2931. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2932. || (val<1 && complain(complainNoCreatures)) )
  2933. {
  2934. return false;
  2935. }
  2936. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2937. {
  2938. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2939. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2940. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2941. )
  2942. {
  2943. return false;
  2944. }
  2945. if (notRemovable(sl1.army))
  2946. {
  2947. if (s1->getStackCount(p1) > countLeftOnSrc)
  2948. return false;
  2949. }
  2950. else if (notRemovable(sl2.army))
  2951. {
  2952. if (s2->getStackCount(p1) < countLeftOnSrc)
  2953. return false;
  2954. }
  2955. moveStack(sl1, sl2, countToMove);
  2956. //S2.slots[p2]->count = val;
  2957. //S1.slots[p1]->count = total - val;
  2958. }
  2959. else //split one stack to the two
  2960. {
  2961. if (s1->getStackCount(p1) < val)//not enough creatures
  2962. {
  2963. complain(complainNotEnoughCreatures);
  2964. return false;
  2965. }
  2966. if (notRemovable(sl1.army))
  2967. return false;
  2968. moveStack(sl1, sl2, val);
  2969. }
  2970. }
  2971. return true;
  2972. }
  2973. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2974. {
  2975. return connections.at(player).count(c);
  2976. }
  2977. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2978. {
  2979. std::set<PlayerColor> all;
  2980. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2981. if(vstd::contains(i->second, c))
  2982. all.insert(i->first);
  2983. switch(all.size())
  2984. {
  2985. case 0:
  2986. return PlayerColor::NEUTRAL;
  2987. case 1:
  2988. return *all.begin();
  2989. default:
  2990. {
  2991. //if we have more than one player at this connection, try to pick active one
  2992. if (vstd::contains(all, gs->currentPlayer))
  2993. return gs->currentPlayer;
  2994. else
  2995. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2996. }
  2997. }
  2998. }
  2999. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  3000. {
  3001. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  3002. if (!vstd::contains(s1->stacks,pos))
  3003. {
  3004. complain("Illegal call to disbandCreature - no such stack in army!");
  3005. return false;
  3006. }
  3007. eraseStack(StackLocation(s1, pos));
  3008. return true;
  3009. }
  3010. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  3011. {
  3012. const CGTownInstance * t = getTown(tid);
  3013. if(!t)
  3014. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  3015. if(!t->town->buildings.count(requestedID))
  3016. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  3017. if(t->hasBuilt(requestedID))
  3018. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  3019. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  3020. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  3021. std::vector<const CBuilding*> remainingAutoBuildings;
  3022. std::set<BuildingID> buildingsThatWillBe;
  3023. //Check validity of request
  3024. if(!force)
  3025. {
  3026. switch(requestedBuilding->mode)
  3027. {
  3028. case CBuilding::BUILD_NORMAL :
  3029. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3030. COMPLAIN_RET("Cannot build that building!");
  3031. break;
  3032. case CBuilding::BUILD_AUTO :
  3033. case CBuilding::BUILD_SPECIAL:
  3034. COMPLAIN_RET("This building can not be constructed normally!");
  3035. case CBuilding::BUILD_GRAIL :
  3036. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3037. {
  3038. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3039. COMPLAIN_RET("Cannot build this without grail!")
  3040. else
  3041. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3042. }
  3043. break;
  3044. }
  3045. }
  3046. //Performs stuff that has to be done before new building is built
  3047. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3048. {
  3049. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3050. {
  3051. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3052. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3053. if(upgradeNumber >= t->town->creatures.at(level).size())
  3054. {
  3055. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3056. "no creature found (upgrade number %d, level %d!")
  3057. % buildingID % upgradeNumber % level));
  3058. return;
  3059. }
  3060. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3061. SetAvailableCreatures ssi;
  3062. ssi.tid = t->id;
  3063. ssi.creatures = t->creatures;
  3064. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3065. ssi.creatures[level].first = crea->growth;
  3066. ssi.creatures[level].second.push_back(crea->idNumber);
  3067. sendAndApply(&ssi);
  3068. }
  3069. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3070. {
  3071. setPortalDwelling(t);
  3072. }
  3073. };
  3074. //Performs stuff that has to be done after new building is built
  3075. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3076. {
  3077. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3078. auto isLibrary = isMageGuild ? false
  3079. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3080. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3081. {
  3082. if(t->visitingHero)
  3083. giveSpells(t,t->visitingHero);
  3084. if(t->garrisonHero)
  3085. giveSpells(t,t->garrisonHero);
  3086. }
  3087. };
  3088. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3089. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3090. {
  3091. return buildingsThatWillBe.count(buildID);
  3092. };
  3093. //Init the vectors
  3094. for(auto & build : t->town->buildings)
  3095. {
  3096. if(t->hasBuilt(build.first))
  3097. {
  3098. buildingsThatWillBe.insert(build.first);
  3099. }
  3100. else
  3101. {
  3102. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3103. remainingAutoBuildings.push_back(build.second);
  3104. }
  3105. }
  3106. //Prepare structure (list of building ids will be filled later)
  3107. NewStructures ns;
  3108. ns.tid = tid;
  3109. ns.builded = force ? t->builded : (t->builded+1);
  3110. std::queue<const CBuilding*> buildingsToAdd;
  3111. buildingsToAdd.push(requestedBuilding);
  3112. while(!buildingsToAdd.empty())
  3113. {
  3114. auto b = buildingsToAdd.front();
  3115. buildingsToAdd.pop();
  3116. ns.bid.insert(b->bid);
  3117. buildingsThatWillBe.insert(b->bid);
  3118. remainingAutoBuildings -= b;
  3119. for(auto autoBuilding : remainingAutoBuildings)
  3120. {
  3121. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3122. if(actualRequirements.test(areRequirementsFullfilled))
  3123. buildingsToAdd.push(autoBuilding);
  3124. }
  3125. }
  3126. // 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.
  3127. for(auto builtID : ns.bid)
  3128. processBeforeBuiltStructure(builtID);
  3129. //Take cost
  3130. if(!force)
  3131. giveResources(t->tempOwner, -requestedBuilding->resources);
  3132. //We know what has been built, apply changes. Do this as final step to properly update town window
  3133. sendAndApply(&ns);
  3134. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3135. for(auto builtID : ns.bid)
  3136. processAfterBuiltStructure(builtID);
  3137. // now when everything is built - reveal tiles for lookout tower
  3138. FoWChange fw;
  3139. fw.player = t->tempOwner;
  3140. fw.mode = 1;
  3141. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3142. sendAndApply(&fw);
  3143. if(t->visitingHero)
  3144. visitCastleObjects(t, t->visitingHero);
  3145. if(t->garrisonHero)
  3146. visitCastleObjects(t, t->garrisonHero);
  3147. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3148. return true;
  3149. }
  3150. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3151. {
  3152. ///incomplete, simply erases target building
  3153. const CGTownInstance * t = getTown(tid);
  3154. if (!vstd::contains(t->builtBuildings, bid))
  3155. return false;
  3156. RazeStructures rs;
  3157. rs.tid = tid;
  3158. rs.bid.insert(bid);
  3159. rs.destroyed = t->destroyed + 1;
  3160. sendAndApply(&rs);
  3161. //TODO: Remove dwellers
  3162. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3163. // {
  3164. // RemoveBonus rb(RemoveBonus::TOWN);
  3165. // rb.whoID = t->id;
  3166. // rb.source = Bonus::TOWN_STRUCTURE;
  3167. // rb.id = 17;
  3168. // sendAndApply(&rb);
  3169. // }
  3170. return true;
  3171. }
  3172. void CGameHandler::sendMessageToAll(const std::string &message)
  3173. {
  3174. SystemMessage sm;
  3175. sm.text = message;
  3176. sendToAllClients(&sm);
  3177. }
  3178. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3179. {
  3180. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3181. const CArmedInstance *dst = nullptr;
  3182. const CCreature *c = VLC->creh->objects.at(crid);
  3183. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3184. //TODO: test for owning
  3185. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3186. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3187. assert(dw && dst);
  3188. //verify
  3189. bool found = false;
  3190. int level = 0;
  3191. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3192. {
  3193. if ((fromLvl != -1) && (level !=fromLvl))
  3194. continue;
  3195. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3196. int i = 0;
  3197. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3198. if (cur.second.at(i) == crid)
  3199. break;
  3200. if (i < cur.second.size())
  3201. {
  3202. found = true;
  3203. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3204. break;
  3205. }
  3206. }
  3207. SlotID slot = dst->getSlotFor(crid);
  3208. if ((!found && complain("Cannot recruit: no such creatures!"))
  3209. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3210. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3211. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3212. {
  3213. return false;
  3214. }
  3215. //recruit
  3216. giveResources(dst->tempOwner, -(c->cost * cram));
  3217. SetAvailableCreatures sac;
  3218. sac.tid = objid;
  3219. sac.creatures = dw->creatures;
  3220. sac.creatures[level].first -= cram;
  3221. sendAndApply(&sac);
  3222. if (warMachine)
  3223. {
  3224. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3225. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3226. ArtifactID artId = c->warMachine;
  3227. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3228. const CArtifact * art = artId.toArtifact();
  3229. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3230. return giveHeroNewArtifact(h, art);
  3231. }
  3232. else
  3233. {
  3234. addToSlot(StackLocation(dst, slot), c, cram);
  3235. }
  3236. return true;
  3237. }
  3238. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3239. {
  3240. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3241. if (!obj->hasStackAtSlot(pos))
  3242. {
  3243. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3244. }
  3245. UpgradeInfo ui;
  3246. fillUpgradeInfo(obj, pos, ui);
  3247. PlayerColor player = obj->tempOwner;
  3248. const PlayerState *p = getPlayerState(player);
  3249. int crQuantity = obj->stacks.at(pos)->count;
  3250. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3251. //check if upgrade is possible
  3252. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3253. {
  3254. return false;
  3255. }
  3256. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3257. //check if player has enough resources
  3258. if (!p->resources.canAfford(totalCost))
  3259. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3260. //take resources
  3261. giveResources(player, -totalCost);
  3262. //upgrade creature
  3263. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3264. return true;
  3265. }
  3266. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3267. {
  3268. if (!sl.army->hasStackAtSlot(sl.slot))
  3269. COMPLAIN_RET("Cannot find a stack to change type");
  3270. SetStackType sst;
  3271. sst.army = sl.army->id;
  3272. sst.slot = sl.slot;
  3273. sst.type = c->idNumber;
  3274. sendAndApply(&sst);
  3275. return true;
  3276. }
  3277. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3278. {
  3279. assert(src->canBeMergedWith(*dst, allowMerging));
  3280. while(src->stacksCount())//while there are unmoved creatures
  3281. {
  3282. auto i = src->Slots().begin(); //iterator to stack to move
  3283. StackLocation sl(src, i->first); //location of stack to move
  3284. SlotID pos = dst->getSlotFor(i->second->type);
  3285. if (!pos.validSlot())
  3286. {
  3287. //try to merge two other stacks to make place
  3288. std::pair<SlotID, SlotID> toMerge;
  3289. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3290. {
  3291. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3292. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3293. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3294. }
  3295. else
  3296. {
  3297. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3298. return;
  3299. }
  3300. }
  3301. else
  3302. {
  3303. moveStack(sl, StackLocation(dst, pos));
  3304. }
  3305. }
  3306. }
  3307. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3308. {
  3309. const CGTownInstance * town = getTown(tid);
  3310. if(!town->garrisonHero == !town->visitingHero)
  3311. return false;
  3312. SetHeroesInTown intown;
  3313. intown.tid = tid;
  3314. if(town->garrisonHero) //garrison -> vising
  3315. {
  3316. intown.garrison = ObjectInstanceID();
  3317. intown.visiting = town->garrisonHero->id;
  3318. }
  3319. else //visiting -> garrison
  3320. {
  3321. if(town->armedGarrison())
  3322. town->mergeGarrisonOnSiege();
  3323. intown.visiting = ObjectInstanceID();
  3324. intown.garrison = town->visitingHero->id;
  3325. }
  3326. sendAndApply(&intown);
  3327. return true;
  3328. }
  3329. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3330. {
  3331. const CGTownInstance * town = getTown(tid);
  3332. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3333. {
  3334. if (!town->visitingHero->canBeMergedWith(*town))
  3335. {
  3336. complain("Cannot make garrison swap, not enough free slots!");
  3337. return false;
  3338. }
  3339. moveArmy(town, town->visitingHero, true);
  3340. SetHeroesInTown intown;
  3341. intown.tid = tid;
  3342. intown.visiting = ObjectInstanceID();
  3343. intown.garrison = town->visitingHero->id;
  3344. sendAndApply(&intown);
  3345. return true;
  3346. }
  3347. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3348. {
  3349. //check if moving hero out of town will break 8 wandering heroes limit
  3350. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3351. {
  3352. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3353. return false;
  3354. }
  3355. SetHeroesInTown intown;
  3356. intown.tid = tid;
  3357. intown.garrison = ObjectInstanceID();
  3358. intown.visiting = town->garrisonHero->id;
  3359. sendAndApply(&intown);
  3360. return true;
  3361. }
  3362. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3363. {
  3364. SetHeroesInTown intown;
  3365. intown.tid = tid;
  3366. intown.garrison = town->visitingHero->id;
  3367. intown.visiting = town->garrisonHero->id;
  3368. sendAndApply(&intown);
  3369. return true;
  3370. }
  3371. else
  3372. {
  3373. complain("Cannot swap garrison hero!");
  3374. return false;
  3375. }
  3376. }
  3377. // With the amount of changes done to the function, it's more like transferArtifacts.
  3378. // 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.
