CGameHandler.cpp 220 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/ObstacleCasterProxy.h"
  25. #include "../lib/spells/Problem.h"
  26. #include "../lib/CGeneralTextHandler.h"
  27. #include "../lib/CTownHandler.h"
  28. #include "../lib/CCreatureHandler.h"
  29. #include "../lib/CGameState.h"
  30. #include "../lib/CStack.h"
  31. #include "../lib/GameSettings.h"
  32. #include "../lib/battle/BattleInfo.h"
  33. #include "../lib/CondSh.h"
  34. #include "ServerNetPackVisitors.h"
  35. #include "../lib/VCMI_Lib.h"
  36. #include "../lib/mapping/CMap.h"
  37. #include "../lib/mapping/CMapService.h"
  38. #include "../lib/rmg/CMapGenOptions.h"
  39. #include "../lib/VCMIDirs.h"
  40. #include "../lib/ScopeGuard.h"
  41. #include "../lib/CSoundBase.h"
  42. #include "../lib/TerrainHandler.h"
  43. #include "CGameHandler.h"
  44. #include "CVCMIServer.h"
  45. #include "../lib/CCreatureSet.h"
  46. #include "../lib/CThreadHelper.h"
  47. #include "../lib/GameConstants.h"
  48. #include "../lib/registerTypes/RegisterTypes.h"
  49. #include "../lib/serializer/CTypeList.h"
  50. #include "../lib/serializer/Connection.h"
  51. #include "../lib/serializer/Cast.h"
  52. #include "../lib/serializer/JsonSerializer.h"
  53. #include "../lib/ScriptHandler.h"
  54. #include <vcmi/events/EventBus.h>
  55. #include <vcmi/events/GenericEvents.h>
  56. #include <vcmi/events/AdventureEvents.h>
  57. #ifndef _MSC_VER
  58. #include <boost/thread/xtime.hpp>
  59. #endif
  60. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  61. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  62. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  63. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  64. class ServerSpellCastEnvironment : public SpellCastEnvironment
  65. {
  66. public:
  67. ServerSpellCastEnvironment(CGameHandler * gh);
  68. ~ServerSpellCastEnvironment() = default;
  69. void complain(const std::string & problem) override;
  70. bool describeChanges() const override;
  71. vstd::RNG * getRNG() override;
  72. void apply(CPackForClient * pack) override;
  73. void apply(BattleLogMessage * pack) override;
  74. void apply(BattleStackMoved * pack) override;
  75. void apply(BattleUnitsChanged * pack) override;
  76. void apply(SetStackEffect * pack) override;
  77. void apply(StacksInjured * pack) override;
  78. void apply(BattleObstaclesChanged * pack) override;
  79. void apply(CatapultAttack * pack) override;
  80. const CMap * getMap() const override;
  81. const CGameInfoCallback * getCb() const override;
  82. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  83. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  84. private:
  85. CGameHandler * gh;
  86. };
  87. CondSh<bool> battleMadeAction(false);
  88. CondSh<BattleResult *> battleResult(nullptr);
  89. template <typename T> class CApplyOnGH;
  90. class CBaseForGHApply
  91. {
  92. public:
  93. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  94. virtual ~CBaseForGHApply(){}
  95. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  96. {
  97. return new CApplyOnGH<U>();
  98. }
  99. };
  100. template <typename T> class CApplyOnGH : public CBaseForGHApply
  101. {
  102. public:
  103. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  104. {
  105. T *ptr = static_cast<T*>(pack);
  106. try
  107. {
  108. ApplyGhNetPackVisitor applier(*gh, *gs);
  109. ptr->visit(applier);
  110. return applier.getResult();
  111. }
  112. catch(ExceptionNotAllowedAction & e)
  113. {
  114. (void)e;
  115. return false;
  116. }
  117. catch(...)
  118. {
  119. throw;
  120. }
  121. }
  122. };
  123. template <>
  124. class CApplyOnGH<CPack> : public CBaseForGHApply
  125. {
  126. public:
  127. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  128. {
  129. logGlobal->error("Cannot apply on GH plain CPack!");
  130. assert(0);
  131. return false;
  132. }
  133. };
  134. static inline double distance(int3 a, int3 b)
  135. {
  136. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  137. }
  138. static void giveExp(BattleResult &r)
  139. {
  140. if (r.winner > 1)
  141. {
  142. // draw
  143. return;
  144. }
  145. r.exp[0] = 0;
  146. r.exp[1] = 0;
  147. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  148. {
  149. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  150. }
  151. }
  152. 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
  153. {
  154. int x = targetPosition.getX();
  155. int y = targetPosition.getY();
  156. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  157. 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...
  158. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  159. else
  160. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  161. //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
  162. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  163. {
  164. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  165. {
  166. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  167. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  168. }
  169. else
  170. { //add back-side guardians for two-hex target, side guardians for one-hex
  171. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  172. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  173. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  174. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  175. else if (targetIsTwoHex)//front-side guardians for two-hex target
  176. {
  177. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  178. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  179. if (x > 3) //back guard for two-hex
  180. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  181. }
  182. }
  183. }
  184. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  185. {
  186. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  187. {
  188. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  189. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  190. }
  191. else
  192. {
  193. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  194. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  195. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  196. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  197. else if (targetIsTwoHex)
  198. {
  199. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  200. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  201. if (x < GameConstants::BFIELD_WIDTH - 4)
  202. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  203. }
  204. }
  205. }
  206. else if (!targetIsAttacker && y % 2 == 0)
  207. {
  208. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  209. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  210. }
  211. else if (targetIsAttacker && y % 2 == 1)
  212. {
  213. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  214. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  215. }
  216. }
  217. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  218. {
  219. boost::unique_lock<boost::mutex> l(mx);
  220. if (players.find(player) != players.end())
  221. {
  222. return players.at(player);
  223. }
  224. else
  225. {
  226. throw std::runtime_error("No such player!");
  227. }
  228. }
  229. void PlayerStatuses::addPlayer(PlayerColor player)
  230. {
  231. boost::unique_lock<boost::mutex> l(mx);
  232. players[player];
  233. }
  234. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  235. {
  236. boost::unique_lock<boost::mutex> l(mx);
  237. if (players.find(player) != players.end())
  238. {
  239. return players[player].*flag;
  240. }
  241. else
  242. {
  243. throw std::runtime_error("No such player!");
  244. }
  245. }
  246. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  247. {
  248. boost::unique_lock<boost::mutex> l(mx);
  249. if (players.find(player) != players.end())
  250. {
  251. players[player].*flag = val;
  252. }
  253. else
  254. {
  255. throw std::runtime_error("No such player!");
  256. }
  257. cv.notify_all();
  258. }
  259. template <typename T>
  260. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  261. {
  262. fun(args[which]);
  263. }
  264. const Services * CGameHandler::services() const
  265. {
  266. return VLC;
  267. }
  268. const CGameHandler::BattleCb * CGameHandler::battle() const
  269. {
  270. return this;
  271. }
  272. const CGameHandler::GameCb * CGameHandler::game() const
  273. {
  274. return this;
  275. }
  276. vstd::CLoggerBase * CGameHandler::logger() const
  277. {
  278. return logGlobal;
  279. }
  280. events::EventBus * CGameHandler::eventBus() const
  281. {
  282. return serverEventBus.get();
  283. }
  284. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  285. {
  286. changeSecSkill(hero, skill, 1, 0);
  287. expGiven(hero);
  288. }
  289. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  290. {
  291. // required exp for at least 1 lvl-up hasn't been reached
  292. if (!hero->gainsLevel())
  293. {
  294. return;
  295. }
  296. // give primary skill
  297. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  298. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  299. SetPrimSkill sps;
  300. sps.id = hero->id;
  301. sps.which = primarySkill;
  302. sps.abs = false;
  303. sps.val = 1;
  304. sendAndApply(&sps);
  305. PrepareHeroLevelUp pre;
  306. pre.heroId = hero->id;
  307. sendAndApply(&pre);
  308. HeroLevelUp hlu;
  309. hlu.player = hero->tempOwner;
  310. hlu.heroId = hero->id;
  311. hlu.primskill = primarySkill;
  312. hlu.skills = pre.skills;
  313. if (hlu.skills.size() == 0)
  314. {
  315. sendAndApply(&hlu);
  316. levelUpHero(hero);
  317. }
  318. else if (hlu.skills.size() == 1)
  319. {
  320. sendAndApply(&hlu);
  321. levelUpHero(hero, pre.skills.front());
  322. }
  323. else if (hlu.skills.size() > 1)
  324. {
  325. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  326. hlu.queryID = levelUpQuery->queryID;
  327. queries.addQuery(levelUpQuery);
  328. sendAndApply(&hlu);
  329. //level up will be called on query reply
  330. }
  331. }
  332. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  333. {
  334. SetCommanderProperty scp;
  335. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  336. if (hero)
  337. scp.heroid = hero->id;
  338. else
  339. {
  340. complain ("Commander is not led by hero!");
  341. return;
  342. }
  343. scp.accumulatedBonus.subtype = 0;
  344. scp.accumulatedBonus.additionalInfo = 0;
  345. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  346. scp.accumulatedBonus.turnsRemain = 0;
  347. scp.accumulatedBonus.source = Bonus::COMMANDER;
  348. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  349. if (skill <= ECommander::SPELL_POWER)
  350. {
  351. scp.which = SetCommanderProperty::BONUS;
  352. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  353. {
  354. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  355. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  356. };
  357. switch (skill)
  358. {
  359. case ECommander::ATTACK:
  360. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  361. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  362. break;
  363. case ECommander::DEFENSE:
  364. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  365. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  366. break;
  367. case ECommander::HEALTH:
  368. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  369. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  370. break;
  371. case ECommander::DAMAGE:
  372. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  373. scp.accumulatedBonus.subtype = 0;
  374. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  375. break;
  376. case ECommander::SPEED:
  377. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  378. break;
  379. case ECommander::SPELL_POWER:
  380. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  381. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  382. sendAndApply (&scp); //additional pack
  383. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  384. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  385. sendAndApply (&scp); //additional pack
  386. scp.accumulatedBonus.type = Bonus::CASTS;
  387. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  388. sendAndApply (&scp); //additional pack
  389. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  390. break;
  391. }
  392. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  393. sendAndApply (&scp);
  394. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  395. scp.additionalInfo = skill;
  396. scp.amount = c->secondarySkills.at(skill) + 1;
  397. sendAndApply (&scp);
  398. }
  399. else if (skill >= 100)
  400. {
  401. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  402. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  403. scp.additionalInfo = skill; //unnormalized
  404. sendAndApply (&scp);
  405. }
  406. expGiven(hero);
  407. }
  408. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  409. {
  410. if (!c->gainsLevel())
  411. {
  412. return;
  413. }
  414. CommanderLevelUp clu;
  415. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  416. if(hero)
  417. {
  418. clu.heroId = hero->id;
  419. clu.player = hero->tempOwner;
  420. }
  421. else
  422. {
  423. complain ("Commander is not led by hero!");
  424. return;
  425. }
  426. //picking sec. skills for choice
  427. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  428. {
  429. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  430. clu.skills.push_back(i);
  431. }
  432. int i = 100;
  433. for (auto specialSkill : VLC->creh->skillRequirements)
  434. {
  435. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  436. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  437. && !vstd::contains (c->specialSKills, i))
  438. clu.skills.push_back (i);
  439. ++i;
  440. }
  441. int skillAmount = static_cast<int>(clu.skills.size());
  442. if (!skillAmount)
  443. {
  444. sendAndApply(&clu);
  445. levelUpCommander(c);
  446. }
  447. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  448. {
  449. sendAndApply(&clu);
  450. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  451. }
  452. else if (skillAmount > 1) //apply and ask for secondary skill
  453. {
  454. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  455. clu.queryID = commanderLevelUp->queryID;
  456. queries.addQuery(commanderLevelUp);
  457. sendAndApply(&clu);
  458. }
  459. }
  460. void CGameHandler::expGiven(const CGHeroInstance *hero)
  461. {
  462. if (hero->gainsLevel())
  463. levelUpHero(hero);
  464. else if (hero->commander && hero->commander->gainsLevel())
  465. levelUpCommander(hero->commander);
  466. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  467. // levelUpCommander(hero->commander);
  468. // else
  469. // levelUpHero(hero);
  470. }
  471. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  472. {
  473. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  474. {
  475. if (gs->map->levelLimit != 0)
  476. {
  477. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  478. TExpType resultingExp = abs ? val : hero->exp + val;
  479. if (resultingExp > expLimit)
  480. {
  481. // set given experience to max possible, but don't decrease if hero already over top
  482. abs = true;
  483. val = std::max(expLimit, hero->exp);
  484. InfoWindow iw;
  485. iw.player = hero->tempOwner;
  486. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  487. iw.text.addReplacement(hero->getNameTranslated());
  488. sendAndApply(&iw);
  489. }
  490. }
  491. }
  492. SetPrimSkill sps;
  493. sps.id = hero->id;
  494. sps.which = which;
  495. sps.abs = abs;
  496. sps.val = val;
  497. sendAndApply(&sps);
  498. //only for exp - hero may level up
  499. if (which == PrimarySkill::EXPERIENCE)
  500. {
  501. if (hero->commander && hero->commander->alive)
  502. {
  503. //FIXME: trim experience according to map limit?
  504. SetCommanderProperty scp;
  505. scp.heroid = hero->id;
  506. scp.which = SetCommanderProperty::EXPERIENCE;
  507. scp.amount = val;
  508. sendAndApply (&scp);
  509. CBonusSystemNode::treeHasChanged();
  510. }
  511. expGiven(hero);
  512. }
  513. }
  514. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  515. {
  516. if(!hero)
  517. {
  518. logGlobal->error("changeSecSkill provided no hero");
  519. return;
  520. }
  521. SetSecSkill sss;
  522. sss.id = hero->id;
  523. sss.which = which;
  524. sss.val = val;
  525. sss.abs = abs;
  526. sendAndApply(&sss);
  527. if (hero->visitedTown)
  528. giveSpells(hero->visitedTown, hero);
  529. }
  530. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  531. {
  532. LOG_TRACE(logGlobal);
  533. //Fill BattleResult structure with exp info
  534. giveExp(*battleResult.data);
  535. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  536. {
  537. if(heroAttacker)
  538. battleResult.data->exp[1] += 500;
  539. if(heroDefender)
  540. battleResult.data->exp[0] += 500;
  541. }
  542. if(heroAttacker)
  543. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  544. if(heroDefender)
  545. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  546. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  547. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  548. const BattleResult::EResult result = battleResult.get()->result;
  549. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  550. {
  551. for (auto &q : queries.allQueries())
  552. {
  553. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  554. if (bq->bi == gs->curB)
  555. return bq;
  556. }
  557. return std::shared_ptr<CBattleQuery>();
  558. };
  559. auto battleQuery = findBattleQuery();
  560. if (!battleQuery)
  561. {
  562. logGlobal->error("Cannot find battle query!");
  563. }
  564. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  565. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  566. battleQuery->result = boost::make_optional(*battleResult.data);
  567. //Check how many battle queries were created (number of players blocked by battle)
  568. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  569. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  570. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  571. ChangeSpells cs; //for Eagle Eye
  572. if (finishingBattle->winnerHero)
  573. {
  574. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  575. {
  576. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_CHANCE, 0);
  577. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  578. {
  579. auto spell = spellId.toSpell(VLC->spells());
  580. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  581. cs.spells.insert(spell->getId());
  582. }
  583. }
  584. }
  585. std::vector<const CArtifactInstance *> arts; //display them in window
  586. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  587. {
  588. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  589. {
  590. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  591. if(slot != ArtifactPosition::PRE_FIRST)
  592. {
  593. arts.push_back(art);
  594. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  595. if(ArtifactUtils::isSlotBackpack(slot))
  596. ma->askAssemble = false;
  597. sendAndApply(ma);
  598. }
  599. };
  600. if (finishingBattle->loserHero)
  601. {
  602. //TODO: wrap it into a function, somehow (boost::variant -_-)
  603. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  604. for (auto artSlot : artifactsWorn)
  605. {
  606. MoveArtifact ma;
  607. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  608. const CArtifactInstance * art = ma.src.getArt();
  609. if (art && !art->artType->isBig() &&
  610. art->artType->getId() != ArtifactID::SPELLBOOK)
  611. // don't move war machines or locked arts (spellbook)
  612. {
  613. sendMoveArtifact(art, &ma);
  614. }
  615. }
  616. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  617. {
  618. //we assume that no big artifacts can be found
  619. MoveArtifact ma;
  620. ma.src = ArtifactLocation(finishingBattle->loserHero,
  621. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  622. const CArtifactInstance * art = ma.src.getArt();
  623. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  624. {
  625. sendMoveArtifact(art, &ma);
  626. }
  627. }
  628. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  629. {
  630. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  631. for (auto artSlot : artifactsWorn)
  632. {
  633. MoveArtifact ma;
  634. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  635. const CArtifactInstance * art = ma.src.getArt();
  636. if (art && !art->artType->isBig())
  637. {
  638. sendMoveArtifact(art, &ma);
  639. }
  640. }
  641. }
  642. }
  643. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  644. {
  645. auto artifactsWorn = armySlot.second->artifactsWorn;
  646. for (auto artSlot : artifactsWorn)
  647. {
  648. MoveArtifact ma;
  649. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  650. const CArtifactInstance * art = ma.src.getArt();
  651. if (art && !art->artType->isBig())
  652. {
  653. sendMoveArtifact(art, &ma);
  654. }
  655. }
  656. }
  657. }
  658. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  659. if (arts.size()) //display loot
  660. {
  661. InfoWindow iw;
  662. iw.player = finishingBattle->winnerHero->tempOwner;
  663. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  664. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  665. {
  666. iw.components.emplace_back(
  667. Component::EComponentType::ARTIFACT, art->artType->getId(),
  668. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0);
  669. if (iw.components.size() >= 14)
  670. {
  671. sendAndApply(&iw);
  672. iw.components.clear();
  673. }
  674. }
  675. if (iw.components.size())
  676. {
  677. sendAndApply(&iw);
  678. }
  679. }
  680. //Eagle Eye secondary skill handling
  681. if (!cs.spells.empty())
  682. {
  683. cs.learn = 1;
  684. cs.hid = finishingBattle->winnerHero->id;
  685. InfoWindow iw;
  686. iw.player = finishingBattle->winnerHero->tempOwner;
  687. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  688. iw.text.addReplacement(finishingBattle->winnerHero->getNameTranslated());
  689. std::ostringstream names;
  690. for (int i = 0; i < cs.spells.size(); i++)
  691. {
  692. names << "%s";
  693. if (i < cs.spells.size() - 2)
  694. names << ", ";
  695. else if (i < cs.spells.size() - 1)
  696. names << "%s";
  697. }
  698. names << ".";
  699. iw.text.addReplacement(names.str());
  700. auto it = cs.spells.begin();
  701. for (int i = 0; i < cs.spells.size(); i++, it++)
  702. {
  703. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  704. if (i == cs.spells.size() - 2) //we just added pre-last name
  705. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  706. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  707. }
  708. sendAndApply(&iw);
  709. sendAndApply(&cs);
  710. }
  711. cab1.updateArmy(this);
  712. cab2.updateArmy(this); //take casualties after battle is deleted
  713. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  714. {
  715. RemoveObject ro(heroAttacker->id);
  716. sendAndApply(&ro);
  717. }
  718. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  719. {
  720. RemoveObject ro(heroDefender->id);
  721. sendAndApply(&ro);
  722. }
  723. if(battleResult.data->winner == BattleSide::DEFENDER
  724. && heroDefender
  725. && heroDefender->visitedTown
  726. && !heroDefender->inTownGarrison
  727. && heroDefender->visitedTown->garrisonHero == heroDefender)
  728. {
  729. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  730. }
  731. //give exp
  732. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  733. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  734. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  735. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  736. queries.popIfTop(battleQuery);
  737. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  738. }
  739. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  740. {
  741. LOG_TRACE(logGlobal);
  742. finishingBattle->remainingBattleQueriesCount--;
  743. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  744. if (finishingBattle->remainingBattleQueriesCount > 0)
  745. //Battle results will be handled when all battle queries are closed
  746. return;
  747. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  748. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  749. // Still, it looks like a hole.
  750. // Necromancy if applicable.
  751. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  752. // Give raised units to winner and show dialog, if any were raised,
  753. // units will be given after casualties are taken
  754. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  755. if (necroSlot != SlotID())
  756. {
  757. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  758. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  759. }
  760. BattleResultsApplied resultsApplied;
  761. resultsApplied.player1 = finishingBattle->victor;
  762. resultsApplied.player2 = finishingBattle->loser;
  763. sendAndApply(&resultsApplied);
  764. setBattle(nullptr);
  765. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  766. {
  767. logGlobal->trace("post-victory visit");
  768. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  769. }
  770. visitObjectAfterVictory = false;
  771. //handle victory/loss of engaged players
  772. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  773. checkVictoryLossConditions(playerColors);
  774. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  775. {
  776. SetAvailableHeroes sah;
  777. sah.player = finishingBattle->loser;
  778. sah.hid[0] = finishingBattle->loserHero->subID;
  779. if (result.result == BattleResult::ESCAPE) //retreat
  780. {
  781. sah.army[0].clear();
  782. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  783. }
  784. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  785. sah.hid[1] = another->subID;
  786. else
  787. sah.hid[1] = -1;
  788. sendAndApply(&sah);
  789. }
  790. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  791. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  792. {
  793. RemoveObject ro(finishingBattle->winnerHero->id);
  794. sendAndApply(&ro);
  795. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  796. {
  797. SetAvailableHeroes sah;
  798. sah.player = finishingBattle->victor;
  799. sah.hid[0] = finishingBattle->winnerHero->subID;
  800. sah.army[0].clear();
  801. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  802. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  803. sah.hid[1] = another->subID;
  804. else
  805. sah.hid[1] = -1;
  806. sendAndApply(&sah);
  807. }
  808. }
  809. }
  810. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  811. {
  812. if(first && !counter)
  813. handleAttackBeforeCasting(ranged, attacker, defender);
  814. FireShieldInfo fireShield;
  815. BattleAttack bat;
  816. BattleLogMessage blm;
  817. bat.stackAttacking = attacker->unitId();
  818. bat.tile = targetHex;
  819. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  820. if(ranged)
  821. bat.flags |= BattleAttack::SHOT;
  822. if(counter)
  823. bat.flags |= BattleAttack::COUNTER;
  824. const int attackerLuck = attacker->LuckVal();
  825. if(attackerLuck > 0)
  826. {
  827. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  828. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  829. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  830. bat.flags |= BattleAttack::LUCKY;
  831. }
  832. if(attackerLuck < 0)
  833. {
  834. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  835. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  836. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  837. bat.flags |= BattleAttack::UNLUCKY;
  838. }
  839. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  840. {
  841. bat.flags |= BattleAttack::DEATH_BLOW;
  842. }
  843. const auto * owner = gs->curB->getHero(attacker->owner);
  844. if(owner)
  845. {
  846. int chance = owner->valOfBonuses(Bonus::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  847. if (chance > getRandomGenerator().nextInt(99))
  848. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  849. }
  850. int64_t drainedLife = 0;
  851. // only primary target
  852. if(defender->alive())
  853. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  854. //multiple-hex normal attack
  855. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  856. for(const CStack * stack : attackedCreatures)
  857. {
  858. if(stack != defender && stack->alive()) //do not hit same stack twice
  859. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  860. }
  861. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  862. if(bonus && ranged) //TODO: make it work in melee?
