CGameHandler.cpp 217 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218721972207221722272237224722572267227722872297230723172327233723472357236723772387239724072417242724372447245724672477248724972507251725272537254725572567257725872597260726172627263726472657266726772687269727072717272727372747275727672777278727972807281728272837284728572867287728872897290729172927293729472957296729772987299730073017302730373047305730673077308730973107311731273137314731573167317731873197320732173227323732473257326732773287329733073317332733373347335733673377338733973407341734273437344734573467347734873497350735173527353735473557356735773587359736073617362736373647365736673677368736973707371737273737374737573767377737873797380738173827383738473857386738773887389739073917392739373947395739673977398739974007401740274037404740574067407740874097410741174127413741474157416741774187419742074217422742374247425
  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "CGameHandler.h"
  41. #include "CVCMIServer.h"
  42. #include "../lib/CCreatureSet.h"
  43. #include "../lib/CThreadHelper.h"
  44. #include "../lib/GameConstants.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/Connection.h"
  48. #include "../lib/serializer/Cast.h"
  49. #include "../lib/serializer/JsonSerializer.h"
  50. #include "../lib/ScriptHandler.h"
  51. #include <vcmi/events/EventBus.h>
  52. #include <vcmi/events/GenericEvents.h>
  53. #include <vcmi/events/AdventureEvents.h>
  54. #ifndef _MSC_VER
  55. #include <boost/thread/xtime.hpp>
  56. #endif
  57. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  58. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  59. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  60. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  61. class ServerSpellCastEnvironment : public SpellCastEnvironment
  62. {
  63. public:
  64. ServerSpellCastEnvironment(CGameHandler * gh);
  65. ~ServerSpellCastEnvironment() = default;
  66. void complain(const std::string & problem) override;
  67. bool describeChanges() const override;
  68. vstd::RNG * getRNG() override;
  69. void apply(CPackForClient * pack) override;
  70. void apply(BattleLogMessage * pack) override;
  71. void apply(BattleStackMoved * pack) override;
  72. void apply(BattleUnitsChanged * pack) override;
  73. void apply(SetStackEffect * pack) override;
  74. void apply(StacksInjured * pack) override;
  75. void apply(BattleObstaclesChanged * pack) override;
  76. void apply(CatapultAttack * pack) override;
  77. const CMap * getMap() const override;
  78. const CGameInfoCallback * getCb() const override;
  79. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  80. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  81. private:
  82. CGameHandler * gh;
  83. };
  84. namespace spells
  85. {
  86. class ObstacleCasterProxy : public Caster
  87. {
  88. public:
  89. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  90. : owner(owner_),
  91. hero(hero_),
  92. obs(obs_)
  93. {
  94. };
  95. ~ObstacleCasterProxy() = default;
  96. int32_t getCasterUnitId() const override
  97. {
  98. if(hero)
  99. return hero->getCasterUnitId();
  100. else
  101. return -1;
  102. }
  103. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  104. {
  105. return obs->spellLevel;
  106. }
  107. int32_t getEffectLevel(const Spell * spell) const override
  108. {
  109. return obs->spellLevel;
  110. }
  111. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  112. {
  113. if(hero)
  114. return hero->getSpellBonus(spell, base, affectedStack);
  115. else
  116. return base;
  117. }
  118. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  119. {
  120. if(hero)
  121. return hero->getSpecificSpellBonus(spell, base);
  122. else
  123. return base;
  124. }
  125. int32_t getEffectPower(const Spell * spell) const override
  126. {
  127. return obs->casterSpellPower;
  128. }
  129. int32_t getEnchantPower(const Spell * spell) const override
  130. {
  131. return obs->casterSpellPower;
  132. }
  133. int64_t getEffectValue(const Spell * spell) const override
  134. {
  135. if(hero)
  136. return hero->getEffectValue(spell);
  137. else
  138. return 0;
  139. }
  140. PlayerColor getCasterOwner() const override
  141. {
  142. return owner;
  143. }
  144. void getCasterName(MetaString & text) const override
  145. {
  146. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  147. }
  148. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  149. {
  150. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  151. }
  152. void spendMana(ServerCallback * server, const int spellCost) const override
  153. {
  154. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  155. }
  156. private:
  157. const CGHeroInstance * hero;
  158. const PlayerColor owner;
  159. const SpellCreatedObstacle * obs;
  160. };
  161. }//
  162. CondSh<bool> battleMadeAction(false);
  163. CondSh<BattleResult *> battleResult(nullptr);
  164. template <typename T> class CApplyOnGH;
  165. class CBaseForGHApply
  166. {
  167. public:
  168. virtual bool applyOnGH(CGameHandler * gh, void * pack) const =0;
  169. virtual ~CBaseForGHApply(){}
  170. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  171. {
  172. return new CApplyOnGH<U>();
  173. }
  174. };
  175. template <typename T> class CApplyOnGH : public CBaseForGHApply
  176. {
  177. public:
  178. bool applyOnGH(CGameHandler * gh, void * pack) const override
  179. {
  180. T *ptr = static_cast<T*>(pack);
  181. try
  182. {
  183. return ptr->applyGh(gh);
  184. }
  185. catch(ExceptionNotAllowedAction & e)
  186. {
  187. (void)e;
  188. return false;
  189. }
  190. catch(...)
  191. {
  192. throw;
  193. }
  194. }
  195. };
  196. template <>
  197. class CApplyOnGH<CPack> : public CBaseForGHApply
  198. {
  199. public:
  200. bool applyOnGH(CGameHandler * gh, void * pack) const override
  201. {
  202. logGlobal->error("Cannot apply on GH plain CPack!");
  203. assert(0);
  204. return false;
  205. }
  206. };
  207. static inline double distance(int3 a, int3 b)
  208. {
  209. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  210. }
  211. static void giveExp(BattleResult &r)
  212. {
  213. if (r.winner > 1)
  214. {
  215. // draw
  216. return;
  217. }
  218. r.exp[0] = 0;
  219. r.exp[1] = 0;
  220. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  221. {
  222. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  223. }
  224. }
  225. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  226. {
  227. int x = targetPosition.getX();
  228. int y = targetPosition.getY();
  229. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  230. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  231. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  232. else
  233. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  234. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  235. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  236. {
  237. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  238. {
  239. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  240. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  241. }
  242. else
  243. { //add back-side guardians for two-hex target, side guardians for one-hex
  244. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  245. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  246. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  247. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  248. else if (targetIsTwoHex)//front-side guardians for two-hex target
  249. {
  250. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  251. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  252. if (x > 3) //back guard for two-hex
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  254. }
  255. }
  256. }
  257. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  258. {
  259. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  260. {
  261. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  262. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  263. }
  264. else
  265. {
  266. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  267. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  268. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  269. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  270. else if (targetIsTwoHex)
  271. {
  272. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  273. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  274. if (x < GameConstants::BFIELD_WIDTH - 4)
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  276. }
  277. }
  278. }
  279. else if (!targetIsAttacker && y % 2 == 0)
  280. {
  281. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  282. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  283. }
  284. else if (targetIsAttacker && y % 2 == 1)
  285. {
  286. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  287. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  288. }
  289. }
  290. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  291. {
  292. boost::unique_lock<boost::mutex> l(mx);
  293. if (players.find(player) != players.end())
  294. {
  295. return players.at(player);
  296. }
  297. else
  298. {
  299. throw std::runtime_error("No such player!");
  300. }
  301. }
  302. void PlayerStatuses::addPlayer(PlayerColor player)
  303. {
  304. boost::unique_lock<boost::mutex> l(mx);
  305. players[player];
  306. }
  307. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  308. {
  309. boost::unique_lock<boost::mutex> l(mx);
  310. if (players.find(player) != players.end())
  311. {
  312. return players[player].*flag;
  313. }
  314. else
  315. {
  316. throw std::runtime_error("No such player!");
  317. }
  318. }
  319. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  320. {
  321. boost::unique_lock<boost::mutex> l(mx);
  322. if (players.find(player) != players.end())
  323. {
  324. players[player].*flag = val;
  325. }
  326. else
  327. {
  328. throw std::runtime_error("No such player!");
  329. }
  330. cv.notify_all();
  331. }
  332. template <typename T>
  333. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  334. {
  335. fun(args[which]);
  336. }
  337. const Services * CGameHandler::services() const
  338. {
  339. return VLC;
  340. }
  341. const CGameHandler::BattleCb * CGameHandler::battle() const
  342. {
  343. return this;
  344. }
  345. const CGameHandler::GameCb * CGameHandler::game() const
  346. {
  347. return this;
  348. }
  349. vstd::CLoggerBase * CGameHandler::logger() const
  350. {
  351. return logGlobal;
  352. }
  353. events::EventBus * CGameHandler::eventBus() const
  354. {
  355. return serverEventBus.get();
  356. }
  357. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  358. {
  359. changeSecSkill(hero, skill, 1, 0);
  360. expGiven(hero);
  361. }
  362. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  363. {
  364. // required exp for at least 1 lvl-up hasn't been reached
  365. if (!hero->gainsLevel())
  366. {
  367. return;
  368. }
  369. // give primary skill
  370. logGlobal->trace("%s got level %d", hero->name, hero->level);
  371. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  372. SetPrimSkill sps;
  373. sps.id = hero->id;
  374. sps.which = primarySkill;
  375. sps.abs = false;
  376. sps.val = 1;
  377. sendAndApply(&sps);
  378. PrepareHeroLevelUp pre;
  379. pre.heroId = hero->id;
  380. sendAndApply(&pre);
  381. HeroLevelUp hlu;
  382. hlu.player = hero->tempOwner;
  383. hlu.heroId = hero->id;
  384. hlu.primskill = primarySkill;
  385. hlu.skills = pre.skills;
  386. if (hlu.skills.size() == 0)
  387. {
  388. sendAndApply(&hlu);
  389. levelUpHero(hero);
  390. }
  391. else if (hlu.skills.size() == 1)
  392. {
  393. sendAndApply(&hlu);
  394. levelUpHero(hero, pre.skills.front());
  395. }
  396. else if (hlu.skills.size() > 1)
  397. {
  398. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  399. hlu.queryID = levelUpQuery->queryID;
  400. queries.addQuery(levelUpQuery);
  401. sendAndApply(&hlu);
  402. //level up will be called on query reply
  403. }
  404. }
  405. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  406. {
  407. SetCommanderProperty scp;
  408. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  409. if (hero)
  410. scp.heroid = hero->id;
  411. else
  412. {
  413. complain ("Commander is not led by hero!");
  414. return;
  415. }
  416. scp.accumulatedBonus.subtype = 0;
  417. scp.accumulatedBonus.additionalInfo = 0;
  418. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  419. scp.accumulatedBonus.turnsRemain = 0;
  420. scp.accumulatedBonus.source = Bonus::COMMANDER;
  421. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  422. if (skill <= ECommander::SPELL_POWER)
  423. {
  424. scp.which = SetCommanderProperty::BONUS;
  425. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  426. {
  427. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  428. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  429. };
  430. switch (skill)
  431. {
  432. case ECommander::ATTACK:
  433. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  434. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  435. break;
  436. case ECommander::DEFENSE:
  437. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  438. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  439. break;
  440. case ECommander::HEALTH:
  441. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  442. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  443. break;
  444. case ECommander::DAMAGE:
  445. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  446. scp.accumulatedBonus.subtype = 0;
  447. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  448. break;
  449. case ECommander::SPEED:
  450. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  451. break;
  452. case ECommander::SPELL_POWER:
  453. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  454. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  455. sendAndApply (&scp); //additional pack
  456. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  457. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  458. sendAndApply (&scp); //additional pack
  459. scp.accumulatedBonus.type = Bonus::CASTS;
  460. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  461. sendAndApply (&scp); //additional pack
  462. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  463. break;
  464. }
  465. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  466. sendAndApply (&scp);
  467. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  468. scp.additionalInfo = skill;
  469. scp.amount = c->secondarySkills.at(skill) + 1;
  470. sendAndApply (&scp);
  471. }
  472. else if (skill >= 100)
  473. {
  474. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  475. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  476. scp.additionalInfo = skill; //unnormalized
  477. sendAndApply (&scp);
  478. }
  479. expGiven(hero);
  480. }
  481. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  482. {
  483. if (!c->gainsLevel())
  484. {
  485. return;
  486. }
  487. CommanderLevelUp clu;
  488. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  489. if(hero)
  490. {
  491. clu.heroId = hero->id;
  492. clu.player = hero->tempOwner;
  493. }
  494. else
  495. {
  496. complain ("Commander is not led by hero!");
  497. return;
  498. }
  499. //picking sec. skills for choice
  500. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  501. {
  502. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  503. clu.skills.push_back(i);
  504. }
  505. int i = 100;
  506. for (auto specialSkill : VLC->creh->skillRequirements)
  507. {
  508. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  509. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  510. && !vstd::contains (c->specialSKills, i))
  511. clu.skills.push_back (i);
  512. ++i;
  513. }
  514. int skillAmount = static_cast<int>(clu.skills.size());
  515. if (!skillAmount)
  516. {
  517. sendAndApply(&clu);
  518. levelUpCommander(c);
  519. }
  520. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  521. {
  522. sendAndApply(&clu);
  523. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  524. }
  525. else if (skillAmount > 1) //apply and ask for secondary skill
  526. {
  527. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  528. clu.queryID = commanderLevelUp->queryID;
  529. queries.addQuery(commanderLevelUp);
  530. sendAndApply(&clu);
  531. }
  532. }
  533. void CGameHandler::expGiven(const CGHeroInstance *hero)
  534. {
  535. if (hero->gainsLevel())
  536. levelUpHero(hero);
  537. else if (hero->commander && hero->commander->gainsLevel())
  538. levelUpCommander(hero->commander);
  539. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  540. // levelUpCommander(hero->commander);
  541. // else
  542. // levelUpHero(hero);
  543. }
  544. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  545. {
  546. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  547. {
  548. if (gs->map->levelLimit != 0)
  549. {
  550. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  551. TExpType resultingExp = abs ? val : hero->exp + val;
  552. if (resultingExp > expLimit)
  553. {
  554. // set given experience to max possible, but don't decrease if hero already over top
  555. abs = true;
  556. val = std::max(expLimit, hero->exp);
  557. InfoWindow iw;
  558. iw.player = hero->tempOwner;
  559. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  560. iw.text.addReplacement(hero->name);
  561. sendAndApply(&iw);
  562. }
  563. }
  564. }
  565. SetPrimSkill sps;
  566. sps.id = hero->id;
  567. sps.which = which;
  568. sps.abs = abs;
  569. sps.val = val;
  570. sendAndApply(&sps);
  571. //only for exp - hero may level up
  572. if (which == PrimarySkill::EXPERIENCE)
  573. {
  574. if (hero->commander && hero->commander->alive)
  575. {
  576. //FIXME: trim experience according to map limit?
  577. SetCommanderProperty scp;
  578. scp.heroid = hero->id;
  579. scp.which = SetCommanderProperty::EXPERIENCE;
  580. scp.amount = val;
  581. sendAndApply (&scp);
  582. CBonusSystemNode::treeHasChanged();
  583. }
  584. expGiven(hero);
  585. }
  586. }
  587. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  588. {
  589. if(!hero)
  590. {
  591. logGlobal->error("changeSecSkill provided no hero");
  592. return;
  593. }
  594. SetSecSkill sss;
  595. sss.id = hero->id;
  596. sss.which = which;
  597. sss.val = val;
  598. sss.abs = abs;
  599. sendAndApply(&sss);
  600. if (which == SecondarySkill::WISDOM)
  601. {
  602. if (hero->visitedTown)
  603. giveSpells(hero->visitedTown, hero);
  604. }
  605. }
  606. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  607. {
  608. LOG_TRACE(logGlobal);
  609. //Fill BattleResult structure with exp info
  610. giveExp(*battleResult.data);
  611. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  612. {
  613. if(heroAttacker)
  614. battleResult.data->exp[1] += 500;
  615. if(heroDefender)
  616. battleResult.data->exp[0] += 500;
  617. }
  618. if(heroAttacker)
  619. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  620. if(heroDefender)
  621. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  622. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  623. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  624. const BattleResult::EResult result = battleResult.get()->result;
  625. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  626. {
  627. for (auto &q : queries.allQueries())
  628. {
  629. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  630. if (bq->bi == gs->curB)
  631. return bq;
  632. }
  633. return std::shared_ptr<CBattleQuery>();
  634. };
  635. auto battleQuery = findBattleQuery();
  636. if (!battleQuery)
  637. {
  638. logGlobal->error("Cannot find battle query!");
  639. }
  640. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  641. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  642. battleQuery->result = boost::make_optional(*battleResult.data);
  643. //Check how many battle queries were created (number of players blocked by battle)
  644. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  645. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  646. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  647. ChangeSpells cs; //for Eagle Eye
  648. if (finishingBattle->winnerHero)
  649. {
  650. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  651. {
  652. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  653. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  654. {
  655. auto spell = spellId.toSpell(VLC->spells());
  656. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  657. cs.spells.insert(spell->getId());
  658. }
  659. }
  660. }
  661. std::vector<const CArtifactInstance *> arts; //display them in window
  662. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  663. {
  664. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  665. {
  666. arts.push_back(art);
  667. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  668. sendAndApply(ma);
  669. };
  670. if (finishingBattle->loserHero)
  671. {
  672. //TODO: wrap it into a function, somehow (boost::variant -_-)
  673. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  674. for (auto artSlot : artifactsWorn)
  675. {
  676. MoveArtifact ma;
  677. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  678. const CArtifactInstance * art = ma.src.getArt();
  679. if (art && !art->artType->isBig() &&
  680. art->artType->id != ArtifactID::SPELLBOOK)
  681. // don't move war machines or locked arts (spellbook)
  682. {
  683. sendMoveArtifact(art, &ma);
  684. }
  685. }
  686. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  687. {
  688. //we assume that no big artifacts can be found
  689. MoveArtifact ma;
  690. ma.src = ArtifactLocation(finishingBattle->loserHero,
  691. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  692. const CArtifactInstance * art = ma.src.getArt();
  693. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  694. {
  695. sendMoveArtifact(art, &ma);
  696. }
  697. }
  698. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  699. {
  700. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  701. for (auto artSlot : artifactsWorn)
  702. {
  703. MoveArtifact ma;
  704. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  705. const CArtifactInstance * art = ma.src.getArt();
  706. if (art && !art->artType->isBig())
  707. {
  708. sendMoveArtifact(art, &ma);
  709. }
  710. }
  711. }
  712. }
  713. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  714. {
  715. auto artifactsWorn = armySlot.second->artifactsWorn;
  716. for (auto artSlot : artifactsWorn)
  717. {
  718. MoveArtifact ma;
  719. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  720. const CArtifactInstance * art = ma.src.getArt();
  721. if (art && !art->artType->isBig())
  722. {
  723. sendMoveArtifact(art, &ma);
  724. }
  725. }
  726. }
  727. }
  728. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  729. if (arts.size()) //display loot
  730. {
  731. InfoWindow iw;
  732. iw.player = finishingBattle->winnerHero->tempOwner;
  733. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  734. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  735. {
  736. iw.components.push_back(Component(
  737. Component::ARTIFACT, art->artType->id,
  738. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  739. if (iw.components.size() >= 14)
  740. {
  741. sendAndApply(&iw);
  742. iw.components.clear();
  743. }
  744. }
  745. if (iw.components.size())
  746. {
  747. sendAndApply(&iw);
  748. }
  749. }
  750. //Eagle Eye secondary skill handling
  751. if (!cs.spells.empty())
  752. {
  753. cs.learn = 1;
  754. cs.hid = finishingBattle->winnerHero->id;
  755. InfoWindow iw;
  756. iw.player = finishingBattle->winnerHero->tempOwner;
  757. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  758. iw.text.addReplacement(finishingBattle->winnerHero->name);
  759. std::ostringstream names;
  760. for (int i = 0; i < cs.spells.size(); i++)
  761. {
  762. names << "%s";
  763. if (i < cs.spells.size() - 2)
  764. names << ", ";
  765. else if (i < cs.spells.size() - 1)
  766. names << "%s";
  767. }
  768. names << ".";
  769. iw.text.addReplacement(names.str());
  770. auto it = cs.spells.begin();
  771. for (int i = 0; i < cs.spells.size(); i++, it++)
  772. {
  773. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  774. if (i == cs.spells.size() - 2) //we just added pre-last name
  775. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  776. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  777. }
  778. sendAndApply(&iw);
  779. sendAndApply(&cs);
  780. }
  781. cab1.updateArmy(this);
  782. cab2.updateArmy(this); //take casualties after battle is deleted
  783. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  784. {
  785. RemoveObject ro(heroAttacker->id);
  786. sendAndApply(&ro);
  787. }
  788. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  789. {
  790. RemoveObject ro(heroDefender->id);
  791. sendAndApply(&ro);
  792. }
  793. if(battleResult.data->winner == BattleSide::DEFENDER
  794. && heroDefender
  795. && heroDefender->visitedTown
  796. && !heroDefender->inTownGarrison
  797. && heroDefender->visitedTown->garrisonHero == heroDefender)
  798. {
  799. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  800. }
  801. //give exp
  802. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  803. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  804. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  805. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  806. queries.popIfTop(battleQuery);
  807. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  808. }
  809. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  810. {
  811. LOG_TRACE(logGlobal);
  812. finishingBattle->remainingBattleQueriesCount--;
  813. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  814. if (finishingBattle->remainingBattleQueriesCount > 0)
  815. //Battle results will be handled when all battle queries are closed
  816. return;
  817. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  818. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  819. // Still, it looks like a hole.
  820. // Necromancy if applicable.
