CGameHandler.cpp 224 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "CGameHandler.h"
  41. #include "CVCMIServer.h"
  42. #include "../lib/CCreatureSet.h"
  43. #include "../lib/CThreadHelper.h"
  44. #include "../lib/GameConstants.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/Connection.h"
  48. #include "../lib/serializer/Cast.h"
  49. #include "../lib/serializer/JsonSerializer.h"
  50. #include "../lib/ScriptHandler.h"
  51. #include <vcmi/events/EventBus.h>
  52. #include <vcmi/events/GenericEvents.h>
  53. #include <vcmi/events/AdventureEvents.h>
  54. #ifndef _MSC_VER
  55. #include <boost/thread/xtime.hpp>
  56. #endif
  57. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  58. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  59. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  60. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  61. class ServerSpellCastEnvironment : public SpellCastEnvironment
  62. {
  63. public:
  64. ServerSpellCastEnvironment(CGameHandler * gh);
  65. ~ServerSpellCastEnvironment() = default;
  66. void complain(const std::string & problem) override;
  67. bool describeChanges() const override;
  68. vstd::RNG * getRNG() override;
  69. void apply(CPackForClient * pack) override;
  70. void apply(BattleLogMessage * pack) override;
  71. void apply(BattleStackMoved * pack) override;
  72. void apply(BattleUnitsChanged * pack) override;
  73. void apply(SetStackEffect * pack) override;
  74. void apply(StacksInjured * pack) override;
  75. void apply(BattleObstaclesChanged * pack) override;
  76. void apply(CatapultAttack * pack) override;
  77. const CMap * getMap() const override;
  78. const CGameInfoCallback * getCb() const override;
  79. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  80. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  81. private:
  82. CGameHandler * gh;
  83. };
  84. VCMI_LIB_NAMESPACE_BEGIN
  85. namespace spells
  86. {
  87. class ObstacleCasterProxy : public Caster
  88. {
  89. public:
  90. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  91. : owner(owner_),
  92. hero(hero_),
  93. obs(obs_)
  94. {
  95. };
  96. ~ObstacleCasterProxy() = default;
  97. int32_t getCasterUnitId() const override
  98. {
  99. if(hero)
  100. return hero->getCasterUnitId();
  101. else
  102. return -1;
  103. }
  104. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  105. {
  106. return obs->spellLevel;
  107. }
  108. int32_t getEffectLevel(const Spell * spell) const override
  109. {
  110. return obs->spellLevel;
  111. }
  112. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  113. {
  114. if(hero)
  115. return hero->getSpellBonus(spell, base, affectedStack);
  116. else
  117. return base;
  118. }
  119. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  120. {
  121. if(hero)
  122. return hero->getSpecificSpellBonus(spell, base);
  123. else
  124. return base;
  125. }
  126. int32_t getEffectPower(const Spell * spell) const override
  127. {
  128. return obs->casterSpellPower;
  129. }
  130. int32_t getEnchantPower(const Spell * spell) const override
  131. {
  132. return obs->casterSpellPower;
  133. }
  134. int64_t getEffectValue(const Spell * spell) const override
  135. {
  136. if(hero)
  137. return hero->getEffectValue(spell);
  138. else
  139. return 0;
  140. }
  141. PlayerColor getCasterOwner() const override
  142. {
  143. return owner;
  144. }
  145. void getCasterName(MetaString & text) const override
  146. {
  147. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  148. }
  149. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  150. {
  151. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  152. }
  153. void spendMana(ServerCallback * server, const int spellCost) const override
  154. {
  155. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  156. }
  157. private:
  158. const CGHeroInstance * hero;
  159. const PlayerColor owner;
  160. const SpellCreatedObstacle * obs;
  161. };
  162. }//
  163. VCMI_LIB_NAMESPACE_END
  164. CondSh<bool> battleMadeAction(false);
  165. CondSh<BattleResult *> battleResult(nullptr);
  166. template <typename T> class CApplyOnGH;
  167. class CBaseForGHApply
  168. {
  169. public:
  170. virtual bool applyOnGH(CGameHandler * gh, void * pack) const =0;
  171. virtual ~CBaseForGHApply(){}
  172. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  173. {
  174. return new CApplyOnGH<U>();
  175. }
  176. };
  177. template <typename T> class CApplyOnGH : public CBaseForGHApply
  178. {
  179. public:
  180. bool applyOnGH(CGameHandler * gh, void * pack) const override
  181. {
  182. T *ptr = static_cast<T*>(pack);
  183. try
  184. {
  185. return ptr->applyGh(gh);
  186. }
  187. catch(ExceptionNotAllowedAction & e)
  188. {
  189. (void)e;
  190. return false;
  191. }
  192. catch(...)
  193. {
  194. throw;
  195. }
  196. }
  197. };
  198. template <>
  199. class CApplyOnGH<CPack> : public CBaseForGHApply
  200. {
  201. public:
  202. bool applyOnGH(CGameHandler * gh, void * pack) const override
  203. {
  204. logGlobal->error("Cannot apply on GH plain CPack!");
  205. assert(0);
  206. return false;
  207. }
  208. };
  209. static inline double distance(int3 a, int3 b)
  210. {
  211. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  212. }
  213. static void giveExp(BattleResult &r)
  214. {
  215. if (r.winner > 1)
  216. {
  217. // draw
  218. return;
  219. }
  220. r.exp[0] = 0;
  221. r.exp[1] = 0;
  222. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  223. {
  224. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  225. }
  226. }
  227. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  228. {
  229. int x = targetPosition.getX();
  230. int y = targetPosition.getY();
  231. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  232. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  233. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  234. else
  235. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  236. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  237. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  238. {
  239. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  240. {
  241. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  242. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  243. }
  244. else
  245. { //add back-side guardians for two-hex target, side guardians for one-hex
  246. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  247. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  248. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  249. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  250. else if (targetIsTwoHex)//front-side guardians for two-hex target
  251. {
  252. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  254. if (x > 3) //back guard for two-hex
  255. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  256. }
  257. }
  258. }
  259. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  260. {
  261. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  262. {
  263. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  264. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  265. }
  266. else
  267. {
  268. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  269. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  270. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  271. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  272. else if (targetIsTwoHex)
  273. {
  274. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  276. if (x < GameConstants::BFIELD_WIDTH - 4)
  277. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  278. }
  279. }
  280. }
  281. else if (!targetIsAttacker && y % 2 == 0)
  282. {
  283. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  284. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  285. }
  286. else if (targetIsAttacker && y % 2 == 1)
  287. {
  288. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  289. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  290. }
  291. }
  292. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  293. {
  294. boost::unique_lock<boost::mutex> l(mx);
  295. if (players.find(player) != players.end())
  296. {
  297. return players.at(player);
  298. }
  299. else
  300. {
  301. throw std::runtime_error("No such player!");
  302. }
  303. }
  304. void PlayerStatuses::addPlayer(PlayerColor player)
  305. {
  306. boost::unique_lock<boost::mutex> l(mx);
  307. players[player];
  308. }