  863. {
  864. //this is need for displaying hit animation
  865. bat.flags |= BattleAttack::SPELL_LIKE;
  866. bat.spellID = SpellID(bonus->subtype);
  867. //TODO: should spell override creature`s projectile?
  868. auto spell = bat.spellID.toSpell();
  869. battle::Target target;
  870. target.emplace_back(defender);
  871. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  872. event.setSpellLevel(bonus->val);
  873. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  874. //TODO: get exact attacked hex for defender
  875. for(const CStack * stack : attackedCreatures)
  876. {
  877. if(stack != defender && stack->alive()) //do not hit same stack twice
  878. {
  879. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  880. }
  881. }
  882. //now add effect info for all attacked stacks
  883. for (BattleStackAttacked & bsa : bat.bsa)
  884. {
  885. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  886. {
  887. //this is need for displaying affect animation
  888. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  889. bsa.spellID = SpellID(bonus->subtype);
  890. }
  891. }
  892. }
  893. attackerState->afterAttack(ranged, counter);
  894. {
  895. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  896. attackerState->save(info.data);
  897. bat.attackerChanges.changedStacks.push_back(info);
  898. }
  899. if (drainedLife > 0)
  900. bat.flags |= BattleAttack::LIFE_DRAIN;
  901. sendAndApply(&bat);
  902. {
  903. const bool multipleTargets = bat.bsa.size() > 1;
  904. int64_t totalDamage = 0;
  905. int32_t totalKills = 0;
  906. for(const BattleStackAttacked & bsa : bat.bsa)
  907. {
  908. totalDamage += bsa.damageAmount;
  909. totalKills += bsa.killedAmount;
  910. }
  911. {
  912. MetaString text;
  913. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  914. attacker->addNameReplacement(text);
  915. text.addReplacement(totalDamage);
  916. blm.lines.push_back(text);
  917. }
  918. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  919. }
  920. // drain life effect (as well as log entry) must be applied after the attack
  921. if(drainedLife > 0)
  922. {
  923. MetaString text;
  924. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  925. attackerState->addNameReplacement(text, false);
  926. text.addReplacement(drainedLife);
  927. defender->addNameReplacement(text, true);
  928. blm.lines.push_back(std::move(text));
  929. }
  930. if(!fireShield.empty())
  931. {
  932. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  933. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  934. int64_t totalDamage = 0;
  935. for(const auto & item : fireShield)
  936. {
  937. const CStack * actor = item.first;
  938. int64_t rawDamage = item.second;
  939. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  940. if(actorOwner)
  941. {
  942. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  943. }
  944. else
  945. {
  946. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  947. }
  948. totalDamage+=rawDamage;
  949. //FIXME: add custom effect on actor
  950. }
  951. if (totalDamage > 0)
  952. {
  953. BattleStackAttacked bsa;
  954. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  955. bsa.stackAttacked = attacker->ID; //invert
  956. bsa.attackerID = defender->ID;
  957. bsa.damageAmount = totalDamage;
  958. attacker->prepareAttacked(bsa, getRandomGenerator());
  959. StacksInjured pack;
  960. pack.stacks.push_back(bsa);
  961. sendAndApply(&pack);
  962. // TODO: this is already implemented in Damage::describeEffect()
  963. {
  964. MetaString text;
  965. text.addTxt(MetaString::GENERAL_TXT, 376);
  966. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  967. text.addReplacement(totalDamage);
  968. blm.lines.push_back(std::move(text));
  969. }
  970. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  971. }
  972. }
  973. sendAndApply(&blm);
  974. handleAfterAttackCasting(ranged, attacker, defender);
  975. }
  976. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  977. {
  978. BattleStackAttacked bsa;
  979. if(secondary)
  980. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  981. bsa.attackerID = attackerState->unitId();
  982. bsa.stackAttacked = def->unitId();
  983. {
  984. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  985. bai.deathBlow = bat.deathBlow();
  986. bai.doubleDamage = bat.ballistaDoubleDmg();
  987. bai.luckyStrike = bat.lucky();
  988. bai.unluckyStrike = bat.unlucky();
  989. auto range = gs->curB->calculateDmgRange(bai);
  990. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  991. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  992. }
  993. int64_t drainedLife = 0;
  994. //life drain handling
  995. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  996. {
  997. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  998. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  999. drainedLife += toHeal;
  1000. }
  1001. //soul steal handling
  1002. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1003. {
  1004. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1005. //try to use permanent first, use only one of two
  1006. for(si32 subtype = 1; subtype >= 0; subtype--)
  1007. {
  1008. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1009. {
  1010. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1011. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1012. drainedLife += toHeal;
  1013. break;
  1014. }
  1015. }
  1016. }
  1017. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1018. //fire shield handling
  1019. if(!bat.shot() &&
  1020. !def->isClone() &&
  1021. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1022. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1023. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1024. )
  1025. {
  1026. //TODO: use damage with bonus but without penalties
  1027. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1028. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1029. }
  1030. return drainedLife;
  1031. }
  1032. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1033. {
  1034. if(killed > 0)
  1035. {
  1036. BattleLogMessage blm;
  1037. addGenericKilledLog(blm, defender, killed, multiple);
  1038. sendAndApply(&blm);
  1039. }
  1040. }
  1041. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1042. {
  1043. if(killed > 0)
  1044. {
  1045. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1046. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1047. // 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)
  1048. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1049. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1050. boost::algorithm::trim(formatString);
  1051. boost::format txt(formatString);
  1052. if(killed > 1)
  1053. {
  1054. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->getNamePluralTranslated()); // creatures perish
  1055. }
  1056. else //killed == 1
  1057. {
  1058. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->getNameSingularTranslated()); // creature perishes
  1059. }
  1060. MetaString line;
  1061. line << txt.str();
  1062. blm.lines.push_back(std::move(line));
  1063. }
  1064. }
  1065. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1066. {
  1067. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1068. return;
  1069. for(auto & playerConnections : connections)
  1070. {
  1071. PlayerColor playerId = playerConnections.first;
  1072. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1073. if(!playerSettings)
  1074. continue;
  1075. auto playerConnection = vstd::find(playerConnections.second, c);
  1076. if(playerConnection != playerConnections.second.end())
  1077. {
  1078. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1079. playerMessage(playerId, messageText, ObjectInstanceID{});
  1080. }
  1081. }
  1082. }
  1083. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1084. {
  1085. //prepare struct informing that action was applied
  1086. auto sendPackageResponse = [&](bool succesfullyApplied)
  1087. {
  1088. PackageApplied applied;
  1089. applied.player = pack->player;
  1090. applied.result = succesfullyApplied;
  1091. applied.packType = typeList.getTypeID(pack);
  1092. applied.requestID = pack->requestID;
  1093. pack->c->sendPack(&applied);
  1094. };
  1095. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1096. if(isBlockedByQueries(pack, pack->player))
  1097. {
  1098. sendPackageResponse(false);
  1099. }
  1100. else if(apply)
  1101. {
  1102. const bool result = apply->applyOnGH(this, this->gs, pack);
  1103. if(result)
  1104. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1105. else
  1106. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1107. % typeid(*pack).name()).str());
  1108. sendPackageResponse(true);
  1109. }
  1110. else
  1111. {
  1112. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1113. sendPackageResponse(false);
  1114. }
  1115. vstd::clear_pointer(pack);
  1116. }
  1117. int CGameHandler::moveStack(int stack, BattleHex dest)
  1118. {
  1119. int ret = 0;
  1120. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1121. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1122. assert(curStack);
  1123. assert(dest < GameConstants::BFIELD_SIZE);
  1124. if (gs->curB->tacticDistance)
  1125. {
  1126. assert(gs->curB->isInTacticRange(dest));
  1127. }
  1128. auto start = curStack->getPosition();
  1129. if (start == dest)
  1130. return 0;
  1131. //initing necessary tables
  1132. auto accessibility = getAccesibility(curStack);
  1133. std::set<BattleHex> passed;
  1134. //Ignore obstacles on starting position
  1135. passed.insert(curStack->getPosition());
  1136. if(curStack->doubleWide())
  1137. passed.insert(curStack->occupiedHex());
  1138. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1139. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1140. {
  1141. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1142. if(accessibility.accessible(shifted, curStack))
  1143. dest = shifted;
  1144. }
  1145. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1146. {
  1147. complain("Given destination is not accessible!");
  1148. return 0;
  1149. }
  1150. bool canUseGate = false;
  1151. auto dbState = gs->curB->si.gateState;
  1152. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1153. dbState != EGateState::DESTROYED &&
  1154. dbState != EGateState::BLOCKED)
  1155. {
  1156. canUseGate = true;
  1157. }
  1158. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1159. ret = path.second;
  1160. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1161. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  1162. {
  1163. return obst->obstacleType == CObstacleInstance::MOAT;
  1164. });
  1165. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1166. {
  1167. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1168. return true;
  1169. if (hex == ESiegeHex::GATE_OUTER)
  1170. return true;
  1171. if (hex == ESiegeHex::GATE_INNER)
  1172. return true;
  1173. return false;
  1174. };
  1175. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1176. {
  1177. if (isGateDrawbridgeHex(hex))
  1178. return true;
  1179. if (curStack->doubleWide())
  1180. {
  1181. BattleHex otherHex = curStack->occupiedHex(hex);
  1182. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1183. return true;
  1184. }
  1185. return false;
  1186. };
  1187. if (curStack->hasBonusOfType(Bonus::FLYING))
  1188. {
  1189. if (path.second <= creSpeed && path.first.size() > 0)
  1190. {
  1191. if (canUseGate && dbState != EGateState::OPENED &&
  1192. occupyGateDrawbridgeHex(dest))
  1193. {
  1194. BattleUpdateGateState db;
  1195. db.state = EGateState::OPENED;
  1196. sendAndApply(&db);
  1197. }
  1198. //inform clients about move
  1199. BattleStackMoved sm;
  1200. sm.stack = curStack->ID;
  1201. std::vector<BattleHex> tiles;
  1202. tiles.push_back(path.first[0]);
  1203. sm.tilesToMove = tiles;
  1204. sm.distance = path.second;
  1205. sm.teleporting = false;
  1206. sendAndApply(&sm);
  1207. }
  1208. }
  1209. else //for non-flying creatures
  1210. {
  1211. std::vector<BattleHex> tiles;
  1212. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1213. int v = (int)path.first.size()-1;
  1214. path.first.push_back(start);
  1215. // check if gate need to be open or closed at some point
  1216. BattleHex openGateAtHex, gateMayCloseAtHex;
  1217. if (canUseGate)
  1218. {
  1219. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1220. {
  1221. auto needOpenGates = [&](BattleHex hex) -> bool
  1222. {
  1223. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1224. return true;
  1225. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1226. return true;
  1227. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1228. return true;
  1229. return false;
  1230. };
  1231. auto hex = path.first[i];
  1232. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1233. {
  1234. if (needOpenGates(hex))
  1235. openGateAtHex = path.first[i+1];
  1236. //TODO we need find batter way to handle double-wide stacks
  1237. //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.
  1238. if (curStack->doubleWide())
  1239. {
  1240. BattleHex otherHex = curStack->occupiedHex(hex);
  1241. if (otherHex.isValid() && needOpenGates(otherHex))
  1242. openGateAtHex = path.first[i+2];
  1243. }
  1244. //gate may be opened and then closed during stack movement, but not other way around
  1245. if (openGateAtHex.isValid())
  1246. dbState = EGateState::OPENED;
  1247. }
  1248. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1249. {
  1250. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1251. {
  1252. gateMayCloseAtHex = path.first[i-1];
  1253. }
  1254. if (hasWideMoat)
  1255. {
  1256. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1257. {
  1258. gateMayCloseAtHex = path.first[i-1];
  1259. }
  1260. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1261. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1262. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1263. {
  1264. gateMayCloseAtHex = path.first[i-1];
  1265. }
  1266. }
  1267. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1268. {
  1269. gateMayCloseAtHex = path.first[i-1];
  1270. }
  1271. }
  1272. }
  1273. }
  1274. bool stackIsMoving = true;
  1275. while(stackIsMoving)
  1276. {
  1277. if (v<tilesToMove)
  1278. {
  1279. logGlobal->error("Movement terminated abnormally");
  1280. break;
  1281. }
  1282. bool gateStateChanging = false;
  1283. //special handling for opening gate on from starting hex
  1284. if (openGateAtHex.isValid() && openGateAtHex == start)
  1285. gateStateChanging = true;
  1286. else
  1287. {
  1288. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1289. {
  1290. BattleHex hex = path.first[v];
  1291. tiles.push_back(hex);
  1292. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1293. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1294. {
  1295. gateStateChanging = true;
  1296. }
  1297. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1298. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1299. obstacleHit = true;
  1300. if (curStack->doubleWide())
  1301. {
  1302. BattleHex otherHex = curStack->occupiedHex(hex);
  1303. //two hex creature hit obstacle by backside
  1304. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1305. if(otherHex.isValid() && !obstacle2.empty())
  1306. obstacleHit = true;
  1307. }
  1308. if(!obstacleHit)
  1309. passed.insert(hex);
  1310. }
  1311. }
  1312. if (!tiles.empty())
  1313. {
  1314. //commit movement
  1315. BattleStackMoved sm;
  1316. sm.stack = curStack->ID;
  1317. sm.distance = path.second;
  1318. sm.teleporting = false;
  1319. sm.tilesToMove = tiles;
  1320. sendAndApply(&sm);
  1321. tiles.clear();
  1322. }
  1323. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1324. if (curStack->getPosition() != dest)
  1325. {
  1326. if(stackIsMoving && start != curStack->getPosition())
  1327. {
  1328. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving, passed);
  1329. passed.insert(curStack->getPosition());
  1330. if(curStack->doubleWide())
  1331. passed.insert(curStack->occupiedHex());
  1332. }
  1333. if (gateStateChanging)
  1334. {
  1335. if (curStack->getPosition() == openGateAtHex)
  1336. {
  1337. openGateAtHex = BattleHex();
  1338. //only open gate if stack is still alive
  1339. if (curStack->alive())
  1340. {
  1341. BattleUpdateGateState db;
  1342. db.state = EGateState::OPENED;
  1343. sendAndApply(&db);
  1344. }
  1345. }
  1346. else if (curStack->getPosition() == gateMayCloseAtHex)
  1347. {
  1348. gateMayCloseAtHex = BattleHex();
  1349. updateGateState();
  1350. }
  1351. }
  1352. }
  1353. else
  1354. //movement finished normally: we reached destination
  1355. stackIsMoving = false;
  1356. }
  1357. }
  1358. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1359. handleDamageFromObstacle(curStack, false, passed);
  1360. return ret;
  1361. }
  1362. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1363. : lobby(lobby)
  1364. , complainNoCreatures("No creatures to split")
  1365. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1366. , complainInvalidSlot("Invalid slot accessed!")
  1367. {
  1368. QID = 1;
  1369. IObjectInterface::cb = this;
  1370. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1371. registerTypesServerPacks(*applier);
  1372. visitObjectAfterVictory = false;
  1373. spellEnv = new ServerSpellCastEnvironment(this);
  1374. }
  1375. CGameHandler::~CGameHandler()
  1376. {
  1377. delete spellEnv;
  1378. delete gs;
  1379. }
  1380. void CGameHandler::reinitScripting()
  1381. {
  1382. serverEventBus = std::make_unique<events::EventBus>();
  1383. #if SCRIPTING_ENABLED
  1384. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1385. #endif
  1386. }
  1387. void CGameHandler::init(StartInfo *si)
  1388. {
  1389. if (si->seedToBeUsed == 0)
  1390. {
  1391. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1392. }
  1393. CMapService mapService;
  1394. gs = new CGameState();
  1395. gs->preInit(VLC);
  1396. logGlobal->info("Gamestate created!");
  1397. gs->init(&mapService, si);
  1398. logGlobal->info("Gamestate initialized!");
  1399. // reset seed, so that clients can't predict any following random values
  1400. getRandomGenerator().resetSeed();
  1401. for (auto & elem : gs->players)
  1402. {
  1403. states.addPlayer(elem.first);
  1404. }
  1405. reinitScripting();
  1406. }
  1407. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1408. {
  1409. return a.earlierThan(b);
  1410. }
  1411. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1412. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1413. const PlayerState * p = getPlayerState(town->tempOwner);
  1414. if (!p)
  1415. {
  1416. logGlobal->warn("There is no player owner of town %s at %s", town->getNameTranslated(), town->pos.toString());
  1417. return;
  1418. }
  1419. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1420. {
  1421. SetAvailableCreatures ssi;
  1422. ssi.tid = town->id;
  1423. ssi.creatures = town->creatures;
  1424. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1425. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1426. if (dwellings.empty())//no dwellings - just remove
  1427. {
  1428. sendAndApply(&ssi);
  1429. return;
  1430. }
  1431. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1432. // for multi-creature dwellings like Golem Factory
  1433. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1434. if (clear)
  1435. {
  1436. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1437. }
  1438. else
  1439. {
  1440. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1441. }
  1442. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1443. sendAndApply(&ssi);
  1444. }
  1445. }
  1446. void CGameHandler::newTurn()
  1447. {
  1448. logGlobal->trace("Turn %d", gs->day+1);
  1449. NewTurn n;
  1450. n.specialWeek = NewTurn::NO_ACTION;
  1451. n.creatureid = CreatureID::NONE;
  1452. n.day = gs->day + 1;
  1453. bool firstTurn = !getDate(Date::DAY);
  1454. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1455. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1456. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1457. if (firstTurn)
  1458. {
  1459. for (auto obj : gs->map->objects)
  1460. {
  1461. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1462. {
  1463. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1464. }
  1465. }
  1466. }
  1467. if (newWeek && !firstTurn)
  1468. {
  1469. n.specialWeek = NewTurn::NORMAL;
  1470. bool deityOfFireBuilt = false;
  1471. for (const CGTownInstance *t : gs->map->towns)
  1472. {
  1473. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1474. {
  1475. deityOfFireBuilt = true;
  1476. break;
  1477. }
  1478. }
  1479. if (deityOfFireBuilt)
  1480. {
  1481. n.specialWeek = NewTurn::DEITYOFFIRE;
  1482. n.creatureid = CreatureID::IMP;
  1483. }
  1484. else if(!VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1485. {
  1486. int monthType = getRandomGenerator().nextInt(99);
  1487. if (newMonth) //new month
  1488. {
  1489. if (monthType < 40) //double growth
  1490. {
  1491. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1492. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1493. {
  1494. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1495. }
  1496. else if (VLC->creh->doubledCreatures.size())
  1497. {
  1498. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1499. }
  1500. else
  1501. {
  1502. complain("Cannot find creature that can be spawned!");
  1503. n.specialWeek = NewTurn::NORMAL;
  1504. }
  1505. }
  1506. else if (monthType < 50)
  1507. n.specialWeek = NewTurn::PLAGUE;
  1508. }
  1509. else //it's a week, but not full month
  1510. {
  1511. if (monthType < 25)
  1512. {
  1513. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1514. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1515. do
  1516. {
  1517. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1518. } while (VLC->creh->objects[newMonster.second] &&
  1519. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1520. n.creatureid = newMonster.second;
  1521. }
  1522. }
  1523. }
  1524. }
  1525. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1526. for (auto& hp : pool)
  1527. {
  1528. auto hero = hp.second;
  1529. if (hero->isInitialized() && hero->stacks.size())
  1530. {
  1531. // reset retreated or surrendered heroes
  1532. auto maxmove = hero->maxMovePoints(true);
  1533. // if movement is greater than maxmove, we should decrease it
  1534. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1535. {
  1536. NewTurn::Hero hth;
  1537. hth.id = hero->id;
  1538. hth.move = maxmove;
  1539. hth.mana = hero->getManaNewTurn();
  1540. n.heroes.insert(hth);
  1541. }
  1542. }
  1543. }
  1544. for (auto & elem : gs->players)
  1545. {
  1546. if (elem.first == PlayerColor::NEUTRAL)
  1547. continue;
  1548. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1549. assert(0); //illegal player number!