  3379. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3380. {
  3381. ArtifactLocation src = al1, dst = al2;
  3382. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3383. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3384. // Make sure exchange is even possible between the two heroes.
  3385. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3386. COMPLAIN_RET("That heroes cannot make any exchange!");
  3387. const CArtifactInstance *srcArtifact = src.getArt();
  3388. const CArtifactInstance *destArtifact = dst.getArt();
  3389. if (srcArtifact == nullptr)
  3390. COMPLAIN_RET("No artifact to move!");
  3391. if (destArtifact && srcPlayer != dstPlayer)
  3392. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3393. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3394. // Moving to the backpack is always allowed.
  3395. if ((!srcArtifact || !ArtifactUtils::isSlotBackpack(dst.slot))
  3396. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3397. COMPLAIN_RET("Cannot move artifact!");
  3398. auto srcSlot = src.getSlot();
  3399. auto dstSlot = dst.getSlot();
  3400. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3401. COMPLAIN_RET("Cannot move artifact locks.");
  3402. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3403. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3404. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3405. COMPLAIN_RET("Cannot move catapult!");
  3406. if(ArtifactUtils::isSlotBackpack(dst.slot))
  3407. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3408. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3409. {
  3410. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3411. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3412. // Check if dst slot is occupied
  3413. if(!ArtifactUtils::isSlotBackpack(dst.slot) && destArtifact)
  3414. {
  3415. // Previous artifact must be removed first
  3416. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3417. }
  3418. try
  3419. {
  3420. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3421. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3422. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3423. }
  3424. catch (boost::bad_get const &)
  3425. {
  3426. // object other than hero received an art - ignore
  3427. }
  3428. MoveArtifact ma(&src, &dst);
  3429. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3430. ma.askAssemble = false;
  3431. sendAndApply(&ma);
  3432. }
  3433. return true;
  3434. }
  3435. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3436. {
  3437. // Make sure exchange is even possible between the two heroes.
  3438. if(!isAllowedExchange(srcHero, dstHero))
  3439. COMPLAIN_RET("That heroes cannot make any exchange!");
  3440. auto psrcHero = getHero(srcHero);
  3441. auto pdstHero = getHero(dstHero);
  3442. if((!psrcHero) || (!pdstHero))
  3443. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3444. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3445. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3446. auto & slotsSrcDst = ma.artsPack0;
  3447. auto & slotsDstSrc = ma.artsPack1;
  3448. if(swap)
  3449. {
  3450. auto moveArtsWorn = [this](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3451. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3452. {
  3453. for(auto & artifact : srcHero->artifactsWorn)
  3454. {
  3455. if(artifact.second.locked)
  3456. continue;
  3457. if(!ArtifactUtils::isArtRemovable(artifact))
  3458. continue;
  3459. slots.push_back(BulkMoveArtifacts::LinkedSlots(artifact.first, artifact.first));
  3460. auto art = artifact.second.getArt();
  3461. assert(art);
  3462. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, art->artType->getId(), artifact.first))
  3463. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3464. }
  3465. };
  3466. auto moveArtsInBackpack = [](const CGHeroInstance * pHero,
  3467. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3468. {
  3469. for(auto & slotInfo : pHero->artifactsInBackpack)
  3470. {
  3471. auto slot = pHero->getArtPos(slotInfo.artifact);
  3472. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3473. }
  3474. };
  3475. // Move over artifacts that are worn srcHero -> dstHero
  3476. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3477. // Move over artifacts that are worn dstHero -> srcHero
  3478. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3479. // Move over artifacts that are in backpack srcHero -> dstHero
  3480. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3481. // Move over artifacts that are in backpack dstHero -> srcHero
  3482. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3483. }
  3484. else
  3485. {
  3486. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3487. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3488. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3489. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3490. auto moveArtifact = [this, &artFittingSet, &slotsSrcDst](const CArtifactInstance * artifact,
  3491. ArtifactPosition srcSlot, const CGHeroInstance * pdstHero) -> void
  3492. {
  3493. assert(artifact);
  3494. auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet, pdstHero->bearerType());
  3495. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3496. slotsSrcDst.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3497. if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->getId(), dstSlot))
  3498. giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3499. };
  3500. // Move over artifacts that are worn
  3501. for(auto & artInfo : psrcHero->artifactsWorn)
  3502. {
  3503. if(ArtifactUtils::isArtRemovable(artInfo))
  3504. {
  3505. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero);
  3506. }
  3507. }
  3508. // Move over artifacts that are in backpack
  3509. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3510. {
  3511. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)), psrcHero->getArtPos(slotInfo.artifact), pdstHero);
  3512. }
  3513. }
  3514. sendAndApply(&ma);
  3515. return true;
  3516. }
  3517. /**
  3518. * Assembles or disassembles a combination artifact.
  3519. * @param heroID ID of hero holding the artifact(s).
  3520. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3521. * @param assemble True for assembly operation, false for disassembly.
  3522. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3523. * artifact to assemble to. Otherwise it's not used.
  3524. */
  3525. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3526. {
  3527. const CGHeroInstance * hero = getHero(heroID);
  3528. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3529. if (!destArtifact)
  3530. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3531. if(assemble)
  3532. {
  3533. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3534. if(!combinedArt->constituents)
  3535. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3536. bool combineEquipped = !ArtifactUtils::isSlotBackpack(artifactSlot);
  3537. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, combineEquipped), combinedArt))
  3538. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3539. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3540. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3541. AssembledArtifact aa;
  3542. aa.al = ArtifactLocation(hero, artifactSlot);
  3543. aa.builtArt = combinedArt;
  3544. sendAndApply(&aa);
  3545. }
  3546. else
  3547. {
  3548. if (!destArtifact->artType->constituents)
  3549. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3550. DisassembledArtifact da;
  3551. da.al = ArtifactLocation(hero, artifactSlot);
  3552. sendAndApply(&da);
  3553. }
  3554. return true;
  3555. }
  3556. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3557. {
  3558. const CGHeroInstance * hero = getHero(hid);
  3559. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3560. const CGTownInstance * town = hero->visitedTown;
  3561. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3562. if (aid==ArtifactID::SPELLBOOK)
  3563. {
  3564. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3565. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3566. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3567. )
  3568. return false;
  3569. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3570. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3571. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3572. giveSpells(town,hero);
  3573. return true;
  3574. }
  3575. else
  3576. {
  3577. const CArtifact * art = aid.toArtifact();
  3578. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3579. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3580. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3581. const int price = art->price;
  3582. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3583. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3584. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3585. {
  3586. giveResource(hero->getOwner(),Res::GOLD,-price);
  3587. return giveHeroNewArtifact(hero, art);
  3588. }
  3589. else
  3590. COMPLAIN_RET("This machine is unavailable here!");
  3591. }
  3592. }
  3593. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3594. {
  3595. if(!h)
  3596. COMPLAIN_RET("Only hero can buy artifacts!");
  3597. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3598. COMPLAIN_RET("That artifact is unavailable!");
  3599. int b1, b2;
  3600. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3601. if (getResource(h->tempOwner, rid) < b1)
  3602. COMPLAIN_RET("You can't afford to buy this artifact!");
  3603. giveResource(h->tempOwner, rid, -b1);
  3604. SetAvailableArtifacts saa;
  3605. if (m->o->ID == Obj::TOWN)
  3606. {
  3607. saa.id = -1;
  3608. saa.arts = CGTownInstance::merchantArtifacts;
  3609. }
  3610. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3611. {
  3612. saa.id = bm->id.getNum();
  3613. saa.arts = bm->artifacts;
  3614. }
  3615. else
  3616. COMPLAIN_RET("Wrong marktet...");
  3617. bool found = false;
  3618. for (const CArtifact *&art : saa.arts)
  3619. {
  3620. if (art && art->getId() == aid)
  3621. {
  3622. art = nullptr;
  3623. found = true;
  3624. break;
  3625. }
  3626. }
  3627. if (!found)
  3628. COMPLAIN_RET("Cannot find selected artifact on the list");
  3629. sendAndApply(&saa);
  3630. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3631. return true;
  3632. }
  3633. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3634. {
  3635. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3636. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3637. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3638. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3639. int resVal = 0, dump = 1;
  3640. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3641. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3642. giveResource(h->tempOwner, rid, resVal);
  3643. return true;
  3644. }
  3645. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3646. {
  3647. if (!h)
  3648. COMPLAIN_RET("You need hero to buy a skill!");
  3649. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3650. COMPLAIN_RET("Hero already know this skill");
  3651. if (!h->canLearnSkill())
  3652. COMPLAIN_RET("Hero can't learn any more skills");
  3653. if (!h->canLearnSkill(skill))
  3654. COMPLAIN_RET("The hero can't learn this skill!");
  3655. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3656. COMPLAIN_RET("That skill is unavailable!");
  3657. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3658. COMPLAIN_RET("You can't afford to buy this skill");
  3659. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3660. changeSecSkill(h, skill, 1, true);
  3661. return true;
  3662. }
  3663. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3664. {
  3665. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3666. vstd::amin(val, r1); //can't trade more resources than have
  3667. int b1, b2; //base quantities for trade
  3668. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3669. int units = val / b1; //how many base quantities we trade
  3670. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3671. {
  3672. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3673. }
  3674. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3675. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3676. return true;
  3677. }
  3678. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3679. {
  3680. if(!hero)
  3681. COMPLAIN_RET("Only hero can sell creatures!");
  3682. if (!vstd::contains(hero->Slots(), slot))
  3683. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3684. const CStackInstance &s = hero->getStack(slot);
  3685. if (s.count < (TQuantity)count //can't sell more creatures than have
  3686. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3687. {
  3688. COMPLAIN_RET("Not enough creatures in army!");
  3689. }
  3690. int b1, b2; //base quantities for trade
  3691. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3692. int units = count / b1; //how many base quantities we trade
  3693. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3694. {
  3695. //TODO: complain?
