CGameHandler.cpp 222 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "CGameHandler.h"
  41. #include "CVCMIServer.h"
  42. #include "../lib/CCreatureSet.h"
  43. #include "../lib/CThreadHelper.h"
  44. #include "../lib/GameConstants.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/Connection.h"
  48. #include "../lib/serializer/Cast.h"
  49. #include "../lib/serializer/JsonSerializer.h"
  50. #include "../lib/ScriptHandler.h"
  51. #include <vcmi/events/EventBus.h>
  52. #include <vcmi/events/GenericEvents.h>
  53. #include <vcmi/events/AdventureEvents.h>
  54. #ifndef _MSC_VER
  55. #include <boost/thread/xtime.hpp>
  56. #endif
  57. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  58. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  59. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  60. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  61. class ServerSpellCastEnvironment : public SpellCastEnvironment
  62. {
  63. public:
  64. ServerSpellCastEnvironment(CGameHandler * gh);
  65. ~ServerSpellCastEnvironment() = default;
  66. void complain(const std::string & problem) override;
  67. bool describeChanges() const override;
  68. vstd::RNG * getRNG() override;
  69. void apply(CPackForClient * pack) override;
  70. void apply(BattleLogMessage * pack) override;
  71. void apply(BattleStackMoved * pack) override;
  72. void apply(BattleUnitsChanged * pack) override;
  73. void apply(SetStackEffect * pack) override;
  74. void apply(StacksInjured * pack) override;
  75. void apply(BattleObstaclesChanged * pack) override;
  76. void apply(CatapultAttack * pack) override;
  77. const CMap * getMap() const override;
  78. const CGameInfoCallback * getCb() const override;
  79. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  80. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  81. private:
  82. CGameHandler * gh;
  83. };
  84. VCMI_LIB_NAMESPACE_BEGIN
  85. namespace spells
  86. {
  87. class ObstacleCasterProxy : public Caster
  88. {
  89. public:
  90. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  91. : owner(owner_),
  92. hero(hero_),
  93. obs(obs_)
  94. {
  95. };
  96. ~ObstacleCasterProxy() = default;
  97. int32_t getCasterUnitId() const override
  98. {
  99. if(hero)
  100. return hero->getCasterUnitId();
  101. else
  102. return -1;
  103. }
  104. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  105. {
  106. return obs->spellLevel;
  107. }
  108. int32_t getEffectLevel(const Spell * spell) const override
  109. {
  110. return obs->spellLevel;
  111. }
  112. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  113. {
  114. if(hero)
  115. return hero->getSpellBonus(spell, base, affectedStack);
  116. else
  117. return base;
  118. }
  119. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  120. {
  121. if(hero)
  122. return hero->getSpecificSpellBonus(spell, base);
  123. else
  124. return base;
  125. }
  126. int32_t getEffectPower(const Spell * spell) const override
  127. {
  128. return obs->casterSpellPower;
  129. }
  130. int32_t getEnchantPower(const Spell * spell) const override
  131. {
  132. return obs->casterSpellPower;
  133. }
  134. int64_t getEffectValue(const Spell * spell) const override
  135. {
  136. if(hero)
  137. return hero->getEffectValue(spell);
  138. else
  139. return 0;
  140. }
  141. PlayerColor getCasterOwner() const override
  142. {
  143. return owner;
  144. }
  145. void getCasterName(MetaString & text) const override
  146. {
  147. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  148. }
  149. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  150. {
  151. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  152. }
  153. void spendMana(ServerCallback * server, const int spellCost) const override
  154. {
  155. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  156. }
  157. private:
  158. const CGHeroInstance * hero;
  159. const PlayerColor owner;
  160. const SpellCreatedObstacle * obs;
  161. };
  162. }//
  163. VCMI_LIB_NAMESPACE_END
  164. CondSh<bool> battleMadeAction(false);
  165. CondSh<BattleResult *> battleResult(nullptr);
  166. template <typename T> class CApplyOnGH;
  167. class CBaseForGHApply
  168. {
  169. public:
  170. virtual bool applyOnGH(CGameHandler * gh, void * pack) const =0;
  171. virtual ~CBaseForGHApply(){}
  172. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  173. {
  174. return new CApplyOnGH<U>();
  175. }
  176. };
  177. template <typename T> class CApplyOnGH : public CBaseForGHApply
  178. {
  179. public:
  180. bool applyOnGH(CGameHandler * gh, void * pack) const override
  181. {
  182. T *ptr = static_cast<T*>(pack);
  183. try
  184. {
  185. return ptr->applyGh(gh);
  186. }
  187. catch(ExceptionNotAllowedAction & e)
  188. {
  189. (void)e;
  190. return false;
  191. }
  192. catch(...)
  193. {
  194. throw;
  195. }
  196. }
  197. };
  198. template <>
  199. class CApplyOnGH<CPack> : public CBaseForGHApply
  200. {
  201. public:
  202. bool applyOnGH(CGameHandler * gh, void * pack) const override
  203. {
  204. logGlobal->error("Cannot apply on GH plain CPack!");
  205. assert(0);
  206. return false;
  207. }
  208. };
  209. static inline double distance(int3 a, int3 b)
  210. {
  211. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  212. }
  213. static void giveExp(BattleResult &r)
  214. {
  215. if (r.winner > 1)
  216. {
  217. // draw
  218. return;
  219. }
  220. r.exp[0] = 0;
  221. r.exp[1] = 0;
  222. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  223. {
  224. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  225. }
  226. }
  227. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  228. {
  229. int x = targetPosition.getX();
  230. int y = targetPosition.getY();
  231. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  232. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  233. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  234. else
  235. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  236. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  237. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  238. {
  239. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  240. {
  241. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  242. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  243. }
  244. else
  245. { //add back-side guardians for two-hex target, side guardians for one-hex
  246. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  247. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  248. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  249. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  250. else if (targetIsTwoHex)//front-side guardians for two-hex target
  251. {
  252. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  254. if (x > 3) //back guard for two-hex
  255. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  256. }
  257. }
  258. }
  259. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  260. {
  261. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  262. {
  263. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  264. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  265. }
  266. else
  267. {
  268. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  269. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  270. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  271. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  272. else if (targetIsTwoHex)
  273. {
  274. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  276. if (x < GameConstants::BFIELD_WIDTH - 4)
  277. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  278. }
  279. }
  280. }
  281. else if (!targetIsAttacker && y % 2 == 0)
  282. {
  283. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  284. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  285. }
  286. else if (targetIsAttacker && y % 2 == 1)
  287. {
  288. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  289. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  290. }
  291. }
  292. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  293. {
  294. boost::unique_lock<boost::mutex> l(mx);
  295. if (players.find(player) != players.end())
  296. {
  297. return players.at(player);
  298. }
  299. else
  300. {
  301. throw std::runtime_error("No such player!");
  302. }
  303. }
  304. void PlayerStatuses::addPlayer(PlayerColor player)
  305. {
  306. boost::unique_lock<boost::mutex> l(mx);
  307. players[player];
  308. }
  309. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  310. {
  311. boost::unique_lock<boost::mutex> l(mx);
  312. if (players.find(player) != players.end())
  313. {
  314. return players[player].*flag;
  315. }
  316. else
  317. {
  318. throw std::runtime_error("No such player!");
  319. }
  320. }
  321. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  322. {
  323. boost::unique_lock<boost::mutex> l(mx);
  324. if (players.find(player) != players.end())
  325. {
  326. players[player].*flag = val;
  327. }
  328. else
  329. {
  330. throw std::runtime_error("No such player!");
  331. }
  332. cv.notify_all();
  333. }
  334. template <typename T>
  335. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  336. {
  337. fun(args[which]);
  338. }
  339. const Services * CGameHandler::services() const
  340. {
  341. return VLC;
  342. }
  343. const CGameHandler::BattleCb * CGameHandler::battle() const
  344. {
  345. return this;
  346. }
  347. const CGameHandler::GameCb * CGameHandler::game() const
  348. {
  349. return this;
  350. }
  351. vstd::CLoggerBase * CGameHandler::logger() const
  352. {
  353. return logGlobal;
  354. }
  355. events::EventBus * CGameHandler::eventBus() const
  356. {
  357. return serverEventBus.get();
  358. }
  359. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  360. {
  361. changeSecSkill(hero, skill, 1, 0);
  362. expGiven(hero);
  363. }
  364. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  365. {
  366. // required exp for at least 1 lvl-up hasn't been reached
  367. if (!hero->gainsLevel())
  368. {
  369. return;
  370. }
  371. // give primary skill
  372. logGlobal->trace("%s got level %d", hero->name, hero->level);
  373. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  374. SetPrimSkill sps;
  375. sps.id = hero->id;
  376. sps.which = primarySkill;
  377. sps.abs = false;
  378. sps.val = 1;
  379. sendAndApply(&sps);
  380. PrepareHeroLevelUp pre;
  381. pre.heroId = hero->id;
  382. sendAndApply(&pre);
  383. HeroLevelUp hlu;
  384. hlu.player = hero->tempOwner;
  385. hlu.heroId = hero->id;
  386. hlu.primskill = primarySkill;
  387. hlu.skills = pre.skills;
  388. if (hlu.skills.size() == 0)
  389. {
  390. sendAndApply(&hlu);
  391. levelUpHero(hero);
  392. }
  393. else if (hlu.skills.size() == 1)
  394. {
  395. sendAndApply(&hlu);
  396. levelUpHero(hero, pre.skills.front());
  397. }
  398. else if (hlu.skills.size() > 1)
  399. {
  400. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  401. hlu.queryID = levelUpQuery->queryID;
  402. queries.addQuery(levelUpQuery);
  403. sendAndApply(&hlu);
  404. //level up will be called on query reply
  405. }
  406. }
  407. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  408. {
  409. SetCommanderProperty scp;
  410. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  411. if (hero)
  412. scp.heroid = hero->id;
  413. else
  414. {
  415. complain ("Commander is not led by hero!");
  416. return;
  417. }
  418. scp.accumulatedBonus.subtype = 0;
  419. scp.accumulatedBonus.additionalInfo = 0;
  420. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  421. scp.accumulatedBonus.turnsRemain = 0;
  422. scp.accumulatedBonus.source = Bonus::COMMANDER;
  423. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  424. if (skill <= ECommander::SPELL_POWER)
  425. {
  426. scp.which = SetCommanderProperty::BONUS;
  427. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  428. {
  429. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  430. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  431. };
  432. switch (skill)
  433. {
  434. case ECommander::ATTACK:
  435. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  436. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  437. break;
  438. case ECommander::DEFENSE:
  439. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  440. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  441. break;
  442. case ECommander::HEALTH:
  443. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  444. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  445. break;
  446. case ECommander::DAMAGE:
  447. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  448. scp.accumulatedBonus.subtype = 0;
  449. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  450. break;
  451. case ECommander::SPEED:
  452. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  453. break;
  454. case ECommander::SPELL_POWER:
  455. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  456. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  457. sendAndApply (&scp); //additional pack
  458. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  459. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  460. sendAndApply (&scp); //additional pack
  461. scp.accumulatedBonus.type = Bonus::CASTS;
  462. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  463. sendAndApply (&scp); //additional pack
  464. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  465. break;
  466. }
  467. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  468. sendAndApply (&scp);
  469. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  470. scp.additionalInfo = skill;
  471. scp.amount = c->secondarySkills.at(skill) + 1;
  472. sendAndApply (&scp);
  473. }
  474. else if (skill >= 100)
  475. {
  476. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  477. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  478. scp.additionalInfo = skill; //unnormalized
  479. sendAndApply (&scp);
  480. }
  481. expGiven(hero);
  482. }
  483. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  484. {
  485. if (!c->gainsLevel())
  486. {
  487. return;
  488. }
  489. CommanderLevelUp clu;
  490. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  491. if(hero)
  492. {
  493. clu.heroId = hero->id;
  494. clu.player = hero->tempOwner;
  495. }
  496. else
  497. {
  498. complain ("Commander is not led by hero!");
  499. return;
  500. }
  501. //picking sec. skills for choice
  502. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  503. {
  504. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  505. clu.skills.push_back(i);
  506. }
  507. int i = 100;
  508. for (auto specialSkill : VLC->creh->skillRequirements)
  509. {
  510. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  511. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  512. && !vstd::contains (c->specialSKills, i))
  513. clu.skills.push_back (i);
  514. ++i;
  515. }
  516. int skillAmount = static_cast<int>(clu.skills.size());
  517. if (!skillAmount)
  518. {
  519. sendAndApply(&clu);
  520. levelUpCommander(c);
  521. }
  522. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  523. {
  524. sendAndApply(&clu);
  525. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  526. }
  527. else if (skillAmount > 1) //apply and ask for secondary skill
  528. {
  529. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  530. clu.queryID = commanderLevelUp->queryID;
  531. queries.addQuery(commanderLevelUp);
  532. sendAndApply(&clu);
  533. }
  534. }
  535. void CGameHandler::expGiven(const CGHeroInstance *hero)
  536. {
  537. if (hero->gainsLevel())
  538. levelUpHero(hero);
  539. else if (hero->commander && hero->commander->gainsLevel())
  540. levelUpCommander(hero->commander);
  541. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  542. // levelUpCommander(hero->commander);
  543. // else
  544. // levelUpHero(hero);
  545. }
  546. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  547. {
  548. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  549. {
  550. if (gs->map->levelLimit != 0)
  551. {
  552. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  553. TExpType resultingExp = abs ? val : hero->exp + val;
  554. if (resultingExp > expLimit)
  555. {
  556. // set given experience to max possible, but don't decrease if hero already over top
  557. abs = true;
  558. val = std::max(expLimit, hero->exp);
  559. InfoWindow iw;
  560. iw.player = hero->tempOwner;
  561. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  562. iw.text.addReplacement(hero->name);
  563. sendAndApply(&iw);
  564. }
  565. }
  566. }
  567. SetPrimSkill sps;
  568. sps.id = hero->id;
  569. sps.which = which;
  570. sps.abs = abs;
  571. sps.val = val;
  572. sendAndApply(&sps);
  573. //only for exp - hero may level up
  574. if (which == PrimarySkill::EXPERIENCE)
  575. {
  576. if (hero->commander && hero->commander->alive)
  577. {
  578. //FIXME: trim experience according to map limit?
  579. SetCommanderProperty scp;
  580. scp.heroid = hero->id;
  581. scp.which = SetCommanderProperty::EXPERIENCE;
  582. scp.amount = val;
  583. sendAndApply (&scp);
  584. CBonusSystemNode::treeHasChanged();
  585. }
  586. expGiven(hero);
  587. }
  588. }
  589. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  590. {
  591. if(!hero)
  592. {
  593. logGlobal->error("changeSecSkill provided no hero");
  594. return;
  595. }
  596. SetSecSkill sss;
  597. sss.id = hero->id;
  598. sss.which = which;
  599. sss.val = val;
  600. sss.abs = abs;
  601. sendAndApply(&sss);
  602. if (which == SecondarySkill::WISDOM)
  603. {
  604. if (hero->visitedTown)
  605. giveSpells(hero->visitedTown, hero);
  606. }
  607. }
  608. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  609. {
  610. LOG_TRACE(logGlobal);
  611. //Fill BattleResult structure with exp info
  612. giveExp(*battleResult.data);
  613. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  614. {
  615. if(heroAttacker)
  616. battleResult.data->exp[1] += 500;
  617. if(heroDefender)
  618. battleResult.data->exp[0] += 500;
  619. }
  620. if(heroAttacker)
  621. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  622. if(heroDefender)
  623. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  624. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  625. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  626. const BattleResult::EResult result = battleResult.get()->result;
  627. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  628. {
  629. for (auto &q : queries.allQueries())
  630. {
  631. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  632. if (bq->bi == gs->curB)
  633. return bq;
  634. }
  635. return std::shared_ptr<CBattleQuery>();
  636. };
  637. auto battleQuery = findBattleQuery();
  638. if (!battleQuery)
  639. {
  640. logGlobal->error("Cannot find battle query!");
  641. }
  642. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  643. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  644. battleQuery->result = boost::make_optional(*battleResult.data);
  645. //Check how many battle queries were created (number of players blocked by battle)
  646. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  647. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  648. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  649. ChangeSpells cs; //for Eagle Eye
  650. if (finishingBattle->winnerHero)
  651. {
  652. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  653. {
  654. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  655. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  656. {
  657. auto spell = spellId.toSpell(VLC->spells());
  658. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  659. cs.spells.insert(spell->getId());
  660. }
  661. }
  662. }
  663. std::vector<const CArtifactInstance *> arts; //display them in window
  664. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  665. {
  666. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  667. {
  668. arts.push_back(art);
  669. auto slot = art->firstAvailableSlot(finishingBattle->winnerHero);
  670. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  671. if(ArtifactUtils::isSlotBackpack(slot))
  672. ma->askAssemble = false;
  673. sendAndApply(ma);
  674. };
  675. if (finishingBattle->loserHero)
  676. {
  677. //TODO: wrap it into a function, somehow (boost::variant -_-)
  678. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  679. for (auto artSlot : artifactsWorn)
  680. {
  681. MoveArtifact ma;
  682. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  683. const CArtifactInstance * art = ma.src.getArt();
  684. if (art && !art->artType->isBig() &&
  685. art->artType->id != ArtifactID::SPELLBOOK)
  686. // don't move war machines or locked arts (spellbook)
  687. {
  688. sendMoveArtifact(art, &ma);
  689. }
  690. }
  691. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  692. {
  693. //we assume that no big artifacts can be found
  694. MoveArtifact ma;
  695. ma.src = ArtifactLocation(finishingBattle->loserHero,
  696. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  697. const CArtifactInstance * art = ma.src.getArt();
  698. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  699. {
  700. sendMoveArtifact(art, &ma);
  701. }
  702. }
  703. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  704. {
  705. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  706. for (auto artSlot : artifactsWorn)
  707. {
  708. MoveArtifact ma;
  709. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  710. const CArtifactInstance * art = ma.src.getArt();
  711. if (art && !art->artType->isBig())
  712. {
  713. sendMoveArtifact(art, &ma);
  714. }
  715. }
  716. }
  717. }
  718. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  719. {
  720. auto artifactsWorn = armySlot.second->artifactsWorn;
  721. for (auto artSlot : artifactsWorn)
  722. {
  723. MoveArtifact ma;
  724. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  725. const CArtifactInstance * art = ma.src.getArt();
  726. if (art && !art->artType->isBig())
  727. {
  728. sendMoveArtifact(art, &ma);
  729. }
  730. }
  731. }
  732. }
  733. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  734. if (arts.size()) //display loot
  735. {
  736. InfoWindow iw;
  737. iw.player = finishingBattle->winnerHero->tempOwner;
  738. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  739. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  740. {
  741. iw.components.push_back(Component(
  742. Component::ARTIFACT, art->artType->id,
  743. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  744. if (iw.components.size() >= 14)
  745. {
  746. sendAndApply(&iw);
  747. iw.components.clear();
  748. }
  749. }
  750. if (iw.components.size())
  751. {
  752. sendAndApply(&iw);
  753. }
  754. }
  755. //Eagle Eye secondary skill handling
  756. if (!cs.spells.empty())
  757. {
  758. cs.learn = 1;
  759. cs.hid = finishingBattle->winnerHero->id;
  760. InfoWindow iw;
  761. iw.player = finishingBattle->winnerHero->tempOwner;
  762. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  763. iw.text.addReplacement(finishingBattle->winnerHero->name);
  764. std::ostringstream names;
  765. for (int i = 0; i < cs.spells.size(); i++)
  766. {
  767. names << "%s";
  768. if (i < cs.spells.size() - 2)
  769. names << ", ";
  770. else if (i < cs.spells.size() - 1)
  771. names << "%s";
  772. }
  773. names << ".";
  774. iw.text.addReplacement(names.str());
  775. auto it = cs.spells.begin();
  776. for (int i = 0; i < cs.spells.size(); i++, it++)
  777. {
  778. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  779. if (i == cs.spells.size() - 2) //we just added pre-last name
  780. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  781. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  782. }
  783. sendAndApply(&iw);
  784. sendAndApply(&cs);
  785. }
  786. cab1.updateArmy(this);
  787. cab2.updateArmy(this); //take casualties after battle is deleted
  788. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  789. {
  790. RemoveObject ro(heroAttacker->id);
  791. sendAndApply(&ro);
  792. }
  793. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  794. {
  795. RemoveObject ro(heroDefender->id);
  796. sendAndApply(&ro);
  797. }
  798. if(battleResult.data->winner == BattleSide::DEFENDER
  799. && heroDefender
  800. && heroDefender->visitedTown
  801. && !heroDefender->inTownGarrison
  802. && heroDefender->visitedTown->garrisonHero == heroDefender)
  803. {
  804. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  805. }
  806. //give exp
  807. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  808. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  809. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  810. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  811. queries.popIfTop(battleQuery);
  812. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  813. }
  814. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  815. {
  816. LOG_TRACE(logGlobal);
  817. finishingBattle->remainingBattleQueriesCount--;
  818. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  819. if (finishingBattle->remainingBattleQueriesCount > 0)
  820. //Battle results will be handled when all battle queries are closed
  821. return;
  822. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  823. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  824. // Still, it looks like a hole.
