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CGameHandler.cpp 217 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "CGameHandler.h"
  41. #include "CVCMIServer.h"
  42. #include "../lib/CCreatureSet.h"
  43. #include "../lib/CThreadHelper.h"
  44. #include "../lib/GameConstants.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/Connection.h"
  48. #include "../lib/serializer/Cast.h"
  49. #include "../lib/serializer/JsonSerializer.h"
  50. #include "../lib/ScriptHandler.h"
  51. #include <vcmi/events/EventBus.h>
  52. #include <vcmi/events/GenericEvents.h>
  53. #include <vcmi/events/AdventureEvents.h>
  54. #ifndef _MSC_VER
  55. #include <boost/thread/xtime.hpp>
  56. #endif
  57. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  58. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  59. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  60. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  61. class ServerSpellCastEnvironment : public SpellCastEnvironment
  62. {
  63. public:
  64. ServerSpellCastEnvironment(CGameHandler * gh);
  65. ~ServerSpellCastEnvironment() = default;
  66. void complain(const std::string & problem) override;
  67. bool describeChanges() const override;
  68. vstd::RNG * getRNG() override;
  69. void apply(CPackForClient * pack) override;
  70. void apply(BattleLogMessage * pack) override;
  71. void apply(BattleStackMoved * pack) override;
  72. void apply(BattleUnitsChanged * pack) override;
  73. void apply(SetStackEffect * pack) override;
  74. void apply(StacksInjured * pack) override;
  75. void apply(BattleObstaclesChanged * pack) override;
  76. void apply(CatapultAttack * pack) override;
  77. const CMap * getMap() const override;
  78. const CGameInfoCallback * getCb() const override;
  79. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  80. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  81. private:
  82. CGameHandler * gh;
  83. };
  84. namespace spells
  85. {
  86. class ObstacleCasterProxy : public Caster
  87. {
  88. public:
  89. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  90. : owner(owner_),
  91. hero(hero_),
  92. obs(obs_)
  93. {
  94. };
  95. ~ObstacleCasterProxy() = default;
  96. int32_t getCasterUnitId() const override
  97. {
  98. if(hero)
  99. return hero->getCasterUnitId();
  100. else
  101. return -1;
  102. }
  103. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  104. {
  105. return obs->spellLevel;
  106. }
  107. int32_t getEffectLevel(const Spell * spell) const override
  108. {
  109. return obs->spellLevel;
  110. }
  111. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  112. {
  113. if(hero)
  114. return hero->getSpellBonus(spell, base, affectedStack);
  115. else
  116. return base;
  117. }
  118. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  119. {
  120. if(hero)
  121. return hero->getSpecificSpellBonus(spell, base);
  122. else
  123. return base;
  124. }
  125. int32_t getEffectPower(const Spell * spell) const override
  126. {
  127. return obs->casterSpellPower;
  128. }
  129. int32_t getEnchantPower(const Spell * spell) const override
  130. {
  131. return obs->casterSpellPower;
  132. }
  133. int64_t getEffectValue(const Spell * spell) const override
  134. {
  135. if(hero)
  136. return hero->getEffectValue(spell);
  137. else
  138. return 0;
  139. }
  140. PlayerColor getCasterOwner() const override
  141. {
  142. return owner;
  143. }
  144. void getCasterName(MetaString & text) const override
  145. {
  146. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  147. }
  148. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  149. {
  150. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  151. }
  152. void spendMana(ServerCallback * server, const int spellCost) const override
  153. {
  154. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  155. }
  156. private:
  157. const CGHeroInstance * hero;
  158. const PlayerColor owner;
  159. const SpellCreatedObstacle * obs;
  160. };
  161. }//
  162. CondSh<bool> battleMadeAction(false);
  163. CondSh<BattleResult *> battleResult(nullptr);
  164. template <typename T> class CApplyOnGH;
  165. class CBaseForGHApply
  166. {
  167. public:
  168. virtual bool applyOnGH(CGameHandler * gh, void * pack) const =0;
  169. virtual ~CBaseForGHApply(){}
  170. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  171. {
  172. return new CApplyOnGH<U>();
  173. }
  174. };
  175. template <typename T> class CApplyOnGH : public CBaseForGHApply
  176. {
  177. public:
  178. bool applyOnGH(CGameHandler * gh, void * pack) const override
  179. {
  180. T *ptr = static_cast<T*>(pack);
  181. try
  182. {
  183. return ptr->applyGh(gh);
  184. }
  185. catch(ExceptionNotAllowedAction & e)
  186. {
  187. (void)e;
  188. return false;
  189. }
  190. catch(...)
  191. {
  192. throw;
  193. }
  194. }
  195. };
  196. template <>
  197. class CApplyOnGH<CPack> : public CBaseForGHApply
  198. {
  199. public:
  200. bool applyOnGH(CGameHandler * gh, void * pack) const override
  201. {
  202. logGlobal->error("Cannot apply on GH plain CPack!");
  203. assert(0);
  204. return false;
  205. }
  206. };
  207. static inline double distance(int3 a, int3 b)
  208. {
  209. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  210. }
  211. static void giveExp(BattleResult &r)
  212. {
  213. if (r.winner > 1)
  214. {
  215. // draw
  216. return;
  217. }
  218. r.exp[0] = 0;
  219. r.exp[1] = 0;
  220. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  221. {
  222. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  223. }
  224. }
  225. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  226. {
  227. int x = targetPosition.getX();
  228. int y = targetPosition.getY();
  229. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  230. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  231. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  232. else
  233. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  234. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  235. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  236. {
  237. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  238. {
  239. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  240. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  241. }
  242. else
  243. { //add back-side guardians for two-hex target, side guardians for one-hex
  244. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  245. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  246. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  247. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  248. else if (targetIsTwoHex)//front-side guardians for two-hex target
  249. {
  250. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  251. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  252. if (x > 3) //back guard for two-hex
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  254. }
  255. }
  256. }
  257. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  258. {
  259. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  260. {
  261. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  262. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  263. }
  264. else
  265. {
  266. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  267. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  268. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  269. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  270. else if (targetIsTwoHex)
  271. {
  272. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  273. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  274. if (x < GameConstants::BFIELD_WIDTH - 4)
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  276. }
  277. }
  278. }
  279. else if (!targetIsAttacker && y % 2 == 0)
  280. {
  281. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  282. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  283. }
  284. else if (targetIsAttacker && y % 2 == 1)
  285. {
  286. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  287. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  288. }
  289. }
  290. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  291. {
  292. boost::unique_lock<boost::mutex> l(mx);
  293. if (players.find(player) != players.end())
  294. {
  295. return players.at(player);
  296. }
  297. else
  298. {
  299. throw std::runtime_error("No such player!");
  300. }
  301. }
  302. void PlayerStatuses::addPlayer(PlayerColor player)
  303. {
  304. boost::unique_lock<boost::mutex> l(mx);
  305. players[player];
  306. }
  307. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  308. {
  309. boost::unique_lock<boost::mutex> l(mx);
  310. if (players.find(player) != players.end())
  311. {
  312. return players[player].*flag;
  313. }
  314. else
  315. {
  316. throw std::runtime_error("No such player!");
  317. }
  318. }
  319. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  320. {
  321. boost::unique_lock<boost::mutex> l(mx);
  322. if (players.find(player) != players.end())
  323. {
  324. players[player].*flag = val;
  325. }
  326. else
  327. {
  328. throw std::runtime_error("No such player!");
  329. }
  330. cv.notify_all();
  331. }
  332. template <typename T>
  333. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  334. {
  335. fun(args[which]);
  336. }
  337. const Services * CGameHandler::services() const
  338. {
  339. return VLC;
  340. }
  341. const CGameHandler::BattleCb * CGameHandler::battle() const
  342. {
  343. return this;
  344. }
  345. const CGameHandler::GameCb * CGameHandler::game() const
  346. {
  347. return this;
  348. }
  349. vstd::CLoggerBase * CGameHandler::logger() const
  350. {
  351. return logGlobal;
  352. }
  353. events::EventBus * CGameHandler::eventBus() const
  354. {
  355. return serverEventBus.get();
  356. }
  357. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  358. {
  359. changeSecSkill(hero, skill, 1, 0);
  360. expGiven(hero);
  361. }
  362. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  363. {
  364. // required exp for at least 1 lvl-up hasn't been reached
  365. if (!hero->gainsLevel())
  366. {
  367. return;
  368. }
  369. // give primary skill
  370. logGlobal->trace("%s got level %d", hero->name, hero->level);
  371. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  372. SetPrimSkill sps;
  373. sps.id = hero->id;
  374. sps.which = primarySkill;
  375. sps.abs = false;
  376. sps.val = 1;
  377. sendAndApply(&sps);
  378. PrepareHeroLevelUp pre;
  379. pre.heroId = hero->id;
  380. sendAndApply(&pre);
  381. HeroLevelUp hlu;
  382. hlu.player = hero->tempOwner;
  383. hlu.heroId = hero->id;
  384. hlu.primskill = primarySkill;
  385. hlu.skills = pre.skills;
  386. if (hlu.skills.size() == 0)
  387. {
  388. sendAndApply(&hlu);
  389. levelUpHero(hero);
  390. }
  391. else if (hlu.skills.size() == 1)
  392. {
  393. sendAndApply(&hlu);
  394. levelUpHero(hero, pre.skills.front());
  395. }
  396. else if (hlu.skills.size() > 1)
  397. {
  398. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  399. hlu.queryID = levelUpQuery->queryID;
  400. queries.addQuery(levelUpQuery);
  401. sendAndApply(&hlu);
  402. //level up will be called on query reply
  403. }
  404. }
  405. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  406. {
  407. SetCommanderProperty scp;
  408. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  409. if (hero)
  410. scp.heroid = hero->id;
  411. else
  412. {
  413. complain ("Commander is not led by hero!");
  414. return;
  415. }
  416. scp.accumulatedBonus.subtype = 0;
  417. scp.accumulatedBonus.additionalInfo = 0;
  418. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  419. scp.accumulatedBonus.turnsRemain = 0;
  420. scp.accumulatedBonus.source = Bonus::COMMANDER;
  421. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  422. if (skill <= ECommander::SPELL_POWER)
  423. {
  424. scp.which = SetCommanderProperty::BONUS;
  425. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  426. {
  427. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  428. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  429. };
  430. switch (skill)
  431. {
  432. case ECommander::ATTACK:
  433. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  434. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  435. break;
  436. case ECommander::DEFENSE:
  437. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  438. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  439. break;
  440. case ECommander::HEALTH:
  441. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  442. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  443. break;
  444. case ECommander::DAMAGE:
  445. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  446. scp.accumulatedBonus.subtype = 0;
  447. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  448. break;
  449. case ECommander::SPEED:
  450. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  451. break;
  452. case ECommander::SPELL_POWER:
  453. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  454. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  455. sendAndApply (&scp); //additional pack
  456. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  457. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  458. sendAndApply (&scp); //additional pack
  459. scp.accumulatedBonus.type = Bonus::CASTS;
  460. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  461. sendAndApply (&scp); //additional pack
  462. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  463. break;
  464. }
  465. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  466. sendAndApply (&scp);
  467. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  468. scp.additionalInfo = skill;
  469. scp.amount = c->secondarySkills.at(skill) + 1;
  470. sendAndApply (&scp);
  471. }
  472. else if (skill >= 100)
  473. {
  474. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  475. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  476. scp.additionalInfo = skill; //unnormalized
  477. sendAndApply (&scp);
  478. }
  479. expGiven(hero);
  480. }
  481. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  482. {
  483. if (!c->gainsLevel())
  484. {
  485. return;
  486. }
  487. CommanderLevelUp clu;
  488. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  489. if(hero)
  490. {
  491. clu.heroId = hero->id;
  492. clu.player = hero->tempOwner;
  493. }
  494. else
  495. {
  496. complain ("Commander is not led by hero!");
  497. return;
  498. }
  499. //picking sec. skills for choice
  500. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  501. {
  502. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  503. clu.skills.push_back(i);
  504. }
  505. int i = 100;
  506. for (auto specialSkill : VLC->creh->skillRequirements)
  507. {
  508. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  509. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  510. && !vstd::contains (c->specialSKills, i))
  511. clu.skills.push_back (i);
  512. ++i;
  513. }
  514. int skillAmount = static_cast<int>(clu.skills.size());
  515. if (!skillAmount)
  516. {
  517. sendAndApply(&clu);
  518. levelUpCommander(c);
  519. }
  520. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  521. {
  522. sendAndApply(&clu);
  523. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  524. }
  525. else if (skillAmount > 1) //apply and ask for secondary skill
  526. {
  527. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  528. clu.queryID = commanderLevelUp->queryID;
  529. queries.addQuery(commanderLevelUp);
  530. sendAndApply(&clu);
  531. }
  532. }
  533. void CGameHandler::expGiven(const CGHeroInstance *hero)
  534. {
  535. if (hero->gainsLevel())
  536. levelUpHero(hero);
  537. else if (hero->commander && hero->commander->gainsLevel())
  538. levelUpCommander(hero->commander);
  539. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  540. // levelUpCommander(hero->commander);
  541. // else
  542. // levelUpHero(hero);
  543. }
  544. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  545. {
  546. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  547. {
  548. if (gs->map->levelLimit != 0)
  549. {
  550. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  551. TExpType resultingExp = abs ? val : hero->exp + val;
  552. if (resultingExp > expLimit)
  553. {
  554. // set given experience to max possible, but don't decrease if hero already over top
  555. abs = true;
  556. val = std::max(expLimit, hero->exp);
  557. InfoWindow iw;
  558. iw.player = hero->tempOwner;
  559. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  560. iw.text.addReplacement(hero->name);
  561. sendAndApply(&iw);
  562. }
  563. }
  564. }
  565. SetPrimSkill sps;
  566. sps.id = hero->id;
  567. sps.which = which;
  568. sps.abs = abs;
  569. sps.val = val;
  570. sendAndApply(&sps);
  571. //only for exp - hero may level up
  572. if (which == PrimarySkill::EXPERIENCE)
  573. {
  574. if (hero->commander && hero->commander->alive)
  575. {
  576. //FIXME: trim experience according to map limit?
  577. SetCommanderProperty scp;
  578. scp.heroid = hero->id;
  579. scp.which = SetCommanderProperty::EXPERIENCE;
  580. scp.amount = val;
  581. sendAndApply (&scp);
  582. CBonusSystemNode::treeHasChanged();
  583. }
  584. expGiven(hero);
  585. }
  586. }
  587. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  588. {
  589. if(!hero)
  590. {
  591. logGlobal->error("changeSecSkill provided no hero");
  592. return;
  593. }
  594. SetSecSkill sss;
  595. sss.id = hero->id;
  596. sss.which = which;
  597. sss.val = val;
  598. sss.abs = abs;
  599. sendAndApply(&sss);
  600. if (which == SecondarySkill::WISDOM)
  601. {
  602. if (hero->visitedTown)
  603. giveSpells(hero->visitedTown, hero);
  604. }
  605. }
  606. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  607. {
  608. LOG_TRACE(logGlobal);
  609. //Fill BattleResult structure with exp info
  610. giveExp(*battleResult.data);
  611. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  612. {
  613. if(heroAttacker)
  614. battleResult.data->exp[1] += 500;
  615. if(heroDefender)
  616. battleResult.data->exp[0] += 500;
  617. }
  618. if(heroAttacker)
  619. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  620. if(heroDefender)
  621. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  622. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  623. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  624. const BattleResult::EResult result = battleResult.get()->result;
  625. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  626. {
  627. for (auto &q : queries.allQueries())
  628. {
  629. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  630. if (bq->bi == gs->curB)
  631. return bq;
  632. }
  633. return std::shared_ptr<CBattleQuery>();
  634. };
  635. auto battleQuery = findBattleQuery();
  636. if (!battleQuery)
  637. {
  638. logGlobal->error("Cannot find battle query!");
  639. }
  640. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  641. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  642. battleQuery->result = boost::make_optional(*battleResult.data);
  643. //Check how many battle queries were created (number of players blocked by battle)
  644. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  645. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  646. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  647. ChangeSpells cs; //for Eagle Eye
  648. if (finishingBattle->winnerHero)
  649. {
  650. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  651. {
  652. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  653. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  654. {
  655. auto spell = spellId.toSpell(VLC->spells());
  656. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  657. cs.spells.insert(spell->getId());
  658. }
  659. }
  660. }
  661. std::vector<const CArtifactInstance *> arts; //display them in window
  662. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  663. {
  664. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  665. {
  666. arts.push_back(art);
  667. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  668. sendAndApply(ma);
  669. };
  670. if (finishingBattle->loserHero)
  671. {
  672. //TODO: wrap it into a function, somehow (boost::variant -_-)
  673. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  674. for (auto artSlot : artifactsWorn)
  675. {
  676. MoveArtifact ma;
  677. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  678. const CArtifactInstance * art = ma.src.getArt();
  679. if (art && !art->artType->isBig() &&
  680. art->artType->id != ArtifactID::SPELLBOOK)
  681. // don't move war machines or locked arts (spellbook)
  682. {
  683. sendMoveArtifact(art, &ma);
  684. }
  685. }
  686. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  687. {
  688. //we assume that no big artifacts can be found
  689. MoveArtifact ma;
  690. ma.src = ArtifactLocation(finishingBattle->loserHero,
  691. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  692. const CArtifactInstance * art = ma.src.getArt();
  693. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  694. {
  695. sendMoveArtifact(art, &ma);
  696. }
  697. }
  698. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  699. {
  700. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  701. for (auto artSlot : artifactsWorn)
  702. {
  703. MoveArtifact ma;
  704. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  705. const CArtifactInstance * art = ma.src.getArt();
  706. if (art && !art->artType->isBig())
  707. {
  708. sendMoveArtifact(art, &ma);
  709. }
  710. }
  711. }
  712. }
  713. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  714. {
  715. auto artifactsWorn = armySlot.second->artifactsWorn;
  716. for (auto artSlot : artifactsWorn)
  717. {
  718. MoveArtifact ma;
  719. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  720. const CArtifactInstance * art = ma.src.getArt();
  721. if (art && !art->artType->isBig())
  722. {
  723. sendMoveArtifact(art, &ma);
  724. }
  725. }
  726. }
  727. }
  728. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  729. if (arts.size()) //display loot
  730. {
  731. InfoWindow iw;
  732. iw.player = finishingBattle->winnerHero->tempOwner;
  733. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  734. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  735. {
  736. iw.components.push_back(Component(
  737. Component::ARTIFACT, art->artType->id,
  738. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  739. if (iw.components.size() >= 14)
  740. {
  741. sendAndApply(&iw);
  742. iw.components.clear();
  743. }
  744. }
  745. if (iw.components.size())
  746. {
  747. sendAndApply(&iw);
  748. }
  749. }
  750. //Eagle Eye secondary skill handling
  751. if (!cs.spells.empty())
  752. {
  753. cs.learn = 1;
  754. cs.hid = finishingBattle->winnerHero->id;
  755. InfoWindow iw;
  756. iw.player = finishingBattle->winnerHero->tempOwner;
  757. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  758. iw.text.addReplacement(finishingBattle->winnerHero->name);
  759. std::ostringstream names;
  760. for (int i = 0; i < cs.spells.size(); i++)
  761. {
  762. names << "%s";
  763. if (i < cs.spells.size() - 2)
  764. names << ", ";
  765. else if (i < cs.spells.size() - 1)
  766. names << "%s";
  767. }
  768. names << ".";
  769. iw.text.addReplacement(names.str());
  770. auto it = cs.spells.begin();
  771. for (int i = 0; i < cs.spells.size(); i++, it++)
  772. {
  773. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  774. if (i == cs.spells.size() - 2) //we just added pre-last name
  775. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  776. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  777. }
  778. sendAndApply(&iw);
  779. sendAndApply(&cs);
  780. }
  781. cab1.updateArmy(this);
  782. cab2.updateArmy(this); //take casualties after battle is deleted
  783. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  784. {
  785. RemoveObject ro(heroAttacker->id);
  786. sendAndApply(&ro);
  787. }
  788. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  789. {
  790. RemoveObject ro(heroDefender->id);
  791. sendAndApply(&ro);
  792. }
  793. if(battleResult.data->winner == BattleSide::DEFENDER
  794. && heroDefender
  795. && heroDefender->visitedTown
  796. && !heroDefender->inTownGarrison
  797. && heroDefender->visitedTown->garrisonHero == heroDefender)
  798. {
  799. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  800. }
  801. //give exp
  802. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  803. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  804. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  805. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  806. queries.popIfTop(battleQuery);
  807. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  808. }
  809. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  810. {
  811. LOG_TRACE(logGlobal);
  812. finishingBattle->remainingBattleQueriesCount--;
  813. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  814. if (finishingBattle->remainingBattleQueriesCount > 0)
  815. //Battle results will be handled when all battle queries are closed
  816. return;
  817. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  818. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  819. // Still, it looks like a hole.
  820. // Necromancy if applicable.
  821. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  822. // Give raised units to winner and show dialog, if any were raised,
  823. // units will be given after casualties are taken
  824. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  825. if (necroSlot != SlotID())
  826. {
  827. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  828. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  829. }
  830. BattleResultsApplied resultsApplied;
  831. resultsApplied.player1 = finishingBattle->victor;
  832. resultsApplied.player2 = finishingBattle->loser;
  833. sendAndApply(&resultsApplied);
  834. setBattle(nullptr);
  835. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  836. {
  837. logGlobal->trace("post-victory visit");
  838. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  839. }
  840. visitObjectAfterVictory = false;
  841. //handle victory/loss of engaged players
  842. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  843. checkVictoryLossConditions(playerColors);
  844. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  845. {
  846. SetAvailableHeroes sah;
  847. sah.player = finishingBattle->loser;
  848. sah.hid[0] = finishingBattle->loserHero->subID;
  849. if (result.result == BattleResult::ESCAPE) //retreat
  850. {
  851. sah.army[0].clear();
  852. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  853. }
  854. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  855. sah.hid[1] = another->subID;
  856. else
  857. sah.hid[1] = -1;
  858. sendAndApply(&sah);
  859. }
  860. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  861. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  862. {
  863. RemoveObject ro(finishingBattle->winnerHero->id);
  864. sendAndApply(&ro);
  865. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  866. {
  867. SetAvailableHeroes sah;
  868. sah.player = finishingBattle->victor;
  869. sah.hid[0] = finishingBattle->winnerHero->subID;
  870. sah.army[0].clear();
  871. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  872. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  873. sah.hid[1] = another->subID;
  874. else
  875. sah.hid[1] = -1;
  876. sendAndApply(&sah);
  877. }
  878. }
  879. }
  880. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  881. {
  882. if(first && !counter)
  883. handleAttackBeforeCasting(ranged, attacker, defender);
  884. FireShieldInfo fireShield;
  885. BattleAttack bat;
  886. BattleLogMessage blm;
  887. bat.stackAttacking = attacker->unitId();
  888. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  889. if(ranged)
  890. bat.flags |= BattleAttack::SHOT;
  891. if(counter)
  892. bat.flags |= BattleAttack::COUNTER;
  893. const int attackerLuck = attacker->LuckVal();
  894. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  895. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  896. {
  897. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  898. {
  899. bat.flags |= BattleAttack::LUCKY;
  900. }
  901. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  902. {
  903. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  904. {
  905. bat.flags |= BattleAttack::UNLUCKY;
  906. }
  907. }
  908. }
  909. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  910. {
  911. bat.flags |= BattleAttack::DEATH_BLOW;
  912. }
  913. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  914. {
  915. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  916. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  917. if (chance > getRandomGenerator().nextInt(99))
  918. {
  919. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  920. }
  921. }
  922. int64_t drainedLife = 0;
  923. // only primary target
  924. if(defender->alive())
  925. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  926. //multiple-hex normal attack
  927. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  928. for(const CStack * stack : attackedCreatures)
  929. {
  930. if(stack != defender && stack->alive()) //do not hit same stack twice
  931. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  932. }
  933. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  934. if(bonus && ranged) //TODO: make it work in melee?