  821. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  822. // Give raised units to winner and show dialog, if any were raised,
  823. // units will be given after casualties are taken
  824. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  825. if (necroSlot != SlotID())
  826. {
  827. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  828. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  829. }
  830. BattleResultsApplied resultsApplied;
  831. resultsApplied.player1 = finishingBattle->victor;
  832. resultsApplied.player2 = finishingBattle->loser;
  833. sendAndApply(&resultsApplied);
  834. setBattle(nullptr);
  835. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  836. {
  837. logGlobal->trace("post-victory visit");
  838. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  839. }
  840. visitObjectAfterVictory = false;
  841. //handle victory/loss of engaged players
  842. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  843. checkVictoryLossConditions(playerColors);
  844. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  845. {
  846. SetAvailableHeroes sah;
  847. sah.player = finishingBattle->loser;
  848. sah.hid[0] = finishingBattle->loserHero->subID;
  849. if (result.result == BattleResult::ESCAPE) //retreat
  850. {
  851. sah.army[0].clear();
  852. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  853. }
  854. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  855. sah.hid[1] = another->subID;
  856. else
  857. sah.hid[1] = -1;
  858. sendAndApply(&sah);
  859. }
  860. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  861. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  862. {
  863. RemoveObject ro(finishingBattle->winnerHero->id);
  864. sendAndApply(&ro);
  865. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  866. {
  867. SetAvailableHeroes sah;
  868. sah.player = finishingBattle->victor;
  869. sah.hid[0] = finishingBattle->winnerHero->subID;
  870. sah.army[0].clear();
  871. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  872. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  873. sah.hid[1] = another->subID;
  874. else
  875. sah.hid[1] = -1;
  876. sendAndApply(&sah);
  877. }
  878. }
  879. }
  880. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  881. {
  882. if(first && !counter)
  883. handleAttackBeforeCasting(ranged, attacker, defender);
  884. FireShieldInfo fireShield;
  885. BattleAttack bat;
  886. BattleLogMessage blm;
  887. bat.stackAttacking = attacker->unitId();
  888. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  889. if(ranged)
  890. bat.flags |= BattleAttack::SHOT;
  891. if(counter)
  892. bat.flags |= BattleAttack::COUNTER;
  893. const int attackerLuck = attacker->LuckVal();
  894. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  895. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  896. {
  897. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  898. {
  899. bat.flags |= BattleAttack::LUCKY;
  900. }
  901. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  902. {
  903. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  904. {
  905. bat.flags |= BattleAttack::UNLUCKY;
  906. }
  907. }
  908. }
  909. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  910. {
  911. bat.flags |= BattleAttack::DEATH_BLOW;
  912. }
  913. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  914. {
  915. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  916. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  917. if (chance > getRandomGenerator().nextInt(99))
  918. {
  919. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  920. }
  921. }
  922. // only primary target
  923. if(defender->alive())
  924. applyBattleEffects(bat, blm, attackerState, fireShield, defender, distance, false);
  925. //multiple-hex normal attack
  926. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  927. for(const CStack * stack : attackedCreatures)
  928. {
  929. if(stack != defender && stack->alive()) //do not hit same stack twice
  930. applyBattleEffects(bat, blm, attackerState, fireShield, stack, distance, true);
  931. }
  932. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  933. if(bonus && ranged) //TODO: make it work in melee?
  934. {
  935. //this is need for displaying hit animation
  936. bat.flags |= BattleAttack::SPELL_LIKE;
  937. bat.spellID = SpellID(bonus->subtype);
  938. //TODO: should spell override creature`s projectile?
  939. auto spell = bat.spellID.toSpell();
  940. battle::Target target;
  941. target.emplace_back(defender);
  942. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  943. event.setSpellLevel(bonus->val);
  944. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  945. //TODO: get exact attacked hex for defender
  946. for(const CStack * stack : attackedCreatures)
  947. {
  948. if(stack != defender && stack->alive()) //do not hit same stack twice
  949. {
  950. applyBattleEffects(bat, blm, attackerState, fireShield, stack, distance, true);
  951. }
  952. }
  953. //now add effect info for all attacked stacks
  954. for (BattleStackAttacked & bsa : bat.bsa)
  955. {
  956. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  957. {
  958. //this is need for displaying affect animation
  959. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  960. bsa.spellID = SpellID(bonus->subtype);
  961. }
  962. }
  963. }
  964. attackerState->afterAttack(ranged, counter);
  965. {
  966. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  967. attackerState->save(info.data);
  968. bat.attackerChanges.changedStacks.push_back(info);
  969. }
  970. sendAndApply(&bat);
  971. {
  972. const bool multipleTargets = bat.bsa.size() > 1;
  973. int64_t totalDamage = 0;
  974. int32_t totalKills = 0;
  975. for(const BattleStackAttacked & bsa : bat.bsa)
  976. {
  977. totalDamage += bsa.damageAmount;
  978. totalKills += bsa.killedAmount;
  979. }
  980. {
  981. MetaString text;
  982. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  983. attacker->addNameReplacement(text);
  984. text.addReplacement(totalDamage);
  985. blm.lines.push_back(text);
  986. }
  987. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  988. }
  989. sendAndApply(&blm);
  990. if(!fireShield.empty())
  991. {
  992. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  993. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  994. int64_t totalDamage = 0;
  995. for(const auto & item : fireShield)
  996. {
  997. const CStack * actor = item.first;
  998. int64_t rawDamage = item.second;
  999. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1000. if(actorOwner)
  1001. {
  1002. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1003. }
  1004. else
  1005. {
  1006. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1007. }
  1008. totalDamage+=rawDamage;
  1009. //FIXME: add custom effect on actor
  1010. }
  1011. BattleStackAttacked bsa;
  1012. bsa.stackAttacked = attacker->ID; //invert
  1013. bsa.attackerID = uint32_t(-1);
  1014. bsa.flags |= BattleStackAttacked::EFFECT;
  1015. bsa.effect = 11;
  1016. bsa.damageAmount = totalDamage;
  1017. attacker->prepareAttacked(bsa, getRandomGenerator());
  1018. StacksInjured pack;
  1019. pack.stacks.push_back(bsa);
  1020. sendAndApply(&pack);
  1021. sendGenericKilledLog(attacker, bsa.killedAmount, false);
  1022. }
  1023. handleAfterAttackCasting(ranged, attacker, defender);
  1024. }
  1025. void CGameHandler::applyBattleEffects(BattleAttack & bat, BattleLogMessage & blm, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1026. {
  1027. BattleStackAttacked bsa;
  1028. if(secondary)
  1029. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1030. bsa.attackerID = attackerState->unitId();
  1031. bsa.stackAttacked = def->unitId();
  1032. {
  1033. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  1034. bai.chargedFields = distance;
  1035. if(bat.deathBlow())
  1036. bai.additiveBonus += 1.0;
  1037. if(bat.ballistaDoubleDmg())
  1038. bai.additiveBonus += 1.0;
  1039. if(bat.lucky())
  1040. bai.additiveBonus += 1.0;
  1041. //unlucky hit, used only if negative luck is enabled
  1042. if(bat.unlucky())
  1043. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  1044. auto range = gs->curB->calculateDmgRange(bai);
  1045. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  1046. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1047. }
  1048. auto addLifeDrain = [&](int64_t & toHeal, EHealLevel level, EHealPower power)
  1049. {
  1050. attackerState->heal(toHeal, level, power);
  1051. if(toHeal > 0)
  1052. {
  1053. CustomEffectInfo customEffect;
  1054. customEffect.sound = soundBase::DRAINLIF;
  1055. customEffect.effect = 52;
  1056. customEffect.stack = attackerState->unitId();
  1057. bat.customEffects.push_back(customEffect);
  1058. MetaString text;
  1059. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1060. attackerState->addNameReplacement(text, false);
  1061. text.addReplacement((int)toHeal);
  1062. def->addNameReplacement(text, true);
  1063. blm.lines.push_back(text);
  1064. }
  1065. };
  1066. //life drain handling
  1067. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1068. {
  1069. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1070. if(toHeal > 0)
  1071. addLifeDrain(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1072. }
  1073. //soul steal handling
  1074. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1075. {
  1076. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1077. //try to use permanent first, use only one of two
  1078. for(si32 subtype = 1; subtype >= 0; subtype--)
  1079. {
  1080. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1081. {
  1082. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1083. addLifeDrain(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1084. break;
  1085. }
  1086. }
  1087. }
  1088. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1089. //fire shield handling
  1090. if(!bat.shot() && !def->isClone() &&
  1091. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  1092. {
  1093. //TODO: use damage with bonus but without penalties
  1094. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1095. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1096. }
  1097. }
  1098. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1099. {
  1100. if(killed > 0)
  1101. {
  1102. BattleLogMessage blm;
  1103. addGenericKilledLog(blm, defender, killed, multiple);
  1104. sendAndApply(&blm);
  1105. }
  1106. }
  1107. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1108. {
  1109. if(killed > 0)
  1110. {
  1111. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1112. std::string formatString = VLC->generaltexth->allTexts.at(txtIndex);
  1113. // 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)
  1114. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1115. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1116. boost::algorithm::trim(formatString);
  1117. boost::format txt(formatString);
  1118. if(killed > 1)
  1119. {
  1120. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1121. }
  1122. else //killed == 1
  1123. {
  1124. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1125. }
  1126. MetaString line;
  1127. line.addReplacement(txt.str());
  1128. blm.lines.push_back(line);
  1129. }
  1130. }
  1131. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1132. {
  1133. for(auto playerConns : connections)
  1134. {
  1135. for(auto i = playerConns.second.begin(); i != playerConns.second.end(); )
  1136. {
  1137. if(lobby->state != EServerState::SHUTDOWN && *i == c)
  1138. {
  1139. i = playerConns.second.erase(i);
  1140. if(playerConns.second.size())
  1141. continue;
  1142. PlayerCheated pc;
  1143. pc.player = playerConns.first;
  1144. pc.losingCheatCode = true;
  1145. sendAndApply(&pc);
  1146. checkVictoryLossConditionsForPlayer(playerConns.first);
  1147. }
  1148. else
  1149. ++i;
  1150. }
  1151. }
  1152. }
  1153. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1154. {
  1155. //prepare struct informing that action was applied
  1156. auto sendPackageResponse = [&](bool succesfullyApplied)
  1157. {
  1158. PackageApplied applied;
  1159. applied.player = pack->player;
  1160. applied.result = succesfullyApplied;
  1161. applied.packType = typeList.getTypeID(pack);
  1162. applied.requestID = pack->requestID;
  1163. pack->c->sendPack(&applied);
  1164. };
  1165. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1166. if(isBlockedByQueries(pack, pack->player))
  1167. {
  1168. sendPackageResponse(false);
  1169. }
  1170. else if(apply)
  1171. {
  1172. const bool result = apply->applyOnGH(this, pack);
  1173. if(result)
  1174. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1175. else
  1176. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1177. % typeid(*pack).name()).str());
  1178. sendPackageResponse(true);
  1179. }
  1180. else
  1181. {
  1182. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1183. sendPackageResponse(false);
  1184. }
  1185. vstd::clear_pointer(pack);
  1186. }
  1187. int CGameHandler::moveStack(int stack, BattleHex dest)
  1188. {
  1189. int ret = 0;
  1190. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1191. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1192. assert(curStack);
  1193. assert(dest < GameConstants::BFIELD_SIZE);
  1194. if (gs->curB->tacticDistance)
  1195. {
  1196. assert(gs->curB->isInTacticRange(dest));
  1197. }
  1198. auto start = curStack->getPosition();
  1199. if (start == dest)
  1200. return 0;
  1201. //initing necessary tables
  1202. auto accessibility = getAccesibility(curStack);
  1203. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1204. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1205. {
  1206. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1207. if(accessibility.accessible(shifted, curStack))
  1208. dest = shifted;
  1209. }
  1210. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1211. {
  1212. complain("Given destination is not accessible!");
  1213. return 0;
  1214. }
  1215. bool canUseGate = false;
  1216. auto dbState = gs->curB->si.gateState;
  1217. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1218. dbState != EGateState::DESTROYED &&
  1219. dbState != EGateState::BLOCKED)
  1220. {
  1221. canUseGate = true;
  1222. }
  1223. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1224. ret = path.second;
  1225. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1226. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1227. {
  1228. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1229. return true;
  1230. if (hex == ESiegeHex::GATE_OUTER)
  1231. return true;
  1232. if (hex == ESiegeHex::GATE_INNER)
  1233. return true;
  1234. return false;
  1235. };
  1236. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1237. {
  1238. if (isGateDrawbridgeHex(hex))
  1239. return true;
  1240. if (curStack->doubleWide())
  1241. {
  1242. BattleHex otherHex = curStack->occupiedHex(hex);
  1243. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1244. return true;
  1245. }
  1246. return false;
  1247. };
  1248. if (curStack->hasBonusOfType(Bonus::FLYING))
  1249. {
  1250. if (path.second <= creSpeed && path.first.size() > 0)
  1251. {
  1252. if (canUseGate && dbState != EGateState::OPENED &&
  1253. occupyGateDrawbridgeHex(dest))
  1254. {
  1255. BattleUpdateGateState db;
  1256. db.state = EGateState::OPENED;
  1257. sendAndApply(&db);
  1258. }
  1259. //inform clients about move
  1260. BattleStackMoved sm;
  1261. sm.stack = curStack->ID;
  1262. std::vector<BattleHex> tiles;
  1263. tiles.push_back(path.first[0]);
  1264. sm.tilesToMove = tiles;
  1265. sm.distance = path.second;
  1266. sm.teleporting = false;
  1267. sendAndApply(&sm);
  1268. }
  1269. }
  1270. else //for non-flying creatures
  1271. {
  1272. std::vector<BattleHex> tiles;
  1273. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1274. int v = (int)path.first.size()-1;
  1275. path.first.push_back(start);
  1276. // check if gate need to be open or closed at some point
  1277. BattleHex openGateAtHex, gateMayCloseAtHex;
  1278. if (canUseGate)
  1279. {
  1280. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1281. {
  1282. auto needOpenGates = [&](BattleHex hex) -> bool
  1283. {
  1284. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1285. return true;
  1286. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1287. return true;
  1288. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1289. return true;
  1290. return false;
  1291. };
  1292. auto hex = path.first[i];
  1293. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1294. {
  1295. if (needOpenGates(hex))
  1296. openGateAtHex = path.first[i+1];
  1297. //TODO we need find batter way to handle double-wide stacks
  1298. //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.
  1299. if (curStack->doubleWide())
  1300. {
  1301. BattleHex otherHex = curStack->occupiedHex(hex);
  1302. if (otherHex.isValid() && needOpenGates(otherHex))
  1303. openGateAtHex = path.first[i+2];
  1304. }
  1305. //gate may be opened and then closed during stack movement, but not other way around
  1306. if (openGateAtHex.isValid())
  1307. dbState = EGateState::OPENED;
  1308. }
  1309. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1310. {
  1311. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1312. {
  1313. gateMayCloseAtHex = path.first[i-1];
  1314. }
  1315. if (gs->curB->town->subID == ETownType::FORTRESS)
  1316. {
  1317. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1318. {
  1319. gateMayCloseAtHex = path.first[i-1];
  1320. }
  1321. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1322. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1323. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1324. {
  1325. gateMayCloseAtHex = path.first[i-1];
  1326. }
  1327. }
  1328. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1329. {
  1330. gateMayCloseAtHex = path.first[i-1];
  1331. }
  1332. }
  1333. }
  1334. }
  1335. bool stackIsMoving = true;
  1336. while(stackIsMoving)
  1337. {
  1338. if (v<tilesToMove)
  1339. {
  1340. logGlobal->error("Movement terminated abnormally");
  1341. break;
  1342. }
  1343. bool gateStateChanging = false;
  1344. //special handling for opening gate on from starting hex
  1345. if (openGateAtHex.isValid() && openGateAtHex == start)
  1346. gateStateChanging = true;
  1347. else
  1348. {
  1349. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1350. {
  1351. BattleHex hex = path.first[v];
  1352. tiles.push_back(hex);
  1353. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1354. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1355. {
  1356. gateStateChanging = true;
  1357. }
  1358. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1359. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1360. obstacleHit = true;
  1361. if (curStack->doubleWide())
  1362. {
  1363. BattleHex otherHex = curStack->occupiedHex(hex);
  1364. //two hex creature hit obstacle by backside
  1365. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1366. if(otherHex.isValid() && !obstacle2.empty())
  1367. obstacleHit = true;
  1368. }
  1369. }
  1370. }
  1371. if (tiles.size() > 0)
  1372. {
  1373. //commit movement
  1374. BattleStackMoved sm;
  1375. sm.stack = curStack->ID;
  1376. sm.distance = path.second;
  1377. sm.teleporting = false;
  1378. sm.tilesToMove = tiles;
  1379. sendAndApply(&sm);
  1380. tiles.clear();
  1381. }
  1382. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1383. if (curStack->getPosition() != dest)
  1384. {
  1385. if(stackIsMoving && start != curStack->getPosition())
  1386. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1387. if (gateStateChanging)
  1388. {
  1389. if (curStack->getPosition() == openGateAtHex)
  1390. {
  1391. openGateAtHex = BattleHex();
  1392. //only open gate if stack is still alive
  1393. if (curStack->alive())
  1394. {
  1395. BattleUpdateGateState db;
  1396. db.state = EGateState::OPENED;
  1397. sendAndApply(&db);
  1398. }
  1399. }
  1400. else if (curStack->getPosition() == gateMayCloseAtHex)
  1401. {
  1402. gateMayCloseAtHex = BattleHex();
  1403. updateGateState();
  1404. }
  1405. }
  1406. }
  1407. else
  1408. //movement finished normally: we reached destination
  1409. stackIsMoving = false;
  1410. }
  1411. }
  1412. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1413. handleDamageFromObstacle(curStack);
  1414. return ret;
  1415. }
  1416. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1417. : lobby(lobby)
  1418. , complainNoCreatures("No creatures to split")
  1419. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1420. , complainInvalidSlot("Invalid slot accessed!")
  1421. {
  1422. QID = 1;
  1423. IObjectInterface::cb = this;
  1424. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1425. registerTypesServerPacks(*applier);
  1426. visitObjectAfterVictory = false;
  1427. spellEnv = new ServerSpellCastEnvironment(this);
  1428. }
  1429. CGameHandler::~CGameHandler()
  1430. {
  1431. delete spellEnv;
  1432. delete gs;
  1433. }
  1434. void CGameHandler::reinitScripting()
  1435. {
  1436. serverEventBus = make_unique<events::EventBus>();
  1437. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1438. }
  1439. void CGameHandler::init(StartInfo *si)
  1440. {
  1441. if (si->seedToBeUsed == 0)
  1442. {
  1443. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1444. }
  1445. CMapService mapService;
  1446. gs = new CGameState();
  1447. gs->preInit(VLC);
  1448. logGlobal->info("Gamestate created!");
  1449. gs->init(&mapService, si);
  1450. logGlobal->info("Gamestate initialized!");
  1451. // reset seed, so that clients can't predict any following random values
  1452. getRandomGenerator().resetSeed();
  1453. for (auto & elem : gs->players)
  1454. {
  1455. states.addPlayer(elem.first);
  1456. }
  1457. reinitScripting();
  1458. }
  1459. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1460. {
  1461. return a.earlierThan(b);
  1462. }
  1463. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1464. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1465. const PlayerState * p = getPlayerState(town->tempOwner);
  1466. if (!p)
  1467. {
  1468. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1469. return;
  1470. }
  1471. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1472. {
  1473. SetAvailableCreatures ssi;
  1474. ssi.tid = town->id;
  1475. ssi.creatures = town->creatures;
  1476. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1477. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1478. if (dwellings.empty())//no dwellings - just remove
  1479. {
  1480. sendAndApply(&ssi);
  1481. return;
  1482. }
  1483. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1484. // for multi-creature dwellings like Golem Factory
  1485. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1486. if (clear)
  1487. {
  1488. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1489. }
  1490. else
  1491. {
  1492. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1493. }
  1494. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1495. sendAndApply(&ssi);
  1496. }
  1497. }
  1498. void CGameHandler::newTurn()
  1499. {
  1500. logGlobal->trace("Turn %d", gs->day+1);
  1501. NewTurn n;
  1502. n.specialWeek = NewTurn::NO_ACTION;
  1503. n.creatureid = CreatureID::NONE;
  1504. n.day = gs->day + 1;
  1505. bool firstTurn = !getDate(Date::DAY);
  1506. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1507. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1508. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1509. if (firstTurn)
  1510. {
  1511. for (auto obj : gs->map->objects)
  1512. {
  1513. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1514. {
  1515. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1516. }
  1517. }
  1518. }
  1519. if (newWeek && !firstTurn)
  1520. {
  1521. n.specialWeek = NewTurn::NORMAL;
  1522. bool deityOfFireBuilt = false;
  1523. for (const CGTownInstance *t : gs->map->towns)
  1524. {
  1525. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1526. {
  1527. deityOfFireBuilt = true;
  1528. break;
  1529. }
  1530. }
  1531. if (deityOfFireBuilt)
  1532. {
  1533. n.specialWeek = NewTurn::DEITYOFFIRE;
  1534. n.creatureid = CreatureID::IMP;
  1535. }
  1536. else if(!VLC->modh->settings.NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS)
  1537. {
  1538. int monthType = getRandomGenerator().nextInt(99);
  1539. if (newMonth) //new month
  1540. {
  1541. if (monthType < 40) //double growth
  1542. {
  1543. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1544. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1545. {
  1546. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1547. n.creatureid = newMonster.second;
  1548. }
  1549. else if (VLC->creh->doubledCreatures.size())
  1550. {
  1551. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1552. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1553. }
  1554. else
  1555. {
  1556. complain("Cannot find creature that can be spawned!");
  1557. n.specialWeek = NewTurn::NORMAL;
  1558. }
  1559. }
  1560. else if (monthType < 50)
  1561. n.specialWeek = NewTurn::PLAGUE;
  1562. }
  1563. else //it's a week, but not full month
  1564. {
  1565. if (monthType < 25)
  1566. {
  1567. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1568. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1569. do
  1570. {
  1571. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1572. } while (VLC->creh->objects[newMonster.second] &&
  1573. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1574. n.creatureid = newMonster.second;
  1575. }
  1576. }
  1577. }
  1578. }
  1579. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1580. for (auto& hp : pool)
  1581. {
  1582. auto hero = hp.second;
  1583. if (hero->isInitialized() && hero->stacks.size())
  1584. {
  1585. // reset retreated or surrendered heroes
  1586. auto maxmove = hero->maxMovePoints(true);
  1587. // if movement is greater than maxmove, we should decrease it
  1588. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1589. {
  1590. NewTurn::Hero hth;
  1591. hth.id = hero->id;
  1592. hth.move = maxmove;
  1593. hth.mana = hero->getManaNewTurn();
  1594. n.heroes.insert(hth);
  1595. }
  1596. }
  1597. }
  1598. for (auto & elem : gs->players)
  1599. {
  1600. if (elem.first == PlayerColor::NEUTRAL)
  1601. continue;
  1602. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1603. assert(0); //illegal player number!