  825. // Necromancy if applicable.
  826. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  827. // Give raised units to winner and show dialog, if any were raised,
  828. // units will be given after casualties are taken
  829. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  830. if (necroSlot != SlotID())
  831. {
  832. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  833. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  834. }
  835. BattleResultsApplied resultsApplied;
  836. resultsApplied.player1 = finishingBattle->victor;
  837. resultsApplied.player2 = finishingBattle->loser;
  838. sendAndApply(&resultsApplied);
  839. setBattle(nullptr);
  840. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  841. {
  842. logGlobal->trace("post-victory visit");
  843. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  844. }
  845. visitObjectAfterVictory = false;
  846. //handle victory/loss of engaged players
  847. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  848. checkVictoryLossConditions(playerColors);
  849. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  850. {
  851. SetAvailableHeroes sah;
  852. sah.player = finishingBattle->loser;
  853. sah.hid[0] = finishingBattle->loserHero->subID;
  854. if (result.result == BattleResult::ESCAPE) //retreat
  855. {
  856. sah.army[0].clear();
  857. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  858. }
  859. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  860. sah.hid[1] = another->subID;
  861. else
  862. sah.hid[1] = -1;
  863. sendAndApply(&sah);
  864. }
  865. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  866. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  867. {
  868. RemoveObject ro(finishingBattle->winnerHero->id);
  869. sendAndApply(&ro);
  870. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  871. {
  872. SetAvailableHeroes sah;
  873. sah.player = finishingBattle->victor;
  874. sah.hid[0] = finishingBattle->winnerHero->subID;
  875. sah.army[0].clear();
  876. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  877. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  878. sah.hid[1] = another->subID;
  879. else
  880. sah.hid[1] = -1;
  881. sendAndApply(&sah);
  882. }
  883. }
  884. }
  885. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  886. {
  887. if(first && !counter)
  888. handleAttackBeforeCasting(ranged, attacker, defender);
  889. FireShieldInfo fireShield;
  890. BattleAttack bat;
  891. BattleLogMessage blm;
  892. bat.stackAttacking = attacker->unitId();
  893. bat.tile = targetHex;
  894. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  895. if(ranged)
  896. bat.flags |= BattleAttack::SHOT;
  897. if(counter)
  898. bat.flags |= BattleAttack::COUNTER;
  899. const int attackerLuck = attacker->LuckVal();
  900. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  901. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  902. {
  903. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  904. {
  905. bat.flags |= BattleAttack::LUCKY;
  906. }
  907. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  908. {
  909. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  910. {
  911. bat.flags |= BattleAttack::UNLUCKY;
  912. }
  913. }
  914. }
  915. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  916. {
  917. bat.flags |= BattleAttack::DEATH_BLOW;
  918. }
  919. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  920. {
  921. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  922. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  923. if (chance > getRandomGenerator().nextInt(99))
  924. {
  925. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  926. }
  927. }
  928. int64_t drainedLife = 0;
  929. // only primary target
  930. if(defender->alive())
  931. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  932. //multiple-hex normal attack
  933. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  934. for(const CStack * stack : attackedCreatures)
  935. {
  936. if(stack != defender && stack->alive()) //do not hit same stack twice
  937. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  938. }
  939. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  940. if(bonus && ranged) //TODO: make it work in melee?
  941. {
  942. //this is need for displaying hit animation
  943. bat.flags |= BattleAttack::SPELL_LIKE;
  944. bat.spellID = SpellID(bonus->subtype);
  945. //TODO: should spell override creature`s projectile?
  946. auto spell = bat.spellID.toSpell();
  947. battle::Target target;
  948. target.emplace_back(defender);
  949. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  950. event.setSpellLevel(bonus->val);
  951. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  952. //TODO: get exact attacked hex for defender
  953. for(const CStack * stack : attackedCreatures)
  954. {
  955. if(stack != defender && stack->alive()) //do not hit same stack twice
  956. {
  957. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  958. }
  959. }
  960. //now add effect info for all attacked stacks
  961. for (BattleStackAttacked & bsa : bat.bsa)
  962. {
  963. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  964. {
  965. //this is need for displaying affect animation
  966. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  967. bsa.spellID = SpellID(bonus->subtype);
  968. }
  969. }
  970. }
  971. attackerState->afterAttack(ranged, counter);
  972. {
  973. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  974. attackerState->save(info.data);
  975. bat.attackerChanges.changedStacks.push_back(info);
  976. }
  977. if (drainedLife > 0)
  978. bat.flags |= BattleAttack::LIFE_DRAIN;
  979. sendAndApply(&bat);
  980. {
  981. const bool multipleTargets = bat.bsa.size() > 1;
  982. int64_t totalDamage = 0;
  983. int32_t totalKills = 0;
  984. for(const BattleStackAttacked & bsa : bat.bsa)
  985. {
  986. totalDamage += bsa.damageAmount;
  987. totalKills += bsa.killedAmount;
  988. }
  989. {
  990. MetaString text;
  991. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  992. attacker->addNameReplacement(text);
  993. text.addReplacement(totalDamage);
  994. blm.lines.push_back(text);
  995. }
  996. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  997. }
  998. // drain life effect (as well as log entry) must be applied after the attack
  999. if(drainedLife > 0)
  1000. {
  1001. MetaString text;
  1002. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1003. attackerState->addNameReplacement(text, false);
  1004. text.addReplacement(drainedLife);
  1005. defender->addNameReplacement(text, true);
  1006. blm.lines.push_back(std::move(text));
  1007. }
  1008. if(!fireShield.empty())
  1009. {
  1010. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1011. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1012. int64_t totalDamage = 0;
  1013. for(const auto & item : fireShield)
  1014. {
  1015. const CStack * actor = item.first;
  1016. int64_t rawDamage = item.second;
  1017. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1018. if(actorOwner)
  1019. {
  1020. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1021. }
  1022. else
  1023. {
  1024. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1025. }
  1026. totalDamage+=rawDamage;
  1027. //FIXME: add custom effect on actor
  1028. }
  1029. if (totalDamage > 0)
  1030. {
  1031. BattleStackAttacked bsa;
  1032. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  1033. bsa.stackAttacked = attacker->ID; //invert
  1034. bsa.attackerID = defender->ID;
  1035. bsa.damageAmount = totalDamage;
  1036. attacker->prepareAttacked(bsa, getRandomGenerator());
  1037. StacksInjured pack;
  1038. pack.stacks.push_back(bsa);
  1039. sendAndApply(&pack);
  1040. // TODO: this is already implemented in Damage::describeEffect()
  1041. {
  1042. MetaString text;
  1043. text.addTxt(MetaString::GENERAL_TXT, 376);
  1044. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1045. text.addReplacement(totalDamage);
  1046. blm.lines.push_back(std::move(text));
  1047. }
  1048. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1049. }
  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() &&
  1104. !def->isClone() &&
  1105. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1106. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1107. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1108. )
  1109. {
  1110. //TODO: use damage with bonus but without penalties
  1111. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1112. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1113. }
  1114. return drainedLife;
  1115. }
  1116. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1117. {
  1118. if(killed > 0)
  1119. {
  1120. BattleLogMessage blm;
  1121. addGenericKilledLog(blm, defender, killed, multiple);
  1122. sendAndApply(&blm);
  1123. }
  1124. }
  1125. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1126. {
  1127. if(killed > 0)
  1128. {
  1129. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1130. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1131. // 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)
  1132. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1133. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1134. boost::algorithm::trim(formatString);
  1135. boost::format txt(formatString);
  1136. if(killed > 1)
  1137. {
  1138. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1139. }
  1140. else //killed == 1
  1141. {
  1142. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1143. }
  1144. MetaString line;
  1145. line << txt.str();
  1146. blm.lines.push_back(std::move(line));
  1147. }
  1148. }
  1149. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1150. {
  1151. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1152. return;
  1153. for(auto & playerConnections : connections)
  1154. {
  1155. PlayerColor playerId = playerConnections.first;
  1156. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1157. if(!playerSettings)
  1158. continue;
  1159. auto playerConnection = vstd::find(playerConnections.second, c);
  1160. if(playerConnection != playerConnections.second.end())
  1161. {
  1162. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1163. playerMessage(playerId, messageText, ObjectInstanceID{});
  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 = std::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 = std::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->visitablePos()).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. TerrainId 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 = h->convertToVisitablePos(dst);
  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 = std::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->visitablePos(), 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 = h->convertFromVisitablePos(t->visitablePos());
  2200. moveHero(hid,pos,1);
  2201. return true;
  2202. }
  2203. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2204. {
  2205. PlayerColor oldOwner = getOwner(obj->id);
  2206. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2207. sendAndApply(&sop);
  2208. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2209. checkVictoryLossConditions(playerColors);
  2210. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2211. if (town) //town captured
  2212. {
  2213. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2214. {
  2215. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2216. setPortalDwelling(town, true, false);
  2217. }
  2218. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2219. {
  2220. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2221. {
  2222. InfoWindow iw;
  2223. iw.player = oldOwner;
  2224. 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.
  2225. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2226. sendAndApply(&iw);
  2227. }
  2228. }
  2229. }
  2230. const PlayerState * p = getPlayerState(owner);
  2231. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2232. {
  2233. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2234. {
  2235. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2236. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2237. }
  2238. }
  2239. }
  2240. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2241. {
  2242. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2243. queries.addQuery(dialogQuery);
  2244. iw->queryID = dialogQuery->queryID;
  2245. sendToAllClients(iw);
  2246. }
  2247. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2248. {
  2249. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2250. queries.addQuery(dialogQuery);
  2251. iw->queryID = dialogQuery->queryID;
  2252. sendToAllClients(iw);
  2253. }
  2254. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2255. {
  2256. if (!val) return; //don't waste time on empty call
  2257. TResources resources;
  2258. resources.at(which) = val;
  2259. giveResources(player, resources);
  2260. }
  2261. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2262. {
  2263. SetResources sr;
  2264. sr.abs = false;
  2265. sr.player = player;
  2266. sr.res = resources;
  2267. sendAndApply(&sr);
  2268. }
  2269. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2270. {
  2271. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2272. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2273. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2274. //first we move creatures to give to make them army of object-source
  2275. for (auto & elem : creatures.Slots())
  2276. {
  2277. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2278. }
  2279. tryJoiningArmy(obj, h, remove, true);
  2280. }
  2281. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2282. {
  2283. std::vector<CStackBasicDescriptor> cres = creatures;
  2284. if (cres.size() <= 0)
  2285. return;
  2286. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2287. for (CStackBasicDescriptor &sbd : cres)
  2288. {
  2289. TQuantity collected = 0;
  2290. while(collected < sbd.count)
  2291. {
  2292. bool foundSth = false;
  2293. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2294. {
  2295. if (i->second->type == sbd.type)
  2296. {
  2297. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2298. changeStackCount(StackLocation(obj, i->first), -take, false);
  2299. collected += take;
  2300. foundSth = true;
  2301. break;
  2302. }
  2303. }
  2304. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2305. {
  2306. complain("Unexpected failure during taking creatures!");
  2307. return;
  2308. }
  2309. }
  2310. }
  2311. }
  2312. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2313. {
  2314. sendToAllClients(comp);
  2315. }
  2316. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2317. {
  2318. HeroVisitCastle vc;
  2319. vc.hid = hero->id;
  2320. vc.tid = obj->id;
  2321. vc.flags |= 1;
  2322. sendAndApply(&vc);
  2323. visitCastleObjects(obj, hero);
  2324. giveSpells (obj, hero);
  2325. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2326. }
  2327. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2328. {
  2329. for (auto building : t->bonusingBuildings)
  2330. building->onHeroVisit(h);
  2331. }
  2332. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2333. {
  2334. HeroVisitCastle vc;
  2335. vc.hid = hero->id;
  2336. vc.tid = obj->id;
  2337. sendAndApply(&vc);
  2338. }
  2339. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2340. {
  2341. EraseArtifact ea;
  2342. ea.al = al;
  2343. sendAndApply(&ea);
  2344. }
  2345. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2346. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2347. const CGTownInstance *town) //use hero=nullptr for no hero
  2348. {
  2349. engageIntoBattle(army1->tempOwner);
  2350. engageIntoBattle(army2->tempOwner);
  2351. static const CArmedInstance *armies[2];
  2352. armies[0] = army1;
  2353. armies[1] = army2;
  2354. static const CGHeroInstance*heroes[2];
  2355. heroes[0] = hero1;
  2356. heroes[1] = hero2;
  2357. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2358. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2359. queries.addQuery(battleQuery);
  2360. boost::thread(&CGameHandler::runBattle, this);
  2361. }
  2362. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2363. {
  2364. startBattlePrimary(army1, army2, tile,
  2365. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2366. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2367. creatureBank);
  2368. }
  2369. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2370. {
  2371. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2372. }
  2373. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2374. {
  2375. ChangeSpells cs;
  2376. cs.hid = hero->id;
  2377. cs.spells = spells;
  2378. cs.learn = give;
  2379. sendAndApply(&cs);
  2380. }
  2381. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2382. {
  2383. SystemMessage sm;
  2384. sm.text = message;
  2385. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2386. *(c.get()) << &sm;
  2387. }
  2388. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2389. {
  2390. sendAndApply(bonus);
  2391. }
  2392. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2393. {
  2394. sendAndApply(smp);
  2395. }
  2396. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2397. {
  2398. SetMana sm;
  2399. sm.hid = hid;
  2400. sm.val = val;
  2401. sm.absolute = true;
  2402. sendAndApply(&sm);
  2403. }
  2404. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2405. {
  2406. GiveHero gh;
  2407. gh.id = id;
  2408. gh.player = player;
  2409. sendAndApply(&gh);
  2410. }
  2411. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2412. {
  2413. ChangeObjPos cop;
  2414. cop.objid = objid;
  2415. cop.nPos = newPos;
  2416. cop.flags = flags;
  2417. sendAndApply(&cop);
  2418. }
  2419. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2420. {
  2421. const CGHeroInstance * h1 = getHero(fromHero);
  2422. const CGHeroInstance * h2 = getHero(toHero);
  2423. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2424. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2425. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2426. {
  2427. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2428. std::swap(fromHero, toHero);
  2429. }
  2430. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2431. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2432. return;//no scholar skill or no spellbook
  2433. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2434. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2435. ChangeSpells cs1;
  2436. cs1.learn = true;
  2437. cs1.hid = toHero;//giving spells to first hero
  2438. for (auto it : h1->getSpellsInSpellbook())
  2439. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2440. cs1.spells.insert(it);//spell to learn
  2441. ChangeSpells cs2;
  2442. cs2.learn = true;
  2443. cs2.hid = fromHero;
  2444. for (auto it : h2->getSpellsInSpellbook())
  2445. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2446. cs2.spells.insert(it);
  2447. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2448. {
  2449. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2450. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2451. InfoWindow iw;
  2452. iw.player = h1->tempOwner;
  2453. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarSkillLevel, 0));
  2454. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2455. iw.text.addReplacement(h1->name);
  2456. if (!cs2.spells.empty())//if found new spell - apply
  2457. {
  2458. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2459. int size = static_cast<int>(cs2.spells.size());
  2460. for (auto it : cs2.spells)
  2461. {
  2462. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2463. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2464. switch (size--)
  2465. {
  2466. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2467. case 1: break;
  2468. default: iw.text << ", ";
  2469. }
  2470. }
  2471. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2472. iw.text.addReplacement(h2->name);
  2473. sendAndApply(&cs2);
  2474. }
  2475. if (!cs1.spells.empty() && !cs2.spells.empty())
  2476. {
  2477. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2478. }
  2479. if (!cs1.spells.empty())
  2480. {
  2481. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2482. int size = static_cast<int>(cs1.spells.size());
  2483. for (auto it : cs1.spells)
  2484. {
  2485. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2486. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2487. switch (size--)
  2488. {
  2489. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2490. case 1: break;
  2491. default: iw.text << ", ";
  2492. } }
  2493. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2494. iw.text.addReplacement(h2->name);
  2495. sendAndApply(&cs1);
  2496. }
  2497. sendAndApply(&iw);
  2498. }
  2499. }
  2500. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2501. {
  2502. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2503. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2504. {
  2505. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2506. ExchangeDialog hex;
  2507. hex.queryID = exchange->queryID;
  2508. hex.player = h1->getOwner();
  2509. hex.hero1 = hero1;
  2510. hex.hero2 = hero2;
  2511. sendAndApply(&hex);
  2512. useScholarSkill(hero1,hero2);
  2513. queries.addQuery(exchange);
  2514. }
  2515. }
  2516. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2517. {
  2518. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2519. for (auto c : lobby->connections)
  2520. {
  2521. if(!c->isOpen())
  2522. continue;
  2523. c->sendPack(pack);
  2524. }
  2525. }
  2526. void CGameHandler::sendAndApply(CPackForClient * pack)
  2527. {
  2528. sendToAllClients(pack);
  2529. gs->apply(pack);
  2530. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2531. }
  2532. void CGameHandler::applyAndSend(CPackForClient * pack)
  2533. {
  2534. gs->apply(pack);
  2535. sendToAllClients(pack);
  2536. }
  2537. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2538. {
  2539. sendAndApply(static_cast<CPackForClient *>(pack));
  2540. checkVictoryLossConditionsForAll();
  2541. }
  2542. void CGameHandler::sendAndApply(SetResources * pack)
  2543. {
  2544. sendAndApply(static_cast<CPackForClient *>(pack));
  2545. checkVictoryLossConditionsForPlayer(pack->player);
  2546. }
  2547. void CGameHandler::sendAndApply(NewStructures * pack)
  2548. {
  2549. sendAndApply(static_cast<CPackForClient *>(pack));
  2550. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2551. }
  2552. void CGameHandler::save(const std::string & filename)
  2553. {
  2554. logGlobal->info("Saving to %s", filename);
  2555. const auto stem = FileInfo::GetPathStem(filename);
  2556. const auto savefname = stem.to_string() + ".vsgm1";
  2557. CResourceHandler::get("local")->createResource(savefname);
  2558. {
  2559. logGlobal->info("Ordering clients to serialize...");
  2560. SaveGameClient sg(savefname);
  2561. sendToAllClients(&sg);
  2562. }
  2563. try
  2564. {
  2565. {
  2566. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2567. saveCommonState(save);
  2568. logGlobal->info("Saving server state");
  2569. save << *this;
  2570. }
  2571. logGlobal->info("Game has been successfully saved!");
  2572. }
  2573. catch(std::exception &e)
  2574. {
  2575. logGlobal->error("Failed to save game: %s", e.what());
  2576. }
  2577. }
  2578. bool CGameHandler::load(const std::string & filename)
  2579. {
  2580. logGlobal->info("Loading from %s", filename);
  2581. const auto stem = FileInfo::GetPathStem(filename);
  2582. reinitScripting();
  2583. try
  2584. {
  2585. {
  2586. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2587. loadCommonState(lf);
  2588. logGlobal->info("Loading server state");
  2589. lf >> *this;
  2590. }
  2591. logGlobal->info("Game has been successfully loaded!");
  2592. }
  2593. catch(const CModHandler::Incompatibility & e)
  2594. {
  2595. logGlobal->error("Failed to load game: %s", e.what());
  2596. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2597. errorMsg += e.what();
  2598. lobby->announceMessage(errorMsg);
  2599. return false;
  2600. }
  2601. catch(const std::exception & e)
  2602. {
  2603. logGlobal->error("Failed to load game: %s", e.what());
  2604. return false;
  2605. }
  2606. gs->preInit(VLC);
  2607. gs->updateOnLoad(lobby->si.get());
  2608. return true;
  2609. }
  2610. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2611. {
  2612. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2613. return false;
  2614. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2615. const CCreatureSet & creatureSet = *army;
  2616. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2617. || (howMany < 1 && complain("Invalid split parameter!")))
