CGameHandler.cpp 227 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218721972207221722272237224722572267227722872297230723172327233723472357236723772387239724072417242724372447245724672477248724972507251725272537254725572567257725872597260726172627263726472657266726772687269727072717272727372747275727672777278727972807281728272837284728572867287728872897290729172927293729472957296729772987299730073017302730373047305730673077308730973107311731273137314731573167317731873197320732173227323732473257326732773287329733073317332733373347335733673377338733973407341734273437344734573467347734873497350735173527353735473557356735773587359736073617362736373647365736673677368736973707371737273737374737573767377737873797380738173827383738473857386738773887389739073917392739373947395739673977398739974007401740274037404740574067407740874097410741174127413741474157416741774187419742074217422742374247425742674277428742974307431743274337434743574367437743874397440744174427443744474457446744774487449745074517452745374547455745674577458745974607461746274637464746574667467746874697470747174727473747474757476747774787479748074817482748374847485748674877488748974907491749274937494749574967497749874997500750175027503750475057506750775087509751075117512751375147515751675177518751975207521752275237524752575267527752875297530753175327533753475357536753775387539754075417542754375447545754675477548754975507551755275537554755575567557755875597560756175627563756475657566756775687569757075717572757375747575757675777578757975807581758275837584758575867587758875897590759175927593759475957596759775987599760076017602760376047605760676077608760976107611761276137614761576167617761876197620762176227623762476257626762776287629763076317632763376347635763676377638763976407641764276437644764576467647764876497650765176527653765476557656765776587659766076617662766376647665766676677668766976707671767276737674767576767677767876797680768176827683768476857686768776887689
  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->getNameTranslated());
  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.emplace_back(
  745. Component::EComponentType::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->getNameTranslated());
  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.emplace_back(Component::EComponentType::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::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2310. {
  2311. HeroVisitCastle vc;
  2312. vc.hid = hero->id;
  2313. vc.tid = obj->id;
  2314. vc.flags |= 1;
  2315. sendAndApply(&vc);
  2316. visitCastleObjects(obj, hero);
  2317. giveSpells (obj, hero);
  2318. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2319. }
  2320. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2321. {
  2322. for (auto building : t->bonusingBuildings)
  2323. building->onHeroVisit(h);
  2324. }
  2325. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2326. {
  2327. HeroVisitCastle vc;
  2328. vc.hid = hero->id;
  2329. vc.tid = obj->id;
  2330. sendAndApply(&vc);
  2331. }
  2332. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2333. {
  2334. EraseArtifact ea;
  2335. ea.al = al;
  2336. sendAndApply(&ea);
  2337. }
  2338. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2339. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2340. const CGTownInstance *town) //use hero=nullptr for no hero
  2341. {
  2342. engageIntoBattle(army1->tempOwner);
  2343. engageIntoBattle(army2->tempOwner);
  2344. static const CArmedInstance *armies[2];
  2345. armies[0] = army1;
  2346. armies[1] = army2;
  2347. static const CGHeroInstance*heroes[2];
  2348. heroes[0] = hero1;
  2349. heroes[1] = hero2;
  2350. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2351. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2352. queries.addQuery(battleQuery);
  2353. boost::thread(&CGameHandler::runBattle, this);
  2354. }
  2355. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2356. {
  2357. startBattlePrimary(army1, army2, tile,
  2358. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2359. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2360. creatureBank);
  2361. }
  2362. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2363. {
  2364. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2365. }
  2366. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2367. {
  2368. ChangeSpells cs;
  2369. cs.hid = hero->id;
  2370. cs.spells = spells;
  2371. cs.learn = give;
  2372. sendAndApply(&cs);
  2373. }
  2374. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2375. {
  2376. SystemMessage sm;
  2377. sm.text = message;
  2378. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2379. *(c.get()) << &sm;
  2380. }
  2381. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2382. {
  2383. sendAndApply(bonus);
  2384. }
  2385. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2386. {
  2387. sendAndApply(smp);
  2388. }
  2389. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2390. {
  2391. SetMana sm;
  2392. sm.hid = hid;
  2393. sm.val = val;
  2394. sm.absolute = true;
  2395. sendAndApply(&sm);
  2396. }
  2397. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2398. {
  2399. GiveHero gh;
  2400. gh.id = id;
  2401. gh.player = player;
  2402. sendAndApply(&gh);
  2403. }
  2404. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2405. {
  2406. ChangeObjPos cop;
  2407. cop.objid = objid;
  2408. cop.nPos = newPos;
  2409. sendAndApply(&cop);
  2410. }
  2411. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2412. {
  2413. const CGHeroInstance * h1 = getHero(fromHero);
  2414. const CGHeroInstance * h2 = getHero(toHero);
  2415. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2416. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2417. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2418. {
  2419. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2420. std::swap(fromHero, toHero);
  2421. }
  2422. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2423. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2424. return;//no scholar skill or no spellbook
  2425. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2426. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2427. ChangeSpells cs1;
  2428. cs1.learn = true;
  2429. cs1.hid = toHero;//giving spells to first hero
  2430. for (auto it : h1->getSpellsInSpellbook())
  2431. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2432. cs1.spells.insert(it);//spell to learn
  2433. ChangeSpells cs2;
  2434. cs2.learn = true;
  2435. cs2.hid = fromHero;
  2436. for (auto it : h2->getSpellsInSpellbook())
  2437. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2438. cs2.spells.insert(it);
  2439. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2440. {
  2441. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2442. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2443. InfoWindow iw;
  2444. iw.player = h1->tempOwner;
  2445. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2446. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2447. iw.text.addReplacement(h1->getNameTranslated());
  2448. if (!cs2.spells.empty())//if found new spell - apply
  2449. {
  2450. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2451. int size = static_cast<int>(cs2.spells.size());
  2452. for (auto it : cs2.spells)
  2453. {
  2454. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2455. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2456. switch (size--)
  2457. {
  2458. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2459. case 1: break;
  2460. default: iw.text << ", ";
  2461. }
  2462. }
  2463. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2464. iw.text.addReplacement(h2->getNameTranslated());
  2465. sendAndApply(&cs2);
  2466. }
  2467. if (!cs1.spells.empty() && !cs2.spells.empty())
  2468. {
  2469. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2470. }
  2471. if (!cs1.spells.empty())
  2472. {
  2473. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2474. int size = static_cast<int>(cs1.spells.size());
  2475. for (auto it : cs1.spells)
  2476. {
  2477. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2478. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2479. switch (size--)
  2480. {
  2481. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2482. case 1: break;
  2483. default: iw.text << ", ";
  2484. }
  2485. }
  2486. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2487. iw.text.addReplacement(h2->getNameTranslated());
  2488. sendAndApply(&cs1);
  2489. }
  2490. sendAndApply(&iw);
  2491. }
  2492. }
  2493. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2494. {
  2495. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2496. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2497. {
  2498. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2499. ExchangeDialog hex;
  2500. hex.queryID = exchange->queryID;
  2501. hex.player = h1->getOwner();
  2502. hex.hero1 = hero1;
  2503. hex.hero2 = hero2;
  2504. sendAndApply(&hex);
  2505. useScholarSkill(hero1,hero2);
  2506. queries.addQuery(exchange);
  2507. }
  2508. }
  2509. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2510. {
  2511. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2512. for (auto c : lobby->connections)
  2513. {
  2514. if(!c->isOpen())
  2515. continue;
  2516. c->sendPack(pack);
  2517. }
  2518. }
  2519. void CGameHandler::sendAndApply(CPackForClient * pack)
  2520. {
  2521. sendToAllClients(pack);
  2522. gs->apply(pack);
  2523. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2524. }
  2525. void CGameHandler::applyAndSend(CPackForClient * pack)
  2526. {
  2527. gs->apply(pack);
  2528. sendToAllClients(pack);
  2529. }
  2530. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2531. {
  2532. sendAndApply(static_cast<CPackForClient *>(pack));
  2533. checkVictoryLossConditionsForAll();
  2534. }
  2535. void CGameHandler::sendAndApply(SetResources * pack)
  2536. {
  2537. sendAndApply(static_cast<CPackForClient *>(pack));
  2538. checkVictoryLossConditionsForPlayer(pack->player);
  2539. }
  2540. void CGameHandler::sendAndApply(NewStructures * pack)
  2541. {
  2542. sendAndApply(static_cast<CPackForClient *>(pack));
  2543. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2544. }
  2545. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2546. {
  2547. return getPlayerAt(pack->c) == getOwner(id);
  2548. }
  2549. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2550. {
  2551. if(pack->c)
  2552. {
  2553. SystemMessage temp_message("You are not allowed to perform this action!");
  2554. pack->c->sendPack(&temp_message);
  2555. }
  2556. logNetwork->error("Player is not allowed to perform this action!");
  2557. throw ExceptionNotAllowedAction();
  2558. }
  2559. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2560. {
  2561. std::ostringstream oss;
  2562. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2563. logNetwork->error(oss.str());
  2564. if(pack->c)
  2565. {
  2566. SystemMessage temp_message(oss.str());
  2567. pack->c->sendPack(&temp_message);
  2568. }
  2569. }
  2570. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2571. {
  2572. if(!isPlayerOwns(pack, id))
  2573. {
  2574. wrongPlayerMessage(pack, getOwner(id));
  2575. throwNotAllowedAction(pack);
  2576. }
  2577. }
  2578. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2579. {
  2580. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2581. {
  2582. wrongPlayerMessage(pack, player);
  2583. throwNotAllowedAction(pack);
  2584. }
  2585. }
  2586. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2587. {
  2588. complain(txt);
  2589. throwNotAllowedAction(pack);
  2590. }
  2591. void CGameHandler::save(const std::string & filename)
  2592. {
  2593. logGlobal->info("Saving to %s", filename);
  2594. const auto stem = FileInfo::GetPathStem(filename);
  2595. const auto savefname = stem.to_string() + ".vsgm1";
  2596. CResourceHandler::get("local")->createResource(savefname);
  2597. {
  2598. logGlobal->info("Ordering clients to serialize...");
  2599. SaveGameClient sg(savefname);
  2600. sendToAllClients(&sg);
  2601. }
  2602. try
  2603. {
  2604. {
  2605. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2606. saveCommonState(save);
  2607. logGlobal->info("Saving server state");
  2608. save << *this;
  2609. }
  2610. logGlobal->info("Game has been successfully saved!");
  2611. }
  2612. catch(std::exception &e)
  2613. {
  2614. logGlobal->error("Failed to save game: %s", e.what());
  2615. }
  2616. }
  2617. bool CGameHandler::load(const std::string & filename)
  2618. {
  2619. logGlobal->info("Loading from %s", filename);
  2620. const auto stem = FileInfo::GetPathStem(filename);
  2621. reinitScripting();
  2622. try
  2623. {
  2624. {
  2625. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2626. loadCommonState(lf);
  2627. logGlobal->info("Loading server state");
  2628. lf >> *this;
  2629. }
  2630. logGlobal->info("Game has been successfully loaded!");
  2631. }
  2632. catch(const CModHandler::Incompatibility & e)
  2633. {
  2634. logGlobal->error("Failed to load game: %s", e.what());
  2635. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2636. errorMsg += e.what();
  2637. lobby->announceMessage(errorMsg);
  2638. return false;
  2639. }
  2640. catch(const std::exception & e)
  2641. {
  2642. logGlobal->error("Failed to load game: %s", e.what());
  2643. return false;
  2644. }
  2645. gs->preInit(VLC);
  2646. gs->updateOnLoad(lobby->si.get());
  2647. return true;
  2648. }
  2649. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2650. {
  2651. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2652. return false;
  2653. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2654. const CCreatureSet & creatureSet = *army;
  2655. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2656. || (howMany < 1 && complain("Invalid split parameter!")))