  1604. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1605. hadGold.insert(playerGold);
  1606. if (newWeek) //new heroes in tavern
  1607. {
  1608. SetAvailableHeroes sah;
  1609. sah.player = elem.first;
  1610. //pick heroes and their armies
  1611. CHeroClass *banned = nullptr;
  1612. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1613. {
  1614. //first hero - native if possible, second hero -> any other class
  1615. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1616. {
  1617. sah.hid[j] = h->subID;
  1618. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1619. banned = h->type->heroClass;
  1620. }
  1621. else
  1622. {
  1623. sah.hid[j] = -1;
  1624. }
  1625. }
  1626. sendAndApply(&sah);
  1627. }
  1628. n.res[elem.first] = elem.second.resources;
  1629. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1630. {
  1631. bool hasCrystalGenCreature = false;
  1632. for(CGHeroInstance * hero : elem.second.heroes)
  1633. {
  1634. for(auto stack : hero->stacks)
  1635. {
  1636. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1637. {
  1638. hasCrystalGenCreature = true;
  1639. break;
  1640. }
  1641. }
  1642. }
  1643. if(!hasCrystalGenCreature) //not found in armies, check towns
  1644. {
  1645. for(CGTownInstance * town : elem.second.towns)
  1646. {
  1647. for(auto stack : town->stacks)
  1648. {
  1649. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1650. {
  1651. hasCrystalGenCreature = true;
  1652. break;
  1653. }
  1654. }
  1655. }
  1656. }
  1657. if(hasCrystalGenCreature)
  1658. n.res[elem.first][Res::CRYSTAL] += 3;
  1659. }
  1660. for (CGHeroInstance *h : (elem).second.heroes)
  1661. {
  1662. if (h->visitedTown)
  1663. giveSpells(h->visitedTown, h);
  1664. NewTurn::Hero hth;
  1665. hth.id = h->id;
  1666. auto ti = make_unique<TurnInfo>(h, 1);
  1667. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1668. hth.move = h->maxMovePointsCached(gs->map->getTile(h->getPosition(false)).terType.isLand(), ti.get());
  1669. hth.mana = h->getManaNewTurn();
  1670. n.heroes.insert(hth);
  1671. if (!firstTurn) //not first day
  1672. {
  1673. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1674. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1675. {
  1676. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1677. }
  1678. }
  1679. }
  1680. }
  1681. for (CGTownInstance *t : gs->map->towns)
  1682. {
  1683. PlayerColor player = t->tempOwner;
  1684. handleTownEvents(t, n);
  1685. if (newWeek) //first day of week
  1686. {
  1687. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1688. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1689. if (!firstTurn)
  1690. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1691. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1692. if (!vstd::contains(n.cres, t->id))
  1693. {
  1694. n.cres[t->id].tid = t->id;
  1695. n.cres[t->id].creatures = t->creatures;
  1696. }
  1697. auto & sac = n.cres.at(t->id);
  1698. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1699. {
  1700. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1701. {
  1702. ui32 &availableCount = sac.creatures.at(k).first;
  1703. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1704. if (n.specialWeek == NewTurn::PLAGUE)
  1705. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1706. else
  1707. {
  1708. if (firstTurn) //first day of game: use only basic growths
  1709. availableCount = cre->growth;
  1710. else
  1711. availableCount += t->creatureGrowth(k);
  1712. //Deity of fire week - upgrade both imps and upgrades
  1713. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1714. availableCount += 15;
  1715. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1716. {
  1717. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1718. availableCount *= 2;
  1719. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1720. availableCount += 5;
  1721. }
  1722. }
  1723. }
  1724. }
  1725. }
  1726. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1727. {
  1728. n.res[player] = n.res[player] + t->dailyIncome();
  1729. }
  1730. if(t->hasBuilt(BuildingID::GRAIL)
  1731. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1732. {
  1733. // Skyship, probably easier to handle same as Veil of darkness
  1734. //do it every new day after veils apply
  1735. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1736. {
  1737. FoWChange fw;
  1738. fw.mode = 1;
  1739. fw.player = player;
  1740. // find all hidden tiles
  1741. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1742. auto shape = fow->shape();
  1743. for(size_t z = 0; z < shape[0]; z++)
  1744. for(size_t x = 0; x < shape[1]; x++)
  1745. for(size_t y = 0; y < shape[2]; y++)
  1746. if (!(*fow)[z][x][y])
  1747. fw.tiles.insert(int3(x, y, z));
  1748. sendAndApply (&fw);
  1749. }
  1750. }
  1751. if (t->hasBonusOfType (Bonus::DARKNESS))
  1752. {
  1753. for (auto & player : gs->players)
  1754. {
  1755. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1756. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1757. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1758. }
  1759. }
  1760. }
  1761. if (newMonth)
  1762. {
  1763. SetAvailableArtifacts saa;
  1764. saa.id = -1;
  1765. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1766. sendAndApply(&saa);
  1767. }
  1768. sendAndApply(&n);
  1769. if (newWeek)
  1770. {
  1771. //spawn wandering monsters
  1772. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1773. {
  1774. spawnWanderingMonsters(n.creatureid);
  1775. }
  1776. //new week info popup
  1777. if (!firstTurn)
  1778. {
  1779. InfoWindow iw;
  1780. switch (n.specialWeek)
  1781. {
  1782. case NewTurn::DOUBLE_GROWTH:
  1783. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1784. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1785. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1786. break;
  1787. case NewTurn::PLAGUE:
  1788. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1789. break;
  1790. case NewTurn::BONUS_GROWTH:
  1791. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1792. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1793. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1794. break;
  1795. case NewTurn::DEITYOFFIRE:
  1796. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1797. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1798. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1799. iw.text.addReplacement2(15); //%+d 15
  1800. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1801. iw.text.addReplacement2(15); //%+d 15
  1802. break;
  1803. default:
  1804. if (newMonth)
  1805. {
  1806. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1807. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1808. }
  1809. else
  1810. {
  1811. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1812. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1813. }
  1814. }
  1815. for (auto & elem : gs->players)
  1816. {
  1817. iw.player = elem.first;
  1818. sendAndApply(&iw);
  1819. }
  1820. }
  1821. }
  1822. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1823. handleTimeEvents();
  1824. //call objects
  1825. for (auto & elem : gs->map->objects)
  1826. {
  1827. if (elem)
  1828. elem->newTurn(getRandomGenerator());
  1829. }
  1830. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1831. }
  1832. void CGameHandler::run(bool resume)
  1833. {
  1834. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1835. using namespace boost::posix_time;
  1836. for (auto cc : lobby->connections)
  1837. {
  1838. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1839. std::stringstream sbuffer;
  1840. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1841. for (PlayerColor color : players)
  1842. {
  1843. sbuffer << color << " ";
  1844. {
  1845. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1846. connections[color].insert(cc);
  1847. }
  1848. }
  1849. logGlobal->info(sbuffer.str());
  1850. }
  1851. services()->scripts()->run(serverScripts);
  1852. if(resume)
  1853. events::GameResumed::defaultExecute(serverEventBus.get());
  1854. auto playerTurnOrder = generatePlayerTurnOrder();
  1855. while(lobby->state == EServerState::GAMEPLAY)
  1856. {
  1857. if(!resume)
  1858. {
  1859. newTurn();
  1860. events::TurnStarted::defaultExecute(serverEventBus.get());
  1861. }
  1862. std::list<PlayerColor>::iterator it;
  1863. if (resume)
  1864. {
  1865. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1866. }
  1867. else
  1868. {
  1869. it = playerTurnOrder.begin();
  1870. }
  1871. resume = false;
  1872. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1873. {
  1874. auto playerColor = *it;
  1875. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1876. {
  1877. //if player runs out of time, he shouldn't get the turn (especially AI)
  1878. //pre-trigger may change anything, should check before each player
  1879. //TODO: is it enough to check only one player?
  1880. checkVictoryLossConditionsForAll();
  1881. auto player = event.getPlayer();
  1882. const PlayerState * playerState = &gs->players[player];
  1883. if(playerState->status != EPlayerStatus::INGAME)
  1884. {
  1885. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1886. }
  1887. else
  1888. {
  1889. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1890. YourTurn yt;
  1891. yt.player = player;
  1892. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1893. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1894. applyAndSend(&yt);
  1895. }
  1896. };
  1897. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1898. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1899. {
  1900. //wait till turn is done
  1901. boost::unique_lock<boost::mutex> lock(states.mx);
  1902. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1903. {
  1904. static time_duration p = milliseconds(100);
  1905. states.cv.timed_wait(lock, p);
  1906. }
  1907. }
  1908. }
  1909. //additional check that game is not finished
  1910. bool activePlayer = false;
  1911. for (auto player : playerTurnOrder)
  1912. {
  1913. if (gs->players[player].status == EPlayerStatus::INGAME)
  1914. activePlayer = true;
  1915. }
  1916. if(!activePlayer)
  1917. lobby->state = EServerState::GAMEPLAY_ENDED;
  1918. }
  1919. }
  1920. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1921. {
  1922. // Generate player turn order
  1923. std::list<PlayerColor> playerTurnOrder;
  1924. for (const auto & player : gs->players) // add human players first
  1925. {
  1926. if (player.second.human)
  1927. playerTurnOrder.push_back(player.first);
  1928. }
  1929. for (const auto & player : gs->players) // then add non-human players
  1930. {
  1931. if (!player.second.human)
  1932. playerTurnOrder.push_back(player.first);
  1933. }
  1934. return playerTurnOrder;
  1935. }
  1936. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1937. {
  1938. battleResult.set(nullptr);
  1939. const auto t = getTile(tile);
  1940. Terrain terrain = t->terType;
  1941. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1942. terrain = Terrain("sand");
  1943. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1944. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1945. terType = BattleField::fromString("ship_to_ship");
  1946. //send info about battles
  1947. BattleStart bs;
  1948. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1949. sendAndApply(&bs);
  1950. }
  1951. void CGameHandler::checkBattleStateChanges()
  1952. {
  1953. //check if drawbridge state need to be changes
  1954. if (battleGetSiegeLevel() > 0)
  1955. updateGateState();
  1956. //check if battle ended
  1957. if (auto result = battleIsFinished())
  1958. {
  1959. setBattleResult(BattleResult::NORMAL, *result);
  1960. }
  1961. }
  1962. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1963. {
  1964. if (!h->hasSpellbook())
  1965. return; //hero hasn't spellbook
  1966. ChangeSpells cs;
  1967. cs.hid = h->id;
  1968. cs.learn = true;
  1969. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1970. {
  1971. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1972. for (int i = 0; i < h->maxSpellLevel(); i++)
  1973. {
  1974. std::vector<SpellID> spells;
  1975. getAllowedSpells(spells, i+1);
  1976. for (auto & spell : spells)
  1977. cs.spells.insert(spell);
  1978. }
  1979. }
  1980. else
  1981. {
  1982. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1983. {
  1984. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1985. {
  1986. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1987. cs.spells.insert(t->spells.at(i).at(j));
  1988. }
  1989. }
  1990. }
  1991. if (!cs.spells.empty())
  1992. sendAndApply(&cs);
  1993. }
  1994. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1995. {
  1996. if (!obj || !getObj(obj->id))
  1997. {
  1998. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1999. return false;
  2000. }
  2001. RemoveObject ro;
  2002. ro.id = obj->id;
  2003. sendAndApply(&ro);
  2004. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  2005. return true;
  2006. }
  2007. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  2008. {
  2009. const CGHeroInstance *h = getHero(hid);
  2010. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2011. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2012. {
  2013. logGlobal->error("Illegal call to move hero!");
  2014. return false;
  2015. }
  2016. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2017. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  2018. if (!gs->map->isInTheMap(hmpos))
  2019. {
  2020. logGlobal->error("Destination tile is outside the map!");
  2021. return false;
  2022. }
  2023. const TerrainTile t = *getTile(hmpos);
  2024. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2025. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2026. const bool disembarking = h->boat && t.terType.isLand() && !t.blocked;
  2027. //result structure for start - movement failed, no move points used
  2028. TryMoveHero tmh;
  2029. tmh.id = hid;
  2030. tmh.start = h->pos;
  2031. tmh.end = dst;
  2032. tmh.result = TryMoveHero::FAILED;
  2033. tmh.movePoints = h->movement;
  2034. //check if destination tile is available
  2035. auto pathfinderHelper = make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2036. pathfinderHelper->updateTurnInfo(0);
  2037. auto ti = pathfinderHelper->getTurnInfo();
  2038. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2039. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2040. const int cost = pathfinderHelper->getMovementCost(h->getPosition(), hmpos, nullptr, nullptr, h->movement);
  2041. //it's a rock or blocked and not visitable tile
  2042. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2043. if (((!t.terType.isPassable() || (t.blocked && !t.visitable && !canFly))
  2044. && complain("Cannot move hero, destination tile is blocked!"))
  2045. || ((!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)
  2046. && complain("Cannot move hero, destination tile is on water!"))
  2047. || ((h->boat && t.terType.isLand() && t.blocked)
  2048. && complain("Cannot disembark hero, tile is blocked!"))
  2049. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2050. && complain("Tiles are not neighboring!"))
  2051. || ((h->inTownGarrison)
  2052. && complain("Can not move garrisoned hero!"))
  2053. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2054. && complain("Hero doesn't have any movement points left!"))
  2055. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2056. && complain("Hero cannot transit over this tile!"))
  2057. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2058. && complain("Cannot move hero during the battle"))*/)
  2059. {
  2060. //send info about movement failure
  2061. sendAndApply(&tmh);
  2062. return false;
  2063. }
  2064. //several generic blocks of code
  2065. // should be called if hero changes tile but before applying TryMoveHero package
  2066. auto leaveTile = [&]()
  2067. {
  2068. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2069. {
  2070. obj->onHeroLeave(h);
  2071. }
  2072. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2073. };
  2074. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2075. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2076. {
  2077. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  2078. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2079. queries.addQuery(moveQuery);
  2080. if (leavingTile == LEAVING_TILE)
  2081. leaveTile();
  2082. tmh.result = result;
  2083. sendAndApply(&tmh);
  2084. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2085. { // Hero should be always able to visit any object he staying on even if there guards around
  2086. visitObjectOnTile(t, h);
  2087. }
  2088. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2089. {
  2090. tmh.attackedFrom = boost::make_optional(guardPos);
  2091. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2092. objectVisited(guardTile.visitableObjects.back(), h);
  2093. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2094. }
  2095. else if (visitDest == VISIT_DEST)
  2096. {
  2097. visitObjectOnTile(t, h);
  2098. }
  2099. queries.popIfTop(moveQuery);
  2100. logGlobal->trace("Hero %s ends movement", h->name);
  2101. return result != TryMoveHero::FAILED;
  2102. };
  2103. //interaction with blocking object (like resources)
  2104. auto blockingVisit = [&]() -> bool
  2105. {
  2106. for (CGObjectInstance *obj : t.visitableObjects)
  2107. {
  2108. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2109. {
  2110. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2111. //this-> is needed for MVS2010 to recognize scope (?)
  2112. }
  2113. }
  2114. return false;
  2115. };
  2116. if (!transit && embarking)
  2117. {
  2118. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2119. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2120. // In H3 embark ignore guards
  2121. }
  2122. if (disembarking)
  2123. {
  2124. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2125. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2126. }
  2127. if (teleporting)
  2128. {
  2129. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2130. return true;
  2131. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2132. // visit town for town portal \ castle gates
  2133. // do not use generic visitObjectOnTile to avoid double-teleporting
  2134. // if this moveHero call was triggered by teleporter
  2135. if (!t.visitableObjects.empty())
  2136. {
  2137. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2138. town->onHeroVisit(h);
  2139. }
  2140. return true;
  2141. }
  2142. //still here? it is standard movement!
  2143. {
  2144. tmh.movePoints = (int)h->movement >= cost
  2145. ? h->movement - cost
  2146. : 0;
  2147. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2148. EVisitDest visitDest = VISIT_DEST;
  2149. if (transit)
  2150. {
  2151. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2152. visitDest = DONT_VISIT_DEST;
  2153. if (canFly)
  2154. {
  2155. lookForGuards = IGNORE_GUARDS;
  2156. visitDest = DONT_VISIT_DEST;
  2157. }
  2158. }
  2159. else if (blockingVisit())
  2160. return true;
  2161. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2162. return true;
  2163. }
  2164. }
  2165. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2166. {
  2167. const CGHeroInstance *h = getHero(hid);
  2168. const CGTownInstance *t = getTown(dstid);
  2169. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2170. COMPLAIN_RET("Invalid call to teleportHero!");
  2171. const CGTownInstance *from = h->visitedTown;
  2172. if (((h->getOwner() != t->getOwner())
  2173. && complain("Cannot teleport hero to another player"))
  2174. || (from->town->faction->index != t->town->faction->index
  2175. && complain("Source town and destination town should belong to the same faction"))
  2176. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2177. && complain("Hero must be in town with Castle gate for teleporting"))
  2178. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2179. && complain("Cannot teleport hero to town without Castle gate in it")))
  2180. return false;
  2181. int3 pos = t->visitablePos();
  2182. pos += h->getVisitableOffset();
  2183. moveHero(hid,pos,1);
  2184. return true;
  2185. }
  2186. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2187. {
  2188. PlayerColor oldOwner = getOwner(obj->id);
  2189. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2190. sendAndApply(&sop);
  2191. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2192. checkVictoryLossConditions(playerColors);
  2193. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2194. if (town) //town captured
  2195. {
  2196. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2197. {
  2198. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2199. setPortalDwelling(town, true, false);
  2200. }
  2201. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2202. {
  2203. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2204. {
  2205. InfoWindow iw;
  2206. iw.player = oldOwner;
  2207. 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.
  2208. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2209. sendAndApply(&iw);
  2210. }
  2211. }
  2212. }
  2213. const PlayerState * p = getPlayerState(owner);
  2214. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2215. {
  2216. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2217. {
  2218. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2219. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2220. }
  2221. }
  2222. }
  2223. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2224. {
  2225. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2226. queries.addQuery(dialogQuery);
  2227. iw->queryID = dialogQuery->queryID;
  2228. sendToAllClients(iw);
  2229. }
  2230. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2231. {
  2232. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2233. queries.addQuery(dialogQuery);
  2234. iw->queryID = dialogQuery->queryID;
  2235. sendToAllClients(iw);
  2236. }
  2237. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2238. {
  2239. if (!val) return; //don't waste time on empty call
  2240. TResources resources;
  2241. resources.at(which) = val;
  2242. giveResources(player, resources);
  2243. }
  2244. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2245. {
  2246. SetResources sr;
  2247. sr.abs = false;
  2248. sr.player = player;
  2249. sr.res = resources;
  2250. sendAndApply(&sr);
  2251. }
  2252. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2253. {
  2254. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2255. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2256. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2257. //first we move creatures to give to make them army of object-source
  2258. for (auto & elem : creatures.Slots())
  2259. {
  2260. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2261. }
  2262. tryJoiningArmy(obj, h, remove, true);
  2263. }
  2264. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2265. {
  2266. std::vector<CStackBasicDescriptor> cres = creatures;
  2267. if (cres.size() <= 0)
  2268. return;
  2269. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2270. for (CStackBasicDescriptor &sbd : cres)
  2271. {
  2272. TQuantity collected = 0;
  2273. while(collected < sbd.count)
  2274. {
  2275. bool foundSth = false;
  2276. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2277. {
  2278. if (i->second->type == sbd.type)
  2279. {
  2280. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2281. changeStackCount(StackLocation(obj, i->first), -take, false);
  2282. collected += take;
  2283. foundSth = true;
  2284. break;
  2285. }
  2286. }
  2287. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2288. {
  2289. complain("Unexpected failure during taking creatures!");
  2290. return;
  2291. }
  2292. }
  2293. }
  2294. }
  2295. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2296. {
  2297. sendToAllClients(comp);
  2298. }
  2299. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2300. {
  2301. HeroVisitCastle vc;
  2302. vc.hid = hero->id;
  2303. vc.tid = obj->id;
  2304. vc.flags |= 1;
  2305. sendAndApply(&vc);
  2306. visitCastleObjects(obj, hero);
  2307. giveSpells (obj, hero);
  2308. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2309. }
  2310. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2311. {
  2312. for (auto building : t->bonusingBuildings)
  2313. building->onHeroVisit(h);
  2314. }
  2315. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2316. {
  2317. HeroVisitCastle vc;
  2318. vc.hid = hero->id;
  2319. vc.tid = obj->id;
  2320. sendAndApply(&vc);
  2321. }
  2322. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2323. {
  2324. EraseArtifact ea;
  2325. ea.al = al;
  2326. sendAndApply(&ea);
  2327. }
  2328. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2329. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2330. const CGTownInstance *town) //use hero=nullptr for no hero
  2331. {
  2332. engageIntoBattle(army1->tempOwner);
  2333. engageIntoBattle(army2->tempOwner);
  2334. static const CArmedInstance *armies[2];
  2335. armies[0] = army1;
  2336. armies[1] = army2;
  2337. static const CGHeroInstance*heroes[2];
  2338. heroes[0] = hero1;
  2339. heroes[1] = hero2;
  2340. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2341. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2342. queries.addQuery(battleQuery);
  2343. boost::thread(&CGameHandler::runBattle, this);
  2344. }
  2345. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2346. {
  2347. startBattlePrimary(army1, army2, tile,
  2348. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2349. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2350. creatureBank);
  2351. }
  2352. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2353. {
  2354. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2355. }
  2356. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2357. {
  2358. ChangeSpells cs;
  2359. cs.hid = hero->id;
  2360. cs.spells = spells;
  2361. cs.learn = give;
  2362. sendAndApply(&cs);
  2363. }
  2364. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2365. {
  2366. SystemMessage sm;
  2367. sm.text = message;
  2368. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2369. *(c.get()) << &sm;
  2370. }
  2371. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2372. {
  2373. sendAndApply(bonus);
  2374. }
  2375. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2376. {
  2377. sendAndApply(smp);
  2378. }
  2379. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2380. {
  2381. SetMana sm;
  2382. sm.hid = hid;
  2383. sm.val = val;
  2384. sm.absolute = true;
  2385. sendAndApply(&sm);
  2386. }
  2387. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2388. {
  2389. GiveHero gh;
  2390. gh.id = id;
  2391. gh.player = player;
  2392. sendAndApply(&gh);
  2393. }
  2394. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2395. {
  2396. ChangeObjPos cop;
  2397. cop.objid = objid;
  2398. cop.nPos = newPos;
  2399. cop.flags = flags;
  2400. sendAndApply(&cop);
  2401. }
  2402. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2403. {
  2404. const CGHeroInstance * h1 = getHero(fromHero);
  2405. const CGHeroInstance * h2 = getHero(toHero);
  2406. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2407. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2408. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2409. {
  2410. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2411. std::swap(fromHero, toHero);
  2412. }
  2413. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2414. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2415. return;//no scholar skill or no spellbook
  2416. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2417. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2418. ChangeSpells cs1;
  2419. cs1.learn = true;
  2420. cs1.hid = toHero;//giving spells to first hero
  2421. for (auto it : h1->getSpellsInSpellbook())
  2422. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2423. cs1.spells.insert(it);//spell to learn
  2424. ChangeSpells cs2;
  2425. cs2.learn = true;
  2426. cs2.hid = fromHero;
  2427. for (auto it : h2->getSpellsInSpellbook())
  2428. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2429. cs2.spells.insert(it);
  2430. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2431. {
  2432. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2433. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2434. InfoWindow iw;
  2435. iw.player = h1->tempOwner;
  2436. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarSkillLevel, 0));
  2437. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2438. iw.text.addReplacement(h1->name);
  2439. if (!cs2.spells.empty())//if found new spell - apply
  2440. {
  2441. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2442. int size = static_cast<int>(cs2.spells.size());
  2443. for (auto it : cs2.spells)
  2444. {
  2445. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2446. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2447. switch (size--)
  2448. {
  2449. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2450. case 1: break;
  2451. default: iw.text << ", ";
  2452. }
  2453. }
  2454. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2455. iw.text.addReplacement(h2->name);
  2456. sendAndApply(&cs2);
  2457. }
  2458. if (!cs1.spells.empty() && !cs2.spells.empty())
  2459. {
  2460. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2461. }
  2462. if (!cs1.spells.empty())
  2463. {
  2464. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2465. int size = static_cast<int>(cs1.spells.size());
  2466. for (auto it : cs1.spells)
  2467. {
  2468. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2469. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2470. switch (size--)
  2471. {
  2472. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2473. case 1: break;
  2474. default: iw.text << ", ";
  2475. } }
  2476. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2477. iw.text.addReplacement(h2->name);
  2478. sendAndApply(&cs1);
  2479. }
  2480. sendAndApply(&iw);
  2481. }
  2482. }
  2483. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2484. {
  2485. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2486. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2487. {
  2488. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2489. ExchangeDialog hex;
  2490. hex.queryID = exchange->queryID;
  2491. hex.player = h1->getOwner();
  2492. hex.hero1 = hero1;
  2493. hex.hero2 = hero2;
  2494. sendAndApply(&hex);
  2495. useScholarSkill(hero1,hero2);
  2496. queries.addQuery(exchange);
  2497. }
  2498. }
  2499. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2500. {
  2501. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2502. for (auto c : lobby->connections)
  2503. {
  2504. if(!c->isOpen())
  2505. continue;
  2506. c->sendPack(pack);
  2507. }
  2508. }
  2509. void CGameHandler::sendAndApply(CPackForClient * pack)
  2510. {
  2511. sendToAllClients(pack);
  2512. gs->apply(pack);
  2513. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2514. }
  2515. void CGameHandler::applyAndSend(CPackForClient * pack)
  2516. {
  2517. gs->apply(pack);
  2518. sendToAllClients(pack);
  2519. }
  2520. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2521. {
  2522. sendAndApply(static_cast<CPackForClient *>(pack));
  2523. checkVictoryLossConditionsForAll();
  2524. }
  2525. void CGameHandler::sendAndApply(SetResources * pack)
  2526. {
  2527. sendAndApply(static_cast<CPackForClient *>(pack));
  2528. checkVictoryLossConditionsForPlayer(pack->player);
  2529. }
  2530. void CGameHandler::sendAndApply(NewStructures * pack)
  2531. {
  2532. sendAndApply(static_cast<CPackForClient *>(pack));
  2533. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2534. }
  2535. void CGameHandler::save(const std::string & filename)
  2536. {
  2537. logGlobal->info("Saving to %s", filename);
  2538. const auto stem = FileInfo::GetPathStem(filename);
  2539. const auto savefname = stem.to_string() + ".vsgm1";
  2540. CResourceHandler::get("local")->createResource(savefname);
  2541. {
  2542. logGlobal->info("Ordering clients to serialize...");
  2543. SaveGameClient sg(savefname);
  2544. sendToAllClients(&sg);
  2545. }
  2546. try
  2547. {
  2548. {
  2549. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2550. saveCommonState(save);
  2551. logGlobal->info("Saving server state");
  2552. save << *this;
  2553. }
  2554. logGlobal->info("Game has been successfully saved!");
  2555. }
  2556. catch(std::exception &e)
  2557. {
  2558. logGlobal->error("Failed to save game: %s", e.what());
  2559. }
  2560. }
  2561. void CGameHandler::load(const std::string & filename)
  2562. {
  2563. logGlobal->info("Loading from %s", filename);
  2564. const auto stem = FileInfo::GetPathStem(filename);
  2565. reinitScripting();
  2566. try
  2567. {
  2568. {
  2569. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2570. loadCommonState(lf);
  2571. logGlobal->info("Loading server state");
  2572. lf >> *this;
  2573. }
  2574. logGlobal->info("Game has been successfully loaded!");
  2575. }
  2576. catch(std::exception &e)
  2577. {
  2578. logGlobal->error("Failed to load game: %s", e.what());
  2579. }
  2580. gs->preInit(VLC);
  2581. gs->updateOnLoad(lobby->si.get());
  2582. }
  2583. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2584. {
  2585. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2586. return false;
  2587. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2588. const CCreatureSet & creatureSet = *army;
  2589. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2590. || (howMany < 1 && complain("Invalid split parameter!")))