  2618. {
  2619. return false;
  2620. }
  2621. auto actualAmount = army->getStackCount(slotSrc);
  2622. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2623. return false;
  2624. auto freeSlots = creatureSet.getFreeSlots();
  2625. if(freeSlots.empty() && complain("No empty stacks"))
  2626. return false;
  2627. BulkRebalanceStacks bulkRS;
  2628. for(auto slot : freeSlots)
  2629. {
  2630. RebalanceStacks rs;
  2631. rs.srcArmy = army->id;
  2632. rs.dstArmy = army->id;
  2633. rs.srcSlot = slotSrc;
  2634. rs.dstSlot = slot;
  2635. rs.count = howMany;
  2636. bulkRS.moves.push_back(rs);
  2637. actualAmount -= howMany;
  2638. if(actualAmount <= howMany)
  2639. break;
  2640. }
  2641. sendAndApply(&bulkRS);
  2642. return true;
  2643. }
  2644. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2645. {
  2646. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2647. return false;
  2648. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2649. const CCreatureSet & creatureSet = *army;
  2650. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2651. return false;
  2652. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2653. if(actualAmount < 1 && complain(complainNoCreatures))
  2654. return false;
  2655. auto currentCreature = creatureSet.getCreature(slotSrc);
  2656. if(!currentCreature && complain(complainNoCreatures))
  2657. return false;
  2658. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2659. if(!creatureSlots.size())
  2660. return false;
  2661. BulkRebalanceStacks bulkRS;
  2662. for(auto slot : creatureSlots)
  2663. {
  2664. RebalanceStacks rs;
  2665. rs.srcArmy = army->id;
  2666. rs.dstArmy = army->id;
  2667. rs.srcSlot = slot;
  2668. rs.dstSlot = slotSrc;
  2669. rs.count = creatureSet.getStackCount(slot);
  2670. bulkRS.moves.push_back(rs);
  2671. }
  2672. sendAndApply(&bulkRS);
  2673. return true;
  2674. }
  2675. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2676. {
  2677. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2678. return false;
  2679. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2680. const CCreatureSet & setSrc = *armySrc;
  2681. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2682. return false;
  2683. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2684. const CCreatureSet & setDest = *armyDest;
  2685. auto freeSlots = setDest.getFreeSlotsQueue();
  2686. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2687. TRebalanceMap moves;
  2688. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2689. auto slotsLeft = setSrc.stacksCount();
  2690. auto destMap = setDest.getCreatureMap();
  2691. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2692. while(!srcQueue.empty())
  2693. {
  2694. auto pair = srcQueue.top();
  2695. srcQueue.pop();
  2696. auto currCreature = pair.first;
  2697. auto currSlot = pair.second;
  2698. const auto quantity = setSrc.getStackCount(currSlot);
  2699. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2700. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2701. if(!alreadyExists)
  2702. {
  2703. if(freeSlots.empty())
  2704. continue;
  2705. auto currFreeSlot = freeSlots.front();
  2706. freeSlots.pop();
  2707. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2708. }
  2709. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2710. slotsLeft--;
  2711. }
  2712. if(slotsLeft == 1)
  2713. {
  2714. auto lastCreature = setSrc.getCreature(srcSlot);
  2715. auto slotToMove = SlotID();
  2716. // Try to find a slot for last creature
  2717. if(destMap.find(lastCreature) == destMap.end())
  2718. {
  2719. if(!freeSlots.empty())
  2720. slotToMove = freeSlots.front();
  2721. }
  2722. else
  2723. {
  2724. slotToMove = destMap[lastCreature];
  2725. }
  2726. if(slotToMove != SlotID())
  2727. {
  2728. const bool needsLastStack = armySrc->needsLastStack();
  2729. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2730. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2731. }
  2732. }
  2733. BulkRebalanceStacks bulkRS;
  2734. for(auto & move : moves)
  2735. {
  2736. RebalanceStacks rs;
  2737. rs.srcArmy = armySrc->id;
  2738. rs.dstArmy = armyDest->id;
  2739. rs.srcSlot = move.first;
  2740. rs.dstSlot = move.second.first;
  2741. rs.count = move.second.second;
  2742. bulkRS.moves.push_back(rs);
  2743. }
  2744. sendAndApply(&bulkRS);
  2745. return true;
  2746. }
  2747. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2748. {
  2749. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2750. return false;
  2751. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2752. const CCreatureSet & creatureSet = *army;
  2753. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2754. return false;
  2755. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2756. if(actualAmount <= 1 && complain(complainNoCreatures))
  2757. return false;
  2758. auto freeSlot = creatureSet.getFreeSlot();
  2759. auto currentCreature = creatureSet.getCreature(slotSrc);
  2760. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2761. return true;
  2762. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2763. TQuantity totalCreatures = 0;
  2764. for(auto slot : creatureSlots)
  2765. totalCreatures += creatureSet.getStackCount(slot);
  2766. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2767. return false;
  2768. if(freeSlot != SlotID())
  2769. creatureSlots.push_back(freeSlot);
  2770. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2771. return false;
  2772. const auto totalCreatureSlots = creatureSlots.size();
  2773. const auto rem = totalCreatures % totalCreatureSlots;
  2774. const auto quotient = totalCreatures / totalCreatureSlots;
  2775. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2776. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2777. BulkSmartRebalanceStacks bulkSRS;
  2778. if(freeSlot != SlotID())
  2779. {
  2780. RebalanceStacks rs;
  2781. rs.srcArmy = rs.dstArmy = army->id;
  2782. rs.srcSlot = slotSrc;
  2783. rs.dstSlot = freeSlot;
  2784. rs.count = 1;
  2785. bulkSRS.moves.push_back(rs);
  2786. }
  2787. auto currSlot = 0;
  2788. auto check = 0;
  2789. for(auto slot : creatureSlots)
  2790. {
  2791. ChangeStackCount csc;
  2792. csc.army = army->id;
  2793. csc.slot = slot;
  2794. csc.count = (currSlot < rem)
  2795. ? quotient + 1
  2796. : quotient;
  2797. csc.absoluteValue = true;
  2798. bulkSRS.changes.push_back(csc);
  2799. currSlot++;
  2800. check += csc.count;
  2801. }
  2802. if(check != totalCreatures)
  2803. {
  2804. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2805. return false;
  2806. }
  2807. sendAndApply(&bulkSRS);
  2808. return true;
  2809. }
  2810. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2811. {
  2812. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2813. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2814. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2815. StackLocation sl1(s1, p1), sl2(s2, p2);
  2816. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2817. {
  2818. complain(complainInvalidSlot);
  2819. return false;
  2820. }
  2821. if (!isAllowedExchange(id1,id2))
  2822. {
  2823. complain("Cannot exchange stacks between these two objects!\n");
  2824. return false;
  2825. }
  2826. // We can always put stacks into locked garrison, but not take them out of it
  2827. auto notRemovable = [&](const CArmedInstance * army)
  2828. {
  2829. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2830. {
  2831. auto g = dynamic_cast<const CGGarrison *>(army);
  2832. if (g && !g->removableUnits)
  2833. {
  2834. complain("Stacks in this garrison are not removable!\n");
  2835. return true;
  2836. }
  2837. }
  2838. return false;
  2839. };
  2840. if (what==1) //swap
  2841. {
  2842. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2843. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2844. {
  2845. complain("Can't take troops from another player!");
  2846. return false;
  2847. }
  2848. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2849. {
  2850. complain("Cannot swap stacks - slots are the same!");
  2851. return false;
  2852. }
  2853. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2854. {
  2855. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2856. return false;
  2857. }
  2858. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2859. return false;
  2860. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2861. return false;
  2862. swapStacks(sl1, sl2);
  2863. }
  2864. else if (what==2)//merge
  2865. {
  2866. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2867. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2868. return false;
  2869. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2870. {
  2871. complain("Cannot merge empty stack!");
  2872. return false;
  2873. }
  2874. else if (notRemovable(sl1.army))
  2875. return false;
  2876. moveStack(sl1, sl2);
  2877. }
  2878. else if (what==3) //split
  2879. {
  2880. const int countToMove = val - s2->getStackCount(p2);
  2881. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2882. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2883. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2884. {
  2885. complain("Can't move troops of another player!");
  2886. return false;
  2887. }
  2888. //general conditions checking
  2889. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2890. || (val<1 && complain(complainNoCreatures)) )
  2891. {
  2892. return false;
  2893. }
  2894. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2895. {
  2896. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2897. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2898. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2899. )
  2900. {
  2901. return false;
  2902. }
  2903. if (notRemovable(sl1.army))
  2904. {
  2905. if (s1->getStackCount(p1) > countLeftOnSrc)
  2906. return false;
  2907. }
  2908. else if (notRemovable(sl2.army))
  2909. {
  2910. if (s2->getStackCount(p1) < countLeftOnSrc)
  2911. return false;
  2912. }
  2913. moveStack(sl1, sl2, countToMove);
  2914. //S2.slots[p2]->count = val;
  2915. //S1.slots[p1]->count = total - val;
  2916. }
  2917. else //split one stack to the two
  2918. {
  2919. if (s1->getStackCount(p1) < val)//not enough creatures
  2920. {
  2921. complain(complainNotEnoughCreatures);
  2922. return false;
  2923. }
  2924. if (notRemovable(sl1.army))
  2925. return false;
  2926. moveStack(sl1, sl2, val);
  2927. }
  2928. }
  2929. return true;
  2930. }
  2931. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2932. {
  2933. return connections.at(player).count(c);
  2934. }
  2935. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2936. {
  2937. std::set<PlayerColor> all;
  2938. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2939. if(vstd::contains(i->second, c))
  2940. all.insert(i->first);
  2941. switch(all.size())
  2942. {
  2943. case 0:
  2944. return PlayerColor::NEUTRAL;
  2945. case 1:
  2946. return *all.begin();
  2947. default:
  2948. {
  2949. //if we have more than one player at this connection, try to pick active one
  2950. if (vstd::contains(all, gs->currentPlayer))
  2951. return gs->currentPlayer;
  2952. else
  2953. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2954. }
  2955. }
  2956. }
  2957. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2958. {
  2959. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2960. if (!vstd::contains(s1->stacks,pos))
  2961. {
  2962. complain("Illegal call to disbandCreature - no such stack in army!");
  2963. return false;
  2964. }
  2965. eraseStack(StackLocation(s1, pos));
  2966. return true;
  2967. }
  2968. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2969. {
  2970. const CGTownInstance * t = getTown(tid);
  2971. if(!t)
  2972. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2973. if(!t->town->buildings.count(requestedID))
  2974. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % requestedID);
  2975. if(t->hasBuilt(requestedID))
  2976. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2977. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2978. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2979. std::vector<const CBuilding*> remainingAutoBuildings;
  2980. std::set<BuildingID> buildingsThatWillBe;
  2981. //Check validity of request
  2982. if(!force)
  2983. {
  2984. switch(requestedBuilding->mode)
  2985. {
  2986. case CBuilding::BUILD_NORMAL :
  2987. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2988. COMPLAIN_RET("Cannot build that building!");
  2989. break;
  2990. case CBuilding::BUILD_AUTO :
  2991. case CBuilding::BUILD_SPECIAL:
  2992. COMPLAIN_RET("This building can not be constructed normally!");
  2993. case CBuilding::BUILD_GRAIL :
  2994. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2995. {
  2996. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2997. COMPLAIN_RET("Cannot build this without grail!")
  2998. else
  2999. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3000. }
  3001. break;
  3002. }
  3003. }
  3004. //Performs stuff that has to be done before new building is built
  3005. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3006. {
  3007. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3008. {
  3009. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3010. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3011. if(upgradeNumber >= t->town->creatures.at(level).size())
  3012. {
  3013. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3014. "no creature found (upgrade number %d, level %d!")
  3015. % buildingID % upgradeNumber % level));
  3016. return;
  3017. }
  3018. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3019. SetAvailableCreatures ssi;
  3020. ssi.tid = t->id;
  3021. ssi.creatures = t->creatures;
  3022. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3023. ssi.creatures[level].first = crea->growth;
  3024. ssi.creatures[level].second.push_back(crea->idNumber);
  3025. sendAndApply(&ssi);
  3026. }
  3027. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3028. {
  3029. setPortalDwelling(t);
  3030. }
  3031. };
  3032. //Performs stuff that has to be done after new building is built
  3033. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3034. {
  3035. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3036. auto isLibrary = isMageGuild ? false
  3037. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3038. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3039. {
  3040. if(t->visitingHero)
  3041. giveSpells(t,t->visitingHero);
  3042. if(t->garrisonHero)
  3043. giveSpells(t,t->garrisonHero);
  3044. }
  3045. };
  3046. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3047. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3048. {
  3049. return buildingsThatWillBe.count(buildID);
  3050. };
  3051. //Init the vectors
  3052. for(auto & build : t->town->buildings)
  3053. {
  3054. if(t->hasBuilt(build.first))
  3055. {
  3056. buildingsThatWillBe.insert(build.first);
  3057. }
  3058. else
  3059. {
  3060. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3061. remainingAutoBuildings.push_back(build.second);
  3062. }
  3063. }
  3064. //Prepare structure (list of building ids will be filled later)
  3065. NewStructures ns;
  3066. ns.tid = tid;
  3067. ns.builded = force ? t->builded : (t->builded+1);
  3068. std::queue<const CBuilding*> buildingsToAdd;
  3069. buildingsToAdd.push(requestedBuilding);
  3070. while(!buildingsToAdd.empty())
  3071. {
  3072. auto b = buildingsToAdd.front();
  3073. buildingsToAdd.pop();
  3074. ns.bid.insert(b->bid);
  3075. buildingsThatWillBe.insert(b->bid);
  3076. remainingAutoBuildings -= b;
  3077. for(auto autoBuilding : remainingAutoBuildings)
  3078. {
  3079. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3080. if(actualRequirements.test(areRequirementsFullfilled))
  3081. buildingsToAdd.push(autoBuilding);
  3082. }
  3083. }
  3084. // 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.
  3085. for(auto builtID : ns.bid)
  3086. processBeforeBuiltStructure(builtID);
  3087. //Take cost
  3088. if(!force)
  3089. giveResources(t->tempOwner, -requestedBuilding->resources);
  3090. //We know what has been built, apply changes. Do this as final step to properly update town window
  3091. sendAndApply(&ns);
  3092. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3093. for(auto builtID : ns.bid)
  3094. processAfterBuiltStructure(builtID);
  3095. // now when everything is built - reveal tiles for lookout tower
  3096. FoWChange fw;
  3097. fw.player = t->tempOwner;
  3098. fw.mode = 1;
  3099. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3100. sendAndApply(&fw);
  3101. if(t->visitingHero)
  3102. visitCastleObjects(t, t->visitingHero);
  3103. if(t->garrisonHero)
  3104. visitCastleObjects(t, t->garrisonHero);
  3105. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3106. return true;
  3107. }
  3108. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3109. {
  3110. ///incomplete, simply erases target building
  3111. const CGTownInstance * t = getTown(tid);
  3112. if (!vstd::contains(t->builtBuildings, bid))
  3113. return false;
  3114. RazeStructures rs;
  3115. rs.tid = tid;
  3116. rs.bid.insert(bid);
  3117. rs.destroyed = t->destroyed + 1;
  3118. sendAndApply(&rs);
  3119. //TODO: Remove dwellers
  3120. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3121. // {
  3122. // RemoveBonus rb(RemoveBonus::TOWN);
  3123. // rb.whoID = t->id;
  3124. // rb.source = Bonus::TOWN_STRUCTURE;
  3125. // rb.id = 17;
  3126. // sendAndApply(&rb);
  3127. // }
  3128. return true;
  3129. }
  3130. void CGameHandler::sendMessageToAll(const std::string &message)
  3131. {
  3132. SystemMessage sm;
  3133. sm.text = message;
  3134. sendToAllClients(&sm);
  3135. }
  3136. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3137. {
  3138. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3139. const CArmedInstance *dst = nullptr;
  3140. const CCreature *c = VLC->creh->objects.at(crid);
  3141. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3142. //TODO: test for owning
  3143. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3144. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3145. assert(dw && dst);
  3146. //verify
  3147. bool found = false;
  3148. int level = 0;
  3149. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3150. {
  3151. if ((fromLvl != -1) && (level !=fromLvl))
  3152. continue;
  3153. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3154. int i = 0;
  3155. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3156. if (cur.second.at(i) == crid)
  3157. break;
  3158. if (i < cur.second.size())
  3159. {
  3160. found = true;
  3161. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3162. break;
  3163. }
  3164. }
  3165. SlotID slot = dst->getSlotFor(crid);
  3166. if ((!found && complain("Cannot recruit: no such creatures!"))