  1550. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1551. hadGold.insert(playerGold);
  1552. if (newWeek) //new heroes in tavern
  1553. {
  1554. SetAvailableHeroes sah;
  1555. sah.player = elem.first;
  1556. //pick heroes and their armies
  1557. CHeroClass *banned = nullptr;
  1558. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1559. {
  1560. //first hero - native if possible, second hero -> any other class
  1561. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1562. {
  1563. sah.hid[j] = h->subID;
  1564. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1565. banned = h->type->heroClass;
  1566. }
  1567. else
  1568. {
  1569. sah.hid[j] = -1;
  1570. }
  1571. }
  1572. sendAndApply(&sah);
  1573. }
  1574. n.res[elem.first] = elem.second.resources;
  1575. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1576. {
  1577. bool hasCrystalGenCreature = false;
  1578. for(CGHeroInstance * hero : elem.second.heroes)
  1579. {
  1580. for(auto stack : hero->stacks)
  1581. {
  1582. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1583. {
  1584. hasCrystalGenCreature = true;
  1585. break;
  1586. }
  1587. }
  1588. }
  1589. if(!hasCrystalGenCreature) //not found in armies, check towns
  1590. {
  1591. for(CGTownInstance * town : elem.second.towns)
  1592. {
  1593. for(auto stack : town->stacks)
  1594. {
  1595. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1596. {
  1597. hasCrystalGenCreature = true;
  1598. break;
  1599. }
  1600. }
  1601. }
  1602. }
  1603. if(hasCrystalGenCreature)
  1604. n.res[elem.first][Res::CRYSTAL] += 3;
  1605. }
  1606. for (CGHeroInstance *h : (elem).second.heroes)
  1607. {
  1608. if (h->visitedTown)
  1609. giveSpells(h->visitedTown, h);
  1610. NewTurn::Hero hth;
  1611. hth.id = h->id;
  1612. auto ti = std::make_unique<TurnInfo>(h, 1);
  1613. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1614. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1615. hth.mana = h->getManaNewTurn();
  1616. n.heroes.insert(hth);
  1617. if (!firstTurn) //not first day
  1618. {
  1619. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1620. {
  1621. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1622. }
  1623. }
  1624. }
  1625. }
  1626. for (CGTownInstance *t : gs->map->towns)
  1627. {
  1628. PlayerColor player = t->tempOwner;
  1629. handleTownEvents(t, n);
  1630. if (newWeek) //first day of week
  1631. {
  1632. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1633. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1634. if (!firstTurn)
  1635. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1636. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1637. if (!vstd::contains(n.cres, t->id))
  1638. {
  1639. n.cres[t->id].tid = t->id;
  1640. n.cres[t->id].creatures = t->creatures;
  1641. }
  1642. auto & sac = n.cres.at(t->id);
  1643. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1644. {
  1645. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1646. {
  1647. ui32 &availableCount = sac.creatures.at(k).first;
  1648. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1649. if (n.specialWeek == NewTurn::PLAGUE)
  1650. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1651. else
  1652. {
  1653. if (firstTurn) //first day of game: use only basic growths
  1654. availableCount = cre->growth;
  1655. else
  1656. availableCount += t->creatureGrowth(k);
  1657. //Deity of fire week - upgrade both imps and upgrades
  1658. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1659. availableCount += 15;
  1660. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1661. {
  1662. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1663. availableCount *= 2;
  1664. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1665. availableCount += 5;
  1666. }
  1667. }
  1668. }
  1669. }
  1670. }
  1671. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1672. {
  1673. n.res[player] = n.res[player] + t->dailyIncome();
  1674. }
  1675. if(t->hasBuilt(BuildingID::GRAIL)
  1676. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1677. {
  1678. // Skyship, probably easier to handle same as Veil of darkness
  1679. //do it every new day after veils apply
  1680. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1681. {
  1682. FoWChange fw;
  1683. fw.mode = 1;
  1684. fw.player = player;
  1685. // find all hidden tiles
  1686. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1687. auto shape = fow->shape();
  1688. for(size_t z = 0; z < shape[0]; z++)
  1689. for(size_t x = 0; x < shape[1]; x++)
  1690. for(size_t y = 0; y < shape[2]; y++)
  1691. if (!(*fow)[z][x][y])
  1692. fw.tiles.insert(int3(x, y, z));
  1693. sendAndApply (&fw);
  1694. }
  1695. }
  1696. if (t->hasBonusOfType (Bonus::DARKNESS))
  1697. {
  1698. for (auto & player : gs->players)
  1699. {
  1700. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1701. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1702. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1703. }
  1704. }
  1705. }
  1706. if (newMonth)
  1707. {
  1708. SetAvailableArtifacts saa;
  1709. saa.id = -1;
  1710. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1711. sendAndApply(&saa);
  1712. }
  1713. sendAndApply(&n);
  1714. if (newWeek)
  1715. {
  1716. //spawn wandering monsters
  1717. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1718. {
  1719. spawnWanderingMonsters(n.creatureid);
  1720. }
  1721. //new week info popup
  1722. if (!firstTurn)
  1723. {
  1724. InfoWindow iw;
  1725. switch (n.specialWeek)
  1726. {
  1727. case NewTurn::DOUBLE_GROWTH:
  1728. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1729. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1730. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1731. break;
  1732. case NewTurn::PLAGUE:
  1733. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1734. break;
  1735. case NewTurn::BONUS_GROWTH:
  1736. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1737. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1738. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1739. break;
  1740. case NewTurn::DEITYOFFIRE:
  1741. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1742. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1743. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1744. iw.text.addReplacement2(15); //%+d 15
  1745. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1746. iw.text.addReplacement2(15); //%+d 15
  1747. break;
  1748. default:
  1749. if (newMonth)
  1750. {
  1751. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1752. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1753. }
  1754. else
  1755. {
  1756. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1757. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1758. }
  1759. }
  1760. for (auto & elem : gs->players)
  1761. {
  1762. iw.player = elem.first;
  1763. sendAndApply(&iw);
  1764. }
  1765. }
  1766. }
  1767. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1768. handleTimeEvents();
  1769. //call objects
  1770. for (auto & elem : gs->map->objects)
  1771. {
  1772. if (elem)
  1773. elem->newTurn(getRandomGenerator());
  1774. }
  1775. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1776. }
  1777. void CGameHandler::run(bool resume)
  1778. {
  1779. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1780. using namespace boost::posix_time;
  1781. for (auto cc : lobby->connections)
  1782. {
  1783. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1784. std::stringstream sbuffer;
  1785. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1786. for (PlayerColor color : players)
  1787. {
  1788. sbuffer << color << " ";
  1789. {
  1790. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1791. connections[color].insert(cc);
  1792. }
  1793. }
  1794. logGlobal->info(sbuffer.str());
  1795. }
  1796. #if SCRIPTING_ENABLED
  1797. services()->scripts()->run(serverScripts);
  1798. #endif
  1799. if(resume)
  1800. events::GameResumed::defaultExecute(serverEventBus.get());
  1801. auto playerTurnOrder = generatePlayerTurnOrder();
  1802. while(lobby->state == EServerState::GAMEPLAY)
  1803. {
  1804. if(!resume)
  1805. {
  1806. newTurn();
  1807. events::TurnStarted::defaultExecute(serverEventBus.get());
  1808. }
  1809. std::list<PlayerColor>::iterator it;
  1810. if (resume)
  1811. {
  1812. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1813. }
  1814. else
  1815. {
  1816. it = playerTurnOrder.begin();
  1817. }
  1818. resume = false;
  1819. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1820. {
  1821. auto playerColor = *it;
  1822. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1823. {
  1824. //if player runs out of time, he shouldn't get the turn (especially AI)
  1825. //pre-trigger may change anything, should check before each player
  1826. //TODO: is it enough to check only one player?
  1827. checkVictoryLossConditionsForAll();
  1828. auto player = event.getPlayer();
  1829. const PlayerState * playerState = &gs->players[player];
  1830. if(playerState->status != EPlayerStatus::INGAME)
  1831. {
  1832. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1833. }
  1834. else
  1835. {
  1836. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1837. YourTurn yt;
  1838. yt.player = player;
  1839. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1840. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1841. applyAndSend(&yt);
  1842. }
  1843. };
  1844. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1845. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1846. {
  1847. //wait till turn is done
  1848. boost::unique_lock<boost::mutex> lock(states.mx);
  1849. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1850. {
  1851. static time_duration p = milliseconds(100);
  1852. states.cv.timed_wait(lock, p);
  1853. }
  1854. }
  1855. }
  1856. //additional check that game is not finished
  1857. bool activePlayer = false;
  1858. for (auto player : playerTurnOrder)
  1859. {
  1860. if (gs->players[player].status == EPlayerStatus::INGAME)
  1861. activePlayer = true;
  1862. }
  1863. if(!activePlayer)
  1864. lobby->state = EServerState::GAMEPLAY_ENDED;
  1865. }
  1866. }
  1867. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1868. {
  1869. // Generate player turn order
  1870. std::list<PlayerColor> playerTurnOrder;
  1871. for (const auto & player : gs->players) // add human players first
  1872. {
  1873. if (player.second.human)
  1874. playerTurnOrder.push_back(player.first);
  1875. }
  1876. for (const auto & player : gs->players) // then add non-human players
  1877. {
  1878. if (!player.second.human)
  1879. playerTurnOrder.push_back(player.first);
  1880. }
  1881. return playerTurnOrder;
  1882. }
  1883. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1884. {
  1885. battleResult.set(nullptr);
  1886. const auto & t = *getTile(tile);
  1887. TerrainId terrain = t.terType->getId();
  1888. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1889. terrain = ETerrainId::SAND;
  1890. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1891. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1892. terType = BattleField::fromString("ship_to_ship");
  1893. //send info about battles
  1894. BattleStart bs;
  1895. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1896. sendAndApply(&bs);
  1897. }
  1898. void CGameHandler::checkBattleStateChanges()
  1899. {
  1900. //check if drawbridge state need to be changes
  1901. if (battleGetSiegeLevel() > 0)
  1902. updateGateState();
  1903. //check if battle ended
  1904. if (auto result = battleIsFinished())
  1905. {
  1906. setBattleResult(BattleResult::NORMAL, *result);
  1907. }
  1908. }
  1909. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1910. {
  1911. if (!h->hasSpellbook())
  1912. return; //hero hasn't spellbook
  1913. ChangeSpells cs;
  1914. cs.hid = h->id;
  1915. cs.learn = true;
  1916. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1917. {
  1918. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1919. for (int i = 0; i < h->maxSpellLevel(); i++)
  1920. {
  1921. std::vector<SpellID> spells;
  1922. getAllowedSpells(spells, i+1);
  1923. for (auto & spell : spells)
  1924. cs.spells.insert(spell);
  1925. }
  1926. }
  1927. else
  1928. {
  1929. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1930. {
  1931. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1932. {
  1933. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1934. cs.spells.insert(t->spells.at(i).at(j));
  1935. }
  1936. }
  1937. }
  1938. if (!cs.spells.empty())
  1939. sendAndApply(&cs);
  1940. }
  1941. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1942. {
  1943. if (!obj || !getObj(obj->id))
  1944. {
  1945. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1946. return false;
  1947. }
  1948. RemoveObject ro;
  1949. ro.id = obj->id;
  1950. sendAndApply(&ro);
  1951. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1952. return true;
  1953. }
  1954. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1955. {
  1956. const CGHeroInstance *h = getHero(hid);
  1957. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1958. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1959. {
  1960. logGlobal->error("Illegal call to move hero!");
  1961. return false;
  1962. }
  1963. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1964. const int3 hmpos = h->convertToVisitablePos(dst);
  1965. if (!gs->map->isInTheMap(hmpos))
  1966. {
  1967. logGlobal->error("Destination tile is outside the map!");
  1968. return false;
  1969. }
  1970. const TerrainTile t = *getTile(hmpos);
  1971. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1972. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1973. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  1974. //result structure for start - movement failed, no move points used
  1975. TryMoveHero tmh;
  1976. tmh.id = hid;
  1977. tmh.start = h->pos;
  1978. tmh.end = dst;
  1979. tmh.result = TryMoveHero::FAILED;
  1980. tmh.movePoints = h->movement;
  1981. //check if destination tile is available
  1982. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1983. auto ti = pathfinderHelper->getTurnInfo();
  1984. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1985. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  1986. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  1987. //it's a rock or blocked and not visitable tile
  1988. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1989. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  1990. && complain("Cannot move hero, destination tile is blocked!"))
  1991. || ((!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)
  1992. && complain("Cannot move hero, destination tile is on water!"))
  1993. || ((h->boat && t.terType->isLand() && t.blocked)
  1994. && complain("Cannot disembark hero, tile is blocked!"))
  1995. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1996. && complain("Tiles are not neighboring!"))
  1997. || ((h->inTownGarrison)
  1998. && complain("Can not move garrisoned hero!"))
  1999. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2000. && complain("Hero doesn't have any movement points left!"))
  2001. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2002. && complain("Hero cannot transit over this tile!"))
  2003. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2004. && complain("Cannot move hero during the battle"))*/)
  2005. {
  2006. //send info about movement failure
  2007. sendAndApply(&tmh);
  2008. return false;
  2009. }
  2010. //several generic blocks of code
  2011. // should be called if hero changes tile but before applying TryMoveHero package
  2012. auto leaveTile = [&]()
  2013. {
  2014. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2015. {
  2016. obj->onHeroLeave(h);
  2017. }
  2018. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2019. };
  2020. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2021. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2022. {
  2023. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2024. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2025. queries.addQuery(moveQuery);
  2026. if (leavingTile == LEAVING_TILE)
  2027. leaveTile();
  2028. tmh.result = result;
  2029. sendAndApply(&tmh);
  2030. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2031. { // Hero should be always able to visit any object he staying on even if there guards around
  2032. visitObjectOnTile(t, h);
  2033. }
  2034. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2035. {
  2036. tmh.attackedFrom = boost::make_optional(guardPos);
  2037. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2038. objectVisited(guardTile.visitableObjects.back(), h);
  2039. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2040. }
  2041. else if (visitDest == VISIT_DEST)
  2042. {
  2043. visitObjectOnTile(t, h);
  2044. }
  2045. queries.popIfTop(moveQuery);
  2046. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2047. return result != TryMoveHero::FAILED;
  2048. };
  2049. //interaction with blocking object (like resources)
  2050. auto blockingVisit = [&]() -> bool
  2051. {
  2052. for (CGObjectInstance *obj : t.visitableObjects)
  2053. {
  2054. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2055. {
  2056. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2057. //this-> is needed for MVS2010 to recognize scope (?)
  2058. }
  2059. }
  2060. return false;
  2061. };
  2062. if (!transit && embarking)
  2063. {
  2064. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2065. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2066. // In H3 embark ignore guards
  2067. }
  2068. if (disembarking)
  2069. {
  2070. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2071. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2072. }
  2073. if (teleporting)
  2074. {
  2075. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2076. return true;
  2077. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2078. // visit town for town portal \ castle gates
  2079. // do not use generic visitObjectOnTile to avoid double-teleporting
  2080. // if this moveHero call was triggered by teleporter
  2081. if (!t.visitableObjects.empty())
  2082. {
  2083. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2084. town->onHeroVisit(h);
  2085. }
  2086. return true;
  2087. }
  2088. //still here? it is standard movement!
  2089. {
  2090. tmh.movePoints = (int)h->movement >= cost
  2091. ? h->movement - cost
  2092. : 0;
  2093. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2094. EVisitDest visitDest = VISIT_DEST;
  2095. if (transit)
  2096. {
  2097. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2098. visitDest = DONT_VISIT_DEST;
  2099. if (canFly)
  2100. {
  2101. lookForGuards = IGNORE_GUARDS;
  2102. visitDest = DONT_VISIT_DEST;
  2103. }
  2104. }
  2105. else if (blockingVisit())
  2106. return true;
  2107. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2108. return true;
  2109. }
  2110. }
  2111. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2112. {
  2113. const CGHeroInstance *h = getHero(hid);
  2114. const CGTownInstance *t = getTown(dstid);
  2115. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2116. COMPLAIN_RET("Invalid call to teleportHero!");
  2117. const CGTownInstance *from = h->visitedTown;
  2118. if (((h->getOwner() != t->getOwner())
  2119. && complain("Cannot teleport hero to another player"))
  2120. || (from->town->faction->getId() != t->town->faction->getId()
  2121. && complain("Source town and destination town should belong to the same faction"))
  2122. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2123. && complain("Hero must be in town with Castle gate for teleporting"))
  2124. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2125. && complain("Cannot teleport hero to town without Castle gate in it")))
  2126. return false;
  2127. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2128. moveHero(hid,pos,1);
  2129. return true;
  2130. }
  2131. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2132. {
  2133. PlayerColor oldOwner = getOwner(obj->id);
  2134. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2135. sendAndApply(&sop);
  2136. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2137. checkVictoryLossConditions(playerColors);
  2138. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2139. if (town) //town captured
  2140. {
  2141. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2142. {
  2143. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2144. setPortalDwelling(town, true, false);
  2145. }
  2146. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2147. {
  2148. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2149. {
  2150. InfoWindow iw;
  2151. iw.player = oldOwner;
  2152. 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.
  2153. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2154. sendAndApply(&iw);
  2155. }
  2156. }
  2157. }
  2158. const PlayerState * p = getPlayerState(owner);
  2159. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2160. {
  2161. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2162. {
  2163. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2164. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2165. }
  2166. }
  2167. }
  2168. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2169. {
  2170. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2171. queries.addQuery(dialogQuery);
  2172. iw->queryID = dialogQuery->queryID;
  2173. sendToAllClients(iw);
  2174. }
  2175. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2176. {
  2177. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2178. queries.addQuery(dialogQuery);
  2179. iw->queryID = dialogQuery->queryID;
  2180. sendToAllClients(iw);
  2181. }
  2182. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2183. {
  2184. if (!val) return; //don't waste time on empty call
  2185. TResources resources;
  2186. resources.at(which) = val;
  2187. giveResources(player, resources);
  2188. }
  2189. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2190. {
  2191. SetResources sr;
  2192. sr.abs = false;
  2193. sr.player = player;
  2194. sr.res = resources;
  2195. sendAndApply(&sr);
  2196. }
  2197. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2198. {
  2199. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2200. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2201. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2202. //first we move creatures to give to make them army of object-source
  2203. for (auto & elem : creatures.Slots())
  2204. {
  2205. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2206. }
  2207. tryJoiningArmy(obj, h, remove, true);
  2208. }
  2209. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2210. {
  2211. std::vector<CStackBasicDescriptor> cres = creatures;
  2212. if (cres.size() <= 0)
  2213. return;
  2214. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2215. for (CStackBasicDescriptor &sbd : cres)
  2216. {
  2217. TQuantity collected = 0;
  2218. while(collected < sbd.count)
  2219. {
  2220. bool foundSth = false;
  2221. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2222. {
  2223. if (i->second->type == sbd.type)
  2224. {
  2225. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2226. changeStackCount(StackLocation(obj, i->first), -take, false);
  2227. collected += take;
  2228. foundSth = true;
  2229. break;
  2230. }
  2231. }
  2232. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2233. {
  2234. complain("Unexpected failure during taking creatures!");
  2235. return;
  2236. }
  2237. }
  2238. }
  2239. }
  2240. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2241. {
  2242. HeroVisitCastle vc;
  2243. vc.hid = hero->id;
  2244. vc.tid = obj->id;
  2245. vc.flags |= 1;
  2246. sendAndApply(&vc);
  2247. visitCastleObjects(obj, hero);
  2248. giveSpells (obj, hero);
  2249. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2250. }
  2251. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2252. {
  2253. for (auto building : t->bonusingBuildings)
  2254. building->onHeroVisit(h);
  2255. }
  2256. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2257. {
  2258. HeroVisitCastle vc;
  2259. vc.hid = hero->id;
  2260. vc.tid = obj->id;
  2261. sendAndApply(&vc);
  2262. }
  2263. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2264. {
  2265. EraseArtifact ea;
  2266. ea.al = al;
  2267. sendAndApply(&ea);
  2268. }
  2269. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2270. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2271. const CGTownInstance *town) //use hero=nullptr for no hero
  2272. {
  2273. engageIntoBattle(army1->tempOwner);
  2274. engageIntoBattle(army2->tempOwner);
  2275. static const CArmedInstance *armies[2];
  2276. armies[0] = army1;
  2277. armies[1] = army2;
  2278. static const CGHeroInstance*heroes[2];
  2279. heroes[0] = hero1;
  2280. heroes[1] = hero2;
  2281. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2282. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2283. queries.addQuery(battleQuery);
  2284. boost::thread(&CGameHandler::runBattle, this);
  2285. }
  2286. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2287. {
  2288. startBattlePrimary(army1, army2, tile,
  2289. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2290. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2291. creatureBank);
  2292. }
  2293. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2294. {
  2295. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2296. }
  2297. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2298. {
  2299. ChangeSpells cs;
  2300. cs.hid = hero->id;
  2301. cs.spells = spells;
  2302. cs.learn = give;
  2303. sendAndApply(&cs);
  2304. }
  2305. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2306. {
  2307. SystemMessage sm;
  2308. sm.text = message;
  2309. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2310. *(c.get()) << &sm;
  2311. }
  2312. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2313. {
  2314. sendAndApply(bonus);
  2315. }
  2316. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2317. {
  2318. sendAndApply(smp);
  2319. }
  2320. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2321. {
  2322. SetMana sm;
  2323. sm.hid = hid;
  2324. sm.val = val;
  2325. sm.absolute = true;
  2326. sendAndApply(&sm);
  2327. }
  2328. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2329. {
  2330. GiveHero gh;
  2331. gh.id = id;
  2332. gh.player = player;
  2333. sendAndApply(&gh);
  2334. }
  2335. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2336. {
  2337. ChangeObjPos cop;
  2338. cop.objid = objid;
  2339. cop.nPos = newPos;
  2340. sendAndApply(&cop);
  2341. }
  2342. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2343. {
  2344. const CGHeroInstance * h1 = getHero(fromHero);
  2345. const CGHeroInstance * h2 = getHero(toHero);
  2346. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2347. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2348. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2349. {
  2350. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2351. std::swap(fromHero, toHero);
  2352. }
  2353. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2354. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2355. return;//no scholar skill or no spellbook
  2356. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2357. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2358. ChangeSpells cs1;
  2359. cs1.learn = true;
  2360. cs1.hid = toHero;//giving spells to first hero
  2361. for (auto it : h1->getSpellsInSpellbook())
  2362. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2363. cs1.spells.insert(it);//spell to learn
  2364. ChangeSpells cs2;
  2365. cs2.learn = true;
  2366. cs2.hid = fromHero;
  2367. for (auto it : h2->getSpellsInSpellbook())
  2368. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2369. cs2.spells.insert(it);
  2370. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2371. {
  2372. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2373. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2374. InfoWindow iw;
  2375. iw.player = h1->tempOwner;
  2376. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2377. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2378. iw.text.addReplacement(h1->getNameTranslated());
  2379. if (!cs2.spells.empty())//if found new spell - apply
  2380. {
  2381. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2382. int size = static_cast<int>(cs2.spells.size());
  2383. for (auto it : cs2.spells)
  2384. {
  2385. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2386. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2387. switch (size--)
  2388. {
  2389. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2390. case 1: break;
  2391. default: iw.text << ", ";
  2392. }
  2393. }
  2394. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2395. iw.text.addReplacement(h2->getNameTranslated());
  2396. sendAndApply(&cs2);
  2397. }
  2398. if (!cs1.spells.empty() && !cs2.spells.empty())
  2399. {
  2400. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2401. }
  2402. if (!cs1.spells.empty())
  2403. {
  2404. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2405. int size = static_cast<int>(cs1.spells.size());
  2406. for (auto it : cs1.spells)
  2407. {
  2408. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2409. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2410. switch (size--)
  2411. {
  2412. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2413. case 1: break;
  2414. default: iw.text << ", ";
  2415. }
  2416. }
  2417. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2418. iw.text.addReplacement(h2->getNameTranslated());
  2419. sendAndApply(&cs1);
  2420. }
  2421. sendAndApply(&iw);
  2422. }
  2423. }
  2424. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2425. {
  2426. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2427. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2428. {
  2429. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2430. ExchangeDialog hex;
  2431. hex.queryID = exchange->queryID;
  2432. hex.player = h1->getOwner();
  2433. hex.hero1 = hero1;
  2434. hex.hero2 = hero2;
  2435. sendAndApply(&hex);
  2436. useScholarSkill(hero1,hero2);
  2437. queries.addQuery(exchange);
  2438. }
  2439. }
  2440. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2441. {
  2442. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2443. for (auto c : lobby->connections)
  2444. {
  2445. if(!c->isOpen())
  2446. continue;
  2447. c->sendPack(pack);
  2448. }
  2449. }
  2450. void CGameHandler::sendAndApply(CPackForClient * pack)
  2451. {
  2452. sendToAllClients(pack);
  2453. gs->apply(pack);
  2454. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2455. }
  2456. void CGameHandler::applyAndSend(CPackForClient * pack)
  2457. {
  2458. gs->apply(pack);
  2459. sendToAllClients(pack);
  2460. }
  2461. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2462. {
  2463. sendAndApply(static_cast<CPackForClient *>(pack));
  2464. checkVictoryLossConditionsForAll();
  2465. }
  2466. void CGameHandler::sendAndApply(SetResources * pack)
  2467. {
  2468. sendAndApply(static_cast<CPackForClient *>(pack));
  2469. checkVictoryLossConditionsForPlayer(pack->player);
  2470. }
  2471. void CGameHandler::sendAndApply(NewStructures * pack)
  2472. {
  2473. sendAndApply(static_cast<CPackForClient *>(pack));
  2474. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2475. }
  2476. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2477. {
  2478. return getPlayerAt(pack->c) == getOwner(id);
  2479. }
  2480. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2481. {
  2482. if(pack->c)
  2483. {
  2484. SystemMessage temp_message("You are not allowed to perform this action!");
  2485. pack->c->sendPack(&temp_message);
  2486. }
  2487. logNetwork->error("Player is not allowed to perform this action!");
  2488. throw ExceptionNotAllowedAction();
  2489. }
  2490. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2491. {
  2492. std::ostringstream oss;
  2493. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2494. logNetwork->error(oss.str());
  2495. if(pack->c)
  2496. {
  2497. SystemMessage temp_message(oss.str());
  2498. pack->c->sendPack(&temp_message);
  2499. }
  2500. }
  2501. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2502. {
  2503. if(!isPlayerOwns(pack, id))
  2504. {
  2505. wrongPlayerMessage(pack, getOwner(id));
  2506. throwNotAllowedAction(pack);
  2507. }
  2508. }
  2509. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2510. {
  2511. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2512. {
  2513. wrongPlayerMessage(pack, player);
  2514. throwNotAllowedAction(pack);
  2515. }
  2516. }
  2517. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2518. {
  2519. complain(txt);
  2520. throwNotAllowedAction(pack);
  2521. }
  2522. void CGameHandler::save(const std::string & filename)
  2523. {
  2524. logGlobal->info("Saving to %s", filename);
  2525. const auto stem = FileInfo::GetPathStem(filename);
  2526. const auto savefname = stem.to_string() + ".vsgm1";
  2527. CResourceHandler::get("local")->createResource(savefname);
  2528. {
  2529. logGlobal->info("Ordering clients to serialize...");
  2530. SaveGameClient sg(savefname);
  2531. sendToAllClients(&sg);
  2532. }
  2533. try
  2534. {
  2535. {
  2536. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2537. saveCommonState(save);
  2538. logGlobal->info("Saving server state");
  2539. save << *this;
  2540. }
  2541. logGlobal->info("Game has been successfully saved!");
  2542. }
  2543. catch(std::exception &e)
  2544. {
  2545. logGlobal->error("Failed to save game: %s", e.what());
  2546. }
  2547. }
  2548. bool CGameHandler::load(const std::string & filename)
  2549. {
  2550. logGlobal->info("Loading from %s", filename);
  2551. const auto stem = FileInfo::GetPathStem(filename);
  2552. reinitScripting();
  2553. try
  2554. {
  2555. {
  2556. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2557. loadCommonState(lf);
  2558. logGlobal->info("Loading server state");
  2559. lf >> *this;
  2560. }
  2561. logGlobal->info("Game has been successfully loaded!");
  2562. }
  2563. catch(const CModHandler::Incompatibility & e)
  2564. {
  2565. logGlobal->error("Failed to load game: %s", e.what());
  2566. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2567. errorMsg += e.what();
  2568. lobby->announceMessage(errorMsg);
  2569. return false;
  2570. }
  2571. catch(const std::exception & e)
  2572. {
  2573. logGlobal->error("Failed to load game: %s", e.what());
  2574. return false;
  2575. }
  2576. gs->preInit(VLC);
  2577. gs->updateOnLoad(lobby->si.get());
  2578. return true;
  2579. }
  2580. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2581. {
  2582. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2583. return false;
  2584. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2585. const CCreatureSet & creatureSet = *army;
  2586. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2587. || (howMany < 1 && complain("Invalid split parameter!")))