  2591. {
  2592. return false;
  2593. }
  2594. auto actualAmount = army->getStackCount(slotSrc);
  2595. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2596. return false;
  2597. auto freeSlots = creatureSet.getFreeSlots();
  2598. if(freeSlots.empty() && complain("No empty stacks"))
  2599. return false;
  2600. BulkRebalanceStacks bulkRS;
  2601. for(auto slot : freeSlots)
  2602. {
  2603. RebalanceStacks rs;
  2604. rs.srcArmy = army->id;
  2605. rs.dstArmy = army->id;
  2606. rs.srcSlot = slotSrc;
  2607. rs.dstSlot = slot;
  2608. rs.count = howMany;
  2609. bulkRS.moves.push_back(rs);
  2610. actualAmount -= howMany;
  2611. if(actualAmount <= howMany)
  2612. break;
  2613. }
  2614. sendAndApply(&bulkRS);
  2615. return true;
  2616. }
  2617. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2618. {
  2619. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2620. return false;
  2621. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2622. const CCreatureSet & creatureSet = *army;
  2623. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2624. return false;
  2625. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2626. if(actualAmount < 1 && complain(complainNoCreatures))
  2627. return false;
  2628. auto currentCreature = creatureSet.getCreature(slotSrc);
  2629. if(!currentCreature && complain(complainNoCreatures))
  2630. return false;
  2631. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2632. if(!creatureSlots.size())
  2633. return false;
  2634. BulkRebalanceStacks bulkRS;
  2635. for(auto slot : creatureSlots)
  2636. {
  2637. RebalanceStacks rs;
  2638. rs.srcArmy = army->id;
  2639. rs.dstArmy = army->id;
  2640. rs.srcSlot = slot;
  2641. rs.dstSlot = slotSrc;
  2642. rs.count = creatureSet.getStackCount(slot);
  2643. bulkRS.moves.push_back(rs);
  2644. }
  2645. sendAndApply(&bulkRS);
  2646. return true;
  2647. }
  2648. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2649. {
  2650. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2651. return false;
  2652. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2653. const CCreatureSet & setSrc = *armySrc;
  2654. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2655. return false;
  2656. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2657. const CCreatureSet & setDest = *armyDest;
  2658. auto freeSlots = setDest.getFreeSlotsQueue();
  2659. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2660. TRebalanceMap moves;
  2661. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2662. auto slotsLeft = setSrc.stacksCount();
  2663. auto destMap = setDest.getCreatureMap();
  2664. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2665. while(!srcQueue.empty())
  2666. {
  2667. auto pair = srcQueue.top();
  2668. srcQueue.pop();
  2669. auto currCreature = pair.first;
  2670. auto currSlot = pair.second;
  2671. const auto quantity = setSrc.getStackCount(currSlot);
  2672. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2673. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2674. if(!alreadyExists)
  2675. {
  2676. if(freeSlots.empty())
  2677. continue;
  2678. auto currFreeSlot = freeSlots.front();
  2679. freeSlots.pop();
  2680. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2681. }
  2682. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2683. slotsLeft--;
  2684. }
  2685. if(slotsLeft == 1)
  2686. {
  2687. auto lastCreature = setSrc.getCreature(srcSlot);
  2688. auto slotToMove = SlotID();
  2689. // Try to find a slot for last creature
  2690. if(destMap.find(lastCreature) == destMap.end())
  2691. {
  2692. if(!freeSlots.empty())
  2693. slotToMove = freeSlots.front();
  2694. }
  2695. else
  2696. {
  2697. slotToMove = destMap[lastCreature];
  2698. }
  2699. if(slotToMove != SlotID())
  2700. {
  2701. const bool needsLastStack = armySrc->needsLastStack();
  2702. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2703. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2704. }
  2705. }
  2706. BulkRebalanceStacks bulkRS;
  2707. for(auto & move : moves)
  2708. {
  2709. RebalanceStacks rs;
  2710. rs.srcArmy = armySrc->id;
  2711. rs.dstArmy = armyDest->id;
  2712. rs.srcSlot = move.first;
  2713. rs.dstSlot = move.second.first;
  2714. rs.count = move.second.second;
  2715. bulkRS.moves.push_back(rs);
  2716. }
  2717. sendAndApply(&bulkRS);
  2718. return true;
  2719. }
  2720. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2721. {
  2722. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2723. return false;
  2724. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2725. const CCreatureSet & creatureSet = *army;
  2726. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2727. return false;
  2728. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2729. if(actualAmount <= 1 && complain(complainNoCreatures))
  2730. return false;
  2731. auto freeSlot = creatureSet.getFreeSlot();
  2732. auto currentCreature = creatureSet.getCreature(slotSrc);
  2733. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2734. return true;
  2735. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2736. TQuantity totalCreatures = 0;
  2737. for(auto slot : creatureSlots)
  2738. totalCreatures += creatureSet.getStackCount(slot);
  2739. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2740. return false;
  2741. if(freeSlot != SlotID())
  2742. creatureSlots.push_back(freeSlot);
  2743. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2744. return false;
  2745. const auto totalCreatureSlots = creatureSlots.size();
  2746. const auto rem = totalCreatures % totalCreatureSlots;
  2747. const auto quotient = totalCreatures / totalCreatureSlots;
  2748. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2749. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2750. BulkSmartRebalanceStacks bulkSRS;
  2751. if(freeSlot != SlotID())
  2752. {
  2753. RebalanceStacks rs;
  2754. rs.srcArmy = rs.dstArmy = army->id;
  2755. rs.srcSlot = slotSrc;
  2756. rs.dstSlot = freeSlot;
  2757. rs.count = 1;
  2758. bulkSRS.moves.push_back(rs);
  2759. }
  2760. auto currSlot = 0;
  2761. auto check = 0;
  2762. for(auto slot : creatureSlots)
  2763. {
  2764. ChangeStackCount csc;
  2765. csc.army = army->id;
  2766. csc.slot = slot;
  2767. csc.count = (currSlot < rem)
  2768. ? quotient + 1
  2769. : quotient;
  2770. csc.absoluteValue = true;
  2771. bulkSRS.changes.push_back(csc);
  2772. currSlot++;
  2773. check += csc.count;
  2774. }
  2775. if(check != totalCreatures)
  2776. {
  2777. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2778. return false;
  2779. }
  2780. sendAndApply(&bulkSRS);
  2781. return true;
  2782. }
  2783. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2784. {
  2785. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2786. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2787. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2788. StackLocation sl1(s1, p1), sl2(s2, p2);
  2789. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2790. {
  2791. complain(complainInvalidSlot);
  2792. return false;
  2793. }
  2794. if (!isAllowedExchange(id1,id2))
  2795. {
  2796. complain("Cannot exchange stacks between these two objects!\n");
  2797. return false;
  2798. }
  2799. // We can always put stacks into locked garrison, but not take them out of it
  2800. auto notRemovable = [&](const CArmedInstance * army)
  2801. {
  2802. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2803. {
  2804. auto g = dynamic_cast<const CGGarrison *>(army);
  2805. if (g && !g->removableUnits)
  2806. {
  2807. complain("Stacks in this garrison are not removable!\n");
  2808. return true;
  2809. }
  2810. }
  2811. return false;
  2812. };
  2813. if (what==1) //swap
  2814. {
  2815. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2816. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2817. {
  2818. complain("Can't take troops from another player!");
  2819. return false;
  2820. }
  2821. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2822. {
  2823. complain("Cannot swap stacks - slots are the same!");
  2824. return false;
  2825. }
  2826. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2827. {
  2828. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2829. return false;
  2830. }
  2831. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2832. return false;
  2833. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2834. return false;
  2835. swapStacks(sl1, sl2);
  2836. }
  2837. else if (what==2)//merge
  2838. {
  2839. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2840. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2841. return false;
  2842. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2843. {
  2844. complain("Cannot merge empty stack!");
  2845. return false;
  2846. }
  2847. else if (notRemovable(sl1.army))
  2848. return false;
  2849. moveStack(sl1, sl2);
  2850. }
  2851. else if (what==3) //split
  2852. {
  2853. const int countToMove = val - s2->getStackCount(p2);
  2854. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2855. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2856. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2857. {
  2858. complain("Can't move troops of another player!");
  2859. return false;
  2860. }
  2861. //general conditions checking
  2862. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2863. || (val<1 && complain(complainNoCreatures)) )
  2864. {
  2865. return false;
  2866. }
  2867. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2868. {
  2869. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2870. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2871. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2872. )
  2873. {
  2874. return false;
  2875. }
  2876. if (notRemovable(sl1.army))
  2877. {
  2878. if (s1->getStackCount(p1) > countLeftOnSrc)
  2879. return false;
  2880. }
  2881. else if (notRemovable(sl2.army))
  2882. {
  2883. if (s2->getStackCount(p1) < countLeftOnSrc)
  2884. return false;
  2885. }
  2886. moveStack(sl1, sl2, countToMove);
  2887. //S2.slots[p2]->count = val;
  2888. //S1.slots[p1]->count = total - val;
  2889. }
  2890. else //split one stack to the two
  2891. {
  2892. if (s1->getStackCount(p1) < val)//not enough creatures
  2893. {
  2894. complain(complainNotEnoughCreatures);
  2895. return false;
  2896. }
  2897. if (notRemovable(sl1.army))
  2898. return false;
  2899. moveStack(sl1, sl2, val);
  2900. }
  2901. }
  2902. return true;
  2903. }
  2904. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2905. {
  2906. std::set<PlayerColor> all;
  2907. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2908. if(vstd::contains(i->second, c))
  2909. all.insert(i->first);
  2910. switch(all.size())
  2911. {
  2912. case 0:
  2913. return PlayerColor::NEUTRAL;
  2914. case 1:
  2915. return *all.begin();
  2916. default:
  2917. {
  2918. //if we have more than one player at this connection, try to pick active one
  2919. if (vstd::contains(all, gs->currentPlayer))
  2920. return gs->currentPlayer;
  2921. else
  2922. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2923. }
  2924. }
  2925. }
  2926. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2927. {
  2928. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2929. if (!vstd::contains(s1->stacks,pos))
  2930. {
  2931. complain("Illegal call to disbandCreature - no such stack in army!");
  2932. return false;
  2933. }
  2934. eraseStack(StackLocation(s1, pos));
  2935. return true;
  2936. }
  2937. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2938. {
  2939. const CGTownInstance * t = getTown(tid);
  2940. if(!t)
  2941. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2942. if(!t->town->buildings.count(requestedID))
  2943. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % requestedID);
  2944. if(t->hasBuilt(requestedID))
  2945. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2946. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2947. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2948. std::vector<const CBuilding*> remainingAutoBuildings;
  2949. std::set<BuildingID> buildingsThatWillBe;
  2950. //Check validity of request
  2951. if(!force)
  2952. {
  2953. switch(requestedBuilding->mode)
  2954. {
  2955. case CBuilding::BUILD_NORMAL :
  2956. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2957. COMPLAIN_RET("Cannot build that building!");
  2958. break;
  2959. case CBuilding::BUILD_AUTO :
  2960. case CBuilding::BUILD_SPECIAL:
  2961. COMPLAIN_RET("This building can not be constructed normally!");
  2962. case CBuilding::BUILD_GRAIL :
  2963. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2964. {
  2965. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2966. COMPLAIN_RET("Cannot build this without grail!")
  2967. else
  2968. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2969. }
  2970. break;
  2971. }
  2972. }
  2973. //Performs stuff that has to be done before new building is built
  2974. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2975. {
  2976. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2977. {
  2978. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2979. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2980. if(upgradeNumber >= t->town->creatures.at(level).size())
  2981. {
  2982. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2983. "no creature found (upgrade number %d, level %d!")
  2984. % buildingID % upgradeNumber % level));
  2985. return;
  2986. }
  2987. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  2988. SetAvailableCreatures ssi;
  2989. ssi.tid = t->id;
  2990. ssi.creatures = t->creatures;
  2991. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2992. ssi.creatures[level].first = crea->growth;
  2993. ssi.creatures[level].second.push_back(crea->idNumber);
  2994. sendAndApply(&ssi);
  2995. }
  2996. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2997. {
  2998. setPortalDwelling(t);
  2999. }
  3000. };
  3001. //Performs stuff that has to be done after new building is built
  3002. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3003. {
  3004. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3005. auto isLibrary = isMageGuild ? false
  3006. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3007. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3008. {
  3009. if(t->visitingHero)
  3010. giveSpells(t,t->visitingHero);
  3011. if(t->garrisonHero)
  3012. giveSpells(t,t->garrisonHero);
  3013. }
  3014. };
  3015. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3016. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3017. {
  3018. return buildingsThatWillBe.count(buildID);
  3019. };
  3020. //Init the vectors
  3021. for(auto & build : t->town->buildings)
  3022. {
  3023. if(t->hasBuilt(build.first))
  3024. {
  3025. buildingsThatWillBe.insert(build.first);
  3026. }
  3027. else
  3028. {
  3029. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3030. remainingAutoBuildings.push_back(build.second);
  3031. }
  3032. }
  3033. //Prepare structure (list of building ids will be filled later)
  3034. NewStructures ns;
  3035. ns.tid = tid;
  3036. ns.builded = force ? t->builded : (t->builded+1);
  3037. std::queue<const CBuilding*> buildingsToAdd;
  3038. buildingsToAdd.push(requestedBuilding);
  3039. while(!buildingsToAdd.empty())
  3040. {
  3041. auto b = buildingsToAdd.front();
  3042. buildingsToAdd.pop();
  3043. ns.bid.insert(b->bid);
  3044. buildingsThatWillBe.insert(b->bid);
  3045. remainingAutoBuildings -= b;
  3046. for(auto autoBuilding : remainingAutoBuildings)
  3047. {
  3048. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3049. if(actualRequirements.test(areRequirementsFullfilled))
  3050. buildingsToAdd.push(autoBuilding);
  3051. }
  3052. }
  3053. // 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.
  3054. for(auto builtID : ns.bid)
  3055. processBeforeBuiltStructure(builtID);
  3056. //Take cost
  3057. if(!force)
  3058. giveResources(t->tempOwner, -requestedBuilding->resources);
  3059. //We know what has been built, apply changes. Do this as final step to properly update town window
  3060. sendAndApply(&ns);
  3061. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3062. for(auto builtID : ns.bid)
  3063. processAfterBuiltStructure(builtID);
  3064. // now when everything is built - reveal tiles for lookout tower
  3065. FoWChange fw;
  3066. fw.player = t->tempOwner;
  3067. fw.mode = 1;
  3068. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3069. sendAndApply(&fw);
  3070. if(t->visitingHero)
  3071. visitCastleObjects(t, t->visitingHero);
  3072. if(t->garrisonHero)
  3073. visitCastleObjects(t, t->garrisonHero);
  3074. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3075. return true;
  3076. }
  3077. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3078. {
  3079. ///incomplete, simply erases target building
  3080. const CGTownInstance * t = getTown(tid);
  3081. if (!vstd::contains(t->builtBuildings, bid))
  3082. return false;
  3083. RazeStructures rs;
  3084. rs.tid = tid;
  3085. rs.bid.insert(bid);
  3086. rs.destroyed = t->destroyed + 1;
  3087. sendAndApply(&rs);
  3088. //TODO: Remove dwellers
  3089. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3090. // {
  3091. // RemoveBonus rb(RemoveBonus::TOWN);
  3092. // rb.whoID = t->id;
  3093. // rb.source = Bonus::TOWN_STRUCTURE;
  3094. // rb.id = 17;
  3095. // sendAndApply(&rb);
  3096. // }
  3097. return true;
  3098. }
  3099. void CGameHandler::sendMessageToAll(const std::string &message)
  3100. {
  3101. SystemMessage sm;
  3102. sm.text = message;
  3103. sendToAllClients(&sm);
  3104. }
  3105. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3106. {
  3107. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3108. const CArmedInstance *dst = nullptr;
  3109. const CCreature *c = VLC->creh->objects.at(crid);
  3110. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3111. //TODO: test for owning
  3112. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3113. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3114. assert(dw && dst);
  3115. //verify
  3116. bool found = false;
  3117. int level = 0;
  3118. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3119. {
  3120. if ((fromLvl != -1) && (level !=fromLvl))
  3121. continue;
  3122. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3123. int i = 0;
  3124. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3125. if (cur.second.at(i) == crid)
  3126. break;
  3127. if (i < cur.second.size())
  3128. {
  3129. found = true;
  3130. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3131. break;
  3132. }
  3133. }
  3134. SlotID slot = dst->getSlotFor(crid);
  3135. if ((!found && complain("Cannot recruit: no such creatures!"))