  935. {
  936. //this is need for displaying hit animation
  937. bat.flags |= BattleAttack::SPELL_LIKE;
  938. bat.spellID = SpellID(bonus->subtype);
  939. //TODO: should spell override creature`s projectile?
  940. auto spell = bat.spellID.toSpell();
  941. battle::Target target;
  942. target.emplace_back(defender);
  943. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  944. event.setSpellLevel(bonus->val);
  945. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  946. //TODO: get exact attacked hex for defender
  947. for(const CStack * stack : attackedCreatures)
  948. {
  949. if(stack != defender && stack->alive()) //do not hit same stack twice
  950. {
  951. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  952. }
  953. }
  954. //now add effect info for all attacked stacks
  955. for (BattleStackAttacked & bsa : bat.bsa)
  956. {
  957. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  958. {
  959. //this is need for displaying affect animation
  960. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  961. bsa.spellID = SpellID(bonus->subtype);
  962. }
  963. }
  964. }
  965. attackerState->afterAttack(ranged, counter);
  966. {
  967. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  968. attackerState->save(info.data);
  969. bat.attackerChanges.changedStacks.push_back(info);
  970. }
  971. sendAndApply(&bat);
  972. {
  973. const bool multipleTargets = bat.bsa.size() > 1;
  974. int64_t totalDamage = 0;
  975. int32_t totalKills = 0;
  976. for(const BattleStackAttacked & bsa : bat.bsa)
  977. {
  978. totalDamage += bsa.damageAmount;
  979. totalKills += bsa.killedAmount;
  980. }
  981. {
  982. MetaString text;
  983. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  984. attacker->addNameReplacement(text);
  985. text.addReplacement(totalDamage);
  986. blm.lines.push_back(text);
  987. }
  988. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  989. }
  990. // drain life effect (as well as log entry) must be applied after the attack
  991. if(drainedLife > 0)
  992. {
  993. BattleAttack bat;
  994. bat.stackAttacking = attacker->unitId();
  995. {
  996. CustomEffectInfo customEffect;
  997. customEffect.sound = soundBase::DRAINLIF;
  998. customEffect.effect = 52;
  999. customEffect.stack = attackerState->unitId();
  1000. bat.customEffects.push_back(std::move(customEffect));
  1001. }
  1002. sendAndApply(&bat);
  1003. MetaString text;
  1004. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1005. attackerState->addNameReplacement(text, false);
  1006. text.addReplacement(drainedLife);
  1007. defender->addNameReplacement(text, true);
  1008. blm.lines.push_back(std::move(text));
  1009. }
  1010. if(!fireShield.empty())
  1011. {
  1012. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1013. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1014. int64_t totalDamage = 0;
  1015. for(const auto & item : fireShield)
  1016. {
  1017. const CStack * actor = item.first;
  1018. int64_t rawDamage = item.second;
  1019. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1020. if(actorOwner)
  1021. {
  1022. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1023. }
  1024. else
  1025. {
  1026. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1027. }
  1028. totalDamage+=rawDamage;
  1029. //FIXME: add custom effect on actor
  1030. }
  1031. BattleStackAttacked bsa;
  1032. bsa.stackAttacked = attacker->ID; //invert
  1033. bsa.attackerID = uint32_t(-1);
  1034. bsa.flags |= BattleStackAttacked::EFFECT;
  1035. bsa.effect = 11;
  1036. bsa.damageAmount = totalDamage;
  1037. attacker->prepareAttacked(bsa, getRandomGenerator());
  1038. StacksInjured pack;
  1039. pack.stacks.push_back(bsa);
  1040. sendAndApply(&pack);
  1041. // TODO: this is already implemented in Damage::describeEffect()
  1042. {
  1043. MetaString text;
  1044. text.addTxt(MetaString::GENERAL_TXT, 376);
  1045. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1046. text.addReplacement(totalDamage);
  1047. blm.lines.push_back(std::move(text));
  1048. }
  1049. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1050. }
  1051. sendAndApply(&blm);
  1052. handleAfterAttackCasting(ranged, attacker, defender);
  1053. }
  1054. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1055. {
  1056. BattleStackAttacked bsa;
  1057. if(secondary)
  1058. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1059. bsa.attackerID = attackerState->unitId();
  1060. bsa.stackAttacked = def->unitId();
  1061. {
  1062. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  1063. bai.chargedFields = distance;
  1064. if(bat.deathBlow())
  1065. bai.additiveBonus += 1.0;
  1066. if(bat.ballistaDoubleDmg())
  1067. bai.additiveBonus += 1.0;
  1068. if(bat.lucky())
  1069. bai.additiveBonus += 1.0;
  1070. //unlucky hit, used only if negative luck is enabled
  1071. if(bat.unlucky())
  1072. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  1073. auto range = gs->curB->calculateDmgRange(bai);
  1074. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  1075. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1076. }
  1077. int64_t drainedLife = 0;
  1078. //life drain handling
  1079. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1080. {
  1081. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1082. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1083. drainedLife += toHeal;
  1084. }
  1085. //soul steal handling
  1086. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1087. {
  1088. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1089. //try to use permanent first, use only one of two
  1090. for(si32 subtype = 1; subtype >= 0; subtype--)
  1091. {
  1092. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1093. {
  1094. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1095. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1096. drainedLife += toHeal;
  1097. break;
  1098. }
  1099. }
  1100. }
  1101. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1102. //fire shield handling
  1103. if(!bat.shot() && !def->isClone() &&
  1104. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  1105. {
  1106. //TODO: use damage with bonus but without penalties
  1107. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1108. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1109. }
  1110. return drainedLife;
  1111. }
  1112. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1113. {
  1114. if(killed > 0)
  1115. {
  1116. BattleLogMessage blm;
  1117. addGenericKilledLog(blm, defender, killed, multiple);
  1118. sendAndApply(&blm);
  1119. }
  1120. }
  1121. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1122. {
  1123. if(killed > 0)
  1124. {
  1125. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1126. std::string formatString = VLC->generaltexth->allTexts.at(txtIndex);
  1127. // these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
  1128. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1129. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1130. boost::algorithm::trim(formatString);
  1131. boost::format txt(formatString);
  1132. if(killed > 1)
  1133. {
  1134. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1135. }
  1136. else //killed == 1
  1137. {
  1138. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1139. }
  1140. MetaString line;
  1141. line << txt.str();
  1142. blm.lines.push_back(std::move(line));
  1143. }
  1144. }
  1145. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1146. {
  1147. for(auto playerConns : connections)
  1148. {
  1149. for(auto i = playerConns.second.begin(); i != playerConns.second.end(); )
  1150. {
  1151. if(lobby->state != EServerState::SHUTDOWN && *i == c)
  1152. {
  1153. i = playerConns.second.erase(i);
  1154. if(playerConns.second.size())
  1155. continue;
  1156. PlayerCheated pc;
  1157. pc.player = playerConns.first;
  1158. pc.losingCheatCode = true;
  1159. sendAndApply(&pc);
  1160. checkVictoryLossConditionsForPlayer(playerConns.first);
  1161. }
  1162. else
  1163. ++i;
  1164. }
  1165. }
  1166. }
  1167. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1168. {
  1169. //prepare struct informing that action was applied
  1170. auto sendPackageResponse = [&](bool succesfullyApplied)
  1171. {
  1172. PackageApplied applied;
  1173. applied.player = pack->player;
  1174. applied.result = succesfullyApplied;
  1175. applied.packType = typeList.getTypeID(pack);
  1176. applied.requestID = pack->requestID;
  1177. pack->c->sendPack(&applied);
  1178. };
  1179. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1180. if(isBlockedByQueries(pack, pack->player))
  1181. {
  1182. sendPackageResponse(false);
  1183. }
  1184. else if(apply)
  1185. {
  1186. const bool result = apply->applyOnGH(this, pack);
  1187. if(result)
  1188. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1189. else
  1190. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1191. % typeid(*pack).name()).str());
  1192. sendPackageResponse(true);
  1193. }
  1194. else
  1195. {
  1196. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1197. sendPackageResponse(false);
  1198. }
  1199. vstd::clear_pointer(pack);
  1200. }
  1201. int CGameHandler::moveStack(int stack, BattleHex dest)
  1202. {
  1203. int ret = 0;
  1204. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1205. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1206. assert(curStack);
  1207. assert(dest < GameConstants::BFIELD_SIZE);
  1208. if (gs->curB->tacticDistance)
  1209. {
  1210. assert(gs->curB->isInTacticRange(dest));
  1211. }
  1212. auto start = curStack->getPosition();
  1213. if (start == dest)
  1214. return 0;
  1215. //initing necessary tables
  1216. auto accessibility = getAccesibility(curStack);
  1217. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1218. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1219. {
  1220. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1221. if(accessibility.accessible(shifted, curStack))
  1222. dest = shifted;
  1223. }
  1224. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1225. {
  1226. complain("Given destination is not accessible!");
  1227. return 0;
  1228. }
  1229. bool canUseGate = false;
  1230. auto dbState = gs->curB->si.gateState;
  1231. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1232. dbState != EGateState::DESTROYED &&
  1233. dbState != EGateState::BLOCKED)
  1234. {
  1235. canUseGate = true;
  1236. }
  1237. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1238. ret = path.second;
  1239. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1240. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1241. {
  1242. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1243. return true;
  1244. if (hex == ESiegeHex::GATE_OUTER)
  1245. return true;
  1246. if (hex == ESiegeHex::GATE_INNER)
  1247. return true;
  1248. return false;
  1249. };
  1250. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1251. {
  1252. if (isGateDrawbridgeHex(hex))
  1253. return true;
  1254. if (curStack->doubleWide())
  1255. {
  1256. BattleHex otherHex = curStack->occupiedHex(hex);
  1257. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1258. return true;
  1259. }
  1260. return false;
  1261. };
  1262. if (curStack->hasBonusOfType(Bonus::FLYING))
  1263. {
  1264. if (path.second <= creSpeed && path.first.size() > 0)
  1265. {
  1266. if (canUseGate && dbState != EGateState::OPENED &&
  1267. occupyGateDrawbridgeHex(dest))
  1268. {
  1269. BattleUpdateGateState db;
  1270. db.state = EGateState::OPENED;
  1271. sendAndApply(&db);
  1272. }
  1273. //inform clients about move
  1274. BattleStackMoved sm;
  1275. sm.stack = curStack->ID;
  1276. std::vector<BattleHex> tiles;
  1277. tiles.push_back(path.first[0]);
  1278. sm.tilesToMove = tiles;
  1279. sm.distance = path.second;
  1280. sm.teleporting = false;
  1281. sendAndApply(&sm);
  1282. }
  1283. }
  1284. else //for non-flying creatures
  1285. {
  1286. std::vector<BattleHex> tiles;
  1287. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1288. int v = (int)path.first.size()-1;
  1289. path.first.push_back(start);
  1290. // check if gate need to be open or closed at some point
  1291. BattleHex openGateAtHex, gateMayCloseAtHex;
  1292. if (canUseGate)
  1293. {
  1294. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1295. {
  1296. auto needOpenGates = [&](BattleHex hex) -> bool
  1297. {
  1298. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1299. return true;
  1300. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1301. return true;
  1302. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1303. return true;
  1304. return false;
  1305. };
  1306. auto hex = path.first[i];
  1307. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1308. {
  1309. if (needOpenGates(hex))
  1310. openGateAtHex = path.first[i+1];
  1311. //TODO we need find batter way to handle double-wide stacks
  1312. //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
  1313. if (curStack->doubleWide())
  1314. {
  1315. BattleHex otherHex = curStack->occupiedHex(hex);
  1316. if (otherHex.isValid() && needOpenGates(otherHex))
  1317. openGateAtHex = path.first[i+2];
  1318. }
  1319. //gate may be opened and then closed during stack movement, but not other way around
  1320. if (openGateAtHex.isValid())
  1321. dbState = EGateState::OPENED;
  1322. }
  1323. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1324. {
  1325. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1326. {
  1327. gateMayCloseAtHex = path.first[i-1];
  1328. }
  1329. if (gs->curB->town->subID == ETownType::FORTRESS)
  1330. {
  1331. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1332. {
  1333. gateMayCloseAtHex = path.first[i-1];
  1334. }
  1335. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1336. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1337. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1338. {
  1339. gateMayCloseAtHex = path.first[i-1];
  1340. }
  1341. }
  1342. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1343. {
  1344. gateMayCloseAtHex = path.first[i-1];
  1345. }
  1346. }
  1347. }
  1348. }
  1349. bool stackIsMoving = true;
  1350. while(stackIsMoving)
  1351. {
  1352. if (v<tilesToMove)
  1353. {
  1354. logGlobal->error("Movement terminated abnormally");
  1355. break;
  1356. }
  1357. bool gateStateChanging = false;
  1358. //special handling for opening gate on from starting hex
  1359. if (openGateAtHex.isValid() && openGateAtHex == start)
  1360. gateStateChanging = true;
  1361. else
  1362. {
  1363. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1364. {
  1365. BattleHex hex = path.first[v];
  1366. tiles.push_back(hex);
  1367. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1368. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1369. {
  1370. gateStateChanging = true;
  1371. }
  1372. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1373. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1374. obstacleHit = true;
  1375. if (curStack->doubleWide())
  1376. {
  1377. BattleHex otherHex = curStack->occupiedHex(hex);
  1378. //two hex creature hit obstacle by backside
  1379. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1380. if(otherHex.isValid() && !obstacle2.empty())
  1381. obstacleHit = true;
  1382. }
  1383. }
  1384. }
  1385. if (tiles.size() > 0)
  1386. {
  1387. //commit movement
  1388. BattleStackMoved sm;
  1389. sm.stack = curStack->ID;
  1390. sm.distance = path.second;
  1391. sm.teleporting = false;
  1392. sm.tilesToMove = tiles;
  1393. sendAndApply(&sm);
  1394. tiles.clear();
  1395. }
  1396. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1397. if (curStack->getPosition() != dest)
  1398. {
  1399. if(stackIsMoving && start != curStack->getPosition())
  1400. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1401. if (gateStateChanging)
  1402. {
  1403. if (curStack->getPosition() == openGateAtHex)
  1404. {
  1405. openGateAtHex = BattleHex();
  1406. //only open gate if stack is still alive
  1407. if (curStack->alive())
  1408. {
  1409. BattleUpdateGateState db;
  1410. db.state = EGateState::OPENED;
  1411. sendAndApply(&db);
  1412. }
  1413. }
  1414. else if (curStack->getPosition() == gateMayCloseAtHex)
  1415. {
  1416. gateMayCloseAtHex = BattleHex();
  1417. updateGateState();
  1418. }
  1419. }
  1420. }
  1421. else
  1422. //movement finished normally: we reached destination
  1423. stackIsMoving = false;
  1424. }
  1425. }
  1426. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1427. handleDamageFromObstacle(curStack);
  1428. return ret;
  1429. }
  1430. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1431. : lobby(lobby)
  1432. , complainNoCreatures("No creatures to split")
  1433. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1434. , complainInvalidSlot("Invalid slot accessed!")
  1435. {
  1436. QID = 1;
  1437. IObjectInterface::cb = this;
  1438. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1439. registerTypesServerPacks(*applier);
  1440. visitObjectAfterVictory = false;
  1441. spellEnv = new ServerSpellCastEnvironment(this);
  1442. }
  1443. CGameHandler::~CGameHandler()
  1444. {
  1445. delete spellEnv;
  1446. delete gs;
  1447. }
  1448. void CGameHandler::reinitScripting()
  1449. {
  1450. serverEventBus = make_unique<events::EventBus>();
  1451. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1452. }
  1453. void CGameHandler::init(StartInfo *si)
  1454. {
  1455. if (si->seedToBeUsed == 0)
  1456. {
  1457. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1458. }
  1459. CMapService mapService;
  1460. gs = new CGameState();
  1461. gs->preInit(VLC);
  1462. logGlobal->info("Gamestate created!");
  1463. gs->init(&mapService, si);
  1464. logGlobal->info("Gamestate initialized!");
  1465. // reset seed, so that clients can't predict any following random values
  1466. getRandomGenerator().resetSeed();
  1467. for (auto & elem : gs->players)
  1468. {
  1469. states.addPlayer(elem.first);
  1470. }
  1471. reinitScripting();
  1472. }
  1473. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1474. {
  1475. return a.earlierThan(b);
  1476. }
  1477. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1478. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1479. const PlayerState * p = getPlayerState(town->tempOwner);
  1480. if (!p)
  1481. {
  1482. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1483. return;
  1484. }
  1485. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1486. {
  1487. SetAvailableCreatures ssi;
  1488. ssi.tid = town->id;
  1489. ssi.creatures = town->creatures;
  1490. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1491. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1492. if (dwellings.empty())//no dwellings - just remove
  1493. {
  1494. sendAndApply(&ssi);
  1495. return;
  1496. }
  1497. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1498. // for multi-creature dwellings like Golem Factory
  1499. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1500. if (clear)
  1501. {
  1502. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1503. }
  1504. else
  1505. {
  1506. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1507. }
  1508. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1509. sendAndApply(&ssi);
  1510. }
  1511. }
  1512. void CGameHandler::newTurn()
  1513. {
  1514. logGlobal->trace("Turn %d", gs->day+1);
  1515. NewTurn n;
  1516. n.specialWeek = NewTurn::NO_ACTION;
  1517. n.creatureid = CreatureID::NONE;
  1518. n.day = gs->day + 1;
  1519. bool firstTurn = !getDate(Date::DAY);
  1520. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1521. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1522. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1523. if (firstTurn)
  1524. {
  1525. for (auto obj : gs->map->objects)
  1526. {
  1527. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1528. {
  1529. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1530. }
  1531. }
  1532. }
  1533. if (newWeek && !firstTurn)
  1534. {
  1535. n.specialWeek = NewTurn::NORMAL;
  1536. bool deityOfFireBuilt = false;
  1537. for (const CGTownInstance *t : gs->map->towns)
  1538. {
  1539. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1540. {
  1541. deityOfFireBuilt = true;
  1542. break;
  1543. }
  1544. }
  1545. if (deityOfFireBuilt)
  1546. {
  1547. n.specialWeek = NewTurn::DEITYOFFIRE;
  1548. n.creatureid = CreatureID::IMP;
  1549. }
  1550. else if(!VLC->modh->settings.NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS)
  1551. {
  1552. int monthType = getRandomGenerator().nextInt(99);
  1553. if (newMonth) //new month
  1554. {
  1555. if (monthType < 40) //double growth
  1556. {
  1557. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1558. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1559. {
  1560. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1561. n.creatureid = newMonster.second;
  1562. }
  1563. else if (VLC->creh->doubledCreatures.size())
  1564. {
  1565. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1566. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1567. }
  1568. else
  1569. {
  1570. complain("Cannot find creature that can be spawned!");
  1571. n.specialWeek = NewTurn::NORMAL;
  1572. }
  1573. }
  1574. else if (monthType < 50)
  1575. n.specialWeek = NewTurn::PLAGUE;
  1576. }
  1577. else //it's a week, but not full month
  1578. {
  1579. if (monthType < 25)
  1580. {
  1581. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1582. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1583. do
  1584. {
  1585. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1586. } while (VLC->creh->objects[newMonster.second] &&
  1587. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1588. n.creatureid = newMonster.second;
  1589. }
  1590. }
  1591. }
  1592. }
  1593. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1594. for (auto& hp : pool)
  1595. {
  1596. auto hero = hp.second;
  1597. if (hero->isInitialized() && hero->stacks.size())
  1598. {
  1599. // reset retreated or surrendered heroes
  1600. auto maxmove = hero->maxMovePoints(true);
  1601. // if movement is greater than maxmove, we should decrease it
  1602. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1603. {
  1604. NewTurn::Hero hth;
  1605. hth.id = hero->id;
  1606. hth.move = maxmove;
  1607. hth.mana = hero->getManaNewTurn();
  1608. n.heroes.insert(hth);
  1609. }
  1610. }
  1611. }
  1612. for (auto & elem : gs->players)
  1613. {
  1614. if (elem.first == PlayerColor::NEUTRAL)
  1615. continue;
  1616. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1617. assert(0); //illegal player number!