  2588. {
  2589. return false;
  2590. }
  2591. auto actualAmount = army->getStackCount(slotSrc);
  2592. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2593. return false;
  2594. auto freeSlots = creatureSet.getFreeSlots();
  2595. if(freeSlots.empty() && complain("No empty stacks"))
  2596. return false;
  2597. BulkRebalanceStacks bulkRS;
  2598. for(auto slot : freeSlots)
  2599. {
  2600. RebalanceStacks rs;
  2601. rs.srcArmy = army->id;
  2602. rs.dstArmy = army->id;
  2603. rs.srcSlot = slotSrc;
  2604. rs.dstSlot = slot;
  2605. rs.count = howMany;
  2606. bulkRS.moves.push_back(rs);
  2607. actualAmount -= howMany;
  2608. if(actualAmount <= howMany)
  2609. break;
  2610. }
  2611. sendAndApply(&bulkRS);
  2612. return true;
  2613. }
  2614. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2615. {
  2616. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2617. return false;
  2618. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2619. const CCreatureSet & creatureSet = *army;
  2620. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2621. return false;
  2622. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2623. if(actualAmount < 1 && complain(complainNoCreatures))
  2624. return false;
  2625. auto currentCreature = creatureSet.getCreature(slotSrc);
  2626. if(!currentCreature && complain(complainNoCreatures))
  2627. return false;
  2628. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2629. if(!creatureSlots.size())
  2630. return false;
  2631. BulkRebalanceStacks bulkRS;
  2632. for(auto slot : creatureSlots)
  2633. {
  2634. RebalanceStacks rs;
  2635. rs.srcArmy = army->id;
  2636. rs.dstArmy = army->id;
  2637. rs.srcSlot = slot;
  2638. rs.dstSlot = slotSrc;
  2639. rs.count = creatureSet.getStackCount(slot);
  2640. bulkRS.moves.push_back(rs);
  2641. }
  2642. sendAndApply(&bulkRS);
  2643. return true;
  2644. }
  2645. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2646. {
  2647. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2648. return false;
  2649. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2650. const CCreatureSet & setSrc = *armySrc;
  2651. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2652. return false;
  2653. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2654. const CCreatureSet & setDest = *armyDest;
  2655. auto freeSlots = setDest.getFreeSlotsQueue();
  2656. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2657. TRebalanceMap moves;
  2658. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2659. auto slotsLeft = setSrc.stacksCount();
  2660. auto destMap = setDest.getCreatureMap();
  2661. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2662. while(!srcQueue.empty())
  2663. {
  2664. auto pair = srcQueue.top();
  2665. srcQueue.pop();
  2666. auto currCreature = pair.first;
  2667. auto currSlot = pair.second;
  2668. const auto quantity = setSrc.getStackCount(currSlot);
  2669. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2670. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2671. if(!alreadyExists)
  2672. {
  2673. if(freeSlots.empty())
  2674. continue;
  2675. auto currFreeSlot = freeSlots.front();
  2676. freeSlots.pop();
  2677. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2678. }
  2679. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2680. slotsLeft--;
  2681. }
  2682. if(slotsLeft == 1)
  2683. {
  2684. auto lastCreature = setSrc.getCreature(srcSlot);
  2685. auto slotToMove = SlotID();
  2686. // Try to find a slot for last creature
  2687. if(destMap.find(lastCreature) == destMap.end())
  2688. {
  2689. if(!freeSlots.empty())
  2690. slotToMove = freeSlots.front();
  2691. }
  2692. else
  2693. {
  2694. slotToMove = destMap[lastCreature];
  2695. }
  2696. if(slotToMove != SlotID())
  2697. {
  2698. const bool needsLastStack = armySrc->needsLastStack();
  2699. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2700. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2701. }
  2702. }
  2703. BulkRebalanceStacks bulkRS;
  2704. for(auto & move : moves)
  2705. {
  2706. RebalanceStacks rs;
  2707. rs.srcArmy = armySrc->id;
  2708. rs.dstArmy = armyDest->id;
  2709. rs.srcSlot = move.first;
  2710. rs.dstSlot = move.second.first;
  2711. rs.count = move.second.second;
  2712. bulkRS.moves.push_back(rs);
  2713. }
  2714. sendAndApply(&bulkRS);
  2715. return true;
  2716. }
  2717. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2718. {
  2719. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2720. return false;
  2721. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2722. const CCreatureSet & creatureSet = *army;
  2723. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2724. return false;
  2725. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2726. if(actualAmount <= 1 && complain(complainNoCreatures))
  2727. return false;
  2728. auto freeSlot = creatureSet.getFreeSlot();
  2729. auto currentCreature = creatureSet.getCreature(slotSrc);
  2730. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2731. return true;
  2732. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2733. TQuantity totalCreatures = 0;
  2734. for(auto slot : creatureSlots)
  2735. totalCreatures += creatureSet.getStackCount(slot);
  2736. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2737. return false;
  2738. if(freeSlot != SlotID())
  2739. creatureSlots.push_back(freeSlot);
  2740. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2741. return false;
  2742. const auto totalCreatureSlots = creatureSlots.size();
  2743. const auto rem = totalCreatures % totalCreatureSlots;
  2744. const auto quotient = totalCreatures / totalCreatureSlots;
  2745. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2746. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2747. BulkSmartRebalanceStacks bulkSRS;
  2748. if(freeSlot != SlotID())
  2749. {
  2750. RebalanceStacks rs;
  2751. rs.srcArmy = rs.dstArmy = army->id;
  2752. rs.srcSlot = slotSrc;
  2753. rs.dstSlot = freeSlot;
  2754. rs.count = 1;
  2755. bulkSRS.moves.push_back(rs);
  2756. }
  2757. auto currSlot = 0;
  2758. auto check = 0;
  2759. for(auto slot : creatureSlots)
  2760. {
  2761. ChangeStackCount csc;
  2762. csc.army = army->id;
  2763. csc.slot = slot;
  2764. csc.count = (currSlot < rem)
  2765. ? quotient + 1
  2766. : quotient;
  2767. csc.absoluteValue = true;
  2768. bulkSRS.changes.push_back(csc);
  2769. currSlot++;
  2770. check += csc.count;
  2771. }
  2772. if(check != totalCreatures)
  2773. {
  2774. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2775. return false;
  2776. }
  2777. sendAndApply(&bulkSRS);
  2778. return true;
  2779. }
  2780. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2781. {
  2782. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2783. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2784. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2785. StackLocation sl1(s1, p1), sl2(s2, p2);
  2786. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2787. {
  2788. complain(complainInvalidSlot);
  2789. return false;
  2790. }
  2791. if (!isAllowedExchange(id1,id2))
  2792. {
  2793. complain("Cannot exchange stacks between these two objects!\n");
  2794. return false;
  2795. }
  2796. // We can always put stacks into locked garrison, but not take them out of it
  2797. auto notRemovable = [&](const CArmedInstance * army)
  2798. {
  2799. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2800. {
  2801. auto g = dynamic_cast<const CGGarrison *>(army);
  2802. if (g && !g->removableUnits)
  2803. {
  2804. complain("Stacks in this garrison are not removable!\n");
  2805. return true;
  2806. }
  2807. }
  2808. return false;
  2809. };
  2810. if (what==1) //swap
  2811. {
  2812. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2813. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2814. {
  2815. complain("Can't take troops from another player!");
  2816. return false;
  2817. }
  2818. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2819. {
  2820. complain("Cannot swap stacks - slots are the same!");
  2821. return false;
  2822. }
  2823. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2824. {
  2825. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2826. return false;
  2827. }
  2828. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2829. return false;
  2830. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2831. return false;
  2832. swapStacks(sl1, sl2);
  2833. }
  2834. else if (what==2)//merge
  2835. {
  2836. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2837. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2838. return false;
  2839. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2840. {
  2841. complain("Cannot merge empty stack!");
  2842. return false;
  2843. }
  2844. else if (notRemovable(sl1.army))
  2845. return false;
  2846. moveStack(sl1, sl2);
  2847. }
  2848. else if (what==3) //split
  2849. {
  2850. const int countToMove = val - s2->getStackCount(p2);
  2851. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2852. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2853. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2854. {
  2855. complain("Can't move troops of another player!");
  2856. return false;
  2857. }
  2858. //general conditions checking
  2859. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2860. || (val<1 && complain(complainNoCreatures)) )
  2861. {
  2862. return false;
  2863. }
  2864. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2865. {
  2866. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2867. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2868. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2869. )
  2870. {
  2871. return false;
  2872. }
  2873. if (notRemovable(sl1.army))
  2874. {
  2875. if (s1->getStackCount(p1) > countLeftOnSrc)
  2876. return false;
  2877. }
  2878. else if (notRemovable(sl2.army))
  2879. {
  2880. if (s2->getStackCount(p1) < countLeftOnSrc)
  2881. return false;
  2882. }
  2883. moveStack(sl1, sl2, countToMove);
  2884. //S2.slots[p2]->count = val;
  2885. //S1.slots[p1]->count = total - val;
  2886. }
  2887. else //split one stack to the two
  2888. {
  2889. if (s1->getStackCount(p1) < val)//not enough creatures
  2890. {
  2891. complain(complainNotEnoughCreatures);
  2892. return false;
  2893. }
  2894. if (notRemovable(sl1.army))
  2895. return false;
  2896. moveStack(sl1, sl2, val);
  2897. }
  2898. }
  2899. return true;
  2900. }
  2901. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2902. {
  2903. return connections.at(player).count(c);
  2904. }
  2905. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2906. {
  2907. std::set<PlayerColor> all;
  2908. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2909. if(vstd::contains(i->second, c))
  2910. all.insert(i->first);
  2911. switch(all.size())
  2912. {
  2913. case 0:
  2914. return PlayerColor::NEUTRAL;
  2915. case 1:
  2916. return *all.begin();
  2917. default:
  2918. {
  2919. //if we have more than one player at this connection, try to pick active one
  2920. if (vstd::contains(all, gs->currentPlayer))
  2921. return gs->currentPlayer;
  2922. else
  2923. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2924. }
  2925. }
  2926. }
  2927. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2928. {
  2929. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2930. if (!vstd::contains(s1->stacks,pos))
  2931. {
  2932. complain("Illegal call to disbandCreature - no such stack in army!");
  2933. return false;
  2934. }
  2935. eraseStack(StackLocation(s1, pos));
  2936. return true;
  2937. }
  2938. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2939. {
  2940. const CGTownInstance * t = getTown(tid);
  2941. if(!t)
  2942. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2943. if(!t->town->buildings.count(requestedID))
  2944. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  2945. if(t->hasBuilt(requestedID))
  2946. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  2947. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2948. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2949. std::vector<const CBuilding*> remainingAutoBuildings;
  2950. std::set<BuildingID> buildingsThatWillBe;
  2951. //Check validity of request
  2952. if(!force)
  2953. {
  2954. switch(requestedBuilding->mode)
  2955. {
  2956. case CBuilding::BUILD_NORMAL :
  2957. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2958. COMPLAIN_RET("Cannot build that building!");
  2959. break;
  2960. case CBuilding::BUILD_AUTO :
  2961. case CBuilding::BUILD_SPECIAL:
  2962. COMPLAIN_RET("This building can not be constructed normally!");
  2963. case CBuilding::BUILD_GRAIL :
  2964. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2965. {
  2966. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2967. COMPLAIN_RET("Cannot build this without grail!")
  2968. else
  2969. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2970. }
  2971. break;
  2972. }
  2973. }
  2974. //Performs stuff that has to be done before new building is built
  2975. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2976. {
  2977. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2978. {
  2979. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2980. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2981. if(upgradeNumber >= t->town->creatures.at(level).size())
  2982. {
  2983. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2984. "no creature found (upgrade number %d, level %d!")
  2985. % buildingID % upgradeNumber % level));
  2986. return;
  2987. }
  2988. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  2989. SetAvailableCreatures ssi;
  2990. ssi.tid = t->id;
  2991. ssi.creatures = t->creatures;
  2992. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2993. ssi.creatures[level].first = crea->growth;
  2994. ssi.creatures[level].second.push_back(crea->idNumber);
  2995. sendAndApply(&ssi);
  2996. }
  2997. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2998. {
  2999. setPortalDwelling(t);
  3000. }
  3001. };
  3002. //Performs stuff that has to be done after new building is built
  3003. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3004. {
  3005. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3006. auto isLibrary = isMageGuild ? false
  3007. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3008. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3009. {
  3010. if(t->visitingHero)
  3011. giveSpells(t,t->visitingHero);
  3012. if(t->garrisonHero)
  3013. giveSpells(t,t->garrisonHero);
  3014. }
  3015. };
  3016. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3017. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3018. {
  3019. return buildingsThatWillBe.count(buildID);
  3020. };
  3021. //Init the vectors
  3022. for(auto & build : t->town->buildings)
  3023. {
  3024. if(t->hasBuilt(build.first))
  3025. {
  3026. buildingsThatWillBe.insert(build.first);
  3027. }
  3028. else
  3029. {
  3030. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3031. remainingAutoBuildings.push_back(build.second);
  3032. }
  3033. }
  3034. //Prepare structure (list of building ids will be filled later)
  3035. NewStructures ns;
  3036. ns.tid = tid;
  3037. ns.builded = force ? t->builded : (t->builded+1);
  3038. std::queue<const CBuilding*> buildingsToAdd;
  3039. buildingsToAdd.push(requestedBuilding);
  3040. while(!buildingsToAdd.empty())
  3041. {
  3042. auto b = buildingsToAdd.front();
  3043. buildingsToAdd.pop();
  3044. ns.bid.insert(b->bid);
  3045. buildingsThatWillBe.insert(b->bid);
  3046. remainingAutoBuildings -= b;
  3047. for(auto autoBuilding : remainingAutoBuildings)
  3048. {
  3049. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3050. if(actualRequirements.test(areRequirementsFullfilled))
  3051. buildingsToAdd.push(autoBuilding);
  3052. }
  3053. }
  3054. // 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.
  3055. for(auto builtID : ns.bid)
  3056. processBeforeBuiltStructure(builtID);
  3057. //Take cost
  3058. if(!force)
  3059. giveResources(t->tempOwner, -requestedBuilding->resources);
  3060. //We know what has been built, apply changes. Do this as final step to properly update town window
  3061. sendAndApply(&ns);
  3062. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3063. for(auto builtID : ns.bid)
  3064. processAfterBuiltStructure(builtID);
  3065. // now when everything is built - reveal tiles for lookout tower
  3066. FoWChange fw;
  3067. fw.player = t->tempOwner;
  3068. fw.mode = 1;
  3069. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3070. sendAndApply(&fw);
  3071. if(t->visitingHero)
  3072. visitCastleObjects(t, t->visitingHero);
  3073. if(t->garrisonHero)
  3074. visitCastleObjects(t, t->garrisonHero);
  3075. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3076. return true;
  3077. }
  3078. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3079. {
  3080. ///incomplete, simply erases target building
  3081. const CGTownInstance * t = getTown(tid);
  3082. if (!vstd::contains(t->builtBuildings, bid))
  3083. return false;
  3084. RazeStructures rs;
  3085. rs.tid = tid;
  3086. rs.bid.insert(bid);
  3087. rs.destroyed = t->destroyed + 1;
  3088. sendAndApply(&rs);
  3089. //TODO: Remove dwellers
  3090. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3091. // {
  3092. // RemoveBonus rb(RemoveBonus::TOWN);
  3093. // rb.whoID = t->id;
  3094. // rb.source = Bonus::TOWN_STRUCTURE;
  3095. // rb.id = 17;
  3096. // sendAndApply(&rb);
  3097. // }
  3098. return true;
  3099. }
  3100. void CGameHandler::sendMessageToAll(const std::string &message)
  3101. {
  3102. SystemMessage sm;
  3103. sm.text = message;
  3104. sendToAllClients(&sm);
  3105. }
  3106. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3107. {
  3108. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3109. const CArmedInstance *dst = nullptr;
  3110. const CCreature *c = VLC->creh->objects.at(crid);
  3111. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3112. //TODO: test for owning
  3113. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3114. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3115. assert(dw && dst);
  3116. //verify
  3117. bool found = false;
  3118. int level = 0;
  3119. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3120. {
  3121. if ((fromLvl != -1) && (level !=fromLvl))
  3122. continue;
  3123. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3124. int i = 0;
  3125. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3126. if (cur.second.at(i) == crid)
  3127. break;
  3128. if (i < cur.second.size())
  3129. {
  3130. found = true;
  3131. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3132. break;
  3133. }
  3134. }
  3135. SlotID slot = dst->getSlotFor(crid);
  3136. if ((!found && complain("Cannot recruit: no such creatures!"))