  3696. assert(0);
  3697. }
  3698. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3699. giveResource(hero->tempOwner, resourceID, b2 * units);
  3700. return true;
  3701. }
  3702. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3703. {
  3704. const CArmedInstance *army = nullptr;
  3705. if (hero)
  3706. army = hero;
  3707. else
  3708. army = dynamic_cast<const CGTownInstance *>(market->o);
  3709. if (!army)
  3710. COMPLAIN_RET("Incorrect call to transform in undead!");
  3711. if (!army->hasStackAtSlot(slot))
  3712. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3713. const CStackInstance &s = army->getStack(slot);
  3714. //resulting creature - bone dragons or skeletons
  3715. CreatureID resCreature = CreatureID::SKELETON;
  3716. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3717. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3718. || (s.getCreatureID() == CreatureID::HYDRA)
  3719. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3720. resCreature = CreatureID::BONE_DRAGON;
  3721. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3722. return true;
  3723. }
  3724. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3725. {
  3726. const PlayerState *p2 = getPlayerState(r2, false);
  3727. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3728. {
  3729. complain("Dest player must be in game!");
  3730. return false;
  3731. }
  3732. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3733. vstd::amin(val, curRes1);
  3734. giveResource(player, r1, -(int)val);
  3735. giveResource(r2, r1, val);
  3736. return true;
  3737. }
  3738. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3739. {
  3740. const CGHeroInstance *h = getHero(hid);
  3741. if (!h)
  3742. {
  3743. logGlobal->error("Hero doesn't exist!");
  3744. return false;
  3745. }
  3746. ChangeFormation cf;
  3747. cf.hid = hid;
  3748. cf.formation = formation;
  3749. sendAndApply(&cf);
  3750. return true;
  3751. }
  3752. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3753. {
  3754. const PlayerState * p = getPlayerState(player);
  3755. const CGTownInstance * t = getTown(obj->id);
  3756. //common preconditions
  3757. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3758. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3759. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3760. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3761. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3762. {
  3763. return false;
  3764. }
  3765. if (t) //tavern in town
  3766. {
  3767. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3768. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3769. {
  3770. return false;
  3771. }
  3772. }
  3773. else if (obj->ID == Obj::TAVERN)
  3774. {
  3775. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3776. {
  3777. return false;
  3778. }
  3779. }
  3780. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3781. if (!nh)
  3782. {
  3783. complain ("Hero is not available for hiring!");
  3784. return false;
  3785. }
  3786. HeroRecruited hr;
  3787. hr.tid = obj->id;
  3788. hr.hid = nh->subID;
  3789. hr.player = player;
  3790. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3791. sendAndApply(&hr);
  3792. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3793. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3794. const CGHeroInstance *newHero = nullptr;
  3795. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3796. {
  3797. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3798. }
  3799. SetAvailableHeroes sah;
  3800. sah.player = player;
  3801. if (newHero)
  3802. {
  3803. sah.hid[hid] = newHero->subID;
  3804. sah.army[hid].clear();
  3805. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3806. }
  3807. else
  3808. {
  3809. sah.hid[hid] = -1;
  3810. }
  3811. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3812. sendAndApply(&sah);
  3813. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3814. if (t)
  3815. {
  3816. visitCastleObjects(t, nh);
  3817. giveSpells (t,nh);
  3818. }
  3819. return true;
  3820. }
  3821. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3822. {
  3823. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3824. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3825. logGlobal->trace(answer.toJson());
  3826. auto topQuery = queries.topQuery(player);
  3827. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3828. if(topQuery->queryID != qid)
  3829. {
  3830. auto currentQuery = queries.getQuery(qid);
  3831. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3832. currentQuery->setReply(answer);
  3833. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3834. }
  3835. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3836. topQuery->setReply(answer);
  3837. queries.popQuery(topQuery);
  3838. return true;
  3839. }
  3840. static EndAction end_action;
  3841. void CGameHandler::updateGateState()
  3842. {
  3843. // GATE_BRIDGE - leftmost tile, located over moat
  3844. // GATE_OUTER - central tile, mostly covered by gate image
  3845. // GATE_INNER - rightmost tile, inside the walls
  3846. // GATE_OUTER or GATE_INNER:
  3847. // - if defender moves unit on these tiles, bridge will open
  3848. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3849. // - blocked to attacker if bridge is closed
  3850. // GATE_BRIDGE
  3851. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3852. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3853. // - deals moat damage to attacker if bridge is closed (fortress only)
  3854. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3855. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3856. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3857. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3858. bool hasLongBridge = gs->curB->town->subID == ETownType::FORTRESS;
  3859. BattleUpdateGateState db;
  3860. db.state = gs->curB->si.gateState;
  3861. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3862. {
  3863. db.state = EGateState::DESTROYED;
  3864. }
  3865. else if (db.state == EGateState::OPENED)
  3866. {
  3867. bool hasStackOnLongBridge = hasStackAtGateBridge && hasLongBridge;
  3868. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3869. if (gateCanClose)
  3870. db.state = EGateState::CLOSED;
  3871. else
  3872. db.state = EGateState::OPENED;
  3873. }
  3874. else // CLOSED or BLOCKED
  3875. {
  3876. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3877. if (gateBlocked)
  3878. db.state = EGateState::BLOCKED;
  3879. else
  3880. db.state = EGateState::CLOSED;
  3881. }
  3882. if (db.state != gs->curB->si.gateState)
  3883. sendAndApply(&db);
  3884. }
  3885. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3886. {
  3887. bool ok = true;
  3888. battle::Target target = ba.getTarget(gs->curB);
  3889. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3890. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3891. logGlobal->trace("Making action: %s", ba.toString());
  3892. switch(ba.actionType)
  3893. {
  3894. case EActionType::WALK: //walk
  3895. case EActionType::DEFEND: //defend
  3896. case EActionType::WAIT: //wait
  3897. case EActionType::WALK_AND_ATTACK: //walk or attack
  3898. case EActionType::SHOOT: //shoot
  3899. case EActionType::CATAPULT: //catapult
  3900. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3901. case EActionType::MONSTER_SPELL:
  3902. if (!stack)
  3903. {
  3904. complain("No such stack!");
  3905. return false;
  3906. }
  3907. if (!stack->alive())
  3908. {
  3909. complain("This stack is dead: " + stack->nodeName());
  3910. return false;
  3911. }
  3912. if (battleTacticDist())
  3913. {
  3914. if (stack && stack->side != battleGetTacticsSide())
  3915. {
  3916. complain("This is not a stack of side that has tactics!");
  3917. return false;
  3918. }
  3919. }
  3920. else if (!isAboutActiveStack)
  3921. {
  3922. complain("Action has to be about active stack!");
  3923. return false;
  3924. }
  3925. }
  3926. auto wrapAction = [this](BattleAction &ba)
  3927. {
  3928. StartAction startAction(ba);
  3929. sendAndApply(&startAction);
  3930. return vstd::makeScopeGuard([&]()
  3931. {
  3932. sendAndApply(&end_action);
  3933. });
  3934. };
  3935. switch(ba.actionType)
  3936. {
  3937. case EActionType::END_TACTIC_PHASE: //wait
  3938. case EActionType::BAD_MORALE:
  3939. case EActionType::NO_ACTION:
  3940. {
  3941. auto wrapper = wrapAction(ba);
  3942. break;
  3943. }
  3944. case EActionType::WALK:
  3945. {
  3946. auto wrapper = wrapAction(ba);
  3947. if(target.size() < 1)
  3948. {
  3949. complain("Destination required for move action.");
  3950. ok = false;
  3951. break;
  3952. }
  3953. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3954. if (!walkedTiles)
  3955. complain("Stack failed movement!");
  3956. break;
  3957. }
  3958. case EActionType::DEFEND:
  3959. {
  3960. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3961. SetStackEffect sse;
  3962. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3963. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3964. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3965. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3966. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3967. int oldDefenceValue = defence.totalValue();
  3968. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3969. defence.push_back(std::make_shared<Bonus>(bonus2));
  3970. int difference = defence.totalValue() - oldDefenceValue;
  3971. std::vector<Bonus> buffer;
  3972. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3973. {
  3974. difference = 1;
  3975. buffer.push_back(alternativeWeakCreatureBonus);
  3976. }
  3977. else
  3978. {
  3979. buffer.push_back(defenseBonusToAdd);
  3980. }
  3981. buffer.push_back(bonus2);
  3982. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3983. sendAndApply(&sse);
  3984. BattleLogMessage message;
  3985. MetaString text;
  3986. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3987. stack->addNameReplacement(text);
  3988. text.addReplacement(difference);
  3989. message.lines.push_back(text);
  3990. sendAndApply(&message);
  3991. //don't break - we share code with next case
  3992. }
  3993. FALLTHROUGH
  3994. case EActionType::WAIT:
  3995. {
  3996. auto wrapper = wrapAction(ba);
  3997. break;
  3998. }
  3999. case EActionType::RETREAT: //retreat/flee
  4000. {
  4001. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  4002. complain("Cannot retreat!");
  4003. else
  4004. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  4005. break;
  4006. }
  4007. case EActionType::SURRENDER:
  4008. {
  4009. PlayerColor player = gs->curB->sides.at(ba.side).color;
  4010. int cost = gs->curB->battleGetSurrenderCost(player);
  4011. if (cost < 0)
  4012. complain("Cannot surrender!");
  4013. else if (getResource(player, Res::GOLD) < cost)
  4014. complain("Not enough gold to surrender!");
  4015. else
  4016. {
  4017. giveResource(player, Res::GOLD, -cost);
  4018. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4019. }
  4020. break;
  4021. }
  4022. case EActionType::WALK_AND_ATTACK: //walk or attack
  4023. {
  4024. auto wrapper = wrapAction(ba);
  4025. if(!stack)
  4026. {
  4027. complain("No attacker");
  4028. ok = false;
  4029. break;
  4030. }
  4031. if(target.size() < 2)
  4032. {
  4033. complain("Two destinations required for attack action.");
  4034. ok = false;
  4035. break;
  4036. }
  4037. BattleHex attackPos = target.at(0).hexValue;
  4038. BattleHex destinationTile = target.at(1).hexValue;
  4039. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4040. if(!destinationStack)
  4041. {
  4042. complain("Invalid target to attack");
  4043. ok = false;
  4044. break;
  4045. }
  4046. BattleHex startingPos = stack->getPosition();
  4047. int distance = moveStack(ba.stackNumber, attackPos);
  4048. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4049. if(stack->getPosition() != attackPos
  4050. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4051. )
  4052. {
  4053. // we were not able to reach destination tile, nor occupy specified hex
  4054. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4055. break;
  4056. }
  4057. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4058. {
  4059. destinationStack = nullptr;
  4060. }
  4061. if(!destinationStack)
  4062. {
  4063. complain("Unit can not attack itself");
  4064. ok = false;
  4065. break;
  4066. }
  4067. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4068. {
  4069. complain("Attack cannot be performed!");
  4070. ok = false;
  4071. break;
  4072. }
  4073. //attack
  4074. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4075. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4076. const bool retaliation = destinationStack->ableToRetaliate();
  4077. for (int i = 0; i < totalAttacks; ++i)
  4078. {
  4079. //first strike
  4080. if(i == 0 && firstStrike && retaliation)
  4081. {
  4082. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4083. }
  4084. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4085. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4086. {
  4087. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4088. }
  4089. //counterattack
  4090. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4091. if(stack->alive()
  4092. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4093. && (i == 0 && !firstStrike)
  4094. && retaliation && destinationStack->ableToRetaliate())
  4095. {
  4096. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4097. }
  4098. }
  4099. //return
  4100. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4101. && target.size() == 3
  4102. && startingPos != stack->getPosition()
  4103. && startingPos == target.at(2).hexValue
  4104. && stack->alive())
  4105. {
  4106. moveStack(ba.stackNumber, startingPos);
  4107. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4108. }
  4109. break;
  4110. }
  4111. case EActionType::SHOOT:
  4112. {
  4113. if(target.size() < 1)
  4114. {
  4115. complain("Destination required for shot action.");
  4116. ok = false;
  4117. break;
  4118. }
  4119. auto destination = target.at(0).hexValue;
  4120. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4121. if (!gs->curB->battleCanShoot(stack, destination))
  4122. {
  4123. complain("Cannot shoot!");
  4124. break;
  4125. }
  4126. if (!destinationStack)
  4127. {
  4128. complain("No target to shoot!");
  4129. break;
  4130. }
  4131. auto wrapper = wrapAction(ba);
  4132. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4133. //ranged counterattack
  4134. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4135. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4136. && destinationStack->ableToRetaliate()
  4137. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4138. && stack->alive()) //attacker may have died (fire shield)
  4139. {
  4140. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4141. }
  4142. //TODO: move to CUnitState
  4143. //extra shot(s) for ballista, based on artillery skill
  4144. if(stack->creatureIndex() == CreatureID::BALLISTA)
  4145. {
  4146. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4147. if(attackingHero)
  4148. {
  4149. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  4150. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  4151. {
  4152. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4153. }
  4154. }
  4155. }
  4156. //allow more than one additional attack
  4157. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4158. for(int i = 1; i < totalRangedAttacks; ++i)
  4159. {
  4160. if(
  4161. stack->alive()
  4162. && destinationStack->alive()
  4163. && stack->shots.canUse()