  3167. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3168. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3169. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3170. {
  3171. return false;
  3172. }
  3173. //recruit
  3174. giveResources(dst->tempOwner, -(c->cost * cram));
  3175. SetAvailableCreatures sac;
  3176. sac.tid = objid;
  3177. sac.creatures = dw->creatures;
  3178. sac.creatures[level].first -= cram;
  3179. sendAndApply(&sac);
  3180. if (warMachine)
  3181. {
  3182. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3183. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3184. ArtifactID artId = c->warMachine;
  3185. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3186. const CArtifact * art = artId.toArtifact();
  3187. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3188. return giveHeroNewArtifact(h, art);
  3189. }
  3190. else
  3191. {
  3192. addToSlot(StackLocation(dst, slot), c, cram);
  3193. }
  3194. return true;
  3195. }
  3196. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3197. {
  3198. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3199. if (!obj->hasStackAtSlot(pos))
  3200. {
  3201. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3202. }
  3203. UpgradeInfo ui;
  3204. fillUpgradeInfo(obj, pos, ui);
  3205. PlayerColor player = obj->tempOwner;
  3206. const PlayerState *p = getPlayerState(player);
  3207. int crQuantity = obj->stacks.at(pos)->count;
  3208. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3209. //check if upgrade is possible
  3210. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3211. {
  3212. return false;
  3213. }
  3214. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3215. //check if player has enough resources
  3216. if (!p->resources.canAfford(totalCost))
  3217. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3218. //take resources
  3219. giveResources(player, -totalCost);
  3220. //upgrade creature
  3221. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3222. return true;
  3223. }
  3224. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3225. {
  3226. if (!sl.army->hasStackAtSlot(sl.slot))
  3227. COMPLAIN_RET("Cannot find a stack to change type");
  3228. SetStackType sst;
  3229. sst.army = sl.army->id;
  3230. sst.slot = sl.slot;
  3231. sst.type = c->idNumber;
  3232. sendAndApply(&sst);
  3233. return true;
  3234. }
  3235. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3236. {
  3237. assert(src->canBeMergedWith(*dst, allowMerging));
  3238. while(src->stacksCount())//while there are unmoved creatures
  3239. {
  3240. auto i = src->Slots().begin(); //iterator to stack to move
  3241. StackLocation sl(src, i->first); //location of stack to move
  3242. SlotID pos = dst->getSlotFor(i->second->type);
  3243. if (!pos.validSlot())
  3244. {
  3245. //try to merge two other stacks to make place
  3246. std::pair<SlotID, SlotID> toMerge;
  3247. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3248. {
  3249. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3250. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3251. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3252. }
  3253. else
  3254. {
  3255. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3256. return;
  3257. }
  3258. }
  3259. else
  3260. {
  3261. moveStack(sl, StackLocation(dst, pos));
  3262. }
  3263. }
  3264. }
  3265. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3266. {
  3267. const CGTownInstance * town = getTown(tid);
  3268. if(!town->garrisonHero == !town->visitingHero)
  3269. return false;
  3270. SetHeroesInTown intown;
  3271. intown.tid = tid;
  3272. if(town->garrisonHero) //garrison -> vising
  3273. {
  3274. intown.garrison = ObjectInstanceID();
  3275. intown.visiting = town->garrisonHero->id;
  3276. }
  3277. else //visiting -> garrison
  3278. {
  3279. if(town->armedGarrison())
  3280. town->mergeGarrisonOnSiege();
  3281. intown.visiting = ObjectInstanceID();
  3282. intown.garrison = town->visitingHero->id;
  3283. }
  3284. sendAndApply(&intown);
  3285. return true;
  3286. }
  3287. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3288. {
  3289. const CGTownInstance * town = getTown(tid);
  3290. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3291. {
  3292. if (!town->visitingHero->canBeMergedWith(*town))
  3293. {
  3294. complain("Cannot make garrison swap, not enough free slots!");
  3295. return false;
  3296. }
  3297. moveArmy(town, town->visitingHero, true);
  3298. SetHeroesInTown intown;
  3299. intown.tid = tid;
  3300. intown.visiting = ObjectInstanceID();
  3301. intown.garrison = town->visitingHero->id;
  3302. sendAndApply(&intown);
  3303. return true;
  3304. }
  3305. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3306. {
  3307. //check if moving hero out of town will break 8 wandering heroes limit
  3308. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3309. {
  3310. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3311. return false;
  3312. }
  3313. SetHeroesInTown intown;
  3314. intown.tid = tid;
  3315. intown.garrison = ObjectInstanceID();
  3316. intown.visiting = town->garrisonHero->id;
  3317. sendAndApply(&intown);
  3318. return true;
  3319. }
  3320. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3321. {
  3322. SetHeroesInTown intown;
  3323. intown.tid = tid;
  3324. intown.garrison = town->visitingHero->id;
  3325. intown.visiting = town->garrisonHero->id;
  3326. sendAndApply(&intown);
  3327. return true;
  3328. }
  3329. else
  3330. {
  3331. complain("Cannot swap garrison hero!");
  3332. return false;
  3333. }
  3334. }
  3335. // With the amount of changes done to the function, it's more like transferArtifacts.
  3336. // 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.
  3337. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3338. {
  3339. ArtifactLocation src = al1, dst = al2;
  3340. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3341. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3342. // Make sure exchange is even possible between the two heroes.
  3343. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3344. COMPLAIN_RET("That heroes cannot make any exchange!");
  3345. const CArtifactInstance *srcArtifact = src.getArt();
  3346. const CArtifactInstance *destArtifact = dst.getArt();
  3347. if (srcArtifact == nullptr)
  3348. COMPLAIN_RET("No artifact to move!");
  3349. if (destArtifact && srcPlayer != dstPlayer)
  3350. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3351. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3352. // Moving to the backpack is always allowed.
  3353. if ((!srcArtifact || !ArtifactUtils::isSlotBackpack(dst.slot))
  3354. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3355. COMPLAIN_RET("Cannot move artifact!");
  3356. auto srcSlot = src.getSlot();
  3357. auto dstSlot = dst.getSlot();
  3358. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3359. COMPLAIN_RET("Cannot move artifact locks.");
  3360. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3361. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3362. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3363. COMPLAIN_RET("Cannot move catapult!");
  3364. if(ArtifactUtils::isSlotBackpack(dst.slot))
  3365. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3366. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3367. {
  3368. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3369. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3370. // Check if dst slot is occupied
  3371. if(!ArtifactUtils::isSlotBackpack(dst.slot) && destArtifact)
  3372. {
  3373. // Previous artifact must be removed first
  3374. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3375. }
  3376. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3377. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->id, dst.slot))
  3378. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3379. MoveArtifact ma(&src, &dst);
  3380. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3381. ma.askAssemble = false;
  3382. sendAndApply(&ma);
  3383. }
  3384. return true;
  3385. }
  3386. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3387. {
  3388. // Make sure exchange is even possible between the two heroes.
  3389. if(!isAllowedExchange(srcHero, dstHero))
  3390. COMPLAIN_RET("That heroes cannot make any exchange!");
  3391. auto psrcHero = getHero(srcHero);
  3392. auto pdstHero = getHero(dstHero);
  3393. if((!psrcHero) || (!pdstHero))
  3394. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3395. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3396. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3397. auto & slotsSrcDst = ma.artsPack0;
  3398. auto & slotsDstSrc = ma.artsPack1;
  3399. if(swap)
  3400. {
  3401. auto moveArtsWorn = [this](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3402. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3403. {
  3404. for(auto & artifact : srcHero->artifactsWorn)
  3405. {
  3406. if(artifact.second.locked)
  3407. continue;
  3408. if(!ArtifactUtils::isArtRemovable(artifact))
  3409. continue;
  3410. slots.push_back(BulkMoveArtifacts::LinkedSlots(artifact.first, artifact.first));
  3411. auto art = artifact.second.getArt();
  3412. assert(art);
  3413. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, art->artType->id, artifact.first))
  3414. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3415. }
  3416. };
  3417. auto moveArtsInBackpack = [](const CGHeroInstance * pHero,
  3418. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3419. {
  3420. for(auto & slotInfo : pHero->artifactsInBackpack)
  3421. {
  3422. auto slot = pHero->getArtPos(slotInfo.artifact);
  3423. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3424. }
  3425. };
  3426. // Move over artifacts that are worn srcHero -> dstHero
  3427. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3428. // Move over artifacts that are worn dstHero -> srcHero
  3429. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3430. // Move over artifacts that are in backpack srcHero -> dstHero
  3431. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3432. // Move over artifacts that are in backpack dstHero -> srcHero
  3433. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3434. }
  3435. else
  3436. {
  3437. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3438. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3439. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3440. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3441. auto moveArtifact = [this, &artFittingSet, &slotsSrcDst](const CArtifactInstance * artifact,
  3442. ArtifactPosition srcSlot, const CGHeroInstance * pdstHero) -> void
  3443. {
  3444. assert(artifact);
  3445. auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet, pdstHero->bearerType());
  3446. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3447. slotsSrcDst.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3448. if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
  3449. giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3450. };
  3451. // Move over artifacts that are worn
  3452. for(auto & artInfo : psrcHero->artifactsWorn)
  3453. {
  3454. if(ArtifactUtils::isArtRemovable(artInfo))
  3455. {
  3456. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero);
  3457. }
  3458. }
  3459. // Move over artifacts that are in backpack
  3460. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3461. {
  3462. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)), psrcHero->getArtPos(slotInfo.artifact), pdstHero);
  3463. }
  3464. }
  3465. sendAndApply(&ma);
  3466. return true;
  3467. }
  3468. /**
  3469. * Assembles or disassembles a combination artifact.
  3470. * @param heroID ID of hero holding the artifact(s).
  3471. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3472. * @param assemble True for assembly operation, false for disassembly.
  3473. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3474. * artifact to assemble to. Otherwise it's not used.
  3475. */
  3476. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3477. {
  3478. const CGHeroInstance * hero = getHero(heroID);
  3479. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3480. if (!destArtifact)
  3481. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3482. if(assemble)
  3483. {
  3484. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3485. if(!combinedArt->constituents)
  3486. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3487. bool combineEquipped = !ArtifactUtils::isSlotBackpack(artifactSlot);
  3488. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, combineEquipped), combinedArt))
  3489. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3490. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3491. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3492. AssembledArtifact aa;
  3493. aa.al = ArtifactLocation(hero, artifactSlot);
  3494. aa.builtArt = combinedArt;
  3495. sendAndApply(&aa);
  3496. }
  3497. else
  3498. {
  3499. if (!destArtifact->artType->constituents)
  3500. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3501. DisassembledArtifact da;
  3502. da.al = ArtifactLocation(hero, artifactSlot);
  3503. sendAndApply(&da);
  3504. }
  3505. return true;
  3506. }
  3507. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3508. {
  3509. const CGHeroInstance * hero = getHero(hid);
  3510. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3511. const CGTownInstance * town = hero->visitedTown;
  3512. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3513. if (aid==ArtifactID::SPELLBOOK)
  3514. {
  3515. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3516. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3517. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3518. )
  3519. return false;
  3520. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3521. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3522. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3523. giveSpells(town,hero);
  3524. return true;
  3525. }
  3526. else
  3527. {
  3528. const CArtifact * art = aid.toArtifact();
  3529. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3530. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3531. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3532. const int price = art->price;
  3533. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3534. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3535. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3536. {
  3537. giveResource(hero->getOwner(),Res::GOLD,-price);
  3538. return giveHeroNewArtifact(hero, art);
  3539. }
  3540. else
  3541. COMPLAIN_RET("This machine is unavailable here!");
  3542. }
  3543. }
  3544. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3545. {
  3546. if(!h)
  3547. COMPLAIN_RET("Only hero can buy artifacts!");
  3548. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3549. COMPLAIN_RET("That artifact is unavailable!");
  3550. int b1, b2;
  3551. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3552. if (getResource(h->tempOwner, rid) < b1)
  3553. COMPLAIN_RET("You can't afford to buy this artifact!");
  3554. giveResource(h->tempOwner, rid, -b1);
  3555. SetAvailableArtifacts saa;
  3556. if (m->o->ID == Obj::TOWN)
  3557. {
  3558. saa.id = -1;
  3559. saa.arts = CGTownInstance::merchantArtifacts;
  3560. }
  3561. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3562. {
  3563. saa.id = bm->id.getNum();
  3564. saa.arts = bm->artifacts;
  3565. }
  3566. else
  3567. COMPLAIN_RET("Wrong marktet...");
  3568. bool found = false;
  3569. for (const CArtifact *&art : saa.arts)
  3570. {
  3571. if (art && art->id == aid)
  3572. {
  3573. art = nullptr;
  3574. found = true;
  3575. break;
  3576. }
  3577. }
  3578. if (!found)
  3579. COMPLAIN_RET("Cannot find selected artifact on the list");
  3580. sendAndApply(&saa);
  3581. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3582. return true;
  3583. }
  3584. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3585. {
  3586. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3587. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3588. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3589. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3590. int resVal = 0, dump = 1;
  3591. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3592. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3593. giveResource(h->tempOwner, rid, resVal);
  3594. return true;
  3595. }
  3596. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3597. {
  3598. if (!h)
  3599. COMPLAIN_RET("You need hero to buy a skill!");
  3600. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3601. COMPLAIN_RET("Hero already know this skill");
  3602. if (!h->canLearnSkill())
  3603. COMPLAIN_RET("Hero can't learn any more skills");
  3604. if (!h->canLearnSkill(skill))
  3605. COMPLAIN_RET("The hero can't learn this skill!");
  3606. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3607. COMPLAIN_RET("That skill is unavailable!");
  3608. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3609. COMPLAIN_RET("You can't afford to buy this skill");
  3610. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3611. changeSecSkill(h, skill, 1, true);
  3612. return true;
  3613. }
  3614. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3615. {
  3616. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3617. vstd::amin(val, r1); //can't trade more resources than have
  3618. int b1, b2; //base quantities for trade
  3619. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3620. int units = val / b1; //how many base quantities we trade
  3621. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3622. {
  3623. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3624. }
  3625. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3626. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3627. return true;
  3628. }
  3629. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3630. {
  3631. if(!hero)
  3632. COMPLAIN_RET("Only hero can sell creatures!");
  3633. if (!vstd::contains(hero->Slots(), slot))
  3634. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3635. const CStackInstance &s = hero->getStack(slot);
  3636. if (s.count < (TQuantity)count //can't sell more creatures than have
  3637. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3638. {
  3639. COMPLAIN_RET("Not enough creatures in army!");
  3640. }
  3641. int b1, b2; //base quantities for trade
  3642. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3643. int units = count / b1; //how many base quantities we trade
  3644. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3645. {
  3646. //TODO: complain?