  309. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  310. {
  311. boost::unique_lock<boost::mutex> l(mx);
  312. if (players.find(player) != players.end())
  313. {
  314. return players[player].*flag;
  315. }
  316. else
  317. {
  318. throw std::runtime_error("No such player!");
  319. }
  320. }
  321. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  322. {
  323. boost::unique_lock<boost::mutex> l(mx);
  324. if (players.find(player) != players.end())
  325. {
  326. players[player].*flag = val;
  327. }
  328. else
  329. {
  330. throw std::runtime_error("No such player!");
  331. }
  332. cv.notify_all();
  333. }
  334. template <typename T>
  335. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  336. {
  337. fun(args[which]);
  338. }
  339. const Services * CGameHandler::services() const
  340. {
  341. return VLC;
  342. }
  343. const CGameHandler::BattleCb * CGameHandler::battle() const
  344. {
  345. return this;
  346. }
  347. const CGameHandler::GameCb * CGameHandler::game() const
  348. {
  349. return this;
  350. }
  351. vstd::CLoggerBase * CGameHandler::logger() const
  352. {
  353. return logGlobal;
  354. }
  355. events::EventBus * CGameHandler::eventBus() const
  356. {
  357. return serverEventBus.get();
  358. }
  359. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  360. {
  361. changeSecSkill(hero, skill, 1, 0);
  362. expGiven(hero);
  363. }
  364. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  365. {
  366. // required exp for at least 1 lvl-up hasn't been reached
  367. if (!hero->gainsLevel())
  368. {
  369. return;
  370. }
  371. // give primary skill
  372. logGlobal->trace("%s got level %d", hero->name, hero->level);
  373. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  374. SetPrimSkill sps;
  375. sps.id = hero->id;
  376. sps.which = primarySkill;
  377. sps.abs = false;
  378. sps.val = 1;
  379. sendAndApply(&sps);
  380. PrepareHeroLevelUp pre;
  381. pre.heroId = hero->id;
  382. sendAndApply(&pre);
  383. HeroLevelUp hlu;
  384. hlu.player = hero->tempOwner;
  385. hlu.heroId = hero->id;
  386. hlu.primskill = primarySkill;
  387. hlu.skills = pre.skills;
  388. if (hlu.skills.size() == 0)
  389. {
  390. sendAndApply(&hlu);
  391. levelUpHero(hero);
  392. }
  393. else if (hlu.skills.size() == 1)
  394. {
  395. sendAndApply(&hlu);
  396. levelUpHero(hero, pre.skills.front());
  397. }
  398. else if (hlu.skills.size() > 1)
  399. {
  400. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  401. hlu.queryID = levelUpQuery->queryID;
  402. queries.addQuery(levelUpQuery);
  403. sendAndApply(&hlu);
  404. //level up will be called on query reply
  405. }
  406. }
  407. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  408. {
  409. SetCommanderProperty scp;
  410. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  411. if (hero)
  412. scp.heroid = hero->id;
  413. else
  414. {
  415. complain ("Commander is not led by hero!");
  416. return;
  417. }
  418. scp.accumulatedBonus.subtype = 0;
  419. scp.accumulatedBonus.additionalInfo = 0;
  420. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  421. scp.accumulatedBonus.turnsRemain = 0;
  422. scp.accumulatedBonus.source = Bonus::COMMANDER;
  423. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  424. if (skill <= ECommander::SPELL_POWER)
  425. {
  426. scp.which = SetCommanderProperty::BONUS;
  427. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  428. {
  429. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  430. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  431. };
  432. switch (skill)
  433. {
  434. case ECommander::ATTACK:
  435. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  436. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  437. break;
  438. case ECommander::DEFENSE:
  439. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  440. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  441. break;
  442. case ECommander::HEALTH:
  443. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  444. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  445. break;
  446. case ECommander::DAMAGE:
  447. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  448. scp.accumulatedBonus.subtype = 0;
  449. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  450. break;
  451. case ECommander::SPEED:
  452. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  453. break;
  454. case ECommander::SPELL_POWER:
  455. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  456. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  457. sendAndApply (&scp); //additional pack
  458. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  459. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  460. sendAndApply (&scp); //additional pack
  461. scp.accumulatedBonus.type = Bonus::CASTS;
  462. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  463. sendAndApply (&scp); //additional pack
  464. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  465. break;
  466. }
  467. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  468. sendAndApply (&scp);
  469. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  470. scp.additionalInfo = skill;
  471. scp.amount = c->secondarySkills.at(skill) + 1;
  472. sendAndApply (&scp);
  473. }
  474. else if (skill >= 100)
  475. {
  476. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  477. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  478. scp.additionalInfo = skill; //unnormalized
  479. sendAndApply (&scp);
  480. }
  481. expGiven(hero);
  482. }
  483. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  484. {
  485. if (!c->gainsLevel())
  486. {
  487. return;
  488. }
  489. CommanderLevelUp clu;
  490. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  491. if(hero)
  492. {
  493. clu.heroId = hero->id;
  494. clu.player = hero->tempOwner;
  495. }
  496. else
  497. {
  498. complain ("Commander is not led by hero!");
  499. return;
  500. }
  501. //picking sec. skills for choice
  502. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  503. {
  504. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  505. clu.skills.push_back(i);
  506. }
  507. int i = 100;
  508. for (auto specialSkill : VLC->creh->skillRequirements)
  509. {
  510. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  511. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  512. && !vstd::contains (c->specialSKills, i))
  513. clu.skills.push_back (i);
  514. ++i;
  515. }
  516. int skillAmount = static_cast<int>(clu.skills.size());
  517. if (!skillAmount)
  518. {
  519. sendAndApply(&clu);
  520. levelUpCommander(c);
  521. }
  522. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  523. {
  524. sendAndApply(&clu);
  525. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  526. }
  527. else if (skillAmount > 1) //apply and ask for secondary skill
  528. {
  529. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  530. clu.queryID = commanderLevelUp->queryID;
  531. queries.addQuery(commanderLevelUp);
  532. sendAndApply(&clu);
  533. }
  534. }
  535. void CGameHandler::expGiven(const CGHeroInstance *hero)
  536. {
  537. if (hero->gainsLevel())
  538. levelUpHero(hero);
  539. else if (hero->commander && hero->commander->gainsLevel())
  540. levelUpCommander(hero->commander);
  541. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  542. // levelUpCommander(hero->commander);
  543. // else
  544. // levelUpHero(hero);
  545. }
  546. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  547. {
  548. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  549. {
  550. if (gs->map->levelLimit != 0)
  551. {
  552. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  553. TExpType resultingExp = abs ? val : hero->exp + val;
  554. if (resultingExp > expLimit)
  555. {
  556. // set given experience to max possible, but don't decrease if hero already over top
  557. abs = true;
  558. val = std::max(expLimit, hero->exp);
  559. InfoWindow iw;
  560. iw.player = hero->tempOwner;
  561. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  562. iw.text.addReplacement(hero->name);
  563. sendAndApply(&iw);
  564. }
  565. }
  566. }
  567. SetPrimSkill sps;
  568. sps.id = hero->id;
  569. sps.which = which;
  570. sps.abs = abs;
  571. sps.val = val;
  572. sendAndApply(&sps);
  573. //only for exp - hero may level up
  574. if (which == PrimarySkill::EXPERIENCE)
  575. {
  576. if (hero->commander && hero->commander->alive)
  577. {
  578. //FIXME: trim experience according to map limit?