  4164. )
  4165. {
  4166. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4167. }
  4168. }
  4169. break;
  4170. }
  4171. case EActionType::CATAPULT:
  4172. {
  4173. //TODO: unify with spells::effects:Catapult
  4174. auto getCatapultHitChance = [](EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  4175. {
  4176. switch(part)
  4177. {
  4178. case EWallPart::GATE:
  4179. return sbi.gate;
  4180. case EWallPart::KEEP:
  4181. return sbi.keep;
  4182. case EWallPart::BOTTOM_TOWER:
  4183. case EWallPart::UPPER_TOWER:
  4184. return sbi.tower;
  4185. case EWallPart::BOTTOM_WALL:
  4186. case EWallPart::BELOW_GATE:
  4187. case EWallPart::OVER_GATE:
  4188. case EWallPart::UPPER_WALL:
  4189. return sbi.wall;
  4190. default:
  4191. return 0;
  4192. }
  4193. };
  4194. auto getBallisticsInfo = [this, &ba] (const CStack * actor)
  4195. {
  4196. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4197. if(actor->getCreature()->idNumber == CreatureID::CATAPULT)
  4198. return VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  4199. else
  4200. {
  4201. //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  4202. int ballisticsLevel = actor->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS) ? 2 : 1;
  4203. auto parameters = VLC->heroh->ballistics.at(ballisticsLevel);
  4204. parameters.shots = 1 + std::max(actor->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  4205. return parameters;
  4206. }
  4207. };
  4208. auto isWallPartAttackable = [this] (EWallPart part)
  4209. {
  4210. return (gs->curB->si.wallState[part] == EWallState::REINFORCED || gs->curB->si.wallState[part] == EWallState::INTACT || gs->curB->si.wallState[part] == EWallState::DAMAGED);
  4211. };
  4212. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters = getBallisticsInfo(stack);
  4213. auto wrapper = wrapAction(ba);
  4214. auto destination = target.empty() ? BattleHex(BattleHex::INVALID) : target.at(0).hexValue;
  4215. auto desiredTarget = gs->curB->battleHexToWallPart(destination);
  4216. for (int shotNumber=0; shotNumber<stackBallisticsParameters.shots; ++shotNumber)
  4217. {
  4218. auto actualTarget = EWallPart::INVALID;
  4219. if ( isWallPartAttackable(desiredTarget) &&
  4220. getRandomGenerator().nextInt(99) < getCatapultHitChance(desiredTarget, stackBallisticsParameters))
  4221. {
  4222. actualTarget = desiredTarget;
  4223. }
  4224. else
  4225. {
  4226. static const std::array<EWallPart, 4> walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL };
  4227. static const std::array<EWallPart, 3> towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER };
  4228. static const EWallPart gates = EWallPart::GATE;
  4229. // in H3, catapult under automatic control will attack objects in following order:
  4230. // walls, gates, towers
  4231. std::vector<EWallPart> potentialTargets;
  4232. for (auto & part : walls )
  4233. if (isWallPartAttackable(part))
  4234. potentialTargets.push_back(part);
  4235. if (potentialTargets.empty() && isWallPartAttackable(gates))
  4236. potentialTargets.push_back(gates);
  4237. if (potentialTargets.empty())
  4238. for (auto & part : towers )
  4239. if (isWallPartAttackable(part))
  4240. potentialTargets.push_back(part);
  4241. if (potentialTargets.empty())
  4242. break; // everything is gone, can't attack anymore
  4243. actualTarget = *RandomGeneratorUtil::nextItem(potentialTargets, getRandomGenerator());
  4244. }
  4245. assert(actualTarget != EWallPart::INVALID);
  4246. std::array<int, 3> damageChances = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  4247. int totalChance = std::accumulate(damageChances.begin(), damageChances.end(), 0);
  4248. int damageRandom = getRandomGenerator().nextInt(totalChance - 1);
  4249. int dealtDamage = 0;
  4250. //calculating dealt damage
  4251. for (int damage = 0; damage < damageChances.size(); ++damage)
  4252. {
  4253. if (damageRandom <= damageChances[damage])
  4254. {
  4255. dealtDamage = damage;
  4256. break;
  4257. }
  4258. damageRandom -= damageChances[damage];
  4259. }
  4260. CatapultAttack::AttackInfo attack;
  4261. attack.attackedPart = actualTarget;
  4262. attack.destinationTile = gs->curB->wallPartToBattleHex(actualTarget);
  4263. attack.damageDealt = dealtDamage;
  4264. CatapultAttack ca; //package for clients
  4265. ca.attacker = ba.stackNumber;
  4266. ca.attackedParts.push_back(attack);
  4267. sendAndApply(&ca);
  4268. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  4269. //removing creatures in turrets / keep if one is destroyed
  4270. if (gs->curB->si.wallState[actualTarget] == EWallState::DESTROYED && (actualTarget == EWallPart::KEEP || actualTarget == EWallPart::BOTTOM_TOWER || actualTarget == EWallPart::UPPER_TOWER))
  4271. {
  4272. int posRemove = -1;
  4273. switch(actualTarget)
  4274. {
  4275. case EWallPart::KEEP:
  4276. posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
  4277. break;
  4278. case EWallPart::BOTTOM_TOWER:
  4279. posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
  4280. break;
  4281. case EWallPart::UPPER_TOWER:
  4282. posRemove = BattleHex::CASTLE_UPPER_TOWER;
  4283. break;
  4284. }
  4285. for(auto & elem : gs->curB->stacks)
  4286. {
  4287. if(elem->initialPosition == posRemove)
  4288. {
  4289. BattleUnitsChanged removeUnits;
  4290. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  4291. sendAndApply(&removeUnits);
  4292. break;
  4293. }
  4294. }
  4295. }
  4296. }
  4297. //finish by scope guard
  4298. break;
  4299. }
  4300. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4301. {
  4302. auto wrapper = wrapAction(ba);
  4303. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4304. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4305. if(target.size() < 1)
  4306. {
  4307. complain("Destination required for heal action.");
  4308. ok = false;
  4309. break;
  4310. }
  4311. const battle::Unit * destStack = nullptr;
  4312. if(target.at(0).unitValue)
  4313. destStack = target.at(0).unitValue;
  4314. else
  4315. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4316. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  4317. {
  4318. complain("There is either no healer, no destination, or healer cannot heal :P");
  4319. }
  4320. else
  4321. {
  4322. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  4323. //TODO: allow resurrection for mods
  4324. auto state = destStack->acquireState();
  4325. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  4326. if(toHeal == 0)
  4327. {
  4328. logGlobal->warn("Nothing to heal");
  4329. }
  4330. else
  4331. {
  4332. BattleUnitsChanged pack;
  4333. BattleLogMessage message;
  4334. MetaString text;
  4335. text.addTxt(MetaString::GENERAL_TXT, 414);
  4336. healer->addNameReplacement(text, false);
  4337. destStack->addNameReplacement(text, false);
  4338. text.addReplacement((int)toHeal);
  4339. message.lines.push_back(text);
  4340. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  4341. info.healthDelta = toHeal;
  4342. state->save(info.data);
  4343. pack.changedStacks.push_back(info);
  4344. sendAndApply(&pack);
  4345. sendAndApply(&message);
  4346. }
  4347. }
  4348. break;
  4349. }
  4350. case EActionType::MONSTER_SPELL:
  4351. {
  4352. auto wrapper = wrapAction(ba);
  4353. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4354. SpellID spellID = SpellID(ba.actionSubtype);
  4355. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4356. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4357. //TODO special bonus for genies ability
  4358. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4359. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4360. if (spellID < 0)
  4361. complain("That stack can't cast spells!");
  4362. else
  4363. {
  4364. const CSpell * spell = SpellID(spellID).toSpell();
  4365. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4366. int32_t spellLvl = 0;
  4367. if(spellcaster)
  4368. vstd::amax(spellLvl, spellcaster->val);
  4369. if(randSpellcaster)
  4370. vstd::amax(spellLvl, randSpellcaster->val);
  4371. parameters.setSpellLevel(spellLvl);
  4372. parameters.cast(spellEnv, target);
  4373. }
  4374. break;
  4375. }
  4376. }
  4377. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4378. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4379. handleDamageFromObstacle(stack);
  4380. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4381. battleMadeAction.setn(true);
  4382. return ok;
  4383. }
  4384. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4385. {
  4386. bool cheated = false;
  4387. PlayerMessageClient temp_message(player, message);
  4388. sendAndApply(&temp_message);
  4389. std::vector<std::string> words;
  4390. boost::split(words, message, boost::is_any_of(" "));
  4391. bool isHost = false;
  4392. for(auto & c : connections[player])
  4393. if(lobby->isClientHost(c->connectionID))
  4394. isHost = true;
  4395. if(isHost && words.size() >= 2 && words[0] == "game")
  4396. {
  4397. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4398. {
  4399. SystemMessage temp_message("game was terminated");
  4400. sendAndApply(&temp_message);
  4401. lobby->state = EServerState::SHUTDOWN;
  4402. return;
  4403. }
  4404. if(words.size() == 3 && words[1] == "save")
  4405. {
  4406. save("Saves/" + words[2]);
  4407. SystemMessage temp_message("game saved as " + words[2]);
  4408. sendAndApply(&temp_message);
  4409. return;
  4410. }
  4411. if(words.size() == 3 && words[1] == "kick")
  4412. {
  4413. auto playername = words[2];
  4414. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4415. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4416. playerToKick = PlayerColor(std::stoi(playername));
  4417. else
  4418. {
  4419. for(auto & c : connections)
  4420. {
  4421. if(c.first.getStr(false) == playername)
  4422. playerToKick = c.first;
  4423. }
  4424. }
  4425. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4426. {
  4427. PlayerCheated pc;
  4428. pc.player = playerToKick;
  4429. pc.losingCheatCode = true;
  4430. sendAndApply(&pc);
  4431. checkVictoryLossConditionsForPlayer(playerToKick);
  4432. }
  4433. return;
  4434. }
  4435. }
  4436. int obj = 0;
  4437. if (words.size() == 2 && words[0] != "vcmiexp")
  4438. {
  4439. obj = std::atoi(words[1].c_str());
  4440. if (obj)
  4441. currObj = ObjectInstanceID(obj);
  4442. }
  4443. const CGHeroInstance * hero = getHero(currObj);
  4444. const CGTownInstance * town = getTown(currObj);
  4445. if (!town && hero)
  4446. town = hero->visitedTown;
  4447. if((words[0] == "vcmiarmy" || words[0] == "vcmiexp") && words.size() > 1)
  4448. {
  4449. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4450. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4451. }
  4452. else if (words.size() == 1 || obj)
  4453. {
  4454. handleCheatCode(words[0], player, hero, town, cheated);
  4455. }
  4456. else
  4457. {
  4458. for (const auto & i : gs->players)
  4459. {
  4460. if (i.first == PlayerColor::NEUTRAL)
  4461. continue;
  4462. if (words[1] == "ai")
  4463. {
  4464. if (i.second.human)
  4465. continue;
  4466. }
  4467. else if (words[1] != "all" && words[1] != i.first.getStr())
  4468. continue;
  4469. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4470. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4471. {
  4472. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4473. }
  4474. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4475. {
  4476. for (const auto & t : i.second.towns)
  4477. {
  4478. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4479. }
  4480. }
  4481. else
  4482. {
  4483. for (const auto & h : i.second.heroes)
  4484. {
  4485. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4486. }
  4487. }
  4488. }
  4489. }
  4490. if (cheated)
  4491. {
  4492. if(!getPlayerSettings(player)->isControlledByAI())
  4493. {
  4494. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4495. sendAndApply(&temp_message);
  4496. }
  4497. if(!player.isSpectator())
  4498. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4499. }
  4500. }
  4501. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4502. {
  4503. switch(ba.actionType)
  4504. {
  4505. case EActionType::HERO_SPELL:
  4506. {
  4507. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4508. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4509. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4510. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4511. if (!s)
  4512. {
  4513. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4514. return false;
  4515. }
  4516. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4517. spells::detail::ProblemImpl problem;
  4518. auto m = s->battleMechanics(&parameters);
  4519. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4520. {
  4521. logGlobal->warn("Spell cannot be cast!");
  4522. std::vector<std::string> texts;
  4523. problem.getAll(texts);
  4524. for(auto s : texts)
  4525. logGlobal->warn(s);
  4526. return false;
  4527. }
  4528. StartAction start_action(ba);
  4529. sendAndApply(&start_action); //start spell casting
  4530. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4531. sendAndApply(&end_action);
  4532. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4533. {
  4534. battleMadeAction.setn(true);
  4535. }
  4536. checkBattleStateChanges();
  4537. if (battleResult.get())
  4538. {
  4539. battleMadeAction.setn(true);
  4540. //battle will be ended by startBattle function
  4541. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4542. }
  4543. return true;
  4544. }
  4545. }
  4546. return false;
  4547. }
  4548. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4549. {
  4550. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4551. for(auto b : bl)
  4552. {
  4553. const CSpell * sp = SpellID(b->subtype).toSpell();
  4554. if(!sp)
  4555. continue;
  4556. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4557. const int32_t level = ((val > 3) ? (val - 3) : val);
  4558. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4559. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4560. battleCast.setEffectDuration(50);
  4561. battleCast.setSpellLevel(level);
  4562. spells::Target target;
  4563. if(val > 3)
  4564. {
  4565. for(auto s : gs->curB->battleGetAllStacks())
  4566. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4567. target.emplace_back(s);
  4568. }
  4569. else
  4570. {
  4571. target.emplace_back(st);
  4572. }
  4573. battleCast.applyEffects(spellEnv, target, false, true);
  4574. }
  4575. }
  4576. void CGameHandler::stackTurnTrigger(const CStack *st)
  4577. {
  4578. BattleTriggerEffect bte;
  4579. bte.stackID = st->ID;
  4580. bte.effect = -1;
  4581. bte.val = 0;
  4582. bte.additionalInfo = 0;
  4583. if (st->alive())
  4584. {
  4585. //unbind
  4586. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4587. {
  4588. bool unbind = true;
  4589. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4590. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4591. for (auto b : bl)
  4592. {
  4593. if(b->additionalInfo != CAddInfo::NONE)
  4594. {
  4595. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4596. if(stack)
  4597. {
  4598. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4599. unbind = false;
  4600. }
  4601. }
  4602. else
  4603. {
  4604. unbind = false;
  4605. }
  4606. }
  4607. if (unbind)
  4608. {
  4609. BattleSetStackProperty ssp;
  4610. ssp.which = BattleSetStackProperty::UNBIND;
  4611. ssp.stackID = st->ID;
  4612. sendAndApply(&ssp);
  4613. }
  4614. }
  4615. if (st->hasBonusOfType(Bonus::POISON))
  4616. {
  4617. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4618. if (b) //TODO: what if not?...