  3647. assert(0);
  3648. }
  3649. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3650. giveResource(hero->tempOwner, resourceID, b2 * units);
  3651. return true;
  3652. }
  3653. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3654. {
  3655. const CArmedInstance *army = nullptr;
  3656. if (hero)
  3657. army = hero;
  3658. else
  3659. army = dynamic_cast<const CGTownInstance *>(market->o);
  3660. if (!army)
  3661. COMPLAIN_RET("Incorrect call to transform in undead!");
  3662. if (!army->hasStackAtSlot(slot))
  3663. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3664. const CStackInstance &s = army->getStack(slot);
  3665. //resulting creature - bone dragons or skeletons
  3666. CreatureID resCreature = CreatureID::SKELETON;
  3667. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3668. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3669. || (s.getCreatureID() == CreatureID::HYDRA)
  3670. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3671. resCreature = CreatureID::BONE_DRAGON;
  3672. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3673. return true;
  3674. }
  3675. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3676. {
  3677. const PlayerState *p2 = getPlayerState(r2, false);
  3678. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3679. {
  3680. complain("Dest player must be in game!");
  3681. return false;
  3682. }
  3683. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3684. vstd::amin(val, curRes1);
  3685. giveResource(player, r1, -(int)val);
  3686. giveResource(r2, r1, val);
  3687. return true;
  3688. }
  3689. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3690. {
  3691. const CGHeroInstance *h = getHero(hid);
  3692. if (!h)
  3693. {
  3694. logGlobal->error("Hero doesn't exist!");
  3695. return false;
  3696. }
  3697. ChangeFormation cf;
  3698. cf.hid = hid;
  3699. cf.formation = formation;
  3700. sendAndApply(&cf);
  3701. return true;
  3702. }
  3703. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3704. {
  3705. const PlayerState * p = getPlayerState(player);
  3706. const CGTownInstance * t = getTown(obj->id);
  3707. //common preconditions
  3708. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3709. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3710. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3711. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3712. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3713. {
  3714. return false;
  3715. }
  3716. if (t) //tavern in town
  3717. {
  3718. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3719. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3720. {
  3721. return false;
  3722. }
  3723. }
  3724. else if (obj->ID == Obj::TAVERN)
  3725. {
  3726. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3727. {
  3728. return false;
  3729. }
  3730. }
  3731. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3732. if (!nh)
  3733. {
  3734. complain ("Hero is not available for hiring!");
  3735. return false;
  3736. }
  3737. HeroRecruited hr;
  3738. hr.tid = obj->id;
  3739. hr.hid = nh->subID;
  3740. hr.player = player;
  3741. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3742. sendAndApply(&hr);
  3743. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3744. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3745. const CGHeroInstance *newHero = nullptr;
  3746. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3747. {
  3748. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3749. }
  3750. SetAvailableHeroes sah;
  3751. sah.player = player;
  3752. if (newHero)
  3753. {
  3754. sah.hid[hid] = newHero->subID;
  3755. sah.army[hid].clear();
  3756. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3757. }
  3758. else
  3759. {
  3760. sah.hid[hid] = -1;
  3761. }
  3762. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3763. sendAndApply(&sah);
  3764. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3765. if (t)
  3766. {
  3767. visitCastleObjects(t, nh);
  3768. giveSpells (t,nh);
  3769. }
  3770. return true;
  3771. }
  3772. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3773. {
  3774. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3775. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3776. logGlobal->trace(answer.toJson());
  3777. auto topQuery = queries.topQuery(player);
  3778. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3779. if(topQuery->queryID != qid)
  3780. {
  3781. auto currentQuery = queries.getQuery(qid);
  3782. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3783. currentQuery->setReply(answer);
  3784. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3785. }
  3786. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3787. topQuery->setReply(answer);
  3788. queries.popQuery(topQuery);
  3789. return true;
  3790. }
  3791. static EndAction end_action;
  3792. void CGameHandler::updateGateState()
  3793. {
  3794. BattleUpdateGateState db;
  3795. db.state = gs->curB->si.gateState;
  3796. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3797. {
  3798. db.state = EGateState::DESTROYED;
  3799. }
  3800. else if (db.state == EGateState::OPENED)
  3801. {
  3802. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3803. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3804. {
  3805. if (gs->curB->town->subID == ETownType::FORTRESS)
  3806. {
  3807. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3808. db.state = EGateState::CLOSED;
  3809. }
  3810. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3811. db.state = EGateState::BLOCKED;
  3812. else
  3813. db.state = EGateState::CLOSED;
  3814. }
  3815. }
  3816. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3817. db.state = EGateState::BLOCKED;
  3818. else
  3819. db.state = EGateState::CLOSED;
  3820. if (db.state != gs->curB->si.gateState)
  3821. sendAndApply(&db);
  3822. }
  3823. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3824. {
  3825. bool ok = true;
  3826. battle::Target target = ba.getTarget(gs->curB);
  3827. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3828. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3829. logGlobal->trace("Making action: %s", ba.toString());
  3830. switch(ba.actionType)
  3831. {
  3832. case EActionType::WALK: //walk
  3833. case EActionType::DEFEND: //defend
  3834. case EActionType::WAIT: //wait
  3835. case EActionType::WALK_AND_ATTACK: //walk or attack
  3836. case EActionType::SHOOT: //shoot
  3837. case EActionType::CATAPULT: //catapult
  3838. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3839. case EActionType::MONSTER_SPELL:
  3840. if (!stack)
  3841. {
  3842. complain("No such stack!");
  3843. return false;
  3844. }
  3845. if (!stack->alive())
  3846. {
  3847. complain("This stack is dead: " + stack->nodeName());
  3848. return false;
  3849. }
  3850. if (battleTacticDist())
  3851. {
  3852. if (stack && stack->side != battleGetTacticsSide())
  3853. {
  3854. complain("This is not a stack of side that has tactics!");
  3855. return false;
  3856. }
  3857. }
  3858. else if (!isAboutActiveStack)
  3859. {
  3860. complain("Action has to be about active stack!");
  3861. return false;
  3862. }
  3863. }
  3864. auto wrapAction = [this](BattleAction &ba)
  3865. {
  3866. StartAction startAction(ba);
  3867. sendAndApply(&startAction);
  3868. return vstd::makeScopeGuard([&]()
  3869. {
  3870. sendAndApply(&end_action);
  3871. });
  3872. };
  3873. switch(ba.actionType)
  3874. {
  3875. case EActionType::END_TACTIC_PHASE: //wait
  3876. case EActionType::BAD_MORALE:
  3877. case EActionType::NO_ACTION:
  3878. {
  3879. auto wrapper = wrapAction(ba);
  3880. break;
  3881. }
  3882. case EActionType::WALK:
  3883. {
  3884. auto wrapper = wrapAction(ba);
  3885. if(target.size() < 1)
  3886. {
  3887. complain("Destination required for move action.");
  3888. ok = false;
  3889. break;
  3890. }
  3891. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3892. if (!walkedTiles)
  3893. complain("Stack failed movement!");
  3894. break;
  3895. }
  3896. case EActionType::DEFEND:
  3897. {
  3898. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3899. SetStackEffect sse;
  3900. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3901. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3902. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3903. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3904. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3905. int oldDefenceValue = defence.totalValue();
  3906. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3907. defence.push_back(std::make_shared<Bonus>(bonus2));
  3908. int difference = defence.totalValue() - oldDefenceValue;
  3909. std::vector<Bonus> buffer;
  3910. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3911. {
  3912. difference = 1;
  3913. buffer.push_back(alternativeWeakCreatureBonus);
  3914. }
  3915. else
  3916. {
  3917. buffer.push_back(defenseBonusToAdd);
  3918. }
  3919. buffer.push_back(bonus2);
  3920. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3921. sendAndApply(&sse);
  3922. BattleLogMessage message;
  3923. MetaString text;
  3924. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3925. stack->addNameReplacement(text);
  3926. text.addReplacement(difference);
  3927. message.lines.push_back(text);
  3928. sendAndApply(&message);
  3929. //don't break - we share code with next case
  3930. }
  3931. FALLTHROUGH
  3932. case EActionType::WAIT:
  3933. {
  3934. auto wrapper = wrapAction(ba);
  3935. break;
  3936. }
  3937. case EActionType::RETREAT: //retreat/flee
  3938. {
  3939. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3940. complain("Cannot retreat!");
  3941. else
  3942. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3943. break;
  3944. }
  3945. case EActionType::SURRENDER:
  3946. {
  3947. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3948. int cost = gs->curB->battleGetSurrenderCost(player);
  3949. if (cost < 0)
  3950. complain("Cannot surrender!");
  3951. else if (getResource(player, Res::GOLD) < cost)
  3952. complain("Not enough gold to surrender!");
  3953. else
  3954. {
  3955. giveResource(player, Res::GOLD, -cost);
  3956. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3957. }
  3958. break;
  3959. }
  3960. case EActionType::WALK_AND_ATTACK: //walk or attack
  3961. {
  3962. auto wrapper = wrapAction(ba);
  3963. if(!stack)
  3964. {
  3965. complain("No attacker");
  3966. ok = false;
  3967. break;
  3968. }
  3969. if(target.size() < 2)
  3970. {
  3971. complain("Two destinations required for attack action.");
  3972. ok = false;
  3973. break;
  3974. }
  3975. BattleHex attackPos = target.at(0).hexValue;
  3976. BattleHex destinationTile = target.at(1).hexValue;
  3977. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3978. if(!destinationStack)
  3979. {
  3980. complain("Invalid target to attack");
  3981. ok = false;
  3982. break;
  3983. }
  3984. BattleHex startingPos = stack->getPosition();
  3985. int distance = moveStack(ba.stackNumber, attackPos);
  3986. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3987. if(stack->getPosition() != attackPos
  3988. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  3989. )
  3990. {
  3991. // we were not able to reach destination tile, nor occupy specified hex
  3992. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  3993. break;
  3994. }
  3995. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3996. {
  3997. destinationStack = nullptr;
  3998. }
  3999. if(!destinationStack)
  4000. {
  4001. complain("Unit can not attack itself");
  4002. ok = false;
  4003. break;
  4004. }
  4005. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4006. {
  4007. complain("Attack cannot be performed!");
  4008. ok = false;
  4009. break;
  4010. }
  4011. //attack
  4012. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4013. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4014. const bool retaliation = destinationStack->ableToRetaliate();
  4015. for (int i = 0; i < totalAttacks; ++i)
  4016. {
  4017. //first strike
  4018. if(i == 0 && firstStrike && retaliation)
  4019. {
  4020. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4021. }
  4022. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4023. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4024. {
  4025. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4026. }
  4027. //counterattack
  4028. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4029. if(stack->alive()
  4030. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4031. && (i == 0 && !firstStrike)
  4032. && retaliation && destinationStack->ableToRetaliate())
  4033. {
  4034. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4035. }
  4036. }
  4037. //return
  4038. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4039. && target.size() == 3
  4040. && startingPos != stack->getPosition()
  4041. && startingPos == target.at(2).hexValue
  4042. && stack->alive())
  4043. {
  4044. moveStack(ba.stackNumber, startingPos);
  4045. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4046. }
  4047. break;
  4048. }
  4049. case EActionType::SHOOT:
  4050. {
  4051. if(target.size() < 1)
  4052. {
  4053. complain("Destination required for shot action.");
  4054. ok = false;
  4055. break;
  4056. }
  4057. auto destination = target.at(0).hexValue;
  4058. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4059. if (!gs->curB->battleCanShoot(stack, destination))
  4060. {
  4061. complain("Cannot shoot!");
  4062. break;
  4063. }
  4064. if (!destinationStack)
  4065. {
  4066. complain("No target to shoot!");
  4067. break;
  4068. }
  4069. auto wrapper = wrapAction(ba);
  4070. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4071. //ranged counterattack
  4072. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4073. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4074. && destinationStack->ableToRetaliate()
  4075. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4076. && stack->alive()) //attacker may have died (fire shield)
  4077. {
  4078. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4079. }
  4080. //TODO: move to CUnitState
  4081. //extra shot(s) for ballista, based on artillery skill
  4082. if(stack->creatureIndex() == CreatureID::BALLISTA)
  4083. {
  4084. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4085. if(attackingHero)
  4086. {
  4087. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  4088. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  4089. {
  4090. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4091. }
  4092. }
  4093. }
  4094. //allow more than one additional attack
  4095. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4096. for(int i = 1; i < totalRangedAttacks; ++i)
  4097. {
  4098. if(
  4099. stack->alive()
  4100. && destinationStack->alive()
  4101. && stack->shots.canUse()
  4102. )
  4103. {
  4104. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4105. }
  4106. }
  4107. break;
  4108. }
  4109. case EActionType::CATAPULT:
  4110. {
  4111. //TODO: unify with spells::effects:Catapult
  4112. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  4113. {
  4114. switch(part)
  4115. {
  4116. case EWallPart::GATE:
  4117. return sbi.gate;
  4118. case EWallPart::KEEP:
  4119. return sbi.keep;
  4120. case EWallPart::BOTTOM_TOWER:
  4121. case EWallPart::UPPER_TOWER:
  4122. return sbi.tower;
  4123. case EWallPart::BOTTOM_WALL:
  4124. case EWallPart::BELOW_GATE:
  4125. case EWallPart::OVER_GATE:
  4126. case EWallPart::UPPER_WALL:
  4127. return sbi.wall;
  4128. default:
  4129. return 0;
  4130. }
  4131. };
  4132. auto wrapper = wrapAction(ba);
  4133. if(target.size() < 1)
  4134. {
  4135. complain("Destination required for catapult action.");
  4136. ok = false;
  4137. break;
  4138. }
  4139. auto destination = target.at(0).hexValue;
  4140. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4141. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
  4142. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  4143. stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  4144. else
  4145. {
  4146. 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
  4147. {
  4148. stackBallisticsParameters = VLC->heroh->ballistics.at(2);
  4149. stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
  4150. }
  4151. else
  4152. stackBallisticsParameters = VLC->heroh->ballistics.at(1);
  4153. stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
  4154. }
  4155. auto wallPart = gs->curB->battleHexToWallPart(destination);
  4156. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  4157. {
  4158. complain("catapult tried to attack non-catapultable hex!");
  4159. break;
  4160. }
  4161. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  4162. auto &currentHP = gs->curB->si.wallState;
  4163. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  4164. {
  4165. complain("catapult tried to attack already destroyed wall part!");
  4166. break;
  4167. }
  4168. for (int g=0; g<stackBallisticsParameters.shots; ++g)
  4169. {
  4170. bool hitSuccessfull = false;
  4171. auto attackedPart = wallPart;
  4172. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  4173. {
  4174. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  4175. currentHP.at(attackedPart) != EWallState::NONE &&
  4176. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
  4177. {
  4178. hitSuccessfull = true;
  4179. }
  4180. else // select new target
  4181. {
  4182. std::vector<EWallPart::EWallPart> allowedTargets;
  4183. for (size_t i=0; i< currentHP.size(); i++)
  4184. {
  4185. if(currentHP.at(i) != EWallState::DESTROYED &&
  4186. currentHP.at(i) != EWallState::NONE)
  4187. allowedTargets.push_back(EWallPart::EWallPart(i));
  4188. }
  4189. if (allowedTargets.empty())
  4190. break;
  4191. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  4192. }
  4193. }
  4194. while (!hitSuccessfull);
  4195. if (!hitSuccessfull) // break triggered - no target to shoot at
  4196. break;
  4197. CatapultAttack ca; //package for clients
  4198. CatapultAttack::AttackInfo attack;
  4199. attack.attackedPart = attackedPart;
  4200. attack.destinationTile = destination;
  4201. attack.damageDealt = 0;
  4202. BattleUnitsChanged removeUnits;
  4203. int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  4204. int dmgRand = getRandomGenerator().nextInt(99);
  4205. //accumulating dmgChance
  4206. dmgChance[1] += dmgChance[0];
  4207. dmgChance[2] += dmgChance[1];
  4208. //calculating dealt damage
  4209. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  4210. {
  4211. if (dmgRand <= dmgChance[damage])
  4212. {
  4213. attack.damageDealt = damage;
  4214. break;
  4215. }
  4216. }
  4217. // attacked tile may have changed - update destination
  4218. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  4219. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  4220. //removing creatures in turrets / keep if one is destroyed
  4221. if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  4222. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  4223. {
  4224. int posRemove = -1;
  4225. switch(attackedPart)
  4226. {
  4227. case EWallPart::KEEP:
  4228. posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
  4229. break;
  4230. case EWallPart::BOTTOM_TOWER:
  4231. posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
  4232. break;
  4233. case EWallPart::UPPER_TOWER:
  4234. posRemove = BattleHex::CASTLE_UPPER_TOWER;
  4235. break;
  4236. }
  4237. for(auto & elem : gs->curB->stacks)
  4238. {
  4239. if(elem->initialPosition == posRemove)
  4240. {
  4241. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  4242. break;
  4243. }
  4244. }
  4245. }
  4246. ca.attacker = ba.stackNumber;
  4247. ca.attackedParts.push_back(attack);
  4248. sendAndApply(&ca);
  4249. if(!removeUnits.changedStacks.empty())
  4250. sendAndApply(&removeUnits);
  4251. }
  4252. //finish by scope guard
  4253. break;
  4254. }
  4255. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4256. {
  4257. auto wrapper = wrapAction(ba);
  4258. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4259. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4260. if(target.size() < 1)
  4261. {
  4262. complain("Destination required for heal action.");
  4263. ok = false;
  4264. break;
  4265. }
  4266. const battle::Unit * destStack = nullptr;
  4267. if(target.at(0).unitValue)
  4268. destStack = target.at(0).unitValue;
  4269. else
  4270. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4271. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  4272. {
  4273. complain("There is either no healer, no destination, or healer cannot heal :P");
  4274. }
  4275. else
  4276. {
  4277. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  4278. //TODO: allow resurrection for mods
  4279. auto state = destStack->acquireState();
  4280. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  4281. if(toHeal == 0)
  4282. {
  4283. logGlobal->warn("Nothing to heal");
  4284. }
  4285. else
  4286. {
  4287. BattleUnitsChanged pack;
  4288. BattleLogMessage message;
  4289. MetaString text;
  4290. text.addTxt(MetaString::GENERAL_TXT, 414);
  4291. healer->addNameReplacement(text, false);
  4292. destStack->addNameReplacement(text, false);
  4293. text.addReplacement((int)toHeal);
  4294. message.lines.push_back(text);
  4295. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  4296. info.healthDelta = toHeal;
  4297. state->save(info.data);
  4298. pack.changedStacks.push_back(info);
  4299. sendAndApply(&pack);
  4300. sendAndApply(&message);
  4301. }
  4302. }
  4303. break;
  4304. }
  4305. case EActionType::MONSTER_SPELL:
  4306. {
  4307. auto wrapper = wrapAction(ba);
  4308. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4309. SpellID spellID = SpellID(ba.actionSubtype);
  4310. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4311. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4312. //TODO special bonus for genies ability
  4313. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4314. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4315. if (spellID < 0)
  4316. complain("That stack can't cast spells!");
  4317. else
  4318. {
  4319. const CSpell * spell = SpellID(spellID).toSpell();
  4320. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4321. int32_t spellLvl = 0;
  4322. if(spellcaster)
  4323. vstd::amax(spellLvl, spellcaster->val);
  4324. if(randSpellcaster)
  4325. vstd::amax(spellLvl, randSpellcaster->val);
  4326. parameters.setSpellLevel(spellLvl);
  4327. parameters.cast(spellEnv, target);
  4328. }
  4329. break;
  4330. }
  4331. }
  4332. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4333. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4334. handleDamageFromObstacle(stack);
  4335. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4336. battleMadeAction.setn(true);
  4337. return ok;
  4338. }
  4339. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4340. {
  4341. bool cheated = false;
  4342. PlayerMessageClient temp_message(player, message);
  4343. sendAndApply(&temp_message);
  4344. std::vector<std::string> words;
  4345. boost::split(words, message, boost::is_any_of(" "));
  4346. bool isHost = false;
  4347. for(auto & c : connections[player])
  4348. if(lobby->isClientHost(c->connectionID))
  4349. isHost = true;
  4350. if(isHost && words.size() >= 2 && words[0] == "game")
  4351. {
  4352. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4353. {
  4354. SystemMessage temp_message("game was terminated");
  4355. sendAndApply(&temp_message);
  4356. lobby->state = EServerState::SHUTDOWN;
  4357. return;
  4358. }
  4359. if(words.size() == 3 && words[1] == "save")
  4360. {
  4361. save("Saves/" + words[2]);
  4362. SystemMessage temp_message("game saved as " + words[2]);
  4363. sendAndApply(&temp_message);
  4364. return;
  4365. }
  4366. if(words.size() == 3 && words[1] == "kick")
  4367. {
  4368. auto playername = words[2];
  4369. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4370. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4371. playerToKick = PlayerColor(std::stoi(playername));
  4372. else
  4373. {
  4374. for(auto & c : connections)
  4375. {
  4376. if(c.first.getStr(false) == playername)
  4377. playerToKick = c.first;
  4378. }
  4379. }
  4380. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4381. {
  4382. PlayerCheated pc;
  4383. pc.player = playerToKick;
  4384. pc.losingCheatCode = true;
  4385. sendAndApply(&pc);
  4386. checkVictoryLossConditionsForPlayer(playerToKick);
  4387. }
  4388. return;
  4389. }
  4390. }
  4391. int obj = 0;
  4392. if (words.size() == 2)
  4393. {
  4394. obj = std::atoi(words[1].c_str());
  4395. if (obj)
  4396. currObj = ObjectInstanceID(obj);
  4397. }
  4398. const CGHeroInstance * hero = getHero(currObj);
  4399. const CGTownInstance * town = getTown(currObj);
  4400. if (!town && hero)
  4401. town = hero->visitedTown;
  4402. if (words.size() == 1 || obj)
  4403. handleCheatCode(words[0], player, hero, town, cheated);
  4404. else
  4405. {
  4406. for (const auto & i : gs->players)
  4407. {
  4408. if (i.first == PlayerColor::NEUTRAL)
  4409. continue;
  4410. if (words[1] == "ai")
  4411. {
  4412. if (i.second.human)
  4413. continue;
  4414. }
  4415. else if (words[1] != "all" && words[1] != i.first.getStr())
  4416. continue;
  4417. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant")
  4418. {
  4419. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4420. }
  4421. else if (words[0] == "vcmiarmenelos")
  4422. {
  4423. for (const auto & t : i.second.towns)
  4424. {
  4425. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4426. }
  4427. }
  4428. else
  4429. {
  4430. for (const auto & h : i.second.heroes)
  4431. {
  4432. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4433. }
  4434. }
  4435. }
  4436. }
  4437. if (cheated)
  4438. {
  4439. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4440. sendAndApply(&temp_message);
  4441. if(!player.isSpectator())
  4442. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4443. }
  4444. }
  4445. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4446. {
  4447. switch(ba.actionType)
  4448. {
  4449. case EActionType::HERO_SPELL:
  4450. {
  4451. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4452. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4453. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4454. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4455. if (!s)
  4456. {
  4457. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4458. return false;
  4459. }
  4460. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4461. spells::detail::ProblemImpl problem;
  4462. auto m = s->battleMechanics(&parameters);
  4463. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4464. {
  4465. logGlobal->warn("Spell cannot be cast!");
  4466. std::vector<std::string> texts;
  4467. problem.getAll(texts);
  4468. for(auto s : texts)
  4469. logGlobal->warn(s);
  4470. return false;
  4471. }
  4472. StartAction start_action(ba);
  4473. sendAndApply(&start_action); //start spell casting
  4474. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4475. sendAndApply(&end_action);
  4476. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4477. {
  4478. battleMadeAction.setn(true);
  4479. }
  4480. checkBattleStateChanges();
  4481. if (battleResult.get())
  4482. {
  4483. battleMadeAction.setn(true);
  4484. //battle will be ended by startBattle function
  4485. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4486. }
  4487. return true;
  4488. }
  4489. }
  4490. return false;
  4491. }
  4492. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4493. {
  4494. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4495. for(auto b : bl)
  4496. {
  4497. const CSpell * sp = SpellID(b->subtype).toSpell();
  4498. if(!sp)
  4499. continue;
  4500. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4501. const int32_t level = ((val > 3) ? (val - 3) : val);
  4502. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4503. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4504. battleCast.setEffectDuration(50);
  4505. battleCast.setSpellLevel(level);
  4506. spells::Target target;
  4507. if(val > 3)
  4508. {
  4509. for(auto s : gs->curB->battleGetAllStacks())
  4510. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4511. target.emplace_back(s);
  4512. }
  4513. else
  4514. {
  4515. target.emplace_back(st);
  4516. }
  4517. battleCast.applyEffects(spellEnv, target, false, true);
  4518. }
  4519. }
  4520. void CGameHandler::stackTurnTrigger(const CStack *st)
  4521. {
  4522. BattleTriggerEffect bte;
  4523. bte.stackID = st->ID;
  4524. bte.effect = -1;
  4525. bte.val = 0;
  4526. bte.additionalInfo = 0;
  4527. if (st->alive())
  4528. {
  4529. //unbind
  4530. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4531. {
  4532. bool unbind = true;
  4533. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4534. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4535. for (auto b : bl)
  4536. {
  4537. if(b->additionalInfo != CAddInfo::NONE)
  4538. {
  4539. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4540. if(stack)
  4541. {
  4542. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4543. unbind = false;
  4544. }
  4545. }
  4546. else
  4547. {
  4548. unbind = false;
  4549. }
  4550. }
  4551. if (unbind)
  4552. {
  4553. BattleSetStackProperty ssp;
  4554. ssp.which = BattleSetStackProperty::UNBIND;
  4555. ssp.stackID = st->ID;
  4556. sendAndApply(&ssp);
  4557. }
  4558. }
  4559. if (st->hasBonusOfType(Bonus::POISON))
  4560. {
  4561. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4562. if (b) //TODO: what if not?...