  579. SetCommanderProperty scp;
  580. scp.heroid = hero->id;
  581. scp.which = SetCommanderProperty::EXPERIENCE;
  582. scp.amount = val;
  583. sendAndApply (&scp);
  584. CBonusSystemNode::treeHasChanged();
  585. }
  586. expGiven(hero);
  587. }
  588. }
  589. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  590. {
  591. if(!hero)
  592. {
  593. logGlobal->error("changeSecSkill provided no hero");
  594. return;
  595. }
  596. SetSecSkill sss;
  597. sss.id = hero->id;
  598. sss.which = which;
  599. sss.val = val;
  600. sss.abs = abs;
  601. sendAndApply(&sss);
  602. if (which == SecondarySkill::WISDOM)
  603. {
  604. if (hero->visitedTown)
  605. giveSpells(hero->visitedTown, hero);
  606. }
  607. }
  608. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  609. {
  610. LOG_TRACE(logGlobal);
  611. //Fill BattleResult structure with exp info
  612. giveExp(*battleResult.data);
  613. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  614. {
  615. if(heroAttacker)
  616. battleResult.data->exp[1] += 500;
  617. if(heroDefender)
  618. battleResult.data->exp[0] += 500;
  619. }
  620. if(heroAttacker)
  621. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  622. if(heroDefender)
  623. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  624. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  625. if (!battleQuery)
  626. {
  627. logGlobal->error("Cannot find battle query!");
  628. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
  629. return;
  630. }
  631. battleQuery->result = boost::make_optional(*battleResult.data);
  632. //Check how many battle queries were created (number of players blocked by battle)
  633. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  634. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  635. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
  636. battleResult.data->queryID = battleDialogQuery->queryID;
  637. queries.addQuery(battleDialogQuery);
  638. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  639. }
  640. void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
  641. {
  642. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
  643. if(!battleQuery)
  644. {
  645. logGlobal->error("Cannot find battle query!");
  646. complain("Player " + boost::lexical_cast<std::string>(battleInfo->sides.at(0).color) + " has no battle query at the top!");
  647. return;
  648. }
  649. const CArmedInstance *bEndArmy1 = battleInfo->sides.at(0).armyObject;
  650. const CArmedInstance *bEndArmy2 = battleInfo->sides.at(1).armyObject;
  651. const BattleResult::EResult result = battleResult.get()->result;
  652. CasualtiesAfterBattle cab1(bEndArmy1, battleInfo), cab2(bEndArmy2, battleInfo); //calculate casualties before deleting battle
  653. ChangeSpells cs; //for Eagle Eye
  654. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  655. {
  656. if(int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  657. {
  658. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  659. for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
  660. {
  661. auto spell = spellId.toSpell(VLC->spells());
  662. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  663. cs.spells.insert(spell->getId());
  664. }
  665. }
  666. }
  667. std::vector<const CArtifactInstance *> arts; //display them in window
  668. if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  669. {
  670. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  671. {
  672. arts.push_back(art);
  673. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  674. sendAndApply(ma);
  675. };
  676. if (finishingBattle->loserHero)
  677. {
  678. //TODO: wrap it into a function, somehow (boost::variant -_-)
  679. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  680. for (auto artSlot : artifactsWorn)
  681. {
  682. MoveArtifact ma;
  683. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  684. const CArtifactInstance * art = ma.src.getArt();
  685. if (art && !art->artType->isBig() &&
  686. art->artType->id != ArtifactID::SPELLBOOK)
  687. // don't move war machines or locked arts (spellbook)
  688. {
  689. sendMoveArtifact(art, &ma);
  690. }
  691. }
  692. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  693. {
  694. //we assume that no big artifacts can be found
  695. MoveArtifact ma;
  696. ma.src = ArtifactLocation(finishingBattle->loserHero,
  697. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  698. const CArtifactInstance * art = ma.src.getArt();
  699. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  700. {
  701. sendMoveArtifact(art, &ma);
  702. }
  703. }
  704. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  705. {
  706. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  707. for (auto artSlot : artifactsWorn)
  708. {
  709. MoveArtifact ma;
  710. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  711. const CArtifactInstance * art = ma.src.getArt();
  712. if (art && !art->artType->isBig())
  713. {
  714. sendMoveArtifact(art, &ma);
  715. }
  716. }
  717. }
  718. }
  719. for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
  720. {
  721. auto artifactsWorn = armySlot.second->artifactsWorn;
  722. for (auto artSlot : artifactsWorn)
  723. {
  724. MoveArtifact ma;
  725. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  726. const CArtifactInstance * art = ma.src.getArt();
  727. if (art && !art->artType->isBig())
  728. {
  729. sendMoveArtifact(art, &ma);
  730. }
  731. }
  732. }
  733. }
  734. if (arts.size()) //display loot
  735. {
  736. InfoWindow iw;
  737. iw.player = finishingBattle->winnerHero->tempOwner;
  738. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  739. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  740. {
  741. iw.components.push_back(Component(
  742. Component::ARTIFACT, art->artType->id,
  743. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  744. if (iw.components.size() >= 14)
  745. {
  746. sendAndApply(&iw);
  747. iw.components.clear();
  748. }
  749. }
  750. if (iw.components.size())
  751. {
  752. sendAndApply(&iw);
  753. }
  754. }
  755. //Eagle Eye secondary skill handling
  756. if (!cs.spells.empty())
  757. {
  758. cs.learn = 1;
  759. cs.hid = finishingBattle->winnerHero->id;
  760. InfoWindow iw;
  761. iw.player = finishingBattle->winnerHero->tempOwner;
  762. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  763. iw.text.addReplacement(finishingBattle->winnerHero->name);
  764. std::ostringstream names;
  765. for (int i = 0; i < cs.spells.size(); i++)
  766. {
  767. names << "%s";
  768. if (i < cs.spells.size() - 2)
  769. names << ", ";
  770. else if (i < cs.spells.size() - 1)
  771. names << "%s";
  772. }
  773. names << ".";
  774. iw.text.addReplacement(names.str());
  775. auto it = cs.spells.begin();
  776. for (int i = 0; i < cs.spells.size(); i++, it++)
  777. {