  3136. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3137. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3138. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3139. {
  3140. return false;
  3141. }
  3142. //recruit
  3143. giveResources(dst->tempOwner, -(c->cost * cram));
  3144. SetAvailableCreatures sac;
  3145. sac.tid = objid;
  3146. sac.creatures = dw->creatures;
  3147. sac.creatures[level].first -= cram;
  3148. sendAndApply(&sac);
  3149. if (warMachine)
  3150. {
  3151. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3152. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3153. ArtifactID artId = c->warMachine;
  3154. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3155. const CArtifact * art = artId.toArtifact();
  3156. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3157. return giveHeroNewArtifact(h, art);
  3158. }
  3159. else
  3160. {
  3161. addToSlot(StackLocation(dst, slot), c, cram);
  3162. }
  3163. return true;
  3164. }
  3165. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3166. {
  3167. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3168. if (!obj->hasStackAtSlot(pos))
  3169. {
  3170. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3171. }
  3172. UpgradeInfo ui;
  3173. getUpgradeInfo(obj, pos, ui);
  3174. PlayerColor player = obj->tempOwner;
  3175. const PlayerState *p = getPlayerState(player);
  3176. int crQuantity = obj->stacks.at(pos)->count;
  3177. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3178. //check if upgrade is possible
  3179. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3180. {
  3181. return false;
  3182. }
  3183. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3184. //check if player has enough resources
  3185. if (!p->resources.canAfford(totalCost))
  3186. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3187. //take resources
  3188. giveResources(player, -totalCost);
  3189. //upgrade creature
  3190. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3191. return true;
  3192. }
  3193. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3194. {
  3195. if (!sl.army->hasStackAtSlot(sl.slot))
  3196. COMPLAIN_RET("Cannot find a stack to change type");
  3197. SetStackType sst;
  3198. sst.army = sl.army->id;
  3199. sst.slot = sl.slot;
  3200. sst.type = c->idNumber;
  3201. sendAndApply(&sst);
  3202. return true;
  3203. }
  3204. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3205. {
  3206. assert(src->canBeMergedWith(*dst, allowMerging));
  3207. while(src->stacksCount())//while there are unmoved creatures
  3208. {
  3209. auto i = src->Slots().begin(); //iterator to stack to move
  3210. StackLocation sl(src, i->first); //location of stack to move
  3211. SlotID pos = dst->getSlotFor(i->second->type);
  3212. if (!pos.validSlot())
  3213. {
  3214. //try to merge two other stacks to make place
  3215. std::pair<SlotID, SlotID> toMerge;
  3216. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3217. {
  3218. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3219. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3220. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3221. }
  3222. else
  3223. {
  3224. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3225. return;
  3226. }
  3227. }
  3228. else
  3229. {
  3230. moveStack(sl, StackLocation(dst, pos));
  3231. }
  3232. }
  3233. }
  3234. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3235. {
  3236. const CGTownInstance * town = getTown(tid);
  3237. if(!town->garrisonHero == !town->visitingHero)
  3238. return false;
  3239. SetHeroesInTown intown;
  3240. intown.tid = tid;
  3241. if(town->garrisonHero) //garrison -> vising
  3242. {
  3243. intown.garrison = ObjectInstanceID();
  3244. intown.visiting = town->garrisonHero->id;
  3245. }
  3246. else //visiting -> garrison
  3247. {
  3248. if(town->armedGarrison())
  3249. town->mergeGarrisonOnSiege();
  3250. intown.visiting = ObjectInstanceID();
  3251. intown.garrison = town->visitingHero->id;
  3252. }
  3253. sendAndApply(&intown);
  3254. return true;
  3255. }
  3256. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3257. {
  3258. const CGTownInstance * town = getTown(tid);
  3259. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3260. {
  3261. if (!town->visitingHero->canBeMergedWith(*town))
  3262. {
  3263. complain("Cannot make garrison swap, not enough free slots!");
  3264. return false;
  3265. }
  3266. moveArmy(town, town->visitingHero, true);
  3267. SetHeroesInTown intown;
  3268. intown.tid = tid;
  3269. intown.visiting = ObjectInstanceID();
  3270. intown.garrison = town->visitingHero->id;
  3271. sendAndApply(&intown);
  3272. return true;
  3273. }
  3274. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3275. {
  3276. //check if moving hero out of town will break 8 wandering heroes limit
  3277. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3278. {
  3279. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3280. return false;
  3281. }
  3282. SetHeroesInTown intown;
  3283. intown.tid = tid;
  3284. intown.garrison = ObjectInstanceID();
  3285. intown.visiting = town->garrisonHero->id;
  3286. sendAndApply(&intown);
  3287. return true;
  3288. }
  3289. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3290. {
  3291. SetHeroesInTown intown;
  3292. intown.tid = tid;
  3293. intown.garrison = town->visitingHero->id;
  3294. intown.visiting = town->garrisonHero->id;
  3295. sendAndApply(&intown);
  3296. return true;
  3297. }
  3298. else
  3299. {
  3300. complain("Cannot swap garrison hero!");
  3301. return false;
  3302. }
  3303. }
  3304. // With the amount of changes done to the function, it's more like transferArtifacts.
  3305. // 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.
  3306. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3307. {
  3308. ArtifactLocation src = al1, dst = al2;
  3309. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3310. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3311. // Make sure exchange is even possible between the two heroes.
  3312. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3313. COMPLAIN_RET("That heroes cannot make any exchange!");
  3314. const CArtifactInstance *srcArtifact = src.getArt();
  3315. const CArtifactInstance *destArtifact = dst.getArt();
  3316. if (srcArtifact == nullptr)
  3317. COMPLAIN_RET("No artifact to move!");
  3318. if (destArtifact && srcPlayer != dstPlayer)
  3319. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3320. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3321. // Moving to the backpack is always allowed.
  3322. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  3323. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3324. COMPLAIN_RET("Cannot move artifact!");
  3325. auto srcSlot = src.getSlot();
  3326. auto dstSlot = dst.getSlot();
  3327. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3328. COMPLAIN_RET("Cannot move artifact locks.");
  3329. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3330. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3331. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3332. COMPLAIN_RET("Cannot move catapult!");
  3333. if (dst.slot >= GameConstants::BACKPACK_START)
  3334. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3335. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  3336. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3337. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  3338. {
  3339. //old artifact must be removed first
  3340. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  3341. (si32)dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  3342. }
  3343. MoveArtifact ma;
  3344. ma.src = src;
  3345. ma.dst = dst;
  3346. sendAndApply(&ma);
  3347. return true;
  3348. }
  3349. /**
  3350. * Assembles or disassembles a combination artifact.
  3351. * @param heroID ID of hero holding the artifact(s).
  3352. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3353. * @param assemble True for assembly operation, false for disassembly.
  3354. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3355. * artifact to assemble to. Otherwise it's not used.
  3356. */
  3357. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3358. {
  3359. const CGHeroInstance * hero = getHero(heroID);
  3360. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3361. if (!destArtifact)
  3362. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3363. if (assemble)
  3364. {
  3365. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3366. if (!combinedArt->constituents)
  3367. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3368. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  3369. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3370. AssembledArtifact aa;
  3371. aa.al = ArtifactLocation(hero, artifactSlot);
  3372. aa.builtArt = combinedArt;
  3373. sendAndApply(&aa);
  3374. }
  3375. else
  3376. {
  3377. if (!destArtifact->artType->constituents)
  3378. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3379. DisassembledArtifact da;
  3380. da.al = ArtifactLocation(hero, artifactSlot);
  3381. sendAndApply(&da);
  3382. }
  3383. return true;
  3384. }
  3385. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3386. {
  3387. const CGHeroInstance * hero = getHero(hid);
  3388. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3389. const CGTownInstance * town = hero->visitedTown;
  3390. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3391. if (aid==ArtifactID::SPELLBOOK)
  3392. {
  3393. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3394. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3395. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3396. )
  3397. return false;
  3398. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3399. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3400. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3401. giveSpells(town,hero);
  3402. return true;
  3403. }
  3404. else
  3405. {
  3406. const CArtifact * art = aid.toArtifact();
  3407. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3408. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3409. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3410. const int price = art->price;
  3411. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3412. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3413. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3414. {
  3415. giveResource(hero->getOwner(),Res::GOLD,-price);
  3416. return giveHeroNewArtifact(hero, art);
  3417. }
  3418. else
  3419. COMPLAIN_RET("This machine is unavailable here!");
  3420. }
  3421. }
  3422. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3423. {
  3424. if(!h)
  3425. COMPLAIN_RET("Only hero can buy artifacts!");
  3426. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3427. COMPLAIN_RET("That artifact is unavailable!");
  3428. int b1, b2;
  3429. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3430. if (getResource(h->tempOwner, rid) < b1)
  3431. COMPLAIN_RET("You can't afford to buy this artifact!");
  3432. giveResource(h->tempOwner, rid, -b1);
  3433. SetAvailableArtifacts saa;
  3434. if (m->o->ID == Obj::TOWN)
  3435. {
  3436. saa.id = -1;
  3437. saa.arts = CGTownInstance::merchantArtifacts;
  3438. }
  3439. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3440. {
  3441. saa.id = bm->id.getNum();
  3442. saa.arts = bm->artifacts;
  3443. }
  3444. else
  3445. COMPLAIN_RET("Wrong marktet...");
  3446. bool found = false;
  3447. for (const CArtifact *&art : saa.arts)
  3448. {
  3449. if (art && art->id == aid)
  3450. {
  3451. art = nullptr;
  3452. found = true;
  3453. break;
  3454. }
  3455. }
  3456. if (!found)
  3457. COMPLAIN_RET("Cannot find selected artifact on the list");
  3458. sendAndApply(&saa);
  3459. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3460. return true;
  3461. }
  3462. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3463. {
  3464. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3465. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3466. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3467. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3468. int resVal = 0, dump = 1;
  3469. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3470. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3471. giveResource(h->tempOwner, rid, resVal);
  3472. return true;
  3473. }
  3474. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3475. {
  3476. if (!h)
  3477. COMPLAIN_RET("You need hero to buy a skill!");
  3478. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3479. COMPLAIN_RET("Hero already know this skill");
  3480. if (!h->canLearnSkill())
  3481. COMPLAIN_RET("Hero can't learn any more skills");
  3482. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3483. COMPLAIN_RET("The hero can't learn this skill!");
  3484. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3485. COMPLAIN_RET("That skill is unavailable!");
  3486. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3487. COMPLAIN_RET("You can't afford to buy this skill");
  3488. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3489. changeSecSkill(h, skill, 1, true);
  3490. return true;
  3491. }
  3492. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3493. {
  3494. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3495. vstd::amin(val, r1); //can't trade more resources than have
  3496. int b1, b2; //base quantities for trade
  3497. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3498. int units = val / b1; //how many base quantities we trade
  3499. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3500. {
  3501. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3502. }
  3503. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3504. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3505. return true;
  3506. }
  3507. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3508. {
  3509. if(!hero)
  3510. COMPLAIN_RET("Only hero can sell creatures!");
  3511. if (!vstd::contains(hero->Slots(), slot))
  3512. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3513. const CStackInstance &s = hero->getStack(slot);
  3514. if (s.count < (TQuantity)count //can't sell more creatures than have
  3515. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3516. {
  3517. COMPLAIN_RET("Not enough creatures in army!");
  3518. }
  3519. int b1, b2; //base quantities for trade
  3520. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3521. int units = count / b1; //how many base quantities we trade
  3522. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3523. {
  3524. //TODO: complain?
  3525. assert(0);
  3526. }
  3527. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3528. giveResource(hero->tempOwner, resourceID, b2 * units);
  3529. return true;
  3530. }
  3531. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3532. {
  3533. const CArmedInstance *army = nullptr;
  3534. if (hero)
  3535. army = hero;
  3536. else
  3537. army = dynamic_cast<const CGTownInstance *>(market->o);
  3538. if (!army)
  3539. COMPLAIN_RET("Incorrect call to transform in undead!");
  3540. if (!army->hasStackAtSlot(slot))
  3541. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3542. const CStackInstance &s = army->getStack(slot);
  3543. //resulting creature - bone dragons or skeletons
  3544. CreatureID resCreature = CreatureID::SKELETON;
  3545. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3546. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3547. || (s.getCreatureID() == CreatureID::HYDRA)
  3548. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3549. resCreature = CreatureID::BONE_DRAGON;
  3550. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3551. return true;
  3552. }
  3553. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3554. {
  3555. const PlayerState *p2 = getPlayerState(r2, false);
  3556. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3557. {
  3558. complain("Dest player must be in game!");
  3559. return false;
  3560. }
  3561. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3562. vstd::amin(val, curRes1);
  3563. giveResource(player, r1, -(int)val);
  3564. giveResource(r2, r1, val);
  3565. return true;
  3566. }
  3567. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3568. {
  3569. const CGHeroInstance *h = getHero(hid);
  3570. if (!h)
  3571. {
  3572. logGlobal->error("Hero doesn't exist!");
  3573. return false;
  3574. }
  3575. ChangeFormation cf;
  3576. cf.hid = hid;
  3577. cf.formation = formation;
  3578. sendAndApply(&cf);
  3579. return true;
  3580. }
  3581. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3582. {
  3583. const PlayerState * p = getPlayerState(player);
  3584. const CGTownInstance * t = getTown(obj->id);
  3585. //common preconditions
  3586. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3587. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3588. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3589. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3590. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3591. {
  3592. return false;
  3593. }
  3594. if (t) //tavern in town
  3595. {
  3596. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3597. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3598. {
  3599. return false;
  3600. }
  3601. }
  3602. else if (obj->ID == Obj::TAVERN)
  3603. {
  3604. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3605. {
  3606. return false;
  3607. }
  3608. }
  3609. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3610. if (!nh)
  3611. {
  3612. complain ("Hero is not available for hiring!");
  3613. return false;
  3614. }
  3615. HeroRecruited hr;
  3616. hr.tid = obj->id;
  3617. hr.hid = nh->subID;
  3618. hr.player = player;
  3619. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3620. sendAndApply(&hr);
  3621. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3622. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3623. const CGHeroInstance *newHero = nullptr;
  3624. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3625. {
  3626. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3627. }
  3628. SetAvailableHeroes sah;
  3629. sah.player = player;
  3630. if (newHero)
  3631. {
  3632. sah.hid[hid] = newHero->subID;
  3633. sah.army[hid].clear();
  3634. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3635. }
  3636. else
  3637. {
  3638. sah.hid[hid] = -1;
  3639. }
  3640. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3641. sendAndApply(&sah);
  3642. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3643. if (t)
  3644. {
  3645. visitCastleObjects(t, nh);
  3646. giveSpells (t,nh);
  3647. }
  3648. return true;
  3649. }
  3650. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3651. {
  3652. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3653. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3654. logGlobal->trace(answer.toJson());
  3655. auto topQuery = queries.topQuery(player);
  3656. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3657. if(topQuery->queryID != qid)
  3658. {
  3659. auto currentQuery = queries.getQuery(qid);
  3660. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3661. currentQuery->setReply(answer);
  3662. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3663. }
  3664. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3665. topQuery->setReply(answer);
  3666. queries.popQuery(topQuery);
  3667. return true;
  3668. }
  3669. static EndAction end_action;
  3670. void CGameHandler::updateGateState()
  3671. {
  3672. BattleUpdateGateState db;
  3673. db.state = gs->curB->si.gateState;
  3674. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3675. {
  3676. db.state = EGateState::DESTROYED;
  3677. }
  3678. else if (db.state == EGateState::OPENED)
  3679. {
  3680. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3681. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3682. {
  3683. if (gs->curB->town->subID == ETownType::FORTRESS)
  3684. {
  3685. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3686. db.state = EGateState::CLOSED;
  3687. }
  3688. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3689. db.state = EGateState::BLOCKED;
  3690. else
  3691. db.state = EGateState::CLOSED;
  3692. }
  3693. }
  3694. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3695. db.state = EGateState::BLOCKED;
  3696. else
  3697. db.state = EGateState::CLOSED;
  3698. if (db.state != gs->curB->si.gateState)
  3699. sendAndApply(&db);
  3700. }
  3701. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3702. {
  3703. bool ok = true;
  3704. battle::Target target = ba.getTarget(gs->curB);
  3705. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3706. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3707. logGlobal->trace("Making action: %s", ba.toString());
  3708. switch(ba.actionType)
  3709. {
  3710. case EActionType::WALK: //walk
  3711. case EActionType::DEFEND: //defend
  3712. case EActionType::WAIT: //wait
  3713. case EActionType::WALK_AND_ATTACK: //walk or attack
  3714. case EActionType::SHOOT: //shoot
  3715. case EActionType::CATAPULT: //catapult
  3716. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3717. case EActionType::DAEMON_SUMMONING:
  3718. case EActionType::MONSTER_SPELL:
  3719. if (!stack)
  3720. {
  3721. complain("No such stack!");
  3722. return false;
  3723. }
  3724. if (!stack->alive())
  3725. {
  3726. complain("This stack is dead: " + stack->nodeName());
  3727. return false;
  3728. }
  3729. if (battleTacticDist())
  3730. {
  3731. if (stack && stack->side != battleGetTacticsSide())
  3732. {
  3733. complain("This is not a stack of side that has tactics!");
  3734. return false;
  3735. }
  3736. }
  3737. else if (!isAboutActiveStack)
  3738. {
  3739. complain("Action has to be about active stack!");
  3740. return false;
  3741. }
  3742. }
  3743. auto wrapAction = [this](BattleAction &ba)
  3744. {
  3745. StartAction startAction(ba);
  3746. sendAndApply(&startAction);
  3747. return vstd::makeScopeGuard([&]()
  3748. {
  3749. sendAndApply(&end_action);
  3750. });
  3751. };
  3752. switch(ba.actionType)
  3753. {
  3754. case EActionType::END_TACTIC_PHASE: //wait
  3755. case EActionType::BAD_MORALE:
  3756. case EActionType::NO_ACTION:
  3757. {
  3758. auto wrapper = wrapAction(ba);
  3759. break;
  3760. }
  3761. case EActionType::WALK:
  3762. {
  3763. auto wrapper = wrapAction(ba);
  3764. if(target.size() < 1)
  3765. {
  3766. complain("Destination required for move action.");
  3767. ok = false;
  3768. break;
  3769. }
  3770. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3771. if (!walkedTiles)
  3772. complain("Stack failed movement!");
  3773. break;
  3774. }
  3775. case EActionType::DEFEND:
  3776. {
  3777. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3778. SetStackEffect sse;
  3779. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3780. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3781. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3782. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3783. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3784. int oldDefenceValue = defence.totalValue();
  3785. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3786. defence.push_back(std::make_shared<Bonus>(bonus2));
  3787. int difference = defence.totalValue() - oldDefenceValue;
  3788. std::vector<Bonus> buffer;
  3789. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3790. {
  3791. difference = 1;
  3792. buffer.push_back(alternativeWeakCreatureBonus);
  3793. }
  3794. else
  3795. {
  3796. buffer.push_back(defenseBonusToAdd);
  3797. }
  3798. buffer.push_back(bonus2);
  3799. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3800. sendAndApply(&sse);
  3801. BattleLogMessage message;
  3802. MetaString text;
  3803. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3804. stack->addNameReplacement(text);
  3805. text.addReplacement(difference);
  3806. message.lines.push_back(text);
  3807. sendAndApply(&message);
  3808. //don't break - we share code with next case
  3809. }
  3810. FALLTHROUGH
  3811. case EActionType::WAIT:
  3812. {
  3813. auto wrapper = wrapAction(ba);
  3814. break;
  3815. }
  3816. case EActionType::RETREAT: //retreat/flee
  3817. {
  3818. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3819. complain("Cannot retreat!");
  3820. else
  3821. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3822. break;
  3823. }
  3824. case EActionType::SURRENDER:
  3825. {
  3826. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3827. int cost = gs->curB->battleGetSurrenderCost(player);
  3828. if (cost < 0)
  3829. complain("Cannot surrender!");
  3830. else if (getResource(player, Res::GOLD) < cost)
  3831. complain("Not enough gold to surrender!");
  3832. else
  3833. {
  3834. giveResource(player, Res::GOLD, -cost);
  3835. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3836. }
  3837. break;
  3838. }
  3839. case EActionType::WALK_AND_ATTACK: //walk or attack
  3840. {
  3841. auto wrapper = wrapAction(ba);
  3842. if(!stack)
  3843. {
  3844. complain("No attacker");
  3845. ok = false;
  3846. break;
  3847. }
  3848. if(target.size() < 2)
  3849. {
  3850. complain("Two destinations required for attack action.");
  3851. ok = false;
  3852. break;
  3853. }
  3854. BattleHex attackPos = target.at(0).hexValue;
  3855. BattleHex destinationTile = target.at(1).hexValue;
  3856. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3857. if(!destinationStack)
  3858. {
  3859. complain("Invalid target to attack");
  3860. ok = false;
  3861. break;
  3862. }
  3863. BattleHex startingPos = stack->getPosition();
  3864. int distance = moveStack(ba.stackNumber, attackPos);
  3865. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3866. if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
  3867. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3868. )
  3869. {
  3870. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3871. ok = false;
  3872. break;
  3873. }
  3874. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3875. {
  3876. destinationStack = nullptr;
  3877. }
  3878. if(!destinationStack)
  3879. {
  3880. complain("Unit can not attack itself");
  3881. ok = false;
  3882. break;
  3883. }
  3884. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3885. {
  3886. complain("Attack cannot be performed!");
  3887. ok = false;
  3888. break;
  3889. }
  3890. //attack
  3891. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3892. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  3893. const bool retaliation = destinationStack->ableToRetaliate();
  3894. for (int i = 0; i < totalAttacks; ++i)
  3895. {
  3896. //first strike
  3897. if(i == 0 && firstStrike && retaliation)
  3898. {
  3899. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3900. }
  3901. //move can cause death, eg. by walking into the moat, first strike can cause death as well
  3902. if(stack->alive() && destinationStack->alive())
  3903. {
  3904. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3905. }
  3906. //counterattack
  3907. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3908. if(stack->alive()
  3909. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3910. && (i == 0 && !firstStrike)
  3911. && retaliation && destinationStack->ableToRetaliate())
  3912. {
  3913. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3914. }
  3915. }
  3916. //return
  3917. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  3918. && target.size() == 3
  3919. && startingPos != stack->getPosition()
  3920. && startingPos == target.at(2).hexValue
  3921. && stack->alive())
  3922. {
  3923. moveStack(ba.stackNumber, startingPos);
  3924. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3925. }
  3926. break;
  3927. }
  3928. case EActionType::SHOOT:
  3929. {
  3930. if(target.size() < 1)
  3931. {
  3932. complain("Destination required for shot action.");
  3933. ok = false;
  3934. break;
  3935. }
  3936. auto destination = target.at(0).hexValue;
  3937. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  3938. if (!gs->curB->battleCanShoot(stack, destination))
  3939. {
  3940. complain("Cannot shoot!");
  3941. break;
  3942. }
  3943. if (!destinationStack)
  3944. {
  3945. complain("No target to shoot!");
  3946. break;
  3947. }
  3948. auto wrapper = wrapAction(ba);
  3949. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  3950. //ranged counterattack
  3951. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3952. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3953. && destinationStack->ableToRetaliate()
  3954. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  3955. && stack->alive()) //attacker may have died (fire shield)
  3956. {
  3957. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  3958. }
  3959. //TODO: move to CUnitState
  3960. //extra shot(s) for ballista, based on artillery skill
  3961. if(stack->creatureIndex() == CreatureID::BALLISTA)
  3962. {
  3963. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3964. if(attackingHero)
  3965. {
  3966. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3967. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3968. {
  3969. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3970. }
  3971. }
  3972. }
  3973. //allow more than one additional attack
  3974. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  3975. for(int i = 1; i < totalRangedAttacks; ++i)
  3976. {
  3977. if(
  3978. stack->alive()
  3979. && destinationStack->alive()
  3980. && stack->shots.canUse()
  3981. )
  3982. {
  3983. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3984. }
  3985. }
  3986. break;
  3987. }
  3988. case EActionType::CATAPULT:
  3989. {
  3990. //TODO: unify with spells::effects:Catapult
  3991. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3992. {
  3993. switch(part)
  3994. {
  3995. case EWallPart::GATE:
  3996. return sbi.gate;
  3997. case EWallPart::KEEP:
  3998. return sbi.keep;
  3999. case EWallPart::BOTTOM_TOWER:
  4000. case EWallPart::UPPER_TOWER:
  4001. return sbi.tower;
  4002. case EWallPart::BOTTOM_WALL:
  4003. case EWallPart::BELOW_GATE:
  4004. case EWallPart::OVER_GATE:
  4005. case EWallPart::UPPER_WALL:
  4006. return sbi.wall;
  4007. default:
  4008. return 0;
  4009. }
  4010. };
  4011. auto wrapper = wrapAction(ba);
  4012. if(target.size() < 1)
  4013. {
  4014. complain("Destination required for catapult action.");
  4015. ok = false;
  4016. break;
  4017. }
  4018. auto destination = target.at(0).hexValue;
  4019. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4020. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
  4021. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  4022. stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  4023. else
  4024. {
  4025. if(stack->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS)) //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  4026. {
  4027. stackBallisticsParameters = VLC->heroh->ballistics.at(2);
  4028. stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
  4029. }
  4030. else
  4031. stackBallisticsParameters = VLC->heroh->ballistics.at(1);
  4032. stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
  4033. }
  4034. auto wallPart = gs->curB->battleHexToWallPart(destination);
  4035. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  4036. {
  4037. complain("catapult tried to attack non-catapultable hex!");
  4038. break;
  4039. }
  4040. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  4041. auto &currentHP = gs->curB->si.wallState;
  4042. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  4043. {
  4044. complain("catapult tried to attack already destroyed wall part!");
  4045. break;
  4046. }
  4047. for (int g=0; g<stackBallisticsParameters.shots; ++g)
  4048. {
  4049. bool hitSuccessfull = false;
  4050. auto attackedPart = wallPart;
  4051. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  4052. {
  4053. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  4054. currentHP.at(attackedPart) != EWallState::NONE &&
  4055. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
  4056. {
  4057. hitSuccessfull = true;
  4058. }
  4059. else // select new target
  4060. {
  4061. std::vector<EWallPart::EWallPart> allowedTargets;
  4062. for (size_t i=0; i< currentHP.size(); i++)
  4063. {
  4064. if(currentHP.at(i) != EWallState::DESTROYED &&
  4065. currentHP.at(i) != EWallState::NONE)
  4066. allowedTargets.push_back(EWallPart::EWallPart(i));
  4067. }
  4068. if (allowedTargets.empty())
  4069. break;
  4070. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  4071. }
  4072. }
  4073. while (!hitSuccessfull);
  4074. if (!hitSuccessfull) // break triggered - no target to shoot at
  4075. break;
  4076. CatapultAttack ca; //package for clients
  4077. CatapultAttack::AttackInfo attack;
  4078. attack.attackedPart = attackedPart;
  4079. attack.destinationTile = destination;
  4080. attack.damageDealt = 0;
  4081. BattleUnitsChanged removeUnits;
  4082. int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  4083. int dmgRand = getRandomGenerator().nextInt(99);
  4084. //accumulating dmgChance
  4085. dmgChance[1] += dmgChance[0];
  4086. dmgChance[2] += dmgChance[1];
  4087. //calculating dealt damage
  4088. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  4089. {
  4090. if (dmgRand <= dmgChance[damage])
  4091. {
  4092. attack.damageDealt = damage;
  4093. break;
  4094. }
  4095. }
  4096. // attacked tile may have changed - update destination
  4097. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  4098. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  4099. //removing creatures in turrets / keep if one is destroyed
  4100. if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  4101. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  4102. {
  4103. int posRemove = -1;
  4104. switch(attackedPart)
  4105. {
  4106. case EWallPart::KEEP:
  4107. posRemove = -2;
  4108. break;
  4109. case EWallPart::BOTTOM_TOWER:
  4110. posRemove = -3;
  4111. break;
  4112. case EWallPart::UPPER_TOWER:
  4113. posRemove = -4;
  4114. break;
  4115. }
  4116. for(auto & elem : gs->curB->stacks)
  4117. {
  4118. if(elem->initialPosition == posRemove)
  4119. {
  4120. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  4121. break;
  4122. }
  4123. }
  4124. }
  4125. ca.attacker = ba.stackNumber;
  4126. ca.attackedParts.push_back(attack);
  4127. sendAndApply(&ca);
  4128. if(!removeUnits.changedStacks.empty())
  4129. sendAndApply(&removeUnits);
  4130. }
  4131. //finish by scope guard
  4132. break;
  4133. }
  4134. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4135. {
  4136. auto wrapper = wrapAction(ba);
  4137. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4138. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4139. if(target.size() < 1)
  4140. {
  4141. complain("Destination required for heal action.");
  4142. ok = false;
  4143. break;
  4144. }
  4145. const battle::Unit * destStack = nullptr;
  4146. if(target.at(0).unitValue)
  4147. destStack = target.at(0).unitValue;
  4148. else
  4149. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4150. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  4151. {
  4152. complain("There is either no healer, no destination, or healer cannot heal :P");
  4153. }
  4154. else
  4155. {
  4156. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  4157. //TODO: allow resurrection for mods
  4158. auto state = destStack->acquireState();
  4159. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  4160. if(toHeal == 0)
  4161. {
  4162. logGlobal->warn("Nothing to heal");
  4163. }
  4164. else
  4165. {
  4166. BattleUnitsChanged pack;
  4167. BattleLogMessage message;
  4168. MetaString text;
  4169. text.addTxt(MetaString::GENERAL_TXT, 414);
  4170. healer->addNameReplacement(text, false);
  4171. destStack->addNameReplacement(text, false);
  4172. text.addReplacement((int)toHeal);
  4173. message.lines.push_back(text);
  4174. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  4175. info.healthDelta = toHeal;
  4176. state->save(info.data);
  4177. pack.changedStacks.push_back(info);
  4178. sendAndApply(&pack);
  4179. sendAndApply(&message);
  4180. }
  4181. }
  4182. break;
  4183. }
  4184. case EActionType::DAEMON_SUMMONING:
  4185. //TODO: From Strategija:
  4186. //Summon Demon is a level 2 spell.