  4563. {
  4564. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4565. if (bte.val < b->val) //(negative) poison effect increases - update it
  4566. {
  4567. bte.effect = Bonus::POISON;
  4568. sendAndApply(&bte);
  4569. }
  4570. }
  4571. }
  4572. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4573. {
  4574. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4575. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4576. if(opponentHero)
  4577. {
  4578. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4579. vstd::amin(manaDrained, opponentHero->mana);
  4580. if(manaDrained)
  4581. {
  4582. bte.effect = Bonus::MANA_DRAIN;
  4583. bte.val = manaDrained;
  4584. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4585. sendAndApply(&bte);
  4586. }
  4587. }
  4588. }
  4589. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4590. {
  4591. bool fearsomeCreature = false;
  4592. for (CStack * stack : gs->curB->stacks)
  4593. {
  4594. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4595. {
  4596. fearsomeCreature = true;
  4597. break;
  4598. }
  4599. }
  4600. if (fearsomeCreature)
  4601. {
  4602. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4603. {
  4604. bte.effect = Bonus::FEAR;
  4605. sendAndApply(&bte);
  4606. }
  4607. }
  4608. }
  4609. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4610. int side = gs->curB->whatSide(st->owner);
  4611. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4612. {
  4613. bool cast = false;
  4614. while(!bl.empty() && !cast)
  4615. {
  4616. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4617. auto spellID = SpellID(bonus->subtype);
  4618. const CSpell * spell = SpellID(spellID).toSpell();
  4619. bl.remove_if([&bonus](const Bonus * b)
  4620. {
  4621. return b == bonus.get();
  4622. });
  4623. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4624. parameters.setSpellLevel(bonus->val);
  4625. parameters.massive = true;
  4626. parameters.smart = true;
  4627. //todo: recheck effect level
  4628. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4629. {
  4630. cast = true;
  4631. int cooldown = bonus->additionalInfo[0];
  4632. BattleSetStackProperty ssp;
  4633. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4634. ssp.absolute = false;
  4635. ssp.val = cooldown;
  4636. ssp.stackID = st->unitId();
  4637. sendAndApply(&ssp);
  4638. }
  4639. }
  4640. }
  4641. }
  4642. }
  4643. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4644. {
  4645. if(!curStack->alive())
  4646. return false;
  4647. bool containDamageFromMoat = false;
  4648. bool movementStoped = false;
  4649. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4650. {
  4651. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4652. {
  4653. //helper info
  4654. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4655. const ui8 side = curStack->side;
  4656. if(!spellObstacle)
  4657. COMPLAIN_RET("Invalid obstacle instance");
  4658. if(spellObstacle->trigger)
  4659. {
  4660. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4661. //hidden obstacle triggers effects until revealed
  4662. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4663. {
  4664. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4665. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4666. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4667. if(!sp)
  4668. COMPLAIN_RET("Invalid obstacle instance");
  4669. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4670. ObstacleChanges changeInfo;
  4671. changeInfo.id = spellObstacle->uniqueID;
  4672. if (oneTimeObstacle)
  4673. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
  4674. else
  4675. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
  4676. SpellCreatedObstacle changedObstacle;
  4677. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4678. changedObstacle.revealed = true;
  4679. changeInfo.data.clear();
  4680. JsonSerializer ser(nullptr, changeInfo.data);
  4681. ser.serializeStruct("obstacle", changedObstacle);
  4682. BattleObstaclesChanged bocp;
  4683. bocp.changes.emplace_back(changeInfo);
  4684. sendAndApply(&bocp);
  4685. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4686. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4687. }
  4688. }
  4689. }
  4690. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4691. {
  4692. auto town = gs->curB->town;
  4693. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4694. if(!containDamageFromMoat)
  4695. {
  4696. containDamageFromMoat = true;
  4697. BattleStackAttacked bsa;
  4698. bsa.damageAmount = damage;
  4699. bsa.stackAttacked = curStack->ID;
  4700. bsa.attackerID = -1;
  4701. curStack->prepareAttacked(bsa, getRandomGenerator());
  4702. StacksInjured si;
  4703. si.stacks.push_back(bsa);
  4704. sendAndApply(&si);
  4705. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4706. }
  4707. }
  4708. if(!curStack->alive())
  4709. return false;
  4710. if((obstacle->stopsMovement() && stackIsMoving))
  4711. movementStoped = true;
  4712. }
  4713. if(stackIsMoving)
  4714. return curStack->alive() && !movementStoped;
  4715. else
  4716. return curStack->alive();
  4717. }
  4718. void CGameHandler::handleTimeEvents()
  4719. {
  4720. gs->map->events.sort(evntCmp);
  4721. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4722. {
  4723. CMapEvent ev = gs->map->events.front();
  4724. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4725. {
  4726. auto color = PlayerColor(player);
  4727. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4728. if (pinfo //player exists
  4729. && (ev.players & 1<<player) //event is enabled to this player
  4730. && ((ev.computerAffected && !pinfo->human)
  4731. || (ev.humanAffected && pinfo->human)
  4732. )
  4733. )
  4734. {
  4735. //give resources
  4736. giveResources(color, ev.resources);
  4737. //prepare dialog
  4738. InfoWindow iw;
  4739. iw.player = color;
  4740. iw.text << ev.message;
  4741. for (int i=0; i<ev.resources.size(); i++)
  4742. {
  4743. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4744. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4745. }
  4746. sendAndApply(&iw); //show dialog
  4747. }
  4748. } //PLAYERS LOOP
  4749. if (ev.nextOccurence)
  4750. {
  4751. gs->map->events.pop_front();
  4752. ev.firstOccurence += ev.nextOccurence;
  4753. auto it = gs->map->events.begin();
  4754. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4755. it++;
  4756. gs->map->events.insert(it, ev);
  4757. }
  4758. else
  4759. {
  4760. gs->map->events.pop_front();
  4761. }
  4762. }
  4763. //TODO send only if changed
  4764. UpdateMapEvents ume;
  4765. ume.events = gs->map->events;
  4766. sendAndApply(&ume);
  4767. }
  4768. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4769. {
  4770. town->events.sort(evntCmp);
  4771. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4772. {
  4773. PlayerColor player = town->tempOwner;
  4774. CCastleEvent ev = town->events.front();
  4775. const PlayerState * pinfo = getPlayerState(player, false);
  4776. if (pinfo //player exists
  4777. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4778. && ((ev.computerAffected && !pinfo->human)
  4779. || (ev.humanAffected && pinfo->human)))
  4780. {
  4781. // dialog
  4782. InfoWindow iw;
  4783. iw.player = player;
  4784. iw.text << ev.message;
  4785. if (ev.resources.nonZero())
  4786. {
  4787. TResources was = n.res[player];
  4788. n.res[player] += ev.resources;
  4789. n.res[player].amax(0);
  4790. for (int i=0; i<ev.resources.size(); i++)
  4791. 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
  4792. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4793. }
  4794. for (auto & i : ev.buildings)
  4795. {
  4796. if (!town->hasBuilt(i))
  4797. {
  4798. buildStructure(town->id, i, true);
  4799. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4800. }
  4801. }
  4802. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4803. {
  4804. n.cres[town->id].tid = town->id;
  4805. n.cres[town->id].creatures = town->creatures;
  4806. }
  4807. auto & sac = n.cres[town->id];
  4808. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4809. {
  4810. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4811. {
  4812. sac.creatures[i].first += ev.creatures.at(i);
  4813. iw.components.push_back(Component(Component::CREATURE,
  4814. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4815. }
  4816. }
  4817. sendAndApply(&iw); //show dialog
  4818. }
  4819. if (ev.nextOccurence)
  4820. {
  4821. town->events.pop_front();
  4822. ev.firstOccurence += ev.nextOccurence;
  4823. auto it = town->events.begin();
  4824. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4825. it++;
  4826. town->events.insert(it, ev);
  4827. }
  4828. else
  4829. {
  4830. town->events.pop_front();
  4831. }
  4832. }
  4833. //TODO send only if changed
  4834. UpdateCastleEvents uce;
  4835. uce.town = town->id;
  4836. uce.events = town->events;
  4837. sendAndApply(&uce);
  4838. }
  4839. bool CGameHandler::complain(const std::string &problem)
  4840. {
  4841. sendMessageToAll("Server encountered a problem: " + problem);
  4842. logGlobal->error(problem);
  4843. return true;
  4844. }
  4845. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4846. {
  4847. //PlayerColor player = getOwner(hid);
  4848. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4849. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4850. assert(lowerArmy);
  4851. assert(upperArmy);
  4852. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4853. queries.addQuery(garrisonQuery);
  4854. GarrisonDialog gd;
  4855. gd.hid = hid;
  4856. gd.objid = upobj;
  4857. gd.removableUnits = removableUnits;
  4858. gd.queryID = garrisonQuery->queryID;
  4859. sendAndApply(&gd);
  4860. }
  4861. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4862. {
  4863. OpenWindow ow;
  4864. ow.window = OpenWindow::THIEVES_GUILD;
  4865. ow.id1 = player.getNum();
  4866. ow.id2 = requestingObjId.getNum();
  4867. sendAndApply(&ow);
  4868. }
  4869. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4870. {
  4871. if (id1 == id2)
  4872. return true;
  4873. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4874. if (!o1 || !o2)
  4875. return true; //arranging stacks within an object should be always allowed
  4876. if (o1 && o2)
  4877. {
  4878. if (o1->ID == Obj::TOWN)
  4879. {
  4880. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4881. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4882. return true;
  4883. }
  4884. if (o2->ID == Obj::TOWN)
  4885. {
  4886. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4887. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4888. return true;
  4889. }
  4890. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4891. {
  4892. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4893. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4894. // two heroes in same town (garrisoned and visiting)
  4895. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4896. return true;
  4897. }
  4898. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4899. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4900. if (!dialog)
  4901. {
  4902. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4903. }
  4904. if (dialog)
  4905. {
  4906. auto topArmy = dialog->exchangingArmies.at(0);
  4907. auto bottomArmy = dialog->exchangingArmies.at(1);
  4908. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4909. return true;
  4910. }
  4911. }
  4912. return false;
  4913. }
  4914. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4915. {
  4916. using events::ObjectVisitStarted;
  4917. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4918. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4919. auto startVisit = [&](ObjectVisitStarted & event)
  4920. {
  4921. auto visitedObject = obj;
  4922. if(obj->ID == Obj::HERO)
  4923. {
  4924. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4925. const auto visitedTown = visitedHero->visitedTown;
  4926. if(visitedTown)
  4927. {
  4928. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4929. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4930. visitedObject = visitedTown;
  4931. }
  4932. }
  4933. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4934. queries.addQuery(visitQuery); //TODO real visit pos
  4935. HeroVisit hv;
  4936. hv.objId = obj->id;
  4937. hv.heroId = h->id;
  4938. hv.player = h->tempOwner;
  4939. hv.starting = true;
  4940. sendAndApply(&hv);
  4941. obj->onHeroVisit(h);
  4942. };
  4943. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4944. if(visitQuery)
  4945. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4946. }
  4947. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4948. {
  4949. using events::ObjectVisitEnded;
  4950. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4951. auto endVisit = [&](ObjectVisitEnded & event)
  4952. {
  4953. HeroVisit hv;
  4954. hv.player = event.getPlayer();
  4955. hv.heroId = event.getHero();
  4956. hv.starting = false;
  4957. sendAndApply(&hv);
  4958. };
  4959. //TODO: ObjectVisitEnded should also have id of visited object,
  4960. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4961. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4962. }
  4963. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4964. {
  4965. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4966. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4967. {
  4968. complain("Cannot build boat in this shipyard!");
  4969. return false;
  4970. }
  4971. else if (obj->o->ID == Obj::TOWN
  4972. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4973. {
  4974. complain("Cannot build boat in the town - no shipyard!");
  4975. return false;
  4976. }
  4977. const PlayerColor playerID = obj->o->tempOwner;
  4978. TResources boatCost;
  4979. obj->getBoatCost(boatCost);
  4980. TResources aviable = getPlayerState(playerID)->resources;
  4981. if (!aviable.canAfford(boatCost))
  4982. {
  4983. complain("Not enough resources to build a boat!");
  4984. return false;
  4985. }
  4986. int3 tile = obj->bestLocation();
  4987. if (!gs->map->isInTheMap(tile))
  4988. {
  4989. complain("Cannot find appropriate tile for a boat!");
  4990. return false;
  4991. }
  4992. //take boat cost
  4993. giveResources(playerID, -boatCost);
  4994. //create boat
  4995. NewObject no;
  4996. no.ID = Obj::BOAT;
  4997. no.subID = obj->getBoatType();
  4998. no.pos = tile + int3(1,0,0);
  4999. sendAndApply(&no);
  5000. return true;
  5001. }
  5002. void CGameHandler::engageIntoBattle(PlayerColor player)
  5003. {
  5004. //notify interfaces
  5005. PlayerBlocked pb;
  5006. pb.player = player;
  5007. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  5008. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  5009. sendAndApply(&pb);
  5010. }
  5011. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  5012. {
  5013. for (auto playerColor : playerColors)
  5014. {
  5015. if (getPlayerState(playerColor, false))
  5016. checkVictoryLossConditionsForPlayer(playerColor);
  5017. }
  5018. }
  5019. void CGameHandler::checkVictoryLossConditionsForAll()
  5020. {
  5021. std::set<PlayerColor> playerColors;
  5022. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  5023. {
  5024. playerColors.insert(PlayerColor(i));
  5025. }
  5026. checkVictoryLossConditions(playerColors);
  5027. }
  5028. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  5029. {
  5030. const PlayerState * p = getPlayerState(player);
  5031. if(!p || p->status != EPlayerStatus::INGAME) return;
  5032. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  5033. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  5034. {
  5035. InfoWindow iw;
  5036. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  5037. sendAndApply(&iw);
  5038. PlayerEndsGame peg;
  5039. peg.player = player;
  5040. peg.victoryLossCheckResult = victoryLossCheckResult;
  5041. sendAndApply(&peg);
  5042. if (victoryLossCheckResult.victory())
  5043. {
  5044. //one player won -> all enemies lost
  5045. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  5046. {
  5047. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  5048. {
  5049. peg.player = i->first;
  5050. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  5051. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  5052. InfoWindow iw;
  5053. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  5054. iw.player = i->first;
  5055. sendAndApply(&iw);
  5056. sendAndApply(&peg);
  5057. }
  5058. }
  5059. if(p->human)
  5060. {
  5061. lobby->state = EServerState::GAMEPLAY_ENDED;
  5062. }
  5063. }
  5064. else
  5065. {
  5066. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  5067. auto hlp = p->heroes;
  5068. for (auto h : hlp) //eliminate heroes
  5069. {
  5070. if (h.get())
  5071. removeObject(h);
  5072. }
  5073. //player lost -> all his objects become unflagged (neutral)
  5074. for (auto obj : gs->map->objects) //unflag objs
  5075. {
  5076. if (obj.get() && obj->tempOwner == player)
  5077. setOwner(obj, PlayerColor::NEUTRAL);
  5078. }
  5079. //eliminating one player may cause victory of another:
  5080. std::set<PlayerColor> playerColors;
  5081. //do not copy player state (CBonusSystemNode) by value
  5082. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  5083. {
  5084. if (p.first != player)
  5085. playerColors.insert(p.first);
  5086. }
  5087. //notify all players
  5088. for (auto pc : playerColors)
  5089. {
  5090. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5091. {
  5092. InfoWindow iw;
  5093. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5094. iw.player = pc;
  5095. sendAndApply(&iw);
  5096. }
  5097. }
  5098. checkVictoryLossConditions(playerColors);
  5099. }
  5100. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5101. // If we are called before the actual game start, there might be no current player
  5102. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5103. {
  5104. // If player making turn has lost his turn must be over as well
  5105. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5106. }
  5107. }
  5108. }
  5109. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5110. {
  5111. out.player = player;
  5112. out.text.clear();
  5113. out.text << victoryLossCheckResult.messageToSelf;
  5114. // hackish, insert one player-specific string, if applicable
  5115. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5116. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5117. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  5118. }
  5119. bool CGameHandler::dig(const CGHeroInstance *h)
  5120. {
  5121. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  5122. {
  5123. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->visitablePos())
  5124. {
  5125. complain("Cannot dig - there is already a hole under the hero!");
  5126. return false;
  5127. }
  5128. }
  5129. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5130. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5131. //create a hole
  5132. NewObject no;
  5133. no.ID = Obj::HOLE;
  5134. no.pos = h->visitablePos();
  5135. no.subID = 0;
  5136. sendAndApply(&no);
  5137. //take MPs
  5138. SetMovePoints smp;
  5139. smp.hid = h->id;
  5140. smp.val = 0;
  5141. sendAndApply(&smp);
  5142. InfoWindow iw;
  5143. iw.player = h->tempOwner;
  5144. if (gs->map->grailPos == h->visitablePos())
  5145. {
  5146. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5147. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5148. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5149. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5150. sendAndApply(&iw);
  5151. iw.soundID = soundBase::invalid;
  5152. iw.text.clear();
  5153. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5154. sendAndApply(&iw);
  5155. }
  5156. else
  5157. {
  5158. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5159. iw.soundID = soundBase::Dig;
  5160. sendAndApply(&iw);
  5161. }
  5162. return true;
  5163. }
  5164. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5165. {
  5166. if(attacker->hasBonusOfType(attackMode))
  5167. {
  5168. std::set<SpellID> spellsToCast;
  5169. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5170. for(const auto & sf : *spells)
  5171. {
  5172. spellsToCast.insert(SpellID(sf->subtype));
  5173. }
  5174. for(SpellID spellID : spellsToCast)
  5175. {
  5176. bool castMe = false;
  5177. if(!defender->alive())
  5178. {
  5179. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5180. return;
  5181. }
  5182. int32_t spellLevel = 0;
  5183. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5184. for(const auto & sf : *spellsByType)
  5185. {
  5186. int meleeRanged;
  5187. if(sf->additionalInfo.size() < 2)
  5188. {
  5189. // legacy format
  5190. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5191. meleeRanged = sf->additionalInfo[0] / 1000;
  5192. }
  5193. else
  5194. {
  5195. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5196. meleeRanged = sf->additionalInfo[1];
  5197. }
  5198. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5199. castMe = true;
  5200. }
  5201. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5202. vstd::amin(chance, 100);
  5203. const CSpell * spell = SpellID(spellID).toSpell();
  5204. spells::AbilityCaster caster(attacker, spellLevel);
  5205. spells::Target target;
  5206. target.emplace_back(defender);
  5207. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5208. auto m = spell->battleMechanics(&parameters);
  5209. spells::detail::ProblemImpl ignored;
  5210. if(!m->canBeCastAt(target, ignored))
  5211. continue;
  5212. //check if spell should be cast (probability handling)
  5213. if(getRandomGenerator().nextInt(99) >= chance)
  5214. continue;
  5215. //casting
  5216. if(castMe)
  5217. {
  5218. parameters.cast(spellEnv, target);
  5219. }
  5220. }
  5221. }
  5222. }
  5223. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5224. {
  5225. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5226. }
  5227. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5228. {
  5229. if(!attacker->alive() || !defender->alive()) // can be already dead
  5230. return;
  5231. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5232. if(!defender->alive())
  5233. {
  5234. //don't try death stare or acid breath on dead stack (crash!)