  778. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  779. if (i == cs.spells.size() - 2) //we just added pre-last name
  780. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  781. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  782. }
  783. sendAndApply(&iw);
  784. sendAndApply(&cs);
  785. }
  786. cab1.updateArmy(this);
  787. cab2.updateArmy(this); //take casualties after battle is deleted
  788. if(finishingBattle->loserHero) //remove beaten hero
  789. {
  790. RemoveObject ro(finishingBattle->loserHero->id);
  791. sendAndApply(&ro);
  792. }
  793. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  794. {
  795. RemoveObject ro(finishingBattle->winnerHero->id);
  796. sendAndApply(&ro);
  797. }
  798. if(battleResult.data->winner == BattleSide::DEFENDER
  799. && finishingBattle->winnerHero
  800. && finishingBattle->winnerHero->visitedTown
  801. && !finishingBattle->winnerHero->inTownGarrison
  802. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  803. {
  804. swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  805. }
  806. //give exp
  807. if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  808. changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
  809. //queries.popIfTop(battleQuery);
  810. BattleResultAccepted raccepted;
  811. raccepted.army1 = const_cast<CArmedInstance*>(bEndArmy1);
  812. raccepted.army2 = const_cast<CArmedInstance*>(bEndArmy2);
  813. raccepted.hero1 = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
  814. raccepted.hero2 = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
  815. raccepted.exp[0] = battleResult.data->exp[0];
  816. raccepted.exp[1] = battleResult.data->exp[1];
  817. sendAndApply(&raccepted);
  818. queries.popIfTop(battleQuery);
  819. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  820. }
  821. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  822. {
  823. LOG_TRACE(logGlobal);
  824. if(!finishingBattle)
  825. return;
  826. finishingBattle->remainingBattleQueriesCount--;
  827. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  828. if (finishingBattle->remainingBattleQueriesCount > 0)
  829. //Battle results will be handled when all battle queries are closed
  830. return;
  831. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  832. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  833. // Still, it looks like a hole.
  834. // Necromancy if applicable.
  835. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  836. // Give raised units to winner and show dialog, if any were raised,
  837. // units will be given after casualties are taken
  838. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  839. if (necroSlot != SlotID())
  840. {
  841. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  842. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  843. }
  844. BattleResultsApplied resultsApplied;
  845. resultsApplied.player1 = finishingBattle->victor;
  846. resultsApplied.player2 = finishingBattle->loser;
  847. sendAndApply(&resultsApplied);
  848. setBattle(nullptr);
  849. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  850. {
  851. logGlobal->trace("post-victory visit");
  852. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  853. }
  854. visitObjectAfterVictory = false;
  855. //handle victory/loss of engaged players
  856. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  857. checkVictoryLossConditions(playerColors);
  858. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  859. {
  860. SetAvailableHeroes sah;
  861. sah.player = finishingBattle->loser;
  862. sah.hid[0] = finishingBattle->loserHero->subID;
  863. if (result.result == BattleResult::ESCAPE) //retreat
  864. {
  865. sah.army[0].clear();
  866. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  867. }
  868. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  869. sah.hid[1] = another->subID;
  870. else
  871. sah.hid[1] = -1;
  872. sendAndApply(&sah);
  873. }
  874. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  875. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  876. {
  877. RemoveObject ro(finishingBattle->winnerHero->id);
  878. sendAndApply(&ro);
  879. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  880. {
  881. SetAvailableHeroes sah;
  882. sah.player = finishingBattle->victor;
  883. sah.hid[0] = finishingBattle->winnerHero->subID;
  884. sah.army[0].clear();
  885. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  886. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  887. sah.hid[1] = another->subID;
  888. else
  889. sah.hid[1] = -1;
  890. sendAndApply(&sah);
  891. }
  892. }
  893. finishingBattle.reset();
  894. }
  895. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  896. {
  897. if(first && !counter)
  898. handleAttackBeforeCasting(ranged, attacker, defender);
  899. FireShieldInfo fireShield;
  900. BattleAttack bat;
  901. BattleLogMessage blm;
  902. bat.stackAttacking = attacker->unitId();
  903. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  904. if(ranged)
  905. bat.flags |= BattleAttack::SHOT;
  906. if(counter)
  907. bat.flags |= BattleAttack::COUNTER;
  908. const int attackerLuck = attacker->LuckVal();
  909. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  910. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  911. {
  912. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  913. {
  914. bat.flags |= BattleAttack::LUCKY;
  915. }
  916. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  917. {
  918. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  919. {
  920. bat.flags |= BattleAttack::UNLUCKY;
  921. }
  922. }
  923. }
  924. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  925. {
  926. bat.flags |= BattleAttack::DEATH_BLOW;
  927. }
  928. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  929. {
  930. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  931. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  932. if (chance > getRandomGenerator().nextInt(99))
  933. {
  934. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  935. }
  936. }
  937. int64_t drainedLife = 0;
  938. // only primary target
  939. if(defender->alive())
  940. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  941. //multiple-hex normal attack
  942. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  943. for(const CStack * stack : attackedCreatures)
  944. {
  945. if(stack != defender && stack->alive()) //do not hit same stack twice
  946. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  947. }
  948. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  949. if(bonus && ranged) //TODO: make it work in melee?
  950. {
  951. //this is need for displaying hit animation
  952. bat.flags |= BattleAttack::SPELL_LIKE;
  953. bat.spellID = SpellID(bonus->subtype);
  954. //TODO: should spell override creature`s projectile?