  1618. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1619. hadGold.insert(playerGold);
  1620. if (newWeek) //new heroes in tavern
  1621. {
  1622. SetAvailableHeroes sah;
  1623. sah.player = elem.first;
  1624. //pick heroes and their armies
  1625. CHeroClass *banned = nullptr;
  1626. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1627. {
  1628. //first hero - native if possible, second hero -> any other class
  1629. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1630. {
  1631. sah.hid[j] = h->subID;
  1632. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1633. banned = h->type->heroClass;
  1634. }
  1635. else
  1636. {
  1637. sah.hid[j] = -1;
  1638. }
  1639. }
  1640. sendAndApply(&sah);
  1641. }
  1642. n.res[elem.first] = elem.second.resources;
  1643. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1644. {
  1645. bool hasCrystalGenCreature = false;
  1646. for(CGHeroInstance * hero : elem.second.heroes)
  1647. {
  1648. for(auto stack : hero->stacks)
  1649. {
  1650. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1651. {
  1652. hasCrystalGenCreature = true;
  1653. break;
  1654. }
  1655. }
  1656. }
  1657. if(!hasCrystalGenCreature) //not found in armies, check towns
  1658. {
  1659. for(CGTownInstance * town : elem.second.towns)
  1660. {
  1661. for(auto stack : town->stacks)
  1662. {
  1663. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1664. {
  1665. hasCrystalGenCreature = true;
  1666. break;
  1667. }
  1668. }
  1669. }
  1670. }
  1671. if(hasCrystalGenCreature)
  1672. n.res[elem.first][Res::CRYSTAL] += 3;
  1673. }
  1674. for (CGHeroInstance *h : (elem).second.heroes)
  1675. {
  1676. if (h->visitedTown)
  1677. giveSpells(h->visitedTown, h);
  1678. NewTurn::Hero hth;
  1679. hth.id = h->id;
  1680. auto ti = make_unique<TurnInfo>(h, 1);
  1681. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1682. hth.move = h->maxMovePointsCached(gs->map->getTile(h->getPosition(false)).terType.isLand(), ti.get());
  1683. hth.mana = h->getManaNewTurn();
  1684. n.heroes.insert(hth);
  1685. if (!firstTurn) //not first day
  1686. {
  1687. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1688. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1689. {
  1690. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1691. }
  1692. }
  1693. }
  1694. }
  1695. for (CGTownInstance *t : gs->map->towns)
  1696. {
  1697. PlayerColor player = t->tempOwner;
  1698. handleTownEvents(t, n);
  1699. if (newWeek) //first day of week
  1700. {
  1701. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1702. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1703. if (!firstTurn)
  1704. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1705. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1706. if (!vstd::contains(n.cres, t->id))
  1707. {
  1708. n.cres[t->id].tid = t->id;
  1709. n.cres[t->id].creatures = t->creatures;
  1710. }
  1711. auto & sac = n.cres.at(t->id);
  1712. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1713. {
  1714. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1715. {
  1716. ui32 &availableCount = sac.creatures.at(k).first;
  1717. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1718. if (n.specialWeek == NewTurn::PLAGUE)
  1719. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1720. else
  1721. {
  1722. if (firstTurn) //first day of game: use only basic growths
  1723. availableCount = cre->growth;
  1724. else
  1725. availableCount += t->creatureGrowth(k);
  1726. //Deity of fire week - upgrade both imps and upgrades
  1727. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1728. availableCount += 15;
  1729. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1730. {
  1731. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1732. availableCount *= 2;
  1733. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1734. availableCount += 5;
  1735. }
  1736. }
  1737. }
  1738. }
  1739. }
  1740. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1741. {
  1742. n.res[player] = n.res[player] + t->dailyIncome();
  1743. }
  1744. if(t->hasBuilt(BuildingID::GRAIL)
  1745. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1746. {
  1747. // Skyship, probably easier to handle same as Veil of darkness
  1748. //do it every new day after veils apply
  1749. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1750. {
  1751. FoWChange fw;
  1752. fw.mode = 1;
  1753. fw.player = player;
  1754. // find all hidden tiles
  1755. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1756. auto shape = fow->shape();
  1757. for(size_t z = 0; z < shape[0]; z++)
  1758. for(size_t x = 0; x < shape[1]; x++)
  1759. for(size_t y = 0; y < shape[2]; y++)
  1760. if (!(*fow)[z][x][y])
  1761. fw.tiles.insert(int3(x, y, z));
  1762. sendAndApply (&fw);
  1763. }
  1764. }
  1765. if (t->hasBonusOfType (Bonus::DARKNESS))
  1766. {
  1767. for (auto & player : gs->players)
  1768. {
  1769. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1770. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1771. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1772. }
  1773. }
  1774. }
  1775. if (newMonth)
  1776. {
  1777. SetAvailableArtifacts saa;
  1778. saa.id = -1;
  1779. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1780. sendAndApply(&saa);
  1781. }
  1782. sendAndApply(&n);
  1783. if (newWeek)
  1784. {
  1785. //spawn wandering monsters
  1786. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1787. {
  1788. spawnWanderingMonsters(n.creatureid);
  1789. }
  1790. //new week info popup
  1791. if (!firstTurn)
  1792. {
  1793. InfoWindow iw;
  1794. switch (n.specialWeek)
  1795. {
  1796. case NewTurn::DOUBLE_GROWTH:
  1797. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1798. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1799. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1800. break;
  1801. case NewTurn::PLAGUE:
  1802. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1803. break;
  1804. case NewTurn::BONUS_GROWTH:
  1805. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1806. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1807. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1808. break;
  1809. case NewTurn::DEITYOFFIRE:
  1810. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1811. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1812. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1813. iw.text.addReplacement2(15); //%+d 15
  1814. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1815. iw.text.addReplacement2(15); //%+d 15
  1816. break;
  1817. default:
  1818. if (newMonth)
  1819. {
  1820. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1821. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1822. }
  1823. else
  1824. {
  1825. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1826. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1827. }
  1828. }
  1829. for (auto & elem : gs->players)
  1830. {
  1831. iw.player = elem.first;
  1832. sendAndApply(&iw);
  1833. }
  1834. }
  1835. }
  1836. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1837. handleTimeEvents();
  1838. //call objects
  1839. for (auto & elem : gs->map->objects)
  1840. {
  1841. if (elem)
  1842. elem->newTurn(getRandomGenerator());
  1843. }
  1844. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1845. }
  1846. void CGameHandler::run(bool resume)
  1847. {
  1848. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1849. using namespace boost::posix_time;
  1850. for (auto cc : lobby->connections)
  1851. {
  1852. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1853. std::stringstream sbuffer;
  1854. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1855. for (PlayerColor color : players)
  1856. {
  1857. sbuffer << color << " ";
  1858. {
  1859. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1860. connections[color].insert(cc);
  1861. }
  1862. }
  1863. logGlobal->info(sbuffer.str());
  1864. }
  1865. services()->scripts()->run(serverScripts);
  1866. if(resume)
  1867. events::GameResumed::defaultExecute(serverEventBus.get());
  1868. auto playerTurnOrder = generatePlayerTurnOrder();
  1869. while(lobby->state == EServerState::GAMEPLAY)
  1870. {
  1871. if(!resume)
  1872. {
  1873. newTurn();
  1874. events::TurnStarted::defaultExecute(serverEventBus.get());
  1875. }
  1876. std::list<PlayerColor>::iterator it;
  1877. if (resume)
  1878. {
  1879. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1880. }
  1881. else
  1882. {
  1883. it = playerTurnOrder.begin();
  1884. }
  1885. resume = false;
  1886. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1887. {
  1888. auto playerColor = *it;
  1889. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1890. {
  1891. //if player runs out of time, he shouldn't get the turn (especially AI)
  1892. //pre-trigger may change anything, should check before each player
  1893. //TODO: is it enough to check only one player?
  1894. checkVictoryLossConditionsForAll();
  1895. auto player = event.getPlayer();
  1896. const PlayerState * playerState = &gs->players[player];
  1897. if(playerState->status != EPlayerStatus::INGAME)
  1898. {
  1899. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1900. }
  1901. else
  1902. {
  1903. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1904. YourTurn yt;
  1905. yt.player = player;
  1906. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1907. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1908. applyAndSend(&yt);
  1909. }
  1910. };
  1911. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1912. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1913. {
  1914. //wait till turn is done
  1915. boost::unique_lock<boost::mutex> lock(states.mx);
  1916. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1917. {
  1918. static time_duration p = milliseconds(100);
  1919. states.cv.timed_wait(lock, p);
  1920. }
  1921. }
  1922. }
  1923. //additional check that game is not finished
  1924. bool activePlayer = false;
  1925. for (auto player : playerTurnOrder)
  1926. {
  1927. if (gs->players[player].status == EPlayerStatus::INGAME)
  1928. activePlayer = true;
  1929. }
  1930. if(!activePlayer)
  1931. lobby->state = EServerState::GAMEPLAY_ENDED;
  1932. }
  1933. }
  1934. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1935. {
  1936. // Generate player turn order
  1937. std::list<PlayerColor> playerTurnOrder;
  1938. for (const auto & player : gs->players) // add human players first
  1939. {
  1940. if (player.second.human)
  1941. playerTurnOrder.push_back(player.first);
  1942. }
  1943. for (const auto & player : gs->players) // then add non-human players
  1944. {
  1945. if (!player.second.human)
  1946. playerTurnOrder.push_back(player.first);
  1947. }
  1948. return playerTurnOrder;
  1949. }
  1950. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1951. {
  1952. battleResult.set(nullptr);
  1953. const auto t = getTile(tile);
  1954. Terrain terrain = t->terType;
  1955. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1956. terrain = Terrain("sand");
  1957. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1958. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1959. terType = BattleField::fromString("ship_to_ship");
  1960. //send info about battles
  1961. BattleStart bs;
  1962. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1963. sendAndApply(&bs);
  1964. }
  1965. void CGameHandler::checkBattleStateChanges()
  1966. {
  1967. //check if drawbridge state need to be changes
  1968. if (battleGetSiegeLevel() > 0)
  1969. updateGateState();
  1970. //check if battle ended
  1971. if (auto result = battleIsFinished())
  1972. {
  1973. setBattleResult(BattleResult::NORMAL, *result);
  1974. }
  1975. }
  1976. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1977. {
  1978. if (!h->hasSpellbook())
  1979. return; //hero hasn't spellbook
  1980. ChangeSpells cs;
  1981. cs.hid = h->id;
  1982. cs.learn = true;
  1983. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1984. {
  1985. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1986. for (int i = 0; i < h->maxSpellLevel(); i++)
  1987. {
  1988. std::vector<SpellID> spells;
  1989. getAllowedSpells(spells, i+1);
  1990. for (auto & spell : spells)
  1991. cs.spells.insert(spell);
  1992. }
  1993. }
  1994. else
  1995. {
  1996. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1997. {
  1998. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1999. {
  2000. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  2001. cs.spells.insert(t->spells.at(i).at(j));
  2002. }
  2003. }
  2004. }
  2005. if (!cs.spells.empty())
  2006. sendAndApply(&cs);
  2007. }
  2008. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  2009. {
  2010. if (!obj || !getObj(obj->id))
  2011. {
  2012. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  2013. return false;
  2014. }
  2015. RemoveObject ro;
  2016. ro.id = obj->id;
  2017. sendAndApply(&ro);
  2018. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  2019. return true;
  2020. }
  2021. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  2022. {
  2023. const CGHeroInstance *h = getHero(hid);
  2024. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2025. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2026. {
  2027. logGlobal->error("Illegal call to move hero!");
  2028. return false;
  2029. }
  2030. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2031. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  2032. if (!gs->map->isInTheMap(hmpos))
  2033. {
  2034. logGlobal->error("Destination tile is outside the map!");
  2035. return false;
  2036. }
  2037. const TerrainTile t = *getTile(hmpos);
  2038. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2039. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2040. const bool disembarking = h->boat && t.terType.isLand() && !t.blocked;
  2041. //result structure for start - movement failed, no move points used
  2042. TryMoveHero tmh;
  2043. tmh.id = hid;
  2044. tmh.start = h->pos;
  2045. tmh.end = dst;
  2046. tmh.result = TryMoveHero::FAILED;
  2047. tmh.movePoints = h->movement;
  2048. //check if destination tile is available
  2049. auto pathfinderHelper = make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2050. pathfinderHelper->updateTurnInfo(0);
  2051. auto ti = pathfinderHelper->getTurnInfo();
  2052. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2053. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2054. const int cost = pathfinderHelper->getMovementCost(h->getPosition(), hmpos, nullptr, nullptr, h->movement);
  2055. //it's a rock or blocked and not visitable tile
  2056. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2057. if (((!t.terType.isPassable() || (t.blocked && !t.visitable && !canFly))
  2058. && complain("Cannot move hero, destination tile is blocked!"))
  2059. || ((!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)
  2060. && complain("Cannot move hero, destination tile is on water!"))
  2061. || ((h->boat && t.terType.isLand() && t.blocked)
  2062. && complain("Cannot disembark hero, tile is blocked!"))
  2063. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2064. && complain("Tiles are not neighboring!"))
  2065. || ((h->inTownGarrison)
  2066. && complain("Can not move garrisoned hero!"))
  2067. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2068. && complain("Hero doesn't have any movement points left!"))
  2069. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2070. && complain("Hero cannot transit over this tile!"))
  2071. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2072. && complain("Cannot move hero during the battle"))*/)
  2073. {
  2074. //send info about movement failure
  2075. sendAndApply(&tmh);
  2076. return false;
  2077. }
  2078. //several generic blocks of code
  2079. // should be called if hero changes tile but before applying TryMoveHero package
  2080. auto leaveTile = [&]()
  2081. {
  2082. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2083. {
  2084. obj->onHeroLeave(h);
  2085. }
  2086. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2087. };
  2088. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2089. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2090. {
  2091. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  2092. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2093. queries.addQuery(moveQuery);
  2094. if (leavingTile == LEAVING_TILE)
  2095. leaveTile();
  2096. tmh.result = result;
  2097. sendAndApply(&tmh);
  2098. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2099. { // Hero should be always able to visit any object he staying on even if there guards around
  2100. visitObjectOnTile(t, h);
  2101. }
  2102. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2103. {
  2104. tmh.attackedFrom = boost::make_optional(guardPos);
  2105. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2106. objectVisited(guardTile.visitableObjects.back(), h);
  2107. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2108. }
  2109. else if (visitDest == VISIT_DEST)
  2110. {
  2111. visitObjectOnTile(t, h);
  2112. }
  2113. queries.popIfTop(moveQuery);
  2114. logGlobal->trace("Hero %s ends movement", h->name);
  2115. return result != TryMoveHero::FAILED;
  2116. };
  2117. //interaction with blocking object (like resources)
  2118. auto blockingVisit = [&]() -> bool
  2119. {
  2120. for (CGObjectInstance *obj : t.visitableObjects)
  2121. {
  2122. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2123. {
  2124. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2125. //this-> is needed for MVS2010 to recognize scope (?)
  2126. }
  2127. }
  2128. return false;
  2129. };
  2130. if (!transit && embarking)
  2131. {
  2132. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2133. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2134. // In H3 embark ignore guards
  2135. }
  2136. if (disembarking)
  2137. {
  2138. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2139. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2140. }
  2141. if (teleporting)
  2142. {
  2143. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2144. return true;
  2145. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2146. // visit town for town portal \ castle gates
  2147. // do not use generic visitObjectOnTile to avoid double-teleporting
  2148. // if this moveHero call was triggered by teleporter
  2149. if (!t.visitableObjects.empty())
  2150. {
  2151. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2152. town->onHeroVisit(h);
  2153. }
  2154. return true;
  2155. }
  2156. //still here? it is standard movement!
  2157. {
  2158. tmh.movePoints = (int)h->movement >= cost
  2159. ? h->movement - cost
  2160. : 0;
  2161. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2162. EVisitDest visitDest = VISIT_DEST;
  2163. if (transit)
  2164. {
  2165. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2166. visitDest = DONT_VISIT_DEST;
  2167. if (canFly)
  2168. {
  2169. lookForGuards = IGNORE_GUARDS;
  2170. visitDest = DONT_VISIT_DEST;
  2171. }
  2172. }
  2173. else if (blockingVisit())
  2174. return true;
  2175. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2176. return true;
  2177. }
  2178. }
  2179. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2180. {
  2181. const CGHeroInstance *h = getHero(hid);
  2182. const CGTownInstance *t = getTown(dstid);
  2183. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2184. COMPLAIN_RET("Invalid call to teleportHero!");
  2185. const CGTownInstance *from = h->visitedTown;
  2186. if (((h->getOwner() != t->getOwner())
  2187. && complain("Cannot teleport hero to another player"))
  2188. || (from->town->faction->index != t->town->faction->index
  2189. && complain("Source town and destination town should belong to the same faction"))
  2190. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2191. && complain("Hero must be in town with Castle gate for teleporting"))
  2192. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2193. && complain("Cannot teleport hero to town without Castle gate in it")))
  2194. return false;
  2195. int3 pos = t->visitablePos();
  2196. pos += h->getVisitableOffset();
  2197. moveHero(hid,pos,1);
  2198. return true;
  2199. }
  2200. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2201. {
  2202. PlayerColor oldOwner = getOwner(obj->id);
  2203. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2204. sendAndApply(&sop);
  2205. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2206. checkVictoryLossConditions(playerColors);
  2207. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2208. if (town) //town captured
  2209. {
  2210. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2211. {
  2212. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2213. setPortalDwelling(town, true, false);
  2214. }
  2215. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2216. {
  2217. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2218. {
  2219. InfoWindow iw;
  2220. iw.player = oldOwner;
  2221. iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  2222. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2223. sendAndApply(&iw);
  2224. }
  2225. }
  2226. }
  2227. const PlayerState * p = getPlayerState(owner);
  2228. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2229. {
  2230. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2231. {
  2232. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2233. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2234. }
  2235. }
  2236. }
  2237. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2238. {
  2239. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2240. queries.addQuery(dialogQuery);
  2241. iw->queryID = dialogQuery->queryID;
  2242. sendToAllClients(iw);
  2243. }
  2244. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2245. {
  2246. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2247. queries.addQuery(dialogQuery);
  2248. iw->queryID = dialogQuery->queryID;
  2249. sendToAllClients(iw);
  2250. }
  2251. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2252. {
  2253. if (!val) return; //don't waste time on empty call
  2254. TResources resources;
  2255. resources.at(which) = val;
  2256. giveResources(player, resources);
  2257. }
  2258. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2259. {
  2260. SetResources sr;
  2261. sr.abs = false;
  2262. sr.player = player;
  2263. sr.res = resources;
  2264. sendAndApply(&sr);
  2265. }
  2266. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2267. {
  2268. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2269. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2270. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2271. //first we move creatures to give to make them army of object-source
  2272. for (auto & elem : creatures.Slots())
  2273. {
  2274. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2275. }
  2276. tryJoiningArmy(obj, h, remove, true);
  2277. }
  2278. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2279. {
  2280. std::vector<CStackBasicDescriptor> cres = creatures;
  2281. if (cres.size() <= 0)
  2282. return;
  2283. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2284. for (CStackBasicDescriptor &sbd : cres)
  2285. {
  2286. TQuantity collected = 0;
  2287. while(collected < sbd.count)
  2288. {
  2289. bool foundSth = false;
  2290. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2291. {
  2292. if (i->second->type == sbd.type)
  2293. {
  2294. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2295. changeStackCount(StackLocation(obj, i->first), -take, false);
  2296. collected += take;
  2297. foundSth = true;
  2298. break;
  2299. }
  2300. }
  2301. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2302. {
  2303. complain("Unexpected failure during taking creatures!");
  2304. return;
  2305. }
  2306. }
  2307. }
  2308. }
  2309. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2310. {
  2311. sendToAllClients(comp);
  2312. }
  2313. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2314. {
  2315. HeroVisitCastle vc;
  2316. vc.hid = hero->id;
  2317. vc.tid = obj->id;
  2318. vc.flags |= 1;
  2319. sendAndApply(&vc);
  2320. visitCastleObjects(obj, hero);
  2321. giveSpells (obj, hero);
  2322. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2323. }
  2324. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2325. {
  2326. for (auto building : t->bonusingBuildings)
  2327. building->onHeroVisit(h);
  2328. }
  2329. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2330. {
  2331. HeroVisitCastle vc;
  2332. vc.hid = hero->id;
  2333. vc.tid = obj->id;
  2334. sendAndApply(&vc);
  2335. }
  2336. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2337. {
  2338. EraseArtifact ea;
  2339. ea.al = al;
  2340. sendAndApply(&ea);
  2341. }
  2342. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2343. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2344. const CGTownInstance *town) //use hero=nullptr for no hero
  2345. {
  2346. engageIntoBattle(army1->tempOwner);
  2347. engageIntoBattle(army2->tempOwner);
  2348. static const CArmedInstance *armies[2];
  2349. armies[0] = army1;
  2350. armies[1] = army2;
  2351. static const CGHeroInstance*heroes[2];
  2352. heroes[0] = hero1;
  2353. heroes[1] = hero2;
  2354. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2355. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2356. queries.addQuery(battleQuery);
  2357. boost::thread(&CGameHandler::runBattle, this);
  2358. }
  2359. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2360. {
  2361. startBattlePrimary(army1, army2, tile,
  2362. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2363. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2364. creatureBank);
  2365. }
  2366. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2367. {
  2368. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2369. }
  2370. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2371. {
  2372. ChangeSpells cs;
  2373. cs.hid = hero->id;
  2374. cs.spells = spells;
  2375. cs.learn = give;
  2376. sendAndApply(&cs);
  2377. }
  2378. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2379. {
  2380. SystemMessage sm;
  2381. sm.text = message;
  2382. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2383. *(c.get()) << &sm;
  2384. }
  2385. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2386. {
  2387. sendAndApply(bonus);
  2388. }
  2389. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2390. {
  2391. sendAndApply(smp);
  2392. }
  2393. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2394. {
  2395. SetMana sm;
  2396. sm.hid = hid;
  2397. sm.val = val;
  2398. sm.absolute = true;
  2399. sendAndApply(&sm);
  2400. }
  2401. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2402. {
  2403. GiveHero gh;
  2404. gh.id = id;
  2405. gh.player = player;
  2406. sendAndApply(&gh);
  2407. }
  2408. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2409. {
  2410. ChangeObjPos cop;
  2411. cop.objid = objid;
  2412. cop.nPos = newPos;
  2413. cop.flags = flags;
  2414. sendAndApply(&cop);
  2415. }
  2416. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2417. {
  2418. const CGHeroInstance * h1 = getHero(fromHero);
  2419. const CGHeroInstance * h2 = getHero(toHero);
  2420. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2421. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2422. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2423. {
  2424. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2425. std::swap(fromHero, toHero);
  2426. }
  2427. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2428. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2429. return;//no scholar skill or no spellbook
  2430. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2431. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2432. ChangeSpells cs1;
  2433. cs1.learn = true;
  2434. cs1.hid = toHero;//giving spells to first hero
  2435. for (auto it : h1->getSpellsInSpellbook())
  2436. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2437. cs1.spells.insert(it);//spell to learn
  2438. ChangeSpells cs2;
  2439. cs2.learn = true;
  2440. cs2.hid = fromHero;
  2441. for (auto it : h2->getSpellsInSpellbook())
  2442. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2443. cs2.spells.insert(it);
  2444. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2445. {
  2446. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2447. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2448. InfoWindow iw;
  2449. iw.player = h1->tempOwner;
  2450. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarSkillLevel, 0));
  2451. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2452. iw.text.addReplacement(h1->name);
  2453. if (!cs2.spells.empty())//if found new spell - apply
  2454. {
  2455. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2456. int size = static_cast<int>(cs2.spells.size());
  2457. for (auto it : cs2.spells)
  2458. {
  2459. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2460. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2461. switch (size--)
  2462. {
  2463. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2464. case 1: break;
  2465. default: iw.text << ", ";
  2466. }
  2467. }
  2468. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2469. iw.text.addReplacement(h2->name);
  2470. sendAndApply(&cs2);
  2471. }
  2472. if (!cs1.spells.empty() && !cs2.spells.empty())
  2473. {
  2474. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2475. }
  2476. if (!cs1.spells.empty())
  2477. {
  2478. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2479. int size = static_cast<int>(cs1.spells.size());
  2480. for (auto it : cs1.spells)
  2481. {
  2482. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2483. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2484. switch (size--)
  2485. {
  2486. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2487. case 1: break;
  2488. default: iw.text << ", ";
  2489. } }
  2490. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2491. iw.text.addReplacement(h2->name);
  2492. sendAndApply(&cs1);
  2493. }
  2494. sendAndApply(&iw);
  2495. }
  2496. }
  2497. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2498. {
  2499. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2500. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2501. {
  2502. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2503. ExchangeDialog hex;
  2504. hex.queryID = exchange->queryID;
  2505. hex.player = h1->getOwner();
  2506. hex.hero1 = hero1;
  2507. hex.hero2 = hero2;
  2508. sendAndApply(&hex);
  2509. useScholarSkill(hero1,hero2);
  2510. queries.addQuery(exchange);
  2511. }
  2512. }
  2513. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2514. {
  2515. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2516. for (auto c : lobby->connections)
  2517. {
  2518. if(!c->isOpen())
  2519. continue;
  2520. c->sendPack(pack);
  2521. }
  2522. }
  2523. void CGameHandler::sendAndApply(CPackForClient * pack)
  2524. {
  2525. sendToAllClients(pack);
  2526. gs->apply(pack);
  2527. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2528. }
  2529. void CGameHandler::applyAndSend(CPackForClient * pack)
  2530. {
  2531. gs->apply(pack);
  2532. sendToAllClients(pack);
  2533. }
  2534. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2535. {
  2536. sendAndApply(static_cast<CPackForClient *>(pack));
  2537. checkVictoryLossConditionsForAll();
  2538. }
  2539. void CGameHandler::sendAndApply(SetResources * pack)
  2540. {
  2541. sendAndApply(static_cast<CPackForClient *>(pack));
  2542. checkVictoryLossConditionsForPlayer(pack->player);
  2543. }
  2544. void CGameHandler::sendAndApply(NewStructures * pack)
  2545. {
  2546. sendAndApply(static_cast<CPackForClient *>(pack));
  2547. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2548. }
  2549. void CGameHandler::save(const std::string & filename)
  2550. {
  2551. logGlobal->info("Saving to %s", filename);
  2552. const auto stem = FileInfo::GetPathStem(filename);
  2553. const auto savefname = stem.to_string() + ".vsgm1";
  2554. CResourceHandler::get("local")->createResource(savefname);
  2555. {
  2556. logGlobal->info("Ordering clients to serialize...");
  2557. SaveGameClient sg(savefname);
  2558. sendToAllClients(&sg);
  2559. }
  2560. try
  2561. {
  2562. {
  2563. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2564. saveCommonState(save);
  2565. logGlobal->info("Saving server state");
  2566. save << *this;
  2567. }
  2568. logGlobal->info("Game has been successfully saved!");
  2569. }
  2570. catch(std::exception &e)
  2571. {
  2572. logGlobal->error("Failed to save game: %s", e.what());
  2573. }
  2574. }
  2575. void CGameHandler::load(const std::string & filename)
  2576. {
  2577. logGlobal->info("Loading from %s", filename);
  2578. const auto stem = FileInfo::GetPathStem(filename);
  2579. reinitScripting();
  2580. try
  2581. {
  2582. {
  2583. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2584. loadCommonState(lf);
  2585. logGlobal->info("Loading server state");
  2586. lf >> *this;
  2587. }
  2588. logGlobal->info("Game has been successfully loaded!");
  2589. }
  2590. catch(std::exception &e)
  2591. {
  2592. logGlobal->error("Failed to load game: %s", e.what());
  2593. }
  2594. gs->preInit(VLC);
  2595. gs->updateOnLoad(lobby->si.get());
  2596. }
  2597. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2598. {
  2599. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2600. return false;
  2601. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2602. const CCreatureSet & creatureSet = *army;
  2603. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2604. || (howMany < 1 && complain("Invalid split parameter!")))