  4187. {
  4188. if(target.size() < 1)
  4189. {
  4190. complain("Destination required for summon action.");
  4191. ok = false;
  4192. break;
  4193. }
  4194. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
  4195. const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
  4196. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type()(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  4197. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
  4198. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  4199. ui64 canRiseHp = std::min(targetHealth, risedHp);
  4200. ui32 canRiseAmount = static_cast<ui32>(canRiseHp / summonedType.toCreature()->MaxHealth());
  4201. battle::UnitInfo info;
  4202. info.id = gs->curB->battleNextUnitId();
  4203. info.count = std::min(canRiseAmount, destStack->baseAmount);
  4204. info.type = summonedType;
  4205. info.side = summoner->side;
  4206. info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
  4207. info.summoned = false;
  4208. BattleUnitsChanged addUnits;
  4209. addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  4210. info.save(addUnits.changedStacks.back().data);
  4211. if(info.count > 0) //there's rare possibility single creature cannot rise desired type
  4212. {
  4213. auto wrapper = wrapAction(ba);
  4214. BattleUnitsChanged removeUnits;
  4215. removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
  4216. sendAndApply(&removeUnits);
  4217. sendAndApply(&addUnits);
  4218. BattleSetStackProperty ssp;
  4219. ssp.stackID = ba.stackNumber;
  4220. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  4221. ssp.val = -1;
  4222. ssp.absolute = false;
  4223. sendAndApply(&ssp);
  4224. }
  4225. break;
  4226. }
  4227. case EActionType::MONSTER_SPELL:
  4228. {
  4229. auto wrapper = wrapAction(ba);
  4230. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4231. SpellID spellID = SpellID(ba.actionSubtype);
  4232. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4233. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4234. //TODO special bonus for genies ability
  4235. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4236. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4237. if (spellID < 0)
  4238. complain("That stack can't cast spells!");
  4239. else
  4240. {
  4241. const CSpell * spell = SpellID(spellID).toSpell();
  4242. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4243. int32_t spellLvl = 0;
  4244. if(spellcaster)
  4245. vstd::amax(spellLvl, spellcaster->val);
  4246. if(randSpellcaster)
  4247. vstd::amax(spellLvl, randSpellcaster->val);
  4248. parameters.setSpellLevel(spellLvl);
  4249. parameters.cast(spellEnv, target);
  4250. }
  4251. break;
  4252. }
  4253. }
  4254. if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4255. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4256. handleDamageFromObstacle(stack);
  4257. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4258. battleMadeAction.setn(true);
  4259. return ok;
  4260. }
  4261. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4262. {
  4263. bool cheated = true;
  4264. PlayerMessageClient temp_message(player, message);
  4265. sendAndApply(&temp_message);
  4266. std::vector<std::string> cheat;
  4267. boost::split(cheat, message, boost::is_any_of(" "));
  4268. int obj = 0;
  4269. if (cheat.size() == 2)
  4270. {
  4271. obj = std::atoi(cheat[1].c_str());
  4272. if (obj)
  4273. currObj = ObjectInstanceID(obj);
  4274. }
  4275. const CGHeroInstance * hero = getHero(currObj);
  4276. const CGTownInstance * town = getTown(currObj);
  4277. if (!town && hero)
  4278. town = hero->visitedTown;
  4279. if (cheat.size() == 1 || obj)
  4280. handleCheatCode(cheat[0], player, hero, town, cheated);
  4281. else
  4282. {
  4283. for (const auto & i : gs->players)
  4284. {
  4285. if (i.first == PlayerColor::NEUTRAL)
  4286. continue;
  4287. if (cheat[1] == "ai")
  4288. {
  4289. if (i.second.human)
  4290. continue;
  4291. }
  4292. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  4293. continue;
  4294. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  4295. {
  4296. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  4297. }
  4298. else if (cheat[0] == "vcmiarmenelos")
  4299. {
  4300. for (const auto & t : i.second.towns)
  4301. {
  4302. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  4303. }
  4304. }
  4305. else
  4306. {
  4307. for (const auto & h : i.second.heroes)
  4308. {
  4309. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  4310. }
  4311. }
  4312. }
  4313. }
  4314. if (cheated)
  4315. {
  4316. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  4317. sendAndApply(&temp_message);
  4318. if(!player.isSpectator())
  4319. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4320. }
  4321. }
  4322. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4323. {
  4324. switch(ba.actionType)
  4325. {
  4326. case EActionType::HERO_SPELL:
  4327. {
  4328. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4329. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4330. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4331. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4332. if (!s)
  4333. {
  4334. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4335. return false;
  4336. }
  4337. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4338. spells::detail::ProblemImpl problem;
  4339. auto m = s->battleMechanics(&parameters);
  4340. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4341. {
  4342. logGlobal->warn("Spell cannot be cast!");
  4343. std::vector<std::string> texts;
  4344. problem.getAll(texts);
  4345. for(auto s : texts)
  4346. logGlobal->warn(s);
  4347. return false;
  4348. }
  4349. StartAction start_action(ba);
  4350. sendAndApply(&start_action); //start spell casting
  4351. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4352. sendAndApply(&end_action);
  4353. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4354. {
  4355. battleMadeAction.setn(true);
  4356. }
  4357. checkBattleStateChanges();
  4358. if (battleResult.get())
  4359. {
  4360. battleMadeAction.setn(true);
  4361. //battle will be ended by startBattle function
  4362. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4363. }
  4364. return true;
  4365. }
  4366. }
  4367. return false;
  4368. }
  4369. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4370. {
  4371. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4372. for(auto b : bl)
  4373. {
  4374. const CSpell * sp = SpellID(b->subtype).toSpell();
  4375. if(!sp)
  4376. continue;
  4377. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4378. const int32_t level = ((val > 3) ? (val - 3) : val);
  4379. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4380. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4381. battleCast.setEffectDuration(50);
  4382. battleCast.setSpellLevel(level);
  4383. spells::Target target;
  4384. if(val > 3)
  4385. {
  4386. for(auto s : gs->curB->battleGetAllStacks())
  4387. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4388. target.emplace_back(s);
  4389. }
  4390. else
  4391. {
  4392. target.emplace_back(st);
  4393. }
  4394. battleCast.applyEffects(spellEnv, target, false, true);
  4395. }
  4396. }
  4397. void CGameHandler::stackTurnTrigger(const CStack *st)
  4398. {
  4399. BattleTriggerEffect bte;
  4400. bte.stackID = st->ID;
  4401. bte.effect = -1;
  4402. bte.val = 0;
  4403. bte.additionalInfo = 0;
  4404. if (st->alive())
  4405. {
  4406. //unbind
  4407. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4408. {
  4409. bool unbind = true;
  4410. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4411. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4412. for (auto b : bl)
  4413. {
  4414. if(b->additionalInfo != CAddInfo::NONE)
  4415. {
  4416. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4417. if(stack)
  4418. {
  4419. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4420. unbind = false;
  4421. }
  4422. }
  4423. else
  4424. {
  4425. unbind = false;
  4426. }
  4427. }
  4428. if (unbind)
  4429. {
  4430. BattleSetStackProperty ssp;
  4431. ssp.which = BattleSetStackProperty::UNBIND;
  4432. ssp.stackID = st->ID;
  4433. sendAndApply(&ssp);
  4434. }
  4435. }
  4436. //regeneration
  4437. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  4438. {
  4439. bte.effect = Bonus::HP_REGENERATION;
  4440. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  4441. }
  4442. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4443. {
  4444. bte.effect = Bonus::HP_REGENERATION;
  4445. bte.val = st->MaxHealth() - st->getFirstHPleft();
  4446. }
  4447. if (bte.val) //anything to heal
  4448. sendAndApply(&bte);
  4449. if (st->hasBonusOfType(Bonus::POISON))
  4450. {
  4451. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4452. if (b) //TODO: what if not?...
  4453. {
  4454. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4455. if (bte.val < b->val) //(negative) poison effect increases - update it
  4456. {
  4457. bte.effect = Bonus::POISON;
  4458. sendAndApply(&bte);
  4459. }
  4460. }
  4461. }
  4462. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4463. {
  4464. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4465. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4466. if(opponentHero)
  4467. {
  4468. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4469. vstd::amin(manaDrained, opponentHero->mana);
  4470. if(manaDrained)
  4471. {
  4472. bte.effect = Bonus::MANA_DRAIN;
  4473. bte.val = manaDrained;
  4474. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4475. sendAndApply(&bte);
  4476. }
  4477. }
  4478. }
  4479. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4480. {
  4481. bool fearsomeCreature = false;
  4482. for (CStack * stack : gs->curB->stacks)
  4483. {
  4484. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4485. {
  4486. fearsomeCreature = true;
  4487. break;
  4488. }
  4489. }
  4490. if (fearsomeCreature)
  4491. {
  4492. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4493. {
  4494. bte.effect = Bonus::FEAR;
  4495. sendAndApply(&bte);
  4496. }
  4497. }
  4498. }
  4499. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4500. int side = gs->curB->whatSide(st->owner);
  4501. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4502. {
  4503. bool cast = false;
  4504. while(!bl.empty() && !cast)
  4505. {
  4506. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4507. auto spellID = SpellID(bonus->subtype);
  4508. const CSpell * spell = SpellID(spellID).toSpell();
  4509. bl.remove_if([&bonus](const Bonus * b)
  4510. {
  4511. return b == bonus.get();
  4512. });
  4513. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4514. parameters.setSpellLevel(bonus->val);
  4515. parameters.massive = true;
  4516. parameters.smart = true;
  4517. //todo: recheck effect level
  4518. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4519. {
  4520. cast = true;
  4521. int cooldown = bonus->additionalInfo[0];
  4522. BattleSetStackProperty ssp;
  4523. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4524. ssp.absolute = false;
  4525. ssp.val = cooldown;
  4526. ssp.stackID = st->unitId();
  4527. sendAndApply(&ssp);
  4528. }
  4529. }
  4530. }
  4531. }
  4532. }
  4533. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4534. {
  4535. if(!curStack->alive())
  4536. return false;
  4537. bool containDamageFromMoat = false;
  4538. bool movementStoped = false;
  4539. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4540. {
  4541. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4542. {
  4543. //helper info
  4544. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4545. const ui8 side = curStack->side;
  4546. if(!spellObstacle)
  4547. COMPLAIN_RET("Invalid obstacle instance");
  4548. if(spellObstacle->trigger)
  4549. {
  4550. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4551. //hidden obstacle triggers effects until revealed
  4552. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4553. {
  4554. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4555. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4556. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4557. if(!sp)
  4558. COMPLAIN_RET("Invalid obstacle instance");
  4559. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4560. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4561. if(oneTimeObstacle)
  4562. {
  4563. removeObstacle(*obstacle);
  4564. }
  4565. else
  4566. {
  4567. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4568. ObstacleChanges changeInfo;
  4569. changeInfo.id = spellObstacle->uniqueID;
  4570. changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
  4571. SpellCreatedObstacle changedObstacle;
  4572. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4573. changedObstacle.revealed = true;
  4574. changeInfo.data.clear();
  4575. JsonSerializer ser(nullptr, changeInfo.data);
  4576. ser.serializeStruct("obstacle", changedObstacle);
  4577. BattleObstaclesChanged bocp;
  4578. bocp.changes.emplace_back(changeInfo);
  4579. sendAndApply(&bocp);
  4580. }
  4581. }
  4582. }
  4583. }
  4584. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4585. {
  4586. auto town = gs->curB->town;
  4587. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4588. if(!containDamageFromMoat)
  4589. {
  4590. containDamageFromMoat = true;
  4591. BattleStackAttacked bsa;
  4592. bsa.damageAmount = damage;
  4593. bsa.stackAttacked = curStack->ID;
  4594. bsa.attackerID = -1;
  4595. curStack->prepareAttacked(bsa, getRandomGenerator());
  4596. StacksInjured si;
  4597. si.stacks.push_back(bsa);
  4598. sendAndApply(&si);
  4599. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4600. }
  4601. }
  4602. if(!curStack->alive())
  4603. return false;
  4604. if((obstacle->stopsMovement() && stackIsMoving))
  4605. movementStoped = true;
  4606. }
  4607. if(stackIsMoving)
  4608. return curStack->alive() && !movementStoped;
  4609. else
  4610. return curStack->alive();
  4611. }
  4612. void CGameHandler::handleTimeEvents()
  4613. {
  4614. gs->map->events.sort(evntCmp);
  4615. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4616. {
  4617. CMapEvent ev = gs->map->events.front();
  4618. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4619. {
  4620. auto color = PlayerColor(player);
  4621. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4622. if (pinfo //player exists
  4623. && (ev.players & 1<<player) //event is enabled to this player
  4624. && ((ev.computerAffected && !pinfo->human)
  4625. || (ev.humanAffected && pinfo->human)
  4626. )
  4627. )
  4628. {
  4629. //give resources
  4630. giveResources(color, ev.resources);
  4631. //prepare dialog
  4632. InfoWindow iw;
  4633. iw.player = color;
  4634. iw.text << ev.message;
  4635. for (int i=0; i<ev.resources.size(); i++)
  4636. {
  4637. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4638. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4639. }
  4640. sendAndApply(&iw); //show dialog
  4641. }
  4642. } //PLAYERS LOOP
  4643. if (ev.nextOccurence)
  4644. {
  4645. gs->map->events.pop_front();
  4646. ev.firstOccurence += ev.nextOccurence;
  4647. auto it = gs->map->events.begin();
  4648. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4649. it++;
  4650. gs->map->events.insert(it, ev);
  4651. }
  4652. else
  4653. {
  4654. gs->map->events.pop_front();
  4655. }
  4656. }
  4657. //TODO send only if changed
  4658. UpdateMapEvents ume;
  4659. ume.events = gs->map->events;
  4660. sendAndApply(&ume);
  4661. }
  4662. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4663. {
  4664. town->events.sort(evntCmp);
  4665. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4666. {
  4667. PlayerColor player = town->tempOwner;
  4668. CCastleEvent ev = town->events.front();
  4669. const PlayerState * pinfo = getPlayerState(player, false);
  4670. if (pinfo //player exists
  4671. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4672. && ((ev.computerAffected && !pinfo->human)
  4673. || (ev.humanAffected && pinfo->human)))
  4674. {
  4675. // dialog
  4676. InfoWindow iw;
  4677. iw.player = player;
  4678. iw.text << ev.message;
  4679. if (ev.resources.nonZero())
  4680. {
  4681. TResources was = n.res[player];
  4682. n.res[player] += ev.resources;
  4683. n.res[player].amax(0);
  4684. for (int i=0; i<ev.resources.size(); i++)
  4685. 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
  4686. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4687. }
  4688. for (auto & i : ev.buildings)
  4689. {
  4690. if (!town->hasBuilt(i))
  4691. {
  4692. buildStructure(town->id, i, true);
  4693. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4694. }
  4695. }
  4696. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4697. {
  4698. n.cres[town->id].tid = town->id;
  4699. n.cres[town->id].creatures = town->creatures;
  4700. }
  4701. auto & sac = n.cres[town->id];
  4702. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4703. {
  4704. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4705. {
  4706. sac.creatures[i].first += ev.creatures.at(i);
  4707. iw.components.push_back(Component(Component::CREATURE,
  4708. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4709. }
  4710. }
  4711. sendAndApply(&iw); //show dialog
  4712. }
  4713. if (ev.nextOccurence)
  4714. {
  4715. town->events.pop_front();
  4716. ev.firstOccurence += ev.nextOccurence;
  4717. auto it = town->events.begin();
  4718. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4719. it++;
  4720. town->events.insert(it, ev);
  4721. }
  4722. else
  4723. {
  4724. town->events.pop_front();
  4725. }
  4726. }
  4727. //TODO send only if changed
  4728. UpdateCastleEvents uce;
  4729. uce.town = town->id;
  4730. uce.events = town->events;
  4731. sendAndApply(&uce);
  4732. }
  4733. bool CGameHandler::complain(const std::string &problem)
  4734. {
  4735. sendMessageToAll("Server encountered a problem: " + problem);
  4736. logGlobal->error(problem);
  4737. return true;
  4738. }
  4739. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4740. {
  4741. //PlayerColor player = getOwner(hid);
  4742. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4743. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4744. assert(lowerArmy);
  4745. assert(upperArmy);
  4746. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4747. queries.addQuery(garrisonQuery);
  4748. GarrisonDialog gd;
  4749. gd.hid = hid;
  4750. gd.objid = upobj;
  4751. gd.removableUnits = removableUnits;
  4752. gd.queryID = garrisonQuery->queryID;
  4753. sendAndApply(&gd);
  4754. }
  4755. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4756. {
  4757. OpenWindow ow;
  4758. ow.window = OpenWindow::THIEVES_GUILD;
  4759. ow.id1 = player.getNum();
  4760. ow.id2 = requestingObjId.getNum();
  4761. sendAndApply(&ow);
  4762. }
  4763. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4764. {
  4765. if (id1 == id2)
  4766. return true;
  4767. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4768. if (!o1 || !o2)
  4769. return true; //arranging stacks within an object should be always allowed
  4770. if (o1 && o2)
  4771. {
  4772. if (o1->ID == Obj::TOWN)
  4773. {
  4774. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4775. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4776. return true;
  4777. }
  4778. if (o2->ID == Obj::TOWN)
  4779. {
  4780. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4781. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4782. return true;
  4783. }
  4784. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4785. {
  4786. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4787. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4788. // two heroes in same town (garrisoned and visiting)
  4789. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4790. return true;
  4791. }
  4792. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4793. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4794. if (!dialog)
  4795. {
  4796. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4797. }
  4798. if (dialog)
  4799. {
  4800. auto topArmy = dialog->exchangingArmies.at(0);
  4801. auto bottomArmy = dialog->exchangingArmies.at(1);
  4802. if (topArmy == o1 && bottomArmy == o2 || bottomArmy == o1 && topArmy == o2)
  4803. return true;
  4804. }
  4805. }
  4806. return false;
  4807. }
  4808. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4809. {
  4810. using events::ObjectVisitStarted;
  4811. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4812. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4813. auto startVisit = [&](ObjectVisitStarted & event)
  4814. {
  4815. auto visitedObject = obj;
  4816. if(obj->ID == Obj::HERO)
  4817. {
  4818. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4819. const auto visitedTown = visitedHero->visitedTown;
  4820. if(visitedTown)
  4821. {
  4822. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4823. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4824. visitedObject = visitedTown;
  4825. }
  4826. }
  4827. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4828. queries.addQuery(visitQuery); //TODO real visit pos
  4829. HeroVisit hv;
  4830. hv.objId = obj->id;
  4831. hv.heroId = h->id;
  4832. hv.player = h->tempOwner;
  4833. hv.starting = true;
  4834. sendAndApply(&hv);
  4835. obj->onHeroVisit(h);
  4836. };
  4837. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4838. if(visitQuery)
  4839. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4840. }
  4841. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4842. {
  4843. using events::ObjectVisitEnded;
  4844. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4845. auto endVisit = [&](ObjectVisitEnded & event)
  4846. {
  4847. HeroVisit hv;
  4848. hv.player = event.getPlayer();
  4849. hv.heroId = event.getHero();
  4850. hv.starting = false;
  4851. sendAndApply(&hv);
  4852. };
  4853. //TODO: ObjectVisitEnded should also have id of visited object,
  4854. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4855. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4856. }
  4857. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4858. {
  4859. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4860. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4861. {
  4862. complain("Cannot build boat in this shipyard!");
  4863. return false;
  4864. }
  4865. else if (obj->o->ID == Obj::TOWN
  4866. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4867. {
  4868. complain("Cannot build boat in the town - no shipyard!");
  4869. return false;
  4870. }
  4871. const PlayerColor playerID = obj->o->tempOwner;