  955. auto spell = bat.spellID.toSpell();
  956. battle::Target target;
  957. target.emplace_back(defender);
  958. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  959. event.setSpellLevel(bonus->val);
  960. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  961. //TODO: get exact attacked hex for defender
  962. for(const CStack * stack : attackedCreatures)
  963. {
  964. if(stack != defender && stack->alive()) //do not hit same stack twice
  965. {
  966. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  967. }
  968. }
  969. //now add effect info for all attacked stacks
  970. for (BattleStackAttacked & bsa : bat.bsa)
  971. {
  972. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  973. {
  974. //this is need for displaying affect animation
  975. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  976. bsa.spellID = SpellID(bonus->subtype);
  977. }
  978. }
  979. }
  980. attackerState->afterAttack(ranged, counter);
  981. {
  982. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  983. attackerState->save(info.data);
  984. bat.attackerChanges.changedStacks.push_back(info);
  985. }
  986. sendAndApply(&bat);
  987. {
  988. const bool multipleTargets = bat.bsa.size() > 1;
  989. int64_t totalDamage = 0;
  990. int32_t totalKills = 0;
  991. for(const BattleStackAttacked & bsa : bat.bsa)
  992. {
  993. totalDamage += bsa.damageAmount;
  994. totalKills += bsa.killedAmount;
  995. }
  996. {
  997. MetaString text;
  998. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  999. attacker->addNameReplacement(text);
  1000. text.addReplacement(totalDamage);
  1001. blm.lines.push_back(text);
  1002. }
  1003. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  1004. }
  1005. // drain life effect (as well as log entry) must be applied after the attack
  1006. if(drainedLife > 0)
  1007. {
  1008. BattleAttack bat;
  1009. bat.stackAttacking = attacker->unitId();
  1010. {
  1011. CustomEffectInfo customEffect;
  1012. customEffect.sound = soundBase::DRAINLIF;
  1013. customEffect.effect = 52;
  1014. customEffect.stack = attackerState->unitId();
  1015. bat.customEffects.push_back(std::move(customEffect));
  1016. }
  1017. sendAndApply(&bat);
  1018. MetaString text;
  1019. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1020. attackerState->addNameReplacement(text, false);
  1021. text.addReplacement(drainedLife);
  1022. defender->addNameReplacement(text, true);
  1023. blm.lines.push_back(std::move(text));
  1024. }
  1025. if(!fireShield.empty())
  1026. {
  1027. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1028. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1029. int64_t totalDamage = 0;
  1030. for(const auto & item : fireShield)
  1031. {
  1032. const CStack * actor = item.first;
  1033. int64_t rawDamage = item.second;
  1034. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1035. if(actorOwner)
  1036. {
  1037. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1038. }
  1039. else
  1040. {
  1041. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1042. }
  1043. totalDamage+=rawDamage;
  1044. //FIXME: add custom effect on actor
  1045. }
  1046. BattleStackAttacked bsa;
  1047. bsa.stackAttacked = attacker->ID; //invert
  1048. bsa.attackerID = uint32_t(-1);
  1049. bsa.flags |= BattleStackAttacked::EFFECT;
  1050. bsa.effect = 11;
  1051. bsa.damageAmount = totalDamage;
  1052. attacker->prepareAttacked(bsa, getRandomGenerator());
  1053. StacksInjured pack;
  1054. pack.stacks.push_back(bsa);
  1055. sendAndApply(&pack);
  1056. // TODO: this is already implemented in Damage::describeEffect()
  1057. {
  1058. MetaString text;
  1059. text.addTxt(MetaString::GENERAL_TXT, 376);
  1060. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1061. text.addReplacement(totalDamage);
  1062. blm.lines.push_back(std::move(text));
  1063. }
  1064. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1065. }
  1066. sendAndApply(&blm);
  1067. handleAfterAttackCasting(ranged, attacker, defender);
  1068. }
  1069. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1070. {
  1071. BattleStackAttacked bsa;
  1072. if(secondary)
  1073. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1074. bsa.attackerID = attackerState->unitId();
  1075. bsa.stackAttacked = def->unitId();
  1076. {
  1077. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  1078. bai.chargedFields = distance;
  1079. if(bat.deathBlow())
  1080. bai.additiveBonus += 1.0;
  1081. if(bat.ballistaDoubleDmg())
  1082. bai.additiveBonus += 1.0;
  1083. if(bat.lucky())
  1084. bai.additiveBonus += 1.0;
  1085. //unlucky hit, used only if negative luck is enabled
  1086. if(bat.unlucky())
  1087. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  1088. auto range = gs->curB->calculateDmgRange(bai);
  1089. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  1090. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1091. }
  1092. int64_t drainedLife = 0;
  1093. //life drain handling
  1094. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1095. {
  1096. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1097. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1098. drainedLife += toHeal;
  1099. }
  1100. //soul steal handling
  1101. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1102. {
  1103. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1104. //try to use permanent first, use only one of two
  1105. for(si32 subtype = 1; subtype >= 0; subtype--)
  1106. {
  1107. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1108. {
  1109. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1110. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1111. drainedLife += toHeal;
  1112. break;
  1113. }
  1114. }
  1115. }
  1116. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1117. //fire shield handling
  1118. if(!bat.shot() && !def->isClone() &&
  1119. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  1120. {
  1121. //TODO: use damage with bonus but without penalties
  1122. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1123. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1124. }
  1125. return drainedLife;
  1126. }
  1127. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1128. {
  1129. if(killed > 0)
  1130. {
  1131. BattleLogMessage blm;
  1132. addGenericKilledLog(blm, defender, killed, multiple);
  1133. sendAndApply(&blm);
  1134. }
  1135. }
  1136. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1137. {
  1138. if(killed > 0)
  1139. {
  1140. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1141. std::string formatString = VLC->generaltexth->allTexts.at(txtIndex);
  1142. // 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)
  1143. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1144. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1145. boost::algorithm::trim(formatString);
  1146. boost::format txt(formatString);
  1147. if(killed > 1)
  1148. {
  1149. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1150. }
  1151. else //killed == 1
  1152. {
  1153. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1154. }
  1155. MetaString line;
  1156. line << txt.str();
  1157. blm.lines.push_back(std::move(line));
  1158. }
  1159. }
  1160. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1161. {
  1162. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1163. return;
  1164. for(auto & playerConnections : connections)
  1165. {
  1166. PlayerColor playerId = playerConnections.first;
  1167. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1168. if(!playerSettings)
  1169. continue;
  1170. auto playerConnection = vstd::find(playerConnections.second, c);
  1171. if(playerConnection != playerConnections.second.end())
  1172. {
  1173. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1174. playerMessage(playerId, messageText, ObjectInstanceID{});
  1175. }
  1176. }
  1177. }
  1178. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1179. {
  1180. //prepare struct informing that action was applied
  1181. auto sendPackageResponse = [&](bool succesfullyApplied)
  1182. {
  1183. PackageApplied applied;
  1184. applied.player = pack->player;
  1185. applied.result = succesfullyApplied;
  1186. applied.packType = typeList.getTypeID(pack);
  1187. applied.requestID = pack->requestID;
  1188. pack->c->sendPack(&applied);
  1189. };