  2605. {
  2606. return false;
  2607. }
  2608. auto actualAmount = army->getStackCount(slotSrc);
  2609. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2610. return false;
  2611. auto freeSlots = creatureSet.getFreeSlots();
  2612. if(freeSlots.empty() && complain("No empty stacks"))
  2613. return false;
  2614. BulkRebalanceStacks bulkRS;
  2615. for(auto slot : freeSlots)
  2616. {
  2617. RebalanceStacks rs;
  2618. rs.srcArmy = army->id;
  2619. rs.dstArmy = army->id;
  2620. rs.srcSlot = slotSrc;
  2621. rs.dstSlot = slot;
  2622. rs.count = howMany;
  2623. bulkRS.moves.push_back(rs);
  2624. actualAmount -= howMany;
  2625. if(actualAmount <= howMany)
  2626. break;
  2627. }
  2628. sendAndApply(&bulkRS);
  2629. return true;
  2630. }
  2631. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2632. {
  2633. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2634. return false;
  2635. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2636. const CCreatureSet & creatureSet = *army;
  2637. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2638. return false;
  2639. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2640. if(actualAmount < 1 && complain(complainNoCreatures))
  2641. return false;
  2642. auto currentCreature = creatureSet.getCreature(slotSrc);
  2643. if(!currentCreature && complain(complainNoCreatures))
  2644. return false;
  2645. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2646. if(!creatureSlots.size())
  2647. return false;
  2648. BulkRebalanceStacks bulkRS;
  2649. for(auto slot : creatureSlots)
  2650. {
  2651. RebalanceStacks rs;
  2652. rs.srcArmy = army->id;
  2653. rs.dstArmy = army->id;
  2654. rs.srcSlot = slot;
  2655. rs.dstSlot = slotSrc;
  2656. rs.count = creatureSet.getStackCount(slot);
  2657. bulkRS.moves.push_back(rs);
  2658. }
  2659. sendAndApply(&bulkRS);
  2660. return true;
  2661. }
  2662. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2663. {
  2664. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2665. return false;
  2666. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2667. const CCreatureSet & setSrc = *armySrc;
  2668. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2669. return false;
  2670. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2671. const CCreatureSet & setDest = *armyDest;
  2672. auto freeSlots = setDest.getFreeSlotsQueue();
  2673. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2674. TRebalanceMap moves;
  2675. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2676. auto slotsLeft = setSrc.stacksCount();
  2677. auto destMap = setDest.getCreatureMap();
  2678. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2679. while(!srcQueue.empty())
  2680. {
  2681. auto pair = srcQueue.top();
  2682. srcQueue.pop();
  2683. auto currCreature = pair.first;
  2684. auto currSlot = pair.second;
  2685. const auto quantity = setSrc.getStackCount(currSlot);
  2686. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2687. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2688. if(!alreadyExists)
  2689. {
  2690. if(freeSlots.empty())
  2691. continue;
  2692. auto currFreeSlot = freeSlots.front();
  2693. freeSlots.pop();
  2694. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2695. }
  2696. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2697. slotsLeft--;
  2698. }
  2699. if(slotsLeft == 1)
  2700. {
  2701. auto lastCreature = setSrc.getCreature(srcSlot);
  2702. auto slotToMove = SlotID();
  2703. // Try to find a slot for last creature
  2704. if(destMap.find(lastCreature) == destMap.end())
  2705. {
  2706. if(!freeSlots.empty())
  2707. slotToMove = freeSlots.front();
  2708. }
  2709. else
  2710. {
  2711. slotToMove = destMap[lastCreature];
  2712. }
  2713. if(slotToMove != SlotID())
  2714. {
  2715. const bool needsLastStack = armySrc->needsLastStack();
  2716. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2717. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2718. }
  2719. }
  2720. BulkRebalanceStacks bulkRS;
  2721. for(auto & move : moves)
  2722. {
  2723. RebalanceStacks rs;
  2724. rs.srcArmy = armySrc->id;
  2725. rs.dstArmy = armyDest->id;
  2726. rs.srcSlot = move.first;
  2727. rs.dstSlot = move.second.first;
  2728. rs.count = move.second.second;
  2729. bulkRS.moves.push_back(rs);
  2730. }
  2731. sendAndApply(&bulkRS);
  2732. return true;
  2733. }
  2734. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2735. {
  2736. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2737. return false;
  2738. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2739. const CCreatureSet & creatureSet = *army;
  2740. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2741. return false;
  2742. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2743. if(actualAmount <= 1 && complain(complainNoCreatures))
  2744. return false;
  2745. auto freeSlot = creatureSet.getFreeSlot();
  2746. auto currentCreature = creatureSet.getCreature(slotSrc);
  2747. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2748. return true;
  2749. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2750. TQuantity totalCreatures = 0;
  2751. for(auto slot : creatureSlots)
  2752. totalCreatures += creatureSet.getStackCount(slot);
  2753. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2754. return false;
  2755. if(freeSlot != SlotID())
  2756. creatureSlots.push_back(freeSlot);
  2757. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2758. return false;
  2759. const auto totalCreatureSlots = creatureSlots.size();
  2760. const auto rem = totalCreatures % totalCreatureSlots;
  2761. const auto quotient = totalCreatures / totalCreatureSlots;
  2762. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2763. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2764. BulkSmartRebalanceStacks bulkSRS;
  2765. if(freeSlot != SlotID())
  2766. {
  2767. RebalanceStacks rs;
  2768. rs.srcArmy = rs.dstArmy = army->id;
  2769. rs.srcSlot = slotSrc;
  2770. rs.dstSlot = freeSlot;
  2771. rs.count = 1;
  2772. bulkSRS.moves.push_back(rs);
  2773. }
  2774. auto currSlot = 0;
  2775. auto check = 0;
  2776. for(auto slot : creatureSlots)
  2777. {
  2778. ChangeStackCount csc;
  2779. csc.army = army->id;
  2780. csc.slot = slot;
  2781. csc.count = (currSlot < rem)
  2782. ? quotient + 1
  2783. : quotient;
  2784. csc.absoluteValue = true;
  2785. bulkSRS.changes.push_back(csc);
  2786. currSlot++;
  2787. check += csc.count;
  2788. }
  2789. if(check != totalCreatures)
  2790. {
  2791. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2792. return false;
  2793. }
  2794. sendAndApply(&bulkSRS);
  2795. return true;
  2796. }
  2797. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2798. {
  2799. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2800. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2801. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2802. StackLocation sl1(s1, p1), sl2(s2, p2);
  2803. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2804. {
  2805. complain(complainInvalidSlot);
  2806. return false;
  2807. }
  2808. if (!isAllowedExchange(id1,id2))
  2809. {
  2810. complain("Cannot exchange stacks between these two objects!\n");
  2811. return false;
  2812. }
  2813. // We can always put stacks into locked garrison, but not take them out of it
  2814. auto notRemovable = [&](const CArmedInstance * army)
  2815. {
  2816. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2817. {
  2818. auto g = dynamic_cast<const CGGarrison *>(army);
  2819. if (g && !g->removableUnits)
  2820. {
  2821. complain("Stacks in this garrison are not removable!\n");
  2822. return true;
  2823. }
  2824. }
  2825. return false;
  2826. };
  2827. if (what==1) //swap
  2828. {
  2829. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2830. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2831. {
  2832. complain("Can't take troops from another player!");
  2833. return false;
  2834. }
  2835. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2836. {
  2837. complain("Cannot swap stacks - slots are the same!");
  2838. return false;
  2839. }
  2840. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2841. {
  2842. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2843. return false;
  2844. }
  2845. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2846. return false;
  2847. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2848. return false;
  2849. swapStacks(sl1, sl2);
  2850. }
  2851. else if (what==2)//merge
  2852. {
  2853. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2854. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2855. return false;
  2856. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2857. {
  2858. complain("Cannot merge empty stack!");
  2859. return false;
  2860. }
  2861. else if (notRemovable(sl1.army))
  2862. return false;
  2863. moveStack(sl1, sl2);
  2864. }
  2865. else if (what==3) //split
  2866. {
  2867. const int countToMove = val - s2->getStackCount(p2);
  2868. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2869. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2870. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2871. {
  2872. complain("Can't move troops of another player!");
  2873. return false;
  2874. }
  2875. //general conditions checking
  2876. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2877. || (val<1 && complain(complainNoCreatures)) )
  2878. {
  2879. return false;
  2880. }
  2881. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2882. {
  2883. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2884. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2885. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2886. )
  2887. {
  2888. return false;
  2889. }
  2890. if (notRemovable(sl1.army))
  2891. {
  2892. if (s1->getStackCount(p1) > countLeftOnSrc)
  2893. return false;
  2894. }
  2895. else if (notRemovable(sl2.army))
  2896. {
  2897. if (s2->getStackCount(p1) < countLeftOnSrc)
  2898. return false;
  2899. }
  2900. moveStack(sl1, sl2, countToMove);
  2901. //S2.slots[p2]->count = val;
  2902. //S1.slots[p1]->count = total - val;
  2903. }
  2904. else //split one stack to the two
  2905. {
  2906. if (s1->getStackCount(p1) < val)//not enough creatures
  2907. {
  2908. complain(complainNotEnoughCreatures);
  2909. return false;
  2910. }
  2911. if (notRemovable(sl1.army))
  2912. return false;
  2913. moveStack(sl1, sl2, val);
  2914. }
  2915. }
  2916. return true;
  2917. }
  2918. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2919. {
  2920. std::set<PlayerColor> all;
  2921. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2922. if(vstd::contains(i->second, c))
  2923. all.insert(i->first);
  2924. switch(all.size())
  2925. {
  2926. case 0:
  2927. return PlayerColor::NEUTRAL;
  2928. case 1:
  2929. return *all.begin();
  2930. default:
  2931. {
  2932. //if we have more than one player at this connection, try to pick active one
  2933. if (vstd::contains(all, gs->currentPlayer))
  2934. return gs->currentPlayer;
  2935. else
  2936. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2937. }
  2938. }
  2939. }
  2940. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2941. {
  2942. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2943. if (!vstd::contains(s1->stacks,pos))
  2944. {
  2945. complain("Illegal call to disbandCreature - no such stack in army!");
  2946. return false;
  2947. }
  2948. eraseStack(StackLocation(s1, pos));
  2949. return true;
  2950. }
  2951. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2952. {
  2953. const CGTownInstance * t = getTown(tid);
  2954. if(!t)
  2955. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2956. if(!t->town->buildings.count(requestedID))
  2957. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % requestedID);
  2958. if(t->hasBuilt(requestedID))
  2959. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2960. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2961. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2962. std::vector<const CBuilding*> remainingAutoBuildings;
  2963. std::set<BuildingID> buildingsThatWillBe;
  2964. //Check validity of request
  2965. if(!force)
  2966. {
  2967. switch(requestedBuilding->mode)
  2968. {
  2969. case CBuilding::BUILD_NORMAL :
  2970. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2971. COMPLAIN_RET("Cannot build that building!");
  2972. break;
  2973. case CBuilding::BUILD_AUTO :
  2974. case CBuilding::BUILD_SPECIAL:
  2975. COMPLAIN_RET("This building can not be constructed normally!");
  2976. case CBuilding::BUILD_GRAIL :
  2977. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2978. {
  2979. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2980. COMPLAIN_RET("Cannot build this without grail!")
  2981. else
  2982. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2983. }
  2984. break;
  2985. }
  2986. }
  2987. //Performs stuff that has to be done before new building is built
  2988. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2989. {
  2990. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2991. {
  2992. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2993. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2994. if(upgradeNumber >= t->town->creatures.at(level).size())
  2995. {
  2996. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2997. "no creature found (upgrade number %d, level %d!")
  2998. % buildingID % upgradeNumber % level));
  2999. return;
  3000. }
  3001. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3002. SetAvailableCreatures ssi;
  3003. ssi.tid = t->id;
  3004. ssi.creatures = t->creatures;
  3005. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3006. ssi.creatures[level].first = crea->growth;
  3007. ssi.creatures[level].second.push_back(crea->idNumber);
  3008. sendAndApply(&ssi);
  3009. }
  3010. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3011. {
  3012. setPortalDwelling(t);
  3013. }
  3014. };
  3015. //Performs stuff that has to be done after new building is built
  3016. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3017. {
  3018. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3019. auto isLibrary = isMageGuild ? false
  3020. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3021. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3022. {
  3023. if(t->visitingHero)
  3024. giveSpells(t,t->visitingHero);
  3025. if(t->garrisonHero)
  3026. giveSpells(t,t->garrisonHero);
  3027. }
  3028. };
  3029. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3030. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3031. {
  3032. return buildingsThatWillBe.count(buildID);
  3033. };
  3034. //Init the vectors
  3035. for(auto & build : t->town->buildings)
  3036. {
  3037. if(t->hasBuilt(build.first))
  3038. {
  3039. buildingsThatWillBe.insert(build.first);
  3040. }
  3041. else
  3042. {
  3043. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3044. remainingAutoBuildings.push_back(build.second);
  3045. }
  3046. }
  3047. //Prepare structure (list of building ids will be filled later)
  3048. NewStructures ns;
  3049. ns.tid = tid;
  3050. ns.builded = force ? t->builded : (t->builded+1);
  3051. std::queue<const CBuilding*> buildingsToAdd;
  3052. buildingsToAdd.push(requestedBuilding);
  3053. while(!buildingsToAdd.empty())
  3054. {
  3055. auto b = buildingsToAdd.front();
  3056. buildingsToAdd.pop();
  3057. ns.bid.insert(b->bid);
  3058. buildingsThatWillBe.insert(b->bid);
  3059. remainingAutoBuildings -= b;
  3060. for(auto autoBuilding : remainingAutoBuildings)
  3061. {
  3062. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3063. if(actualRequirements.test(areRequirementsFullfilled))
  3064. buildingsToAdd.push(autoBuilding);
  3065. }
  3066. }
  3067. // 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.
  3068. for(auto builtID : ns.bid)
  3069. processBeforeBuiltStructure(builtID);
  3070. //Take cost
  3071. if(!force)
  3072. giveResources(t->tempOwner, -requestedBuilding->resources);
  3073. //We know what has been built, apply changes. Do this as final step to properly update town window
  3074. sendAndApply(&ns);
  3075. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3076. for(auto builtID : ns.bid)
  3077. processAfterBuiltStructure(builtID);
  3078. // now when everything is built - reveal tiles for lookout tower
  3079. FoWChange fw;
  3080. fw.player = t->tempOwner;
  3081. fw.mode = 1;
  3082. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3083. sendAndApply(&fw);
  3084. if(t->visitingHero)
  3085. visitCastleObjects(t, t->visitingHero);
  3086. if(t->garrisonHero)
  3087. visitCastleObjects(t, t->garrisonHero);
  3088. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3089. return true;
  3090. }
  3091. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3092. {
  3093. ///incomplete, simply erases target building
  3094. const CGTownInstance * t = getTown(tid);
  3095. if (!vstd::contains(t->builtBuildings, bid))
  3096. return false;
  3097. RazeStructures rs;
  3098. rs.tid = tid;
  3099. rs.bid.insert(bid);
  3100. rs.destroyed = t->destroyed + 1;
  3101. sendAndApply(&rs);
  3102. //TODO: Remove dwellers
  3103. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3104. // {
  3105. // RemoveBonus rb(RemoveBonus::TOWN);
  3106. // rb.whoID = t->id;
  3107. // rb.source = Bonus::TOWN_STRUCTURE;
  3108. // rb.id = 17;
  3109. // sendAndApply(&rb);
  3110. // }
  3111. return true;
  3112. }
  3113. void CGameHandler::sendMessageToAll(const std::string &message)
  3114. {
  3115. SystemMessage sm;
  3116. sm.text = message;
  3117. sendToAllClients(&sm);
  3118. }
  3119. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3120. {
  3121. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3122. const CArmedInstance *dst = nullptr;
  3123. const CCreature *c = VLC->creh->objects.at(crid);
  3124. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3125. //TODO: test for owning
  3126. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3127. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3128. assert(dw && dst);
  3129. //verify
  3130. bool found = false;
  3131. int level = 0;
  3132. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3133. {
  3134. if ((fromLvl != -1) && (level !=fromLvl))
  3135. continue;
  3136. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3137. int i = 0;
  3138. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3139. if (cur.second.at(i) == crid)
  3140. break;
  3141. if (i < cur.second.size())
  3142. {
  3143. found = true;
  3144. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3145. break;
  3146. }
  3147. }
  3148. SlotID slot = dst->getSlotFor(crid);
  3149. if ((!found && complain("Cannot recruit: no such creatures!"))