  4872. TResources boatCost;
  4873. obj->getBoatCost(boatCost);
  4874. TResources aviable = getPlayerState(playerID)->resources;
  4875. if (!aviable.canAfford(boatCost))
  4876. {
  4877. complain("Not enough resources to build a boat!");
  4878. return false;
  4879. }
  4880. int3 tile = obj->bestLocation();
  4881. if (!gs->map->isInTheMap(tile))
  4882. {
  4883. complain("Cannot find appropriate tile for a boat!");
  4884. return false;
  4885. }
  4886. //take boat cost
  4887. giveResources(playerID, -boatCost);
  4888. //create boat
  4889. NewObject no;
  4890. no.ID = Obj::BOAT;
  4891. no.subID = obj->getBoatType();
  4892. no.pos = tile + int3(1,0,0);
  4893. sendAndApply(&no);
  4894. return true;
  4895. }
  4896. void CGameHandler::engageIntoBattle(PlayerColor player)
  4897. {
  4898. //notify interfaces
  4899. PlayerBlocked pb;
  4900. pb.player = player;
  4901. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4902. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4903. sendAndApply(&pb);
  4904. }
  4905. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4906. {
  4907. for (auto playerColor : playerColors)
  4908. {
  4909. if (getPlayerState(playerColor, false))
  4910. checkVictoryLossConditionsForPlayer(playerColor);
  4911. }
  4912. }
  4913. void CGameHandler::checkVictoryLossConditionsForAll()
  4914. {
  4915. std::set<PlayerColor> playerColors;
  4916. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4917. {
  4918. playerColors.insert(PlayerColor(i));
  4919. }
  4920. checkVictoryLossConditions(playerColors);
  4921. }
  4922. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4923. {
  4924. const PlayerState * p = getPlayerState(player);
  4925. if(!p || p->status != EPlayerStatus::INGAME) return;
  4926. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4927. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4928. {
  4929. InfoWindow iw;
  4930. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4931. sendAndApply(&iw);
  4932. PlayerEndsGame peg;
  4933. peg.player = player;
  4934. peg.victoryLossCheckResult = victoryLossCheckResult;
  4935. sendAndApply(&peg);
  4936. if (victoryLossCheckResult.victory())
  4937. {
  4938. //one player won -> all enemies lost
  4939. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4940. {
  4941. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4942. {
  4943. peg.player = i->first;
  4944. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4945. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4946. InfoWindow iw;
  4947. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4948. iw.player = i->first;
  4949. sendAndApply(&iw);
  4950. sendAndApply(&peg);
  4951. }
  4952. }
  4953. if(p->human)
  4954. {
  4955. lobby->state = EServerState::GAMEPLAY_ENDED;
  4956. }
  4957. }
  4958. else
  4959. {
  4960. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4961. auto hlp = p->heroes;
  4962. for (auto h : hlp) //eliminate heroes
  4963. {
  4964. if (h.get())
  4965. removeObject(h);
  4966. }
  4967. //player lost -> all his objects become unflagged (neutral)
  4968. for (auto obj : gs->map->objects) //unflag objs
  4969. {
  4970. if (obj.get() && obj->tempOwner == player)
  4971. setOwner(obj, PlayerColor::NEUTRAL);
  4972. }
  4973. //eliminating one player may cause victory of another:
  4974. std::set<PlayerColor> playerColors;
  4975. //do not copy player state (CBonusSystemNode) by value
  4976. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4977. {
  4978. if (p.first != player)
  4979. playerColors.insert(p.first);
  4980. }
  4981. //notify all players
  4982. for (auto pc : playerColors)
  4983. {
  4984. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4985. {
  4986. InfoWindow iw;
  4987. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4988. iw.player = pc;
  4989. sendAndApply(&iw);
  4990. }
  4991. }
  4992. checkVictoryLossConditions(playerColors);
  4993. }
  4994. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4995. // If we are called before the actual game start, there might be no current player
  4996. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4997. {
  4998. // If player making turn has lost his turn must be over as well
  4999. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5000. }
  5001. }
  5002. }
  5003. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5004. {
  5005. out.player = player;
  5006. out.text.clear();
  5007. out.text << victoryLossCheckResult.messageToSelf;
  5008. // hackish, insert one player-specific string, if applicable
  5009. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5010. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5011. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  5012. }
  5013. bool CGameHandler::dig(const CGHeroInstance *h)
  5014. {
  5015. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  5016. {
  5017. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  5018. {
  5019. complain("Cannot dig - there is already a hole under the hero!");
  5020. return false;
  5021. }
  5022. }
  5023. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5024. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5025. //create a hole
  5026. NewObject no;
  5027. no.ID = Obj::HOLE;
  5028. no.pos = h->getPosition();
  5029. no.subID = 0;
  5030. sendAndApply(&no);
  5031. //take MPs
  5032. SetMovePoints smp;
  5033. smp.hid = h->id;
  5034. smp.val = 0;
  5035. sendAndApply(&smp);
  5036. InfoWindow iw;
  5037. iw.player = h->tempOwner;
  5038. if (gs->map->grailPos == h->getPosition())
  5039. {
  5040. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5041. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5042. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5043. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5044. sendAndApply(&iw);
  5045. iw.soundID = soundBase::invalid;
  5046. iw.text.clear();
  5047. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5048. sendAndApply(&iw);
  5049. }
  5050. else
  5051. {
  5052. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5053. iw.soundID = soundBase::Dig;
  5054. sendAndApply(&iw);
  5055. }
  5056. return true;
  5057. }
  5058. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5059. {
  5060. if(attacker->hasBonusOfType(attackMode))
  5061. {
  5062. std::set<SpellID> spellsToCast;
  5063. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5064. for(const auto & sf : *spells)
  5065. {
  5066. spellsToCast.insert(SpellID(sf->subtype));
  5067. }
  5068. for(SpellID spellID : spellsToCast)
  5069. {
  5070. bool castMe = false;
  5071. if(!defender->alive())
  5072. {
  5073. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5074. return;
  5075. }
  5076. int32_t spellLevel = 0;
  5077. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5078. for(const auto & sf : *spellsByType)
  5079. {
  5080. int meleeRanged;
  5081. if(sf->additionalInfo.size() < 2)
  5082. {
  5083. // legacy format
  5084. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5085. meleeRanged = sf->additionalInfo[0] / 1000;
  5086. }
  5087. else
  5088. {
  5089. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5090. meleeRanged = sf->additionalInfo[1];
  5091. }
  5092. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5093. castMe = true;
  5094. }
  5095. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5096. vstd::amin(chance, 100);
  5097. const CSpell * spell = SpellID(spellID).toSpell();
  5098. spells::AbilityCaster caster(attacker, spellLevel);
  5099. spells::Target target;
  5100. target.emplace_back(defender);
  5101. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5102. auto m = spell->battleMechanics(&parameters);
  5103. spells::detail::ProblemImpl ignored;
  5104. if(!m->canBeCastAt(target, ignored))
  5105. continue;
  5106. //check if spell should be cast (probability handling)
  5107. if(getRandomGenerator().nextInt(99) >= chance)
  5108. continue;
  5109. //casting
  5110. if(castMe)
  5111. {
  5112. parameters.cast(spellEnv, target);
  5113. }
  5114. }
  5115. }
  5116. }
  5117. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5118. {
  5119. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5120. }
  5121. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5122. {
  5123. if(!attacker->alive() || !defender->alive()) // can be already dead
  5124. return;
  5125. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5126. if(!defender->alive())
  5127. {
  5128. //don't try death stare or acid breath on dead stack (crash!)
  5129. return;
  5130. }
  5131. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5132. {
  5133. // mechanics of Death Stare as in H3:
  5134. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5135. //original formula x = min(x, (gorgons_count + 9)/10);
  5136. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5137. vstd::amin(chanceToKill, 1); //cap at 100%
  5138. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5139. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5140. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5141. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5142. vstd::amin(staredCreatures, maxToKill);
  5143. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5144. if(staredCreatures)
  5145. {
  5146. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5147. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5148. spells::AbilityCaster caster(attacker, 0);
  5149. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5150. spells::Target target;
  5151. target.emplace_back(defender);
  5152. parameters.setEffectValue(staredCreatures);
  5153. parameters.cast(spellEnv, target);
  5154. }
  5155. }
  5156. if(!defender->alive())
  5157. return;
  5158. int64_t acidDamage = 0;
  5159. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5160. for(const auto & b : *acidBreath)
  5161. {
  5162. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5163. acidDamage += b->val;
  5164. }
  5165. if(acidDamage > 0)
  5166. {
  5167. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5168. spells::AbilityCaster caster(attacker, 0);
  5169. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5170. spells::Target target;
  5171. target.emplace_back(defender);
  5172. parameters.setEffectValue(acidDamage * attacker->getCount());
  5173. parameters.cast(spellEnv, target);
  5174. }
  5175. if(!defender->alive())
  5176. return;
  5177. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5178. {
  5179. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5180. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5181. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5182. return;
  5183. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5184. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5185. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5186. return;
  5187. battle::UnitInfo resurrectInfo;
  5188. resurrectInfo.id = gs->curB->battleNextUnitId();
  5189. resurrectInfo.summoned = false;
  5190. resurrectInfo.position = defender->getPosition();
  5191. resurrectInfo.side = defender->unitSide();
  5192. if(bonusAdditionalInfo != CAddInfo::NONE)
  5193. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5194. else
  5195. resurrectInfo.type = attacker->creatureId();
  5196. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5197. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5198. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5199. resurrectInfo.count = defender->getCount();
  5200. else
  5201. return; //wrong subtype
  5202. BattleUnitsChanged addUnits;
  5203. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5204. resurrectInfo.save(addUnits.changedStacks.back().data);
  5205. BattleUnitsChanged removeUnits;
  5206. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5207. sendAndApply(&removeUnits);
  5208. sendAndApply(&addUnits);
  5209. }
  5210. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5211. {
  5212. double chanceToTrigger = 0;
  5213. int amountToDie = 0;
  5214. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5215. {
  5216. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5217. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5218. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5219. }
  5220. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5221. {
  5222. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5223. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5224. }
  5225. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5226. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5227. return;
  5228. BattleStackAttacked bsa;
  5229. bsa.attackerID = -1;
  5230. bsa.stackAttacked = defender->ID;
  5231. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5232. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5233. bsa.spellID = SpellID::SLAYER;
  5234. defender->prepareAttacked(bsa, getRandomGenerator());
  5235. StacksInjured si;
  5236. si.stacks.push_back(bsa);
  5237. sendAndApply(&si);
  5238. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5239. }
  5240. }
  5241. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5242. {
  5243. if (!t.visitableObjects.empty())
  5244. {
  5245. //to prevent self-visiting heroes on space press
  5246. if (t.visitableObjects.back() != h)
  5247. objectVisited(t.visitableObjects.back(), h);
  5248. else if (t.visitableObjects.size() > 1)
  5249. objectVisited(*(t.visitableObjects.end()-2),h);
  5250. }
  5251. }
  5252. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5253. {
  5254. if (!hero)
  5255. COMPLAIN_RET("You need hero to sacrifice creature!");
  5256. int expSum = 0;
  5257. auto finish = [this, &hero, &expSum]()
  5258. {
  5259. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5260. };
  5261. for(int i = 0; i < slot.size(); ++i)
  5262. {
  5263. int oldCount = hero->getStackCount(slot[i]);
  5264. if(oldCount < (int)count[i])
  5265. {
  5266. finish();
  5267. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5268. }
  5269. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5270. {
  5271. finish();
  5272. COMPLAIN_RET("Cannot sacrifice last creature!");
  5273. }
  5274. int crid = hero->getStack(slot[i]).type->idNumber;
  5275. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5276. int dump, exp;
  5277. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5278. exp *= count[i];
  5279. expSum += exp;
  5280. }
  5281. finish();
  5282. return true;
  5283. }
  5284. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5285. {
  5286. if (!hero)
  5287. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5288. int expSum = 0;
  5289. auto finish = [this, &hero, &expSum]()
  5290. {
  5291. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5292. };
  5293. for(int i = 0; i < slot.size(); ++i)
  5294. {
  5295. ArtifactLocation al(hero, slot[i]);
  5296. const CArtifactInstance * a = al.getArt();
  5297. if(!a)
  5298. {
  5299. finish();
  5300. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5301. }
  5302. const CArtifactInstance * art = hero->getArt(slot[i]);
  5303. if(!art)
  5304. {
  5305. finish();
  5306. COMPLAIN_RET("No artifact at position to sacrifice!");
  5307. }
  5308. si32 typId = art->artType->id;
  5309. int dmp, expToGive;
  5310. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5311. expSum += expToGive;
  5312. removeArtifact(al);
  5313. }
  5314. finish();
  5315. return true;
  5316. }
  5317. void CGameHandler::makeStackDoNothing(const CStack * next)
  5318. {
  5319. BattleAction doNothing;
  5320. doNothing.actionType = EActionType::NO_ACTION;
  5321. doNothing.side = next->side;
  5322. doNothing.stackNumber = next->ID;
  5323. makeAutomaticAction(next, doNothing);
  5324. }
  5325. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5326. {
  5327. if (sl.army->hasStackAtSlot(sl.slot))
  5328. COMPLAIN_RET("Slot is already taken!");
  5329. if (!sl.slot.validSlot())
  5330. COMPLAIN_RET("Cannot insert stack to that slot!");
  5331. InsertNewStack ins;
  5332. ins.army = sl.army->id;
  5333. ins.slot = sl.slot;
  5334. ins.type = c->idNumber;
  5335. ins.count = count;
  5336. sendAndApply(&ins);
  5337. return true;
  5338. }
  5339. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5340. {
  5341. if (!sl.army->hasStackAtSlot(sl.slot))
  5342. COMPLAIN_RET("Cannot find a stack to erase");
  5343. if (sl.army->stacksCount() == 1 //from the last stack
  5344. && sl.army->needsLastStack() //that must be left
  5345. && !forceRemoval) //ignore above conditions if we are forcing removal
  5346. {
  5347. COMPLAIN_RET("Cannot erase the last stack!");
  5348. }
  5349. EraseStack es;
  5350. es.army = sl.army->id;
  5351. es.slot = sl.slot;
  5352. sendAndApply(&es);
  5353. return true;
  5354. }
  5355. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5356. {
  5357. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5358. if ((absoluteValue && count < 0)
  5359. || (!absoluteValue && -count > currentCount))
  5360. {
  5361. COMPLAIN_RET("Cannot take more stacks than present!");
  5362. }
  5363. if ((currentCount == -count && !absoluteValue)
  5364. || (!count && absoluteValue))
  5365. {
  5366. eraseStack(sl);
  5367. }
  5368. else
  5369. {
  5370. ChangeStackCount csc;
  5371. csc.army = sl.army->id;
  5372. csc.slot = sl.slot;
  5373. csc.count = count;
  5374. csc.absoluteValue = absoluteValue;
  5375. sendAndApply(&csc);
  5376. }
  5377. return true;
  5378. }
  5379. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5380. {
  5381. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5382. if (!slotC) //slot is empty
  5383. insertNewStack(sl, c, count);
  5384. else if (c == slotC)
  5385. changeStackCount(sl, count);
  5386. else
  5387. {
  5388. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5389. }
  5390. return true;
  5391. }
  5392. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5393. {
  5394. if (removeObjWhenFinished)
  5395. removeAfterVisit(src);
  5396. if (!src->canBeMergedWith(*dst, allowMerging))
  5397. {
  5398. if (allowMerging) //do that, add all matching creatures.
  5399. {
  5400. bool cont = true;
  5401. while (cont)
  5402. {
  5403. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5404. {
  5405. SlotID pos = dst->getSlotFor(i->second->type);
  5406. if (pos.validSlot())
  5407. {
  5408. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5409. cont = true;
  5410. break; //or iterator crashes
  5411. }
  5412. cont = false;
  5413. }
  5414. }
  5415. }
  5416. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5417. }
  5418. else //merge
  5419. {
  5420. moveArmy(src, dst, allowMerging);
  5421. }
  5422. }
  5423. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5424. {
  5425. if (!src.army->hasStackAtSlot(src.slot))
  5426. COMPLAIN_RET("No stack to move!");
  5427. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5428. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5429. if (!dst.slot.validSlot())
  5430. COMPLAIN_RET("Cannot move stack to that slot!");
  5431. if (count == -1)
  5432. {
  5433. count = src.army->getStackCount(src.slot);
  5434. }
  5435. if (src.army != dst.army //moving away
  5436. && count == src.army->getStackCount(src.slot) //all creatures
  5437. && src.army->stacksCount() == 1 //from the last stack
  5438. && src.army->needsLastStack()) //that must be left
  5439. {
  5440. COMPLAIN_RET("Cannot move away the last creature!");
  5441. }
  5442. RebalanceStacks rs;
  5443. rs.srcArmy = src.army->id;
  5444. rs.dstArmy = dst.army->id;
  5445. rs.srcSlot = src.slot;
  5446. rs.dstSlot = dst.slot;
  5447. rs.count = count;
  5448. sendAndApply(&rs);
  5449. return true;
  5450. }
  5451. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5452. {
  5453. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5454. {
  5455. return moveStack(sl2, sl1);
  5456. }
  5457. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5458. {
  5459. return moveStack(sl1, sl2);
  5460. }
  5461. else
  5462. {
  5463. SwapStacks ss;
  5464. ss.srcArmy = sl1.army->id;
  5465. ss.dstArmy = sl2.army->id;
  5466. ss.srcSlot = sl1.slot;
  5467. ss.dstSlot = sl2.slot;
  5468. sendAndApply(&ss);
  5469. return true;
  5470. }
  5471. }
  5472. void CGameHandler::runBattle()
  5473. {
  5474. setBattle(gs->curB);
  5475. assert(gs->curB);
  5476. //TODO: pre-tactic stuff, call scripts etc.
  5477. //tactic round
  5478. {
  5479. while (gs->curB->tacticDistance && !battleResult.get())
  5480. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5481. }
  5482. //initial stacks appearance triggers, e.g. built-in bonus spells
  5483. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5484. for (CStack * stack : initialStacks)
  5485. {
  5486. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5487. {
  5488. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5489. auto accessibility = getAccesibility();
  5490. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5491. std::vector<BattleHex> targetHexes;
  5492. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5493. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5494. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5495. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5496. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5497. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5498. if (!guardianIsBig)
  5499. targetHexes = stack->getSurroundingHexes();
  5500. else
  5501. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5502. for(auto hex : targetHexes)
  5503. {
  5504. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5505. {
  5506. battle::UnitInfo info;
  5507. info.id = gs->curB->battleNextUnitId();
  5508. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5509. info.type = creatureData;
  5510. info.side = stack->side;
  5511. info.position = hex;
  5512. info.summoned = true;
  5513. BattleUnitsChanged pack;
  5514. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5515. info.save(pack.changedStacks.back().data);
  5516. sendAndApply(&pack);
  5517. }
  5518. }
  5519. }
  5520. stackEnchantedTrigger(stack);
  5521. }
  5522. //spells opening battle
  5523. for (int i = 0; i < 2; ++i)
  5524. {
  5525. auto h = gs->curB->battleGetFightingHero(i);
  5526. if (h)
  5527. {
  5528. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5529. for (auto b : *bl)
  5530. {
  5531. spells::BonusCaster caster(h, b);
  5532. const CSpell * spell = SpellID(b->subtype).toSpell();
  5533. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5534. parameters.setSpellLevel(3);
  5535. parameters.setEffectDuration(b->val);
  5536. parameters.massive = true;
  5537. parameters.castIfPossible(spellEnv, spells::Target());
  5538. }
  5539. }
  5540. }
  5541. bool firstRound = true;//FIXME: why first round is -1?