  1190. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1191. if(isBlockedByQueries(pack, pack->player))
  1192. {
  1193. sendPackageResponse(false);
  1194. }
  1195. else if(apply)
  1196. {
  1197. const bool result = apply->applyOnGH(this, pack);
  1198. if(result)
  1199. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1200. else
  1201. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1202. % typeid(*pack).name()).str());
  1203. sendPackageResponse(true);
  1204. }
  1205. else
  1206. {
  1207. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1208. sendPackageResponse(false);
  1209. }
  1210. vstd::clear_pointer(pack);
  1211. }
  1212. int CGameHandler::moveStack(int stack, BattleHex dest)
  1213. {
  1214. int ret = 0;
  1215. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1216. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1217. assert(curStack);
  1218. assert(dest < GameConstants::BFIELD_SIZE);
  1219. if (gs->curB->tacticDistance)
  1220. {
  1221. assert(gs->curB->isInTacticRange(dest));
  1222. }
  1223. auto start = curStack->getPosition();
  1224. if (start == dest)
  1225. return 0;
  1226. //initing necessary tables
  1227. auto accessibility = getAccesibility(curStack);
  1228. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1229. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1230. {
  1231. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1232. if(accessibility.accessible(shifted, curStack))
  1233. dest = shifted;
  1234. }
  1235. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1236. {
  1237. complain("Given destination is not accessible!");
  1238. return 0;
  1239. }
  1240. bool canUseGate = false;
  1241. auto dbState = gs->curB->si.gateState;
  1242. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1243. dbState != EGateState::DESTROYED &&
  1244. dbState != EGateState::BLOCKED)
  1245. {
  1246. canUseGate = true;
  1247. }
  1248. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1249. ret = path.second;
  1250. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1251. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1252. {
  1253. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1254. return true;
  1255. if (hex == ESiegeHex::GATE_OUTER)
  1256. return true;
  1257. if (hex == ESiegeHex::GATE_INNER)
  1258. return true;
  1259. return false;
  1260. };
  1261. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1262. {
  1263. if (isGateDrawbridgeHex(hex))
  1264. return true;
  1265. if (curStack->doubleWide())
  1266. {
  1267. BattleHex otherHex = curStack->occupiedHex(hex);
  1268. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1269. return true;
  1270. }
  1271. return false;
  1272. };
  1273. if (curStack->hasBonusOfType(Bonus::FLYING))
  1274. {
  1275. if (path.second <= creSpeed && path.first.size() > 0)
  1276. {
  1277. if (canUseGate && dbState != EGateState::OPENED &&
  1278. occupyGateDrawbridgeHex(dest))
  1279. {
  1280. BattleUpdateGateState db;
  1281. db.state = EGateState::OPENED;
  1282. sendAndApply(&db);
  1283. }
  1284. //inform clients about move
  1285. BattleStackMoved sm;
  1286. sm.stack = curStack->ID;
  1287. std::vector<BattleHex> tiles;
  1288. tiles.push_back(path.first[0]);
  1289. sm.tilesToMove = tiles;
  1290. sm.distance = path.second;
  1291. sm.teleporting = false;
  1292. sendAndApply(&sm);
  1293. }
  1294. }
  1295. else //for non-flying creatures
  1296. {
  1297. std::vector<BattleHex> tiles;
  1298. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1299. int v = (int)path.first.size()-1;
  1300. path.first.push_back(start);
  1301. // check if gate need to be open or closed at some point
  1302. BattleHex openGateAtHex, gateMayCloseAtHex;
  1303. if (canUseGate)
  1304. {
  1305. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1306. {
  1307. auto needOpenGates = [&](BattleHex hex) -> bool
  1308. {
  1309. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1310. return true;
  1311. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1312. return true;
  1313. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1314. return true;
  1315. return false;
  1316. };
  1317. auto hex = path.first[i];
  1318. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1319. {
  1320. if (needOpenGates(hex))
  1321. openGateAtHex = path.first[i+1];
  1322. //TODO we need find batter way to handle double-wide stacks
  1323. //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.
  1324. if (curStack->doubleWide())
  1325. {
  1326. BattleHex otherHex = curStack->occupiedHex(hex);
  1327. if (otherHex.isValid() && needOpenGates(otherHex))
  1328. openGateAtHex = path.first[i+2];
  1329. }
  1330. //gate may be opened and then closed during stack movement, but not other way around
  1331. if (openGateAtHex.isValid())
  1332. dbState = EGateState::OPENED;
  1333. }
  1334. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1335. {
  1336. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1337. {
  1338. gateMayCloseAtHex = path.first[i-1];
  1339. }
  1340. if (gs->curB->town->subID == ETownType::FORTRESS)
  1341. {
  1342. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1343. {
  1344. gateMayCloseAtHex = path.first[i-1];
  1345. }
  1346. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1347. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1348. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1349. {
  1350. gateMayCloseAtHex = path.first[i-1];
  1351. }
  1352. }
  1353. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1354. {
  1355. gateMayCloseAtHex = path.first[i-1];
  1356. }
  1357. }
  1358. }
  1359. }
  1360. bool stackIsMoving = true;
  1361. while(stackIsMoving)
  1362. {
  1363. if (v<tilesToMove)
  1364. {
  1365. logGlobal->error("Movement terminated abnormally");
  1366. break;
  1367. }
  1368. bool gateStateChanging = false;
  1369. //special handling for opening gate on from starting hex
  1370. if (openGateAtHex.isValid() && openGateAtHex == start)
  1371. gateStateChanging = true;
  1372. else
  1373. {
  1374. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1375. {
  1376. BattleHex hex = path.first[v];
  1377. tiles.push_back(hex);
  1378. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1379. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1380. {
  1381. gateStateChanging = true;
  1382. }
  1383. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1384. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1385. obstacleHit = true;
  1386. if (curStack->doubleWide())
  1387. {
  1388. BattleHex otherHex = curStack->occupiedHex(hex);
  1389. //two hex creature hit obstacle by backside
  1390. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1391. if(otherHex.isValid() && !obstacle2.empty())
  1392. obstacleHit = true;
  1393. }
  1394. }
  1395. }
  1396. if (tiles.size() > 0)
  1397. {
  1398. //commit movement
  1399. BattleStackMoved sm;
  1400. sm.stack = curStack->ID;
  1401. sm.distance = path.second;
  1402. sm.teleporting = false;
  1403. sm.tilesToMove = tiles;
  1404. sendAndApply(&sm);
  1405. tiles.clear();
  1406. }
  1407. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1408. if (curStack->getPosition() != dest)
  1409. {
  1410. if(stackIsMoving && start != curStack->getPosition())
  1411. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1412. if (gateStateChanging)
  1413. {
  1414. if (curStack->getPosition() == openGateAtHex)
  1415. {
  1416. openGateAtHex = BattleHex();
  1417. //only open gate if stack is still alive
  1418. if (curStack->alive())
  1419. {
  1420. BattleUpdateGateState db;
  1421. db.state = EGateState::OPENED;
  1422. sendAndApply(&db);
  1423. }
  1424. }
  1425. else if (curStack->getPosition() == gateMayCloseAtHex)
  1426. {
  1427. gateMayCloseAtHex = BattleHex();
  1428. updateGateState();
  1429. }
  1430. }
  1431. }
  1432. else
  1433. //movement finished normally: we reached destination
  1434. stackIsMoving = false;
  1435. }
  1436. }
  1437. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1438. handleDamageFromObstacle(curStack);
  1439. return ret;
  1440. }
  1441. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1442. : lobby(lobby)
  1443. , complainNoCreatures("No creatures to split")
  1444. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1445. , complainInvalidSlot("Invalid slot accessed!")