  4619. {
  4620. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4621. if (bte.val < b->val) //(negative) poison effect increases - update it
  4622. {
  4623. bte.effect = Bonus::POISON;
  4624. sendAndApply(&bte);
  4625. }
  4626. }
  4627. }
  4628. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4629. {
  4630. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4631. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4632. if(opponentHero)
  4633. {
  4634. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4635. vstd::amin(manaDrained, opponentHero->mana);
  4636. if(manaDrained)
  4637. {
  4638. bte.effect = Bonus::MANA_DRAIN;
  4639. bte.val = manaDrained;
  4640. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4641. sendAndApply(&bte);
  4642. }
  4643. }
  4644. }
  4645. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4646. {
  4647. bool fearsomeCreature = false;
  4648. for (CStack * stack : gs->curB->stacks)
  4649. {
  4650. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4651. {
  4652. fearsomeCreature = true;
  4653. break;
  4654. }
  4655. }
  4656. if (fearsomeCreature)
  4657. {
  4658. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4659. {
  4660. bte.effect = Bonus::FEAR;
  4661. sendAndApply(&bte);
  4662. }
  4663. }
  4664. }
  4665. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4666. int side = gs->curB->whatSide(st->owner);
  4667. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4668. {
  4669. bool cast = false;
  4670. while(!bl.empty() && !cast)
  4671. {
  4672. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4673. auto spellID = SpellID(bonus->subtype);
  4674. const CSpell * spell = SpellID(spellID).toSpell();
  4675. bl.remove_if([&bonus](const Bonus * b)
  4676. {
  4677. return b == bonus.get();
  4678. });
  4679. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4680. parameters.setSpellLevel(bonus->val);
  4681. parameters.massive = true;
  4682. parameters.smart = true;
  4683. //todo: recheck effect level
  4684. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4685. {
  4686. cast = true;
  4687. int cooldown = bonus->additionalInfo[0];
  4688. BattleSetStackProperty ssp;
  4689. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4690. ssp.absolute = false;
  4691. ssp.val = cooldown;
  4692. ssp.stackID = st->unitId();
  4693. sendAndApply(&ssp);
  4694. }
  4695. }
  4696. }
  4697. }
  4698. }
  4699. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4700. {
  4701. if(!curStack->alive())
  4702. return false;
  4703. bool containDamageFromMoat = false;
  4704. bool movementStoped = false;
  4705. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4706. {
  4707. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4708. {
  4709. //helper info
  4710. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4711. const ui8 side = curStack->side;
  4712. if(!spellObstacle)
  4713. COMPLAIN_RET("Invalid obstacle instance");
  4714. if(spellObstacle->trigger)
  4715. {
  4716. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4717. //hidden obstacle triggers effects until revealed
  4718. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4719. {
  4720. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4721. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4722. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4723. if(!sp)
  4724. COMPLAIN_RET("Invalid obstacle instance");
  4725. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4726. ObstacleChanges changeInfo;
  4727. changeInfo.id = spellObstacle->uniqueID;
  4728. if (oneTimeObstacle)
  4729. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
  4730. else
  4731. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
  4732. SpellCreatedObstacle changedObstacle;
  4733. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4734. changedObstacle.revealed = true;
  4735. changeInfo.data.clear();
  4736. JsonSerializer ser(nullptr, changeInfo.data);
  4737. ser.serializeStruct("obstacle", changedObstacle);
  4738. BattleObstaclesChanged bocp;
  4739. bocp.changes.emplace_back(changeInfo);
  4740. sendAndApply(&bocp);
  4741. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4742. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4743. }
  4744. }
  4745. }
  4746. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4747. {
  4748. auto town = gs->curB->town;
  4749. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4750. if(!containDamageFromMoat)
  4751. {
  4752. containDamageFromMoat = true;
  4753. BattleStackAttacked bsa;
  4754. bsa.damageAmount = damage;
  4755. bsa.stackAttacked = curStack->ID;
  4756. bsa.attackerID = -1;
  4757. curStack->prepareAttacked(bsa, getRandomGenerator());
  4758. StacksInjured si;
  4759. si.stacks.push_back(bsa);
  4760. sendAndApply(&si);
  4761. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4762. }
  4763. }
  4764. if(!curStack->alive())
  4765. return false;
  4766. if((obstacle->stopsMovement() && stackIsMoving))
  4767. movementStoped = true;
  4768. }
  4769. if(stackIsMoving)
  4770. return curStack->alive() && !movementStoped;
  4771. else
  4772. return curStack->alive();
  4773. }
  4774. void CGameHandler::handleTimeEvents()
  4775. {
  4776. gs->map->events.sort(evntCmp);
  4777. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4778. {
  4779. CMapEvent ev = gs->map->events.front();
  4780. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4781. {
  4782. auto color = PlayerColor(player);
  4783. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4784. if (pinfo //player exists
  4785. && (ev.players & 1<<player) //event is enabled to this player
  4786. && ((ev.computerAffected && !pinfo->human)
  4787. || (ev.humanAffected && pinfo->human)
  4788. )
  4789. )
  4790. {
  4791. //give resources
  4792. giveResources(color, ev.resources);
  4793. //prepare dialog
  4794. InfoWindow iw;
  4795. iw.player = color;
  4796. iw.text << ev.message;
  4797. for (int i=0; i<ev.resources.size(); i++)
  4798. {
  4799. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4800. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4801. }
  4802. sendAndApply(&iw); //show dialog
  4803. }
  4804. } //PLAYERS LOOP
  4805. if (ev.nextOccurence)
  4806. {
  4807. gs->map->events.pop_front();
  4808. ev.firstOccurence += ev.nextOccurence;
  4809. auto it = gs->map->events.begin();
  4810. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4811. it++;
  4812. gs->map->events.insert(it, ev);
  4813. }
  4814. else
  4815. {
  4816. gs->map->events.pop_front();
  4817. }
  4818. }
  4819. //TODO send only if changed
  4820. UpdateMapEvents ume;
  4821. ume.events = gs->map->events;
  4822. sendAndApply(&ume);
  4823. }
  4824. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4825. {
  4826. town->events.sort(evntCmp);
  4827. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4828. {
  4829. PlayerColor player = town->tempOwner;
  4830. CCastleEvent ev = town->events.front();
  4831. const PlayerState * pinfo = getPlayerState(player, false);
  4832. if (pinfo //player exists
  4833. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4834. && ((ev.computerAffected && !pinfo->human)
  4835. || (ev.humanAffected && pinfo->human)))
  4836. {
  4837. // dialog
  4838. InfoWindow iw;
  4839. iw.player = player;
  4840. iw.text << ev.message;
  4841. if (ev.resources.nonZero())
  4842. {
  4843. TResources was = n.res[player];
  4844. n.res[player] += ev.resources;
  4845. n.res[player].amax(0);
  4846. for (int i=0; i<ev.resources.size(); i++)
  4847. 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
  4848. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4849. }
  4850. for (auto & i : ev.buildings)
  4851. {
  4852. if (!town->hasBuilt(i))
  4853. {
  4854. buildStructure(town->id, i, true);
  4855. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4856. }
  4857. }
  4858. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4859. {
  4860. n.cres[town->id].tid = town->id;
  4861. n.cres[town->id].creatures = town->creatures;
  4862. }
  4863. auto & sac = n.cres[town->id];
  4864. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4865. {
  4866. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4867. {
  4868. sac.creatures[i].first += ev.creatures.at(i);
  4869. iw.components.push_back(Component(Component::CREATURE,
  4870. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4871. }
  4872. }
  4873. sendAndApply(&iw); //show dialog
  4874. }
  4875. if (ev.nextOccurence)
  4876. {
  4877. town->events.pop_front();
  4878. ev.firstOccurence += ev.nextOccurence;
  4879. auto it = town->events.begin();
  4880. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4881. it++;
  4882. town->events.insert(it, ev);
  4883. }
  4884. else
  4885. {
  4886. town->events.pop_front();
  4887. }
  4888. }
  4889. //TODO send only if changed
  4890. UpdateCastleEvents uce;
  4891. uce.town = town->id;
  4892. uce.events = town->events;
  4893. sendAndApply(&uce);
  4894. }
  4895. bool CGameHandler::complain(const std::string &problem)
  4896. {
  4897. sendMessageToAll("Server encountered a problem: " + problem);
  4898. logGlobal->error(problem);
  4899. return true;
  4900. }
  4901. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4902. {
  4903. //PlayerColor player = getOwner(hid);
  4904. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4905. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4906. assert(lowerArmy);
  4907. assert(upperArmy);
  4908. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4909. queries.addQuery(garrisonQuery);
  4910. GarrisonDialog gd;
  4911. gd.hid = hid;
  4912. gd.objid = upobj;
  4913. gd.removableUnits = removableUnits;
  4914. gd.queryID = garrisonQuery->queryID;
  4915. sendAndApply(&gd);
  4916. }
  4917. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4918. {
  4919. OpenWindow ow;
  4920. ow.window = OpenWindow::THIEVES_GUILD;
  4921. ow.id1 = player.getNum();
  4922. ow.id2 = requestingObjId.getNum();
  4923. sendAndApply(&ow);
  4924. }
  4925. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4926. {
  4927. if (id1 == id2)
  4928. return true;
  4929. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4930. if (!o1 || !o2)
  4931. return true; //arranging stacks within an object should be always allowed
  4932. if (o1 && o2)
  4933. {
  4934. if (o1->ID == Obj::TOWN)
  4935. {
  4936. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4937. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4938. return true;
  4939. }
  4940. if (o2->ID == Obj::TOWN)
  4941. {
  4942. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4943. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4944. return true;
  4945. }
  4946. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4947. {
  4948. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4949. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4950. // two heroes in same town (garrisoned and visiting)
  4951. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4952. return true;
  4953. }
  4954. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4955. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4956. if (!dialog)
  4957. {
  4958. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4959. }
  4960. if (dialog)
  4961. {
  4962. auto topArmy = dialog->exchangingArmies.at(0);
  4963. auto bottomArmy = dialog->exchangingArmies.at(1);
  4964. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4965. return true;
  4966. }
  4967. }
  4968. return false;
  4969. }
  4970. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4971. {
  4972. using events::ObjectVisitStarted;
  4973. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4974. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4975. auto startVisit = [&](ObjectVisitStarted & event)
  4976. {
  4977. auto visitedObject = obj;
  4978. if(obj->ID == Obj::HERO)
  4979. {
  4980. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4981. const auto visitedTown = visitedHero->visitedTown;
  4982. if(visitedTown)
  4983. {
  4984. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4985. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4986. visitedObject = visitedTown;
  4987. }
  4988. }
  4989. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4990. queries.addQuery(visitQuery); //TODO real visit pos
  4991. HeroVisit hv;
  4992. hv.objId = obj->id;
  4993. hv.heroId = h->id;
  4994. hv.player = h->tempOwner;
  4995. hv.starting = true;
  4996. sendAndApply(&hv);
  4997. obj->onHeroVisit(h);
  4998. };
  4999. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  5000. if(visitQuery)
  5001. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  5002. }
  5003. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  5004. {
  5005. using events::ObjectVisitEnded;
  5006. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  5007. auto endVisit = [&](ObjectVisitEnded & event)
  5008. {
  5009. HeroVisit hv;
  5010. hv.player = event.getPlayer();
  5011. hv.heroId = event.getHero();
  5012. hv.starting = false;
  5013. sendAndApply(&hv);
  5014. };
  5015. //TODO: ObjectVisitEnded should also have id of visited object,
  5016. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  5017. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  5018. }
  5019. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  5020. {
  5021. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  5022. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  5023. {
  5024. complain("Cannot build boat in this shipyard!");
  5025. return false;
  5026. }
  5027. else if (obj->o->ID == Obj::TOWN
  5028. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  5029. {
  5030. complain("Cannot build boat in the town - no shipyard!");
  5031. return false;
  5032. }
  5033. const PlayerColor playerID = obj->o->tempOwner;
  5034. TResources boatCost;
  5035. obj->getBoatCost(boatCost);
  5036. TResources aviable = getPlayerState(playerID)->resources;
  5037. if (!aviable.canAfford(boatCost))
  5038. {
  5039. complain("Not enough resources to build a boat!");
  5040. return false;
  5041. }
  5042. int3 tile = obj->bestLocation();
  5043. if (!gs->map->isInTheMap(tile))
  5044. {
  5045. complain("Cannot find appropriate tile for a boat!");
  5046. return false;
  5047. }
  5048. //take boat cost
  5049. giveResources(playerID, -boatCost);
  5050. //create boat
  5051. NewObject no;
  5052. no.ID = Obj::BOAT;
  5053. no.subID = obj->getBoatType();
  5054. no.pos = tile + int3(1,0,0);
  5055. sendAndApply(&no);
  5056. return true;
  5057. }
  5058. void CGameHandler::engageIntoBattle(PlayerColor player)
  5059. {
  5060. //notify interfaces
  5061. PlayerBlocked pb;
  5062. pb.player = player;
  5063. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  5064. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  5065. sendAndApply(&pb);
  5066. }
  5067. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  5068. {
  5069. for (auto playerColor : playerColors)
  5070. {
  5071. if (getPlayerState(playerColor, false))
  5072. checkVictoryLossConditionsForPlayer(playerColor);
  5073. }
  5074. }
  5075. void CGameHandler::checkVictoryLossConditionsForAll()
  5076. {
  5077. std::set<PlayerColor> playerColors;
  5078. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  5079. {
  5080. playerColors.insert(PlayerColor(i));
  5081. }
  5082. checkVictoryLossConditions(playerColors);
  5083. }
  5084. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  5085. {
  5086. const PlayerState * p = getPlayerState(player);
  5087. if(!p || p->status != EPlayerStatus::INGAME) return;
  5088. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  5089. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  5090. {
  5091. InfoWindow iw;
  5092. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  5093. sendAndApply(&iw);
  5094. PlayerEndsGame peg;
  5095. peg.player = player;
  5096. peg.victoryLossCheckResult = victoryLossCheckResult;
  5097. sendAndApply(&peg);
  5098. if (victoryLossCheckResult.victory())
  5099. {
  5100. //one player won -> all enemies lost
  5101. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  5102. {
  5103. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  5104. {
  5105. peg.player = i->first;
  5106. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  5107. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  5108. InfoWindow iw;
  5109. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  5110. iw.player = i->first;
  5111. sendAndApply(&iw);
  5112. sendAndApply(&peg);
  5113. }
  5114. }
  5115. if(p->human)
  5116. {
  5117. lobby->state = EServerState::GAMEPLAY_ENDED;
  5118. }
  5119. }
  5120. else
  5121. {
  5122. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  5123. auto hlp = p->heroes;
  5124. for (auto h : hlp) //eliminate heroes
  5125. {
  5126. if (h.get())
  5127. removeObject(h);
  5128. }
  5129. //player lost -> all his objects become unflagged (neutral)
  5130. for (auto obj : gs->map->objects) //unflag objs
  5131. {
  5132. if (obj.get() && obj->tempOwner == player)
  5133. setOwner(obj, PlayerColor::NEUTRAL);
  5134. }
  5135. //eliminating one player may cause victory of another:
  5136. std::set<PlayerColor> playerColors;
  5137. //do not copy player state (CBonusSystemNode) by value
  5138. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  5139. {
  5140. if (p.first != player)
  5141. playerColors.insert(p.first);
  5142. }
  5143. //notify all players
  5144. for (auto pc : playerColors)
  5145. {
  5146. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5147. {
  5148. InfoWindow iw;
  5149. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5150. iw.player = pc;
  5151. sendAndApply(&iw);
  5152. }
  5153. }
  5154. checkVictoryLossConditions(playerColors);
  5155. }
  5156. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5157. // If we are called before the actual game start, there might be no current player
  5158. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5159. {
  5160. // If player making turn has lost his turn must be over as well
  5161. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5162. }
  5163. }
  5164. }
  5165. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5166. {
  5167. out.player = player;
  5168. out.text.clear();
  5169. out.text << victoryLossCheckResult.messageToSelf;
  5170. // hackish, insert one player-specific string, if applicable
  5171. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5172. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5173. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  5174. }
  5175. bool CGameHandler::dig(const CGHeroInstance *h)
  5176. {
  5177. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  5178. {
  5179. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->visitablePos())
  5180. {
  5181. complain("Cannot dig - there is already a hole under the hero!");
  5182. return false;
  5183. }
  5184. }
  5185. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5186. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5187. //create a hole
  5188. NewObject no;
  5189. no.ID = Obj::HOLE;
  5190. no.pos = h->visitablePos();
  5191. no.subID = 0;
  5192. sendAndApply(&no);
  5193. //take MPs
  5194. SetMovePoints smp;
  5195. smp.hid = h->id;
  5196. smp.val = 0;
  5197. sendAndApply(&smp);
  5198. InfoWindow iw;
  5199. iw.player = h->tempOwner;
  5200. if (gs->map->grailPos == h->visitablePos())
  5201. {
  5202. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5203. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5204. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5205. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5206. sendAndApply(&iw);
  5207. iw.soundID = soundBase::invalid;
  5208. iw.text.clear();
  5209. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5210. sendAndApply(&iw);
  5211. }
  5212. else
  5213. {
  5214. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5215. iw.soundID = soundBase::Dig;
  5216. sendAndApply(&iw);
  5217. }
  5218. return true;
  5219. }
  5220. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5221. {
  5222. if(attacker->hasBonusOfType(attackMode))
  5223. {
  5224. std::set<SpellID> spellsToCast;
  5225. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5226. for(const auto & sf : *spells)
  5227. {
  5228. spellsToCast.insert(SpellID(sf->subtype));
  5229. }
  5230. for(SpellID spellID : spellsToCast)
  5231. {
  5232. bool castMe = false;
  5233. if(!defender->alive())
  5234. {
  5235. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5236. return;
  5237. }
  5238. int32_t spellLevel = 0;
  5239. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5240. for(const auto & sf : *spellsByType)
  5241. {
  5242. int meleeRanged;
  5243. if(sf->additionalInfo.size() < 2)
  5244. {
  5245. // legacy format
  5246. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5247. meleeRanged = sf->additionalInfo[0] / 1000;
  5248. }
  5249. else
  5250. {
  5251. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5252. meleeRanged = sf->additionalInfo[1];
  5253. }
  5254. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5255. castMe = true;
  5256. }
  5257. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5258. vstd::amin(chance, 100);
  5259. const CSpell * spell = SpellID(spellID).toSpell();
  5260. spells::AbilityCaster caster(attacker, spellLevel);
  5261. spells::Target target;
  5262. target.emplace_back(defender);
  5263. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5264. auto m = spell->battleMechanics(&parameters);
  5265. spells::detail::ProblemImpl ignored;
  5266. if(!m->canBeCastAt(target, ignored))
  5267. continue;
  5268. //check if spell should be cast (probability handling)
  5269. if(getRandomGenerator().nextInt(99) >= chance)
  5270. continue;
  5271. //casting
  5272. if(castMe)
  5273. {
  5274. parameters.cast(spellEnv, target);
  5275. }
  5276. }
  5277. }
  5278. }
  5279. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5280. {
  5281. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5282. }
  5283. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5284. {
  5285. if(!attacker->alive() || !defender->alive()) // can be already dead
  5286. return;
  5287. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5288. if(!defender->alive())
  5289. {
  5290. //don't try death stare or acid breath on dead stack (crash!)