  3150. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3151. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3152. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3153. {
  3154. return false;
  3155. }
  3156. //recruit
  3157. giveResources(dst->tempOwner, -(c->cost * cram));
  3158. SetAvailableCreatures sac;
  3159. sac.tid = objid;
  3160. sac.creatures = dw->creatures;
  3161. sac.creatures[level].first -= cram;
  3162. sendAndApply(&sac);
  3163. if (warMachine)
  3164. {
  3165. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3166. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3167. ArtifactID artId = c->warMachine;
  3168. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3169. const CArtifact * art = artId.toArtifact();
  3170. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3171. return giveHeroNewArtifact(h, art);
  3172. }
  3173. else
  3174. {
  3175. addToSlot(StackLocation(dst, slot), c, cram);
  3176. }
  3177. return true;
  3178. }
  3179. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3180. {
  3181. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3182. if (!obj->hasStackAtSlot(pos))
  3183. {
  3184. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3185. }
  3186. UpgradeInfo ui;
  3187. getUpgradeInfo(obj, pos, ui);
  3188. PlayerColor player = obj->tempOwner;
  3189. const PlayerState *p = getPlayerState(player);
  3190. int crQuantity = obj->stacks.at(pos)->count;
  3191. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3192. //check if upgrade is possible
  3193. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3194. {
  3195. return false;
  3196. }
  3197. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3198. //check if player has enough resources
  3199. if (!p->resources.canAfford(totalCost))
  3200. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3201. //take resources
  3202. giveResources(player, -totalCost);
  3203. //upgrade creature
  3204. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3205. return true;
  3206. }
  3207. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3208. {
  3209. if (!sl.army->hasStackAtSlot(sl.slot))
  3210. COMPLAIN_RET("Cannot find a stack to change type");
  3211. SetStackType sst;
  3212. sst.army = sl.army->id;
  3213. sst.slot = sl.slot;
  3214. sst.type = c->idNumber;
  3215. sendAndApply(&sst);
  3216. return true;
  3217. }
  3218. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3219. {
  3220. assert(src->canBeMergedWith(*dst, allowMerging));
  3221. while(src->stacksCount())//while there are unmoved creatures
  3222. {
  3223. auto i = src->Slots().begin(); //iterator to stack to move
  3224. StackLocation sl(src, i->first); //location of stack to move
  3225. SlotID pos = dst->getSlotFor(i->second->type);
  3226. if (!pos.validSlot())
  3227. {
  3228. //try to merge two other stacks to make place
  3229. std::pair<SlotID, SlotID> toMerge;
  3230. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3231. {
  3232. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3233. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3234. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3235. }
  3236. else
  3237. {
  3238. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3239. return;
  3240. }
  3241. }
  3242. else
  3243. {
  3244. moveStack(sl, StackLocation(dst, pos));
  3245. }
  3246. }
  3247. }
  3248. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3249. {
  3250. const CGTownInstance * town = getTown(tid);
  3251. if(!town->garrisonHero == !town->visitingHero)
  3252. return false;
  3253. SetHeroesInTown intown;
  3254. intown.tid = tid;
  3255. if(town->garrisonHero) //garrison -> vising
  3256. {
  3257. intown.garrison = ObjectInstanceID();
  3258. intown.visiting = town->garrisonHero->id;
  3259. }
  3260. else //visiting -> garrison
  3261. {
  3262. if(town->armedGarrison())
  3263. town->mergeGarrisonOnSiege();
  3264. intown.visiting = ObjectInstanceID();
  3265. intown.garrison = town->visitingHero->id;
  3266. }
  3267. sendAndApply(&intown);
  3268. return true;
  3269. }
  3270. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3271. {
  3272. const CGTownInstance * town = getTown(tid);
  3273. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3274. {
  3275. if (!town->visitingHero->canBeMergedWith(*town))
  3276. {
  3277. complain("Cannot make garrison swap, not enough free slots!");
  3278. return false;
  3279. }
  3280. moveArmy(town, town->visitingHero, true);
  3281. SetHeroesInTown intown;
  3282. intown.tid = tid;
  3283. intown.visiting = ObjectInstanceID();
  3284. intown.garrison = town->visitingHero->id;
  3285. sendAndApply(&intown);
  3286. return true;
  3287. }
  3288. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3289. {
  3290. //check if moving hero out of town will break 8 wandering heroes limit
  3291. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3292. {
  3293. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3294. return false;
  3295. }
  3296. SetHeroesInTown intown;
  3297. intown.tid = tid;
  3298. intown.garrison = ObjectInstanceID();
  3299. intown.visiting = town->garrisonHero->id;
  3300. sendAndApply(&intown);
  3301. return true;
  3302. }
  3303. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3304. {
  3305. SetHeroesInTown intown;
  3306. intown.tid = tid;
  3307. intown.garrison = town->visitingHero->id;
  3308. intown.visiting = town->garrisonHero->id;
  3309. sendAndApply(&intown);
  3310. return true;
  3311. }
  3312. else
  3313. {
  3314. complain("Cannot swap garrison hero!");
  3315. return false;
  3316. }
  3317. }
  3318. // With the amount of changes done to the function, it's more like transferArtifacts.
  3319. // 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.
  3320. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3321. {
  3322. ArtifactLocation src = al1, dst = al2;
  3323. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3324. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3325. // Make sure exchange is even possible between the two heroes.
  3326. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3327. COMPLAIN_RET("That heroes cannot make any exchange!");
  3328. const CArtifactInstance *srcArtifact = src.getArt();
  3329. const CArtifactInstance *destArtifact = dst.getArt();
  3330. if (srcArtifact == nullptr)
  3331. COMPLAIN_RET("No artifact to move!");
  3332. if (destArtifact && srcPlayer != dstPlayer)
  3333. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3334. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3335. // Moving to the backpack is always allowed.
  3336. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  3337. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3338. COMPLAIN_RET("Cannot move artifact!");
  3339. auto srcSlot = src.getSlot();
  3340. auto dstSlot = dst.getSlot();
  3341. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3342. COMPLAIN_RET("Cannot move artifact locks.");
  3343. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3344. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3345. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3346. COMPLAIN_RET("Cannot move catapult!");
  3347. if (dst.slot >= GameConstants::BACKPACK_START)
  3348. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3349. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  3350. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3351. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  3352. {
  3353. //old artifact must be removed first
  3354. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  3355. (si32)dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  3356. }
  3357. MoveArtifact ma;
  3358. ma.src = src;
  3359. ma.dst = dst;
  3360. sendAndApply(&ma);
  3361. return true;
  3362. }
  3363. /**
  3364. * Assembles or disassembles a combination artifact.
  3365. * @param heroID ID of hero holding the artifact(s).
  3366. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3367. * @param assemble True for assembly operation, false for disassembly.
  3368. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3369. * artifact to assemble to. Otherwise it's not used.
  3370. */
  3371. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3372. {
  3373. const CGHeroInstance * hero = getHero(heroID);
  3374. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3375. if (!destArtifact)
  3376. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3377. if (assemble)
  3378. {
  3379. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3380. if (!combinedArt->constituents)
  3381. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3382. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  3383. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3384. AssembledArtifact aa;
  3385. aa.al = ArtifactLocation(hero, artifactSlot);
  3386. aa.builtArt = combinedArt;
  3387. sendAndApply(&aa);
  3388. }
  3389. else
  3390. {
  3391. if (!destArtifact->artType->constituents)
  3392. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3393. DisassembledArtifact da;
  3394. da.al = ArtifactLocation(hero, artifactSlot);
  3395. sendAndApply(&da);
  3396. }
  3397. return true;
  3398. }
  3399. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3400. {
  3401. const CGHeroInstance * hero = getHero(hid);
  3402. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3403. const CGTownInstance * town = hero->visitedTown;
  3404. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3405. if (aid==ArtifactID::SPELLBOOK)
  3406. {
  3407. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3408. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3409. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3410. )
  3411. return false;
  3412. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3413. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3414. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3415. giveSpells(town,hero);
  3416. return true;
  3417. }
  3418. else
  3419. {
  3420. const CArtifact * art = aid.toArtifact();
  3421. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3422. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3423. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3424. const int price = art->price;
  3425. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3426. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3427. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3428. {
  3429. giveResource(hero->getOwner(),Res::GOLD,-price);
  3430. return giveHeroNewArtifact(hero, art);
  3431. }
  3432. else
  3433. COMPLAIN_RET("This machine is unavailable here!");
  3434. }
  3435. }
  3436. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3437. {
  3438. if(!h)
  3439. COMPLAIN_RET("Only hero can buy artifacts!");
  3440. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3441. COMPLAIN_RET("That artifact is unavailable!");
  3442. int b1, b2;
  3443. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3444. if (getResource(h->tempOwner, rid) < b1)
  3445. COMPLAIN_RET("You can't afford to buy this artifact!");
  3446. giveResource(h->tempOwner, rid, -b1);
  3447. SetAvailableArtifacts saa;
  3448. if (m->o->ID == Obj::TOWN)
  3449. {
  3450. saa.id = -1;
  3451. saa.arts = CGTownInstance::merchantArtifacts;
  3452. }
  3453. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3454. {
  3455. saa.id = bm->id.getNum();
  3456. saa.arts = bm->artifacts;
  3457. }
  3458. else
  3459. COMPLAIN_RET("Wrong marktet...");
  3460. bool found = false;
  3461. for (const CArtifact *&art : saa.arts)
  3462. {
  3463. if (art && art->id == aid)
  3464. {
  3465. art = nullptr;
  3466. found = true;
  3467. break;
  3468. }
  3469. }
  3470. if (!found)
  3471. COMPLAIN_RET("Cannot find selected artifact on the list");
  3472. sendAndApply(&saa);
  3473. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3474. return true;
  3475. }
  3476. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3477. {
  3478. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3479. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3480. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3481. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3482. int resVal = 0, dump = 1;
  3483. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3484. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3485. giveResource(h->tempOwner, rid, resVal);
  3486. return true;
  3487. }
  3488. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3489. {
  3490. if (!h)
  3491. COMPLAIN_RET("You need hero to buy a skill!");
  3492. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3493. COMPLAIN_RET("Hero already know this skill");
  3494. if (!h->canLearnSkill())
  3495. COMPLAIN_RET("Hero can't learn any more skills");
  3496. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3497. COMPLAIN_RET("The hero can't learn this skill!");
  3498. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3499. COMPLAIN_RET("That skill is unavailable!");
  3500. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3501. COMPLAIN_RET("You can't afford to buy this skill");
  3502. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3503. changeSecSkill(h, skill, 1, true);
  3504. return true;
  3505. }
  3506. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3507. {
  3508. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3509. vstd::amin(val, r1); //can't trade more resources than have
  3510. int b1, b2; //base quantities for trade
  3511. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3512. int units = val / b1; //how many base quantities we trade
  3513. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3514. {
  3515. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3516. }
  3517. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3518. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3519. return true;
  3520. }
  3521. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3522. {
  3523. if(!hero)
  3524. COMPLAIN_RET("Only hero can sell creatures!");
  3525. if (!vstd::contains(hero->Slots(), slot))
  3526. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3527. const CStackInstance &s = hero->getStack(slot);
  3528. if (s.count < (TQuantity)count //can't sell more creatures than have
  3529. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3530. {
  3531. COMPLAIN_RET("Not enough creatures in army!");
  3532. }
  3533. int b1, b2; //base quantities for trade
  3534. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3535. int units = count / b1; //how many base quantities we trade
  3536. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3537. {
  3538. //TODO: complain?
  3539. assert(0);
  3540. }
  3541. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3542. giveResource(hero->tempOwner, resourceID, b2 * units);
  3543. return true;
  3544. }
  3545. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3546. {
  3547. const CArmedInstance *army = nullptr;
  3548. if (hero)
  3549. army = hero;
  3550. else
  3551. army = dynamic_cast<const CGTownInstance *>(market->o);
  3552. if (!army)
  3553. COMPLAIN_RET("Incorrect call to transform in undead!");
  3554. if (!army->hasStackAtSlot(slot))
  3555. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3556. const CStackInstance &s = army->getStack(slot);
  3557. //resulting creature - bone dragons or skeletons
  3558. CreatureID resCreature = CreatureID::SKELETON;
  3559. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3560. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3561. || (s.getCreatureID() == CreatureID::HYDRA)
  3562. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3563. resCreature = CreatureID::BONE_DRAGON;
  3564. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3565. return true;
  3566. }
  3567. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3568. {
  3569. const PlayerState *p2 = getPlayerState(r2, false);
  3570. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3571. {
  3572. complain("Dest player must be in game!");
  3573. return false;
  3574. }
  3575. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3576. vstd::amin(val, curRes1);
  3577. giveResource(player, r1, -(int)val);
  3578. giveResource(r2, r1, val);
  3579. return true;
  3580. }
  3581. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3582. {
  3583. const CGHeroInstance *h = getHero(hid);
  3584. if (!h)
  3585. {
  3586. logGlobal->error("Hero doesn't exist!");
  3587. return false;
  3588. }
  3589. ChangeFormation cf;
  3590. cf.hid = hid;
  3591. cf.formation = formation;
  3592. sendAndApply(&cf);
  3593. return true;
  3594. }
  3595. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3596. {
  3597. const PlayerState * p = getPlayerState(player);
  3598. const CGTownInstance * t = getTown(obj->id);
  3599. //common preconditions
  3600. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3601. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3602. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3603. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3604. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3605. {
  3606. return false;
  3607. }
  3608. if (t) //tavern in town
  3609. {
  3610. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3611. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3612. {
  3613. return false;
  3614. }
  3615. }
  3616. else if (obj->ID == Obj::TAVERN)
  3617. {
  3618. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3619. {
  3620. return false;
  3621. }
  3622. }
  3623. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3624. if (!nh)
  3625. {
  3626. complain ("Hero is not available for hiring!");
  3627. return false;
  3628. }
  3629. HeroRecruited hr;
  3630. hr.tid = obj->id;
  3631. hr.hid = nh->subID;
  3632. hr.player = player;
  3633. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3634. sendAndApply(&hr);
  3635. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3636. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3637. const CGHeroInstance *newHero = nullptr;
  3638. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3639. {
  3640. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3641. }
  3642. SetAvailableHeroes sah;
  3643. sah.player = player;
  3644. if (newHero)
  3645. {
  3646. sah.hid[hid] = newHero->subID;
  3647. sah.army[hid].clear();
  3648. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3649. }
  3650. else
  3651. {
  3652. sah.hid[hid] = -1;
  3653. }
  3654. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3655. sendAndApply(&sah);
  3656. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3657. if (t)
  3658. {
  3659. visitCastleObjects(t, nh);
  3660. giveSpells (t,nh);
  3661. }
  3662. return true;
  3663. }
  3664. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3665. {
  3666. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3667. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3668. logGlobal->trace(answer.toJson());
  3669. auto topQuery = queries.topQuery(player);
  3670. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3671. if(topQuery->queryID != qid)
  3672. {
  3673. auto currentQuery = queries.getQuery(qid);
  3674. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3675. currentQuery->setReply(answer);
  3676. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3677. }
  3678. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3679. topQuery->setReply(answer);
  3680. queries.popQuery(topQuery);
  3681. return true;
  3682. }
  3683. static EndAction end_action;
  3684. void CGameHandler::updateGateState()
  3685. {
  3686. BattleUpdateGateState db;
  3687. db.state = gs->curB->si.gateState;
  3688. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3689. {
  3690. db.state = EGateState::DESTROYED;
  3691. }
  3692. else if (db.state == EGateState::OPENED)
  3693. {
  3694. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3695. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3696. {
  3697. if (gs->curB->town->subID == ETownType::FORTRESS)
  3698. {
  3699. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3700. db.state = EGateState::CLOSED;
  3701. }
  3702. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3703. db.state = EGateState::BLOCKED;
  3704. else
  3705. db.state = EGateState::CLOSED;
  3706. }
  3707. }
  3708. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3709. db.state = EGateState::BLOCKED;
  3710. else
  3711. db.state = EGateState::CLOSED;
  3712. if (db.state != gs->curB->si.gateState)
  3713. sendAndApply(&db);
  3714. }
  3715. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3716. {
  3717. bool ok = true;
  3718. battle::Target target = ba.getTarget(gs->curB);
  3719. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3720. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3721. logGlobal->trace("Making action: %s", ba.toString());
  3722. switch(ba.actionType)
  3723. {
  3724. case EActionType::WALK: //walk
  3725. case EActionType::DEFEND: //defend
  3726. case EActionType::WAIT: //wait
  3727. case EActionType::WALK_AND_ATTACK: //walk or attack
  3728. case EActionType::SHOOT: //shoot
  3729. case EActionType::CATAPULT: //catapult
  3730. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3731. case EActionType::DAEMON_SUMMONING:
  3732. case EActionType::MONSTER_SPELL:
  3733. if (!stack)
  3734. {
  3735. complain("No such stack!");
  3736. return false;
  3737. }
  3738. if (!stack->alive())
  3739. {
  3740. complain("This stack is dead: " + stack->nodeName());
  3741. return false;
  3742. }
  3743. if (battleTacticDist())
  3744. {
  3745. if (stack && stack->side != battleGetTacticsSide())
  3746. {
  3747. complain("This is not a stack of side that has tactics!");
  3748. return false;
  3749. }
  3750. }
  3751. else if (!isAboutActiveStack)
  3752. {
  3753. complain("Action has to be about active stack!");
  3754. return false;
  3755. }
  3756. }
  3757. auto wrapAction = [this](BattleAction &ba)
  3758. {
  3759. StartAction startAction(ba);
  3760. sendAndApply(&startAction);
  3761. return vstd::makeScopeGuard([&]()
  3762. {
  3763. sendAndApply(&end_action);
  3764. });
  3765. };
  3766. switch(ba.actionType)
  3767. {
  3768. case EActionType::END_TACTIC_PHASE: //wait
  3769. case EActionType::BAD_MORALE:
  3770. case EActionType::NO_ACTION:
  3771. {
  3772. auto wrapper = wrapAction(ba);
  3773. break;
  3774. }
  3775. case EActionType::WALK:
  3776. {
  3777. auto wrapper = wrapAction(ba);
  3778. if(target.size() < 1)
  3779. {
  3780. complain("Destination required for move action.");
  3781. ok = false;
  3782. break;
  3783. }
  3784. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3785. if (!walkedTiles)
  3786. complain("Stack failed movement!");
  3787. break;
  3788. }
  3789. case EActionType::DEFEND:
  3790. {
  3791. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3792. SetStackEffect sse;
  3793. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3794. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3795. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3796. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3797. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3798. int oldDefenceValue = defence.totalValue();
  3799. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3800. defence.push_back(std::make_shared<Bonus>(bonus2));
  3801. int difference = defence.totalValue() - oldDefenceValue;
  3802. std::vector<Bonus> buffer;
  3803. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3804. {
  3805. difference = 1;
  3806. buffer.push_back(alternativeWeakCreatureBonus);
  3807. }
  3808. else
  3809. {
  3810. buffer.push_back(defenseBonusToAdd);
  3811. }
  3812. buffer.push_back(bonus2);
  3813. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3814. sendAndApply(&sse);
  3815. BattleLogMessage message;
  3816. MetaString text;
  3817. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3818. stack->addNameReplacement(text);
  3819. text.addReplacement(difference);
  3820. message.lines.push_back(text);
  3821. sendAndApply(&message);
  3822. //don't break - we share code with next case
  3823. }
  3824. FALLTHROUGH
  3825. case EActionType::WAIT:
  3826. {
  3827. auto wrapper = wrapAction(ba);
  3828. break;
  3829. }
  3830. case EActionType::RETREAT: //retreat/flee
  3831. {
  3832. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3833. complain("Cannot retreat!");
  3834. else
  3835. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3836. break;
  3837. }
  3838. case EActionType::SURRENDER:
  3839. {
  3840. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3841. int cost = gs->curB->battleGetSurrenderCost(player);
  3842. if (cost < 0)
  3843. complain("Cannot surrender!");
  3844. else if (getResource(player, Res::GOLD) < cost)
  3845. complain("Not enough gold to surrender!");
  3846. else
  3847. {
  3848. giveResource(player, Res::GOLD, -cost);
  3849. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3850. }
  3851. break;
  3852. }
  3853. case EActionType::WALK_AND_ATTACK: //walk or attack
  3854. {
  3855. auto wrapper = wrapAction(ba);
  3856. if(!stack)
  3857. {
  3858. complain("No attacker");
  3859. ok = false;
  3860. break;
  3861. }
  3862. if(target.size() < 2)
  3863. {
  3864. complain("Two destinations required for attack action.");
  3865. ok = false;
  3866. break;
  3867. }
  3868. BattleHex attackPos = target.at(0).hexValue;
  3869. BattleHex destinationTile = target.at(1).hexValue;
  3870. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3871. if(!destinationStack)
  3872. {
  3873. complain("Invalid target to attack");
  3874. ok = false;
  3875. break;
  3876. }
  3877. BattleHex startingPos = stack->getPosition();
  3878. int distance = moveStack(ba.stackNumber, attackPos);
  3879. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3880. if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
  3881. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3882. )
  3883. {
  3884. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3885. ok = false;
  3886. break;
  3887. }
  3888. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3889. {
  3890. destinationStack = nullptr;
  3891. }
  3892. if(!destinationStack)
  3893. {
  3894. complain("Unit can not attack itself");
  3895. ok = false;
  3896. break;
  3897. }
  3898. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3899. {
  3900. complain("Attack cannot be performed!");
  3901. ok = false;
  3902. break;
  3903. }
  3904. //attack
  3905. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3906. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  3907. const bool retaliation = destinationStack->ableToRetaliate();
  3908. for (int i = 0; i < totalAttacks; ++i)
  3909. {
  3910. //first strike
  3911. if(i == 0 && firstStrike && retaliation)
  3912. {
  3913. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3914. }
  3915. //move can cause death, eg. by walking into the moat, first strike can cause death as well
  3916. if(stack->alive() && destinationStack->alive())
  3917. {
  3918. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3919. }
  3920. //counterattack
  3921. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3922. if(stack->alive()
  3923. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3924. && (i == 0 && !firstStrike)
  3925. && retaliation && destinationStack->ableToRetaliate())
  3926. {
  3927. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3928. }
  3929. }
  3930. //return
  3931. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  3932. && target.size() == 3
  3933. && startingPos != stack->getPosition()
  3934. && startingPos == target.at(2).hexValue
  3935. && stack->alive())
  3936. {
  3937. moveStack(ba.stackNumber, startingPos);
  3938. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3939. }
  3940. break;
  3941. }
  3942. case EActionType::SHOOT:
  3943. {
  3944. if(target.size() < 1)
  3945. {
  3946. complain("Destination required for shot action.");
  3947. ok = false;
  3948. break;
  3949. }
  3950. auto destination = target.at(0).hexValue;
  3951. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  3952. if (!gs->curB->battleCanShoot(stack, destination))
  3953. {
  3954. complain("Cannot shoot!");
  3955. break;
  3956. }
  3957. if (!destinationStack)
  3958. {
  3959. complain("No target to shoot!");
  3960. break;
  3961. }
  3962. auto wrapper = wrapAction(ba);
  3963. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  3964. //ranged counterattack
  3965. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3966. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3967. && destinationStack->ableToRetaliate()
  3968. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  3969. && stack->alive()) //attacker may have died (fire shield)
  3970. {
  3971. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  3972. }
  3973. //TODO: move to CUnitState
  3974. //extra shot(s) for ballista, based on artillery skill
  3975. if(stack->creatureIndex() == CreatureID::BALLISTA)
  3976. {
  3977. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3978. if(attackingHero)
  3979. {
  3980. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3981. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3982. {
  3983. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3984. }
  3985. }
  3986. }
  3987. //allow more than one additional attack
  3988. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  3989. for(int i = 1; i < totalRangedAttacks; ++i)
  3990. {
  3991. if(
  3992. stack->alive()
  3993. && destinationStack->alive()
  3994. && stack->shots.canUse()
  3995. )
  3996. {
  3997. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3998. }
  3999. }
  4000. break;
  4001. }
  4002. case EActionType::CATAPULT:
  4003. {
  4004. //TODO: unify with spells::effects:Catapult
  4005. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  4006. {
  4007. switch(part)
  4008. {
  4009. case EWallPart::GATE:
  4010. return sbi.gate;
  4011. case EWallPart::KEEP:
  4012. return sbi.keep;
  4013. case EWallPart::BOTTOM_TOWER:
  4014. case EWallPart::UPPER_TOWER:
  4015. return sbi.tower;
  4016. case EWallPart::BOTTOM_WALL:
  4017. case EWallPart::BELOW_GATE:
  4018. case EWallPart::OVER_GATE:
  4019. case EWallPart::UPPER_WALL:
  4020. return sbi.wall;
  4021. default:
  4022. return 0;
  4023. }
  4024. };
  4025. auto wrapper = wrapAction(ba);
  4026. if(target.size() < 1)
  4027. {
  4028. complain("Destination required for catapult action.");
  4029. ok = false;
  4030. break;
  4031. }
  4032. auto destination = target.at(0).hexValue;
  4033. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4034. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
  4035. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  4036. stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  4037. else
  4038. {
  4039. 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
  4040. {
  4041. stackBallisticsParameters = VLC->heroh->ballistics.at(2);
  4042. stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
  4043. }
  4044. else
  4045. stackBallisticsParameters = VLC->heroh->ballistics.at(1);
  4046. stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
  4047. }
  4048. auto wallPart = gs->curB->battleHexToWallPart(destination);
  4049. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  4050. {
  4051. complain("catapult tried to attack non-catapultable hex!");
  4052. break;
  4053. }
  4054. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  4055. auto &currentHP = gs->curB->si.wallState;
  4056. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  4057. {
  4058. complain("catapult tried to attack already destroyed wall part!");
  4059. break;
  4060. }
  4061. for (int g=0; g<stackBallisticsParameters.shots; ++g)
  4062. {
  4063. bool hitSuccessfull = false;
  4064. auto attackedPart = wallPart;
  4065. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  4066. {
  4067. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  4068. currentHP.at(attackedPart) != EWallState::NONE &&
  4069. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
  4070. {
  4071. hitSuccessfull = true;
  4072. }
  4073. else // select new target
  4074. {
  4075. std::vector<EWallPart::EWallPart> allowedTargets;
  4076. for (size_t i=0; i< currentHP.size(); i++)
  4077. {
  4078. if(currentHP.at(i) != EWallState::DESTROYED &&
  4079. currentHP.at(i) != EWallState::NONE)
  4080. allowedTargets.push_back(EWallPart::EWallPart(i));
  4081. }
  4082. if (allowedTargets.empty())
  4083. break;
  4084. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  4085. }
  4086. }
  4087. while (!hitSuccessfull);
  4088. if (!hitSuccessfull) // break triggered - no target to shoot at
  4089. break;
  4090. CatapultAttack ca; //package for clients
  4091. CatapultAttack::AttackInfo attack;
  4092. attack.attackedPart = attackedPart;
  4093. attack.destinationTile = destination;
  4094. attack.damageDealt = 0;
  4095. BattleUnitsChanged removeUnits;
  4096. int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  4097. int dmgRand = getRandomGenerator().nextInt(99);
  4098. //accumulating dmgChance
  4099. dmgChance[1] += dmgChance[0];
  4100. dmgChance[2] += dmgChance[1];
  4101. //calculating dealt damage
  4102. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  4103. {
  4104. if (dmgRand <= dmgChance[damage])
  4105. {
  4106. attack.damageDealt = damage;
  4107. break;
  4108. }
  4109. }
  4110. // attacked tile may have changed - update destination
  4111. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  4112. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  4113. //removing creatures in turrets / keep if one is destroyed
  4114. if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  4115. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  4116. {
  4117. int posRemove = -1;
  4118. switch(attackedPart)
  4119. {
  4120. case EWallPart::KEEP:
  4121. posRemove = -2;
  4122. break;
  4123. case EWallPart::BOTTOM_TOWER:
  4124. posRemove = -3;
  4125. break;
  4126. case EWallPart::UPPER_TOWER:
  4127. posRemove = -4;
  4128. break;
  4129. }
  4130. for(auto & elem : gs->curB->stacks)
  4131. {
  4132. if(elem->initialPosition == posRemove)
  4133. {
  4134. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  4135. break;
  4136. }
  4137. }
  4138. }
  4139. ca.attacker = ba.stackNumber;
  4140. ca.attackedParts.push_back(attack);
  4141. sendAndApply(&ca);
  4142. if(!removeUnits.changedStacks.empty())
  4143. sendAndApply(&removeUnits);
  4144. }
  4145. //finish by scope guard
  4146. break;
  4147. }
  4148. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4149. {
  4150. auto wrapper = wrapAction(ba);
  4151. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4152. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4153. if(target.size() < 1)
  4154. {
  4155. complain("Destination required for heal action.");
  4156. ok = false;
  4157. break;
  4158. }
  4159. const battle::Unit * destStack = nullptr;
  4160. if(target.at(0).unitValue)
  4161. destStack = target.at(0).unitValue;
  4162. else
  4163. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4164. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  4165. {
  4166. complain("There is either no healer, no destination, or healer cannot heal :P");
  4167. }
  4168. else
  4169. {
  4170. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  4171. //TODO: allow resurrection for mods
  4172. auto state = destStack->acquireState();
  4173. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  4174. if(toHeal == 0)
  4175. {
  4176. logGlobal->warn("Nothing to heal");
  4177. }
  4178. else
  4179. {
  4180. BattleUnitsChanged pack;
  4181. BattleLogMessage message;
  4182. MetaString text;
  4183. text.addTxt(MetaString::GENERAL_TXT, 414);
  4184. healer->addNameReplacement(text, false);
  4185. destStack->addNameReplacement(text, false);
  4186. text.addReplacement((int)toHeal);
  4187. message.lines.push_back(text);
  4188. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  4189. info.healthDelta = toHeal;
  4190. state->save(info.data);
  4191. pack.changedStacks.push_back(info);
  4192. sendAndApply(&pack);
  4193. sendAndApply(&message);
  4194. }
  4195. }
  4196. break;
  4197. }
  4198. case EActionType::DAEMON_SUMMONING:
  4199. //TODO: From Strategija:
  4200. //Summon Demon is a level 2 spell.