  2657. {
  2658. return false;
  2659. }
  2660. auto actualAmount = army->getStackCount(slotSrc);
  2661. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2662. return false;
  2663. auto freeSlots = creatureSet.getFreeSlots();
  2664. if(freeSlots.empty() && complain("No empty stacks"))
  2665. return false;
  2666. BulkRebalanceStacks bulkRS;
  2667. for(auto slot : freeSlots)
  2668. {
  2669. RebalanceStacks rs;
  2670. rs.srcArmy = army->id;
  2671. rs.dstArmy = army->id;
  2672. rs.srcSlot = slotSrc;
  2673. rs.dstSlot = slot;
  2674. rs.count = howMany;
  2675. bulkRS.moves.push_back(rs);
  2676. actualAmount -= howMany;
  2677. if(actualAmount <= howMany)
  2678. break;
  2679. }
  2680. sendAndApply(&bulkRS);
  2681. return true;
  2682. }
  2683. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2684. {
  2685. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2686. return false;
  2687. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2688. const CCreatureSet & creatureSet = *army;
  2689. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2690. return false;
  2691. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2692. if(actualAmount < 1 && complain(complainNoCreatures))
  2693. return false;
  2694. auto currentCreature = creatureSet.getCreature(slotSrc);
  2695. if(!currentCreature && complain(complainNoCreatures))
  2696. return false;
  2697. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2698. if(!creatureSlots.size())
  2699. return false;
  2700. BulkRebalanceStacks bulkRS;
  2701. for(auto slot : creatureSlots)
  2702. {
  2703. RebalanceStacks rs;
  2704. rs.srcArmy = army->id;
  2705. rs.dstArmy = army->id;
  2706. rs.srcSlot = slot;
  2707. rs.dstSlot = slotSrc;
  2708. rs.count = creatureSet.getStackCount(slot);
  2709. bulkRS.moves.push_back(rs);
  2710. }
  2711. sendAndApply(&bulkRS);
  2712. return true;
  2713. }
  2714. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2715. {
  2716. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2717. return false;
  2718. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2719. const CCreatureSet & setSrc = *armySrc;
  2720. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2721. return false;
  2722. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2723. const CCreatureSet & setDest = *armyDest;
  2724. auto freeSlots = setDest.getFreeSlotsQueue();
  2725. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2726. TRebalanceMap moves;
  2727. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2728. auto slotsLeft = setSrc.stacksCount();
  2729. auto destMap = setDest.getCreatureMap();
  2730. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2731. while(!srcQueue.empty())
  2732. {
  2733. auto pair = srcQueue.top();
  2734. srcQueue.pop();
  2735. auto currCreature = pair.first;
  2736. auto currSlot = pair.second;
  2737. const auto quantity = setSrc.getStackCount(currSlot);
  2738. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2739. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2740. if(!alreadyExists)
  2741. {
  2742. if(freeSlots.empty())
  2743. continue;
  2744. auto currFreeSlot = freeSlots.front();
  2745. freeSlots.pop();
  2746. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2747. }
  2748. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2749. slotsLeft--;
  2750. }
  2751. if(slotsLeft == 1)
  2752. {
  2753. auto lastCreature = setSrc.getCreature(srcSlot);
  2754. auto slotToMove = SlotID();
  2755. // Try to find a slot for last creature
  2756. if(destMap.find(lastCreature) == destMap.end())
  2757. {
  2758. if(!freeSlots.empty())
  2759. slotToMove = freeSlots.front();
  2760. }
  2761. else
  2762. {
  2763. slotToMove = destMap[lastCreature];
  2764. }
  2765. if(slotToMove != SlotID())
  2766. {
  2767. const bool needsLastStack = armySrc->needsLastStack();
  2768. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2769. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2770. }
  2771. }
  2772. BulkRebalanceStacks bulkRS;
  2773. for(auto & move : moves)
  2774. {
  2775. RebalanceStacks rs;
  2776. rs.srcArmy = armySrc->id;
  2777. rs.dstArmy = armyDest->id;
  2778. rs.srcSlot = move.first;
  2779. rs.dstSlot = move.second.first;
  2780. rs.count = move.second.second;
  2781. bulkRS.moves.push_back(rs);
  2782. }
  2783. sendAndApply(&bulkRS);
  2784. return true;
  2785. }
  2786. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2787. {
  2788. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2789. return false;
  2790. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2791. const CCreatureSet & creatureSet = *army;
  2792. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2793. return false;
  2794. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2795. if(actualAmount <= 1 && complain(complainNoCreatures))
  2796. return false;
  2797. auto freeSlot = creatureSet.getFreeSlot();
  2798. auto currentCreature = creatureSet.getCreature(slotSrc);
  2799. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2800. return true;
  2801. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2802. TQuantity totalCreatures = 0;
  2803. for(auto slot : creatureSlots)
  2804. totalCreatures += creatureSet.getStackCount(slot);
  2805. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2806. return false;
  2807. if(freeSlot != SlotID())
  2808. creatureSlots.push_back(freeSlot);
  2809. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2810. return false;
  2811. const auto totalCreatureSlots = creatureSlots.size();
  2812. const auto rem = totalCreatures % totalCreatureSlots;
  2813. const auto quotient = totalCreatures / totalCreatureSlots;
  2814. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2815. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2816. BulkSmartRebalanceStacks bulkSRS;
  2817. if(freeSlot != SlotID())
  2818. {
  2819. RebalanceStacks rs;
  2820. rs.srcArmy = rs.dstArmy = army->id;
  2821. rs.srcSlot = slotSrc;
  2822. rs.dstSlot = freeSlot;
  2823. rs.count = 1;
  2824. bulkSRS.moves.push_back(rs);
  2825. }
  2826. auto currSlot = 0;
  2827. auto check = 0;
  2828. for(auto slot : creatureSlots)
  2829. {
  2830. ChangeStackCount csc;
  2831. csc.army = army->id;
  2832. csc.slot = slot;
  2833. csc.count = (currSlot < rem)
  2834. ? quotient + 1
  2835. : quotient;
  2836. csc.absoluteValue = true;
  2837. bulkSRS.changes.push_back(csc);
  2838. currSlot++;
  2839. check += csc.count;
  2840. }
  2841. if(check != totalCreatures)
  2842. {
  2843. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2844. return false;
  2845. }
  2846. sendAndApply(&bulkSRS);
  2847. return true;
  2848. }
  2849. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2850. {
  2851. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2852. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2853. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2854. StackLocation sl1(s1, p1), sl2(s2, p2);
  2855. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2856. {
  2857. complain(complainInvalidSlot);
  2858. return false;
  2859. }
  2860. if (!isAllowedExchange(id1,id2))
  2861. {
  2862. complain("Cannot exchange stacks between these two objects!\n");
  2863. return false;
  2864. }
  2865. // We can always put stacks into locked garrison, but not take them out of it
  2866. auto notRemovable = [&](const CArmedInstance * army)
  2867. {
  2868. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2869. {
  2870. auto g = dynamic_cast<const CGGarrison *>(army);
  2871. if (g && !g->removableUnits)
  2872. {
  2873. complain("Stacks in this garrison are not removable!\n");
  2874. return true;
  2875. }
  2876. }
  2877. return false;
  2878. };
  2879. if (what==1) //swap
  2880. {
  2881. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2882. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2883. {
  2884. complain("Can't take troops from another player!");
  2885. return false;
  2886. }
  2887. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2888. {
  2889. complain("Cannot swap stacks - slots are the same!");
  2890. return false;
  2891. }
  2892. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2893. {
  2894. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2895. return false;
  2896. }
  2897. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2898. return false;
  2899. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2900. return false;
  2901. swapStacks(sl1, sl2);
  2902. }
  2903. else if (what==2)//merge
  2904. {
  2905. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2906. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2907. return false;
  2908. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2909. {
  2910. complain("Cannot merge empty stack!");
  2911. return false;
  2912. }
  2913. else if (notRemovable(sl1.army))
  2914. return false;
  2915. moveStack(sl1, sl2);
  2916. }
  2917. else if (what==3) //split
  2918. {
  2919. const int countToMove = val - s2->getStackCount(p2);
  2920. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2921. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2922. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2923. {
  2924. complain("Can't move troops of another player!");
  2925. return false;
  2926. }
  2927. //general conditions checking
  2928. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2929. || (val<1 && complain(complainNoCreatures)) )
  2930. {
  2931. return false;
  2932. }
  2933. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2934. {
  2935. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2936. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2937. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2938. )
  2939. {
  2940. return false;
  2941. }
  2942. if (notRemovable(sl1.army))
  2943. {
  2944. if (s1->getStackCount(p1) > countLeftOnSrc)
  2945. return false;
  2946. }
  2947. else if (notRemovable(sl2.army))
  2948. {
  2949. if (s2->getStackCount(p1) < countLeftOnSrc)
  2950. return false;
  2951. }
  2952. moveStack(sl1, sl2, countToMove);
  2953. //S2.slots[p2]->count = val;
  2954. //S1.slots[p1]->count = total - val;
  2955. }
  2956. else //split one stack to the two
  2957. {
  2958. if (s1->getStackCount(p1) < val)//not enough creatures
  2959. {
  2960. complain(complainNotEnoughCreatures);
  2961. return false;
  2962. }
  2963. if (notRemovable(sl1.army))
  2964. return false;
  2965. moveStack(sl1, sl2, val);
  2966. }
  2967. }
  2968. return true;
  2969. }
  2970. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2971. {
  2972. return connections.at(player).count(c);
  2973. }
  2974. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2975. {
  2976. std::set<PlayerColor> all;
  2977. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2978. if(vstd::contains(i->second, c))
  2979. all.insert(i->first);
  2980. switch(all.size())
  2981. {
  2982. case 0:
  2983. return PlayerColor::NEUTRAL;
  2984. case 1:
  2985. return *all.begin();
  2986. default:
  2987. {
  2988. //if we have more than one player at this connection, try to pick active one
  2989. if (vstd::contains(all, gs->currentPlayer))
  2990. return gs->currentPlayer;
  2991. else
  2992. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2993. }
  2994. }
  2995. }
  2996. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2997. {
  2998. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2999. if (!vstd::contains(s1->stacks,pos))
  3000. {
  3001. complain("Illegal call to disbandCreature - no such stack in army!");
  3002. return false;
  3003. }
  3004. eraseStack(StackLocation(s1, pos));
  3005. return true;
  3006. }
  3007. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  3008. {
  3009. const CGTownInstance * t = getTown(tid);
  3010. if(!t)
  3011. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  3012. if(!t->town->buildings.count(requestedID))
  3013. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  3014. if(t->hasBuilt(requestedID))
  3015. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  3016. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  3017. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  3018. std::vector<const CBuilding*> remainingAutoBuildings;
  3019. std::set<BuildingID> buildingsThatWillBe;
  3020. //Check validity of request
  3021. if(!force)
  3022. {
  3023. switch(requestedBuilding->mode)
  3024. {
  3025. case CBuilding::BUILD_NORMAL :
  3026. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3027. COMPLAIN_RET("Cannot build that building!");
  3028. break;
  3029. case CBuilding::BUILD_AUTO :
  3030. case CBuilding::BUILD_SPECIAL:
  3031. COMPLAIN_RET("This building can not be constructed normally!");
  3032. case CBuilding::BUILD_GRAIL :
  3033. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3034. {
  3035. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3036. COMPLAIN_RET("Cannot build this without grail!")
  3037. else
  3038. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3039. }
  3040. break;
  3041. }
  3042. }
  3043. //Performs stuff that has to be done before new building is built
  3044. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3045. {
  3046. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3047. {
  3048. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3049. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3050. if(upgradeNumber >= t->town->creatures.at(level).size())
  3051. {
  3052. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3053. "no creature found (upgrade number %d, level %d!")
  3054. % buildingID % upgradeNumber % level));
  3055. return;
  3056. }
  3057. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3058. SetAvailableCreatures ssi;
  3059. ssi.tid = t->id;
  3060. ssi.creatures = t->creatures;
  3061. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3062. ssi.creatures[level].first = crea->growth;
  3063. ssi.creatures[level].second.push_back(crea->idNumber);
  3064. sendAndApply(&ssi);
  3065. }
  3066. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3067. {
  3068. setPortalDwelling(t);
  3069. }
  3070. };
  3071. //Performs stuff that has to be done after new building is built
  3072. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3073. {
  3074. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3075. auto isLibrary = isMageGuild ? false
  3076. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3077. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3078. {
  3079. if(t->visitingHero)
  3080. giveSpells(t,t->visitingHero);
  3081. if(t->garrisonHero)
  3082. giveSpells(t,t->garrisonHero);
  3083. }
  3084. };
  3085. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3086. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3087. {
  3088. return buildingsThatWillBe.count(buildID);
  3089. };
  3090. //Init the vectors
  3091. for(auto & build : t->town->buildings)
  3092. {
  3093. if(t->hasBuilt(build.first))
  3094. {
  3095. buildingsThatWillBe.insert(build.first);
  3096. }
  3097. else
  3098. {
  3099. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3100. remainingAutoBuildings.push_back(build.second);
  3101. }
  3102. }
  3103. //Prepare structure (list of building ids will be filled later)
  3104. NewStructures ns;
  3105. ns.tid = tid;
  3106. ns.builded = force ? t->builded : (t->builded+1);
  3107. std::queue<const CBuilding*> buildingsToAdd;
  3108. buildingsToAdd.push(requestedBuilding);
  3109. while(!buildingsToAdd.empty())
  3110. {
  3111. auto b = buildingsToAdd.front();
  3112. buildingsToAdd.pop();
  3113. ns.bid.insert(b->bid);
  3114. buildingsThatWillBe.insert(b->bid);
  3115. remainingAutoBuildings -= b;
  3116. for(auto autoBuilding : remainingAutoBuildings)
  3117. {
  3118. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3119. if(actualRequirements.test(areRequirementsFullfilled))
  3120. buildingsToAdd.push(autoBuilding);
  3121. }
  3122. }
  3123. // 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.
  3124. for(auto builtID : ns.bid)
  3125. processBeforeBuiltStructure(builtID);
  3126. //Take cost
  3127. if(!force)
  3128. giveResources(t->tempOwner, -requestedBuilding->resources);
  3129. //We know what has been built, apply changes. Do this as final step to properly update town window
  3130. sendAndApply(&ns);
  3131. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3132. for(auto builtID : ns.bid)
  3133. processAfterBuiltStructure(builtID);
  3134. // now when everything is built - reveal tiles for lookout tower
  3135. FoWChange fw;
  3136. fw.player = t->tempOwner;
  3137. fw.mode = 1;
  3138. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3139. sendAndApply(&fw);
  3140. if(t->visitingHero)
  3141. visitCastleObjects(t, t->visitingHero);
  3142. if(t->garrisonHero)
  3143. visitCastleObjects(t, t->garrisonHero);
  3144. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3145. return true;
  3146. }
  3147. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3148. {
  3149. ///incomplete, simply erases target building
  3150. const CGTownInstance * t = getTown(tid);
  3151. if (!vstd::contains(t->builtBuildings, bid))
  3152. return false;
  3153. RazeStructures rs;
  3154. rs.tid = tid;
  3155. rs.bid.insert(bid);
  3156. rs.destroyed = t->destroyed + 1;
  3157. sendAndApply(&rs);
  3158. //TODO: Remove dwellers
  3159. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3160. // {
  3161. // RemoveBonus rb(RemoveBonus::TOWN);
  3162. // rb.whoID = t->id;
  3163. // rb.source = Bonus::TOWN_STRUCTURE;
  3164. // rb.id = 17;
  3165. // sendAndApply(&rb);
  3166. // }
  3167. return true;
  3168. }
  3169. void CGameHandler::sendMessageToAll(const std::string &message)
  3170. {
  3171. SystemMessage sm;
  3172. sm.text = message;
  3173. sendToAllClients(&sm);
  3174. }
  3175. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3176. {
  3177. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3178. const CArmedInstance *dst = nullptr;
  3179. const CCreature *c = VLC->creh->objects.at(crid);
  3180. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3181. //TODO: test for owning
  3182. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3183. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3184. assert(dw && dst);
  3185. //verify
  3186. bool found = false;
  3187. int level = 0;
  3188. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3189. {
  3190. if ((fromLvl != -1) && (level !=fromLvl))
  3191. continue;
  3192. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3193. int i = 0;
  3194. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3195. if (cur.second.at(i) == crid)
  3196. break;
  3197. if (i < cur.second.size())
  3198. {
  3199. found = true;
  3200. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3201. break;
  3202. }
  3203. }
  3204. SlotID slot = dst->getSlotFor(crid);
  3205. if ((!found && complain("Cannot recruit: no such creatures!"))
  3206. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3207. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3208. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3209. {
  3210. return false;
  3211. }
  3212. //recruit
  3213. giveResources(dst->tempOwner, -(c->cost * cram));
  3214. SetAvailableCreatures sac;
  3215. sac.tid = objid;
  3216. sac.creatures = dw->creatures;
  3217. sac.creatures[level].first -= cram;
  3218. sendAndApply(&sac);
  3219. if (warMachine)
  3220. {
  3221. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3222. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3223. ArtifactID artId = c->warMachine;
  3224. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3225. const CArtifact * art = artId.toArtifact();
  3226. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3227. return giveHeroNewArtifact(h, art);
  3228. }
  3229. else
  3230. {
  3231. addToSlot(StackLocation(dst, slot), c, cram);
  3232. }
  3233. return true;
  3234. }
  3235. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3236. {
  3237. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3238. if (!obj->hasStackAtSlot(pos))
  3239. {
  3240. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3241. }
  3242. UpgradeInfo ui;
  3243. fillUpgradeInfo(obj, pos, ui);
  3244. PlayerColor player = obj->tempOwner;
  3245. const PlayerState *p = getPlayerState(player);
  3246. int crQuantity = obj->stacks.at(pos)->count;
  3247. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3248. //check if upgrade is possible
  3249. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3250. {
  3251. return false;
  3252. }
  3253. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3254. //check if player has enough resources
  3255. if (!p->resources.canAfford(totalCost))
  3256. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3257. //take resources
  3258. giveResources(player, -totalCost);
  3259. //upgrade creature
  3260. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3261. return true;
  3262. }
  3263. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3264. {
  3265. if (!sl.army->hasStackAtSlot(sl.slot))
  3266. COMPLAIN_RET("Cannot find a stack to change type");
  3267. SetStackType sst;
  3268. sst.army = sl.army->id;
  3269. sst.slot = sl.slot;
  3270. sst.type = c->idNumber;
  3271. sendAndApply(&sst);
  3272. return true;
  3273. }
  3274. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3275. {
  3276. assert(src->canBeMergedWith(*dst, allowMerging));
  3277. while(src->stacksCount())//while there are unmoved creatures
  3278. {
  3279. auto i = src->Slots().begin(); //iterator to stack to move
  3280. StackLocation sl(src, i->first); //location of stack to move
  3281. SlotID pos = dst->getSlotFor(i->second->type);
  3282. if (!pos.validSlot())
  3283. {
  3284. //try to merge two other stacks to make place
  3285. std::pair<SlotID, SlotID> toMerge;
  3286. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3287. {
  3288. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3289. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3290. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3291. }
  3292. else
  3293. {
  3294. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3295. return;
  3296. }
  3297. }
  3298. else
  3299. {
  3300. moveStack(sl, StackLocation(dst, pos));
  3301. }
  3302. }
  3303. }
  3304. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3305. {
  3306. const CGTownInstance * town = getTown(tid);
  3307. if(!town->garrisonHero == !town->visitingHero)
  3308. return false;
  3309. SetHeroesInTown intown;
  3310. intown.tid = tid;
  3311. if(town->garrisonHero) //garrison -> vising
  3312. {
  3313. intown.garrison = ObjectInstanceID();
  3314. intown.visiting = town->garrisonHero->id;
  3315. }
  3316. else //visiting -> garrison
  3317. {
  3318. if(town->armedGarrison())
  3319. town->mergeGarrisonOnSiege();
  3320. intown.visiting = ObjectInstanceID();
  3321. intown.garrison = town->visitingHero->id;
  3322. }
  3323. sendAndApply(&intown);
  3324. return true;
  3325. }
  3326. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3327. {
  3328. const CGTownInstance * town = getTown(tid);
  3329. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3330. {
  3331. if (!town->visitingHero->canBeMergedWith(*town))
  3332. {
  3333. complain("Cannot make garrison swap, not enough free slots!");
  3334. return false;
  3335. }
  3336. moveArmy(town, town->visitingHero, true);
  3337. SetHeroesInTown intown;
  3338. intown.tid = tid;
  3339. intown.visiting = ObjectInstanceID();
  3340. intown.garrison = town->visitingHero->id;
  3341. sendAndApply(&intown);
  3342. return true;
  3343. }
  3344. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3345. {
  3346. //check if moving hero out of town will break 8 wandering heroes limit
  3347. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3348. {
  3349. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3350. return false;
  3351. }
  3352. SetHeroesInTown intown;
  3353. intown.tid = tid;
  3354. intown.garrison = ObjectInstanceID();
  3355. intown.visiting = town->garrisonHero->id;
  3356. sendAndApply(&intown);
  3357. return true;
  3358. }
  3359. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3360. {
  3361. SetHeroesInTown intown;
  3362. intown.tid = tid;
  3363. intown.garrison = town->visitingHero->id;
  3364. intown.visiting = town->garrisonHero->id;
  3365. sendAndApply(&intown);
  3366. return true;
  3367. }
  3368. else
  3369. {
  3370. complain("Cannot swap garrison hero!");
  3371. return false;
  3372. }
  3373. }
  3374. // With the amount of changes done to the function, it's more like transferArtifacts.