  5542. //main loop
  5543. while (!battleResult.get()) //till the end of the battle ;]
  5544. {
  5545. BattleNextRound bnr;
  5546. bnr.round = gs->curB->round + 1;
  5547. logGlobal->debug("Round %d", bnr.round);
  5548. sendAndApply(&bnr);
  5549. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5550. for (auto &obstPtr : obstacles)
  5551. {
  5552. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5553. if (sco->turnsRemaining == 0)
  5554. removeObstacle(*obstPtr);
  5555. }
  5556. const BattleInfo & curB = *gs->curB;
  5557. for(auto stack : curB.stacks)
  5558. {
  5559. if(stack->alive() && !firstRound)
  5560. stackEnchantedTrigger(stack);
  5561. }
  5562. //stack loop
  5563. auto getNextStack = [this]() -> const CStack *
  5564. {
  5565. if(battleResult.get())
  5566. return nullptr;
  5567. std::vector<battle::Units> q;
  5568. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5569. if(!q.empty())
  5570. {
  5571. if(!q.front().empty())
  5572. {
  5573. auto next = q.front().front();
  5574. if(next->willMove())
  5575. return dynamic_cast<const CStack *>(next);
  5576. }
  5577. }
  5578. return nullptr;
  5579. };
  5580. const CStack * next = nullptr;
  5581. while((next = getNextStack()))
  5582. {
  5583. BattleUnitsChanged removeGhosts;
  5584. for(auto stack : curB.stacks)
  5585. {
  5586. if(stack->ghostPending)
  5587. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5588. }
  5589. if(!removeGhosts.changedStacks.empty())
  5590. sendAndApply(&removeGhosts);
  5591. //check for bad morale => freeze
  5592. int nextStackMorale = next->MoraleVal();
  5593. if (nextStackMorale < 0 &&
  5594. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5595. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5596. )
  5597. {
  5598. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5599. {
  5600. //unit loses its turn - empty freeze action
  5601. BattleAction ba;
  5602. ba.actionType = EActionType::BAD_MORALE;
  5603. ba.side = next->side;
  5604. ba.stackNumber = next->ID;
  5605. makeAutomaticAction(next, ba);
  5606. continue;
  5607. }
  5608. }
  5609. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5610. {
  5611. logGlobal->trace("Handle Berserk effect");
  5612. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5613. if (attackInfo.first != nullptr)
  5614. {
  5615. BattleAction attack;
  5616. attack.actionType = EActionType::WALK_AND_ATTACK;
  5617. attack.side = next->side;
  5618. attack.stackNumber = next->ID;
  5619. attack.aimToHex(attackInfo.second);
  5620. attack.aimToUnit(attackInfo.first);
  5621. makeAutomaticAction(next, attack);
  5622. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5623. }
  5624. else
  5625. {
  5626. makeStackDoNothing(next);
  5627. logGlobal->trace("No target found");
  5628. }
  5629. continue;
  5630. }
  5631. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5632. const int stackCreatureId = next->getCreature()->idNumber;
  5633. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5634. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5635. {
  5636. BattleAction attack;
  5637. attack.actionType = EActionType::SHOOT;
  5638. attack.side = next->side;
  5639. attack.stackNumber = next->ID;
  5640. //TODO: select target by priority
  5641. const battle::Unit * target = nullptr;
  5642. for(auto & elem : gs->curB->stacks)
  5643. {
  5644. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5645. && elem->owner != next->owner
  5646. && elem->isValidTarget()
  5647. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5648. {
  5649. target = elem;
  5650. break;
  5651. }
  5652. }
  5653. if(target == nullptr)
  5654. {
  5655. makeStackDoNothing(next);
  5656. }
  5657. else
  5658. {
  5659. attack.aimToUnit(target);
  5660. makeAutomaticAction(next, attack);
  5661. }
  5662. continue;
  5663. }
  5664. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5665. {
  5666. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5667. if (attackableBattleHexes.empty())
  5668. {
  5669. makeStackDoNothing(next);
  5670. continue;
  5671. }
  5672. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5673. {
  5674. BattleAction attack;
  5675. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5676. attack.aimToHex(destination);
  5677. attack.actionType = EActionType::CATAPULT;
  5678. attack.side = next->side;
  5679. attack.stackNumber = next->ID;
  5680. makeAutomaticAction(next, attack);
  5681. continue;
  5682. }
  5683. }
  5684. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5685. {
  5686. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5687. {
  5688. return s->owner == next->owner && s->canBeHealed();
  5689. });
  5690. if (!possibleStacks.size())
  5691. {
  5692. makeStackDoNothing(next);
  5693. continue;
  5694. }
  5695. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5696. {
  5697. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5698. const CStack * toBeHealed = possibleStacks.front();
  5699. BattleAction heal;
  5700. heal.actionType = EActionType::STACK_HEAL;
  5701. heal.aimToUnit(toBeHealed);
  5702. heal.side = next->side;
  5703. heal.stackNumber = next->ID;
  5704. makeAutomaticAction(next, heal);
  5705. continue;
  5706. }
  5707. }
  5708. int numberOfAsks = 1;
  5709. bool breakOuter = false;
  5710. do
  5711. {//ask interface and wait for answer
  5712. if (!battleResult.get())
  5713. {
  5714. stackTurnTrigger(next); //various effects
  5715. if(next->fear)
  5716. {
  5717. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5718. }
  5719. else
  5720. {
  5721. logGlobal->trace("Activating %s", next->nodeName());
  5722. auto nextId = next->ID;
  5723. BattleSetActiveStack sas;
  5724. sas.stack = nextId;
  5725. sendAndApply(&sas);
  5726. auto actionWasMade = [&]() -> bool
  5727. {
  5728. if (battleMadeAction.data)//active stack has made its action
  5729. return true;
  5730. if (battleResult.get())// battle is finished
  5731. return true;
  5732. if (next == nullptr)//active stack was been removed
  5733. return true;
  5734. return !next->alive();//active stack is dead
  5735. };
  5736. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5737. battleMadeAction.data = false;
  5738. while (!actionWasMade())
  5739. {
  5740. battleMadeAction.cond.wait(lock);
  5741. if (battleGetStackByID(nextId, false) != next)
  5742. next = nullptr; //it may be removed, while we wait
  5743. }
  5744. }
  5745. }
  5746. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5747. {
  5748. breakOuter = true;
  5749. break;
  5750. }
  5751. //we're after action, all results applied
  5752. checkBattleStateChanges(); //check if this action ended the battle
  5753. if(next != nullptr)
  5754. {
  5755. //check for good morale
  5756. nextStackMorale = next->MoraleVal();
  5757. if(!next->hadMorale //only one extra move per turn possible
  5758. && !next->defending
  5759. && !next->waited()
  5760. && !next->fear
  5761. && next->alive()
  5762. && nextStackMorale > 0
  5763. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5764. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5765. )
  5766. {
  5767. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5768. {
  5769. BattleTriggerEffect bte;
  5770. bte.stackID = next->ID;
  5771. bte.effect = Bonus::MORALE;
  5772. bte.val = 1;
  5773. bte.additionalInfo = 0;
  5774. sendAndApply(&bte); //play animation
  5775. ++numberOfAsks; //move this stack once more
  5776. }
  5777. }
  5778. }
  5779. --numberOfAsks;
  5780. } while (numberOfAsks > 0);
  5781. if (breakOuter)
  5782. {
  5783. break;
  5784. }
  5785. }
  5786. firstRound = false;
  5787. }
  5788. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5789. }
  5790. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5791. {
  5792. BattleSetActiveStack bsa;
  5793. bsa.stack = stack->ID;
  5794. bsa.askPlayerInterface = false;
  5795. sendAndApply(&bsa);
  5796. bool ret = makeBattleAction(ba);
  5797. checkBattleStateChanges();
  5798. return ret;
  5799. }
  5800. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5801. {
  5802. assert(a->artType);
  5803. ArtifactLocation al;
  5804. al.artHolder = const_cast<CGHeroInstance*>(h);
  5805. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5806. if (pos < 0)
  5807. {
  5808. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5809. slot = a->firstAvailableSlot(h);
  5810. else
  5811. slot = a->firstBackpackSlot(h);
  5812. }
  5813. else
  5814. {
  5815. slot = pos;
  5816. }
  5817. al.slot = slot;
  5818. if (slot < 0 || !a->canBePutAt(al))
  5819. {
  5820. complain("Cannot put artifact in that slot!");
  5821. return;
  5822. }
  5823. putArtifact(al, a);
  5824. }
  5825. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5826. {
  5827. PutArtifact pa;
  5828. pa.art = a;
  5829. pa.al = al;
  5830. sendAndApply(&pa);
  5831. }
  5832. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5833. {
  5834. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5835. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5836. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5837. giveHeroNewArtifact(h, art, slot);
  5838. return true;
  5839. }
  5840. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5841. {
  5842. CArtifactInstance *a = nullptr;
  5843. if (!artType->constituents)
  5844. {
  5845. a = new CArtifactInstance();
  5846. }
  5847. else
  5848. {
  5849. a = new CCombinedArtifactInstance();
  5850. }
  5851. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5852. NewArtifact na;
  5853. na.art = a;
  5854. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5855. giveHeroArtifact(h, a, pos);
  5856. }
  5857. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5858. {
  5859. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5860. if (battleResult.data)
  5861. {
  5862. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5863. % battleResult.data->result % resultType).str());
  5864. return;
  5865. }
  5866. auto br = new BattleResult();
  5867. br->result = resultType;
  5868. br->winner = victoriusSide; //surrendering side loses
  5869. gs->curB->calculateCasualties(br->casualties);
  5870. battleResult.data = br;
  5871. }
  5872. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5873. {
  5874. std::vector<int3>::iterator tile;
  5875. std::vector<int3> tiles;
  5876. getFreeTiles(tiles);
  5877. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5878. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5879. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5880. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5881. for (int i = 0; i < (int)amount; ++i)
  5882. {
  5883. tile = tiles.begin();
  5884. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5885. {
  5886. auto count = cre->getRandomAmount(std::rand);
  5887. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5888. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5889. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5890. }
  5891. tiles.erase(tile); //not use it again
  5892. }
  5893. }
  5894. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5895. {
  5896. if (cheat == "vcmiistari")
  5897. {
  5898. if (!hero) return;
  5899. ///Give hero spellbook
  5900. if (!hero->hasSpellbook())
  5901. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5902. ///Give all spells with bonus (to allow banned spells)
  5903. GiveBonus giveBonus(GiveBonus::HERO);
  5904. giveBonus.id = hero->id.getNum();
  5905. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5906. //start with level 0 to skip abilities
  5907. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5908. {
  5909. giveBonus.bonus.subtype = level;
  5910. sendAndApply(&giveBonus);
  5911. }
  5912. ///Give mana
  5913. SetMana sm;
  5914. sm.hid = hero->id;
  5915. sm.val = 999;
  5916. sm.absolute = true;
  5917. sendAndApply(&sm);
  5918. }
  5919. else if (cheat == "vcmiarmenelos")
  5920. {
  5921. if (!town) return;
  5922. ///Build all buildings in selected town
  5923. for (auto & build : town->town->buildings)
  5924. {
  5925. if (!town->hasBuilt(build.first)
  5926. && !build.second->Name().empty()
  5927. && build.first != BuildingID::SHIP)
  5928. {
  5929. buildStructure(town->id, build.first, true);
  5930. }
  5931. }
  5932. }
  5933. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5934. {
  5935. if (!hero) return;
  5936. ///Gives N creatures into each slot
  5937. std::map<std::string, std::pair<int, int>> creatures;
  5938. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5939. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5940. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5941. const CCreature * creature = VLC->creh->objects.at(creatures[cheat].first);
  5942. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5943. if (!hero->hasStackAtSlot(SlotID(i)))
  5944. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5945. }
  5946. else if (cheat == "vcminoldor")
  5947. {
  5948. if (!hero) return;
  5949. ///Give all war machines to hero
  5950. if (!hero->getArt(ArtifactPosition::MACH1))
  5951. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5952. if (!hero->getArt(ArtifactPosition::MACH2))
  5953. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5954. if (!hero->getArt(ArtifactPosition::MACH3))
  5955. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5956. }
  5957. else if (cheat == "vcmiforgeofnoldorking")
  5958. {
  5959. if (!hero) return;
  5960. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5961. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  5962. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  5963. }
  5964. else if (cheat == "vcmiglorfindel")
  5965. {
  5966. if (!hero) return;
  5967. ///selected hero gains a new level
  5968. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5969. }
  5970. else if (cheat == "vcminahar")
  5971. {
  5972. if (!hero) return;
  5973. ///Give 1000000 movement points to hero
  5974. SetMovePoints smp;
  5975. smp.hid = hero->id;
  5976. smp.val = 1000000;
  5977. sendAndApply(&smp);
  5978. GiveBonus gb(GiveBonus::HERO);
  5979. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5980. gb.bonus.duration = Bonus::ONE_DAY;
  5981. gb.bonus.source = Bonus::OTHER;
  5982. gb.id = hero->id.getNum();
  5983. giveHeroBonus(&gb);
  5984. }
  5985. else if (cheat == "vcmiformenos")
  5986. {
  5987. ///Give resources to player
  5988. TResources resources;
  5989. resources[Res::GOLD] = 100000;
  5990. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5991. resources[i] = 100;
  5992. giveResources(player, resources);
  5993. }
  5994. else if (cheat == "vcmisilmaril")
  5995. {
  5996. ///Player wins
  5997. PlayerCheated pc;
  5998. pc.player = player;
  5999. pc.winningCheatCode = true;
  6000. sendAndApply(&pc);
  6001. }
  6002. else if (cheat == "vcmimelkor")
  6003. {
  6004. ///Player looses
  6005. PlayerCheated pc;
  6006. pc.player = player;
  6007. pc.losingCheatCode = true;
  6008. sendAndApply(&pc);
  6009. }
  6010. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  6011. {
  6012. ///Reveal or conceal FoW
  6013. FoWChange fc;
  6014. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  6015. fc.player = player;
  6016. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6017. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6018. int lastUnc = 0;
  6019. for(int z = 0; z < gs->map->levels(); z++)
  6020. for(int x = 0; x < gs->map->width; x++)
  6021. for(int y = 0; y < gs->map->height; y++)
  6022. if(!(*fowMap)[z][x][y] || !fc.mode)
  6023. hlp_tab[lastUnc++] = int3(x, y, z);
  6024. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6025. delete [] hlp_tab;
  6026. sendAndApply(&fc);
  6027. }
  6028. else
  6029. cheated = false;
  6030. }
  6031. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6032. {
  6033. BattleObstaclesChanged obsRem;
  6034. obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
  6035. sendAndApply(&obsRem);
  6036. }
  6037. void CGameHandler::synchronizeArtifactHandlerLists()
  6038. {
  6039. UpdateArtHandlerLists uahl;
  6040. uahl.treasures = VLC->arth->treasures;
  6041. uahl.minors = VLC->arth->minors;
  6042. uahl.majors = VLC->arth->majors;
  6043. uahl.relics = VLC->arth->relics;
  6044. sendAndApply(&uahl);
  6045. }
  6046. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6047. {
  6048. return vstd::contains(gs->map->objects, obj);
  6049. }
  6050. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6051. {
  6052. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6053. return false;
  6054. auto query = queries.topQuery(player);
  6055. if (query && query->blocksPack(pack))
  6056. {
  6057. complain(boost::str(boost::format(
  6058. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6059. % boost::to_upper_copy<std::string>(player.getStr())
  6060. % query->toString()
  6061. ));
  6062. return true;
  6063. }
  6064. return false;
  6065. }
  6066. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6067. {
  6068. //If the object is being visited, there must be a matching query
  6069. for (const auto &query : queries.allQueries())
  6070. {
  6071. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6072. {
  6073. if (someVistQuery->visitedObject == object)
  6074. {
  6075. someVistQuery->removeObjectAfterVisit = true;
  6076. return;
  6077. }
  6078. }
  6079. }
  6080. //If we haven't returned so far, there is no query and no visit, call was wrong
  6081. assert("This function needs to be called during the object visit!");
  6082. }
  6083. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6084. {
  6085. std::unordered_set<int3, ShashInt3> tiles;
  6086. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6087. if (hide)
  6088. {
  6089. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6090. auto p = getPlayerState(player);
  6091. for (auto h : p->heroes)
  6092. {
  6093. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6094. }
  6095. for (auto t : p->towns)
  6096. {
  6097. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6098. }
  6099. for (auto tile : observedTiles)
  6100. vstd::erase_if_present (tiles, tile);
  6101. }
  6102. changeFogOfWar(tiles, player, hide);
  6103. }
  6104. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6105. {
  6106. FoWChange fow;
  6107. fow.tiles = tiles;
  6108. fow.player = player;
  6109. fow.mode = hide? 0 : 1;
  6110. sendAndApply(&fow);
  6111. }
  6112. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6113. {
  6114. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6115. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6116. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6117. return true;
  6118. }
  6119. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6120. {
  6121. SetObjectProperty sob;
  6122. sob.id = objid;
  6123. sob.what = prop;
  6124. sob.val = static_cast<ui32>(val);
  6125. sendAndApply(&sob);
  6126. }
  6127. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6128. {
  6129. sendAndApply(iw);
  6130. }
  6131. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6132. {
  6133. InfoWindow iw;
  6134. iw.player = player;
  6135. iw.text << msg;
  6136. showInfoDialog(&iw);
  6137. }
  6138. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6139. army(_army)
  6140. {
  6141. heroWithDeadCommander = ObjectInstanceID();
  6142. PlayerColor color = army->tempOwner;
  6143. if(color == PlayerColor::UNFLAGGABLE)
  6144. color = PlayerColor::NEUTRAL;
  6145. for(CStack * st : bat->stacks)
  6146. {
  6147. if(st->summoned) //don't take into account temporary summoned stacks
  6148. continue;
  6149. if(st->owner != color) //remove only our stacks
  6150. continue;
  6151. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6152. st->health.takeResurrected();
  6153. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6154. {
  6155. logGlobal->debug("Ignored arrow towers stack.");
  6156. }
  6157. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6158. {
  6159. auto warMachine = st->type->warMachine;
  6160. if(warMachine == ArtifactID::NONE)
  6161. {
  6162. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6163. }
  6164. //catapult artifact remain even if "creature" killed in siege
  6165. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6166. {
  6167. logGlobal->debug("War machine has been destroyed");
  6168. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6169. if (hero)
  6170. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6171. else
  6172. logGlobal->error("War machine in army without hero");
  6173. }
  6174. }
  6175. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6176. {
  6177. if(st->alive() && st->getCount() > 0)
  6178. {
  6179. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6180. const CreatureID summonedType = st->type->idNumber;
  6181. summoned[summonedType] += st->getCount();
  6182. }
  6183. }
  6184. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6185. {
  6186. if (nullptr == st->base)
  6187. {
  6188. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6189. }
  6190. else
  6191. {
  6192. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6193. if(c)
  6194. {
  6195. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6196. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6197. {
  6198. logGlobal->debug("Commander is dead.");
  6199. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6200. }
  6201. }
  6202. else
  6203. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6204. }
  6205. }
  6206. else if(st->base && !army->slotEmpty(st->slot))
  6207. {
  6208. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6209. if(st->getCount() == 0 || !st->alive())
  6210. {
  6211. logGlobal->debug("Stack has been destroyed.");
  6212. StackLocation sl(army, st->slot);
  6213. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6214. }
  6215. else if(st->getCount() < army->getStackCount(st->slot))
  6216. {
  6217. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6218. StackLocation sl(army, st->slot);
  6219. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6220. }
  6221. else if(st->getCount() > army->getStackCount(st->slot))
  6222. {
  6223. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6224. StackLocation sl(army, st->slot);
  6225. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6226. }
  6227. }
  6228. else
  6229. {
  6230. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6231. }
  6232. }
  6233. }
  6234. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6235. {
  6236. for (TStackAndItsNewCount &ncount : newStackCounts)
  6237. {
  6238. if (ncount.second > 0)
  6239. gh->changeStackCount(ncount.first, ncount.second, true);
  6240. else
  6241. gh->eraseStack(ncount.first, true);
  6242. }
  6243. for (auto summoned_iter : summoned)
  6244. {
  6245. SlotID slot = army->getSlotFor(summoned_iter.first);
  6246. if (slot.validSlot())
  6247. {
  6248. StackLocation location(army, slot);
  6249. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6250. }
  6251. else
  6252. {
  6253. //even if it will be possible to summon anything permanently it should be checked for free slot
  6254. //necromancy is handled separately
  6255. gh->complain("No free slot to put summoned creature");
  6256. }
  6257. }
  6258. for (auto al : removedWarMachines)
  6259. {
  6260. gh->removeArtifact(al);
  6261. }
  6262. if (heroWithDeadCommander != ObjectInstanceID())
  6263. {
  6264. SetCommanderProperty scp;
  6265. scp.heroid = heroWithDeadCommander;
  6266. scp.which = SetCommanderProperty::ALIVE;
  6267. scp.amount = 0;
  6268. gh->sendAndApply(&scp);
  6269. }
  6270. }
  6271. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6272. {
  6273. assert(Query->result);
  6274. assert(Query->bi);
  6275. auto &result = *Query->result;
  6276. auto &info = *Query->bi;
  6277. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6278. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6279. victor = info.sides[result.winner].color;
  6280. loser = info.sides[!result.winner].color;
  6281. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6282. }
  6283. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6284. {
  6285. winnerHero = loserHero = nullptr;
  6286. remainingBattleQueriesCount = 0;
  6287. }
  6288. CRandomGenerator & CGameHandler::getRandomGenerator()
  6289. {
  6290. return CRandomGenerator::getDefault();
  6291. }
  6292. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6293. {
  6294. return serverScripts.get();
  6295. }
  6296. scripting::Pool * CGameHandler::getContextPool() const
  6297. {
  6298. return serverScripts.get();
  6299. }
  6300. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6301. {
  6302. NewObject no;
  6303. no.ID = ID; //creature
  6304. no.subID= subID;
  6305. no.pos = pos;
  6306. sendAndApply(&no);
  6307. return no.id; //id field will be filled during applying on gs
  6308. }
  6309. ///ServerSpellCastEnvironment
  6310. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6311. : gh(gh)
  6312. {
  6313. }
  6314. bool ServerSpellCastEnvironment::describeChanges() const
  6315. {
  6316. return true;
  6317. }
  6318. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6319. {
  6320. gh->complain(problem);
  6321. }
  6322. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6323. {
  6324. return &gh->getRandomGenerator();
  6325. }
  6326. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6327. {
  6328. gh->sendAndApply(pack);
  6329. }
  6330. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6331. {
  6332. gh->sendAndApply(pack);
  6333. }
  6334. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6335. {
  6336. gh->sendAndApply(pack);
  6337. }
  6338. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6339. {
  6340. gh->sendAndApply(pack);
  6341. }
  6342. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6343. {
  6344. gh->sendAndApply(pack);
  6345. }
  6346. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6347. {
  6348. gh->sendAndApply(pack);
  6349. }
  6350. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6351. {
  6352. gh->sendAndApply(pack);
  6353. }
  6354. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6355. {
  6356. gh->sendAndApply(pack);
  6357. }
  6358. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6359. {
  6360. return gh;
  6361. }
  6362. const CMap * ServerSpellCastEnvironment::getMap() const
  6363. {
  6364. return gh->gameState()->map;
  6365. }
  6366. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6367. {
  6368. return gh->moveHero(hid, dst, teleporting, false);
  6369. }
  6370. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6371. {
  6372. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6373. request->queryID = query->queryID;
  6374. gh->queries.addQuery(query);
  6375. gh->sendAndApply(request);
  6376. }