  3137. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3138. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3139. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3140. {
  3141. return false;
  3142. }
  3143. //recruit
  3144. giveResources(dst->tempOwner, -(c->cost * cram));
  3145. SetAvailableCreatures sac;
  3146. sac.tid = objid;
  3147. sac.creatures = dw->creatures;
  3148. sac.creatures[level].first -= cram;
  3149. sendAndApply(&sac);
  3150. if (warMachine)
  3151. {
  3152. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3153. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3154. ArtifactID artId = c->warMachine;
  3155. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3156. const CArtifact * art = artId.toArtifact();
  3157. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3158. return giveHeroNewArtifact(h, art);
  3159. }
  3160. else
  3161. {
  3162. addToSlot(StackLocation(dst, slot), c, cram);
  3163. }
  3164. return true;
  3165. }
  3166. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3167. {
  3168. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3169. if (!obj->hasStackAtSlot(pos))
  3170. {
  3171. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3172. }
  3173. UpgradeInfo ui;
  3174. fillUpgradeInfo(obj, pos, ui);
  3175. PlayerColor player = obj->tempOwner;
  3176. const PlayerState *p = getPlayerState(player);
  3177. int crQuantity = obj->stacks.at(pos)->count;
  3178. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3179. //check if upgrade is possible
  3180. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3181. {
  3182. return false;
  3183. }
  3184. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3185. //check if player has enough resources
  3186. if (!p->resources.canAfford(totalCost))
  3187. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3188. //take resources
  3189. giveResources(player, -totalCost);
  3190. //upgrade creature
  3191. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3192. return true;
  3193. }
  3194. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3195. {
  3196. if (!sl.army->hasStackAtSlot(sl.slot))
  3197. COMPLAIN_RET("Cannot find a stack to change type");
  3198. SetStackType sst;
  3199. sst.army = sl.army->id;
  3200. sst.slot = sl.slot;
  3201. sst.type = c->idNumber;
  3202. sendAndApply(&sst);
  3203. return true;
  3204. }
  3205. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3206. {
  3207. assert(src->canBeMergedWith(*dst, allowMerging));
  3208. while(src->stacksCount())//while there are unmoved creatures
  3209. {
  3210. auto i = src->Slots().begin(); //iterator to stack to move
  3211. StackLocation sl(src, i->first); //location of stack to move
  3212. SlotID pos = dst->getSlotFor(i->second->type);
  3213. if (!pos.validSlot())
  3214. {
  3215. //try to merge two other stacks to make place
  3216. std::pair<SlotID, SlotID> toMerge;
  3217. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3218. {
  3219. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3220. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3221. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3222. }
  3223. else
  3224. {
  3225. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3226. return;
  3227. }
  3228. }
  3229. else
  3230. {
  3231. moveStack(sl, StackLocation(dst, pos));
  3232. }
  3233. }
  3234. }
  3235. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3236. {
  3237. const CGTownInstance * town = getTown(tid);
  3238. if(!town->garrisonHero == !town->visitingHero)
  3239. return false;
  3240. SetHeroesInTown intown;
  3241. intown.tid = tid;
  3242. if(town->garrisonHero) //garrison -> vising
  3243. {
  3244. intown.garrison = ObjectInstanceID();
  3245. intown.visiting = town->garrisonHero->id;
  3246. }
  3247. else //visiting -> garrison
  3248. {
  3249. if(town->armedGarrison())
  3250. town->mergeGarrisonOnSiege();
  3251. intown.visiting = ObjectInstanceID();
  3252. intown.garrison = town->visitingHero->id;
  3253. }
  3254. sendAndApply(&intown);
  3255. return true;
  3256. }
  3257. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3258. {
  3259. const CGTownInstance * town = getTown(tid);
  3260. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3261. {
  3262. if (!town->visitingHero->canBeMergedWith(*town))
  3263. {
  3264. complain("Cannot make garrison swap, not enough free slots!");
  3265. return false;
  3266. }
  3267. moveArmy(town, town->visitingHero, true);
  3268. SetHeroesInTown intown;
  3269. intown.tid = tid;
  3270. intown.visiting = ObjectInstanceID();
  3271. intown.garrison = town->visitingHero->id;
  3272. sendAndApply(&intown);
  3273. return true;
  3274. }
  3275. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3276. {
  3277. //check if moving hero out of town will break 8 wandering heroes limit
  3278. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3279. {
  3280. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3281. return false;
  3282. }
  3283. SetHeroesInTown intown;
  3284. intown.tid = tid;
  3285. intown.garrison = ObjectInstanceID();
  3286. intown.visiting = town->garrisonHero->id;
  3287. sendAndApply(&intown);
  3288. return true;
  3289. }
  3290. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3291. {
  3292. SetHeroesInTown intown;
  3293. intown.tid = tid;
  3294. intown.garrison = town->visitingHero->id;
  3295. intown.visiting = town->garrisonHero->id;
  3296. sendAndApply(&intown);
  3297. return true;
  3298. }
  3299. else
  3300. {
  3301. complain("Cannot swap garrison hero!");
  3302. return false;
  3303. }
  3304. }
  3305. // With the amount of changes done to the function, it's more like transferArtifacts.
  3306. // 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.
  3307. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3308. {
  3309. ArtifactLocation src = al1, dst = al2;
  3310. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3311. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3312. // Make sure exchange is even possible between the two heroes.
  3313. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3314. COMPLAIN_RET("That heroes cannot make any exchange!");
  3315. const CArtifactInstance *srcArtifact = src.getArt();
  3316. const CArtifactInstance *destArtifact = dst.getArt();
  3317. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3318. if(srcArtifact == nullptr)
  3319. COMPLAIN_RET("No artifact to move!");
  3320. if(destArtifact && srcPlayer != dstPlayer)
  3321. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3322. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3323. // Moving to the backpack is always allowed.
  3324. if((!srcArtifact || !isDstSlotBackpack)
  3325. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3326. COMPLAIN_RET("Cannot move artifact!");
  3327. auto srcSlot = src.getSlot();
  3328. auto dstSlot = dst.getSlot();
  3329. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3330. COMPLAIN_RET("Cannot move artifact locks.");
  3331. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3332. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3333. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3334. COMPLAIN_RET("Cannot move catapult!");
  3335. if(isDstSlotBackpack)
  3336. {
  3337. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3338. COMPLAIN_RET("Backpack is full!");
  3339. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3340. }
  3341. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3342. {
  3343. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3344. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3345. // Check if dst slot is occupied
  3346. if(!isDstSlotBackpack && destArtifact)
  3347. {
  3348. // Previous artifact must be removed first
  3349. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3350. }
  3351. try
  3352. {
  3353. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3354. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3355. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3356. }
  3357. catch(const boost::bad_get &)
  3358. {
  3359. // object other than hero received an art - ignore
  3360. }
  3361. MoveArtifact ma(&src, &dst);
  3362. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3363. ma.askAssemble = false;
  3364. sendAndApply(&ma);
  3365. }
  3366. return true;
  3367. }
  3368. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3369. {
  3370. // Make sure exchange is even possible between the two heroes.
  3371. if(!isAllowedExchange(srcHero, dstHero))
  3372. COMPLAIN_RET("That heroes cannot make any exchange!");
  3373. auto psrcHero = getHero(srcHero);
  3374. auto pdstHero = getHero(dstHero);
  3375. if((!psrcHero) || (!pdstHero))
  3376. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3377. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3378. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3379. auto & slotsSrcDst = ma.artsPack0;
  3380. auto & slotsDstSrc = ma.artsPack1;
  3381. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3382. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3383. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3384. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3385. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3386. {
  3387. assert(artifact);
  3388. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3389. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3390. {
  3391. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3392. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3393. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3394. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3395. }
  3396. };
  3397. if(swap)
  3398. {
  3399. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3400. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3401. {
  3402. for(auto & artifact : srcHero->artifactsWorn)
  3403. {
  3404. if(ArtifactUtils::isArtRemovable(artifact))
  3405. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3406. }
  3407. };
  3408. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3409. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3410. {
  3411. for(auto & slotInfo : artSet->artifactsInBackpack)
  3412. {
  3413. auto slot = artSet->getArtPos(slotInfo.artifact);
  3414. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3415. }
  3416. };
  3417. // Move over artifacts that are worn srcHero -> dstHero
  3418. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3419. artFittingSet.artifactsWorn.clear();
  3420. // Move over artifacts that are worn dstHero -> srcHero
  3421. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3422. // Move over artifacts that are in backpack srcHero -> dstHero
  3423. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3424. // Move over artifacts that are in backpack dstHero -> srcHero
  3425. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3426. }
  3427. else
  3428. {
  3429. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3430. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3431. // Move over artifacts that are worn
  3432. for(auto & artInfo : psrcHero->artifactsWorn)
  3433. {
  3434. if(ArtifactUtils::isArtRemovable(artInfo))
  3435. {
  3436. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3437. }
  3438. }
  3439. // Move over artifacts that are in backpack
  3440. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3441. {
  3442. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3443. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3444. }
  3445. }
  3446. sendAndApply(&ma);
  3447. return true;
  3448. }
  3449. /**
  3450. * Assembles or disassembles a combination artifact.
  3451. * @param heroID ID of hero holding the artifact(s).
  3452. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3453. * @param assemble True for assembly operation, false for disassembly.
  3454. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3455. * artifact to assemble to. Otherwise it's not used.
  3456. */
  3457. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3458. {
  3459. const CGHeroInstance * hero = getHero(heroID);
  3460. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3461. if(!destArtifact)
  3462. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3463. if(assemble)
  3464. {
  3465. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3466. if(!combinedArt->constituents)
  3467. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3468. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  3469. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3470. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3471. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3472. AssembledArtifact aa;
  3473. aa.al = ArtifactLocation(hero, artifactSlot);
  3474. aa.builtArt = combinedArt;
  3475. sendAndApply(&aa);
  3476. }
  3477. else
  3478. {
  3479. if(!destArtifact->canBeDisassembled())
  3480. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3481. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3482. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->constituents->size() - 1))
  3483. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3484. DisassembledArtifact da;
  3485. da.al = ArtifactLocation(hero, artifactSlot);
  3486. sendAndApply(&da);
  3487. }
  3488. return true;
  3489. }
  3490. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3491. {
  3492. const CGHeroInstance * hero = getHero(hid);
  3493. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3494. const CGTownInstance * town = hero->visitedTown;
  3495. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3496. if (aid==ArtifactID::SPELLBOOK)
  3497. {
  3498. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3499. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3500. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3501. )
  3502. return false;
  3503. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3504. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3505. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3506. giveSpells(town,hero);
  3507. return true;
  3508. }
  3509. else
  3510. {
  3511. const CArtifact * art = aid.toArtifact();
  3512. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3513. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3514. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3515. const int price = art->price;
  3516. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3517. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3518. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3519. {
  3520. giveResource(hero->getOwner(),Res::GOLD,-price);
  3521. return giveHeroNewArtifact(hero, art);
  3522. }
  3523. else
  3524. COMPLAIN_RET("This machine is unavailable here!");
  3525. }
  3526. }
  3527. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3528. {
  3529. if(!h)
  3530. COMPLAIN_RET("Only hero can buy artifacts!");
  3531. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3532. COMPLAIN_RET("That artifact is unavailable!");
  3533. int b1, b2;
  3534. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3535. if (getResource(h->tempOwner, rid) < b1)
  3536. COMPLAIN_RET("You can't afford to buy this artifact!");
  3537. giveResource(h->tempOwner, rid, -b1);
  3538. SetAvailableArtifacts saa;
  3539. if (m->o->ID == Obj::TOWN)
  3540. {
  3541. saa.id = -1;
  3542. saa.arts = CGTownInstance::merchantArtifacts;
  3543. }
  3544. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3545. {
  3546. saa.id = bm->id.getNum();
  3547. saa.arts = bm->artifacts;
  3548. }
  3549. else
  3550. COMPLAIN_RET("Wrong marktet...");
  3551. bool found = false;
  3552. for (const CArtifact *&art : saa.arts)
  3553. {
  3554. if (art && art->getId() == aid)
  3555. {
  3556. art = nullptr;
  3557. found = true;
  3558. break;
  3559. }
  3560. }
  3561. if (!found)
  3562. COMPLAIN_RET("Cannot find selected artifact on the list");
  3563. sendAndApply(&saa);
  3564. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3565. return true;
  3566. }
  3567. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3568. {
  3569. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3570. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3571. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3572. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3573. int resVal = 0, dump = 1;
  3574. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3575. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3576. giveResource(h->tempOwner, rid, resVal);
  3577. return true;
  3578. }
  3579. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3580. {
  3581. if (!h)
  3582. COMPLAIN_RET("You need hero to buy a skill!");
  3583. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3584. COMPLAIN_RET("Hero already know this skill");
  3585. if (!h->canLearnSkill())
  3586. COMPLAIN_RET("Hero can't learn any more skills");
  3587. if (!h->canLearnSkill(skill))
  3588. COMPLAIN_RET("The hero can't learn this skill!");
  3589. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3590. COMPLAIN_RET("That skill is unavailable!");
  3591. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3592. COMPLAIN_RET("You can't afford to buy this skill");
  3593. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3594. changeSecSkill(h, skill, 1, true);
  3595. return true;
  3596. }
  3597. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3598. {
  3599. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3600. vstd::amin(val, r1); //can't trade more resources than have
  3601. int b1, b2; //base quantities for trade
  3602. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3603. int units = val / b1; //how many base quantities we trade
  3604. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3605. {
  3606. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3607. }
  3608. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3609. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3610. return true;
  3611. }
  3612. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3613. {
  3614. if(!hero)
  3615. COMPLAIN_RET("Only hero can sell creatures!");
  3616. if (!vstd::contains(hero->Slots(), slot))
  3617. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3618. const CStackInstance &s = hero->getStack(slot);
  3619. if (s.count < (TQuantity)count //can't sell more creatures than have
  3620. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3621. {
  3622. COMPLAIN_RET("Not enough creatures in army!");
  3623. }
  3624. int b1, b2; //base quantities for trade
  3625. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3626. int units = count / b1; //how many base quantities we trade
  3627. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3628. {
  3629. //TODO: complain?
  3630. assert(0);
  3631. }
  3632. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3633. giveResource(hero->tempOwner, resourceID, b2 * units);
  3634. return true;
  3635. }
  3636. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3637. {
  3638. const CArmedInstance *army = nullptr;
  3639. if (hero)
  3640. army = hero;
  3641. else
  3642. army = dynamic_cast<const CGTownInstance *>(market->o);
  3643. if (!army)
  3644. COMPLAIN_RET("Incorrect call to transform in undead!");
  3645. if (!army->hasStackAtSlot(slot))
  3646. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3647. const CStackInstance &s = army->getStack(slot);
  3648. //resulting creature - bone dragons or skeletons
  3649. CreatureID resCreature = CreatureID::SKELETON;
  3650. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3651. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3652. || (s.getCreatureID() == CreatureID::HYDRA)
  3653. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3654. resCreature = CreatureID::BONE_DRAGON;
  3655. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3656. return true;
  3657. }
  3658. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3659. {
  3660. const PlayerState *p2 = getPlayerState(r2, false);
  3661. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3662. {
  3663. complain("Dest player must be in game!");
  3664. return false;
  3665. }
  3666. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3667. vstd::amin(val, curRes1);
  3668. giveResource(player, r1, -(int)val);
  3669. giveResource(r2, r1, val);
  3670. return true;
  3671. }
  3672. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3673. {
  3674. const CGHeroInstance *h = getHero(hid);
  3675. if (!h)
  3676. {
  3677. logGlobal->error("Hero doesn't exist!");
  3678. return false;
  3679. }
  3680. ChangeFormation cf;
  3681. cf.hid = hid;
  3682. cf.formation = formation;
  3683. sendAndApply(&cf);
  3684. return true;
  3685. }
  3686. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3687. {
  3688. const PlayerState * p = getPlayerState(player);
  3689. const CGTownInstance * t = getTown(obj->id);
  3690. //common preconditions
  3691. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3692. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3693. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3694. || ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
  3695. || ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3696. {
  3697. return false;
  3698. }
  3699. if (t) //tavern in town
  3700. {
  3701. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3702. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3703. {
  3704. return false;
  3705. }
  3706. }
  3707. else if (obj->ID == Obj::TAVERN)
  3708. {
  3709. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3710. {
  3711. return false;
  3712. }
  3713. }
  3714. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3715. if (!nh)
  3716. {
  3717. complain ("Hero is not available for hiring!");
  3718. return false;
  3719. }
  3720. HeroRecruited hr;
  3721. hr.tid = obj->id;
  3722. hr.hid = nh->subID;
  3723. hr.player = player;
  3724. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3725. sendAndApply(&hr);
  3726. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3727. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3728. const CGHeroInstance *newHero = nullptr;
  3729. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3730. {
  3731. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3732. }
  3733. SetAvailableHeroes sah;
  3734. sah.player = player;
  3735. if (newHero)
  3736. {
  3737. sah.hid[hid] = newHero->subID;
  3738. sah.army[hid].clear();
  3739. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3740. }
  3741. else
  3742. {
  3743. sah.hid[hid] = -1;
  3744. }
  3745. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3746. sendAndApply(&sah);
  3747. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3748. if (t)
  3749. {
  3750. visitCastleObjects(t, nh);
  3751. giveSpells (t,nh);
  3752. }
  3753. return true;
  3754. }
  3755. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3756. {
  3757. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3758. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3759. logGlobal->trace(answer.toJson());
  3760. auto topQuery = queries.topQuery(player);
  3761. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3762. if(topQuery->queryID != qid)
  3763. {
  3764. auto currentQuery = queries.getQuery(qid);
  3765. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3766. currentQuery->setReply(answer);
  3767. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3768. }
  3769. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3770. topQuery->setReply(answer);
  3771. queries.popQuery(topQuery);
  3772. return true;
  3773. }
  3774. static EndAction end_action;
  3775. void CGameHandler::updateGateState()
  3776. {
  3777. // GATE_BRIDGE - leftmost tile, located over moat
  3778. // GATE_OUTER - central tile, mostly covered by gate image
  3779. // GATE_INNER - rightmost tile, inside the walls
  3780. // GATE_OUTER or GATE_INNER:
  3781. // - if defender moves unit on these tiles, bridge will open
  3782. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3783. // - blocked to attacker if bridge is closed
  3784. // GATE_BRIDGE
  3785. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3786. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3787. // - deals moat damage to attacker if bridge is closed (fortress only)
  3788. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3789. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3790. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3791. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3792. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  3793. {
  3794. return obst->obstacleType == CObstacleInstance::MOAT;
  3795. });
  3796. BattleUpdateGateState db;
  3797. db.state = gs->curB->si.gateState;
  3798. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3799. {
  3800. db.state = EGateState::DESTROYED;
  3801. }
  3802. else if (db.state == EGateState::OPENED)
  3803. {
  3804. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  3805. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3806. if (gateCanClose)
  3807. db.state = EGateState::CLOSED;
  3808. else
  3809. db.state = EGateState::OPENED;
  3810. }
  3811. else // CLOSED or BLOCKED
  3812. {
  3813. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3814. if (gateBlocked)
  3815. db.state = EGateState::BLOCKED;
  3816. else
  3817. db.state = EGateState::CLOSED;
  3818. }
  3819. if (db.state != gs->curB->si.gateState)
  3820. sendAndApply(&db);
  3821. }
  3822. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3823. {
  3824. bool ok = true;
  3825. battle::Target target = ba.getTarget(gs->curB);
  3826. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3827. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3828. logGlobal->trace("Making action: %s", ba.toString());
  3829. switch(ba.actionType)
  3830. {
  3831. case EActionType::WALK: //walk
  3832. case EActionType::DEFEND: //defend
  3833. case EActionType::WAIT: //wait
  3834. case EActionType::WALK_AND_ATTACK: //walk or attack
  3835. case EActionType::SHOOT: //shoot
  3836. case EActionType::CATAPULT: //catapult
  3837. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3838. case EActionType::MONSTER_SPELL:
  3839. if (!stack)
  3840. {
  3841. complain("No such stack!");
  3842. return false;
  3843. }
  3844. if (!stack->alive())
  3845. {
  3846. complain("This stack is dead: " + stack->nodeName());
  3847. return false;
  3848. }
  3849. if (battleTacticDist())
  3850. {
  3851. if (stack && stack->side != battleGetTacticsSide())
  3852. {
  3853. complain("This is not a stack of side that has tactics!");
  3854. return false;
  3855. }
  3856. }
  3857. else if (!isAboutActiveStack)
  3858. {
  3859. complain("Action has to be about active stack!");
  3860. return false;
  3861. }
  3862. }
  3863. auto wrapAction = [this](BattleAction &ba)
  3864. {
  3865. StartAction startAction(ba);
  3866. sendAndApply(&startAction);
  3867. return vstd::makeScopeGuard([&]()
  3868. {
  3869. sendAndApply(&end_action);
  3870. });
  3871. };
  3872. switch(ba.actionType)
  3873. {
  3874. case EActionType::END_TACTIC_PHASE: //wait
  3875. case EActionType::BAD_MORALE:
  3876. case EActionType::NO_ACTION:
  3877. {
  3878. auto wrapper = wrapAction(ba);