  3375. // 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.
  3376. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3377. {
  3378. ArtifactLocation src = al1, dst = al2;
  3379. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3380. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3381. // Make sure exchange is even possible between the two heroes.
  3382. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3383. COMPLAIN_RET("That heroes cannot make any exchange!");
  3384. const CArtifactInstance *srcArtifact = src.getArt();
  3385. const CArtifactInstance *destArtifact = dst.getArt();
  3386. if (srcArtifact == nullptr)
  3387. COMPLAIN_RET("No artifact to move!");
  3388. if (destArtifact && srcPlayer != dstPlayer)
  3389. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3390. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3391. // Moving to the backpack is always allowed.
  3392. if ((!srcArtifact || !ArtifactUtils::isSlotBackpack(dst.slot))
  3393. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3394. COMPLAIN_RET("Cannot move artifact!");
  3395. auto srcSlot = src.getSlot();
  3396. auto dstSlot = dst.getSlot();
  3397. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3398. COMPLAIN_RET("Cannot move artifact locks.");
  3399. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3400. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3401. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3402. COMPLAIN_RET("Cannot move catapult!");
  3403. if(ArtifactUtils::isSlotBackpack(dst.slot))
  3404. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3405. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3406. {
  3407. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3408. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3409. // Check if dst slot is occupied
  3410. if(!ArtifactUtils::isSlotBackpack(dst.slot) && destArtifact)
  3411. {
  3412. // Previous artifact must be removed first
  3413. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3414. }
  3415. try
  3416. {
  3417. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3418. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3419. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3420. }
  3421. catch (boost::bad_get const &)
  3422. {
  3423. // object other than hero received an art - ignore
  3424. }
  3425. MoveArtifact ma(&src, &dst);
  3426. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3427. ma.askAssemble = false;
  3428. sendAndApply(&ma);
  3429. }
  3430. return true;
  3431. }
  3432. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3433. {
  3434. // Make sure exchange is even possible between the two heroes.
  3435. if(!isAllowedExchange(srcHero, dstHero))
  3436. COMPLAIN_RET("That heroes cannot make any exchange!");
  3437. auto psrcHero = getHero(srcHero);
  3438. auto pdstHero = getHero(dstHero);
  3439. if((!psrcHero) || (!pdstHero))
  3440. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3441. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3442. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3443. auto & slotsSrcDst = ma.artsPack0;
  3444. auto & slotsDstSrc = ma.artsPack1;
  3445. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3446. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3447. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3448. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3449. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3450. {
  3451. assert(artifact);
  3452. auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet);
  3453. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3454. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3455. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->artType->getId(), dstSlot))
  3456. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3457. };
  3458. if(swap)
  3459. {
  3460. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3461. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3462. {
  3463. for(auto & artifact : srcHero->artifactsWorn)
  3464. {
  3465. if(ArtifactUtils::isArtRemovable(artifact))
  3466. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3467. }
  3468. };
  3469. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3470. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3471. {
  3472. for(auto & slotInfo : artSet->artifactsInBackpack)
  3473. {
  3474. auto slot = artSet->getArtPos(slotInfo.artifact);
  3475. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3476. }
  3477. };
  3478. // Move over artifacts that are worn srcHero -> dstHero
  3479. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3480. artFittingSet.artifactsWorn.clear();
  3481. // Move over artifacts that are worn dstHero -> srcHero
  3482. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3483. // Move over artifacts that are in backpack srcHero -> dstHero
  3484. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3485. // Move over artifacts that are in backpack dstHero -> srcHero
  3486. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3487. }
  3488. else
  3489. {
  3490. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3491. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3492. // Move over artifacts that are worn
  3493. for(auto & artInfo : psrcHero->artifactsWorn)
  3494. {
  3495. if(ArtifactUtils::isArtRemovable(artInfo))
  3496. {
  3497. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3498. }
  3499. }
  3500. // Move over artifacts that are in backpack
  3501. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3502. {
  3503. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3504. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3505. }
  3506. }
  3507. sendAndApply(&ma);
  3508. return true;
  3509. }
  3510. /**
  3511. * Assembles or disassembles a combination artifact.
  3512. * @param heroID ID of hero holding the artifact(s).
  3513. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3514. * @param assemble True for assembly operation, false for disassembly.
  3515. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3516. * artifact to assemble to. Otherwise it's not used.
  3517. */
  3518. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3519. {
  3520. const CGHeroInstance * hero = getHero(heroID);
  3521. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3522. if (!destArtifact)
  3523. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3524. if(assemble)
  3525. {
  3526. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3527. if(!combinedArt->constituents)
  3528. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3529. bool combineEquipped = !ArtifactUtils::isSlotBackpack(artifactSlot);
  3530. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, combineEquipped), combinedArt))
  3531. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3532. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3533. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3534. AssembledArtifact aa;
  3535. aa.al = ArtifactLocation(hero, artifactSlot);
  3536. aa.builtArt = combinedArt;
  3537. sendAndApply(&aa);
  3538. }
  3539. else
  3540. {
  3541. if (!destArtifact->artType->constituents)
  3542. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3543. DisassembledArtifact da;
  3544. da.al = ArtifactLocation(hero, artifactSlot);
  3545. sendAndApply(&da);
  3546. }
  3547. return true;
  3548. }
  3549. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3550. {
  3551. const CGHeroInstance * hero = getHero(hid);
  3552. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3553. const CGTownInstance * town = hero->visitedTown;
  3554. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3555. if (aid==ArtifactID::SPELLBOOK)
  3556. {
  3557. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3558. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3559. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3560. )
  3561. return false;
  3562. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3563. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3564. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3565. giveSpells(town,hero);
  3566. return true;
  3567. }
  3568. else
  3569. {
  3570. const CArtifact * art = aid.toArtifact();
  3571. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3572. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3573. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3574. const int price = art->price;
  3575. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3576. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3577. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3578. {
  3579. giveResource(hero->getOwner(),Res::GOLD,-price);
  3580. return giveHeroNewArtifact(hero, art);
  3581. }
  3582. else
  3583. COMPLAIN_RET("This machine is unavailable here!");
  3584. }
  3585. }
  3586. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3587. {
  3588. if(!h)
  3589. COMPLAIN_RET("Only hero can buy artifacts!");
  3590. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3591. COMPLAIN_RET("That artifact is unavailable!");
  3592. int b1, b2;
  3593. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3594. if (getResource(h->tempOwner, rid) < b1)
  3595. COMPLAIN_RET("You can't afford to buy this artifact!");
  3596. giveResource(h->tempOwner, rid, -b1);
  3597. SetAvailableArtifacts saa;
  3598. if (m->o->ID == Obj::TOWN)
  3599. {
  3600. saa.id = -1;
  3601. saa.arts = CGTownInstance::merchantArtifacts;
  3602. }
  3603. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3604. {
  3605. saa.id = bm->id.getNum();
  3606. saa.arts = bm->artifacts;
  3607. }
  3608. else
  3609. COMPLAIN_RET("Wrong marktet...");
  3610. bool found = false;
  3611. for (const CArtifact *&art : saa.arts)
  3612. {
  3613. if (art && art->getId() == aid)
  3614. {
  3615. art = nullptr;
  3616. found = true;
  3617. break;
  3618. }
  3619. }
  3620. if (!found)
  3621. COMPLAIN_RET("Cannot find selected artifact on the list");
  3622. sendAndApply(&saa);
  3623. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3624. return true;
  3625. }
  3626. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3627. {
  3628. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3629. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3630. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3631. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3632. int resVal = 0, dump = 1;
  3633. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3634. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3635. giveResource(h->tempOwner, rid, resVal);
  3636. return true;
  3637. }
  3638. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3639. {
  3640. if (!h)
  3641. COMPLAIN_RET("You need hero to buy a skill!");
  3642. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3643. COMPLAIN_RET("Hero already know this skill");
  3644. if (!h->canLearnSkill())
  3645. COMPLAIN_RET("Hero can't learn any more skills");
  3646. if (!h->canLearnSkill(skill))
  3647. COMPLAIN_RET("The hero can't learn this skill!");
  3648. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3649. COMPLAIN_RET("That skill is unavailable!");
  3650. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3651. COMPLAIN_RET("You can't afford to buy this skill");
  3652. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3653. changeSecSkill(h, skill, 1, true);
  3654. return true;
  3655. }
  3656. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3657. {
  3658. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3659. vstd::amin(val, r1); //can't trade more resources than have
  3660. int b1, b2; //base quantities for trade
  3661. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3662. int units = val / b1; //how many base quantities we trade
  3663. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3664. {
  3665. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3666. }
  3667. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3668. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3669. return true;
  3670. }
  3671. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3672. {
  3673. if(!hero)
  3674. COMPLAIN_RET("Only hero can sell creatures!");
  3675. if (!vstd::contains(hero->Slots(), slot))
  3676. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3677. const CStackInstance &s = hero->getStack(slot);
  3678. if (s.count < (TQuantity)count //can't sell more creatures than have
  3679. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3680. {
  3681. COMPLAIN_RET("Not enough creatures in army!");
  3682. }
  3683. int b1, b2; //base quantities for trade
  3684. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3685. int units = count / b1; //how many base quantities we trade
  3686. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3687. {
  3688. //TODO: complain?
  3689. assert(0);
  3690. }
  3691. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3692. giveResource(hero->tempOwner, resourceID, b2 * units);
  3693. return true;
  3694. }
  3695. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3696. {
  3697. const CArmedInstance *army = nullptr;
  3698. if (hero)
  3699. army = hero;
  3700. else
  3701. army = dynamic_cast<const CGTownInstance *>(market->o);
  3702. if (!army)
  3703. COMPLAIN_RET("Incorrect call to transform in undead!");
  3704. if (!army->hasStackAtSlot(slot))
  3705. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3706. const CStackInstance &s = army->getStack(slot);
  3707. //resulting creature - bone dragons or skeletons
  3708. CreatureID resCreature = CreatureID::SKELETON;
  3709. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3710. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3711. || (s.getCreatureID() == CreatureID::HYDRA)
  3712. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3713. resCreature = CreatureID::BONE_DRAGON;
  3714. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3715. return true;
  3716. }
  3717. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3718. {
  3719. const PlayerState *p2 = getPlayerState(r2, false);
  3720. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3721. {
  3722. complain("Dest player must be in game!");
  3723. return false;
  3724. }
  3725. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3726. vstd::amin(val, curRes1);
  3727. giveResource(player, r1, -(int)val);
  3728. giveResource(r2, r1, val);
  3729. return true;
  3730. }
  3731. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3732. {
  3733. const CGHeroInstance *h = getHero(hid);
  3734. if (!h)
  3735. {
  3736. logGlobal->error("Hero doesn't exist!");
  3737. return false;
  3738. }
  3739. ChangeFormation cf;
  3740. cf.hid = hid;
  3741. cf.formation = formation;
  3742. sendAndApply(&cf);
  3743. return true;
  3744. }
  3745. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3746. {
  3747. const PlayerState * p = getPlayerState(player);
  3748. const CGTownInstance * t = getTown(obj->id);
  3749. //common preconditions
  3750. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3751. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3752. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3753. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3754. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3755. {
  3756. return false;
  3757. }
  3758. if (t) //tavern in town
  3759. {
  3760. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3761. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3762. {
  3763. return false;
  3764. }
  3765. }
  3766. else if (obj->ID == Obj::TAVERN)
  3767. {
  3768. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3769. {
  3770. return false;
  3771. }
  3772. }
  3773. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3774. if (!nh)
  3775. {
  3776. complain ("Hero is not available for hiring!");
  3777. return false;
  3778. }
  3779. HeroRecruited hr;
  3780. hr.tid = obj->id;
  3781. hr.hid = nh->subID;
  3782. hr.player = player;
  3783. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3784. sendAndApply(&hr);
  3785. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3786. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3787. const CGHeroInstance *newHero = nullptr;
  3788. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3789. {
  3790. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3791. }
  3792. SetAvailableHeroes sah;
  3793. sah.player = player;
  3794. if (newHero)
  3795. {
  3796. sah.hid[hid] = newHero->subID;
  3797. sah.army[hid].clear();
  3798. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3799. }
  3800. else
  3801. {
  3802. sah.hid[hid] = -1;
  3803. }
  3804. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3805. sendAndApply(&sah);
  3806. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3807. if (t)
  3808. {
  3809. visitCastleObjects(t, nh);
  3810. giveSpells (t,nh);
  3811. }
  3812. return true;
  3813. }
  3814. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3815. {
  3816. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3817. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3818. logGlobal->trace(answer.toJson());
  3819. auto topQuery = queries.topQuery(player);
  3820. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3821. if(topQuery->queryID != qid)
  3822. {
  3823. auto currentQuery = queries.getQuery(qid);
  3824. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3825. currentQuery->setReply(answer);
  3826. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3827. }
  3828. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3829. topQuery->setReply(answer);
  3830. queries.popQuery(topQuery);
  3831. return true;
  3832. }
  3833. static EndAction end_action;
  3834. void CGameHandler::updateGateState()
  3835. {
  3836. // GATE_BRIDGE - leftmost tile, located over moat
  3837. // GATE_OUTER - central tile, mostly covered by gate image
  3838. // GATE_INNER - rightmost tile, inside the walls
  3839. // GATE_OUTER or GATE_INNER:
  3840. // - if defender moves unit on these tiles, bridge will open
  3841. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3842. // - blocked to attacker if bridge is closed
  3843. // GATE_BRIDGE
  3844. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3845. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3846. // - deals moat damage to attacker if bridge is closed (fortress only)
  3847. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3848. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3849. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3850. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3851. bool hasLongBridge = gs->curB->town->subID == ETownType::FORTRESS;
  3852. BattleUpdateGateState db;
  3853. db.state = gs->curB->si.gateState;
  3854. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3855. {
  3856. db.state = EGateState::DESTROYED;
  3857. }
  3858. else if (db.state == EGateState::OPENED)
  3859. {
  3860. bool hasStackOnLongBridge = hasStackAtGateBridge && hasLongBridge;