  5235. return;
  5236. }
  5237. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5238. {
  5239. // mechanics of Death Stare as in H3:
  5240. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5241. //original formula x = min(x, (gorgons_count + 9)/10);
  5242. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5243. vstd::amin(chanceToKill, 1); //cap at 100%
  5244. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5245. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5246. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5247. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5248. vstd::amin(staredCreatures, maxToKill);
  5249. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5250. if(staredCreatures)
  5251. {
  5252. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5253. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5254. spells::AbilityCaster caster(attacker, 0);
  5255. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5256. spells::Target target;
  5257. target.emplace_back(defender);
  5258. parameters.setEffectValue(staredCreatures);
  5259. parameters.cast(spellEnv, target);
  5260. }
  5261. }
  5262. if(!defender->alive())
  5263. return;
  5264. int64_t acidDamage = 0;
  5265. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5266. for(const auto & b : *acidBreath)
  5267. {
  5268. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5269. acidDamage += b->val;
  5270. }
  5271. if(acidDamage > 0)
  5272. {
  5273. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5274. spells::AbilityCaster caster(attacker, 0);
  5275. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5276. spells::Target target;
  5277. target.emplace_back(defender);
  5278. parameters.setEffectValue(acidDamage * attacker->getCount());
  5279. parameters.cast(spellEnv, target);
  5280. }
  5281. if(!defender->alive())
  5282. return;
  5283. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5284. {
  5285. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5286. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5287. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5288. return;
  5289. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5290. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5291. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5292. return;
  5293. battle::UnitInfo resurrectInfo;
  5294. resurrectInfo.id = gs->curB->battleNextUnitId();
  5295. resurrectInfo.summoned = false;
  5296. resurrectInfo.position = defender->getPosition();
  5297. resurrectInfo.side = defender->unitSide();
  5298. if(bonusAdditionalInfo != CAddInfo::NONE)
  5299. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5300. else
  5301. resurrectInfo.type = attacker->creatureId();
  5302. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5303. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5304. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5305. resurrectInfo.count = defender->getCount();
  5306. else
  5307. return; //wrong subtype
  5308. BattleUnitsChanged addUnits;
  5309. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5310. resurrectInfo.save(addUnits.changedStacks.back().data);
  5311. BattleUnitsChanged removeUnits;
  5312. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5313. sendAndApply(&removeUnits);
  5314. sendAndApply(&addUnits);
  5315. }
  5316. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5317. {
  5318. double chanceToTrigger = 0;
  5319. int amountToDie = 0;
  5320. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5321. {
  5322. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5323. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5324. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5325. }
  5326. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5327. {
  5328. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5329. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5330. }
  5331. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5332. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5333. return;
  5334. BattleStackAttacked bsa;
  5335. bsa.attackerID = -1;
  5336. bsa.stackAttacked = defender->ID;
  5337. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5338. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5339. bsa.spellID = SpellID::SLAYER;
  5340. defender->prepareAttacked(bsa, getRandomGenerator());
  5341. StacksInjured si;
  5342. si.stacks.push_back(bsa);
  5343. sendAndApply(&si);
  5344. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5345. }
  5346. }
  5347. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5348. {
  5349. if (!t.visitableObjects.empty())
  5350. {
  5351. //to prevent self-visiting heroes on space press
  5352. if (t.visitableObjects.back() != h)
  5353. objectVisited(t.visitableObjects.back(), h);
  5354. else if (t.visitableObjects.size() > 1)
  5355. objectVisited(*(t.visitableObjects.end()-2),h);
  5356. }
  5357. }
  5358. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5359. {
  5360. if (!hero)
  5361. COMPLAIN_RET("You need hero to sacrifice creature!");
  5362. int expSum = 0;
  5363. auto finish = [this, &hero, &expSum]()
  5364. {
  5365. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5366. };
  5367. for(int i = 0; i < slot.size(); ++i)
  5368. {
  5369. int oldCount = hero->getStackCount(slot[i]);
  5370. if(oldCount < (int)count[i])
  5371. {
  5372. finish();
  5373. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5374. }
  5375. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5376. {
  5377. finish();
  5378. COMPLAIN_RET("Cannot sacrifice last creature!");
  5379. }
  5380. int crid = hero->getStack(slot[i]).type->idNumber;
  5381. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5382. int dump, exp;
  5383. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5384. exp *= count[i];
  5385. expSum += exp;
  5386. }
  5387. finish();
  5388. return true;
  5389. }
  5390. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5391. {
  5392. if (!hero)
  5393. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5394. int expSum = 0;
  5395. auto finish = [this, &hero, &expSum]()
  5396. {
  5397. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5398. };
  5399. for(int i = 0; i < slot.size(); ++i)
  5400. {
  5401. ArtifactLocation al(hero, slot[i]);
  5402. const CArtifactInstance * a = al.getArt();
  5403. if(!a)
  5404. {
  5405. finish();
  5406. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5407. }
  5408. const CArtifactInstance * art = hero->getArt(slot[i]);
  5409. if(!art)
  5410. {
  5411. finish();
  5412. COMPLAIN_RET("No artifact at position to sacrifice!");
  5413. }
  5414. si32 typId = art->artType->id;
  5415. int dmp, expToGive;
  5416. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5417. expSum += expToGive;
  5418. removeArtifact(al);
  5419. }
  5420. finish();
  5421. return true;
  5422. }
  5423. void CGameHandler::makeStackDoNothing(const CStack * next)
  5424. {
  5425. BattleAction doNothing;
  5426. doNothing.actionType = EActionType::NO_ACTION;
  5427. doNothing.side = next->side;
  5428. doNothing.stackNumber = next->ID;
  5429. makeAutomaticAction(next, doNothing);
  5430. }
  5431. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5432. {
  5433. if (sl.army->hasStackAtSlot(sl.slot))
  5434. COMPLAIN_RET("Slot is already taken!");
  5435. if (!sl.slot.validSlot())
  5436. COMPLAIN_RET("Cannot insert stack to that slot!");
  5437. InsertNewStack ins;
  5438. ins.army = sl.army->id;
  5439. ins.slot = sl.slot;
  5440. ins.type = c->idNumber;
  5441. ins.count = count;
  5442. sendAndApply(&ins);
  5443. return true;
  5444. }
  5445. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5446. {
  5447. if (!sl.army->hasStackAtSlot(sl.slot))
  5448. COMPLAIN_RET("Cannot find a stack to erase");
  5449. if (sl.army->stacksCount() == 1 //from the last stack
  5450. && sl.army->needsLastStack() //that must be left
  5451. && !forceRemoval) //ignore above conditions if we are forcing removal
  5452. {
  5453. COMPLAIN_RET("Cannot erase the last stack!");
  5454. }
  5455. EraseStack es;
  5456. es.army = sl.army->id;
  5457. es.slot = sl.slot;
  5458. sendAndApply(&es);
  5459. return true;
  5460. }
  5461. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5462. {
  5463. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5464. if ((absoluteValue && count < 0)
  5465. || (!absoluteValue && -count > currentCount))
  5466. {
  5467. COMPLAIN_RET("Cannot take more stacks than present!");
  5468. }
  5469. if ((currentCount == -count && !absoluteValue)
  5470. || (!count && absoluteValue))
  5471. {
  5472. eraseStack(sl);
  5473. }
  5474. else
  5475. {
  5476. ChangeStackCount csc;
  5477. csc.army = sl.army->id;
  5478. csc.slot = sl.slot;
  5479. csc.count = count;
  5480. csc.absoluteValue = absoluteValue;
  5481. sendAndApply(&csc);
  5482. }
  5483. return true;
  5484. }
  5485. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5486. {
  5487. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5488. if (!slotC) //slot is empty
  5489. insertNewStack(sl, c, count);
  5490. else if (c == slotC)
  5491. changeStackCount(sl, count);
  5492. else
  5493. {
  5494. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5495. }
  5496. return true;
  5497. }
  5498. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5499. {
  5500. if (removeObjWhenFinished)
  5501. removeAfterVisit(src);
  5502. if (!src->canBeMergedWith(*dst, allowMerging))
  5503. {
  5504. if (allowMerging) //do that, add all matching creatures.
  5505. {
  5506. bool cont = true;
  5507. while (cont)
  5508. {
  5509. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5510. {
  5511. SlotID pos = dst->getSlotFor(i->second->type);
  5512. if (pos.validSlot())
  5513. {
  5514. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5515. cont = true;
  5516. break; //or iterator crashes
  5517. }
  5518. cont = false;
  5519. }
  5520. }
  5521. }
  5522. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5523. }
  5524. else //merge
  5525. {
  5526. moveArmy(src, dst, allowMerging);
  5527. }
  5528. }
  5529. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5530. {
  5531. if (!src.army->hasStackAtSlot(src.slot))
  5532. COMPLAIN_RET("No stack to move!");
  5533. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5534. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5535. if (!dst.slot.validSlot())
  5536. COMPLAIN_RET("Cannot move stack to that slot!");
  5537. if (count == -1)
  5538. {
  5539. count = src.army->getStackCount(src.slot);
  5540. }
  5541. if (src.army != dst.army //moving away
  5542. && count == src.army->getStackCount(src.slot) //all creatures
  5543. && src.army->stacksCount() == 1 //from the last stack
  5544. && src.army->needsLastStack()) //that must be left
  5545. {
  5546. COMPLAIN_RET("Cannot move away the last creature!");
  5547. }
  5548. RebalanceStacks rs;
  5549. rs.srcArmy = src.army->id;
  5550. rs.dstArmy = dst.army->id;
  5551. rs.srcSlot = src.slot;
  5552. rs.dstSlot = dst.slot;
  5553. rs.count = count;
  5554. sendAndApply(&rs);
  5555. return true;
  5556. }
  5557. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5558. {
  5559. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5560. {
  5561. return moveStack(sl2, sl1);
  5562. }
  5563. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5564. {
  5565. return moveStack(sl1, sl2);
  5566. }
  5567. else
  5568. {
  5569. SwapStacks ss;
  5570. ss.srcArmy = sl1.army->id;
  5571. ss.dstArmy = sl2.army->id;
  5572. ss.srcSlot = sl1.slot;
  5573. ss.dstSlot = sl2.slot;
  5574. sendAndApply(&ss);
  5575. return true;
  5576. }
  5577. }
  5578. void CGameHandler::runBattle()
  5579. {
  5580. setBattle(gs->curB);
  5581. assert(gs->curB);
  5582. //TODO: pre-tactic stuff, call scripts etc.
  5583. //tactic round
  5584. {
  5585. while (gs->curB->tacticDistance && !battleResult.get())
  5586. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5587. }
  5588. //initial stacks appearance triggers, e.g. built-in bonus spells
  5589. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5590. for (CStack * stack : initialStacks)
  5591. {
  5592. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5593. {
  5594. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5595. auto accessibility = getAccesibility();
  5596. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5597. std::vector<BattleHex> targetHexes;
  5598. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5599. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5600. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5601. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5602. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5603. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5604. if (!guardianIsBig)
  5605. targetHexes = stack->getSurroundingHexes();
  5606. else
  5607. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5608. for(auto hex : targetHexes)
  5609. {
  5610. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5611. {
  5612. battle::UnitInfo info;
  5613. info.id = gs->curB->battleNextUnitId();
  5614. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5615. info.type = creatureData;
  5616. info.side = stack->side;
  5617. info.position = hex;
  5618. info.summoned = true;
  5619. BattleUnitsChanged pack;
  5620. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5621. info.save(pack.changedStacks.back().data);
  5622. sendAndApply(&pack);
  5623. }
  5624. }
  5625. }
  5626. stackEnchantedTrigger(stack);
  5627. }
  5628. //spells opening battle
  5629. for (int i = 0; i < 2; ++i)
  5630. {
  5631. auto h = gs->curB->battleGetFightingHero(i);
  5632. if (h)
  5633. {
  5634. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5635. for (auto b : *bl)
  5636. {
  5637. spells::BonusCaster caster(h, b);
  5638. const CSpell * spell = SpellID(b->subtype).toSpell();
  5639. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5640. parameters.setSpellLevel(3);
  5641. parameters.setEffectDuration(b->val);
  5642. parameters.massive = true;
  5643. parameters.castIfPossible(spellEnv, spells::Target());
  5644. }
  5645. }
  5646. }
  5647. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5648. checkBattleStateChanges();
  5649. bool firstRound = true;//FIXME: why first round is -1?