  5291. return;
  5292. }
  5293. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5294. {
  5295. // mechanics of Death Stare as in H3:
  5296. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5297. //original formula x = min(x, (gorgons_count + 9)/10);
  5298. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5299. vstd::amin(chanceToKill, 1); //cap at 100%
  5300. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5301. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5302. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5303. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5304. vstd::amin(staredCreatures, maxToKill);
  5305. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5306. if(staredCreatures)
  5307. {
  5308. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5309. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5310. spells::AbilityCaster caster(attacker, 0);
  5311. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5312. spells::Target target;
  5313. target.emplace_back(defender);
  5314. parameters.setEffectValue(staredCreatures);
  5315. parameters.cast(spellEnv, target);
  5316. }
  5317. }
  5318. if(!defender->alive())
  5319. return;
  5320. int64_t acidDamage = 0;
  5321. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5322. for(const auto & b : *acidBreath)
  5323. {
  5324. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5325. acidDamage += b->val;
  5326. }
  5327. if(acidDamage > 0)
  5328. {
  5329. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5330. spells::AbilityCaster caster(attacker, 0);
  5331. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5332. spells::Target target;
  5333. target.emplace_back(defender);
  5334. parameters.setEffectValue(acidDamage * attacker->getCount());
  5335. parameters.cast(spellEnv, target);
  5336. }
  5337. if(!defender->alive())
  5338. return;
  5339. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5340. {
  5341. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5342. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5343. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5344. return;
  5345. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5346. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5347. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5348. return;
  5349. battle::UnitInfo resurrectInfo;
  5350. resurrectInfo.id = gs->curB->battleNextUnitId();
  5351. resurrectInfo.summoned = false;
  5352. resurrectInfo.position = defender->getPosition();
  5353. resurrectInfo.side = defender->unitSide();
  5354. if(bonusAdditionalInfo != CAddInfo::NONE)
  5355. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5356. else
  5357. resurrectInfo.type = attacker->creatureId();
  5358. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5359. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5360. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5361. resurrectInfo.count = defender->getCount();
  5362. else
  5363. return; //wrong subtype
  5364. BattleUnitsChanged addUnits;
  5365. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5366. resurrectInfo.save(addUnits.changedStacks.back().data);
  5367. BattleUnitsChanged removeUnits;
  5368. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5369. sendAndApply(&removeUnits);
  5370. sendAndApply(&addUnits);
  5371. }
  5372. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5373. {
  5374. double chanceToTrigger = 0;
  5375. int amountToDie = 0;
  5376. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5377. {
  5378. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5379. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5380. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5381. }
  5382. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5383. {
  5384. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5385. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5386. }
  5387. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5388. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5389. return;
  5390. BattleStackAttacked bsa;
  5391. bsa.attackerID = -1;
  5392. bsa.stackAttacked = defender->ID;
  5393. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5394. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5395. bsa.spellID = SpellID::SLAYER;
  5396. defender->prepareAttacked(bsa, getRandomGenerator());
  5397. StacksInjured si;
  5398. si.stacks.push_back(bsa);
  5399. sendAndApply(&si);
  5400. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5401. }
  5402. }
  5403. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5404. {
  5405. if (!t.visitableObjects.empty())
  5406. {
  5407. //to prevent self-visiting heroes on space press
  5408. if (t.visitableObjects.back() != h)
  5409. objectVisited(t.visitableObjects.back(), h);
  5410. else if (t.visitableObjects.size() > 1)
  5411. objectVisited(*(t.visitableObjects.end()-2),h);
  5412. }
  5413. }
  5414. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5415. {
  5416. if (!hero)
  5417. COMPLAIN_RET("You need hero to sacrifice creature!");
  5418. int expSum = 0;
  5419. auto finish = [this, &hero, &expSum]()
  5420. {
  5421. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5422. };
  5423. for(int i = 0; i < slot.size(); ++i)
  5424. {
  5425. int oldCount = hero->getStackCount(slot[i]);
  5426. if(oldCount < (int)count[i])
  5427. {
  5428. finish();
  5429. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5430. }
  5431. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5432. {
  5433. finish();
  5434. COMPLAIN_RET("Cannot sacrifice last creature!");
  5435. }
  5436. int crid = hero->getStack(slot[i]).type->idNumber;
  5437. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5438. int dump, exp;
  5439. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5440. exp *= count[i];
  5441. expSum += exp;
  5442. }
  5443. finish();
  5444. return true;
  5445. }
  5446. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5447. {
  5448. if (!hero)
  5449. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5450. int expSum = 0;
  5451. auto finish = [this, &hero, &expSum]()
  5452. {
  5453. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5454. };
  5455. for(int i = 0; i < slot.size(); ++i)
  5456. {
  5457. ArtifactLocation al(hero, slot[i]);
  5458. const CArtifactInstance * a = al.getArt();
  5459. if(!a)
  5460. {
  5461. finish();
  5462. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5463. }
  5464. const CArtifactInstance * art = hero->getArt(slot[i]);
  5465. if(!art)
  5466. {
  5467. finish();
  5468. COMPLAIN_RET("No artifact at position to sacrifice!");
  5469. }
  5470. si32 typId = art->artType->getId();
  5471. int dmp, expToGive;
  5472. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5473. expSum += expToGive;
  5474. removeArtifact(al);
  5475. }
  5476. finish();
  5477. return true;
  5478. }
  5479. void CGameHandler::makeStackDoNothing(const CStack * next)
  5480. {
  5481. BattleAction doNothing;
  5482. doNothing.actionType = EActionType::NO_ACTION;
  5483. doNothing.side = next->side;
  5484. doNothing.stackNumber = next->ID;
  5485. makeAutomaticAction(next, doNothing);
  5486. }
  5487. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5488. {
  5489. if (sl.army->hasStackAtSlot(sl.slot))
  5490. COMPLAIN_RET("Slot is already taken!");
  5491. if (!sl.slot.validSlot())
  5492. COMPLAIN_RET("Cannot insert stack to that slot!");
  5493. InsertNewStack ins;
  5494. ins.army = sl.army->id;
  5495. ins.slot = sl.slot;
  5496. ins.type = c->idNumber;
  5497. ins.count = count;
  5498. sendAndApply(&ins);
  5499. return true;
  5500. }
  5501. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5502. {
  5503. if (!sl.army->hasStackAtSlot(sl.slot))
  5504. COMPLAIN_RET("Cannot find a stack to erase");
  5505. if (sl.army->stacksCount() == 1 //from the last stack
  5506. && sl.army->needsLastStack() //that must be left
  5507. && !forceRemoval) //ignore above conditions if we are forcing removal
  5508. {
  5509. COMPLAIN_RET("Cannot erase the last stack!");
  5510. }
  5511. EraseStack es;
  5512. es.army = sl.army->id;
  5513. es.slot = sl.slot;
  5514. sendAndApply(&es);
  5515. return true;
  5516. }
  5517. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5518. {
  5519. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5520. if ((absoluteValue && count < 0)
  5521. || (!absoluteValue && -count > currentCount))
  5522. {
  5523. COMPLAIN_RET("Cannot take more stacks than present!");
  5524. }
  5525. if ((currentCount == -count && !absoluteValue)
  5526. || (!count && absoluteValue))
  5527. {
  5528. eraseStack(sl);
  5529. }
  5530. else
  5531. {
  5532. ChangeStackCount csc;
  5533. csc.army = sl.army->id;
  5534. csc.slot = sl.slot;
  5535. csc.count = count;
  5536. csc.absoluteValue = absoluteValue;
  5537. sendAndApply(&csc);
  5538. }
  5539. return true;
  5540. }
  5541. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5542. {
  5543. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5544. if (!slotC) //slot is empty
  5545. insertNewStack(sl, c, count);
  5546. else if (c == slotC)
  5547. changeStackCount(sl, count);
  5548. else
  5549. {
  5550. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5551. }
  5552. return true;
  5553. }
  5554. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5555. {
  5556. if (removeObjWhenFinished)
  5557. removeAfterVisit(src);
  5558. if (!src->canBeMergedWith(*dst, allowMerging))
  5559. {
  5560. if (allowMerging) //do that, add all matching creatures.
  5561. {
  5562. bool cont = true;
  5563. while (cont)
  5564. {
  5565. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5566. {
  5567. SlotID pos = dst->getSlotFor(i->second->type);
  5568. if (pos.validSlot())
  5569. {
  5570. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5571. cont = true;
  5572. break; //or iterator crashes
  5573. }
  5574. cont = false;
  5575. }
  5576. }
  5577. }
  5578. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5579. }
  5580. else //merge
  5581. {
  5582. moveArmy(src, dst, allowMerging);
  5583. }
  5584. }
  5585. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5586. {
  5587. if (!src.army->hasStackAtSlot(src.slot))
  5588. COMPLAIN_RET("No stack to move!");
  5589. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5590. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5591. if (!dst.slot.validSlot())
  5592. COMPLAIN_RET("Cannot move stack to that slot!");
  5593. if (count == -1)
  5594. {
  5595. count = src.army->getStackCount(src.slot);
  5596. }
  5597. if (src.army != dst.army //moving away
  5598. && count == src.army->getStackCount(src.slot) //all creatures
  5599. && src.army->stacksCount() == 1 //from the last stack
  5600. && src.army->needsLastStack()) //that must be left
  5601. {
  5602. COMPLAIN_RET("Cannot move away the last creature!");
  5603. }
  5604. RebalanceStacks rs;
  5605. rs.srcArmy = src.army->id;
  5606. rs.dstArmy = dst.army->id;
  5607. rs.srcSlot = src.slot;
  5608. rs.dstSlot = dst.slot;
  5609. rs.count = count;
  5610. sendAndApply(&rs);
  5611. return true;
  5612. }
  5613. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5614. {
  5615. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5616. {
  5617. return moveStack(sl2, sl1);
  5618. }
  5619. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5620. {
  5621. return moveStack(sl1, sl2);
  5622. }
  5623. else
  5624. {
  5625. SwapStacks ss;
  5626. ss.srcArmy = sl1.army->id;
  5627. ss.dstArmy = sl2.army->id;
  5628. ss.srcSlot = sl1.slot;
  5629. ss.dstSlot = sl2.slot;
  5630. sendAndApply(&ss);
  5631. return true;
  5632. }
  5633. }
  5634. void CGameHandler::runBattle()
  5635. {
  5636. setBattle(gs->curB);
  5637. assert(gs->curB);
  5638. //TODO: pre-tactic stuff, call scripts etc.