  3861. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3862. if (gateCanClose)
  3863. db.state = EGateState::CLOSED;
  3864. else
  3865. db.state = EGateState::OPENED;
  3866. }
  3867. else // CLOSED or BLOCKED
  3868. {
  3869. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3870. if (gateBlocked)
  3871. db.state = EGateState::BLOCKED;
  3872. else
  3873. db.state = EGateState::CLOSED;
  3874. }
  3875. if (db.state != gs->curB->si.gateState)
  3876. sendAndApply(&db);
  3877. }
  3878. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3879. {
  3880. bool ok = true;
  3881. battle::Target target = ba.getTarget(gs->curB);
  3882. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3883. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3884. logGlobal->trace("Making action: %s", ba.toString());
  3885. switch(ba.actionType)
  3886. {
  3887. case EActionType::WALK: //walk
  3888. case EActionType::DEFEND: //defend
  3889. case EActionType::WAIT: //wait
  3890. case EActionType::WALK_AND_ATTACK: //walk or attack
  3891. case EActionType::SHOOT: //shoot
  3892. case EActionType::CATAPULT: //catapult
  3893. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3894. case EActionType::MONSTER_SPELL:
  3895. if (!stack)
  3896. {
  3897. complain("No such stack!");
  3898. return false;
  3899. }
  3900. if (!stack->alive())
  3901. {
  3902. complain("This stack is dead: " + stack->nodeName());
  3903. return false;
  3904. }
  3905. if (battleTacticDist())
  3906. {
  3907. if (stack && stack->side != battleGetTacticsSide())
  3908. {
  3909. complain("This is not a stack of side that has tactics!");
  3910. return false;
  3911. }
  3912. }
  3913. else if (!isAboutActiveStack)
  3914. {
  3915. complain("Action has to be about active stack!");
  3916. return false;
  3917. }
  3918. }
  3919. auto wrapAction = [this](BattleAction &ba)
  3920. {
  3921. StartAction startAction(ba);
  3922. sendAndApply(&startAction);
  3923. return vstd::makeScopeGuard([&]()
  3924. {
  3925. sendAndApply(&end_action);
  3926. });
  3927. };
  3928. switch(ba.actionType)
  3929. {
  3930. case EActionType::END_TACTIC_PHASE: //wait
  3931. case EActionType::BAD_MORALE:
  3932. case EActionType::NO_ACTION:
  3933. {
  3934. auto wrapper = wrapAction(ba);
  3935. break;
  3936. }
  3937. case EActionType::WALK:
  3938. {
  3939. auto wrapper = wrapAction(ba);
  3940. if(target.size() < 1)
  3941. {
  3942. complain("Destination required for move action.");
  3943. ok = false;
  3944. break;
  3945. }
  3946. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3947. if (!walkedTiles)
  3948. complain("Stack failed movement!");
  3949. break;
  3950. }
  3951. case EActionType::DEFEND:
  3952. {
  3953. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3954. SetStackEffect sse;
  3955. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3956. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3957. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3958. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3959. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3960. int oldDefenceValue = defence.totalValue();
  3961. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3962. defence.push_back(std::make_shared<Bonus>(bonus2));
  3963. int difference = defence.totalValue() - oldDefenceValue;
  3964. std::vector<Bonus> buffer;
  3965. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3966. {
  3967. difference = 1;
  3968. buffer.push_back(alternativeWeakCreatureBonus);
  3969. }
  3970. else
  3971. {
  3972. buffer.push_back(defenseBonusToAdd);
  3973. }
  3974. buffer.push_back(bonus2);
  3975. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3976. sendAndApply(&sse);
  3977. BattleLogMessage message;
  3978. MetaString text;
  3979. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3980. stack->addNameReplacement(text);
  3981. text.addReplacement(difference);
  3982. message.lines.push_back(text);
  3983. sendAndApply(&message);
  3984. //don't break - we share code with next case
  3985. }
  3986. FALLTHROUGH
  3987. case EActionType::WAIT:
  3988. {
  3989. auto wrapper = wrapAction(ba);
  3990. break;
  3991. }
  3992. case EActionType::RETREAT: //retreat/flee
  3993. {
  3994. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3995. complain("Cannot retreat!");
  3996. else
  3997. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3998. break;
  3999. }
  4000. case EActionType::SURRENDER:
  4001. {
  4002. PlayerColor player = gs->curB->sides.at(ba.side).color;
  4003. int cost = gs->curB->battleGetSurrenderCost(player);
  4004. if (cost < 0)
  4005. complain("Cannot surrender!");
  4006. else if (getResource(player, Res::GOLD) < cost)
  4007. complain("Not enough gold to surrender!");
  4008. else
  4009. {
  4010. giveResource(player, Res::GOLD, -cost);
  4011. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4012. }
  4013. break;
  4014. }
  4015. case EActionType::WALK_AND_ATTACK: //walk or attack
  4016. {
  4017. auto wrapper = wrapAction(ba);
  4018. if(!stack)
  4019. {
  4020. complain("No attacker");
  4021. ok = false;
  4022. break;
  4023. }
  4024. if(target.size() < 2)
  4025. {
  4026. complain("Two destinations required for attack action.");
  4027. ok = false;
  4028. break;
  4029. }
  4030. BattleHex attackPos = target.at(0).hexValue;
  4031. BattleHex destinationTile = target.at(1).hexValue;
  4032. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4033. if(!destinationStack)
  4034. {
  4035. complain("Invalid target to attack");
  4036. ok = false;
  4037. break;
  4038. }
  4039. BattleHex startingPos = stack->getPosition();
  4040. int distance = moveStack(ba.stackNumber, attackPos);
  4041. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4042. if(stack->getPosition() != attackPos
  4043. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4044. )
  4045. {
  4046. // we were not able to reach destination tile, nor occupy specified hex
  4047. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4048. break;
  4049. }
  4050. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4051. {
  4052. destinationStack = nullptr;
  4053. }
  4054. if(!destinationStack)
  4055. {
  4056. complain("Unit can not attack itself");
  4057. ok = false;
  4058. break;
  4059. }
  4060. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4061. {
  4062. complain("Attack cannot be performed!");
  4063. ok = false;
  4064. break;
  4065. }
  4066. //attack
  4067. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4068. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4069. const bool retaliation = destinationStack->ableToRetaliate();
  4070. for (int i = 0; i < totalAttacks; ++i)
  4071. {
  4072. //first strike
  4073. if(i == 0 && firstStrike && retaliation)
  4074. {
  4075. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4076. }
  4077. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4078. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4079. {
  4080. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4081. }
  4082. //counterattack
  4083. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4084. if(stack->alive()
  4085. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4086. && (i == 0 && !firstStrike)
  4087. && retaliation && destinationStack->ableToRetaliate())
  4088. {
  4089. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4090. }
  4091. }
  4092. //return
  4093. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4094. && target.size() == 3
  4095. && startingPos != stack->getPosition()
  4096. && startingPos == target.at(2).hexValue
  4097. && stack->alive())
  4098. {
  4099. moveStack(ba.stackNumber, startingPos);
  4100. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4101. }
  4102. break;
  4103. }
  4104. case EActionType::SHOOT:
  4105. {
  4106. if(target.size() < 1)
  4107. {
  4108. complain("Destination required for shot action.");
  4109. ok = false;
  4110. break;
  4111. }
  4112. auto destination = target.at(0).hexValue;
  4113. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4114. if (!gs->curB->battleCanShoot(stack, destination))
  4115. {
  4116. complain("Cannot shoot!");
  4117. break;
  4118. }
  4119. if (!destinationStack)
  4120. {
  4121. complain("No target to shoot!");
  4122. break;
  4123. }
  4124. auto wrapper = wrapAction(ba);
  4125. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4126. //ranged counterattack
  4127. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4128. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4129. && destinationStack->ableToRetaliate()
  4130. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4131. && stack->alive()) //attacker may have died (fire shield)
  4132. {
  4133. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4134. }
  4135. //TODO: move to CUnitState
  4136. //extra shot(s) for ballista, based on artillery skill
  4137. if(stack->creatureIndex() == CreatureID::BALLISTA)
  4138. {
  4139. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4140. if(attackingHero)
  4141. {
  4142. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  4143. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  4144. {
  4145. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4146. }
  4147. }
  4148. }
  4149. //allow more than one additional attack
  4150. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4151. for(int i = 1; i < totalRangedAttacks; ++i)
  4152. {
  4153. if(
  4154. stack->alive()
  4155. && destinationStack->alive()
  4156. && stack->shots.canUse()
  4157. )
  4158. {
  4159. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4160. }
  4161. }
  4162. break;
  4163. }
  4164. case EActionType::CATAPULT:
  4165. {
  4166. //TODO: unify with spells::effects:Catapult
  4167. auto getCatapultHitChance = [](EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  4168. {
  4169. switch(part)
  4170. {
  4171. case EWallPart::GATE:
  4172. return sbi.gate;
  4173. case EWallPart::KEEP:
  4174. return sbi.keep;
  4175. case EWallPart::BOTTOM_TOWER:
  4176. case EWallPart::UPPER_TOWER:
  4177. return sbi.tower;
  4178. case EWallPart::BOTTOM_WALL:
  4179. case EWallPart::BELOW_GATE:
  4180. case EWallPart::OVER_GATE:
  4181. case EWallPart::UPPER_WALL:
  4182. return sbi.wall;
  4183. default:
  4184. return 0;
  4185. }
  4186. };
  4187. auto getBallisticsInfo = [this, &ba] (const CStack * actor)
  4188. {
  4189. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4190. if(actor->getCreature()->idNumber == CreatureID::CATAPULT)
  4191. return VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  4192. else
  4193. {
  4194. //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  4195. int ballisticsLevel = actor->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS) ? 2 : 1;
  4196. auto parameters = VLC->heroh->ballistics.at(ballisticsLevel);
  4197. parameters.shots = 1 + std::max(actor->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  4198. return parameters;
  4199. }
  4200. };
  4201. auto isWallPartAttackable = [this] (EWallPart part)
  4202. {
  4203. return (gs->curB->si.wallState[part] == EWallState::REINFORCED || gs->curB->si.wallState[part] == EWallState::INTACT || gs->curB->si.wallState[part] == EWallState::DAMAGED);
  4204. };
  4205. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters = getBallisticsInfo(stack);
  4206. auto wrapper = wrapAction(ba);
  4207. auto destination = target.empty() ? BattleHex(BattleHex::INVALID) : target.at(0).hexValue;
  4208. auto desiredTarget = gs->curB->battleHexToWallPart(destination);
  4209. for (int shotNumber=0; shotNumber<stackBallisticsParameters.shots; ++shotNumber)
  4210. {
  4211. auto actualTarget = EWallPart::INVALID;
  4212. if ( isWallPartAttackable(desiredTarget) &&
  4213. getRandomGenerator().nextInt(99) < getCatapultHitChance(desiredTarget, stackBallisticsParameters))
  4214. {
  4215. actualTarget = desiredTarget;
  4216. }
  4217. else
  4218. {
  4219. static const std::array<EWallPart, 4> walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL };
  4220. static const std::array<EWallPart, 3> towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER };
  4221. static const EWallPart gates = EWallPart::GATE;
  4222. // in H3, catapult under automatic control will attack objects in following order:
  4223. // walls, gates, towers
  4224. std::vector<EWallPart> potentialTargets;
  4225. for (auto & part : walls )
  4226. if (isWallPartAttackable(part))
  4227. potentialTargets.push_back(part);
  4228. if (potentialTargets.empty() && isWallPartAttackable(gates))
  4229. potentialTargets.push_back(gates);
  4230. if (potentialTargets.empty())
  4231. for (auto & part : towers )
  4232. if (isWallPartAttackable(part))
  4233. potentialTargets.push_back(part);
  4234. if (potentialTargets.empty())
  4235. break; // everything is gone, can't attack anymore
  4236. actualTarget = *RandomGeneratorUtil::nextItem(potentialTargets, getRandomGenerator());
  4237. }
  4238. assert(actualTarget != EWallPart::INVALID);
  4239. std::array<int, 3> damageChances = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  4240. int totalChance = std::accumulate(damageChances.begin(), damageChances.end(), 0);
  4241. int damageRandom = getRandomGenerator().nextInt(totalChance - 1);
  4242. int dealtDamage = 0;
  4243. //calculating dealt damage
  4244. for (int damage = 0; damage < damageChances.size(); ++damage)
  4245. {
  4246. if (damageRandom <= damageChances[damage])
  4247. {
  4248. dealtDamage = damage;
  4249. break;
  4250. }
  4251. damageRandom -= damageChances[damage];
  4252. }
  4253. CatapultAttack::AttackInfo attack;
  4254. attack.attackedPart = actualTarget;
  4255. attack.destinationTile = gs->curB->wallPartToBattleHex(actualTarget);
  4256. attack.damageDealt = dealtDamage;
  4257. CatapultAttack ca; //package for clients
  4258. ca.attacker = ba.stackNumber;
  4259. ca.attackedParts.push_back(attack);
  4260. sendAndApply(&ca);
  4261. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  4262. //removing creatures in turrets / keep if one is destroyed
  4263. if (gs->curB->si.wallState[actualTarget] == EWallState::DESTROYED && (actualTarget == EWallPart::KEEP || actualTarget == EWallPart::BOTTOM_TOWER || actualTarget == EWallPart::UPPER_TOWER))
  4264. {
  4265. int posRemove = -1;
  4266. switch(actualTarget)
  4267. {
  4268. case EWallPart::KEEP:
  4269. posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
  4270. break;
  4271. case EWallPart::BOTTOM_TOWER:
  4272. posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
  4273. break;
  4274. case EWallPart::UPPER_TOWER:
  4275. posRemove = BattleHex::CASTLE_UPPER_TOWER;
  4276. break;
  4277. }
  4278. for(auto & elem : gs->curB->stacks)
  4279. {
  4280. if(elem->initialPosition == posRemove)
  4281. {
  4282. BattleUnitsChanged removeUnits;
  4283. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  4284. sendAndApply(&removeUnits);
  4285. break;
  4286. }
  4287. }
  4288. }
  4289. }
  4290. //finish by scope guard
  4291. break;
  4292. }
  4293. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4294. {
  4295. auto wrapper = wrapAction(ba);
  4296. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4297. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4298. if(target.size() < 1)
  4299. {
  4300. complain("Destination required for heal action.");
  4301. ok = false;
  4302. break;
  4303. }
  4304. const battle::Unit * destStack = nullptr;
  4305. if(target.at(0).unitValue)
  4306. destStack = target.at(0).unitValue;
  4307. else
  4308. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4309. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  4310. {
  4311. complain("There is either no healer, no destination, or healer cannot heal :P");
  4312. }
  4313. else
  4314. {
  4315. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  4316. //TODO: allow resurrection for mods
  4317. auto state = destStack->acquireState();
  4318. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  4319. if(toHeal == 0)
  4320. {
  4321. logGlobal->warn("Nothing to heal");
  4322. }
  4323. else
  4324. {
  4325. BattleUnitsChanged pack;
  4326. BattleLogMessage message;
  4327. MetaString text;
  4328. text.addTxt(MetaString::GENERAL_TXT, 414);
  4329. healer->addNameReplacement(text, false);
  4330. destStack->addNameReplacement(text, false);
  4331. text.addReplacement((int)toHeal);
  4332. message.lines.push_back(text);
  4333. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  4334. info.healthDelta = toHeal;
  4335. state->save(info.data);
  4336. pack.changedStacks.push_back(info);
  4337. sendAndApply(&pack);
  4338. sendAndApply(&message);
  4339. }
  4340. }
  4341. break;
  4342. }
  4343. case EActionType::MONSTER_SPELL:
  4344. {
  4345. auto wrapper = wrapAction(ba);
  4346. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4347. SpellID spellID = SpellID(ba.actionSubtype);
  4348. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4349. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4350. //TODO special bonus for genies ability
  4351. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4352. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4353. if (spellID < 0)
  4354. complain("That stack can't cast spells!");
  4355. else
  4356. {
  4357. const CSpell * spell = SpellID(spellID).toSpell();
  4358. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4359. int32_t spellLvl = 0;
  4360. if(spellcaster)
  4361. vstd::amax(spellLvl, spellcaster->val);
  4362. if(randSpellcaster)
  4363. vstd::amax(spellLvl, randSpellcaster->val);
  4364. parameters.setSpellLevel(spellLvl);
  4365. parameters.cast(spellEnv, target);
  4366. }
  4367. break;
  4368. }
  4369. }
  4370. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4371. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4372. handleDamageFromObstacle(stack);
  4373. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4374. battleMadeAction.setn(true);
  4375. return ok;
  4376. }
  4377. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4378. {
  4379. bool cheated = false;
  4380. PlayerMessageClient temp_message(player, message);
  4381. sendAndApply(&temp_message);
  4382. std::vector<std::string> words;
  4383. boost::split(words, message, boost::is_any_of(" "));
  4384. bool isHost = false;
  4385. for(auto & c : connections[player])
  4386. if(lobby->isClientHost(c->connectionID))
  4387. isHost = true;
  4388. if(isHost && words.size() >= 2 && words[0] == "game")
  4389. {
  4390. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4391. {
  4392. SystemMessage temp_message("game was terminated");
  4393. sendAndApply(&temp_message);
  4394. lobby->state = EServerState::SHUTDOWN;
  4395. return;
  4396. }
  4397. if(words.size() == 3 && words[1] == "save")
  4398. {
  4399. save("Saves/" + words[2]);
  4400. SystemMessage temp_message("game saved as " + words[2]);
  4401. sendAndApply(&temp_message);
  4402. return;
  4403. }
  4404. if(words.size() == 3 && words[1] == "kick")
  4405. {