  1446. {
  1447. QID = 1;
  1448. IObjectInterface::cb = this;
  1449. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1450. registerTypesServerPacks(*applier);
  1451. visitObjectAfterVictory = false;
  1452. spellEnv = new ServerSpellCastEnvironment(this);
  1453. }
  1454. CGameHandler::~CGameHandler()
  1455. {
  1456. delete spellEnv;
  1457. delete gs;
  1458. }
  1459. void CGameHandler::reinitScripting()
  1460. {
  1461. serverEventBus = make_unique<events::EventBus>();
  1462. #if SCRIPTING_ENABLED
  1463. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1464. #endif
  1465. }
  1466. void CGameHandler::init(StartInfo *si)
  1467. {
  1468. if (si->seedToBeUsed == 0)
  1469. {
  1470. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1471. }
  1472. CMapService mapService;
  1473. gs = new CGameState();
  1474. gs->preInit(VLC);
  1475. logGlobal->info("Gamestate created!");
  1476. gs->init(&mapService, si);
  1477. logGlobal->info("Gamestate initialized!");
  1478. // reset seed, so that clients can't predict any following random values
  1479. getRandomGenerator().resetSeed();
  1480. for (auto & elem : gs->players)
  1481. {
  1482. states.addPlayer(elem.first);
  1483. }
  1484. reinitScripting();
  1485. }
  1486. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1487. {
  1488. return a.earlierThan(b);
  1489. }
  1490. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1491. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1492. const PlayerState * p = getPlayerState(town->tempOwner);
  1493. if (!p)
  1494. {
  1495. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1496. return;
  1497. }
  1498. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1499. {
  1500. SetAvailableCreatures ssi;
  1501. ssi.tid = town->id;
  1502. ssi.creatures = town->creatures;
  1503. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1504. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1505. if (dwellings.empty())//no dwellings - just remove
  1506. {
  1507. sendAndApply(&ssi);
  1508. return;
  1509. }
  1510. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1511. // for multi-creature dwellings like Golem Factory
  1512. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1513. if (clear)
  1514. {
  1515. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1516. }
  1517. else
  1518. {
  1519. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1520. }
  1521. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1522. sendAndApply(&ssi);
  1523. }
  1524. }
  1525. void CGameHandler::newTurn()
  1526. {
  1527. logGlobal->trace("Turn %d", gs->day+1);
  1528. NewTurn n;
  1529. n.specialWeek = NewTurn::NO_ACTION;
  1530. n.creatureid = CreatureID::NONE;
  1531. n.day = gs->day + 1;
  1532. bool firstTurn = !getDate(Date::DAY);
  1533. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1534. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1535. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1536. if (firstTurn)
  1537. {
  1538. for (auto obj : gs->map->objects)
  1539. {
  1540. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1541. {
  1542. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1543. }
  1544. }
  1545. }
  1546. if (newWeek && !firstTurn)
  1547. {
  1548. n.specialWeek = NewTurn::NORMAL;
  1549. bool deityOfFireBuilt = false;
  1550. for (const CGTownInstance *t : gs->map->towns)
  1551. {
  1552. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1553. {
  1554. deityOfFireBuilt = true;
  1555. break;
  1556. }
  1557. }
  1558. if (deityOfFireBuilt)
  1559. {
  1560. n.specialWeek = NewTurn::DEITYOFFIRE;
  1561. n.creatureid = CreatureID::IMP;
  1562. }
  1563. else if(!VLC->modh->settings.NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS)
  1564. {
  1565. int monthType = getRandomGenerator().nextInt(99);
  1566. if (newMonth) //new month
  1567. {
  1568. if (monthType < 40) //double growth
  1569. {
  1570. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1571. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1572. {
  1573. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1574. n.creatureid = newMonster.second;
  1575. }
  1576. else if (VLC->creh->doubledCreatures.size())
  1577. {
  1578. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1579. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1580. }
  1581. else
  1582. {
  1583. complain("Cannot find creature that can be spawned!");
  1584. n.specialWeek = NewTurn::NORMAL;
  1585. }
  1586. }
  1587. else if (monthType < 50)
  1588. n.specialWeek = NewTurn::PLAGUE;
  1589. }
  1590. else //it's a week, but not full month
  1591. {
  1592. if (monthType < 25)
  1593. {
  1594. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1595. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1596. do
  1597. {
  1598. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1599. } while (VLC->creh->objects[newMonster.second] &&
  1600. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1601. n.creatureid = newMonster.second;
  1602. }
  1603. }
  1604. }
  1605. }
  1606. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1607. for (auto& hp : pool)
  1608. {
  1609. auto hero = hp.second;
  1610. if (hero->isInitialized() && hero->stacks.size())
  1611. {
  1612. // reset retreated or surrendered heroes
  1613. auto maxmove = hero->maxMovePoints(true);
  1614. // if movement is greater than maxmove, we should decrease it
  1615. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1616. {
  1617. NewTurn::Hero hth;
  1618. hth.id = hero->id;
  1619. hth.move = maxmove;
  1620. hth.mana = hero->getManaNewTurn();
  1621. n.heroes.insert(hth);
  1622. }
  1623. }
  1624. }
  1625. for (auto & elem : gs->players)
  1626. {
  1627. if (elem.first == PlayerColor::NEUTRAL)
  1628. continue;
  1629. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1630. assert(0); //illegal player number!