  3879. break;
  3880. }
  3881. case EActionType::WALK:
  3882. {
  3883. auto wrapper = wrapAction(ba);
  3884. if(target.size() < 1)
  3885. {
  3886. complain("Destination required for move action.");
  3887. ok = false;
  3888. break;
  3889. }
  3890. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3891. if (!walkedTiles)
  3892. complain("Stack failed movement!");
  3893. break;
  3894. }
  3895. case EActionType::DEFEND:
  3896. {
  3897. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3898. SetStackEffect sse;
  3899. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3900. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3901. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3902. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3903. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3904. int oldDefenceValue = defence.totalValue();
  3905. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3906. defence.push_back(std::make_shared<Bonus>(bonus2));
  3907. int difference = defence.totalValue() - oldDefenceValue;
  3908. std::vector<Bonus> buffer;
  3909. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3910. {
  3911. difference = 1;
  3912. buffer.push_back(alternativeWeakCreatureBonus);
  3913. }
  3914. else
  3915. {
  3916. buffer.push_back(defenseBonusToAdd);
  3917. }
  3918. buffer.push_back(bonus2);
  3919. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3920. sendAndApply(&sse);
  3921. BattleLogMessage message;
  3922. MetaString text;
  3923. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3924. stack->addNameReplacement(text);
  3925. text.addReplacement(difference);
  3926. message.lines.push_back(text);
  3927. sendAndApply(&message);
  3928. //don't break - we share code with next case
  3929. }
  3930. FALLTHROUGH
  3931. case EActionType::WAIT:
  3932. {
  3933. auto wrapper = wrapAction(ba);
  3934. break;
  3935. }
  3936. case EActionType::RETREAT: //retreat/flee
  3937. {
  3938. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3939. complain("Cannot retreat!");
  3940. else
  3941. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3942. break;
  3943. }
  3944. case EActionType::SURRENDER:
  3945. {
  3946. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3947. int cost = gs->curB->battleGetSurrenderCost(player);
  3948. if (cost < 0)
  3949. complain("Cannot surrender!");
  3950. else if (getResource(player, Res::GOLD) < cost)
  3951. complain("Not enough gold to surrender!");
  3952. else
  3953. {
  3954. giveResource(player, Res::GOLD, -cost);
  3955. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3956. }
  3957. break;
  3958. }
  3959. case EActionType::WALK_AND_ATTACK: //walk or attack
  3960. {
  3961. auto wrapper = wrapAction(ba);
  3962. if(!stack)
  3963. {
  3964. complain("No attacker");
  3965. ok = false;
  3966. break;
  3967. }
  3968. if(target.size() < 2)
  3969. {
  3970. complain("Two destinations required for attack action.");
  3971. ok = false;
  3972. break;
  3973. }
  3974. BattleHex attackPos = target.at(0).hexValue;
  3975. BattleHex destinationTile = target.at(1).hexValue;
  3976. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3977. if(!destinationStack)
  3978. {
  3979. complain("Invalid target to attack");
  3980. ok = false;
  3981. break;
  3982. }
  3983. BattleHex startingPos = stack->getPosition();
  3984. int distance = moveStack(ba.stackNumber, attackPos);
  3985. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3986. if(stack->getPosition() != attackPos
  3987. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  3988. )
  3989. {
  3990. // we were not able to reach destination tile, nor occupy specified hex
  3991. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  3992. break;
  3993. }
  3994. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3995. {
  3996. destinationStack = nullptr;
  3997. }
  3998. if(!destinationStack)
  3999. {
  4000. complain("Unit can not attack itself");
  4001. ok = false;
  4002. break;
  4003. }
  4004. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4005. {
  4006. complain("Attack cannot be performed!");
  4007. ok = false;
  4008. break;
  4009. }
  4010. //attack
  4011. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4012. //TODO: move to CUnitState
  4013. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4014. if(attackingHero)
  4015. {
  4016. totalAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4017. }
  4018. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4019. const bool retaliation = destinationStack->ableToRetaliate();
  4020. for (int i = 0; i < totalAttacks; ++i)
  4021. {
  4022. //first strike
  4023. if(i == 0 && firstStrike && retaliation)
  4024. {
  4025. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4026. }
  4027. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4028. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4029. {
  4030. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4031. }
  4032. //counterattack
  4033. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4034. if(stack->alive()
  4035. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4036. && (i == 0 && !firstStrike)
  4037. && retaliation && destinationStack->ableToRetaliate())
  4038. {
  4039. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4040. }
  4041. }
  4042. //return
  4043. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4044. && target.size() == 3
  4045. && startingPos != stack->getPosition()
  4046. && startingPos == target.at(2).hexValue
  4047. && stack->alive())
  4048. {
  4049. moveStack(ba.stackNumber, startingPos);
  4050. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4051. }
  4052. break;
  4053. }
  4054. case EActionType::SHOOT:
  4055. {
  4056. if(target.size() < 1)
  4057. {
  4058. complain("Destination required for shot action.");
  4059. ok = false;
  4060. break;
  4061. }
  4062. auto destination = target.at(0).hexValue;
  4063. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4064. if (!gs->curB->battleCanShoot(stack, destination))
  4065. {
  4066. complain("Cannot shoot!");
  4067. break;
  4068. }
  4069. if (!destinationStack)
  4070. {
  4071. complain("No target to shoot!");
  4072. break;
  4073. }
  4074. auto wrapper = wrapAction(ba);
  4075. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4076. //ranged counterattack
  4077. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4078. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4079. && destinationStack->ableToRetaliate()
  4080. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4081. && stack->alive()) //attacker may have died (fire shield)
  4082. {
  4083. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4084. }
  4085. //allow more than one additional attack
  4086. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4087. //TODO: move to CUnitState
  4088. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4089. if(attackingHero)
  4090. {
  4091. totalRangedAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4092. }
  4093. for(int i = 1; i < totalRangedAttacks; ++i)
  4094. {
  4095. if(
  4096. stack->alive()
  4097. && destinationStack->alive()
  4098. && stack->shots.canUse()
  4099. )
  4100. {
  4101. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4102. }
  4103. }
  4104. break;
  4105. }
  4106. case EActionType::CATAPULT:
  4107. {
  4108. auto wrapper = wrapAction(ba);
  4109. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4110. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
  4111. if(!catapultAbility || catapultAbility->subtype < 0)
  4112. {
  4113. complain("We do not know how to shoot :P");
  4114. }
  4115. else
  4116. {
  4117. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4118. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4119. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4120. parameters.setSpellLevel(shotLevel);
  4121. parameters.cast(spellEnv, target);
  4122. }
  4123. //finish by scope guard
  4124. break;
  4125. }
  4126. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4127. {
  4128. auto wrapper = wrapAction(ba);
  4129. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4130. if(target.size() < 1)
  4131. {
  4132. complain("Destination required for heal action.");
  4133. ok = false;
  4134. break;
  4135. }
  4136. const battle::Unit * destStack = nullptr;
  4137. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::HEALER));
  4138. if(target.at(0).unitValue)
  4139. destStack = target.at(0).unitValue;
  4140. else
  4141. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4142. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4143. {
  4144. complain("There is either no healer, no destination, or healer cannot heal :P");
  4145. }
  4146. else
  4147. {
  4148. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4149. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4150. parameters.setSpellLevel(0);
  4151. parameters.cast(spellEnv, target);
  4152. }
  4153. break;
  4154. }
  4155. case EActionType::MONSTER_SPELL:
  4156. {
  4157. auto wrapper = wrapAction(ba);
  4158. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4159. SpellID spellID = SpellID(ba.actionSubtype);
  4160. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4161. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4162. //TODO special bonus for genies ability
  4163. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4164. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4165. if (spellID < 0)
  4166. complain("That stack can't cast spells!");
  4167. else
  4168. {
  4169. const CSpell * spell = SpellID(spellID).toSpell();
  4170. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4171. int32_t spellLvl = 0;
  4172. if(spellcaster)
  4173. vstd::amax(spellLvl, spellcaster->val);
  4174. if(randSpellcaster)
  4175. vstd::amax(spellLvl, randSpellcaster->val);
  4176. parameters.setSpellLevel(spellLvl);
  4177. parameters.cast(spellEnv, target);
  4178. }
  4179. break;
  4180. }
  4181. }
  4182. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4183. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4184. handleDamageFromObstacle(stack);
  4185. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4186. battleMadeAction.setn(true);
  4187. return ok;
  4188. }
  4189. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4190. {
  4191. bool cheated = false;
  4192. PlayerMessageClient temp_message(player, message);
  4193. sendAndApply(&temp_message);
  4194. std::vector<std::string> words;
  4195. boost::split(words, message, boost::is_any_of(" "));
  4196. bool isHost = false;
  4197. for(auto & c : connections[player])
  4198. if(lobby->isClientHost(c->connectionID))
  4199. isHost = true;
  4200. if(isHost && words.size() >= 2 && words[0] == "game")
  4201. {
  4202. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4203. {
  4204. SystemMessage temp_message("game was terminated");
  4205. sendAndApply(&temp_message);
  4206. lobby->state = EServerState::SHUTDOWN;
  4207. return;
  4208. }
  4209. if(words.size() == 3 && words[1] == "save")
  4210. {
  4211. save("Saves/" + words[2]);
  4212. SystemMessage temp_message("game saved as " + words[2]);
  4213. sendAndApply(&temp_message);
  4214. return;
  4215. }
  4216. if(words.size() == 3 && words[1] == "kick")
  4217. {
  4218. auto playername = words[2];
  4219. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4220. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4221. playerToKick = PlayerColor(std::stoi(playername));
  4222. else
  4223. {
  4224. for(auto & c : connections)
  4225. {
  4226. if(c.first.getStr(false) == playername)
  4227. playerToKick = c.first;
  4228. }
  4229. }
  4230. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4231. {
  4232. PlayerCheated pc;
  4233. pc.player = playerToKick;
  4234. pc.losingCheatCode = true;
  4235. sendAndApply(&pc);
  4236. checkVictoryLossConditionsForPlayer(playerToKick);
  4237. }
  4238. return;
  4239. }
  4240. }
  4241. int obj = 0;
  4242. if (words.size() == 2 && words[0] != "vcmiexp")
  4243. {
  4244. obj = std::atoi(words[1].c_str());
  4245. if (obj)
  4246. currObj = ObjectInstanceID(obj);
  4247. }
  4248. const CGHeroInstance * hero = getHero(currObj);
  4249. const CGTownInstance * town = getTown(currObj);
  4250. if (!town && hero)
  4251. town = hero->visitedTown;
  4252. if((words[0] == "vcmiarmy" || words[0] == "vcmiexp") && words.size() > 1)
  4253. {
  4254. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4255. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4256. }
  4257. else if (words.size() == 1 || obj)
  4258. {
  4259. handleCheatCode(words[0], player, hero, town, cheated);
  4260. }
  4261. else
  4262. {
  4263. for (const auto & i : gs->players)
  4264. {
  4265. if (i.first == PlayerColor::NEUTRAL)
  4266. continue;
  4267. if (words[1] == "ai")
  4268. {
  4269. if (i.second.human)
  4270. continue;
  4271. }
  4272. else if (words[1] != "all" && words[1] != i.first.getStr())
  4273. continue;
  4274. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4275. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4276. {
  4277. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4278. }
  4279. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4280. {
  4281. for (const auto & t : i.second.towns)
  4282. {
  4283. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4284. }
  4285. }
  4286. else
  4287. {
  4288. for (const auto & h : i.second.heroes)
  4289. {
  4290. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4291. }
  4292. }
  4293. }
  4294. }
  4295. if (cheated)
  4296. {
  4297. if(!getPlayerSettings(player)->isControlledByAI())
  4298. {
  4299. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4300. sendAndApply(&temp_message);
  4301. }
  4302. if(!player.isSpectator())
  4303. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4304. }
  4305. }
  4306. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4307. {
  4308. switch(ba.actionType)
  4309. {
  4310. case EActionType::HERO_SPELL:
  4311. {
  4312. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4313. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4314. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4315. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4316. if (!s)
  4317. {
  4318. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4319. return false;
  4320. }
  4321. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4322. spells::detail::ProblemImpl problem;
  4323. auto m = s->battleMechanics(&parameters);
  4324. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4325. {
  4326. logGlobal->warn("Spell cannot be cast!");
  4327. std::vector<std::string> texts;
  4328. problem.getAll(texts);
  4329. for(auto s : texts)
  4330. logGlobal->warn(s);
  4331. return false;
  4332. }
  4333. StartAction start_action(ba);
  4334. sendAndApply(&start_action); //start spell casting
  4335. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4336. sendAndApply(&end_action);
  4337. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4338. {
  4339. battleMadeAction.setn(true);
  4340. }
  4341. checkBattleStateChanges();
  4342. if (battleResult.get())
  4343. {
  4344. battleMadeAction.setn(true);
  4345. //battle will be ended by startBattle function
  4346. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4347. }
  4348. return true;
  4349. }
  4350. }
  4351. return false;
  4352. }
  4353. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4354. {
  4355. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4356. for(auto b : bl)
  4357. {
  4358. const CSpell * sp = SpellID(b->subtype).toSpell();
  4359. if(!sp)
  4360. continue;
  4361. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4362. const int32_t level = ((val > 3) ? (val - 3) : val);
  4363. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4364. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4365. battleCast.setEffectDuration(50);
  4366. battleCast.setSpellLevel(level);
  4367. spells::Target target;
  4368. if(val > 3)
  4369. {
  4370. for(auto s : gs->curB->battleGetAllStacks())
  4371. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4372. target.emplace_back(s);
  4373. }
  4374. else
  4375. {
  4376. target.emplace_back(st);
  4377. }
  4378. battleCast.applyEffects(spellEnv, target, false, true);
  4379. }
  4380. }
  4381. void CGameHandler::stackTurnTrigger(const CStack *st)
  4382. {
  4383. BattleTriggerEffect bte;
  4384. bte.stackID = st->ID;
  4385. bte.effect = -1;
  4386. bte.val = 0;
  4387. bte.additionalInfo = 0;
  4388. if (st->alive())
  4389. {
  4390. //unbind
  4391. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4392. {
  4393. bool unbind = true;
  4394. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4395. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4396. for (auto b : bl)
  4397. {
  4398. if(b->additionalInfo != CAddInfo::NONE)
  4399. {
  4400. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4401. if(stack)
  4402. {
  4403. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4404. unbind = false;
  4405. }
  4406. }
  4407. else
  4408. {
  4409. unbind = false;
  4410. }
  4411. }
  4412. if (unbind)
  4413. {
  4414. BattleSetStackProperty ssp;
  4415. ssp.which = BattleSetStackProperty::UNBIND;
  4416. ssp.stackID = st->ID;
  4417. sendAndApply(&ssp);
  4418. }
  4419. }
  4420. if (st->hasBonusOfType(Bonus::POISON))
  4421. {
  4422. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4423. if (b) //TODO: what if not?...
  4424. {
  4425. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4426. if (bte.val < b->val) //(negative) poison effect increases - update it
  4427. {
  4428. bte.effect = Bonus::POISON;
  4429. sendAndApply(&bte);
  4430. }
  4431. }
  4432. }
  4433. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4434. {
  4435. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4436. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4437. if(opponentHero)
  4438. {
  4439. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4440. vstd::amin(manaDrained, opponentHero->mana);
  4441. if(manaDrained)
  4442. {
  4443. bte.effect = Bonus::MANA_DRAIN;
  4444. bte.val = manaDrained;
  4445. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4446. sendAndApply(&bte);
  4447. }
  4448. }
  4449. }
  4450. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4451. {
  4452. bool fearsomeCreature = false;
  4453. for (CStack * stack : gs->curB->stacks)
  4454. {
  4455. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4456. {
  4457. fearsomeCreature = true;
  4458. break;
  4459. }
  4460. }
  4461. if (fearsomeCreature)
  4462. {
  4463. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4464. {
  4465. bte.effect = Bonus::FEAR;
  4466. sendAndApply(&bte);
  4467. }
  4468. }
  4469. }
  4470. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4471. int side = gs->curB->whatSide(st->owner);
  4472. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4473. {
  4474. bool cast = false;
  4475. while(!bl.empty() && !cast)
  4476. {
  4477. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4478. auto spellID = SpellID(bonus->subtype);
  4479. const CSpell * spell = SpellID(spellID).toSpell();
  4480. bl.remove_if([&bonus](const Bonus * b)
  4481. {
  4482. return b == bonus.get();
  4483. });
  4484. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4485. parameters.setSpellLevel(bonus->val);
  4486. parameters.massive = true;
  4487. parameters.smart = true;
  4488. //todo: recheck effect level
  4489. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4490. {
  4491. cast = true;
  4492. int cooldown = bonus->additionalInfo[0];
  4493. BattleSetStackProperty ssp;
  4494. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4495. ssp.absolute = false;
  4496. ssp.val = cooldown;
  4497. ssp.stackID = st->unitId();
  4498. sendAndApply(&ssp);
  4499. }
  4500. }
  4501. }
  4502. }
  4503. }
  4504. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving, const std::set<BattleHex> & passed)
  4505. {
  4506. if(!curStack->alive())
  4507. return false;
  4508. bool movementStopped = false;
  4509. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack, passed))
  4510. {
  4511. //helper info
  4512. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4513. const ui8 side = curStack->side;
  4514. if(!spellObstacle)
  4515. COMPLAIN_RET("Invalid obstacle instance");
  4516. if(spellObstacle->triggersEffects())
  4517. {
  4518. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4519. auto revealObstacles = [&](const SpellCreatedObstacle & spellObstacle) -> void
  4520. {
  4521. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4522. ObstacleChanges changeInfo;
  4523. changeInfo.id = spellObstacle.uniqueID;
  4524. if (oneTimeObstacle)
  4525. changeInfo.operation = ObstacleChanges::EOperation::REMOVE;
  4526. else
  4527. changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
  4528. SpellCreatedObstacle changedObstacle;
  4529. changedObstacle.uniqueID = changeInfo.id;
  4530. changedObstacle.revealed = true;
  4531. changeInfo.data.clear();
  4532. JsonSerializer ser(nullptr, changeInfo.data);
  4533. ser.serializeStruct("obstacle", changedObstacle);
  4534. BattleObstaclesChanged bocp;
  4535. bocp.changes.emplace_back(changeInfo);
  4536. sendAndApply(&bocp);
  4537. };
  4538. auto shouldReveal = !spellObstacle->hidden || !gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side);
  4539. const auto * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4540. auto caster = spells::ObstacleCasterProxy(gs->curB->sides.at(spellObstacle->casterSide).color, hero, *spellObstacle);
  4541. const auto * sp = SpellID(spellObstacle->ID).toSpell();
  4542. if(sp)
  4543. {
  4544. auto cast = spells::BattleCast(gs->curB, &caster, spells::Mode::PASSIVE, sp);
  4545. spells::detail::ProblemImpl ignored;
  4546. auto target = spells::Target(1, spells::Destination(curStack));
  4547. if(sp->battleMechanics(&cast)->canBeCastAt(target, ignored)) // Obstacles should not be revealed by immune creatures
  4548. {
  4549. if(shouldReveal) { //hidden obstacle triggers effects after revealed
  4550. revealObstacles(*spellObstacle);
  4551. cast.cast(spellEnv, target);
  4552. }
  4553. }
  4554. }
  4555. else if(shouldReveal)
  4556. revealObstacles(*spellObstacle);
  4557. }
  4558. if(!curStack->alive())
  4559. return false;
  4560. if((obstacle->stopsMovement() && stackIsMoving))
  4561. movementStopped = true;
  4562. }
  4563. if(stackIsMoving)
  4564. return curStack->alive() && !movementStopped;
  4565. return curStack->alive();
  4566. }
  4567. void CGameHandler::handleTimeEvents()
  4568. {
  4569. gs->map->events.sort(evntCmp);
  4570. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4571. {
  4572. CMapEvent ev = gs->map->events.front();
  4573. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4574. {
  4575. auto color = PlayerColor(player);
  4576. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4577. if (pinfo //player exists
  4578. && (ev.players & 1<<player) //event is enabled to this player
  4579. && ((ev.computerAffected && !pinfo->human)
  4580. || (ev.humanAffected && pinfo->human)
  4581. )
  4582. )
  4583. {
  4584. //give resources
  4585. giveResources(color, ev.resources);
  4586. //prepare dialog
  4587. InfoWindow iw;
  4588. iw.player = color;
  4589. iw.text << ev.message;
  4590. for (int i=0; i<ev.resources.size(); i++)
  4591. {
  4592. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4593. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources.at(i),0);
  4594. }
  4595. sendAndApply(&iw); //show dialog
  4596. }
  4597. } //PLAYERS LOOP
  4598. if (ev.nextOccurence)
  4599. {
  4600. gs->map->events.pop_front();
  4601. ev.firstOccurence += ev.nextOccurence;
  4602. auto it = gs->map->events.begin();
  4603. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4604. it++;
  4605. gs->map->events.insert(it, ev);
  4606. }
  4607. else
  4608. {
  4609. gs->map->events.pop_front();
  4610. }
  4611. }
  4612. //TODO send only if changed
  4613. UpdateMapEvents ume;
  4614. ume.events = gs->map->events;
  4615. sendAndApply(&ume);
  4616. }
  4617. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4618. {
  4619. town->events.sort(evntCmp);
  4620. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4621. {
  4622. PlayerColor player = town->tempOwner;
  4623. CCastleEvent ev = town->events.front();
  4624. const PlayerState * pinfo = getPlayerState(player, false);
  4625. if (pinfo //player exists
  4626. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4627. && ((ev.computerAffected && !pinfo->human)
  4628. || (ev.humanAffected && pinfo->human)))
  4629. {
  4630. // dialog
  4631. InfoWindow iw;
  4632. iw.player = player;
  4633. iw.text << ev.message;
  4634. if (ev.resources.nonZero())
  4635. {
  4636. TResources was = n.res[player];
  4637. n.res[player] += ev.resources;
  4638. n.res[player].amax(0);
  4639. for (int i=0; i<ev.resources.size(); i++)
  4640. 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
  4641. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0);
  4642. }
  4643. for (auto & i : ev.buildings)
  4644. {
  4645. if (!town->hasBuilt(i))
  4646. {
  4647. buildStructure(town->id, i, true);
  4648. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4649. }
  4650. }
  4651. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4652. {
  4653. n.cres[town->id].tid = town->id;
  4654. n.cres[town->id].creatures = town->creatures;
  4655. }
  4656. auto & sac = n.cres[town->id];
  4657. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4658. {
  4659. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4660. {
  4661. sac.creatures[i].first += ev.creatures.at(i);
  4662. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4663. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4664. }
  4665. }
  4666. sendAndApply(&iw); //show dialog
  4667. }
  4668. if (ev.nextOccurence)
  4669. {
  4670. town->events.pop_front();
  4671. ev.firstOccurence += ev.nextOccurence;
  4672. auto it = town->events.begin();
  4673. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4674. it++;
  4675. town->events.insert(it, ev);
  4676. }
  4677. else
  4678. {
  4679. town->events.pop_front();
  4680. }
  4681. }
  4682. //TODO send only if changed
  4683. UpdateCastleEvents uce;
  4684. uce.town = town->id;
  4685. uce.events = town->events;
  4686. sendAndApply(&uce);
  4687. }
  4688. bool CGameHandler::complain(const std::string &problem)
  4689. {
  4690. sendMessageToAll("Server encountered a problem: " + problem);
  4691. logGlobal->error(problem);
  4692. return true;
  4693. }
  4694. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4695. {
  4696. //PlayerColor player = getOwner(hid);
  4697. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4698. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4699. assert(lowerArmy);
  4700. assert(upperArmy);
  4701. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4702. queries.addQuery(garrisonQuery);
  4703. GarrisonDialog gd;
  4704. gd.hid = hid;
  4705. gd.objid = upobj;
  4706. gd.removableUnits = removableUnits;
  4707. gd.queryID = garrisonQuery->queryID;
  4708. sendAndApply(&gd);
  4709. }