  4406. auto playername = words[2];
  4407. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4408. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4409. playerToKick = PlayerColor(std::stoi(playername));
  4410. else
  4411. {
  4412. for(auto & c : connections)
  4413. {
  4414. if(c.first.getStr(false) == playername)
  4415. playerToKick = c.first;
  4416. }
  4417. }
  4418. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4419. {
  4420. PlayerCheated pc;
  4421. pc.player = playerToKick;
  4422. pc.losingCheatCode = true;
  4423. sendAndApply(&pc);
  4424. checkVictoryLossConditionsForPlayer(playerToKick);
  4425. }
  4426. return;
  4427. }
  4428. }
  4429. int obj = 0;
  4430. if (words.size() == 2 && words[0] != "vcmiexp")
  4431. {
  4432. obj = std::atoi(words[1].c_str());
  4433. if (obj)
  4434. currObj = ObjectInstanceID(obj);
  4435. }
  4436. const CGHeroInstance * hero = getHero(currObj);
  4437. const CGTownInstance * town = getTown(currObj);
  4438. if (!town && hero)
  4439. town = hero->visitedTown;
  4440. if((words[0] == "vcmiarmy" || words[0] == "vcmiexp") && words.size() > 1)
  4441. {
  4442. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4443. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4444. }
  4445. else if (words.size() == 1 || obj)
  4446. {
  4447. handleCheatCode(words[0], player, hero, town, cheated);
  4448. }
  4449. else
  4450. {
  4451. for (const auto & i : gs->players)
  4452. {
  4453. if (i.first == PlayerColor::NEUTRAL)
  4454. continue;
  4455. if (words[1] == "ai")
  4456. {
  4457. if (i.second.human)
  4458. continue;
  4459. }
  4460. else if (words[1] != "all" && words[1] != i.first.getStr())
  4461. continue;
  4462. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4463. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4464. {
  4465. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4466. }
  4467. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4468. {
  4469. for (const auto & t : i.second.towns)
  4470. {
  4471. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4472. }
  4473. }
  4474. else
  4475. {
  4476. for (const auto & h : i.second.heroes)
  4477. {
  4478. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4479. }
  4480. }
  4481. }
  4482. }
  4483. if (cheated)
  4484. {
  4485. if(!getPlayerSettings(player)->isControlledByAI())
  4486. {
  4487. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4488. sendAndApply(&temp_message);
  4489. }
  4490. if(!player.isSpectator())
  4491. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4492. }
  4493. }
  4494. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4495. {
  4496. switch(ba.actionType)
  4497. {
  4498. case EActionType::HERO_SPELL:
  4499. {
  4500. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4501. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4502. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4503. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4504. if (!s)
  4505. {
  4506. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4507. return false;
  4508. }
  4509. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4510. spells::detail::ProblemImpl problem;
  4511. auto m = s->battleMechanics(&parameters);
  4512. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4513. {
  4514. logGlobal->warn("Spell cannot be cast!");
  4515. std::vector<std::string> texts;
  4516. problem.getAll(texts);
  4517. for(auto s : texts)
  4518. logGlobal->warn(s);
  4519. return false;
  4520. }
  4521. StartAction start_action(ba);
  4522. sendAndApply(&start_action); //start spell casting
  4523. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4524. sendAndApply(&end_action);
  4525. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4526. {
  4527. battleMadeAction.setn(true);
  4528. }
  4529. checkBattleStateChanges();
  4530. if (battleResult.get())
  4531. {
  4532. battleMadeAction.setn(true);
  4533. //battle will be ended by startBattle function
  4534. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4535. }
  4536. return true;
  4537. }
  4538. }
  4539. return false;
  4540. }
  4541. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4542. {
  4543. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4544. for(auto b : bl)
  4545. {
  4546. const CSpell * sp = SpellID(b->subtype).toSpell();
  4547. if(!sp)
  4548. continue;
  4549. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4550. const int32_t level = ((val > 3) ? (val - 3) : val);
  4551. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4552. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4553. battleCast.setEffectDuration(50);
  4554. battleCast.setSpellLevel(level);
  4555. spells::Target target;
  4556. if(val > 3)
  4557. {
  4558. for(auto s : gs->curB->battleGetAllStacks())
  4559. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4560. target.emplace_back(s);
  4561. }
  4562. else
  4563. {
  4564. target.emplace_back(st);
  4565. }
  4566. battleCast.applyEffects(spellEnv, target, false, true);
  4567. }
  4568. }
  4569. void CGameHandler::stackTurnTrigger(const CStack *st)
  4570. {
  4571. BattleTriggerEffect bte;
  4572. bte.stackID = st->ID;
  4573. bte.effect = -1;
  4574. bte.val = 0;
  4575. bte.additionalInfo = 0;
  4576. if (st->alive())
  4577. {
  4578. //unbind
  4579. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4580. {
  4581. bool unbind = true;
  4582. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4583. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4584. for (auto b : bl)
  4585. {
  4586. if(b->additionalInfo != CAddInfo::NONE)
  4587. {
  4588. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4589. if(stack)
  4590. {
  4591. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4592. unbind = false;
  4593. }
  4594. }
  4595. else
  4596. {
  4597. unbind = false;
  4598. }
  4599. }
  4600. if (unbind)
  4601. {
  4602. BattleSetStackProperty ssp;
  4603. ssp.which = BattleSetStackProperty::UNBIND;
  4604. ssp.stackID = st->ID;
  4605. sendAndApply(&ssp);
  4606. }
  4607. }
  4608. if (st->hasBonusOfType(Bonus::POISON))
  4609. {
  4610. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4611. if (b) //TODO: what if not?...
  4612. {
  4613. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4614. if (bte.val < b->val) //(negative) poison effect increases - update it
  4615. {
  4616. bte.effect = Bonus::POISON;
  4617. sendAndApply(&bte);
  4618. }
  4619. }
  4620. }
  4621. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4622. {
  4623. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4624. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4625. if(opponentHero)
  4626. {
  4627. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4628. vstd::amin(manaDrained, opponentHero->mana);
  4629. if(manaDrained)
  4630. {
  4631. bte.effect = Bonus::MANA_DRAIN;
  4632. bte.val = manaDrained;
  4633. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4634. sendAndApply(&bte);
  4635. }
  4636. }
  4637. }
  4638. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4639. {
  4640. bool fearsomeCreature = false;
  4641. for (CStack * stack : gs->curB->stacks)
  4642. {
  4643. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4644. {
  4645. fearsomeCreature = true;
  4646. break;
  4647. }
  4648. }
  4649. if (fearsomeCreature)
  4650. {
  4651. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4652. {
  4653. bte.effect = Bonus::FEAR;
  4654. sendAndApply(&bte);
  4655. }
  4656. }
  4657. }
  4658. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4659. int side = gs->curB->whatSide(st->owner);
  4660. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4661. {
  4662. bool cast = false;
  4663. while(!bl.empty() && !cast)
  4664. {
  4665. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4666. auto spellID = SpellID(bonus->subtype);
  4667. const CSpell * spell = SpellID(spellID).toSpell();
  4668. bl.remove_if([&bonus](const Bonus * b)
  4669. {
  4670. return b == bonus.get();
  4671. });
  4672. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4673. parameters.setSpellLevel(bonus->val);
  4674. parameters.massive = true;
  4675. parameters.smart = true;
  4676. //todo: recheck effect level
  4677. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4678. {
  4679. cast = true;
  4680. int cooldown = bonus->additionalInfo[0];
  4681. BattleSetStackProperty ssp;
  4682. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4683. ssp.absolute = false;
  4684. ssp.val = cooldown;
  4685. ssp.stackID = st->unitId();
  4686. sendAndApply(&ssp);
  4687. }
  4688. }
  4689. }
  4690. }
  4691. }
  4692. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4693. {
  4694. if(!curStack->alive())
  4695. return false;
  4696. bool containDamageFromMoat = false;
  4697. bool movementStoped = false;
  4698. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4699. {
  4700. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4701. {
  4702. //helper info
  4703. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4704. const ui8 side = curStack->side;
  4705. if(!spellObstacle)
  4706. COMPLAIN_RET("Invalid obstacle instance");
  4707. if(spellObstacle->trigger)
  4708. {
  4709. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4710. //hidden obstacle triggers effects until revealed
  4711. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4712. {
  4713. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4714. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4715. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4716. if(!sp)
  4717. COMPLAIN_RET("Invalid obstacle instance");
  4718. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4719. ObstacleChanges changeInfo;
  4720. changeInfo.id = spellObstacle->uniqueID;
  4721. if (oneTimeObstacle)
  4722. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
  4723. else
  4724. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
  4725. SpellCreatedObstacle changedObstacle;
  4726. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4727. changedObstacle.revealed = true;
  4728. changeInfo.data.clear();
  4729. JsonSerializer ser(nullptr, changeInfo.data);
  4730. ser.serializeStruct("obstacle", changedObstacle);
  4731. BattleObstaclesChanged bocp;
  4732. bocp.changes.emplace_back(changeInfo);
  4733. sendAndApply(&bocp);
  4734. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4735. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4736. }
  4737. }
  4738. }
  4739. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4740. {
  4741. auto town = gs->curB->town;
  4742. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4743. if(!containDamageFromMoat)
  4744. {
  4745. containDamageFromMoat = true;
  4746. BattleStackAttacked bsa;
  4747. bsa.damageAmount = damage;
  4748. bsa.stackAttacked = curStack->ID;
  4749. bsa.attackerID = -1;
  4750. curStack->prepareAttacked(bsa, getRandomGenerator());
  4751. StacksInjured si;
  4752. si.stacks.push_back(bsa);
  4753. sendAndApply(&si);
  4754. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4755. }
  4756. }
  4757. if(!curStack->alive())
  4758. return false;
  4759. if((obstacle->stopsMovement() && stackIsMoving))
  4760. movementStoped = true;
  4761. }
  4762. if(stackIsMoving)
  4763. return curStack->alive() && !movementStoped;
  4764. else
  4765. return curStack->alive();
  4766. }
  4767. void CGameHandler::handleTimeEvents()
  4768. {
  4769. gs->map->events.sort(evntCmp);
  4770. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4771. {
  4772. CMapEvent ev = gs->map->events.front();
  4773. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4774. {
  4775. auto color = PlayerColor(player);
  4776. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4777. if (pinfo //player exists
  4778. && (ev.players & 1<<player) //event is enabled to this player
  4779. && ((ev.computerAffected && !pinfo->human)
  4780. || (ev.humanAffected && pinfo->human)
  4781. )
  4782. )
  4783. {
  4784. //give resources
  4785. giveResources(color, ev.resources);
  4786. //prepare dialog
  4787. InfoWindow iw;
  4788. iw.player = color;
  4789. iw.text << ev.message;
  4790. for (int i=0; i<ev.resources.size(); i++)
  4791. {
  4792. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4793. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources.at(i),0);
  4794. }
  4795. sendAndApply(&iw); //show dialog
  4796. }
  4797. } //PLAYERS LOOP
  4798. if (ev.nextOccurence)
  4799. {
  4800. gs->map->events.pop_front();
  4801. ev.firstOccurence += ev.nextOccurence;
  4802. auto it = gs->map->events.begin();
  4803. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4804. it++;
  4805. gs->map->events.insert(it, ev);
  4806. }
  4807. else
  4808. {
  4809. gs->map->events.pop_front();
  4810. }
  4811. }
  4812. //TODO send only if changed
  4813. UpdateMapEvents ume;
  4814. ume.events = gs->map->events;
  4815. sendAndApply(&ume);
  4816. }
  4817. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4818. {
  4819. town->events.sort(evntCmp);
  4820. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4821. {
  4822. PlayerColor player = town->tempOwner;
  4823. CCastleEvent ev = town->events.front();
  4824. const PlayerState * pinfo = getPlayerState(player, false);
  4825. if (pinfo //player exists
  4826. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4827. && ((ev.computerAffected && !pinfo->human)
  4828. || (ev.humanAffected && pinfo->human)))
  4829. {
  4830. // dialog
  4831. InfoWindow iw;
  4832. iw.player = player;
  4833. iw.text << ev.message;
  4834. if (ev.resources.nonZero())
  4835. {
  4836. TResources was = n.res[player];
  4837. n.res[player] += ev.resources;
  4838. n.res[player].amax(0);
  4839. for (int i=0; i<ev.resources.size(); i++)
  4840. 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
  4841. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0);
  4842. }
  4843. for (auto & i : ev.buildings)
  4844. {
  4845. if (!town->hasBuilt(i))
  4846. {
  4847. buildStructure(town->id, i, true);
  4848. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4849. }
  4850. }
  4851. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4852. {
  4853. n.cres[town->id].tid = town->id;
  4854. n.cres[town->id].creatures = town->creatures;
  4855. }
  4856. auto & sac = n.cres[town->id];
  4857. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4858. {
  4859. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4860. {
  4861. sac.creatures[i].first += ev.creatures.at(i);
  4862. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4863. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4864. }
  4865. }
  4866. sendAndApply(&iw); //show dialog
  4867. }
  4868. if (ev.nextOccurence)
  4869. {
  4870. town->events.pop_front();
  4871. ev.firstOccurence += ev.nextOccurence;
  4872. auto it = town->events.begin();
  4873. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4874. it++;
  4875. town->events.insert(it, ev);
  4876. }
  4877. else
  4878. {
  4879. town->events.pop_front();
  4880. }
  4881. }
  4882. //TODO send only if changed
  4883. UpdateCastleEvents uce;
  4884. uce.town = town->id;
  4885. uce.events = town->events;
  4886. sendAndApply(&uce);
  4887. }
  4888. bool CGameHandler::complain(const std::string &problem)
  4889. {
  4890. sendMessageToAll("Server encountered a problem: " + problem);
  4891. logGlobal->error(problem);
  4892. return true;
  4893. }
  4894. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4895. {
  4896. //PlayerColor player = getOwner(hid);
  4897. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4898. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4899. assert(lowerArmy);
  4900. assert(upperArmy);
  4901. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4902. queries.addQuery(garrisonQuery);
  4903. GarrisonDialog gd;
  4904. gd.hid = hid;
  4905. gd.objid = upobj;
  4906. gd.removableUnits = removableUnits;
  4907. gd.queryID = garrisonQuery->queryID;
  4908. sendAndApply(&gd);
  4909. }
  4910. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4911. {
  4912. OpenWindow ow;
  4913. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4914. ow.id1 = player.getNum();
  4915. ow.id2 = requestingObjId.getNum();
  4916. sendAndApply(&ow);
  4917. }
  4918. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4919. {
  4920. if (id1 == id2)
  4921. return true;
  4922. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4923. if (!o1 || !o2)
  4924. return true; //arranging stacks within an object should be always allowed
  4925. if (o1 && o2)
  4926. {
  4927. if (o1->ID == Obj::TOWN)
  4928. {
  4929. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4930. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4931. return true;
  4932. }
  4933. if (o2->ID == Obj::TOWN)
  4934. {
  4935. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4936. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4937. return true;
  4938. }
  4939. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4940. {
  4941. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4942. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4943. // two heroes in same town (garrisoned and visiting)
  4944. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4945. return true;
  4946. }
  4947. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4948. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4949. if (!dialog)
  4950. {
  4951. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4952. }
  4953. if (dialog)
  4954. {
  4955. auto topArmy = dialog->exchangingArmies.at(0);
  4956. auto bottomArmy = dialog->exchangingArmies.at(1);
  4957. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4958. return true;
  4959. }
  4960. }
  4961. return false;
  4962. }
  4963. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4964. {
  4965. using events::ObjectVisitStarted;
  4966. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4967. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4968. auto startVisit = [&](ObjectVisitStarted & event)
  4969. {
  4970. auto visitedObject = obj;
  4971. if(obj->ID == Obj::HERO)
  4972. {
  4973. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4974. const auto visitedTown = visitedHero->visitedTown;
  4975. if(visitedTown)
  4976. {
  4977. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4978. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4979. visitedObject = visitedTown;
  4980. }
  4981. }
  4982. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4983. queries.addQuery(visitQuery); //TODO real visit pos
  4984. HeroVisit hv;
  4985. hv.objId = obj->id;
  4986. hv.heroId = h->id;
  4987. hv.player = h->tempOwner;
  4988. hv.starting = true;
  4989. sendAndApply(&hv);
  4990. obj->onHeroVisit(h);
  4991. };
  4992. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4993. if(visitQuery)
  4994. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4995. }
  4996. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4997. {
