CGameHandler.cpp 217 KB

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