  4201. {
  4202. if(target.size() < 1)
  4203. {
  4204. complain("Destination required for summon action.");
  4205. ok = false;
  4206. break;
  4207. }
  4208. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
  4209. const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
  4210. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type()(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  4211. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
  4212. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  4213. ui64 canRiseHp = std::min(targetHealth, risedHp);
  4214. ui32 canRiseAmount = static_cast<ui32>(canRiseHp / summonedType.toCreature()->MaxHealth());
  4215. battle::UnitInfo info;
  4216. info.id = gs->curB->battleNextUnitId();
  4217. info.count = std::min(canRiseAmount, destStack->baseAmount);
  4218. info.type = summonedType;
  4219. info.side = summoner->side;
  4220. info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
  4221. info.summoned = false;
  4222. BattleUnitsChanged addUnits;
  4223. addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  4224. info.save(addUnits.changedStacks.back().data);
  4225. if(info.count > 0) //there's rare possibility single creature cannot rise desired type
  4226. {
  4227. auto wrapper = wrapAction(ba);
  4228. BattleUnitsChanged removeUnits;
  4229. removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
  4230. sendAndApply(&removeUnits);
  4231. sendAndApply(&addUnits);
  4232. BattleSetStackProperty ssp;
  4233. ssp.stackID = ba.stackNumber;
  4234. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  4235. ssp.val = -1;
  4236. ssp.absolute = false;
  4237. sendAndApply(&ssp);
  4238. }
  4239. break;
  4240. }
  4241. case EActionType::MONSTER_SPELL:
  4242. {
  4243. auto wrapper = wrapAction(ba);
  4244. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4245. SpellID spellID = SpellID(ba.actionSubtype);
  4246. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4247. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4248. //TODO special bonus for genies ability
  4249. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4250. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4251. if (spellID < 0)
  4252. complain("That stack can't cast spells!");
  4253. else
  4254. {
  4255. const CSpell * spell = SpellID(spellID).toSpell();
  4256. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4257. int32_t spellLvl = 0;
  4258. if(spellcaster)
  4259. vstd::amax(spellLvl, spellcaster->val);
  4260. if(randSpellcaster)
  4261. vstd::amax(spellLvl, randSpellcaster->val);
  4262. parameters.setSpellLevel(spellLvl);
  4263. parameters.cast(spellEnv, target);
  4264. }
  4265. break;
  4266. }
  4267. }
  4268. if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4269. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4270. handleDamageFromObstacle(stack);
  4271. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4272. battleMadeAction.setn(true);
  4273. return ok;
  4274. }
  4275. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4276. {
  4277. bool cheated = true;
  4278. PlayerMessageClient temp_message(player, message);
  4279. sendAndApply(&temp_message);
  4280. std::vector<std::string> cheat;
  4281. boost::split(cheat, message, boost::is_any_of(" "));
  4282. int obj = 0;
  4283. if (cheat.size() == 2)
  4284. {
  4285. obj = std::atoi(cheat[1].c_str());
  4286. if (obj)
  4287. currObj = ObjectInstanceID(obj);
  4288. }
  4289. const CGHeroInstance * hero = getHero(currObj);
  4290. const CGTownInstance * town = getTown(currObj);
  4291. if (!town && hero)
  4292. town = hero->visitedTown;
  4293. if (cheat.size() == 1 || obj)
  4294. handleCheatCode(cheat[0], player, hero, town, cheated);
  4295. else
  4296. {
  4297. for (const auto & i : gs->players)
  4298. {
  4299. if (i.first == PlayerColor::NEUTRAL)
  4300. continue;
  4301. if (cheat[1] == "ai")
  4302. {
  4303. if (i.second.human)
  4304. continue;
  4305. }
  4306. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  4307. continue;
  4308. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  4309. {
  4310. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  4311. }
  4312. else if (cheat[0] == "vcmiarmenelos")
  4313. {
  4314. for (const auto & t : i.second.towns)
  4315. {
  4316. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  4317. }
  4318. }
  4319. else
  4320. {
  4321. for (const auto & h : i.second.heroes)
  4322. {
  4323. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  4324. }
  4325. }
  4326. }
  4327. }
  4328. if (cheated)
  4329. {
  4330. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  4331. sendAndApply(&temp_message);
  4332. if(!player.isSpectator())
  4333. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4334. }
  4335. }
  4336. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4337. {
  4338. switch(ba.actionType)
  4339. {
  4340. case EActionType::HERO_SPELL:
  4341. {
  4342. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4343. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4344. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4345. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4346. if (!s)
  4347. {
  4348. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4349. return false;
  4350. }
  4351. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4352. spells::detail::ProblemImpl problem;
  4353. auto m = s->battleMechanics(&parameters);
  4354. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4355. {
  4356. logGlobal->warn("Spell cannot be cast!");
  4357. std::vector<std::string> texts;
  4358. problem.getAll(texts);
  4359. for(auto s : texts)
  4360. logGlobal->warn(s);
  4361. return false;
  4362. }
  4363. StartAction start_action(ba);
  4364. sendAndApply(&start_action); //start spell casting
  4365. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4366. sendAndApply(&end_action);
  4367. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4368. {
  4369. battleMadeAction.setn(true);
  4370. }
  4371. checkBattleStateChanges();
  4372. if (battleResult.get())
  4373. {
  4374. battleMadeAction.setn(true);
  4375. //battle will be ended by startBattle function
  4376. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4377. }
  4378. return true;
  4379. }
  4380. }
  4381. return false;
  4382. }
  4383. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4384. {
  4385. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4386. for(auto b : bl)
  4387. {
  4388. const CSpell * sp = SpellID(b->subtype).toSpell();
  4389. if(!sp)
  4390. continue;
  4391. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4392. const int32_t level = ((val > 3) ? (val - 3) : val);
  4393. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4394. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4395. battleCast.setEffectDuration(50);
  4396. battleCast.setSpellLevel(level);
  4397. spells::Target target;
  4398. if(val > 3)
  4399. {
  4400. for(auto s : gs->curB->battleGetAllStacks())
  4401. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4402. target.emplace_back(s);
  4403. }
  4404. else
  4405. {
  4406. target.emplace_back(st);
  4407. }
  4408. battleCast.applyEffects(spellEnv, target, false, true);
  4409. }
  4410. }
  4411. void CGameHandler::stackTurnTrigger(const CStack *st)
  4412. {
  4413. BattleTriggerEffect bte;
  4414. bte.stackID = st->ID;
  4415. bte.effect = -1;
  4416. bte.val = 0;
  4417. bte.additionalInfo = 0;
  4418. if (st->alive())
  4419. {
  4420. //unbind
  4421. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4422. {
  4423. bool unbind = true;
  4424. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4425. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4426. for (auto b : bl)
  4427. {
  4428. if(b->additionalInfo != CAddInfo::NONE)
  4429. {
  4430. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4431. if(stack)
  4432. {
  4433. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4434. unbind = false;
  4435. }
  4436. }
  4437. else
  4438. {
  4439. unbind = false;
  4440. }
  4441. }
  4442. if (unbind)
  4443. {
  4444. BattleSetStackProperty ssp;
  4445. ssp.which = BattleSetStackProperty::UNBIND;
  4446. ssp.stackID = st->ID;
  4447. sendAndApply(&ssp);
  4448. }
  4449. }
  4450. //regeneration
  4451. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  4452. {
  4453. bte.effect = Bonus::HP_REGENERATION;
  4454. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  4455. }
  4456. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4457. {
  4458. bte.effect = Bonus::HP_REGENERATION;
  4459. bte.val = st->MaxHealth() - st->getFirstHPleft();
  4460. }
  4461. if (bte.val) //anything to heal
  4462. sendAndApply(&bte);
  4463. if (st->hasBonusOfType(Bonus::POISON))
  4464. {
  4465. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4466. if (b) //TODO: what if not?...
  4467. {
  4468. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4469. if (bte.val < b->val) //(negative) poison effect increases - update it
  4470. {
  4471. bte.effect = Bonus::POISON;
  4472. sendAndApply(&bte);
  4473. }
  4474. }
  4475. }
  4476. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4477. {
  4478. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4479. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4480. if(opponentHero)
  4481. {
  4482. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4483. vstd::amin(manaDrained, opponentHero->mana);
  4484. if(manaDrained)
  4485. {
  4486. bte.effect = Bonus::MANA_DRAIN;
  4487. bte.val = manaDrained;
  4488. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4489. sendAndApply(&bte);
  4490. }
  4491. }
  4492. }
  4493. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4494. {
  4495. bool fearsomeCreature = false;
  4496. for (CStack * stack : gs->curB->stacks)
  4497. {
  4498. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4499. {
  4500. fearsomeCreature = true;
  4501. break;
  4502. }
  4503. }
  4504. if (fearsomeCreature)
  4505. {
  4506. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4507. {
  4508. bte.effect = Bonus::FEAR;
  4509. sendAndApply(&bte);
  4510. }
  4511. }
  4512. }
  4513. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4514. int side = gs->curB->whatSide(st->owner);
  4515. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4516. {
  4517. bool cast = false;
  4518. while(!bl.empty() && !cast)
  4519. {
  4520. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4521. auto spellID = SpellID(bonus->subtype);
  4522. const CSpell * spell = SpellID(spellID).toSpell();
  4523. bl.remove_if([&bonus](const Bonus * b)
  4524. {
  4525. return b == bonus.get();
  4526. });
  4527. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4528. parameters.setSpellLevel(bonus->val);
  4529. parameters.massive = true;
  4530. parameters.smart = true;
  4531. //todo: recheck effect level
  4532. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4533. {
  4534. cast = true;
  4535. int cooldown = bonus->additionalInfo[0];
  4536. BattleSetStackProperty ssp;
  4537. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4538. ssp.absolute = false;
  4539. ssp.val = cooldown;
  4540. ssp.stackID = st->unitId();
  4541. sendAndApply(&ssp);
  4542. }
  4543. }
  4544. }
  4545. }
  4546. }
  4547. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4548. {
  4549. if(!curStack->alive())
  4550. return false;
  4551. bool containDamageFromMoat = false;
  4552. bool movementStoped = false;
  4553. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4554. {
  4555. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4556. {
  4557. //helper info
  4558. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4559. const ui8 side = curStack->side;
  4560. if(!spellObstacle)
  4561. COMPLAIN_RET("Invalid obstacle instance");
  4562. if(spellObstacle->trigger)
  4563. {
  4564. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4565. //hidden obstacle triggers effects until revealed
  4566. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4567. {
  4568. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4569. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4570. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4571. if(!sp)
  4572. COMPLAIN_RET("Invalid obstacle instance");
  4573. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4574. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4575. if(oneTimeObstacle)
  4576. {
  4577. removeObstacle(*obstacle);
  4578. }
  4579. else
  4580. {
  4581. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4582. ObstacleChanges changeInfo;
  4583. changeInfo.id = spellObstacle->uniqueID;
  4584. changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
  4585. SpellCreatedObstacle changedObstacle;
  4586. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4587. changedObstacle.revealed = true;
  4588. changeInfo.data.clear();
  4589. JsonSerializer ser(nullptr, changeInfo.data);
  4590. ser.serializeStruct("obstacle", changedObstacle);
  4591. BattleObstaclesChanged bocp;
  4592. bocp.changes.emplace_back(changeInfo);
  4593. sendAndApply(&bocp);
  4594. }
  4595. }
  4596. }
  4597. }
  4598. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4599. {
  4600. auto town = gs->curB->town;
  4601. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4602. if(!containDamageFromMoat)
  4603. {
  4604. containDamageFromMoat = true;
  4605. BattleStackAttacked bsa;
  4606. bsa.damageAmount = damage;
  4607. bsa.stackAttacked = curStack->ID;
  4608. bsa.attackerID = -1;
  4609. curStack->prepareAttacked(bsa, getRandomGenerator());
  4610. StacksInjured si;
  4611. si.stacks.push_back(bsa);
  4612. sendAndApply(&si);
  4613. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4614. }
  4615. }
  4616. if(!curStack->alive())
  4617. return false;
  4618. if((obstacle->stopsMovement() && stackIsMoving))
  4619. movementStoped = true;
  4620. }
  4621. if(stackIsMoving)
  4622. return curStack->alive() && !movementStoped;
  4623. else
  4624. return curStack->alive();
  4625. }
  4626. void CGameHandler::handleTimeEvents()
  4627. {
  4628. gs->map->events.sort(evntCmp);
  4629. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4630. {
  4631. CMapEvent ev = gs->map->events.front();
  4632. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4633. {
  4634. auto color = PlayerColor(player);
  4635. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4636. if (pinfo //player exists
  4637. && (ev.players & 1<<player) //event is enabled to this player
  4638. && ((ev.computerAffected && !pinfo->human)
  4639. || (ev.humanAffected && pinfo->human)
  4640. )
  4641. )
  4642. {
  4643. //give resources
  4644. giveResources(color, ev.resources);
  4645. //prepare dialog
  4646. InfoWindow iw;
  4647. iw.player = color;
  4648. iw.text << ev.message;
  4649. for (int i=0; i<ev.resources.size(); i++)
  4650. {
  4651. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4652. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4653. }
  4654. sendAndApply(&iw); //show dialog
  4655. }
  4656. } //PLAYERS LOOP
  4657. if (ev.nextOccurence)
  4658. {
  4659. gs->map->events.pop_front();
  4660. ev.firstOccurence += ev.nextOccurence;
  4661. auto it = gs->map->events.begin();
  4662. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4663. it++;
  4664. gs->map->events.insert(it, ev);
  4665. }
  4666. else
  4667. {
  4668. gs->map->events.pop_front();
  4669. }
  4670. }
  4671. //TODO send only if changed
  4672. UpdateMapEvents ume;
  4673. ume.events = gs->map->events;
  4674. sendAndApply(&ume);
  4675. }
  4676. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4677. {
  4678. town->events.sort(evntCmp);
  4679. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4680. {
  4681. PlayerColor player = town->tempOwner;
  4682. CCastleEvent ev = town->events.front();
  4683. const PlayerState * pinfo = getPlayerState(player, false);
  4684. if (pinfo //player exists
  4685. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4686. && ((ev.computerAffected && !pinfo->human)
  4687. || (ev.humanAffected && pinfo->human)))
  4688. {
  4689. // dialog
  4690. InfoWindow iw;
  4691. iw.player = player;
  4692. iw.text << ev.message;
  4693. if (ev.resources.nonZero())
  4694. {
  4695. TResources was = n.res[player];
  4696. n.res[player] += ev.resources;
  4697. n.res[player].amax(0);
  4698. for (int i=0; i<ev.resources.size(); i++)
  4699. 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
  4700. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4701. }
  4702. for (auto & i : ev.buildings)
  4703. {
  4704. if (!town->hasBuilt(i))
  4705. {
  4706. buildStructure(town->id, i, true);
  4707. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4708. }
  4709. }
  4710. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4711. {
  4712. n.cres[town->id].tid = town->id;
  4713. n.cres[town->id].creatures = town->creatures;
  4714. }
  4715. auto & sac = n.cres[town->id];
  4716. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4717. {
  4718. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4719. {
  4720. sac.creatures[i].first += ev.creatures.at(i);
  4721. iw.components.push_back(Component(Component::CREATURE,
  4722. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4723. }
  4724. }
  4725. sendAndApply(&iw); //show dialog
  4726. }
  4727. if (ev.nextOccurence)
  4728. {
  4729. town->events.pop_front();
  4730. ev.firstOccurence += ev.nextOccurence;
  4731. auto it = town->events.begin();
  4732. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4733. it++;
  4734. town->events.insert(it, ev);
  4735. }
  4736. else
  4737. {
  4738. town->events.pop_front();
  4739. }
  4740. }
  4741. //TODO send only if changed
  4742. UpdateCastleEvents uce;
  4743. uce.town = town->id;
  4744. uce.events = town->events;
  4745. sendAndApply(&uce);
  4746. }
  4747. bool CGameHandler::complain(const std::string &problem)
  4748. {
  4749. sendMessageToAll("Server encountered a problem: " + problem);
  4750. logGlobal->error(problem);
  4751. return true;
  4752. }
  4753. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4754. {
  4755. //PlayerColor player = getOwner(hid);
  4756. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4757. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4758. assert(lowerArmy);
  4759. assert(upperArmy);
  4760. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4761. queries.addQuery(garrisonQuery);
  4762. GarrisonDialog gd;
  4763. gd.hid = hid;
  4764. gd.objid = upobj;
  4765. gd.removableUnits = removableUnits;
  4766. gd.queryID = garrisonQuery->queryID;
  4767. sendAndApply(&gd);
  4768. }
  4769. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4770. {
  4771. OpenWindow ow;
  4772. ow.window = OpenWindow::THIEVES_GUILD;
  4773. ow.id1 = player.getNum();
  4774. ow.id2 = requestingObjId.getNum();
  4775. sendAndApply(&ow);
  4776. }
  4777. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4778. {
  4779. if (id1 == id2)
  4780. return true;
  4781. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4782. if (!o1 || !o2)
  4783. return true; //arranging stacks within an object should be always allowed
  4784. if (o1 && o2)
  4785. {
  4786. if (o1->ID == Obj::TOWN)
  4787. {
  4788. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4789. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4790. return true;
  4791. }
  4792. if (o2->ID == Obj::TOWN)
  4793. {
  4794. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4795. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4796. return true;
  4797. }
  4798. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4799. {
  4800. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4801. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4802. // two heroes in same town (garrisoned and visiting)
  4803. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4804. return true;
  4805. }
  4806. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4807. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4808. if (!dialog)
  4809. {
  4810. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4811. }
  4812. if (dialog)
  4813. {
  4814. auto topArmy = dialog->exchangingArmies.at(0);
  4815. auto bottomArmy = dialog->exchangingArmies.at(1);
  4816. if (topArmy == o1 && bottomArmy == o2 || bottomArmy == o1 && topArmy == o2)
  4817. return true;
  4818. }
  4819. }
  4820. return false;
  4821. }
  4822. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4823. {
  4824. using events::ObjectVisitStarted;
  4825. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4826. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4827. auto startVisit = [&](ObjectVisitStarted & event)
  4828. {
  4829. auto visitedObject = obj;
  4830. if(obj->ID == Obj::HERO)
  4831. {
  4832. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4833. const auto visitedTown = visitedHero->visitedTown;
  4834. if(visitedTown)
  4835. {
  4836. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4837. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4838. visitedObject = visitedTown;
  4839. }
  4840. }
  4841. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4842. queries.addQuery(visitQuery); //TODO real visit pos
  4843. HeroVisit hv;
  4844. hv.objId = obj->id;
  4845. hv.heroId = h->id;
  4846. hv.player = h->tempOwner;
  4847. hv.starting = true;
  4848. sendAndApply(&hv);
  4849. obj->onHeroVisit(h);
  4850. };
  4851. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4852. if(visitQuery)
  4853. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4854. }
  4855. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4856. {
  4857. using events::ObjectVisitEnded;
  4858. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4859. auto endVisit = [&](ObjectVisitEnded & event)
  4860. {
  4861. HeroVisit hv;
  4862. hv.player = event.getPlayer();
  4863. hv.heroId = event.getHero();
  4864. hv.starting = false;
  4865. sendAndApply(&hv);
  4866. };
  4867. //TODO: ObjectVisitEnded should also have id of visited object,
  4868. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4869. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4870. }
  4871. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4872. {
  4873. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4874. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4875. {
  4876. complain("Cannot build boat in this shipyard!");
  4877. return false;
  4878. }
  4879. else if (obj->o->ID == Obj::TOWN
  4880. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4881. {
  4882. complain("Cannot build boat in the town - no shipyard!");
  4883. return false;
  4884. }
  4885. const PlayerColor playerID = obj->o->tempOwner;