  5650. //main loop
  5651. while (!battleResult.get()) //till the end of the battle ;]
  5652. {
  5653. BattleNextRound bnr;
  5654. bnr.round = gs->curB->round + 1;
  5655. logGlobal->debug("Round %d", bnr.round);
  5656. sendAndApply(&bnr);
  5657. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5658. for (auto &obstPtr : obstacles)
  5659. {
  5660. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5661. if (sco->turnsRemaining == 0)
  5662. removeObstacle(*obstPtr);
  5663. }
  5664. const BattleInfo & curB = *gs->curB;
  5665. for(auto stack : curB.stacks)
  5666. {
  5667. if(stack->alive() && !firstRound)
  5668. stackEnchantedTrigger(stack);
  5669. }
  5670. //stack loop
  5671. auto getNextStack = [this]() -> const CStack *
  5672. {
  5673. if(battleResult.get())
  5674. return nullptr;
  5675. std::vector<battle::Units> q;
  5676. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5677. if(!q.empty())
  5678. {
  5679. if(!q.front().empty())
  5680. {
  5681. auto next = q.front().front();
  5682. const auto stack = dynamic_cast<const CStack *>(next);
  5683. // regeneration takes place before everything else but only during first turn attempt in each round
  5684. // also works under blind and similar effects
  5685. if(stack && stack->alive() && !stack->waiting)
  5686. {
  5687. BattleTriggerEffect bte;
  5688. bte.stackID = stack->ID;
  5689. bte.effect = Bonus::HP_REGENERATION;
  5690. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5691. if(stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  5692. bte.val = lostHealth;
  5693. else if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5694. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5695. if(bte.val) // anything to heal
  5696. sendAndApply(&bte);
  5697. }
  5698. if(next->willMove())
  5699. return stack;
  5700. }
  5701. }
  5702. return nullptr;
  5703. };
  5704. const CStack * next = nullptr;
  5705. while((next = getNextStack()))
  5706. {
  5707. BattleUnitsChanged removeGhosts;
  5708. for(auto stack : curB.stacks)
  5709. {
  5710. if(stack->ghostPending)
  5711. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5712. }
  5713. if(!removeGhosts.changedStacks.empty())
  5714. sendAndApply(&removeGhosts);
  5715. //check for bad morale => freeze
  5716. int nextStackMorale = next->MoraleVal();
  5717. if (nextStackMorale < 0 &&
  5718. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5719. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5720. )
  5721. {
  5722. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5723. {
  5724. //unit loses its turn - empty freeze action
  5725. BattleAction ba;
  5726. ba.actionType = EActionType::BAD_MORALE;
  5727. ba.side = next->side;
  5728. ba.stackNumber = next->ID;
  5729. makeAutomaticAction(next, ba);
  5730. continue;
  5731. }
  5732. }
  5733. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5734. {
  5735. logGlobal->trace("Handle Berserk effect");
  5736. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5737. if (attackInfo.first != nullptr)
  5738. {
  5739. BattleAction attack;
  5740. attack.actionType = EActionType::WALK_AND_ATTACK;
  5741. attack.side = next->side;
  5742. attack.stackNumber = next->ID;
  5743. attack.aimToHex(attackInfo.second);
  5744. attack.aimToUnit(attackInfo.first);
  5745. makeAutomaticAction(next, attack);
  5746. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5747. }
  5748. else
  5749. {
  5750. makeStackDoNothing(next);
  5751. logGlobal->trace("No target found");
  5752. }
  5753. continue;
  5754. }
  5755. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5756. const int stackCreatureId = next->getCreature()->idNumber;
  5757. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5758. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5759. {
  5760. BattleAction attack;
  5761. attack.actionType = EActionType::SHOOT;
  5762. attack.side = next->side;
  5763. attack.stackNumber = next->ID;
  5764. //TODO: select target by priority
  5765. const battle::Unit * target = nullptr;
  5766. for(auto & elem : gs->curB->stacks)
  5767. {
  5768. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5769. && elem->owner != next->owner
  5770. && elem->isValidTarget()
  5771. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5772. {
  5773. target = elem;
  5774. break;
  5775. }
  5776. }
  5777. if(target == nullptr)
  5778. {
  5779. makeStackDoNothing(next);
  5780. }
  5781. else
  5782. {
  5783. attack.aimToUnit(target);
  5784. makeAutomaticAction(next, attack);
  5785. }
  5786. continue;
  5787. }
  5788. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5789. {
  5790. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5791. if (attackableBattleHexes.empty())
  5792. {
  5793. makeStackDoNothing(next);
  5794. continue;
  5795. }
  5796. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5797. {
  5798. BattleAction attack;
  5799. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5800. attack.aimToHex(destination);
  5801. attack.actionType = EActionType::CATAPULT;
  5802. attack.side = next->side;
  5803. attack.stackNumber = next->ID;
  5804. makeAutomaticAction(next, attack);
  5805. continue;
  5806. }
  5807. }
  5808. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5809. {
  5810. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5811. {
  5812. return s->owner == next->owner && s->canBeHealed();
  5813. });
  5814. if (!possibleStacks.size())
  5815. {
  5816. makeStackDoNothing(next);
  5817. continue;
  5818. }
  5819. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5820. {
  5821. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5822. const CStack * toBeHealed = possibleStacks.front();
  5823. BattleAction heal;
  5824. heal.actionType = EActionType::STACK_HEAL;
  5825. heal.aimToUnit(toBeHealed);
  5826. heal.side = next->side;
  5827. heal.stackNumber = next->ID;
  5828. makeAutomaticAction(next, heal);
  5829. continue;
  5830. }
  5831. }
  5832. int numberOfAsks = 1;
  5833. bool breakOuter = false;
  5834. do
  5835. {//ask interface and wait for answer
  5836. if (!battleResult.get())
  5837. {
  5838. stackTurnTrigger(next); //various effects
  5839. if(next->fear)
  5840. {
  5841. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5842. }
  5843. else
  5844. {
  5845. logGlobal->trace("Activating %s", next->nodeName());
  5846. auto nextId = next->ID;
  5847. BattleSetActiveStack sas;
  5848. sas.stack = nextId;
  5849. sendAndApply(&sas);
  5850. auto actionWasMade = [&]() -> bool
  5851. {
  5852. if (battleMadeAction.data)//active stack has made its action
  5853. return true;
  5854. if (battleResult.get())// battle is finished
  5855. return true;
  5856. if (next == nullptr)//active stack was been removed
  5857. return true;
  5858. return !next->alive();//active stack is dead
  5859. };
  5860. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5861. battleMadeAction.data = false;
  5862. while (!actionWasMade())
  5863. {
  5864. battleMadeAction.cond.wait(lock);
  5865. if (battleGetStackByID(nextId, false) != next)
  5866. next = nullptr; //it may be removed, while we wait
  5867. }
  5868. }
  5869. }
  5870. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5871. {
  5872. breakOuter = true;
  5873. break;
  5874. }
  5875. //we're after action, all results applied
  5876. checkBattleStateChanges(); //check if this action ended the battle
  5877. if(next != nullptr)
  5878. {
  5879. //check for good morale
  5880. nextStackMorale = next->MoraleVal();
  5881. if(!next->hadMorale //only one extra move per turn possible
  5882. && !next->defending
  5883. && !next->waited()
  5884. && !next->fear
  5885. && next->alive()
  5886. && nextStackMorale > 0
  5887. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5888. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5889. )
  5890. {
  5891. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5892. {
  5893. BattleTriggerEffect bte;
  5894. bte.stackID = next->ID;
  5895. bte.effect = Bonus::MORALE;
  5896. bte.val = 1;
  5897. bte.additionalInfo = 0;
  5898. sendAndApply(&bte); //play animation
  5899. ++numberOfAsks; //move this stack once more
  5900. }
  5901. }
  5902. }
  5903. --numberOfAsks;
  5904. } while (numberOfAsks > 0);
  5905. if (breakOuter)
  5906. {
  5907. break;
  5908. }
  5909. }
  5910. firstRound = false;
  5911. }
  5912. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5913. }
  5914. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5915. {
  5916. BattleSetActiveStack bsa;
  5917. bsa.stack = stack->ID;
  5918. bsa.askPlayerInterface = false;
  5919. sendAndApply(&bsa);
  5920. bool ret = makeBattleAction(ba);
  5921. checkBattleStateChanges();
  5922. return ret;
  5923. }
  5924. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5925. {
  5926. assert(a->artType);
  5927. ArtifactLocation al;
  5928. al.artHolder = const_cast<CGHeroInstance*>(h);
  5929. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5930. if (pos < 0)
  5931. {
  5932. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5933. slot = a->firstAvailableSlot(h);
  5934. else
  5935. slot = a->firstBackpackSlot(h);
  5936. }
  5937. else
  5938. {
  5939. slot = pos;
  5940. }
  5941. al.slot = slot;
  5942. if (slot < 0 || !a->canBePutAt(al))
  5943. {
  5944. complain("Cannot put artifact in that slot!");
  5945. return;
  5946. }
  5947. putArtifact(al, a);
  5948. }
  5949. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5950. {
  5951. PutArtifact pa;
  5952. pa.art = a;
  5953. pa.al = al;
  5954. sendAndApply(&pa);
  5955. }
  5956. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5957. {
  5958. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5959. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5960. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5961. giveHeroNewArtifact(h, art, slot);
  5962. return true;
  5963. }
  5964. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5965. {
  5966. CArtifactInstance *a = nullptr;
  5967. if (!artType->constituents)
  5968. {
  5969. a = new CArtifactInstance();
  5970. }
  5971. else
  5972. {
  5973. a = new CCombinedArtifactInstance();
  5974. }
  5975. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5976. NewArtifact na;
  5977. na.art = a;
  5978. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5979. giveHeroArtifact(h, a, pos);
  5980. }
  5981. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5982. {
  5983. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5984. if (battleResult.data)
  5985. {
  5986. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5987. % battleResult.data->result % resultType).str());
  5988. return;
  5989. }
  5990. auto br = new BattleResult();
  5991. br->result = resultType;
  5992. br->winner = victoriusSide; //surrendering side loses
  5993. gs->curB->calculateCasualties(br->casualties);
  5994. battleResult.data = br;
  5995. }
  5996. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5997. {
  5998. std::vector<int3>::iterator tile;
  5999. std::vector<int3> tiles;
  6000. getFreeTiles(tiles);
  6001. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  6002. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  6003. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  6004. const CCreature *cre = VLC->creh->objects.at(creatureID);
  6005. for (int i = 0; i < (int)amount; ++i)
  6006. {
  6007. tile = tiles.begin();
  6008. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  6009. {
  6010. auto count = cre->getRandomAmount(std::rand);
  6011. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  6012. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  6013. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  6014. }
  6015. tiles.erase(tile); //not use it again
  6016. }
  6017. }
  6018. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  6019. {
  6020. if (cheat == "vcmiistari")
  6021. {
  6022. cheated = true;
  6023. if (!hero) return;
  6024. ///Give hero spellbook
  6025. if (!hero->hasSpellbook())
  6026. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  6027. ///Give all spells with bonus (to allow banned spells)
  6028. GiveBonus giveBonus(GiveBonus::HERO);
  6029. giveBonus.id = hero->id.getNum();
  6030. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  6031. //start with level 0 to skip abilities
  6032. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  6033. {
  6034. giveBonus.bonus.subtype = level;
  6035. sendAndApply(&giveBonus);
  6036. }
  6037. ///Give mana
  6038. SetMana sm;
  6039. sm.hid = hero->id;
  6040. sm.val = 999;
  6041. sm.absolute = true;
  6042. sendAndApply(&sm);
  6043. }
  6044. else if (cheat == "vcmiarmenelos")
  6045. {
  6046. cheated = true;
  6047. if (!town) return;
  6048. ///Build all buildings in selected town
  6049. for (auto & build : town->town->buildings)
  6050. {
  6051. if (!town->hasBuilt(build.first)
  6052. && !build.second->Name().empty()
  6053. && build.first != BuildingID::SHIP)
  6054. {
  6055. buildStructure(town->id, build.first, true);
  6056. }
  6057. }
  6058. }
  6059. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  6060. {
  6061. cheated = true;
  6062. if (!hero) return;
  6063. ///Gives N creatures into each slot
  6064. std::map<std::string, std::pair<int, int>> creatures;
  6065. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  6066. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  6067. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  6068. const CCreature * creature = VLC->creh->objects.at(creatures[cheat].first);
  6069. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6070. if (!hero->hasStackAtSlot(SlotID(i)))
  6071. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  6072. }
  6073. else if (cheat == "vcminoldor")
  6074. {
  6075. cheated = true;
  6076. if (!hero) return;
  6077. ///Give all war machines to hero
  6078. if (!hero->getArt(ArtifactPosition::MACH1))
  6079. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6080. if (!hero->getArt(ArtifactPosition::MACH2))
  6081. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6082. if (!hero->getArt(ArtifactPosition::MACH3))
  6083. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6084. }
  6085. else if (cheat == "vcmiforgeofnoldorking")
  6086. {
  6087. cheated = true;
  6088. if (!hero) return;
  6089. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6090. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6091. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  6092. }
  6093. else if (cheat == "vcmiglorfindel")
  6094. {
  6095. cheated = true;
  6096. if (!hero) return;
  6097. ///selected hero gains a new level
  6098. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6099. }
  6100. else if (cheat == "vcminahar")
  6101. {
  6102. cheated = true;
  6103. if (!hero) return;
  6104. ///Give 1000000 movement points to hero
  6105. SetMovePoints smp;
  6106. smp.hid = hero->id;
  6107. smp.val = 1000000;
  6108. sendAndApply(&smp);
  6109. GiveBonus gb(GiveBonus::HERO);
  6110. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6111. gb.bonus.duration = Bonus::ONE_DAY;
  6112. gb.bonus.source = Bonus::OTHER;
  6113. gb.id = hero->id.getNum();
  6114. giveHeroBonus(&gb);
  6115. }
  6116. else if (cheat == "vcmiformenos")
  6117. {
  6118. cheated = true;
  6119. ///Give resources to player
  6120. TResources resources;
  6121. resources[Res::GOLD] = 100000;
  6122. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6123. resources[i] = 100;
  6124. giveResources(player, resources);
  6125. }
  6126. else if (cheat == "vcmisilmaril")
  6127. {
  6128. cheated = true;
  6129. ///Player wins
  6130. PlayerCheated pc;
  6131. pc.player = player;
  6132. pc.winningCheatCode = true;
  6133. sendAndApply(&pc);
  6134. }
  6135. else if (cheat == "vcmimelkor")
  6136. {
  6137. cheated = true;
  6138. ///Player looses
  6139. PlayerCheated pc;
  6140. pc.player = player;
  6141. pc.losingCheatCode = true;
  6142. sendAndApply(&pc);
  6143. }
  6144. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  6145. {
  6146. cheated = true;
  6147. ///Reveal or conceal FoW
  6148. FoWChange fc;
  6149. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  6150. fc.player = player;
  6151. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6152. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6153. int lastUnc = 0;
  6154. for(int z = 0; z < gs->map->levels(); z++)
  6155. for(int x = 0; x < gs->map->width; x++)
  6156. for(int y = 0; y < gs->map->height; y++)
  6157. if(!(*fowMap)[z][x][y] || !fc.mode)
  6158. hlp_tab[lastUnc++] = int3(x, y, z);
  6159. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6160. delete [] hlp_tab;
  6161. sendAndApply(&fc);
  6162. }
  6163. }
  6164. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6165. {
  6166. BattleObstaclesChanged obsRem;
  6167. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6168. sendAndApply(&obsRem);
  6169. }
  6170. void CGameHandler::synchronizeArtifactHandlerLists()
  6171. {
  6172. UpdateArtHandlerLists uahl;
  6173. uahl.treasures = VLC->arth->treasures;
  6174. uahl.minors = VLC->arth->minors;
  6175. uahl.majors = VLC->arth->majors;
  6176. uahl.relics = VLC->arth->relics;
  6177. sendAndApply(&uahl);
  6178. }
  6179. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6180. {
  6181. return vstd::contains(gs->map->objects, obj);
  6182. }
  6183. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6184. {
  6185. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6186. return false;
  6187. auto query = queries.topQuery(player);
  6188. if (query && query->blocksPack(pack))
  6189. {
  6190. complain(boost::str(boost::format(
  6191. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6192. % boost::to_upper_copy<std::string>(player.getStr())
  6193. % query->toString()
  6194. ));
  6195. return true;
  6196. }
  6197. return false;
  6198. }
  6199. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6200. {
  6201. //If the object is being visited, there must be a matching query
  6202. for (const auto &query : queries.allQueries())
  6203. {
  6204. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6205. {
  6206. if (someVistQuery->visitedObject == object)
  6207. {
  6208. someVistQuery->removeObjectAfterVisit = true;
  6209. return;
  6210. }
  6211. }
  6212. }
  6213. //If we haven't returned so far, there is no query and no visit, call was wrong
  6214. assert("This function needs to be called during the object visit!");
  6215. }
  6216. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6217. {
  6218. std::unordered_set<int3, ShashInt3> tiles;
  6219. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6220. if (hide)
  6221. {
  6222. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6223. auto p = getPlayerState(player);
  6224. for (auto h : p->heroes)
  6225. {
  6226. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6227. }
  6228. for (auto t : p->towns)
  6229. {
  6230. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6231. }
  6232. for (auto tile : observedTiles)
  6233. vstd::erase_if_present (tiles, tile);
  6234. }
  6235. changeFogOfWar(tiles, player, hide);
  6236. }
  6237. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6238. {
  6239. FoWChange fow;
  6240. fow.tiles = tiles;
  6241. fow.player = player;
  6242. fow.mode = hide? 0 : 1;
  6243. sendAndApply(&fow);
  6244. }
  6245. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6246. {
  6247. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6248. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6249. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6250. return true;
  6251. }
  6252. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6253. {
  6254. SetObjectProperty sob;
  6255. sob.id = objid;
  6256. sob.what = prop;
  6257. sob.val = static_cast<ui32>(val);
  6258. sendAndApply(&sob);
  6259. }
  6260. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6261. {
  6262. sendAndApply(iw);
  6263. }
  6264. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6265. {
  6266. InfoWindow iw;
  6267. iw.player = player;
  6268. iw.text << msg;
  6269. showInfoDialog(&iw);
  6270. }
  6271. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6272. army(_army)
  6273. {
  6274. heroWithDeadCommander = ObjectInstanceID();
  6275. PlayerColor color = army->tempOwner;
  6276. if(color == PlayerColor::UNFLAGGABLE)
  6277. color = PlayerColor::NEUTRAL;
  6278. for(CStack * st : bat->stacks)
  6279. {
  6280. if(st->summoned) //don't take into account temporary summoned stacks
  6281. continue;
  6282. if(st->owner != color) //remove only our stacks
  6283. continue;
  6284. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6285. st->health.takeResurrected();
  6286. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6287. {
  6288. logGlobal->debug("Ignored arrow towers stack.");
  6289. }
  6290. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6291. {
  6292. auto warMachine = st->type->warMachine;
  6293. if(warMachine == ArtifactID::NONE)
  6294. {
  6295. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6296. }
  6297. //catapult artifact remain even if "creature" killed in siege
  6298. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6299. {
  6300. logGlobal->debug("War machine has been destroyed");
  6301. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6302. if (hero)
  6303. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6304. else
  6305. logGlobal->error("War machine in army without hero");
  6306. }
  6307. }
  6308. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6309. {
  6310. if(st->alive() && st->getCount() > 0)
  6311. {
  6312. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6313. const CreatureID summonedType = st->type->idNumber;
  6314. summoned[summonedType] += st->getCount();
  6315. }
  6316. }
  6317. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6318. {
  6319. if (nullptr == st->base)
  6320. {
  6321. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6322. }
  6323. else
  6324. {
  6325. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6326. if(c)
  6327. {
  6328. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6329. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6330. {
  6331. logGlobal->debug("Commander is dead.");
  6332. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6333. }
  6334. }
  6335. else
  6336. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6337. }
  6338. }
  6339. else if(st->base && !army->slotEmpty(st->slot))
  6340. {
  6341. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6342. if(st->getCount() == 0 || !st->alive())
  6343. {
  6344. logGlobal->debug("Stack has been destroyed.");
  6345. StackLocation sl(army, st->slot);
  6346. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6347. }
  6348. else if(st->getCount() < army->getStackCount(st->slot))
  6349. {
  6350. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6351. StackLocation sl(army, st->slot);
  6352. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6353. }
  6354. else if(st->getCount() > army->getStackCount(st->slot))
  6355. {
  6356. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6357. StackLocation sl(army, st->slot);
  6358. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6359. }
  6360. }
  6361. else
  6362. {
  6363. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6364. }
  6365. }
  6366. }
  6367. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6368. {
  6369. for (TStackAndItsNewCount &ncount : newStackCounts)
  6370. {
  6371. if (ncount.second > 0)
  6372. gh->changeStackCount(ncount.first, ncount.second, true);
  6373. else
  6374. gh->eraseStack(ncount.first, true);
  6375. }
  6376. for (auto summoned_iter : summoned)
  6377. {
  6378. SlotID slot = army->getSlotFor(summoned_iter.first);
  6379. if (slot.validSlot())
  6380. {
  6381. StackLocation location(army, slot);
  6382. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6383. }
  6384. else
  6385. {
  6386. //even if it will be possible to summon anything permanently it should be checked for free slot
  6387. //necromancy is handled separately
  6388. gh->complain("No free slot to put summoned creature");
  6389. }
  6390. }
  6391. for (auto al : removedWarMachines)
  6392. {
  6393. gh->removeArtifact(al);
  6394. }
  6395. if (heroWithDeadCommander != ObjectInstanceID())
  6396. {
  6397. SetCommanderProperty scp;
  6398. scp.heroid = heroWithDeadCommander;
  6399. scp.which = SetCommanderProperty::ALIVE;
  6400. scp.amount = 0;
  6401. gh->sendAndApply(&scp);
  6402. }
  6403. }
  6404. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6405. {
  6406. assert(Query->result);
  6407. assert(Query->bi);
  6408. auto &result = *Query->result;
  6409. auto &info = *Query->bi;
  6410. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6411. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6412. victor = info.sides[result.winner].color;
  6413. loser = info.sides[!result.winner].color;
  6414. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6415. }
  6416. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6417. {
  6418. winnerHero = loserHero = nullptr;
  6419. remainingBattleQueriesCount = 0;
  6420. }
  6421. CRandomGenerator & CGameHandler::getRandomGenerator()
  6422. {
  6423. return CRandomGenerator::getDefault();
  6424. }
  6425. #if SCRIPTING_ENABLED
  6426. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6427. {
  6428. return serverScripts.get();
  6429. }
  6430. scripting::Pool * CGameHandler::getContextPool() const
  6431. {
  6432. return serverScripts.get();
  6433. }
  6434. #endif
  6435. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6436. {
  6437. NewObject no;
  6438. no.ID = ID; //creature
  6439. no.subID= subID;
  6440. no.pos = pos;
  6441. sendAndApply(&no);
  6442. return no.id; //id field will be filled during applying on gs
  6443. }
  6444. ///ServerSpellCastEnvironment
  6445. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6446. : gh(gh)
  6447. {
  6448. }
  6449. bool ServerSpellCastEnvironment::describeChanges() const
  6450. {
  6451. return true;
  6452. }
  6453. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6454. {
  6455. gh->complain(problem);
  6456. }
  6457. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6458. {
  6459. return &gh->getRandomGenerator();
  6460. }
  6461. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6462. {
  6463. gh->sendAndApply(pack);
  6464. }
  6465. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6466. {
  6467. gh->sendAndApply(pack);
  6468. }
  6469. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6470. {
  6471. gh->sendAndApply(pack);
  6472. }
  6473. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6474. {
  6475. gh->sendAndApply(pack);
  6476. }
  6477. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6478. {
  6479. gh->sendAndApply(pack);
  6480. }
  6481. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6482. {
  6483. gh->sendAndApply(pack);
  6484. }
  6485. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6486. {
  6487. gh->sendAndApply(pack);
  6488. }
  6489. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6490. {
  6491. gh->sendAndApply(pack);
  6492. }
  6493. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6494. {
  6495. return gh;
  6496. }
  6497. const CMap * ServerSpellCastEnvironment::getMap() const
  6498. {
  6499. return gh->gameState()->map;
  6500. }
  6501. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6502. {
  6503. return gh->moveHero(hid, dst, teleporting, false);
  6504. }
  6505. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6506. {
  6507. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6508. request->queryID = query->queryID;
  6509. gh->queries.addQuery(query);
  6510. gh->sendAndApply(request);
  6511. }