  4998. using events::ObjectVisitEnded;
  4999. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  5000. auto endVisit = [&](ObjectVisitEnded & event)
  5001. {
  5002. HeroVisit hv;
  5003. hv.player = event.getPlayer();
  5004. hv.heroId = event.getHero();
  5005. hv.starting = false;
  5006. sendAndApply(&hv);
  5007. };
  5008. //TODO: ObjectVisitEnded should also have id of visited object,
  5009. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  5010. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  5011. }
  5012. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  5013. {
  5014. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  5015. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  5016. {
  5017. complain("Cannot build boat in this shipyard!");
  5018. return false;
  5019. }
  5020. else if (obj->o->ID == Obj::TOWN
  5021. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  5022. {
  5023. complain("Cannot build boat in the town - no shipyard!");
  5024. return false;
  5025. }
  5026. const PlayerColor playerID = obj->o->tempOwner;
  5027. TResources boatCost;
  5028. obj->getBoatCost(boatCost);
  5029. TResources aviable = getPlayerState(playerID)->resources;
  5030. if (!aviable.canAfford(boatCost))
  5031. {
  5032. complain("Not enough resources to build a boat!");
  5033. return false;
  5034. }
  5035. int3 tile = obj->bestLocation();
  5036. if (!gs->map->isInTheMap(tile))
  5037. {
  5038. complain("Cannot find appropriate tile for a boat!");
  5039. return false;
  5040. }
  5041. //take boat cost
  5042. giveResources(playerID, -boatCost);
  5043. //create boat
  5044. NewObject no;
  5045. no.ID = Obj::BOAT;
  5046. no.subID = obj->getBoatType();
  5047. no.pos = tile + int3(1,0,0);
  5048. sendAndApply(&no);
  5049. return true;
  5050. }
  5051. void CGameHandler::engageIntoBattle(PlayerColor player)
  5052. {
  5053. //notify interfaces
  5054. PlayerBlocked pb;
  5055. pb.player = player;
  5056. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  5057. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  5058. sendAndApply(&pb);
  5059. }
  5060. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  5061. {
  5062. for (auto playerColor : playerColors)
  5063. {
  5064. if (getPlayerState(playerColor, false))
  5065. checkVictoryLossConditionsForPlayer(playerColor);
  5066. }
  5067. }
  5068. void CGameHandler::checkVictoryLossConditionsForAll()
  5069. {
  5070. std::set<PlayerColor> playerColors;
  5071. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  5072. {
  5073. playerColors.insert(PlayerColor(i));
  5074. }
  5075. checkVictoryLossConditions(playerColors);
  5076. }
  5077. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  5078. {
  5079. const PlayerState * p = getPlayerState(player);
  5080. if(!p || p->status != EPlayerStatus::INGAME) return;
  5081. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  5082. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  5083. {
  5084. InfoWindow iw;
  5085. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  5086. sendAndApply(&iw);
  5087. PlayerEndsGame peg;
  5088. peg.player = player;
  5089. peg.victoryLossCheckResult = victoryLossCheckResult;
  5090. sendAndApply(&peg);
  5091. if (victoryLossCheckResult.victory())
  5092. {
  5093. //one player won -> all enemies lost
  5094. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  5095. {
  5096. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  5097. {
  5098. peg.player = i->first;
  5099. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  5100. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  5101. InfoWindow iw;
  5102. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  5103. iw.player = i->first;
  5104. sendAndApply(&iw);
  5105. sendAndApply(&peg);
  5106. }
  5107. }
  5108. if(p->human)
  5109. {
  5110. lobby->state = EServerState::GAMEPLAY_ENDED;
  5111. }
  5112. }
  5113. else
  5114. {
  5115. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  5116. auto hlp = p->heroes;
  5117. for (auto h : hlp) //eliminate heroes
  5118. {
  5119. if (h.get())
  5120. removeObject(h);
  5121. }
  5122. //player lost -> all his objects become unflagged (neutral)
  5123. for (auto obj : gs->map->objects) //unflag objs
  5124. {
  5125. if (obj.get() && obj->tempOwner == player)
  5126. setOwner(obj, PlayerColor::NEUTRAL);
  5127. }
  5128. //eliminating one player may cause victory of another:
  5129. std::set<PlayerColor> playerColors;
  5130. //do not copy player state (CBonusSystemNode) by value
  5131. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  5132. {
  5133. if (p.first != player)
  5134. playerColors.insert(p.first);
  5135. }
  5136. //notify all players
  5137. for (auto pc : playerColors)
  5138. {
  5139. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5140. {
  5141. InfoWindow iw;
  5142. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5143. iw.player = pc;
  5144. sendAndApply(&iw);
  5145. }
  5146. }
  5147. checkVictoryLossConditions(playerColors);
  5148. }
  5149. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5150. // If we are called before the actual game start, there might be no current player
  5151. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5152. {
  5153. // If player making turn has lost his turn must be over as well
  5154. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5155. }
  5156. }
  5157. }
  5158. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5159. {
  5160. out.player = player;
  5161. out.text.clear();
  5162. out.text << victoryLossCheckResult.messageToSelf;
  5163. // hackish, insert one player-specific string, if applicable
  5164. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5165. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5166. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  5167. }
  5168. bool CGameHandler::dig(const CGHeroInstance *h)
  5169. {
  5170. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5171. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5172. //create a hole
  5173. NewObject no;
  5174. no.ID = Obj::HOLE;
  5175. no.pos = h->visitablePos();
  5176. no.subID = 0;
  5177. sendAndApply(&no);
  5178. //take MPs
  5179. SetMovePoints smp;
  5180. smp.hid = h->id;
  5181. smp.val = 0;
  5182. sendAndApply(&smp);
  5183. InfoWindow iw;
  5184. iw.type = EInfoWindowMode::AUTO;
  5185. iw.player = h->tempOwner;
  5186. if (gs->map->grailPos == h->visitablePos())
  5187. {
  5188. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5189. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5190. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5191. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5192. sendAndApply(&iw);
  5193. iw.soundID = soundBase::invalid;
  5194. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  5195. iw.text.clear();
  5196. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5197. sendAndApply(&iw);
  5198. }
  5199. else
  5200. {
  5201. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5202. iw.soundID = soundBase::Dig;
  5203. sendAndApply(&iw);
  5204. }
  5205. return true;
  5206. }
  5207. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5208. {
  5209. if(attacker->hasBonusOfType(attackMode))
  5210. {
  5211. std::set<SpellID> spellsToCast;
  5212. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5213. for(const auto & sf : *spells)
  5214. {
  5215. spellsToCast.insert(SpellID(sf->subtype));
  5216. }
  5217. for(SpellID spellID : spellsToCast)
  5218. {
  5219. bool castMe = false;
  5220. if(!defender->alive())
  5221. {
  5222. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5223. return;
  5224. }
  5225. int32_t spellLevel = 0;
  5226. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5227. for(const auto & sf : *spellsByType)
  5228. {
  5229. int meleeRanged;
  5230. if(sf->additionalInfo.size() < 2)
  5231. {
  5232. // legacy format
  5233. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5234. meleeRanged = sf->additionalInfo[0] / 1000;
  5235. }
  5236. else
  5237. {
  5238. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5239. meleeRanged = sf->additionalInfo[1];
  5240. }
  5241. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5242. castMe = true;
  5243. }
  5244. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5245. vstd::amin(chance, 100);
  5246. const CSpell * spell = SpellID(spellID).toSpell();
  5247. spells::AbilityCaster caster(attacker, spellLevel);
  5248. spells::Target target;
  5249. target.emplace_back(defender);
  5250. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5251. auto m = spell->battleMechanics(&parameters);
  5252. spells::detail::ProblemImpl ignored;
  5253. if(!m->canBeCastAt(target, ignored))
  5254. continue;
  5255. //check if spell should be cast (probability handling)
  5256. if(getRandomGenerator().nextInt(99) >= chance)
  5257. continue;
  5258. //casting
  5259. if(castMe)
  5260. {
  5261. parameters.cast(spellEnv, target);
  5262. }
  5263. }
  5264. }
  5265. }
  5266. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5267. {
  5268. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5269. }
  5270. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5271. {
  5272. if(!attacker->alive() || !defender->alive()) // can be already dead
  5273. return;
  5274. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5275. if(!defender->alive())
  5276. {
  5277. //don't try death stare or acid breath on dead stack (crash!)
  5278. return;
  5279. }
  5280. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5281. {
  5282. // mechanics of Death Stare as in H3:
  5283. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5284. //original formula x = min(x, (gorgons_count + 9)/10);
  5285. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5286. vstd::amin(chanceToKill, 1); //cap at 100%
  5287. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5288. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5289. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5290. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5291. vstd::amin(staredCreatures, maxToKill);
  5292. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5293. if(staredCreatures)
  5294. {
  5295. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5296. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5297. spells::AbilityCaster caster(attacker, 0);
  5298. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5299. spells::Target target;
  5300. target.emplace_back(defender);
  5301. parameters.setEffectValue(staredCreatures);
  5302. parameters.cast(spellEnv, target);
  5303. }
  5304. }
  5305. if(!defender->alive())
  5306. return;
  5307. int64_t acidDamage = 0;
  5308. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5309. for(const auto & b : *acidBreath)
  5310. {
  5311. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5312. acidDamage += b->val;
  5313. }
  5314. if(acidDamage > 0)
  5315. {
  5316. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5317. spells::AbilityCaster caster(attacker, 0);
  5318. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5319. spells::Target target;
  5320. target.emplace_back(defender);
  5321. parameters.setEffectValue(acidDamage * attacker->getCount());
  5322. parameters.cast(spellEnv, target);
  5323. }
  5324. if(!defender->alive())
  5325. return;
  5326. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5327. {
  5328. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5329. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5330. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5331. return;
  5332. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5333. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5334. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5335. return;
  5336. battle::UnitInfo resurrectInfo;
  5337. resurrectInfo.id = gs->curB->battleNextUnitId();
  5338. resurrectInfo.summoned = false;
  5339. resurrectInfo.position = defender->getPosition();
  5340. resurrectInfo.side = defender->unitSide();
  5341. if(bonusAdditionalInfo != CAddInfo::NONE)
  5342. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5343. else
  5344. resurrectInfo.type = attacker->creatureId();
  5345. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5346. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5347. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5348. resurrectInfo.count = defender->getCount();
  5349. else
  5350. return; //wrong subtype
  5351. BattleUnitsChanged addUnits;
  5352. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5353. resurrectInfo.save(addUnits.changedStacks.back().data);
  5354. BattleUnitsChanged removeUnits;
  5355. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5356. sendAndApply(&removeUnits);
  5357. sendAndApply(&addUnits);
  5358. }
  5359. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5360. {
  5361. double chanceToTrigger = 0;
  5362. int amountToDie = 0;
  5363. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5364. {
  5365. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5366. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5367. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5368. }
  5369. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5370. {
  5371. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5372. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5373. }
  5374. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5375. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5376. return;
  5377. BattleStackAttacked bsa;
  5378. bsa.attackerID = -1;
  5379. bsa.stackAttacked = defender->ID;
  5380. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5381. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5382. bsa.spellID = SpellID::SLAYER;
  5383. defender->prepareAttacked(bsa, getRandomGenerator());
  5384. StacksInjured si;
  5385. si.stacks.push_back(bsa);
  5386. sendAndApply(&si);
  5387. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5388. }
  5389. }
  5390. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5391. {
  5392. if (!t.visitableObjects.empty())
  5393. {
  5394. //to prevent self-visiting heroes on space press
  5395. if (t.visitableObjects.back() != h)
  5396. objectVisited(t.visitableObjects.back(), h);
  5397. else if (t.visitableObjects.size() > 1)
  5398. objectVisited(*(t.visitableObjects.end()-2),h);
  5399. }
  5400. }
  5401. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5402. {
  5403. if (!hero)
  5404. COMPLAIN_RET("You need hero to sacrifice creature!");
  5405. int expSum = 0;
  5406. auto finish = [this, &hero, &expSum]()
  5407. {
  5408. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5409. };
  5410. for(int i = 0; i < slot.size(); ++i)
  5411. {
  5412. int oldCount = hero->getStackCount(slot[i]);
  5413. if(oldCount < (int)count[i])
  5414. {
  5415. finish();
  5416. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5417. }
  5418. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5419. {
  5420. finish();
  5421. COMPLAIN_RET("Cannot sacrifice last creature!");
  5422. }
  5423. int crid = hero->getStack(slot[i]).type->idNumber;
  5424. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5425. int dump, exp;
  5426. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5427. exp *= count[i];
  5428. expSum += exp;
  5429. }
  5430. finish();
  5431. return true;
  5432. }
  5433. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5434. {
  5435. if (!hero)
  5436. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5437. int expSum = 0;
  5438. auto finish = [this, &hero, &expSum]()
  5439. {
  5440. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5441. };
  5442. for(int i = 0; i < slot.size(); ++i)
  5443. {
  5444. ArtifactLocation al(hero, slot[i]);
  5445. const CArtifactInstance * a = al.getArt();
  5446. if(!a)
  5447. {
  5448. finish();
  5449. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5450. }
  5451. const CArtifactInstance * art = hero->getArt(slot[i]);
  5452. if(!art)
  5453. {
  5454. finish();
  5455. COMPLAIN_RET("No artifact at position to sacrifice!");
  5456. }
  5457. si32 typId = art->artType->getId();
  5458. int dmp, expToGive;
  5459. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5460. expSum += expToGive;
  5461. removeArtifact(al);
  5462. }
  5463. finish();
  5464. return true;
  5465. }
  5466. void CGameHandler::makeStackDoNothing(const CStack * next)
  5467. {
  5468. BattleAction doNothing;
  5469. doNothing.actionType = EActionType::NO_ACTION;
  5470. doNothing.side = next->side;
  5471. doNothing.stackNumber = next->ID;
  5472. makeAutomaticAction(next, doNothing);
  5473. }
  5474. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5475. {
  5476. if (sl.army->hasStackAtSlot(sl.slot))
  5477. COMPLAIN_RET("Slot is already taken!");
  5478. if (!sl.slot.validSlot())
  5479. COMPLAIN_RET("Cannot insert stack to that slot!");
  5480. InsertNewStack ins;
  5481. ins.army = sl.army->id;
  5482. ins.slot = sl.slot;
  5483. ins.type = c->idNumber;
  5484. ins.count = count;
  5485. sendAndApply(&ins);
  5486. return true;
  5487. }
  5488. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5489. {
  5490. if (!sl.army->hasStackAtSlot(sl.slot))
  5491. COMPLAIN_RET("Cannot find a stack to erase");
  5492. if (sl.army->stacksCount() == 1 //from the last stack
  5493. && sl.army->needsLastStack() //that must be left
  5494. && !forceRemoval) //ignore above conditions if we are forcing removal
  5495. {
  5496. COMPLAIN_RET("Cannot erase the last stack!");
  5497. }
  5498. EraseStack es;
  5499. es.army = sl.army->id;
  5500. es.slot = sl.slot;
  5501. sendAndApply(&es);
  5502. return true;
  5503. }
  5504. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5505. {
  5506. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5507. if ((absoluteValue && count < 0)
  5508. || (!absoluteValue && -count > currentCount))
  5509. {
  5510. COMPLAIN_RET("Cannot take more stacks than present!");
  5511. }
  5512. if ((currentCount == -count && !absoluteValue)
  5513. || (!count && absoluteValue))
  5514. {
  5515. eraseStack(sl);
  5516. }
  5517. else
  5518. {
  5519. ChangeStackCount csc;
  5520. csc.army = sl.army->id;
  5521. csc.slot = sl.slot;
  5522. csc.count = count;
  5523. csc.absoluteValue = absoluteValue;
  5524. sendAndApply(&csc);
  5525. }
  5526. return true;
  5527. }
  5528. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5529. {
  5530. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5531. if (!slotC) //slot is empty
  5532. insertNewStack(sl, c, count);
  5533. else if (c == slotC)
  5534. changeStackCount(sl, count);
  5535. else
  5536. {
  5537. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5538. }
  5539. return true;
  5540. }
  5541. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5542. {
  5543. if (removeObjWhenFinished)
  5544. removeAfterVisit(src);
  5545. if (!src->canBeMergedWith(*dst, allowMerging))
  5546. {
  5547. if (allowMerging) //do that, add all matching creatures.