  4886. TResources boatCost;
  4887. obj->getBoatCost(boatCost);
  4888. TResources aviable = getPlayerState(playerID)->resources;
  4889. if (!aviable.canAfford(boatCost))
  4890. {
  4891. complain("Not enough resources to build a boat!");
  4892. return false;
  4893. }
  4894. int3 tile = obj->bestLocation();
  4895. if (!gs->map->isInTheMap(tile))
  4896. {
  4897. complain("Cannot find appropriate tile for a boat!");
  4898. return false;
  4899. }
  4900. //take boat cost
  4901. giveResources(playerID, -boatCost);
  4902. //create boat
  4903. NewObject no;
  4904. no.ID = Obj::BOAT;
  4905. no.subID = obj->getBoatType();
  4906. no.pos = tile + int3(1,0,0);
  4907. sendAndApply(&no);
  4908. return true;
  4909. }
  4910. void CGameHandler::engageIntoBattle(PlayerColor player)
  4911. {
  4912. //notify interfaces
  4913. PlayerBlocked pb;
  4914. pb.player = player;
  4915. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4916. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4917. sendAndApply(&pb);
  4918. }
  4919. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4920. {
  4921. for (auto playerColor : playerColors)
  4922. {
  4923. if (getPlayerState(playerColor, false))
  4924. checkVictoryLossConditionsForPlayer(playerColor);
  4925. }
  4926. }
  4927. void CGameHandler::checkVictoryLossConditionsForAll()
  4928. {
  4929. std::set<PlayerColor> playerColors;
  4930. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4931. {
  4932. playerColors.insert(PlayerColor(i));
  4933. }
  4934. checkVictoryLossConditions(playerColors);
  4935. }
  4936. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4937. {
  4938. const PlayerState * p = getPlayerState(player);
  4939. if(!p || p->status != EPlayerStatus::INGAME) return;
  4940. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4941. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4942. {
  4943. InfoWindow iw;
  4944. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4945. sendAndApply(&iw);
  4946. PlayerEndsGame peg;
  4947. peg.player = player;
  4948. peg.victoryLossCheckResult = victoryLossCheckResult;
  4949. sendAndApply(&peg);
  4950. if (victoryLossCheckResult.victory())
  4951. {
  4952. //one player won -> all enemies lost
  4953. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4954. {
  4955. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4956. {
  4957. peg.player = i->first;
  4958. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4959. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4960. InfoWindow iw;
  4961. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4962. iw.player = i->first;
  4963. sendAndApply(&iw);
  4964. sendAndApply(&peg);
  4965. }
  4966. }
  4967. if(p->human)
  4968. {
  4969. lobby->state = EServerState::GAMEPLAY_ENDED;
  4970. }
  4971. }
  4972. else
  4973. {
  4974. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4975. auto hlp = p->heroes;
  4976. for (auto h : hlp) //eliminate heroes
  4977. {
  4978. if (h.get())
  4979. removeObject(h);
  4980. }
  4981. //player lost -> all his objects become unflagged (neutral)
  4982. for (auto obj : gs->map->objects) //unflag objs
  4983. {
  4984. if (obj.get() && obj->tempOwner == player)
  4985. setOwner(obj, PlayerColor::NEUTRAL);
  4986. }
  4987. //eliminating one player may cause victory of another:
  4988. std::set<PlayerColor> playerColors;
  4989. //do not copy player state (CBonusSystemNode) by value
  4990. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4991. {
  4992. if (p.first != player)
  4993. playerColors.insert(p.first);
  4994. }
  4995. //notify all players
  4996. for (auto pc : playerColors)
  4997. {
  4998. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4999. {
  5000. InfoWindow iw;
  5001. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5002. iw.player = pc;
  5003. sendAndApply(&iw);
  5004. }
  5005. }
  5006. checkVictoryLossConditions(playerColors);
  5007. }
  5008. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5009. // If we are called before the actual game start, there might be no current player
  5010. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5011. {
  5012. // If player making turn has lost his turn must be over as well
  5013. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5014. }
  5015. }
  5016. }
  5017. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5018. {
  5019. out.player = player;
  5020. out.text.clear();
  5021. out.text << victoryLossCheckResult.messageToSelf;
  5022. // hackish, insert one player-specific string, if applicable
  5023. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5024. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5025. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  5026. }
  5027. bool CGameHandler::dig(const CGHeroInstance *h)
  5028. {
  5029. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  5030. {
  5031. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  5032. {
  5033. complain("Cannot dig - there is already a hole under the hero!");
  5034. return false;
  5035. }
  5036. }
  5037. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5038. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5039. //create a hole
  5040. NewObject no;
  5041. no.ID = Obj::HOLE;
  5042. no.pos = h->getPosition();
  5043. no.subID = 0;
  5044. sendAndApply(&no);
  5045. //take MPs
  5046. SetMovePoints smp;
  5047. smp.hid = h->id;
  5048. smp.val = 0;
  5049. sendAndApply(&smp);
  5050. InfoWindow iw;
  5051. iw.player = h->tempOwner;
  5052. if (gs->map->grailPos == h->getPosition())
  5053. {
  5054. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5055. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5056. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5057. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5058. sendAndApply(&iw);
  5059. iw.soundID = soundBase::invalid;
  5060. iw.text.clear();
  5061. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5062. sendAndApply(&iw);
  5063. }
  5064. else
  5065. {
  5066. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5067. iw.soundID = soundBase::Dig;
  5068. sendAndApply(&iw);
  5069. }
  5070. return true;
  5071. }
  5072. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5073. {
  5074. if(attacker->hasBonusOfType(attackMode))
  5075. {
  5076. std::set<SpellID> spellsToCast;
  5077. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5078. for(const auto & sf : *spells)
  5079. {
  5080. spellsToCast.insert(SpellID(sf->subtype));
  5081. }
  5082. for(SpellID spellID : spellsToCast)
  5083. {
  5084. bool castMe = false;
  5085. if(!defender->alive())
  5086. {
  5087. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5088. return;
  5089. }
  5090. int32_t spellLevel = 0;
  5091. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5092. for(const auto & sf : *spellsByType)
  5093. {
  5094. int meleeRanged;
  5095. if(sf->additionalInfo.size() < 2)
  5096. {
  5097. // legacy format
  5098. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5099. meleeRanged = sf->additionalInfo[0] / 1000;
  5100. }
  5101. else
  5102. {
  5103. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5104. meleeRanged = sf->additionalInfo[1];
  5105. }
  5106. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5107. castMe = true;
  5108. }
  5109. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5110. vstd::amin(chance, 100);
  5111. const CSpell * spell = SpellID(spellID).toSpell();
  5112. spells::AbilityCaster caster(attacker, spellLevel);
  5113. spells::Target target;
  5114. target.emplace_back(defender);
  5115. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5116. auto m = spell->battleMechanics(&parameters);
  5117. spells::detail::ProblemImpl ignored;
  5118. if(!m->canBeCastAt(target, ignored))
  5119. continue;
  5120. //check if spell should be cast (probability handling)
  5121. if(getRandomGenerator().nextInt(99) >= chance)
  5122. continue;
  5123. //casting
  5124. if(castMe)
  5125. {
  5126. parameters.cast(spellEnv, target);
  5127. }
  5128. }
  5129. }
  5130. }
  5131. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5132. {
  5133. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5134. }
  5135. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5136. {
  5137. if(!attacker->alive() || !defender->alive()) // can be already dead
  5138. return;
  5139. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5140. if(!defender->alive())
  5141. {
  5142. //don't try death stare or acid breath on dead stack (crash!)
  5143. return;
  5144. }
  5145. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5146. {
  5147. // mechanics of Death Stare as in H3:
  5148. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5149. //original formula x = min(x, (gorgons_count + 9)/10);
  5150. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5151. vstd::amin(chanceToKill, 1); //cap at 100%
  5152. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5153. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5154. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5155. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5156. vstd::amin(staredCreatures, maxToKill);
  5157. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5158. if(staredCreatures)
  5159. {
  5160. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5161. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5162. spells::AbilityCaster caster(attacker, 0);
  5163. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5164. spells::Target target;
  5165. target.emplace_back(defender);
  5166. parameters.setEffectValue(staredCreatures);
  5167. parameters.cast(spellEnv, target);
  5168. }
  5169. }
  5170. if(!defender->alive())
  5171. return;
  5172. int64_t acidDamage = 0;
  5173. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5174. for(const auto & b : *acidBreath)
  5175. {
  5176. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5177. acidDamage += b->val;
  5178. }
  5179. if(acidDamage > 0)
  5180. {
  5181. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5182. spells::AbilityCaster caster(attacker, 0);
  5183. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5184. spells::Target target;
  5185. target.emplace_back(defender);
  5186. parameters.setEffectValue(acidDamage * attacker->getCount());
  5187. parameters.cast(spellEnv, target);
  5188. }
  5189. if(!defender->alive())
  5190. return;
  5191. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5192. {
  5193. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5194. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5195. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5196. return;
  5197. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5198. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5199. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5200. return;
  5201. battle::UnitInfo resurrectInfo;
  5202. resurrectInfo.id = gs->curB->battleNextUnitId();
  5203. resurrectInfo.summoned = false;
  5204. resurrectInfo.position = defender->getPosition();
  5205. resurrectInfo.side = defender->unitSide();
  5206. if(bonusAdditionalInfo != CAddInfo::NONE)
  5207. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5208. else
  5209. resurrectInfo.type = attacker->creatureId();
  5210. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5211. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5212. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5213. resurrectInfo.count = defender->getCount();
  5214. else
  5215. return; //wrong subtype
  5216. BattleUnitsChanged addUnits;
  5217. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5218. resurrectInfo.save(addUnits.changedStacks.back().data);
  5219. BattleUnitsChanged removeUnits;
  5220. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5221. sendAndApply(&removeUnits);
  5222. sendAndApply(&addUnits);
  5223. }
  5224. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5225. {
  5226. double chanceToTrigger = 0;
  5227. int amountToDie = 0;
  5228. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5229. {
  5230. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5231. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5232. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5233. }
  5234. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5235. {
  5236. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5237. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5238. }
  5239. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5240. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5241. return;
  5242. BattleStackAttacked bsa;
  5243. bsa.attackerID = -1;
  5244. bsa.stackAttacked = defender->ID;
  5245. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5246. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5247. bsa.spellID = SpellID::SLAYER;
  5248. defender->prepareAttacked(bsa, getRandomGenerator());
  5249. StacksInjured si;
  5250. si.stacks.push_back(bsa);
  5251. sendAndApply(&si);
  5252. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5253. }
  5254. }
  5255. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5256. {
  5257. if (!t.visitableObjects.empty())
  5258. {
  5259. //to prevent self-visiting heroes on space press
  5260. if (t.visitableObjects.back() != h)
  5261. objectVisited(t.visitableObjects.back(), h);
  5262. else if (t.visitableObjects.size() > 1)
  5263. objectVisited(*(t.visitableObjects.end()-2),h);
  5264. }
  5265. }
  5266. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5267. {
  5268. if (!hero)
  5269. COMPLAIN_RET("You need hero to sacrifice creature!");
  5270. int expSum = 0;
  5271. auto finish = [this, &hero, &expSum]()
  5272. {
  5273. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5274. };
  5275. for(int i = 0; i < slot.size(); ++i)
  5276. {
  5277. int oldCount = hero->getStackCount(slot[i]);
  5278. if(oldCount < (int)count[i])
  5279. {
  5280. finish();
  5281. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5282. }
  5283. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5284. {
  5285. finish();
  5286. COMPLAIN_RET("Cannot sacrifice last creature!");
  5287. }
  5288. int crid = hero->getStack(slot[i]).type->idNumber;
  5289. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5290. int dump, exp;
  5291. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5292. exp *= count[i];
  5293. expSum += exp;
  5294. }
  5295. finish();
  5296. return true;
  5297. }
  5298. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5299. {
  5300. if (!hero)
  5301. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5302. int expSum = 0;
  5303. auto finish = [this, &hero, &expSum]()
  5304. {
  5305. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5306. };
  5307. for(int i = 0; i < slot.size(); ++i)
  5308. {
  5309. ArtifactLocation al(hero, slot[i]);
  5310. const CArtifactInstance * a = al.getArt();
  5311. if(!a)
  5312. {
  5313. finish();
  5314. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5315. }
  5316. const CArtifactInstance * art = hero->getArt(slot[i]);
  5317. if(!art)
  5318. {
  5319. finish();
  5320. COMPLAIN_RET("No artifact at position to sacrifice!");
  5321. }
  5322. si32 typId = art->artType->id;
  5323. int dmp, expToGive;
  5324. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5325. expSum += expToGive;
  5326. removeArtifact(al);
  5327. }
  5328. finish();
  5329. return true;
  5330. }
  5331. void CGameHandler::makeStackDoNothing(const CStack * next)
  5332. {
  5333. BattleAction doNothing;
  5334. doNothing.actionType = EActionType::NO_ACTION;
  5335. doNothing.side = next->side;
  5336. doNothing.stackNumber = next->ID;
  5337. makeAutomaticAction(next, doNothing);
  5338. }
  5339. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5340. {
  5341. if (sl.army->hasStackAtSlot(sl.slot))
  5342. COMPLAIN_RET("Slot is already taken!");
  5343. if (!sl.slot.validSlot())
  5344. COMPLAIN_RET("Cannot insert stack to that slot!");
  5345. InsertNewStack ins;
  5346. ins.army = sl.army->id;
  5347. ins.slot = sl.slot;
  5348. ins.type = c->idNumber;
  5349. ins.count = count;
  5350. sendAndApply(&ins);
  5351. return true;
  5352. }
  5353. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5354. {
  5355. if (!sl.army->hasStackAtSlot(sl.slot))
  5356. COMPLAIN_RET("Cannot find a stack to erase");
  5357. if (sl.army->stacksCount() == 1 //from the last stack
  5358. && sl.army->needsLastStack() //that must be left
  5359. && !forceRemoval) //ignore above conditions if we are forcing removal
  5360. {
  5361. COMPLAIN_RET("Cannot erase the last stack!");
  5362. }
  5363. EraseStack es;
  5364. es.army = sl.army->id;
  5365. es.slot = sl.slot;
  5366. sendAndApply(&es);
  5367. return true;
  5368. }
  5369. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5370. {
  5371. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5372. if ((absoluteValue && count < 0)
  5373. || (!absoluteValue && -count > currentCount))
  5374. {
  5375. COMPLAIN_RET("Cannot take more stacks than present!");
  5376. }
  5377. if ((currentCount == -count && !absoluteValue)
  5378. || (!count && absoluteValue))
  5379. {
  5380. eraseStack(sl);
  5381. }
  5382. else
  5383. {
  5384. ChangeStackCount csc;
  5385. csc.army = sl.army->id;
  5386. csc.slot = sl.slot;
  5387. csc.count = count;
  5388. csc.absoluteValue = absoluteValue;
  5389. sendAndApply(&csc);
  5390. }
  5391. return true;
  5392. }
  5393. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5394. {
  5395. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5396. if (!slotC) //slot is empty
  5397. insertNewStack(sl, c, count);
  5398. else if (c == slotC)
  5399. changeStackCount(sl, count);
  5400. else
  5401. {
  5402. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5403. }
  5404. return true;
  5405. }
  5406. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5407. {
  5408. if (removeObjWhenFinished)
  5409. removeAfterVisit(src);
  5410. if (!src->canBeMergedWith(*dst, allowMerging))
  5411. {
  5412. if (allowMerging) //do that, add all matching creatures.
  5413. {
  5414. bool cont = true;
  5415. while (cont)
  5416. {
  5417. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5418. {
  5419. SlotID pos = dst->getSlotFor(i->second->type);
  5420. if (pos.validSlot())
  5421. {
  5422. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5423. cont = true;
  5424. break; //or iterator crashes
  5425. }
  5426. cont = false;
  5427. }
  5428. }
  5429. }
  5430. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5431. }
  5432. else //merge
  5433. {
  5434. moveArmy(src, dst, allowMerging);
  5435. }
  5436. }
  5437. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5438. {
  5439. if (!src.army->hasStackAtSlot(src.slot))
  5440. COMPLAIN_RET("No stack to move!");
  5441. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5442. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5443. if (!dst.slot.validSlot())
  5444. COMPLAIN_RET("Cannot move stack to that slot!");
  5445. if (count == -1)
  5446. {
  5447. count = src.army->getStackCount(src.slot);
  5448. }
  5449. if (src.army != dst.army //moving away
  5450. && count == src.army->getStackCount(src.slot) //all creatures
  5451. && src.army->stacksCount() == 1 //from the last stack
  5452. && src.army->needsLastStack()) //that must be left
  5453. {
  5454. COMPLAIN_RET("Cannot move away the last creature!");
  5455. }
  5456. RebalanceStacks rs;
  5457. rs.srcArmy = src.army->id;
  5458. rs.dstArmy = dst.army->id;
  5459. rs.srcSlot = src.slot;
  5460. rs.dstSlot = dst.slot;
  5461. rs.count = count;
  5462. sendAndApply(&rs);
  5463. return true;
  5464. }
  5465. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5466. {
  5467. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5468. {
  5469. return moveStack(sl2, sl1);
  5470. }
  5471. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5472. {
  5473. return moveStack(sl1, sl2);
  5474. }
  5475. else
  5476. {
  5477. SwapStacks ss;
  5478. ss.srcArmy = sl1.army->id;
  5479. ss.dstArmy = sl2.army->id;
  5480. ss.srcSlot = sl1.slot;
  5481. ss.dstSlot = sl2.slot;
  5482. sendAndApply(&ss);
  5483. return true;
  5484. }
  5485. }
  5486. void CGameHandler::runBattle()
  5487. {
  5488. setBattle(gs->curB);
  5489. assert(gs->curB);
  5490. //TODO: pre-tactic stuff, call scripts etc.
  5491. //tactic round
  5492. {
  5493. while (gs->curB->tacticDistance && !battleResult.get())
  5494. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5495. }
  5496. //initial stacks appearance triggers, e.g. built-in bonus spells
  5497. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5498. for (CStack * stack : initialStacks)
  5499. {
  5500. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5501. {
  5502. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5503. auto accessibility = getAccesibility();
  5504. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5505. std::vector<BattleHex> targetHexes;
  5506. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5507. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5508. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5509. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5510. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5511. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5512. if (!guardianIsBig)
  5513. targetHexes = stack->getSurroundingHexes();
  5514. else
  5515. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5516. for(auto hex : targetHexes)
  5517. {
  5518. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5519. {
  5520. battle::UnitInfo info;
  5521. info.id = gs->curB->battleNextUnitId();
  5522. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5523. info.type = creatureData;
  5524. info.side = stack->side;
  5525. info.position = hex;
  5526. info.summoned = true;
  5527. BattleUnitsChanged pack;
  5528. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5529. info.save(pack.changedStacks.back().data);
  5530. sendAndApply(&pack);
  5531. }
  5532. }
  5533. }
  5534. stackEnchantedTrigger(stack);
  5535. }
  5536. //spells opening battle
  5537. for (int i = 0; i < 2; ++i)
  5538. {
  5539. auto h = gs->curB->battleGetFightingHero(i);
  5540. if (h)
  5541. {
  5542. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5543. for (auto b : *bl)
  5544. {
  5545. spells::BonusCaster caster(h, b);
  5546. const CSpell * spell = SpellID(b->subtype).toSpell();
  5547. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5548. parameters.setSpellLevel(3);
  5549. parameters.setEffectDuration(b->val);
  5550. parameters.massive = true;
  5551. parameters.castIfPossible(spellEnv, spells::Target());
  5552. }
  5553. }
  5554. }
  5555. bool firstRound = true;//FIXME: why first round is -1?