  4710. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4711. {
  4712. OpenWindow ow;
  4713. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4714. ow.id1 = player.getNum();
  4715. ow.id2 = requestingObjId.getNum();
  4716. sendAndApply(&ow);
  4717. }
  4718. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4719. {
  4720. if (id1 == id2)
  4721. return true;
  4722. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4723. if (!o1 || !o2)
  4724. return true; //arranging stacks within an object should be always allowed
  4725. if (o1 && o2)
  4726. {
  4727. if (o1->ID == Obj::TOWN)
  4728. {
  4729. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4730. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4731. return true;
  4732. }
  4733. if (o2->ID == Obj::TOWN)
  4734. {
  4735. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4736. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4737. return true;
  4738. }
  4739. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4740. {
  4741. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4742. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4743. // two heroes in same town (garrisoned and visiting)
  4744. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4745. return true;
  4746. }
  4747. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4748. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4749. if (!dialog)
  4750. {
  4751. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4752. }
  4753. if (dialog)
  4754. {
  4755. auto topArmy = dialog->exchangingArmies.at(0);
  4756. auto bottomArmy = dialog->exchangingArmies.at(1);
  4757. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4758. return true;
  4759. }
  4760. }
  4761. return false;
  4762. }
  4763. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4764. {
  4765. using events::ObjectVisitStarted;
  4766. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4767. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4768. auto startVisit = [&](ObjectVisitStarted & event)
  4769. {
  4770. auto visitedObject = obj;
  4771. if(obj->ID == Obj::HERO)
  4772. {
  4773. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4774. const auto visitedTown = visitedHero->visitedTown;
  4775. if(visitedTown)
  4776. {
  4777. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4778. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4779. visitedObject = visitedTown;
  4780. }
  4781. }
  4782. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4783. queries.addQuery(visitQuery); //TODO real visit pos
  4784. HeroVisit hv;
  4785. hv.objId = obj->id;
  4786. hv.heroId = h->id;
  4787. hv.player = h->tempOwner;
  4788. hv.starting = true;
  4789. sendAndApply(&hv);
  4790. obj->onHeroVisit(h);
  4791. };
  4792. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4793. if(visitQuery)
  4794. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4795. }
  4796. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4797. {
  4798. using events::ObjectVisitEnded;
  4799. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4800. auto endVisit = [&](ObjectVisitEnded & event)
  4801. {
  4802. HeroVisit hv;
  4803. hv.player = event.getPlayer();
  4804. hv.heroId = event.getHero();
  4805. hv.starting = false;
  4806. sendAndApply(&hv);
  4807. };
  4808. //TODO: ObjectVisitEnded should also have id of visited object,
  4809. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4810. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4811. }
  4812. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4813. {
  4814. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4815. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4816. {
  4817. complain("Cannot build boat in this shipyard!");
  4818. return false;
  4819. }
  4820. else if (obj->o->ID == Obj::TOWN
  4821. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4822. {
  4823. complain("Cannot build boat in the town - no shipyard!");
  4824. return false;
  4825. }
  4826. const PlayerColor playerID = obj->o->tempOwner;
  4827. TResources boatCost;
  4828. obj->getBoatCost(boatCost);
  4829. TResources aviable = getPlayerState(playerID)->resources;
  4830. if (!aviable.canAfford(boatCost))
  4831. {
  4832. complain("Not enough resources to build a boat!");
  4833. return false;
  4834. }
  4835. int3 tile = obj->bestLocation();
  4836. if (!gs->map->isInTheMap(tile))
  4837. {
  4838. complain("Cannot find appropriate tile for a boat!");
  4839. return false;
  4840. }
  4841. //take boat cost
  4842. giveResources(playerID, -boatCost);
  4843. //create boat
  4844. NewObject no;
  4845. no.ID = Obj::BOAT;
  4846. no.subID = obj->getBoatType();
  4847. no.pos = tile + int3(1,0,0);
  4848. sendAndApply(&no);
  4849. return true;
  4850. }
  4851. void CGameHandler::engageIntoBattle(PlayerColor player)
  4852. {
  4853. //notify interfaces
  4854. PlayerBlocked pb;
  4855. pb.player = player;
  4856. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4857. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4858. sendAndApply(&pb);
  4859. }
  4860. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4861. {
  4862. for (auto playerColor : playerColors)
  4863. {
  4864. if (getPlayerState(playerColor, false))
  4865. checkVictoryLossConditionsForPlayer(playerColor);
  4866. }
  4867. }
  4868. void CGameHandler::checkVictoryLossConditionsForAll()
  4869. {
  4870. std::set<PlayerColor> playerColors;
  4871. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4872. {
  4873. playerColors.insert(PlayerColor(i));
  4874. }
  4875. checkVictoryLossConditions(playerColors);
  4876. }
  4877. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4878. {
  4879. const PlayerState * p = getPlayerState(player);
  4880. if(!p || p->status != EPlayerStatus::INGAME) return;
  4881. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4882. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4883. {
  4884. InfoWindow iw;
  4885. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4886. sendAndApply(&iw);
  4887. PlayerEndsGame peg;
  4888. peg.player = player;
  4889. peg.victoryLossCheckResult = victoryLossCheckResult;
  4890. sendAndApply(&peg);
  4891. if (victoryLossCheckResult.victory())
  4892. {
  4893. //one player won -> all enemies lost
  4894. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4895. {
  4896. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4897. {
  4898. peg.player = i->first;
  4899. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4900. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4901. InfoWindow iw;
  4902. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4903. iw.player = i->first;
  4904. sendAndApply(&iw);
  4905. sendAndApply(&peg);
  4906. }
  4907. }
  4908. if(p->human)
  4909. {
  4910. lobby->state = EServerState::GAMEPLAY_ENDED;
  4911. }
  4912. }
  4913. else
  4914. {
  4915. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4916. auto hlp = p->heroes;
  4917. for (auto h : hlp) //eliminate heroes
  4918. {
  4919. if (h.get())
  4920. removeObject(h);
  4921. }
  4922. //player lost -> all his objects become unflagged (neutral)
  4923. for (auto obj : gs->map->objects) //unflag objs
  4924. {
  4925. if (obj.get() && obj->tempOwner == player)
  4926. setOwner(obj, PlayerColor::NEUTRAL);
  4927. }
  4928. //eliminating one player may cause victory of another:
  4929. std::set<PlayerColor> playerColors;
  4930. //do not copy player state (CBonusSystemNode) by value
  4931. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4932. {
  4933. if (p.first != player)
  4934. playerColors.insert(p.first);
  4935. }
  4936. //notify all players
  4937. for (auto pc : playerColors)
  4938. {
  4939. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4940. {
  4941. InfoWindow iw;
  4942. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4943. iw.player = pc;
  4944. sendAndApply(&iw);
  4945. }
  4946. }
  4947. checkVictoryLossConditions(playerColors);
  4948. }
  4949. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4950. // If we are called before the actual game start, there might be no current player
  4951. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4952. {
  4953. // If player making turn has lost his turn must be over as well
  4954. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4955. }
  4956. }
  4957. }
  4958. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4959. {
  4960. out.player = player;
  4961. out.text.clear();
  4962. out.text << victoryLossCheckResult.messageToSelf;
  4963. // hackish, insert one player-specific string, if applicable
  4964. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4965. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4966. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  4967. }
  4968. bool CGameHandler::dig(const CGHeroInstance *h)
  4969. {
  4970. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4971. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4972. //create a hole
  4973. NewObject no;
  4974. no.ID = Obj::HOLE;
  4975. no.pos = h->visitablePos();
  4976. no.subID = 0;
  4977. sendAndApply(&no);
  4978. //take MPs
  4979. SetMovePoints smp;
  4980. smp.hid = h->id;
  4981. smp.val = 0;
  4982. sendAndApply(&smp);
  4983. InfoWindow iw;
  4984. iw.type = EInfoWindowMode::AUTO;
  4985. iw.player = h->tempOwner;
  4986. if (gs->map->grailPos == h->visitablePos())
  4987. {
  4988. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4989. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4990. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4991. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4992. sendAndApply(&iw);
  4993. iw.soundID = soundBase::invalid;
  4994. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  4995. iw.text.clear();
  4996. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4997. sendAndApply(&iw);
  4998. }
  4999. else
  5000. {
  5001. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5002. iw.soundID = soundBase::Dig;
  5003. sendAndApply(&iw);
  5004. }
  5005. return true;
  5006. }
  5007. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5008. {
  5009. if(attacker->hasBonusOfType(attackMode))
  5010. {
  5011. std::set<SpellID> spellsToCast;
  5012. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5013. for(const auto & sf : *spells)
  5014. {
  5015. spellsToCast.insert(SpellID(sf->subtype));
  5016. }
  5017. for(SpellID spellID : spellsToCast)
  5018. {
  5019. bool castMe = false;
  5020. if(!defender->alive())
  5021. {
  5022. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5023. return;
  5024. }
  5025. int32_t spellLevel = 0;
  5026. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5027. for(const auto & sf : *spellsByType)
  5028. {
  5029. int meleeRanged;
  5030. if(sf->additionalInfo.size() < 2)
  5031. {
  5032. // legacy format
  5033. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5034. meleeRanged = sf->additionalInfo[0] / 1000;
  5035. }
  5036. else
  5037. {
  5038. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5039. meleeRanged = sf->additionalInfo[1];
  5040. }
  5041. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5042. castMe = true;
  5043. }
  5044. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5045. vstd::amin(chance, 100);
  5046. const CSpell * spell = SpellID(spellID).toSpell();
  5047. spells::AbilityCaster caster(attacker, spellLevel);
  5048. spells::Target target;
  5049. target.emplace_back(defender);
  5050. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5051. auto m = spell->battleMechanics(&parameters);
  5052. spells::detail::ProblemImpl ignored;
  5053. if(!m->canBeCastAt(target, ignored))
  5054. continue;
  5055. //check if spell should be cast (probability handling)
  5056. if(getRandomGenerator().nextInt(99) >= chance)
  5057. continue;
  5058. //casting
  5059. if(castMe)
  5060. {
  5061. parameters.cast(spellEnv, target);
  5062. }
  5063. }
  5064. }
  5065. }
  5066. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5067. {
  5068. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5069. }
  5070. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5071. {
  5072. if(!attacker->alive() || !defender->alive()) // can be already dead
  5073. return;
  5074. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5075. if(!defender->alive())
  5076. {
  5077. //don't try death stare or acid breath on dead stack (crash!)
  5078. return;
  5079. }
  5080. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5081. {
  5082. // mechanics of Death Stare as in H3:
  5083. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5084. //original formula x = min(x, (gorgons_count + 9)/10);
  5085. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5086. vstd::amin(chanceToKill, 1); //cap at 100%
  5087. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5088. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5089. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5090. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5091. vstd::amin(staredCreatures, maxToKill);
  5092. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5093. if(staredCreatures)
  5094. {
  5095. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5096. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5097. spells::AbilityCaster caster(attacker, 0);
  5098. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5099. spells::Target target;
  5100. target.emplace_back(defender);
  5101. parameters.setEffectValue(staredCreatures);
  5102. parameters.cast(spellEnv, target);
  5103. }
  5104. }
  5105. if(!defender->alive())
  5106. return;
  5107. int64_t acidDamage = 0;
  5108. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5109. for(const auto & b : *acidBreath)
  5110. {
  5111. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5112. acidDamage += b->val;
  5113. }
  5114. if(acidDamage > 0)
  5115. {
  5116. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5117. spells::AbilityCaster caster(attacker, 0);
  5118. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5119. spells::Target target;
  5120. target.emplace_back(defender);
  5121. parameters.setEffectValue(acidDamage * attacker->getCount());
  5122. parameters.cast(spellEnv, target);
  5123. }
  5124. if(!defender->alive())
  5125. return;
  5126. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5127. {
  5128. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5129. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5130. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5131. return;
  5132. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5133. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5134. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5135. return;
  5136. battle::UnitInfo resurrectInfo;
  5137. resurrectInfo.id = gs->curB->battleNextUnitId();
  5138. resurrectInfo.summoned = false;
  5139. resurrectInfo.position = defender->getPosition();
  5140. resurrectInfo.side = defender->unitSide();
  5141. if(bonusAdditionalInfo != CAddInfo::NONE)
  5142. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5143. else
  5144. resurrectInfo.type = attacker->creatureId();
  5145. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5146. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5147. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5148. resurrectInfo.count = defender->getCount();
  5149. else
  5150. return; //wrong subtype
  5151. BattleUnitsChanged addUnits;
  5152. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5153. resurrectInfo.save(addUnits.changedStacks.back().data);
  5154. BattleUnitsChanged removeUnits;
  5155. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5156. sendAndApply(&removeUnits);
  5157. sendAndApply(&addUnits);
  5158. }
  5159. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5160. {
  5161. double chanceToTrigger = 0;
  5162. int amountToDie = 0;
  5163. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5164. {
  5165. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5166. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5167. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5168. }
  5169. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5170. {
  5171. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5172. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5173. }
  5174. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5175. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5176. return;
  5177. BattleStackAttacked bsa;
  5178. bsa.attackerID = -1;
  5179. bsa.stackAttacked = defender->ID;
  5180. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5181. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5182. bsa.spellID = SpellID::SLAYER;
  5183. defender->prepareAttacked(bsa, getRandomGenerator());
  5184. StacksInjured si;
  5185. si.stacks.push_back(bsa);
  5186. sendAndApply(&si);
  5187. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5188. }
  5189. }
  5190. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5191. {
  5192. if (!t.visitableObjects.empty())
  5193. {
  5194. //to prevent self-visiting heroes on space press
  5195. if (t.visitableObjects.back() != h)
  5196. objectVisited(t.visitableObjects.back(), h);
  5197. else if (t.visitableObjects.size() > 1)
  5198. objectVisited(*(t.visitableObjects.end()-2),h);
  5199. }
  5200. }
  5201. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5202. {
  5203. if (!hero)
  5204. COMPLAIN_RET("You need hero to sacrifice creature!");
  5205. int expSum = 0;
  5206. auto finish = [this, &hero, &expSum]()
  5207. {
  5208. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5209. };
  5210. for(int i = 0; i < slot.size(); ++i)
  5211. {
  5212. int oldCount = hero->getStackCount(slot[i]);
  5213. if(oldCount < (int)count[i])
  5214. {
  5215. finish();
  5216. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5217. }
  5218. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5219. {
  5220. finish();
  5221. COMPLAIN_RET("Cannot sacrifice last creature!");
  5222. }
  5223. int crid = hero->getStack(slot[i]).type->idNumber;
  5224. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5225. int dump, exp;
  5226. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5227. exp *= count[i];
  5228. expSum += exp;
  5229. }
  5230. finish();
  5231. return true;
  5232. }
  5233. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5234. {
  5235. if (!hero)
  5236. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5237. int expSum = 0;
  5238. auto finish = [this, &hero, &expSum]()
  5239. {
  5240. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5241. };
  5242. for(int i = 0; i < slot.size(); ++i)
  5243. {
  5244. ArtifactLocation al(hero, slot[i]);
  5245. const CArtifactInstance * a = al.getArt();
  5246. if(!a)
  5247. {
  5248. finish();
  5249. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5250. }
  5251. const CArtifactInstance * art = hero->getArt(slot[i]);
  5252. if(!art)
  5253. {
  5254. finish();
  5255. COMPLAIN_RET("No artifact at position to sacrifice!");
  5256. }
  5257. si32 typId = art->artType->getId();
  5258. int dmp, expToGive;
  5259. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5260. expSum += expToGive;
  5261. removeArtifact(al);
  5262. }
  5263. finish();
  5264. return true;
  5265. }
  5266. void CGameHandler::makeStackDoNothing(const CStack * next)
  5267. {
  5268. BattleAction doNothing;
  5269. doNothing.actionType = EActionType::NO_ACTION;
  5270. doNothing.side = next->side;
  5271. doNothing.stackNumber = next->ID;
  5272. makeAutomaticAction(next, doNothing);
  5273. }
  5274. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5275. {
  5276. if (sl.army->hasStackAtSlot(sl.slot))
  5277. COMPLAIN_RET("Slot is already taken!");
  5278. if (!sl.slot.validSlot())
  5279. COMPLAIN_RET("Cannot insert stack to that slot!");
  5280. InsertNewStack ins;
  5281. ins.army = sl.army->id;
  5282. ins.slot = sl.slot;
  5283. ins.type = c->idNumber;
  5284. ins.count = count;
  5285. sendAndApply(&ins);
  5286. return true;
  5287. }
  5288. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5289. {
  5290. if (!sl.army->hasStackAtSlot(sl.slot))
  5291. COMPLAIN_RET("Cannot find a stack to erase");
  5292. if (sl.army->stacksCount() == 1 //from the last stack
  5293. && sl.army->needsLastStack() //that must be left
  5294. && !forceRemoval) //ignore above conditions if we are forcing removal
  5295. {
  5296. COMPLAIN_RET("Cannot erase the last stack!");
  5297. }
  5298. EraseStack es;
  5299. es.army = sl.army->id;
  5300. es.slot = sl.slot;
  5301. sendAndApply(&es);
  5302. return true;
  5303. }
  5304. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5305. {
  5306. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5307. if ((absoluteValue && count < 0)
  5308. || (!absoluteValue && -count > currentCount))
  5309. {
  5310. COMPLAIN_RET("Cannot take more stacks than present!");
  5311. }
  5312. if ((currentCount == -count && !absoluteValue)
  5313. || (!count && absoluteValue))
  5314. {
  5315. eraseStack(sl);
  5316. }
  5317. else
  5318. {
  5319. ChangeStackCount csc;
  5320. csc.army = sl.army->id;
  5321. csc.slot = sl.slot;
  5322. csc.count = count;
  5323. csc.absoluteValue = absoluteValue;
  5324. sendAndApply(&csc);
  5325. }
  5326. return true;
  5327. }
  5328. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5329. {
  5330. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5331. if (!slotC) //slot is empty
  5332. insertNewStack(sl, c, count);
  5333. else if (c == slotC)
  5334. changeStackCount(sl, count);
  5335. else
  5336. {
  5337. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5338. }
  5339. return true;
  5340. }
  5341. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5342. {
  5343. if (removeObjWhenFinished)
  5344. removeAfterVisit(src);
  5345. if (!src->canBeMergedWith(*dst, allowMerging))
  5346. {
  5347. if (allowMerging) //do that, add all matching creatures.
  5348. {
  5349. bool cont = true;
  5350. while (cont)
  5351. {
  5352. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5353. {
  5354. SlotID pos = dst->getSlotFor(i->second->type);
  5355. if (pos.validSlot())
  5356. {
  5357. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5358. cont = true;
  5359. break; //or iterator crashes
  5360. }
  5361. cont = false;
  5362. }
  5363. }
  5364. }
  5365. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5366. }
  5367. else //merge
  5368. {
  5369. moveArmy(src, dst, allowMerging);
  5370. }
  5371. }
  5372. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5373. {
  5374. if (!src.army->hasStackAtSlot(src.slot))
  5375. COMPLAIN_RET("No stack to move!");
  5376. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5377. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5378. if (!dst.slot.validSlot())
  5379. COMPLAIN_RET("Cannot move stack to that slot!");
  5380. if (count == -1)
  5381. {
  5382. count = src.army->getStackCount(src.slot);
  5383. }
  5384. if (src.army != dst.army //moving away
  5385. && count == src.army->getStackCount(src.slot) //all creatures
  5386. && src.army->stacksCount() == 1 //from the last stack
  5387. && src.army->needsLastStack()) //that must be left
  5388. {
  5389. COMPLAIN_RET("Cannot move away the last creature!");
  5390. }
  5391. RebalanceStacks rs;
  5392. rs.srcArmy = src.army->id;
  5393. rs.dstArmy = dst.army->id;
  5394. rs.srcSlot = src.slot;
  5395. rs.dstSlot = dst.slot;
  5396. rs.count = count;
  5397. sendAndApply(&rs);
  5398. return true;
  5399. }
  5400. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5401. {
  5402. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5403. {
  5404. return moveStack(sl2, sl1);
  5405. }
  5406. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5407. {
  5408. return moveStack(sl1, sl2);
  5409. }
  5410. else
  5411. {
  5412. SwapStacks ss;
  5413. ss.srcArmy = sl1.army->id;
  5414. ss.dstArmy = sl2.army->id;
  5415. ss.srcSlot = sl1.slot;
  5416. ss.dstSlot = sl2.slot;
  5417. sendAndApply(&ss);
  5418. return true;
  5419. }
  5420. }
  5421. void CGameHandler::runBattle()
  5422. {
  5423. setBattle(gs->curB);
  5424. assert(gs->curB);
  5425. //TODO: pre-tactic stuff, call scripts etc.
  5426. //Moat should be initialized here, because only here we can use spellcasting
  5427. if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
  5428. {
  5429. const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
  5430. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  5431. auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
  5432. auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
  5433. auto target = spells::Target();
  5434. cast.cast(spellEnv, target);
  5435. }
  5436. //tactic round
  5437. {
  5438. while (gs->curB->tacticDistance && !battleResult.get())
  5439. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5440. }
  5441. //initial stacks appearance triggers, e.g. built-in bonus spells
  5442. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5443. for (CStack * stack : initialStacks)
  5444. {
  5445. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5446. {
  5447. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5448. auto accessibility = getAccesibility();
  5449. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5450. std::vector<BattleHex> targetHexes;
  5451. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5452. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5453. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5454. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5455. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5456. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5457. if (!guardianIsBig)
  5458. targetHexes = stack->getSurroundingHexes();
  5459. else
  5460. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5461. for(auto hex : targetHexes)
  5462. {
  5463. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5464. {
  5465. battle::UnitInfo info;
  5466. info.id = gs->curB->battleNextUnitId();
  5467. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5468. info.type = creatureData;
  5469. info.side = stack->side;
  5470. info.position = hex;
  5471. info.summoned = true;
  5472. BattleUnitsChanged pack;
  5473. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5474. info.save(pack.changedStacks.back().data);
  5475. sendAndApply(&pack);
  5476. }
  5477. }
  5478. }
  5479. stackEnchantedTrigger(stack);
  5480. }
  5481. //spells opening battle
  5482. for (int i = 0; i < 2; ++i)
  5483. {
  5484. auto h = gs->curB->battleGetFightingHero(i);
  5485. if (h)
  5486. {
  5487. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5488. for (auto b : *bl)
  5489. {
  5490. spells::BonusCaster caster(h, b);
  5491. const CSpell * spell = SpellID(b->subtype).toSpell();
  5492. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5493. parameters.setSpellLevel(3);
  5494. parameters.setEffectDuration(b->val);
  5495. parameters.massive = true;
  5496. parameters.castIfPossible(spellEnv, spells::Target());
  5497. }
  5498. }
  5499. }
  5500. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5501. checkBattleStateChanges();
  5502. bool firstRound = true;//FIXME: why first round is -1?