  5639. //tactic round
  5640. {
  5641. while (gs->curB->tacticDistance && !battleResult.get())
  5642. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5643. }
  5644. //initial stacks appearance triggers, e.g. built-in bonus spells
  5645. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5646. for (CStack * stack : initialStacks)
  5647. {
  5648. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5649. {
  5650. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5651. auto accessibility = getAccesibility();
  5652. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5653. std::vector<BattleHex> targetHexes;
  5654. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5655. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5656. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5657. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5658. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5659. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5660. if (!guardianIsBig)
  5661. targetHexes = stack->getSurroundingHexes();
  5662. else
  5663. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5664. for(auto hex : targetHexes)
  5665. {
  5666. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5667. {
  5668. battle::UnitInfo info;
  5669. info.id = gs->curB->battleNextUnitId();
  5670. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5671. info.type = creatureData;
  5672. info.side = stack->side;
  5673. info.position = hex;
  5674. info.summoned = true;
  5675. BattleUnitsChanged pack;
  5676. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5677. info.save(pack.changedStacks.back().data);
  5678. sendAndApply(&pack);
  5679. }
  5680. }
  5681. }
  5682. stackEnchantedTrigger(stack);
  5683. }
  5684. //spells opening battle
  5685. for (int i = 0; i < 2; ++i)
  5686. {
  5687. auto h = gs->curB->battleGetFightingHero(i);
  5688. if (h)
  5689. {
  5690. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5691. for (auto b : *bl)
  5692. {
  5693. spells::BonusCaster caster(h, b);
  5694. const CSpell * spell = SpellID(b->subtype).toSpell();
  5695. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5696. parameters.setSpellLevel(3);
  5697. parameters.setEffectDuration(b->val);
  5698. parameters.massive = true;
  5699. parameters.castIfPossible(spellEnv, spells::Target());
  5700. }
  5701. }
  5702. }
  5703. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5704. checkBattleStateChanges();
  5705. bool firstRound = true;//FIXME: why first round is -1?
  5706. //main loop
  5707. while (!battleResult.get()) //till the end of the battle ;]
  5708. {
  5709. BattleNextRound bnr;
  5710. bnr.round = gs->curB->round + 1;
  5711. logGlobal->debug("Round %d", bnr.round);
  5712. sendAndApply(&bnr);
  5713. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5714. for (auto &obstPtr : obstacles)
  5715. {
  5716. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5717. if (sco->turnsRemaining == 0)
  5718. removeObstacle(*obstPtr);
  5719. }
  5720. const BattleInfo & curB = *gs->curB;
  5721. for(auto stack : curB.stacks)
  5722. {
  5723. if(stack->alive() && !firstRound)
  5724. stackEnchantedTrigger(stack);
  5725. }
  5726. //stack loop
  5727. auto getNextStack = [this]() -> const CStack *
  5728. {
  5729. if(battleResult.get())
  5730. return nullptr;
  5731. std::vector<battle::Units> q;
  5732. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5733. if(!q.empty())
  5734. {
  5735. if(!q.front().empty())
  5736. {
  5737. auto next = q.front().front();
  5738. const auto stack = dynamic_cast<const CStack *>(next);
  5739. // regeneration takes place before everything else but only during first turn attempt in each round
  5740. // also works under blind and similar effects
  5741. if(stack && stack->alive() && !stack->waiting)
  5742. {
  5743. BattleTriggerEffect bte;
  5744. bte.stackID = stack->ID;
  5745. bte.effect = Bonus::HP_REGENERATION;
  5746. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5747. if(stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  5748. bte.val = lostHealth;
  5749. else if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5750. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5751. if(bte.val) // anything to heal
  5752. sendAndApply(&bte);
  5753. }
  5754. if(next->willMove())
  5755. return stack;
  5756. }
  5757. }
  5758. return nullptr;
  5759. };
  5760. const CStack * next = nullptr;
  5761. while((next = getNextStack()))
  5762. {
  5763. BattleUnitsChanged removeGhosts;
  5764. for(auto stack : curB.stacks)
  5765. {
  5766. if(stack->ghostPending)
  5767. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5768. }
  5769. if(!removeGhosts.changedStacks.empty())
  5770. sendAndApply(&removeGhosts);
  5771. //check for bad morale => freeze
  5772. int nextStackMorale = next->MoraleVal();
  5773. if (nextStackMorale < 0 &&
  5774. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5775. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5776. )
  5777. {
  5778. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5779. {
  5780. //unit loses its turn - empty freeze action
  5781. BattleAction ba;
  5782. ba.actionType = EActionType::BAD_MORALE;
  5783. ba.side = next->side;
  5784. ba.stackNumber = next->ID;
  5785. makeAutomaticAction(next, ba);
  5786. continue;
  5787. }
  5788. }
  5789. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5790. {
  5791. logGlobal->trace("Handle Berserk effect");
  5792. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5793. if (attackInfo.first != nullptr)
  5794. {
  5795. BattleAction attack;
  5796. attack.actionType = EActionType::WALK_AND_ATTACK;
  5797. attack.side = next->side;
  5798. attack.stackNumber = next->ID;
  5799. attack.aimToHex(attackInfo.second);
  5800. attack.aimToUnit(attackInfo.first);
  5801. makeAutomaticAction(next, attack);
  5802. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5803. }
  5804. else
  5805. {
  5806. makeStackDoNothing(next);
  5807. logGlobal->trace("No target found");
  5808. }
  5809. continue;
  5810. }
  5811. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5812. const int stackCreatureId = next->getCreature()->idNumber;
  5813. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5814. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5815. {
  5816. BattleAction attack;
  5817. attack.actionType = EActionType::SHOOT;
  5818. attack.side = next->side;
  5819. attack.stackNumber = next->ID;
  5820. //TODO: select target by priority
  5821. const battle::Unit * target = nullptr;
  5822. for(auto & elem : gs->curB->stacks)
  5823. {
  5824. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5825. && elem->owner != next->owner
  5826. && elem->isValidTarget()
  5827. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5828. {
  5829. target = elem;
  5830. break;
  5831. }
  5832. }
  5833. if(target == nullptr)
  5834. {
  5835. makeStackDoNothing(next);
  5836. }
  5837. else
  5838. {
  5839. attack.aimToUnit(target);
  5840. makeAutomaticAction(next, attack);
  5841. }
  5842. continue;
  5843. }
  5844. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5845. {
  5846. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5847. if (attackableBattleHexes.empty())
  5848. {
  5849. makeStackDoNothing(next);
  5850. continue;
  5851. }
  5852. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5853. {
  5854. BattleAction attack;
  5855. attack.actionType = EActionType::CATAPULT;
  5856. attack.side = next->side;
  5857. attack.stackNumber = next->ID;
  5858. makeAutomaticAction(next, attack);
  5859. continue;
  5860. }
  5861. }
  5862. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5863. {
  5864. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5865. {
  5866. return s->owner == next->owner && s->canBeHealed();
  5867. });
  5868. if (!possibleStacks.size())
  5869. {
  5870. makeStackDoNothing(next);
  5871. continue;
  5872. }
  5873. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5874. {
  5875. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5876. const CStack * toBeHealed = possibleStacks.front();
  5877. BattleAction heal;
  5878. heal.actionType = EActionType::STACK_HEAL;
  5879. heal.aimToUnit(toBeHealed);
  5880. heal.side = next->side;
  5881. heal.stackNumber = next->ID;
  5882. makeAutomaticAction(next, heal);
  5883. continue;
  5884. }
  5885. }
  5886. int numberOfAsks = 1;
  5887. bool breakOuter = false;
  5888. do
  5889. {//ask interface and wait for answer
  5890. if (!battleResult.get())
  5891. {
  5892. stackTurnTrigger(next); //various effects
  5893. if(next->fear)
  5894. {
  5895. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5896. }
  5897. else
  5898. {
  5899. logGlobal->trace("Activating %s", next->nodeName());
  5900. auto nextId = next->ID;
  5901. BattleSetActiveStack sas;
  5902. sas.stack = nextId;
  5903. sendAndApply(&sas);
  5904. auto actionWasMade = [&]() -> bool
  5905. {
  5906. if (battleMadeAction.data)//active stack has made its action
  5907. return true;
  5908. if (battleResult.get())// battle is finished
  5909. return true;
  5910. if (next == nullptr)//active stack was been removed
  5911. return true;
  5912. return !next->alive();//active stack is dead
  5913. };
  5914. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5915. battleMadeAction.data = false;
  5916. while (!actionWasMade())
  5917. {
  5918. battleMadeAction.cond.wait(lock);
  5919. if (battleGetStackByID(nextId, false) != next)
  5920. next = nullptr; //it may be removed, while we wait
  5921. }
  5922. }
  5923. }
  5924. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5925. {
  5926. breakOuter = true;
  5927. break;
  5928. }
  5929. //we're after action, all results applied
  5930. checkBattleStateChanges(); //check if this action ended the battle
  5931. if(next != nullptr)
  5932. {
  5933. //check for good morale
  5934. nextStackMorale = next->MoraleVal();
  5935. if(!next->hadMorale //only one extra move per turn possible
  5936. && !next->defending
  5937. && !next->waited()
  5938. && !next->fear
  5939. && next->alive()
  5940. && nextStackMorale > 0
  5941. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5942. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5943. )
  5944. {
  5945. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5946. {
  5947. BattleTriggerEffect bte;
  5948. bte.stackID = next->ID;
  5949. bte.effect = Bonus::MORALE;
  5950. bte.val = 1;
  5951. bte.additionalInfo = 0;
  5952. sendAndApply(&bte); //play animation
  5953. ++numberOfAsks; //move this stack once more
  5954. }
  5955. }
  5956. }
  5957. --numberOfAsks;
  5958. } while (numberOfAsks > 0);
  5959. if (breakOuter)
  5960. {
  5961. break;
  5962. }
  5963. }
  5964. firstRound = false;
  5965. }
  5966. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5967. }
  5968. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5969. {
  5970. BattleSetActiveStack bsa;
  5971. bsa.stack = stack->ID;
  5972. bsa.askPlayerInterface = false;
  5973. sendAndApply(&bsa);
  5974. bool ret = makeBattleAction(ba);
  5975. checkBattleStateChanges();
  5976. return ret;
  5977. }
  5978. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5979. {
  5980. assert(a->artType);
  5981. ArtifactLocation al;
  5982. al.artHolder = const_cast<CGHeroInstance*>(h);
  5983. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5984. if (pos < 0)
  5985. {
  5986. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5987. slot = a->firstAvailableSlot(h);
  5988. else
  5989. slot = a->firstBackpackSlot(h);
  5990. }
  5991. else
  5992. {
  5993. slot = pos;
  5994. }
  5995. al.slot = slot;
  5996. if (slot < 0 || !a->canBePutAt(al))
  5997. {
  5998. complain("Cannot put artifact in that slot!");
  5999. return;
  6000. }
  6001. putArtifact(al, a);
  6002. }
  6003. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  6004. {
  6005. PutArtifact pa;
  6006. pa.art = a;
  6007. pa.al = al;
  6008. sendAndApply(&pa);
  6009. }
  6010. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  6011. {
  6012. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  6013. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  6014. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  6015. giveHeroNewArtifact(h, art, slot);
  6016. return true;
  6017. }
  6018. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  6019. {
  6020. CArtifactInstance *a = nullptr;
  6021. if (!artType->constituents)
  6022. {
  6023. a = new CArtifactInstance();
  6024. }
  6025. else
  6026. {
  6027. a = new CCombinedArtifactInstance();
  6028. }
  6029. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  6030. NewArtifact na;
  6031. na.art = a;
  6032. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  6033. giveHeroArtifact(h, a, pos);
  6034. }
  6035. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  6036. {
  6037. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  6038. if (battleResult.data)
  6039. {
  6040. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  6041. % battleResult.data->result % resultType).str());
  6042. return;
  6043. }
  6044. auto br = new BattleResult();
  6045. br->result = resultType;
  6046. br->winner = victoriusSide; //surrendering side loses
  6047. gs->curB->calculateCasualties(br->casualties);
  6048. battleResult.data = br;
  6049. }
  6050. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  6051. {
  6052. std::vector<int3>::iterator tile;
  6053. std::vector<int3> tiles;
  6054. getFreeTiles(tiles);
  6055. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  6056. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  6057. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  6058. const CCreature *cre = VLC->creh->objects.at(creatureID);
  6059. for (int i = 0; i < (int)amount; ++i)
  6060. {
  6061. tile = tiles.begin();
  6062. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  6063. {
  6064. auto count = cre->getRandomAmount(std::rand);
  6065. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  6066. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  6067. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  6068. }
  6069. tiles.erase(tile); //not use it again
  6070. }
  6071. }
  6072. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  6073. {
  6074. if (cheat == "vcmiistari" || cheat == "vcmispells")
  6075. {
  6076. cheated = true;
  6077. if (!hero) return;
  6078. ///Give hero spellbook
  6079. if (!hero->hasSpellbook())
  6080. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  6081. ///Give all spells with bonus (to allow banned spells)
  6082. GiveBonus giveBonus(GiveBonus::HERO);
  6083. giveBonus.id = hero->id.getNum();
  6084. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  6085. //start with level 0 to skip abilities
  6086. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  6087. {
  6088. giveBonus.bonus.subtype = level;
  6089. sendAndApply(&giveBonus);
  6090. }
  6091. ///Give mana
  6092. SetMana sm;
  6093. sm.hid = hero->id;
  6094. sm.val = 999;
  6095. sm.absolute = true;
  6096. sendAndApply(&sm);
  6097. }
  6098. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  6099. {
  6100. cheated = true;
  6101. if (!town) return;
  6102. ///Build all buildings in selected town
  6103. for (auto & build : town->town->buildings)
  6104. {
  6105. if (!town->hasBuilt(build.first)
  6106. && !build.second->getNameTranslated().empty()
  6107. && build.first != BuildingID::SHIP)
  6108. {
  6109. buildStructure(town->id, build.first, true);
  6110. }
  6111. }
  6112. }
  6113. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  6114. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  6115. {
  6116. cheated = true;
  6117. if (!hero) return;
  6118. ///Gives N creatures into each slot
  6119. std::map<std::string, std::pair<std::string, int>> creatures;