  5556. //main loop
  5557. while (!battleResult.get()) //till the end of the battle ;]
  5558. {
  5559. BattleNextRound bnr;
  5560. bnr.round = gs->curB->round + 1;
  5561. logGlobal->debug("Round %d", bnr.round);
  5562. sendAndApply(&bnr);
  5563. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5564. for (auto &obstPtr : obstacles)
  5565. {
  5566. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5567. if (sco->turnsRemaining == 0)
  5568. removeObstacle(*obstPtr);
  5569. }
  5570. const BattleInfo & curB = *gs->curB;
  5571. for(auto stack : curB.stacks)
  5572. {
  5573. if(stack->alive() && !firstRound)
  5574. stackEnchantedTrigger(stack);
  5575. }
  5576. //stack loop
  5577. auto getNextStack = [this]() -> const CStack *
  5578. {
  5579. if(battleResult.get())
  5580. return nullptr;
  5581. std::vector<battle::Units> q;
  5582. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5583. if(!q.empty())
  5584. {
  5585. if(!q.front().empty())
  5586. {
  5587. auto next = q.front().front();
  5588. if(next->willMove())
  5589. return dynamic_cast<const CStack *>(next);
  5590. }
  5591. }
  5592. return nullptr;
  5593. };
  5594. const CStack * next = nullptr;
  5595. while((next = getNextStack()))
  5596. {
  5597. BattleUnitsChanged removeGhosts;
  5598. for(auto stack : curB.stacks)
  5599. {
  5600. if(stack->ghostPending)
  5601. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5602. }
  5603. if(!removeGhosts.changedStacks.empty())
  5604. sendAndApply(&removeGhosts);
  5605. //check for bad morale => freeze
  5606. int nextStackMorale = next->MoraleVal();
  5607. if (nextStackMorale < 0 &&
  5608. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5609. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5610. )
  5611. {
  5612. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5613. {
  5614. //unit loses its turn - empty freeze action
  5615. BattleAction ba;
  5616. ba.actionType = EActionType::BAD_MORALE;
  5617. ba.side = next->side;
  5618. ba.stackNumber = next->ID;
  5619. makeAutomaticAction(next, ba);
  5620. continue;
  5621. }
  5622. }
  5623. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5624. {
  5625. logGlobal->trace("Handle Berserk effect");
  5626. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5627. if (attackInfo.first != nullptr)
  5628. {
  5629. BattleAction attack;
  5630. attack.actionType = EActionType::WALK_AND_ATTACK;
  5631. attack.side = next->side;
  5632. attack.stackNumber = next->ID;
  5633. attack.aimToHex(attackInfo.second);
  5634. attack.aimToUnit(attackInfo.first);
  5635. makeAutomaticAction(next, attack);
  5636. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5637. }
  5638. else
  5639. {
  5640. makeStackDoNothing(next);
  5641. logGlobal->trace("No target found");
  5642. }
  5643. continue;
  5644. }
  5645. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5646. const int stackCreatureId = next->getCreature()->idNumber;
  5647. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5648. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5649. {
  5650. BattleAction attack;
  5651. attack.actionType = EActionType::SHOOT;
  5652. attack.side = next->side;
  5653. attack.stackNumber = next->ID;
  5654. //TODO: select target by priority
  5655. const battle::Unit * target = nullptr;
  5656. for(auto & elem : gs->curB->stacks)
  5657. {
  5658. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5659. && elem->owner != next->owner
  5660. && elem->isValidTarget()
  5661. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5662. {
  5663. target = elem;
  5664. break;
  5665. }
  5666. }
  5667. if(target == nullptr)
  5668. {
  5669. makeStackDoNothing(next);
  5670. }
  5671. else
  5672. {
  5673. attack.aimToUnit(target);
  5674. makeAutomaticAction(next, attack);
  5675. }
  5676. continue;
  5677. }
  5678. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5679. {
  5680. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5681. if (attackableBattleHexes.empty())
  5682. {
  5683. makeStackDoNothing(next);
  5684. continue;
  5685. }
  5686. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5687. {
  5688. BattleAction attack;
  5689. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5690. attack.aimToHex(destination);
  5691. attack.actionType = EActionType::CATAPULT;
  5692. attack.side = next->side;
  5693. attack.stackNumber = next->ID;
  5694. makeAutomaticAction(next, attack);
  5695. continue;
  5696. }
  5697. }
  5698. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5699. {
  5700. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5701. {
  5702. return s->owner == next->owner && s->canBeHealed();
  5703. });
  5704. if (!possibleStacks.size())
  5705. {
  5706. makeStackDoNothing(next);
  5707. continue;
  5708. }
  5709. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5710. {
  5711. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5712. const CStack * toBeHealed = possibleStacks.front();
  5713. BattleAction heal;
  5714. heal.actionType = EActionType::STACK_HEAL;
  5715. heal.aimToUnit(toBeHealed);
  5716. heal.side = next->side;
  5717. heal.stackNumber = next->ID;
  5718. makeAutomaticAction(next, heal);
  5719. continue;
  5720. }
  5721. }
  5722. int numberOfAsks = 1;
  5723. bool breakOuter = false;
  5724. do
  5725. {//ask interface and wait for answer
  5726. if (!battleResult.get())
  5727. {
  5728. stackTurnTrigger(next); //various effects
  5729. if(next->fear)
  5730. {
  5731. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5732. }
  5733. else
  5734. {
  5735. logGlobal->trace("Activating %s", next->nodeName());
  5736. auto nextId = next->ID;
  5737. BattleSetActiveStack sas;
  5738. sas.stack = nextId;
  5739. sendAndApply(&sas);
  5740. auto actionWasMade = [&]() -> bool
  5741. {
  5742. if (battleMadeAction.data)//active stack has made its action
  5743. return true;
  5744. if (battleResult.get())// battle is finished
  5745. return true;
  5746. if (next == nullptr)//active stack was been removed
  5747. return true;
  5748. return !next->alive();//active stack is dead
  5749. };
  5750. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5751. battleMadeAction.data = false;
  5752. while (!actionWasMade())
  5753. {
  5754. battleMadeAction.cond.wait(lock);
  5755. if (battleGetStackByID(nextId, false) != next)
  5756. next = nullptr; //it may be removed, while we wait
  5757. }
  5758. }
  5759. }
  5760. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5761. {
  5762. breakOuter = true;
  5763. break;
  5764. }
  5765. //we're after action, all results applied
  5766. checkBattleStateChanges(); //check if this action ended the battle
  5767. if(next != nullptr)
  5768. {
  5769. //check for good morale
  5770. nextStackMorale = next->MoraleVal();
  5771. if(!next->hadMorale //only one extra move per turn possible
  5772. && !next->defending
  5773. && !next->waited()
  5774. && !next->fear
  5775. && next->alive()
  5776. && nextStackMorale > 0
  5777. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5778. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5779. )
  5780. {
  5781. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5782. {
  5783. BattleTriggerEffect bte;
  5784. bte.stackID = next->ID;
  5785. bte.effect = Bonus::MORALE;
  5786. bte.val = 1;
  5787. bte.additionalInfo = 0;
  5788. sendAndApply(&bte); //play animation
  5789. ++numberOfAsks; //move this stack once more
  5790. }
  5791. }
  5792. }
  5793. --numberOfAsks;
  5794. } while (numberOfAsks > 0);
  5795. if (breakOuter)
  5796. {
  5797. break;
  5798. }
  5799. }
  5800. firstRound = false;
  5801. }
  5802. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5803. }
  5804. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5805. {
  5806. BattleSetActiveStack bsa;
  5807. bsa.stack = stack->ID;
  5808. bsa.askPlayerInterface = false;
  5809. sendAndApply(&bsa);
  5810. bool ret = makeBattleAction(ba);
  5811. checkBattleStateChanges();
  5812. return ret;
  5813. }
  5814. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5815. {
  5816. assert(a->artType);
  5817. ArtifactLocation al;
  5818. al.artHolder = const_cast<CGHeroInstance*>(h);
  5819. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5820. if (pos < 0)
  5821. {
  5822. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5823. slot = a->firstAvailableSlot(h);
  5824. else
  5825. slot = a->firstBackpackSlot(h);
  5826. }
  5827. else
  5828. {
  5829. slot = pos;
  5830. }
  5831. al.slot = slot;
  5832. if (slot < 0 || !a->canBePutAt(al))
  5833. {
  5834. complain("Cannot put artifact in that slot!");
  5835. return;
  5836. }
  5837. putArtifact(al, a);
  5838. }
  5839. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5840. {
  5841. PutArtifact pa;
  5842. pa.art = a;
  5843. pa.al = al;
  5844. sendAndApply(&pa);
  5845. }
  5846. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5847. {
  5848. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5849. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5850. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5851. giveHeroNewArtifact(h, art, slot);
  5852. return true;
  5853. }
  5854. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5855. {
  5856. CArtifactInstance *a = nullptr;
  5857. if (!artType->constituents)
  5858. {
  5859. a = new CArtifactInstance();
  5860. }
  5861. else
  5862. {
  5863. a = new CCombinedArtifactInstance();
  5864. }
  5865. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5866. NewArtifact na;
  5867. na.art = a;
  5868. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5869. giveHeroArtifact(h, a, pos);
  5870. }
  5871. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5872. {
  5873. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5874. if (battleResult.data)
  5875. {
  5876. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5877. % battleResult.data->result % resultType).str());
  5878. return;
  5879. }
  5880. auto br = new BattleResult();
  5881. br->result = resultType;
  5882. br->winner = victoriusSide; //surrendering side loses
  5883. gs->curB->calculateCasualties(br->casualties);
  5884. battleResult.data = br;
  5885. }
  5886. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5887. {
  5888. std::vector<int3>::iterator tile;
  5889. std::vector<int3> tiles;
  5890. getFreeTiles(tiles);
  5891. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5892. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5893. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5894. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5895. for (int i = 0; i < (int)amount; ++i)
  5896. {
  5897. tile = tiles.begin();
  5898. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5899. {
  5900. auto count = cre->getRandomAmount(std::rand);
  5901. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5902. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5903. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5904. }
  5905. tiles.erase(tile); //not use it again
  5906. }
  5907. }
  5908. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5909. {
  5910. if (cheat == "vcmiistari")
  5911. {
  5912. if (!hero) return;
  5913. ///Give hero spellbook
  5914. if (!hero->hasSpellbook())
  5915. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5916. ///Give all spells with bonus (to allow banned spells)
  5917. GiveBonus giveBonus(GiveBonus::HERO);
  5918. giveBonus.id = hero->id.getNum();
  5919. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5920. //start with level 0 to skip abilities
  5921. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5922. {
  5923. giveBonus.bonus.subtype = level;
  5924. sendAndApply(&giveBonus);
  5925. }
  5926. ///Give mana
  5927. SetMana sm;
  5928. sm.hid = hero->id;
  5929. sm.val = 999;
  5930. sm.absolute = true;
  5931. sendAndApply(&sm);
  5932. }
  5933. else if (cheat == "vcmiarmenelos")
  5934. {
  5935. if (!town) return;
  5936. ///Build all buildings in selected town
  5937. for (auto & build : town->town->buildings)
  5938. {
  5939. if (!town->hasBuilt(build.first)
  5940. && !build.second->Name().empty()
  5941. && build.first != BuildingID::SHIP)
  5942. {
  5943. buildStructure(town->id, build.first, true);
  5944. }
  5945. }
  5946. }
  5947. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5948. {
  5949. if (!hero) return;
  5950. ///Gives N creatures into each slot
  5951. std::map<std::string, std::pair<int, int>> creatures;
  5952. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5953. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5954. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5955. const CCreature * creature = VLC->creh->objects.at(creatures[cheat].first);
  5956. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5957. if (!hero->hasStackAtSlot(SlotID(i)))
  5958. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5959. }
  5960. else if (cheat == "vcminoldor")
  5961. {
  5962. if (!hero) return;
  5963. ///Give all war machines to hero
  5964. if (!hero->getArt(ArtifactPosition::MACH1))
  5965. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5966. if (!hero->getArt(ArtifactPosition::MACH2))
  5967. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5968. if (!hero->getArt(ArtifactPosition::MACH3))
  5969. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5970. }
  5971. else if (cheat == "vcmiforgeofnoldorking")
  5972. {
  5973. if (!hero) return;
  5974. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5975. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  5976. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  5977. }
  5978. else if (cheat == "vcmiglorfindel")
  5979. {
  5980. if (!hero) return;
  5981. ///selected hero gains a new level
  5982. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5983. }
  5984. else if (cheat == "vcminahar")
  5985. {
  5986. if (!hero) return;
  5987. ///Give 1000000 movement points to hero
  5988. SetMovePoints smp;
  5989. smp.hid = hero->id;
  5990. smp.val = 1000000;
  5991. sendAndApply(&smp);
  5992. GiveBonus gb(GiveBonus::HERO);
  5993. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5994. gb.bonus.duration = Bonus::ONE_DAY;
  5995. gb.bonus.source = Bonus::OTHER;
  5996. gb.id = hero->id.getNum();
  5997. giveHeroBonus(&gb);
  5998. }
  5999. else if (cheat == "vcmiformenos")
  6000. {
  6001. ///Give resources to player
  6002. TResources resources;
  6003. resources[Res::GOLD] = 100000;
  6004. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6005. resources[i] = 100;
  6006. giveResources(player, resources);
  6007. }
  6008. else if (cheat == "vcmisilmaril")
  6009. {
  6010. ///Player wins
  6011. PlayerCheated pc;
  6012. pc.player = player;
  6013. pc.winningCheatCode = true;
  6014. sendAndApply(&pc);
  6015. }
  6016. else if (cheat == "vcmimelkor")
  6017. {
  6018. ///Player looses
  6019. PlayerCheated pc;
  6020. pc.player = player;
  6021. pc.losingCheatCode = true;
  6022. sendAndApply(&pc);
  6023. }
  6024. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  6025. {
  6026. ///Reveal or conceal FoW
  6027. FoWChange fc;
  6028. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  6029. fc.player = player;
  6030. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6031. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6032. int lastUnc = 0;
  6033. for(int z = 0; z < gs->map->levels(); z++)
  6034. for(int x = 0; x < gs->map->width; x++)
  6035. for(int y = 0; y < gs->map->height; y++)
  6036. if(!(*fowMap)[z][x][y] || !fc.mode)
  6037. hlp_tab[lastUnc++] = int3(x, y, z);
  6038. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6039. delete [] hlp_tab;
  6040. sendAndApply(&fc);
  6041. }
  6042. else
  6043. cheated = false;
  6044. }
  6045. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6046. {
  6047. BattleObstaclesChanged obsRem;
  6048. obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
  6049. sendAndApply(&obsRem);
  6050. }
  6051. void CGameHandler::synchronizeArtifactHandlerLists()
  6052. {
  6053. UpdateArtHandlerLists uahl;
  6054. uahl.treasures = VLC->arth->treasures;
  6055. uahl.minors = VLC->arth->minors;
  6056. uahl.majors = VLC->arth->majors;
  6057. uahl.relics = VLC->arth->relics;
  6058. sendAndApply(&uahl);
  6059. }
  6060. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6061. {
  6062. return vstd::contains(gs->map->objects, obj);
  6063. }
  6064. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6065. {
  6066. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6067. return false;
  6068. auto query = queries.topQuery(player);
  6069. if (query && query->blocksPack(pack))
  6070. {
  6071. complain(boost::str(boost::format(
  6072. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6073. % boost::to_upper_copy<std::string>(player.getStr())
  6074. % query->toString()
  6075. ));
  6076. return true;
  6077. }
  6078. return false;
  6079. }
  6080. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6081. {
  6082. //If the object is being visited, there must be a matching query
  6083. for (const auto &query : queries.allQueries())
  6084. {
  6085. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6086. {
  6087. if (someVistQuery->visitedObject == object)
  6088. {
  6089. someVistQuery->removeObjectAfterVisit = true;
  6090. return;
  6091. }
  6092. }
  6093. }
  6094. //If we haven't returned so far, there is no query and no visit, call was wrong
  6095. assert("This function needs to be called during the object visit!");
  6096. }
  6097. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6098. {
  6099. std::unordered_set<int3, ShashInt3> tiles;
  6100. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6101. if (hide)
  6102. {
  6103. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6104. auto p = getPlayerState(player);
  6105. for (auto h : p->heroes)
  6106. {
  6107. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6108. }
  6109. for (auto t : p->towns)
  6110. {
  6111. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6112. }
  6113. for (auto tile : observedTiles)
  6114. vstd::erase_if_present (tiles, tile);
  6115. }
  6116. changeFogOfWar(tiles, player, hide);
  6117. }
  6118. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6119. {
  6120. FoWChange fow;
  6121. fow.tiles = tiles;
  6122. fow.player = player;
  6123. fow.mode = hide? 0 : 1;
  6124. sendAndApply(&fow);
  6125. }
  6126. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6127. {
  6128. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6129. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6130. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6131. return true;
  6132. }
  6133. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6134. {
  6135. SetObjectProperty sob;
  6136. sob.id = objid;
  6137. sob.what = prop;
  6138. sob.val = static_cast<ui32>(val);
  6139. sendAndApply(&sob);
  6140. }
  6141. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6142. {
  6143. sendAndApply(iw);
  6144. }
  6145. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6146. {
  6147. InfoWindow iw;
  6148. iw.player = player;
  6149. iw.text << msg;
  6150. showInfoDialog(&iw);
  6151. }
  6152. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6153. army(_army)
  6154. {
  6155. heroWithDeadCommander = ObjectInstanceID();
  6156. PlayerColor color = army->tempOwner;
  6157. if(color == PlayerColor::UNFLAGGABLE)
  6158. color = PlayerColor::NEUTRAL;
  6159. for(CStack * st : bat->stacks)
  6160. {
  6161. if(st->summoned) //don't take into account temporary summoned stacks
  6162. continue;
  6163. if(st->owner != color) //remove only our stacks
  6164. continue;
  6165. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6166. st->health.takeResurrected();
  6167. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6168. {
  6169. logGlobal->debug("Ignored arrow towers stack.");
  6170. }
  6171. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6172. {
  6173. auto warMachine = st->type->warMachine;
  6174. if(warMachine == ArtifactID::NONE)
  6175. {
  6176. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6177. }
  6178. //catapult artifact remain even if "creature" killed in siege
  6179. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6180. {
  6181. logGlobal->debug("War machine has been destroyed");
  6182. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6183. if (hero)
  6184. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6185. else
  6186. logGlobal->error("War machine in army without hero");
  6187. }
  6188. }
  6189. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6190. {
  6191. if(st->alive() && st->getCount() > 0)
  6192. {
  6193. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6194. const CreatureID summonedType = st->type->idNumber;
  6195. summoned[summonedType] += st->getCount();
  6196. }
  6197. }
  6198. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6199. {
  6200. if (nullptr == st->base)
  6201. {
  6202. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6203. }
  6204. else
  6205. {
  6206. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6207. if(c)
  6208. {
  6209. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6210. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6211. {
  6212. logGlobal->debug("Commander is dead.");
  6213. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6214. }
  6215. }
  6216. else
  6217. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6218. }
  6219. }
  6220. else if(st->base && !army->slotEmpty(st->slot))
  6221. {
  6222. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6223. if(st->getCount() == 0 || !st->alive())
  6224. {
  6225. logGlobal->debug("Stack has been destroyed.");
  6226. StackLocation sl(army, st->slot);
  6227. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6228. }
  6229. else if(st->getCount() < army->getStackCount(st->slot))
  6230. {
  6231. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6232. StackLocation sl(army, st->slot);
  6233. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6234. }
  6235. else if(st->getCount() > army->getStackCount(st->slot))
  6236. {
  6237. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6238. StackLocation sl(army, st->slot);
  6239. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6240. }
  6241. }
  6242. else
  6243. {
  6244. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6245. }
  6246. }
  6247. }
  6248. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6249. {
  6250. for (TStackAndItsNewCount &ncount : newStackCounts)
  6251. {
  6252. if (ncount.second > 0)
  6253. gh->changeStackCount(ncount.first, ncount.second, true);
  6254. else
  6255. gh->eraseStack(ncount.first, true);
  6256. }
  6257. for (auto summoned_iter : summoned)
  6258. {
  6259. SlotID slot = army->getSlotFor(summoned_iter.first);
  6260. if (slot.validSlot())
  6261. {
  6262. StackLocation location(army, slot);
  6263. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6264. }
  6265. else
  6266. {
  6267. //even if it will be possible to summon anything permanently it should be checked for free slot
  6268. //necromancy is handled separately
  6269. gh->complain("No free slot to put summoned creature");
  6270. }
  6271. }
  6272. for (auto al : removedWarMachines)
  6273. {
  6274. gh->removeArtifact(al);
  6275. }
  6276. if (heroWithDeadCommander != ObjectInstanceID())
  6277. {
  6278. SetCommanderProperty scp;
  6279. scp.heroid = heroWithDeadCommander;
  6280. scp.which = SetCommanderProperty::ALIVE;
  6281. scp.amount = 0;
  6282. gh->sendAndApply(&scp);
  6283. }
  6284. }
  6285. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6286. {
  6287. assert(Query->result);
  6288. assert(Query->bi);
  6289. auto &result = *Query->result;
  6290. auto &info = *Query->bi;
  6291. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6292. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6293. victor = info.sides[result.winner].color;
  6294. loser = info.sides[!result.winner].color;
  6295. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6296. }
  6297. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6298. {
  6299. winnerHero = loserHero = nullptr;
  6300. remainingBattleQueriesCount = 0;
  6301. }
  6302. CRandomGenerator & CGameHandler::getRandomGenerator()
  6303. {
  6304. return CRandomGenerator::getDefault();
  6305. }
  6306. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6307. {
  6308. return serverScripts.get();
  6309. }
  6310. scripting::Pool * CGameHandler::getContextPool() const
  6311. {
  6312. return serverScripts.get();
  6313. }
  6314. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6315. {
  6316. NewObject no;
  6317. no.ID = ID; //creature
  6318. no.subID= subID;
  6319. no.pos = pos;
  6320. sendAndApply(&no);
  6321. return no.id; //id field will be filled during applying on gs
  6322. }
  6323. ///ServerSpellCastEnvironment
  6324. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6325. : gh(gh)
  6326. {
  6327. }
  6328. bool ServerSpellCastEnvironment::describeChanges() const
  6329. {
  6330. return true;
  6331. }
  6332. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6333. {
  6334. gh->complain(problem);
  6335. }
  6336. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6337. {
  6338. return &gh->getRandomGenerator();
  6339. }
  6340. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6341. {
  6342. gh->sendAndApply(pack);
  6343. }
  6344. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6345. {
  6346. gh->sendAndApply(pack);
  6347. }
  6348. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6349. {
  6350. gh->sendAndApply(pack);
  6351. }
  6352. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6353. {
  6354. gh->sendAndApply(pack);
  6355. }
  6356. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6357. {
  6358. gh->sendAndApply(pack);
  6359. }
  6360. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6361. {
  6362. gh->sendAndApply(pack);
  6363. }
  6364. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6365. {
  6366. gh->sendAndApply(pack);
  6367. }
  6368. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6369. {
  6370. gh->sendAndApply(pack);
  6371. }
  6372. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6373. {
  6374. return gh;
  6375. }
  6376. const CMap * ServerSpellCastEnvironment::getMap() const
  6377. {
  6378. return gh->gameState()->map;
  6379. }
  6380. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6381. {
  6382. return gh->moveHero(hid, dst, teleporting, false);
  6383. }
  6384. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6385. {
  6386. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6387. request->queryID = query->queryID;
  6388. gh->queries.addQuery(query);
  6389. gh->sendAndApply(request);
  6390. }