  5503. //main loop
  5504. while (!battleResult.get()) //till the end of the battle ;]
  5505. {
  5506. BattleNextRound bnr;
  5507. bnr.round = gs->curB->round + 1;
  5508. logGlobal->debug("Round %d", bnr.round);
  5509. sendAndApply(&bnr);
  5510. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5511. for (auto &obstPtr : obstacles)
  5512. {
  5513. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5514. if (sco->turnsRemaining == 0)
  5515. removeObstacle(*obstPtr);
  5516. }
  5517. const BattleInfo & curB = *gs->curB;
  5518. for(auto stack : curB.stacks)
  5519. {
  5520. if(stack->alive() && !firstRound)
  5521. stackEnchantedTrigger(stack);
  5522. }
  5523. //stack loop
  5524. auto getNextStack = [this]() -> const CStack *
  5525. {
  5526. if(battleResult.get())
  5527. return nullptr;
  5528. std::vector<battle::Units> q;
  5529. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5530. if(!q.empty())
  5531. {
  5532. if(!q.front().empty())
  5533. {
  5534. auto next = q.front().front();
  5535. const auto stack = dynamic_cast<const CStack *>(next);
  5536. // regeneration takes place before everything else but only during first turn attempt in each round
  5537. // also works under blind and similar effects
  5538. if(stack && stack->alive() && !stack->waiting)
  5539. {
  5540. BattleTriggerEffect bte;
  5541. bte.stackID = stack->ID;
  5542. bte.effect = Bonus::HP_REGENERATION;
  5543. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5544. if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5545. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5546. if(bte.val) // anything to heal
  5547. sendAndApply(&bte);
  5548. }
  5549. if(next->willMove())
  5550. return stack;
  5551. }
  5552. }
  5553. return nullptr;
  5554. };
  5555. const CStack * next = nullptr;
  5556. while((next = getNextStack()))
  5557. {
  5558. BattleUnitsChanged removeGhosts;
  5559. for(auto stack : curB.stacks)
  5560. {
  5561. if(stack->ghostPending)
  5562. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5563. }
  5564. if(!removeGhosts.changedStacks.empty())
  5565. sendAndApply(&removeGhosts);
  5566. //check for bad morale => freeze
  5567. int nextStackMorale = next->MoraleVal();
  5568. if (nextStackMorale < 0)
  5569. {
  5570. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5571. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5572. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5573. {
  5574. //unit loses its turn - empty freeze action
  5575. BattleAction ba;
  5576. ba.actionType = EActionType::BAD_MORALE;
  5577. ba.side = next->side;
  5578. ba.stackNumber = next->ID;
  5579. makeAutomaticAction(next, ba);
  5580. continue;
  5581. }
  5582. }
  5583. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5584. {
  5585. logGlobal->trace("Handle Berserk effect");
  5586. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5587. if (attackInfo.first != nullptr)
  5588. {
  5589. BattleAction attack;
  5590. attack.actionType = EActionType::WALK_AND_ATTACK;
  5591. attack.side = next->side;
  5592. attack.stackNumber = next->ID;
  5593. attack.aimToHex(attackInfo.second);
  5594. attack.aimToUnit(attackInfo.first);
  5595. makeAutomaticAction(next, attack);
  5596. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5597. }
  5598. else
  5599. {
  5600. makeStackDoNothing(next);
  5601. logGlobal->trace("No target found");
  5602. }
  5603. continue;
  5604. }
  5605. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5606. const int stackCreatureId = next->getCreature()->idNumber;
  5607. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5608. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5609. {
  5610. BattleAction attack;
  5611. attack.actionType = EActionType::SHOOT;
  5612. attack.side = next->side;
  5613. attack.stackNumber = next->ID;
  5614. //TODO: select target by priority
  5615. const battle::Unit * target = nullptr;
  5616. for(auto & elem : gs->curB->stacks)
  5617. {
  5618. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5619. && elem->owner != next->owner
  5620. && elem->isValidTarget()
  5621. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5622. {
  5623. target = elem;
  5624. break;
  5625. }
  5626. }
  5627. if(target == nullptr)
  5628. {
  5629. makeStackDoNothing(next);
  5630. }
  5631. else
  5632. {
  5633. attack.aimToUnit(target);
  5634. makeAutomaticAction(next, attack);
  5635. }
  5636. continue;
  5637. }
  5638. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5639. {
  5640. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5641. if (attackableBattleHexes.empty())
  5642. {
  5643. makeStackDoNothing(next);
  5644. continue;
  5645. }
  5646. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5647. {
  5648. BattleAction attack;
  5649. attack.actionType = EActionType::CATAPULT;
  5650. attack.side = next->side;
  5651. attack.stackNumber = next->ID;
  5652. makeAutomaticAction(next, attack);
  5653. continue;
  5654. }
  5655. }
  5656. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5657. {
  5658. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5659. {
  5660. return s->owner == next->owner && s->canBeHealed();
  5661. });
  5662. if (!possibleStacks.size())
  5663. {
  5664. makeStackDoNothing(next);
  5665. continue;
  5666. }
  5667. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5668. {
  5669. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5670. const CStack * toBeHealed = possibleStacks.front();
  5671. BattleAction heal;
  5672. heal.actionType = EActionType::STACK_HEAL;
  5673. heal.aimToUnit(toBeHealed);
  5674. heal.side = next->side;
  5675. heal.stackNumber = next->ID;
  5676. makeAutomaticAction(next, heal);
  5677. continue;
  5678. }
  5679. }
  5680. int numberOfAsks = 1;
  5681. bool breakOuter = false;
  5682. do
  5683. {//ask interface and wait for answer
  5684. if (!battleResult.get())
  5685. {
  5686. stackTurnTrigger(next); //various effects
  5687. if(next->fear)
  5688. {
  5689. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5690. }
  5691. else
  5692. {
  5693. logGlobal->trace("Activating %s", next->nodeName());
  5694. auto nextId = next->ID;
  5695. BattleSetActiveStack sas;
  5696. sas.stack = nextId;
  5697. sendAndApply(&sas);
  5698. auto actionWasMade = [&]() -> bool
  5699. {
  5700. if (battleMadeAction.data)//active stack has made its action
  5701. return true;
  5702. if (battleResult.get())// battle is finished
  5703. return true;
  5704. if (next == nullptr)//active stack was been removed
  5705. return true;
  5706. return !next->alive();//active stack is dead
  5707. };
  5708. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5709. battleMadeAction.data = false;
  5710. while (!actionWasMade())
  5711. {
  5712. battleMadeAction.cond.wait(lock);
  5713. if (battleGetStackByID(nextId, false) != next)
  5714. next = nullptr; //it may be removed, while we wait
  5715. }
  5716. }
  5717. }
  5718. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5719. {
  5720. breakOuter = true;
  5721. break;
  5722. }
  5723. //we're after action, all results applied
  5724. checkBattleStateChanges(); //check if this action ended the battle
  5725. if(next != nullptr)
  5726. {
  5727. //check for good morale
  5728. nextStackMorale = next->MoraleVal();
  5729. if(!next->hadMorale //only one extra move per turn possible
  5730. && !next->defending
  5731. && !next->waited()
  5732. && !next->fear
  5733. && next->alive()
  5734. && nextStackMorale > 0)
  5735. {
  5736. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5737. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5738. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5739. {
  5740. BattleTriggerEffect bte;
  5741. bte.stackID = next->ID;
  5742. bte.effect = Bonus::MORALE;
  5743. bte.val = 1;
  5744. bte.additionalInfo = 0;
  5745. sendAndApply(&bte); //play animation
  5746. ++numberOfAsks; //move this stack once more
  5747. }
  5748. }
  5749. }
  5750. --numberOfAsks;
  5751. } while (numberOfAsks > 0);
  5752. if (breakOuter)
  5753. {
  5754. break;
  5755. }
  5756. }
  5757. firstRound = false;
  5758. }
  5759. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5760. }
  5761. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5762. {
  5763. BattleSetActiveStack bsa;
  5764. bsa.stack = stack->ID;
  5765. bsa.askPlayerInterface = false;
  5766. sendAndApply(&bsa);
  5767. bool ret = makeBattleAction(ba);
  5768. checkBattleStateChanges();
  5769. return ret;
  5770. }
  5771. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5772. {
  5773. assert(a->artType);
  5774. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5775. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5776. {
  5777. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5778. }
  5779. else if(ArtifactUtils::isSlotBackpack(pos))
  5780. {
  5781. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5782. }
  5783. else
  5784. {
  5785. al.slot = pos;
  5786. }
  5787. if(a->canBePutAt(al))
  5788. putArtifact(al, a);
  5789. else
  5790. return false;
  5791. return true;
  5792. }
  5793. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5794. {
  5795. PutArtifact pa;
  5796. pa.art = a;
  5797. pa.al = al;
  5798. sendAndApply(&pa);
  5799. }
  5800. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5801. {
  5802. assert(artType);
  5803. if(pos != ArtifactPosition::FIRST_AVAILABLE && !ArtifactUtils::isSlotBackpack(pos))
  5804. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5805. CArtifactInstance * newArtInst = nullptr;
  5806. if(artType->canBeDisassembled())
  5807. newArtInst = new CCombinedArtifactInstance();
  5808. else
  5809. newArtInst = new CArtifactInstance();
  5810. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5811. if(giveHeroArtifact(h, newArtInst, pos))
  5812. {
  5813. NewArtifact na;
  5814. na.art = newArtInst;
  5815. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5816. return true;
  5817. }
  5818. else
  5819. {
  5820. delete newArtInst;
  5821. return false;
  5822. }
  5823. }
  5824. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5825. {
  5826. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5827. if (battleResult.data)
  5828. {
  5829. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5830. % battleResult.data->result % resultType).str());
  5831. return;
  5832. }
  5833. auto br = new BattleResult();
  5834. br->result = resultType;
  5835. br->winner = victoriusSide; //surrendering side loses
  5836. gs->curB->calculateCasualties(br->casualties);
  5837. battleResult.data = br;
  5838. }
  5839. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5840. {
  5841. std::vector<int3>::iterator tile;
  5842. std::vector<int3> tiles;
  5843. getFreeTiles(tiles);
  5844. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5845. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5846. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5847. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5848. for (int i = 0; i < (int)amount; ++i)
  5849. {
  5850. tile = tiles.begin();
  5851. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5852. {
  5853. auto count = cre->getRandomAmount(std::rand);
  5854. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5855. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5856. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5857. }
  5858. tiles.erase(tile); //not use it again
  5859. }
  5860. }
  5861. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5862. {
  5863. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5864. {
  5865. cheated = true;
  5866. if (!hero) return;
  5867. ///Give hero spellbook
  5868. if (!hero->hasSpellbook())
  5869. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5870. ///Give all spells with bonus (to allow banned spells)
  5871. GiveBonus giveBonus(GiveBonus::ETarget::HERO);
  5872. giveBonus.id = hero->id.getNum();
  5873. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5874. //start with level 0 to skip abilities
  5875. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5876. {
  5877. giveBonus.bonus.subtype = level;
  5878. sendAndApply(&giveBonus);
  5879. }
  5880. ///Give mana
  5881. SetMana sm;
  5882. sm.hid = hero->id;
  5883. sm.val = 999;
  5884. sm.absolute = true;
  5885. sendAndApply(&sm);
  5886. }
  5887. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5888. {
  5889. cheated = true;
  5890. if (!town) return;
  5891. ///Build all buildings in selected town
  5892. for (auto & build : town->town->buildings)
  5893. {
  5894. if (!town->hasBuilt(build.first)
  5895. && !build.second->getNameTranslated().empty()
  5896. && build.first != BuildingID::SHIP)
  5897. {
  5898. buildStructure(town->id, build.first, true);
  5899. }
  5900. }
  5901. }
  5902. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5903. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5904. {
  5905. cheated = true;
  5906. if (!hero) return;
  5907. ///Gives N creatures into each slot
  5908. std::map<std::string, std::pair<std::string, int>> creatures;
  5909. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5910. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5911. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5912. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5913. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5914. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5915. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5916. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5917. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  5918. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5919. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5920. if (!hero->hasStackAtSlot(SlotID(i)))
  5921. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5922. }
  5923. else if (boost::starts_with(cheat, "vcmiarmy"))
  5924. {
  5925. cheated = true;
  5926. if (!hero) return;
  5927. std::vector<std::string> words;
  5928. boost::split(words, cheat, boost::is_any_of(" "));
  5929. if(words.size() < 2)
  5930. return;
  5931. std::string creatureIdentifier = words[1];
  5932. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  5933. if(creatureId.is_initialized())
  5934. {
  5935. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  5936. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5937. if (!hero->hasStackAtSlot(SlotID(i)))
  5938. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  5939. }
  5940. }
  5941. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  5942. {
  5943. cheated = true;
  5944. if (!hero) return;
  5945. ///Give all war machines to hero
  5946. if (!hero->getArt(ArtifactPosition::MACH1))
  5947. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5948. if (!hero->getArt(ArtifactPosition::MACH2))
  5949. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5950. if (!hero->getArt(ArtifactPosition::MACH3))
  5951. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5952. }
  5953. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  5954. {
  5955. cheated = true;
  5956. if (!hero) return;
  5957. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5958. for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  5959. {
  5960. if(VLC->arth->objects[g]->canBePutAt(hero))
  5961. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
  5962. }
  5963. }
  5964. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  5965. {
  5966. cheated = true;
  5967. if (!hero) return;
  5968. ///selected hero gains a new level
  5969. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5970. }
  5971. else if (boost::starts_with(cheat, "vcmiexp"))
  5972. {
  5973. cheated = true;
  5974. if (!hero) return;
  5975. std::vector<std::string> words;
  5976. boost::split(words, cheat, boost::is_any_of(" "));
  5977. if(words.size() < 2)
  5978. return;
  5979. std::string expAmount = words[1];
  5980. long expAmountProcessed = 0;
  5981. try
  5982. {
  5983. expAmountProcessed = std::stol(expAmount);
  5984. }
  5985. catch(std::exception&)
  5986. {
  5987. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  5988. }
  5989. if(expAmountProcessed > 1)
  5990. {
  5991. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  5992. }
  5993. }
  5994. else if (cheat == "vcminahar" || cheat == "vcmimove")
  5995. {
  5996. cheated = true;
  5997. if (!hero) return;
  5998. ///Give 1000000 movement points to hero
  5999. SetMovePoints smp;
  6000. smp.hid = hero->id;
  6001. smp.val = 1000000;
  6002. sendAndApply(&smp);
  6003. GiveBonus gb(GiveBonus::ETarget::HERO);
  6004. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6005. gb.bonus.duration = Bonus::ONE_DAY;
  6006. gb.bonus.source = Bonus::OTHER;
  6007. gb.id = hero->id.getNum();
  6008. giveHeroBonus(&gb);
  6009. }
  6010. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6011. {
  6012. cheated = true;
  6013. ///Give resources to player
  6014. TResources resources;
  6015. resources[Res::GOLD] = 100000;
  6016. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6017. resources[i] = 100;
  6018. giveResources(player, resources);
  6019. }
  6020. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6021. {
  6022. cheated = true;
  6023. ///Player wins
  6024. PlayerCheated pc;
  6025. pc.player = player;
  6026. pc.winningCheatCode = true;
  6027. sendAndApply(&pc);
  6028. }
  6029. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6030. {
  6031. cheated = true;
  6032. ///Player looses
  6033. PlayerCheated pc;
  6034. pc.player = player;
  6035. pc.losingCheatCode = true;
  6036. sendAndApply(&pc);
  6037. }
  6038. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6039. {
  6040. cheated = true;
  6041. ///Reveal or conceal FoW
  6042. FoWChange fc;
  6043. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6044. fc.player = player;
  6045. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6046. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6047. int lastUnc = 0;
  6048. for(int z = 0; z < gs->map->levels(); z++)
  6049. for(int x = 0; x < gs->map->width; x++)
  6050. for(int y = 0; y < gs->map->height; y++)
  6051. if(!(*fowMap)[z][x][y] || !fc.mode)
  6052. hlp_tab[lastUnc++] = int3(x, y, z);
  6053. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6054. delete [] hlp_tab;
  6055. sendAndApply(&fc);
  6056. }
  6057. }
  6058. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6059. {
  6060. BattleObstaclesChanged obsRem;
  6061. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6062. sendAndApply(&obsRem);
  6063. }
  6064. void CGameHandler::synchronizeArtifactHandlerLists()
  6065. {
  6066. UpdateArtHandlerLists uahl;
  6067. uahl.treasures = VLC->arth->treasures;
  6068. uahl.minors = VLC->arth->minors;
  6069. uahl.majors = VLC->arth->majors;
  6070. uahl.relics = VLC->arth->relics;
  6071. sendAndApply(&uahl);
  6072. }
  6073. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6074. {
  6075. return vstd::contains(gs->map->objects, obj);
  6076. }
  6077. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6078. {
  6079. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6080. return false;
  6081. auto query = queries.topQuery(player);
  6082. if (query && query->blocksPack(pack))
  6083. {
  6084. complain(boost::str(boost::format(
  6085. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6086. % boost::to_upper_copy<std::string>(player.getStr())
  6087. % query->toString()
  6088. ));
  6089. return true;
  6090. }
  6091. return false;
  6092. }
  6093. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6094. {
  6095. //If the object is being visited, there must be a matching query
  6096. for (const auto &query : queries.allQueries())
  6097. {
  6098. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6099. {
  6100. if (someVistQuery->visitedObject == object)
  6101. {
  6102. someVistQuery->removeObjectAfterVisit = true;
  6103. return;
  6104. }
  6105. }
  6106. }
  6107. //If we haven't returned so far, there is no query and no visit, call was wrong
  6108. assert("This function needs to be called during the object visit!");
  6109. }
  6110. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6111. {
  6112. std::unordered_set<int3, ShashInt3> tiles;
  6113. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6114. if (hide)
  6115. {
  6116. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6117. auto p = getPlayerState(player);
  6118. for (auto h : p->heroes)
  6119. {
  6120. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6121. }
  6122. for (auto t : p->towns)
  6123. {
  6124. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6125. }
  6126. for (auto tile : observedTiles)
  6127. vstd::erase_if_present (tiles, tile);
  6128. }
  6129. changeFogOfWar(tiles, player, hide);
  6130. }
  6131. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6132. {
  6133. FoWChange fow;
  6134. fow.tiles = tiles;
  6135. fow.player = player;
  6136. fow.mode = hide? 0 : 1;
  6137. sendAndApply(&fow);
  6138. }
  6139. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6140. {
  6141. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6142. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6143. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6144. return true;
  6145. }
  6146. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6147. {
  6148. SetObjectProperty sob;
  6149. sob.id = objid;
  6150. sob.what = prop;
  6151. sob.val = static_cast<ui32>(val);
  6152. sendAndApply(&sob);
  6153. }
  6154. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6155. {
  6156. sendAndApply(iw);
  6157. }
  6158. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6159. {
  6160. InfoWindow iw;
  6161. iw.player = player;
  6162. iw.text << msg;
  6163. showInfoDialog(&iw);
  6164. }
  6165. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6166. army(_army)
  6167. {
  6168. heroWithDeadCommander = ObjectInstanceID();
  6169. PlayerColor color = army->tempOwner;
  6170. if(color == PlayerColor::UNFLAGGABLE)
  6171. color = PlayerColor::NEUTRAL;
  6172. for(CStack * st : bat->stacks)
  6173. {
  6174. if(st->summoned) //don't take into account temporary summoned stacks
  6175. continue;
  6176. if(st->owner != color) //remove only our stacks
  6177. continue;
  6178. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6179. st->health.takeResurrected();
  6180. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6181. {
  6182. logGlobal->debug("Ignored arrow towers stack.");
  6183. }
  6184. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6185. {
  6186. auto warMachine = st->type->warMachine;
  6187. if(warMachine == ArtifactID::NONE)
  6188. {
  6189. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6190. }
  6191. //catapult artifact remain even if "creature" killed in siege
  6192. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6193. {
  6194. logGlobal->debug("War machine has been destroyed");
  6195. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6196. if (hero)
  6197. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6198. else
  6199. logGlobal->error("War machine in army without hero");
  6200. }
  6201. }
  6202. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6203. {
  6204. if(st->alive() && st->getCount() > 0)
  6205. {
  6206. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6207. const CreatureID summonedType = st->type->idNumber;
  6208. summoned[summonedType] += st->getCount();
  6209. }
  6210. }
  6211. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6212. {
  6213. if (nullptr == st->base)
  6214. {
  6215. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6216. }
  6217. else
  6218. {
  6219. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6220. if(c)
  6221. {
  6222. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6223. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6224. {
  6225. logGlobal->debug("Commander is dead.");
  6226. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6227. }
  6228. }
  6229. else
  6230. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6231. }
  6232. }
  6233. else if(st->base && !army->slotEmpty(st->slot))
  6234. {
  6235. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6236. if(st->getCount() == 0 || !st->alive())
  6237. {
  6238. logGlobal->debug("Stack has been destroyed.");
  6239. StackLocation sl(army, st->slot);
  6240. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6241. }
  6242. else if(st->getCount() < army->getStackCount(st->slot))
  6243. {
  6244. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6245. StackLocation sl(army, st->slot);
  6246. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6247. }
  6248. else if(st->getCount() > army->getStackCount(st->slot))
  6249. {
  6250. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6251. StackLocation sl(army, st->slot);
  6252. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6253. }
  6254. }
  6255. else
  6256. {
  6257. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6258. }
  6259. }
  6260. }
  6261. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6262. {
  6263. for (TStackAndItsNewCount &ncount : newStackCounts)
  6264. {
  6265. if (ncount.second > 0)
  6266. gh->changeStackCount(ncount.first, ncount.second, true);
  6267. else
  6268. gh->eraseStack(ncount.first, true);
  6269. }
  6270. for (auto summoned_iter : summoned)
  6271. {
  6272. SlotID slot = army->getSlotFor(summoned_iter.first);
  6273. if (slot.validSlot())
  6274. {
  6275. StackLocation location(army, slot);
  6276. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6277. }
  6278. else
  6279. {
  6280. //even if it will be possible to summon anything permanently it should be checked for free slot
  6281. //necromancy is handled separately
  6282. gh->complain("No free slot to put summoned creature");
  6283. }
  6284. }
  6285. for (auto al : removedWarMachines)
  6286. {
  6287. gh->removeArtifact(al);
  6288. }
  6289. if (heroWithDeadCommander != ObjectInstanceID())
  6290. {
  6291. SetCommanderProperty scp;
  6292. scp.heroid = heroWithDeadCommander;
  6293. scp.which = SetCommanderProperty::ALIVE;
  6294. scp.amount = 0;
  6295. gh->sendAndApply(&scp);
  6296. }
  6297. }
  6298. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6299. {
  6300. assert(Query->result);
  6301. assert(Query->bi);
  6302. auto &result = *Query->result;
  6303. auto &info = *Query->bi;
  6304. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6305. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6306. victor = info.sides[result.winner].color;
  6307. loser = info.sides[!result.winner].color;
  6308. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6309. }
  6310. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6311. {
  6312. winnerHero = loserHero = nullptr;
  6313. remainingBattleQueriesCount = 0;
  6314. }
  6315. CRandomGenerator & CGameHandler::getRandomGenerator()
  6316. {
  6317. return CRandomGenerator::getDefault();
  6318. }
  6319. #if SCRIPTING_ENABLED
  6320. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6321. {
  6322. return serverScripts.get();
  6323. }
  6324. scripting::Pool * CGameHandler::getContextPool() const
  6325. {
  6326. return serverScripts.get();
  6327. }
  6328. #endif
  6329. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6330. {
  6331. NewObject no;
  6332. no.ID = ID; //creature
  6333. no.subID= subID;
  6334. no.pos = pos;
  6335. sendAndApply(&no);
  6336. return no.id; //id field will be filled during applying on gs
  6337. }
  6338. ///ServerSpellCastEnvironment
  6339. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6340. : gh(gh)
  6341. {
  6342. }
  6343. bool ServerSpellCastEnvironment::describeChanges() const
  6344. {
  6345. return true;
  6346. }
  6347. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6348. {
  6349. gh->complain(problem);
  6350. }
  6351. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6352. {
  6353. return &gh->getRandomGenerator();
  6354. }
  6355. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6356. {
  6357. gh->sendAndApply(pack);
  6358. }
  6359. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6360. {
  6361. gh->sendAndApply(pack);
  6362. }
  6363. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6364. {
  6365. gh->sendAndApply(pack);
  6366. }
  6367. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6368. {
  6369. gh->sendAndApply(pack);
  6370. }
  6371. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6372. {
  6373. gh->sendAndApply(pack);
  6374. }
  6375. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6376. {
  6377. gh->sendAndApply(pack);
  6378. }
  6379. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6380. {
  6381. gh->sendAndApply(pack);
  6382. }
  6383. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6384. {
  6385. gh->sendAndApply(pack);
  6386. }
  6387. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6388. {
  6389. return gh;
  6390. }
  6391. const CMap * ServerSpellCastEnvironment::getMap() const
  6392. {
  6393. return gh->gameState()->map;
  6394. }
  6395. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6396. {
  6397. return gh->moveHero(hid, dst, teleporting, false);
  6398. }
  6399. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6400. {
  6401. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6402. request->queryID = query->queryID;
  6403. gh->queries.addQuery(query);
  6404. gh->sendAndApply(request);
  6405. }