  5548. {
  5549. bool cont = true;
  5550. while (cont)
  5551. {
  5552. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5553. {
  5554. SlotID pos = dst->getSlotFor(i->second->type);
  5555. if (pos.validSlot())
  5556. {
  5557. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5558. cont = true;
  5559. break; //or iterator crashes
  5560. }
  5561. cont = false;
  5562. }
  5563. }
  5564. }
  5565. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5566. }
  5567. else //merge
  5568. {
  5569. moveArmy(src, dst, allowMerging);
  5570. }
  5571. }
  5572. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5573. {
  5574. if (!src.army->hasStackAtSlot(src.slot))
  5575. COMPLAIN_RET("No stack to move!");
  5576. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5577. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5578. if (!dst.slot.validSlot())
  5579. COMPLAIN_RET("Cannot move stack to that slot!");
  5580. if (count == -1)
  5581. {
  5582. count = src.army->getStackCount(src.slot);
  5583. }
  5584. if (src.army != dst.army //moving away
  5585. && count == src.army->getStackCount(src.slot) //all creatures
  5586. && src.army->stacksCount() == 1 //from the last stack
  5587. && src.army->needsLastStack()) //that must be left
  5588. {
  5589. COMPLAIN_RET("Cannot move away the last creature!");
  5590. }
  5591. RebalanceStacks rs;
  5592. rs.srcArmy = src.army->id;
  5593. rs.dstArmy = dst.army->id;
  5594. rs.srcSlot = src.slot;
  5595. rs.dstSlot = dst.slot;
  5596. rs.count = count;
  5597. sendAndApply(&rs);
  5598. return true;
  5599. }
  5600. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5601. {
  5602. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5603. {
  5604. return moveStack(sl2, sl1);
  5605. }
  5606. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5607. {
  5608. return moveStack(sl1, sl2);
  5609. }
  5610. else
  5611. {
  5612. SwapStacks ss;
  5613. ss.srcArmy = sl1.army->id;
  5614. ss.dstArmy = sl2.army->id;
  5615. ss.srcSlot = sl1.slot;
  5616. ss.dstSlot = sl2.slot;
  5617. sendAndApply(&ss);
  5618. return true;
  5619. }
  5620. }
  5621. void CGameHandler::runBattle()
  5622. {
  5623. setBattle(gs->curB);
  5624. assert(gs->curB);
  5625. //TODO: pre-tactic stuff, call scripts etc.
  5626. //tactic round
  5627. {
  5628. while (gs->curB->tacticDistance && !battleResult.get())
  5629. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5630. }
  5631. //initial stacks appearance triggers, e.g. built-in bonus spells
  5632. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5633. for (CStack * stack : initialStacks)
  5634. {
  5635. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5636. {
  5637. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5638. auto accessibility = getAccesibility();
  5639. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5640. std::vector<BattleHex> targetHexes;
  5641. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5642. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5643. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5644. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5645. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5646. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5647. if (!guardianIsBig)
  5648. targetHexes = stack->getSurroundingHexes();
  5649. else
  5650. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5651. for(auto hex : targetHexes)
  5652. {
  5653. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5654. {
  5655. battle::UnitInfo info;
  5656. info.id = gs->curB->battleNextUnitId();
  5657. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5658. info.type = creatureData;
  5659. info.side = stack->side;
  5660. info.position = hex;
  5661. info.summoned = true;
  5662. BattleUnitsChanged pack;
  5663. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5664. info.save(pack.changedStacks.back().data);
  5665. sendAndApply(&pack);
  5666. }
  5667. }
  5668. }
  5669. stackEnchantedTrigger(stack);
  5670. }
  5671. //spells opening battle
  5672. for (int i = 0; i < 2; ++i)
  5673. {
  5674. auto h = gs->curB->battleGetFightingHero(i);
  5675. if (h)
  5676. {
  5677. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5678. for (auto b : *bl)
  5679. {
  5680. spells::BonusCaster caster(h, b);
  5681. const CSpell * spell = SpellID(b->subtype).toSpell();
  5682. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5683. parameters.setSpellLevel(3);
  5684. parameters.setEffectDuration(b->val);
  5685. parameters.massive = true;
  5686. parameters.castIfPossible(spellEnv, spells::Target());
  5687. }
  5688. }
  5689. }
  5690. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5691. checkBattleStateChanges();
  5692. bool firstRound = true;//FIXME: why first round is -1?
  5693. //main loop
  5694. while (!battleResult.get()) //till the end of the battle ;]
  5695. {
  5696. BattleNextRound bnr;
  5697. bnr.round = gs->curB->round + 1;
  5698. logGlobal->debug("Round %d", bnr.round);
  5699. sendAndApply(&bnr);
  5700. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5701. for (auto &obstPtr : obstacles)
  5702. {
  5703. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5704. if (sco->turnsRemaining == 0)
  5705. removeObstacle(*obstPtr);
  5706. }
  5707. const BattleInfo & curB = *gs->curB;
  5708. for(auto stack : curB.stacks)
  5709. {
  5710. if(stack->alive() && !firstRound)
  5711. stackEnchantedTrigger(stack);
  5712. }
  5713. //stack loop
  5714. auto getNextStack = [this]() -> const CStack *
  5715. {
  5716. if(battleResult.get())
  5717. return nullptr;
  5718. std::vector<battle::Units> q;
  5719. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5720. if(!q.empty())
  5721. {
  5722. if(!q.front().empty())
  5723. {
  5724. auto next = q.front().front();
  5725. const auto stack = dynamic_cast<const CStack *>(next);
  5726. // regeneration takes place before everything else but only during first turn attempt in each round
  5727. // also works under blind and similar effects
  5728. if(stack && stack->alive() && !stack->waiting)
  5729. {
  5730. BattleTriggerEffect bte;
  5731. bte.stackID = stack->ID;
  5732. bte.effect = Bonus::HP_REGENERATION;
  5733. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5734. if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5735. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5736. if(bte.val) // anything to heal
  5737. sendAndApply(&bte);
  5738. }
  5739. if(next->willMove())
  5740. return stack;
  5741. }
  5742. }
  5743. return nullptr;
  5744. };
  5745. const CStack * next = nullptr;
  5746. while((next = getNextStack()))
  5747. {
  5748. BattleUnitsChanged removeGhosts;
  5749. for(auto stack : curB.stacks)
  5750. {
  5751. if(stack->ghostPending)
  5752. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5753. }
  5754. if(!removeGhosts.changedStacks.empty())
  5755. sendAndApply(&removeGhosts);
  5756. //check for bad morale => freeze
  5757. int nextStackMorale = next->MoraleVal();
  5758. if (nextStackMorale < 0 &&
  5759. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5760. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5761. )
  5762. {
  5763. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5764. {
  5765. //unit loses its turn - empty freeze action
  5766. BattleAction ba;
  5767. ba.actionType = EActionType::BAD_MORALE;
  5768. ba.side = next->side;
  5769. ba.stackNumber = next->ID;
  5770. makeAutomaticAction(next, ba);
  5771. continue;
  5772. }
  5773. }
  5774. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5775. {
  5776. logGlobal->trace("Handle Berserk effect");
  5777. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5778. if (attackInfo.first != nullptr)
  5779. {
  5780. BattleAction attack;
  5781. attack.actionType = EActionType::WALK_AND_ATTACK;
  5782. attack.side = next->side;
  5783. attack.stackNumber = next->ID;
  5784. attack.aimToHex(attackInfo.second);
  5785. attack.aimToUnit(attackInfo.first);
  5786. makeAutomaticAction(next, attack);
  5787. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5788. }
  5789. else
  5790. {
  5791. makeStackDoNothing(next);
  5792. logGlobal->trace("No target found");
  5793. }
  5794. continue;
  5795. }
  5796. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5797. const int stackCreatureId = next->getCreature()->idNumber;
  5798. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5799. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5800. {
  5801. BattleAction attack;
  5802. attack.actionType = EActionType::SHOOT;
  5803. attack.side = next->side;
  5804. attack.stackNumber = next->ID;
  5805. //TODO: select target by priority
  5806. const battle::Unit * target = nullptr;
  5807. for(auto & elem : gs->curB->stacks)
  5808. {
  5809. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5810. && elem->owner != next->owner
  5811. && elem->isValidTarget()
  5812. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5813. {
  5814. target = elem;
  5815. break;
  5816. }
  5817. }
  5818. if(target == nullptr)
  5819. {
  5820. makeStackDoNothing(next);
  5821. }
  5822. else
  5823. {
  5824. attack.aimToUnit(target);
  5825. makeAutomaticAction(next, attack);
  5826. }
  5827. continue;
  5828. }
  5829. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5830. {
  5831. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5832. if (attackableBattleHexes.empty())
  5833. {
  5834. makeStackDoNothing(next);
  5835. continue;
  5836. }
  5837. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5838. {
  5839. BattleAction attack;
  5840. attack.actionType = EActionType::CATAPULT;
  5841. attack.side = next->side;
  5842. attack.stackNumber = next->ID;
  5843. makeAutomaticAction(next, attack);
  5844. continue;
  5845. }
  5846. }
  5847. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5848. {
  5849. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5850. {
  5851. return s->owner == next->owner && s->canBeHealed();
  5852. });
  5853. if (!possibleStacks.size())
  5854. {
  5855. makeStackDoNothing(next);
  5856. continue;
  5857. }
  5858. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5859. {
  5860. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5861. const CStack * toBeHealed = possibleStacks.front();
  5862. BattleAction heal;
  5863. heal.actionType = EActionType::STACK_HEAL;
  5864. heal.aimToUnit(toBeHealed);
  5865. heal.side = next->side;
  5866. heal.stackNumber = next->ID;
  5867. makeAutomaticAction(next, heal);
  5868. continue;
  5869. }
  5870. }
  5871. int numberOfAsks = 1;
  5872. bool breakOuter = false;
  5873. do
  5874. {//ask interface and wait for answer
  5875. if (!battleResult.get())
  5876. {
  5877. stackTurnTrigger(next); //various effects
  5878. if(next->fear)
  5879. {
  5880. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5881. }
  5882. else
  5883. {
  5884. logGlobal->trace("Activating %s", next->nodeName());
  5885. auto nextId = next->ID;
  5886. BattleSetActiveStack sas;
  5887. sas.stack = nextId;
  5888. sendAndApply(&sas);
  5889. auto actionWasMade = [&]() -> bool
  5890. {
  5891. if (battleMadeAction.data)//active stack has made its action
  5892. return true;
  5893. if (battleResult.get())// battle is finished
  5894. return true;
  5895. if (next == nullptr)//active stack was been removed
  5896. return true;
  5897. return !next->alive();//active stack is dead
  5898. };
  5899. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5900. battleMadeAction.data = false;
  5901. while (!actionWasMade())
  5902. {
  5903. battleMadeAction.cond.wait(lock);
  5904. if (battleGetStackByID(nextId, false) != next)
  5905. next = nullptr; //it may be removed, while we wait
  5906. }
  5907. }
  5908. }
  5909. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5910. {
  5911. breakOuter = true;
  5912. break;
  5913. }
  5914. //we're after action, all results applied
  5915. checkBattleStateChanges(); //check if this action ended the battle
  5916. if(next != nullptr)
  5917. {
  5918. //check for good morale
  5919. nextStackMorale = next->MoraleVal();
  5920. if(!next->hadMorale //only one extra move per turn possible
  5921. && !next->defending
  5922. && !next->waited()
  5923. && !next->fear
  5924. && next->alive()
  5925. && nextStackMorale > 0
  5926. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5927. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5928. )
  5929. {
  5930. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5931. {
  5932. BattleTriggerEffect bte;
  5933. bte.stackID = next->ID;
  5934. bte.effect = Bonus::MORALE;
  5935. bte.val = 1;
  5936. bte.additionalInfo = 0;
  5937. sendAndApply(&bte); //play animation
  5938. ++numberOfAsks; //move this stack once more
  5939. }
  5940. }
  5941. }
  5942. --numberOfAsks;
  5943. } while (numberOfAsks > 0);
  5944. if (breakOuter)
  5945. {
  5946. break;
  5947. }
  5948. }
  5949. firstRound = false;
  5950. }
  5951. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5952. }
  5953. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5954. {
  5955. BattleSetActiveStack bsa;
  5956. bsa.stack = stack->ID;
  5957. bsa.askPlayerInterface = false;
  5958. sendAndApply(&bsa);
  5959. bool ret = makeBattleAction(ba);
  5960. checkBattleStateChanges();
  5961. return ret;
  5962. }
  5963. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5964. {
  5965. assert(a->artType);
  5966. ArtifactLocation al;
  5967. al.artHolder = const_cast<CGHeroInstance*>(h);
  5968. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5969. if (pos < 0)
  5970. {
  5971. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5972. slot = a->firstAvailableSlot(h);
  5973. else
  5974. slot = a->firstBackpackSlot(h);
  5975. }
  5976. else
  5977. {
  5978. slot = pos;
  5979. }
  5980. al.slot = slot;
  5981. if (slot < 0 || !a->canBePutAt(al))
  5982. {
  5983. complain("Cannot put artifact in that slot!");
  5984. return;
  5985. }
  5986. putArtifact(al, a);
  5987. }
  5988. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5989. {
  5990. PutArtifact pa;
  5991. pa.art = a;
  5992. pa.al = al;
  5993. sendAndApply(&pa);
  5994. }
  5995. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5996. {
  5997. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5998. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5999. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  6000. giveHeroNewArtifact(h, art, slot);
  6001. return true;
  6002. }
  6003. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  6004. {
  6005. CArtifactInstance *a = nullptr;
  6006. if (!artType->constituents)
  6007. {
  6008. a = new CArtifactInstance();
  6009. }
  6010. else
  6011. {
  6012. a = new CCombinedArtifactInstance();
  6013. }
  6014. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  6015. NewArtifact na;
  6016. na.art = a;
  6017. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  6018. giveHeroArtifact(h, a, pos);
  6019. }
  6020. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  6021. {
  6022. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  6023. if (battleResult.data)
  6024. {
  6025. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  6026. % battleResult.data->result % resultType).str());
  6027. return;
  6028. }
  6029. auto br = new BattleResult();
  6030. br->result = resultType;
  6031. br->winner = victoriusSide; //surrendering side loses
  6032. gs->curB->calculateCasualties(br->casualties);
  6033. battleResult.data = br;
  6034. }
  6035. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  6036. {
  6037. std::vector<int3>::iterator tile;
  6038. std::vector<int3> tiles;
  6039. getFreeTiles(tiles);
  6040. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  6041. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  6042. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  6043. const CCreature *cre = VLC->creh->objects.at(creatureID);
  6044. for (int i = 0; i < (int)amount; ++i)
  6045. {
  6046. tile = tiles.begin();
  6047. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  6048. {
  6049. auto count = cre->getRandomAmount(std::rand);
  6050. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  6051. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  6052. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  6053. }
  6054. tiles.erase(tile); //not use it again
  6055. }
  6056. }
  6057. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  6058. {
  6059. if (cheat == "vcmiistari" || cheat == "vcmispells")
  6060. {
  6061. cheated = true;
  6062. if (!hero) return;
  6063. ///Give hero spellbook
  6064. if (!hero->hasSpellbook())
  6065. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  6066. ///Give all spells with bonus (to allow banned spells)
  6067. GiveBonus giveBonus(GiveBonus::HERO);
  6068. giveBonus.id = hero->id.getNum();
  6069. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  6070. //start with level 0 to skip abilities
  6071. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  6072. {
  6073. giveBonus.bonus.subtype = level;
  6074. sendAndApply(&giveBonus);
  6075. }
  6076. ///Give mana
  6077. SetMana sm;