  6120. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  6121. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  6122. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  6123. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  6124. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  6125. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  6126. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  6127. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  6128. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  6129. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  6130. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6131. if (!hero->hasStackAtSlot(SlotID(i)))
  6132. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  6133. }
  6134. else if (boost::starts_with(cheat, "vcmiarmy"))
  6135. {
  6136. cheated = true;
  6137. if (!hero) return;
  6138. std::vector<std::string> words;
  6139. boost::split(words, cheat, boost::is_any_of(" "));
  6140. if(words.size() < 2)
  6141. return;
  6142. std::string creatureIdentifier = words[1];
  6143. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  6144. if(creatureId.is_initialized())
  6145. {
  6146. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  6147. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6148. if (!hero->hasStackAtSlot(SlotID(i)))
  6149. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  6150. }
  6151. }
  6152. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  6153. {
  6154. cheated = true;
  6155. if (!hero) return;
  6156. ///Give all war machines to hero
  6157. if (!hero->getArt(ArtifactPosition::MACH1))
  6158. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6159. if (!hero->getArt(ArtifactPosition::MACH2))
  6160. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6161. if (!hero->getArt(ArtifactPosition::MACH3))
  6162. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6163. }
  6164. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  6165. {
  6166. cheated = true;
  6167. if (!hero) return;
  6168. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6169. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6170. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  6171. }
  6172. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  6173. {
  6174. cheated = true;
  6175. if (!hero) return;
  6176. ///selected hero gains a new level
  6177. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6178. }
  6179. else if (boost::starts_with(cheat, "vcmiexp"))
  6180. {
  6181. cheated = true;
  6182. if (!hero) return;
  6183. std::vector<std::string> words;
  6184. boost::split(words, cheat, boost::is_any_of(" "));
  6185. if(words.size() < 2)
  6186. return;
  6187. std::string expAmount = words[1];
  6188. long expAmountProcessed = 0;
  6189. try
  6190. {
  6191. expAmountProcessed = std::stol(expAmount);
  6192. }
  6193. catch(std::exception&)
  6194. {
  6195. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6196. }
  6197. if(expAmountProcessed > 1)
  6198. {
  6199. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6200. }
  6201. }
  6202. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6203. {
  6204. cheated = true;
  6205. if (!hero) return;
  6206. ///Give 1000000 movement points to hero
  6207. SetMovePoints smp;
  6208. smp.hid = hero->id;
  6209. smp.val = 1000000;
  6210. sendAndApply(&smp);
  6211. GiveBonus gb(GiveBonus::HERO);
  6212. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6213. gb.bonus.duration = Bonus::ONE_DAY;
  6214. gb.bonus.source = Bonus::OTHER;
  6215. gb.id = hero->id.getNum();
  6216. giveHeroBonus(&gb);
  6217. }
  6218. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6219. {
  6220. cheated = true;
  6221. ///Give resources to player
  6222. TResources resources;
  6223. resources[Res::GOLD] = 100000;
  6224. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6225. resources[i] = 100;
  6226. giveResources(player, resources);
  6227. }
  6228. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6229. {
  6230. cheated = true;
  6231. ///Player wins
  6232. PlayerCheated pc;
  6233. pc.player = player;
  6234. pc.winningCheatCode = true;
  6235. sendAndApply(&pc);
  6236. }
  6237. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6238. {
  6239. cheated = true;
  6240. ///Player looses
  6241. PlayerCheated pc;
  6242. pc.player = player;
  6243. pc.losingCheatCode = true;
  6244. sendAndApply(&pc);
  6245. }
  6246. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6247. {
  6248. cheated = true;
  6249. ///Reveal or conceal FoW
  6250. FoWChange fc;
  6251. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6252. fc.player = player;
  6253. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6254. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6255. int lastUnc = 0;
  6256. for(int z = 0; z < gs->map->levels(); z++)
  6257. for(int x = 0; x < gs->map->width; x++)
  6258. for(int y = 0; y < gs->map->height; y++)
  6259. if(!(*fowMap)[z][x][y] || !fc.mode)
  6260. hlp_tab[lastUnc++] = int3(x, y, z);
  6261. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6262. delete [] hlp_tab;
  6263. sendAndApply(&fc);
  6264. }
  6265. }
  6266. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6267. {
  6268. BattleObstaclesChanged obsRem;
  6269. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6270. sendAndApply(&obsRem);
  6271. }
  6272. void CGameHandler::synchronizeArtifactHandlerLists()
  6273. {
  6274. UpdateArtHandlerLists uahl;
  6275. uahl.treasures = VLC->arth->treasures;
  6276. uahl.minors = VLC->arth->minors;
  6277. uahl.majors = VLC->arth->majors;
  6278. uahl.relics = VLC->arth->relics;
  6279. sendAndApply(&uahl);
  6280. }
  6281. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6282. {
  6283. return vstd::contains(gs->map->objects, obj);
  6284. }
  6285. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6286. {
  6287. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6288. return false;
  6289. auto query = queries.topQuery(player);
  6290. if (query && query->blocksPack(pack))
  6291. {
  6292. complain(boost::str(boost::format(
  6293. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6294. % boost::to_upper_copy<std::string>(player.getStr())
  6295. % query->toString()
  6296. ));
  6297. return true;
  6298. }
  6299. return false;
  6300. }
  6301. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6302. {
  6303. //If the object is being visited, there must be a matching query
  6304. for (const auto &query : queries.allQueries())
  6305. {
  6306. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6307. {
  6308. if (someVistQuery->visitedObject == object)
  6309. {
  6310. someVistQuery->removeObjectAfterVisit = true;
  6311. return;
  6312. }
  6313. }
  6314. }
  6315. //If we haven't returned so far, there is no query and no visit, call was wrong
  6316. assert("This function needs to be called during the object visit!");
  6317. }
  6318. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6319. {
  6320. std::unordered_set<int3, ShashInt3> tiles;
  6321. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6322. if (hide)
  6323. {
  6324. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6325. auto p = getPlayerState(player);
  6326. for (auto h : p->heroes)
  6327. {
  6328. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6329. }
  6330. for (auto t : p->towns)
  6331. {
  6332. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6333. }
  6334. for (auto tile : observedTiles)
  6335. vstd::erase_if_present (tiles, tile);
  6336. }
  6337. changeFogOfWar(tiles, player, hide);
  6338. }
  6339. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6340. {
  6341. FoWChange fow;
  6342. fow.tiles = tiles;
  6343. fow.player = player;
  6344. fow.mode = hide? 0 : 1;
  6345. sendAndApply(&fow);
  6346. }
  6347. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6348. {
  6349. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6350. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6351. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6352. return true;
  6353. }
  6354. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6355. {
  6356. SetObjectProperty sob;
  6357. sob.id = objid;
  6358. sob.what = prop;
  6359. sob.val = static_cast<ui32>(val);
  6360. sendAndApply(&sob);
  6361. }
  6362. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6363. {
  6364. sendAndApply(iw);
  6365. }
  6366. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6367. {
  6368. InfoWindow iw;
  6369. iw.player = player;
  6370. iw.text << msg;
  6371. showInfoDialog(&iw);
  6372. }
  6373. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6374. army(_army)
  6375. {
  6376. heroWithDeadCommander = ObjectInstanceID();
  6377. PlayerColor color = army->tempOwner;
  6378. if(color == PlayerColor::UNFLAGGABLE)
  6379. color = PlayerColor::NEUTRAL;
  6380. for(CStack * st : bat->stacks)
  6381. {
  6382. if(st->summoned) //don't take into account temporary summoned stacks
  6383. continue;
  6384. if(st->owner != color) //remove only our stacks
  6385. continue;
  6386. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6387. st->health.takeResurrected();
  6388. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6389. {
  6390. logGlobal->debug("Ignored arrow towers stack.");
  6391. }
  6392. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6393. {
  6394. auto warMachine = st->type->warMachine;
  6395. if(warMachine == ArtifactID::NONE)
  6396. {
  6397. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6398. }
  6399. //catapult artifact remain even if "creature" killed in siege
  6400. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6401. {
  6402. logGlobal->debug("War machine has been destroyed");
  6403. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6404. if (hero)
  6405. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6406. else
  6407. logGlobal->error("War machine in army without hero");
  6408. }
  6409. }
  6410. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6411. {
  6412. if(st->alive() && st->getCount() > 0)
  6413. {
  6414. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6415. const CreatureID summonedType = st->type->idNumber;
  6416. summoned[summonedType] += st->getCount();
  6417. }
  6418. }
  6419. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6420. {
  6421. if (nullptr == st->base)
  6422. {
  6423. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6424. }
  6425. else
  6426. {
  6427. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6428. if(c)
  6429. {
  6430. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6431. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6432. {
  6433. logGlobal->debug("Commander is dead.");
  6434. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6435. }
  6436. }
  6437. else
  6438. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6439. }
  6440. }
  6441. else if(st->base && !army->slotEmpty(st->slot))
  6442. {
  6443. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6444. if(st->getCount() == 0 || !st->alive())
  6445. {
  6446. logGlobal->debug("Stack has been destroyed.");
  6447. StackLocation sl(army, st->slot);
  6448. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6449. }
  6450. else if(st->getCount() < army->getStackCount(st->slot))
  6451. {
  6452. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6453. StackLocation sl(army, st->slot);
  6454. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6455. }
  6456. else if(st->getCount() > army->getStackCount(st->slot))
  6457. {
  6458. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6459. StackLocation sl(army, st->slot);
  6460. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6461. }
  6462. }
  6463. else
  6464. {
  6465. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6466. }
  6467. }
  6468. }
  6469. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6470. {
  6471. for (TStackAndItsNewCount &ncount : newStackCounts)
  6472. {
  6473. if (ncount.second > 0)
  6474. gh->changeStackCount(ncount.first, ncount.second, true);
  6475. else
  6476. gh->eraseStack(ncount.first, true);
  6477. }
  6478. for (auto summoned_iter : summoned)
  6479. {
  6480. SlotID slot = army->getSlotFor(summoned_iter.first);
  6481. if (slot.validSlot())
  6482. {
  6483. StackLocation location(army, slot);
  6484. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6485. }
  6486. else
  6487. {
  6488. //even if it will be possible to summon anything permanently it should be checked for free slot
  6489. //necromancy is handled separately
  6490. gh->complain("No free slot to put summoned creature");
  6491. }
  6492. }
  6493. for (auto al : removedWarMachines)
  6494. {
  6495. gh->removeArtifact(al);
  6496. }
  6497. if (heroWithDeadCommander != ObjectInstanceID())
  6498. {
  6499. SetCommanderProperty scp;
  6500. scp.heroid = heroWithDeadCommander;
  6501. scp.which = SetCommanderProperty::ALIVE;
  6502. scp.amount = 0;
  6503. gh->sendAndApply(&scp);
  6504. }
  6505. }
  6506. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6507. {
  6508. assert(Query->result);
  6509. assert(Query->bi);
  6510. auto &result = *Query->result;
  6511. auto &info = *Query->bi;
  6512. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6513. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6514. victor = info.sides[result.winner].color;
  6515. loser = info.sides[!result.winner].color;
  6516. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6517. }
  6518. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6519. {
  6520. winnerHero = loserHero = nullptr;
  6521. remainingBattleQueriesCount = 0;
  6522. }
  6523. CRandomGenerator & CGameHandler::getRandomGenerator()
  6524. {
  6525. return CRandomGenerator::getDefault();
  6526. }
  6527. #if SCRIPTING_ENABLED
  6528. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6529. {
  6530. return serverScripts.get();
  6531. }
  6532. scripting::Pool * CGameHandler::getContextPool() const
  6533. {
  6534. return serverScripts.get();
  6535. }
  6536. #endif
  6537. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6538. {
  6539. NewObject no;
  6540. no.ID = ID; //creature
  6541. no.subID= subID;
  6542. no.pos = pos;
  6543. sendAndApply(&no);
  6544. return no.id; //id field will be filled during applying on gs
  6545. }
  6546. ///ServerSpellCastEnvironment
  6547. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6548. : gh(gh)
  6549. {
  6550. }
  6551. bool ServerSpellCastEnvironment::describeChanges() const
  6552. {
  6553. return true;
  6554. }
  6555. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6556. {
  6557. gh->complain(problem);
  6558. }
  6559. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6560. {
  6561. return &gh->getRandomGenerator();
  6562. }
  6563. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6564. {
  6565. gh->sendAndApply(pack);
  6566. }
  6567. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6568. {
  6569. gh->sendAndApply(pack);
  6570. }
  6571. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6572. {
  6573. gh->sendAndApply(pack);
  6574. }
  6575. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6576. {
  6577. gh->sendAndApply(pack);
  6578. }
  6579. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6580. {
  6581. gh->sendAndApply(pack);
  6582. }
  6583. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6584. {
  6585. gh->sendAndApply(pack);
  6586. }
  6587. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6588. {
  6589. gh->sendAndApply(pack);
  6590. }
  6591. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6592. {
  6593. gh->sendAndApply(pack);
  6594. }
  6595. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6596. {
  6597. return gh;
  6598. }
  6599. const CMap * ServerSpellCastEnvironment::getMap() const
  6600. {
  6601. return gh->gameState()->map;
  6602. }
  6603. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6604. {
  6605. return gh->moveHero(hid, dst, teleporting, false);
  6606. }
  6607. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6608. {
  6609. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6610. request->queryID = query->queryID;
  6611. gh->queries.addQuery(query);
  6612. gh->sendAndApply(request);
  6613. }