  6078. sm.hid = hero->id;
  6079. sm.val = 999;
  6080. sm.absolute = true;
  6081. sendAndApply(&sm);
  6082. }
  6083. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  6084. {
  6085. cheated = true;
  6086. if (!town) return;
  6087. ///Build all buildings in selected town
  6088. for (auto & build : town->town->buildings)
  6089. {
  6090. if (!town->hasBuilt(build.first)
  6091. && !build.second->getNameTranslated().empty()
  6092. && build.first != BuildingID::SHIP)
  6093. {
  6094. buildStructure(town->id, build.first, true);
  6095. }
  6096. }
  6097. }
  6098. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  6099. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  6100. {
  6101. cheated = true;
  6102. if (!hero) return;
  6103. ///Gives N creatures into each slot
  6104. std::map<std::string, std::pair<std::string, int>> creatures;
  6105. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  6106. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  6107. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  6108. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  6109. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  6110. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  6111. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  6112. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  6113. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  6114. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  6115. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6116. if (!hero->hasStackAtSlot(SlotID(i)))
  6117. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  6118. }
  6119. else if (boost::starts_with(cheat, "vcmiarmy"))
  6120. {
  6121. cheated = true;
  6122. if (!hero) return;
  6123. std::vector<std::string> words;
  6124. boost::split(words, cheat, boost::is_any_of(" "));
  6125. if(words.size() < 2)
  6126. return;
  6127. std::string creatureIdentifier = words[1];
  6128. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  6129. if(creatureId.is_initialized())
  6130. {
  6131. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  6132. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6133. if (!hero->hasStackAtSlot(SlotID(i)))
  6134. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  6135. }
  6136. }
  6137. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  6138. {
  6139. cheated = true;
  6140. if (!hero) return;
  6141. ///Give all war machines to hero
  6142. if (!hero->getArt(ArtifactPosition::MACH1))
  6143. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6144. if (!hero->getArt(ArtifactPosition::MACH2))
  6145. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6146. if (!hero->getArt(ArtifactPosition::MACH3))
  6147. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6148. }
  6149. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  6150. {
  6151. cheated = true;
  6152. if (!hero) return;
  6153. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6154. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6155. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  6156. }
  6157. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  6158. {
  6159. cheated = true;
  6160. if (!hero) return;
  6161. ///selected hero gains a new level
  6162. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6163. }
  6164. else if (boost::starts_with(cheat, "vcmiexp"))
  6165. {
  6166. cheated = true;
  6167. if (!hero) return;
  6168. std::vector<std::string> words;
  6169. boost::split(words, cheat, boost::is_any_of(" "));
  6170. if(words.size() < 2)
  6171. return;
  6172. std::string expAmount = words[1];
  6173. long expAmountProcessed = 0;
  6174. try
  6175. {
  6176. expAmountProcessed = std::stol(expAmount);
  6177. }
  6178. catch(std::exception&)
  6179. {
  6180. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6181. }
  6182. if(expAmountProcessed > 1)
  6183. {
  6184. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6185. }
  6186. }
  6187. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6188. {
  6189. cheated = true;
  6190. if (!hero) return;
  6191. ///Give 1000000 movement points to hero
  6192. SetMovePoints smp;
  6193. smp.hid = hero->id;
  6194. smp.val = 1000000;
  6195. sendAndApply(&smp);
  6196. GiveBonus gb(GiveBonus::HERO);
  6197. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6198. gb.bonus.duration = Bonus::ONE_DAY;
  6199. gb.bonus.source = Bonus::OTHER;
  6200. gb.id = hero->id.getNum();
  6201. giveHeroBonus(&gb);
  6202. }
  6203. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6204. {
  6205. cheated = true;
  6206. ///Give resources to player
  6207. TResources resources;
  6208. resources[Res::GOLD] = 100000;
  6209. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6210. resources[i] = 100;
  6211. giveResources(player, resources);
  6212. }
  6213. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6214. {
  6215. cheated = true;
  6216. ///Player wins
  6217. PlayerCheated pc;
  6218. pc.player = player;
  6219. pc.winningCheatCode = true;
  6220. sendAndApply(&pc);
  6221. }
  6222. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6223. {
  6224. cheated = true;
  6225. ///Player looses
  6226. PlayerCheated pc;
  6227. pc.player = player;
  6228. pc.losingCheatCode = true;
  6229. sendAndApply(&pc);
  6230. }
  6231. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6232. {
  6233. cheated = true;
  6234. ///Reveal or conceal FoW
  6235. FoWChange fc;
  6236. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6237. fc.player = player;
  6238. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6239. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6240. int lastUnc = 0;
  6241. for(int z = 0; z < gs->map->levels(); z++)
  6242. for(int x = 0; x < gs->map->width; x++)
  6243. for(int y = 0; y < gs->map->height; y++)
  6244. if(!(*fowMap)[z][x][y] || !fc.mode)
  6245. hlp_tab[lastUnc++] = int3(x, y, z);
  6246. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6247. delete [] hlp_tab;
  6248. sendAndApply(&fc);
  6249. }
  6250. }
  6251. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6252. {
  6253. BattleObstaclesChanged obsRem;
  6254. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6255. sendAndApply(&obsRem);
  6256. }
  6257. void CGameHandler::synchronizeArtifactHandlerLists()
  6258. {
  6259. UpdateArtHandlerLists uahl;
  6260. uahl.treasures = VLC->arth->treasures;
  6261. uahl.minors = VLC->arth->minors;
  6262. uahl.majors = VLC->arth->majors;
  6263. uahl.relics = VLC->arth->relics;
  6264. sendAndApply(&uahl);
  6265. }
  6266. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6267. {
  6268. return vstd::contains(gs->map->objects, obj);
  6269. }
  6270. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6271. {
  6272. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6273. return false;
  6274. auto query = queries.topQuery(player);
  6275. if (query && query->blocksPack(pack))
  6276. {
  6277. complain(boost::str(boost::format(
  6278. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6279. % boost::to_upper_copy<std::string>(player.getStr())
  6280. % query->toString()
  6281. ));
  6282. return true;
  6283. }
  6284. return false;
  6285. }
  6286. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6287. {
  6288. //If the object is being visited, there must be a matching query
  6289. for (const auto &query : queries.allQueries())
  6290. {
  6291. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6292. {
  6293. if (someVistQuery->visitedObject == object)
  6294. {
  6295. someVistQuery->removeObjectAfterVisit = true;
  6296. return;
  6297. }
  6298. }
  6299. }
  6300. //If we haven't returned so far, there is no query and no visit, call was wrong
  6301. assert("This function needs to be called during the object visit!");
  6302. }
  6303. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6304. {
  6305. std::unordered_set<int3, ShashInt3> tiles;
  6306. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6307. if (hide)
  6308. {
  6309. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6310. auto p = getPlayerState(player);
  6311. for (auto h : p->heroes)
  6312. {
  6313. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6314. }
  6315. for (auto t : p->towns)
  6316. {
  6317. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6318. }
  6319. for (auto tile : observedTiles)
  6320. vstd::erase_if_present (tiles, tile);
  6321. }
  6322. changeFogOfWar(tiles, player, hide);
  6323. }
  6324. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6325. {
  6326. FoWChange fow;
  6327. fow.tiles = tiles;
  6328. fow.player = player;
  6329. fow.mode = hide? 0 : 1;
  6330. sendAndApply(&fow);
  6331. }
  6332. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6333. {
  6334. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6335. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6336. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6337. return true;
  6338. }
  6339. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6340. {
  6341. SetObjectProperty sob;
  6342. sob.id = objid;
  6343. sob.what = prop;
  6344. sob.val = static_cast<ui32>(val);
  6345. sendAndApply(&sob);
  6346. }
  6347. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6348. {
  6349. sendAndApply(iw);
  6350. }
  6351. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6352. {
  6353. InfoWindow iw;
  6354. iw.player = player;
  6355. iw.text << msg;
  6356. showInfoDialog(&iw);
  6357. }
  6358. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6359. army(_army)
  6360. {
  6361. heroWithDeadCommander = ObjectInstanceID();
  6362. PlayerColor color = army->tempOwner;
  6363. if(color == PlayerColor::UNFLAGGABLE)
  6364. color = PlayerColor::NEUTRAL;
  6365. for(CStack * st : bat->stacks)
  6366. {
  6367. if(st->summoned) //don't take into account temporary summoned stacks
  6368. continue;
  6369. if(st->owner != color) //remove only our stacks
  6370. continue;
  6371. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6372. st->health.takeResurrected();
  6373. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6374. {
  6375. logGlobal->debug("Ignored arrow towers stack.");
  6376. }
  6377. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6378. {
  6379. auto warMachine = st->type->warMachine;
  6380. if(warMachine == ArtifactID::NONE)
  6381. {
  6382. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6383. }
  6384. //catapult artifact remain even if "creature" killed in siege
  6385. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6386. {
  6387. logGlobal->debug("War machine has been destroyed");
  6388. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6389. if (hero)
  6390. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6391. else
  6392. logGlobal->error("War machine in army without hero");
  6393. }
  6394. }
  6395. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6396. {
  6397. if(st->alive() && st->getCount() > 0)
  6398. {
  6399. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6400. const CreatureID summonedType = st->type->idNumber;
  6401. summoned[summonedType] += st->getCount();
  6402. }
  6403. }
  6404. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6405. {
  6406. if (nullptr == st->base)
  6407. {
  6408. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6409. }
  6410. else
  6411. {
  6412. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6413. if(c)
  6414. {
  6415. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6416. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6417. {
  6418. logGlobal->debug("Commander is dead.");
  6419. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6420. }
  6421. }
  6422. else
  6423. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6424. }
  6425. }
  6426. else if(st->base && !army->slotEmpty(st->slot))
  6427. {
  6428. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6429. if(st->getCount() == 0 || !st->alive())
  6430. {
  6431. logGlobal->debug("Stack has been destroyed.");
  6432. StackLocation sl(army, st->slot);
  6433. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6434. }
  6435. else if(st->getCount() < army->getStackCount(st->slot))
  6436. {
  6437. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6438. StackLocation sl(army, st->slot);
  6439. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6440. }
  6441. else if(st->getCount() > army->getStackCount(st->slot))
  6442. {
  6443. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6444. StackLocation sl(army, st->slot);
  6445. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6446. }
  6447. }
  6448. else
  6449. {
  6450. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6451. }
  6452. }
  6453. }
  6454. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6455. {
  6456. for (TStackAndItsNewCount &ncount : newStackCounts)
  6457. {
  6458. if (ncount.second > 0)
  6459. gh->changeStackCount(ncount.first, ncount.second, true);
  6460. else
  6461. gh->eraseStack(ncount.first, true);
  6462. }
  6463. for (auto summoned_iter : summoned)
  6464. {
  6465. SlotID slot = army->getSlotFor(summoned_iter.first);
  6466. if (slot.validSlot())
  6467. {
  6468. StackLocation location(army, slot);
  6469. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6470. }
  6471. else
  6472. {
  6473. //even if it will be possible to summon anything permanently it should be checked for free slot
  6474. //necromancy is handled separately
  6475. gh->complain("No free slot to put summoned creature");
  6476. }
  6477. }
  6478. for (auto al : removedWarMachines)
  6479. {
  6480. gh->removeArtifact(al);
  6481. }
  6482. if (heroWithDeadCommander != ObjectInstanceID())
  6483. {
  6484. SetCommanderProperty scp;
  6485. scp.heroid = heroWithDeadCommander;
  6486. scp.which = SetCommanderProperty::ALIVE;
  6487. scp.amount = 0;
  6488. gh->sendAndApply(&scp);
  6489. }
  6490. }
  6491. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6492. {
  6493. assert(Query->result);
  6494. assert(Query->bi);
  6495. auto &result = *Query->result;
  6496. auto &info = *Query->bi;
  6497. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6498. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6499. victor = info.sides[result.winner].color;
  6500. loser = info.sides[!result.winner].color;
  6501. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6502. }
  6503. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6504. {
  6505. winnerHero = loserHero = nullptr;
  6506. remainingBattleQueriesCount = 0;
  6507. }
  6508. CRandomGenerator & CGameHandler::getRandomGenerator()
  6509. {
  6510. return CRandomGenerator::getDefault();
  6511. }
  6512. #if SCRIPTING_ENABLED
  6513. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6514. {
  6515. return serverScripts.get();
  6516. }
  6517. scripting::Pool * CGameHandler::getContextPool() const
  6518. {
  6519. return serverScripts.get();
  6520. }
  6521. #endif
  6522. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6523. {
  6524. NewObject no;
  6525. no.ID = ID; //creature
  6526. no.subID= subID;
  6527. no.pos = pos;
  6528. sendAndApply(&no);
  6529. return no.id; //id field will be filled during applying on gs
  6530. }
  6531. ///ServerSpellCastEnvironment
  6532. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6533. : gh(gh)
  6534. {
  6535. }
  6536. bool ServerSpellCastEnvironment::describeChanges() const
  6537. {
  6538. return true;
  6539. }
  6540. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6541. {
  6542. gh->complain(problem);
  6543. }
  6544. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6545. {
  6546. return &gh->getRandomGenerator();
  6547. }
  6548. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6549. {
  6550. gh->sendAndApply(pack);
  6551. }
  6552. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6553. {
  6554. gh->sendAndApply(pack);
  6555. }
  6556. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6557. {
  6558. gh->sendAndApply(pack);
  6559. }
  6560. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6561. {
  6562. gh->sendAndApply(pack);
  6563. }
  6564. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6565. {
  6566. gh->sendAndApply(pack);
  6567. }
  6568. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6569. {
  6570. gh->sendAndApply(pack);
  6571. }
  6572. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6573. {
  6574. gh->sendAndApply(pack);
  6575. }
  6576. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6577. {
  6578. gh->sendAndApply(pack);
  6579. }
  6580. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6581. {
  6582. return gh;
  6583. }
  6584. const CMap * ServerSpellCastEnvironment::getMap() const
  6585. {
  6586. return gh->gameState()->map;
  6587. }
  6588. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6589. {
  6590. return gh->moveHero(hid, dst, teleporting, false);
  6591. }
  6592. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6593. {
  6594. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6595. request->queryID = query->queryID;
  6596. gh->queries.addQuery(query);
  6597. gh->sendAndApply(request);
  6598. }