  1631. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1632. hadGold.insert(playerGold);
  1633. if (newWeek) //new heroes in tavern
  1634. {
  1635. SetAvailableHeroes sah;
  1636. sah.player = elem.first;
  1637. //pick heroes and their armies
  1638. CHeroClass *banned = nullptr;
  1639. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1640. {
  1641. //first hero - native if possible, second hero -> any other class
  1642. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1643. {
  1644. sah.hid[j] = h->subID;
  1645. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1646. banned = h->type->heroClass;
  1647. }
  1648. else
  1649. {
  1650. sah.hid[j] = -1;
  1651. }
  1652. }
  1653. sendAndApply(&sah);
  1654. }
  1655. n.res[elem.first] = elem.second.resources;
  1656. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1657. {
  1658. bool hasCrystalGenCreature = false;
  1659. for(CGHeroInstance * hero : elem.second.heroes)
  1660. {
  1661. for(auto stack : hero->stacks)
  1662. {
  1663. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1664. {
  1665. hasCrystalGenCreature = true;
  1666. break;
  1667. }
  1668. }
  1669. }
  1670. if(!hasCrystalGenCreature) //not found in armies, check towns
  1671. {
  1672. for(CGTownInstance * town : elem.second.towns)
  1673. {
  1674. for(auto stack : town->stacks)
  1675. {
  1676. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1677. {
  1678. hasCrystalGenCreature = true;
  1679. break;
  1680. }
  1681. }
  1682. }
  1683. }
  1684. if(hasCrystalGenCreature)
  1685. n.res[elem.first][Res::CRYSTAL] += 3;
  1686. }
  1687. for (CGHeroInstance *h : (elem).second.heroes)
  1688. {
  1689. if (h->visitedTown)
  1690. giveSpells(h->visitedTown, h);
  1691. NewTurn::Hero hth;
  1692. hth.id = h->id;
  1693. auto ti = make_unique<TurnInfo>(h, 1);
  1694. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1695. hth.move = h->maxMovePointsCached(gs->map->getTile(h->getPosition(false)).terType->isLand(), ti.get());
  1696. hth.mana = h->getManaNewTurn();
  1697. n.heroes.insert(hth);
  1698. if (!firstTurn) //not first day
  1699. {
  1700. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1701. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1702. {
  1703. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1704. }
  1705. }
  1706. }
  1707. }
  1708. for (CGTownInstance *t : gs->map->towns)
  1709. {
  1710. PlayerColor player = t->tempOwner;
  1711. handleTownEvents(t, n);
  1712. if (newWeek) //first day of week
  1713. {
  1714. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1715. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1716. if (!firstTurn)
  1717. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1718. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1719. if (!vstd::contains(n.cres, t->id))
  1720. {
  1721. n.cres[t->id].tid = t->id;
  1722. n.cres[t->id].creatures = t->creatures;
  1723. }
  1724. auto & sac = n.cres.at(t->id);
  1725. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1726. {
  1727. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1728. {
  1729. ui32 &availableCount = sac.creatures.at(k).first;
  1730. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1731. if (n.specialWeek == NewTurn::PLAGUE)
  1732. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1733. else
  1734. {
  1735. if (firstTurn) //first day of game: use only basic growths
  1736. availableCount = cre->growth;
  1737. else
  1738. availableCount += t->creatureGrowth(k);
  1739. //Deity of fire week - upgrade both imps and upgrades
  1740. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1741. availableCount += 15;
  1742. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1743. {
  1744. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1745. availableCount *= 2;
  1746. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1747. availableCount += 5;
  1748. }
  1749. }
  1750. }
  1751. }
  1752. }
  1753. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1754. {
  1755. n.res[player] = n.res[player] + t->dailyIncome();
  1756. }
  1757. if(t->hasBuilt(BuildingID::GRAIL)
  1758. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1759. {
  1760. // Skyship, probably easier to handle same as Veil of darkness
  1761. //do it every new day after veils apply
  1762. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1763. {
  1764. FoWChange fw;
  1765. fw.mode = 1;
  1766. fw.player = player;
  1767. // find all hidden tiles
  1768. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1769. auto shape = fow->shape();
  1770. for(size_t z = 0; z < shape[0]; z++)
  1771. for(size_t x = 0; x < shape[1]; x++)
  1772. for(size_t y = 0; y < shape[2]; y++)
  1773. if (!(*fow)[z][x][y])
  1774. fw.tiles.insert(int3(x, y, z));
  1775. sendAndApply (&fw);
  1776. }
  1777. }
  1778. if (t->hasBonusOfType (Bonus::DARKNESS))
  1779. {
  1780. for (auto & player : gs->players)
  1781. {
  1782. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1783. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1784. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1785. }
  1786. }
  1787. }
  1788. if (newMonth)
  1789. {
  1790. SetAvailableArtifacts saa;
  1791. saa.id = -1;
  1792. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1793. sendAndApply(&saa);
  1794. }
  1795. sendAndApply(&n);
  1796. if (newWeek)
  1797. {
  1798. //spawn wandering monsters
  1799. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1800. {
  1801. spawnWanderingMonsters(n.creatureid);
  1802. }
  1803. //new week info popup
  1804. if (!firstTurn)
  1805. {
  1806. InfoWindow iw;
  1807. switch (n.specialWeek)
  1808. {
  1809. case NewTurn::DOUBLE_GROWTH:
  1810. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1811. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1812. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1813. break;
  1814. case NewTurn::PLAGUE:
  1815. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1816. break;
  1817. case NewTurn::BONUS_GROWTH:
  1818. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1819. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1820. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1821. break;
  1822. case NewTurn::DEITYOFFIRE:
  1823. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1824. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1825. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1826. iw.text.addReplacement2(15); //%+d 15
  1827. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1828. iw.text.addReplacement2(15); //%+d 15
  1829. break;
  1830. default:
  1831. if (newMonth)
  1832. {
  1833. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1834. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1835. }
  1836. else
  1837. {
  1838. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1839. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1840. }
  1841. }
  1842. for (auto & elem : gs->players)
  1843. {
  1844. iw.player = elem.first;
  1845. sendAndApply(&iw);
  1846. }
  1847. }
  1848. }
  1849. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1850. handleTimeEvents();
  1851. //call objects
  1852. for (auto & elem : gs->map->objects)
  1853. {
  1854. if (elem)
  1855. elem->newTurn(getRandomGenerator());
  1856. }
  1857. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1858. }
  1859. void CGameHandler::run(bool resume)
  1860. {
  1861. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1862. using namespace boost::posix_time;
  1863. for (auto cc : lobby->connections)
  1864. {
  1865. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1866. std::stringstream sbuffer;
  1867. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1868. for (PlayerColor color : players)
  1869. {
  1870. sbuffer << color << " ";
  1871. {
  1872. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1873. connections[color].insert(cc);
  1874. }
  1875. }
  1876. logGlobal->info(sbuffer.str());
  1877. }
  1878. #if SCRIPTING_ENABLED
  1879. services()->scripts()->run(serverScripts);
  1880. #endif
  1881. if(resume)
  1882. events::GameResumed::defaultExecute(serverEventBus.get());
  1883. auto playerTurnOrder = generatePlayerTurnOrder();
  1884. while(lobby->state == EServerState::GAMEPLAY)
  1885. {
  1886. if(!resume)
  1887. {
  1888. newTurn();
  1889. events::TurnStarted::defaultExecute(serverEventBus.get());
  1890. }
  1891. std::list<PlayerColor>::iterator it;
  1892. if (resume)
  1893. {
  1894. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1895. }
  1896. else
  1897. {
  1898. it = playerTurnOrder.begin();
  1899. }
  1900. resume = false;
  1901. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1902. {
  1903. auto playerColor = *it;
  1904. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1905. {
  1906. //if player runs out of time, he shouldn't get the turn (especially AI)
  1907. //pre-trigger may change anything, should check before each player
  1908. //TODO: is it enough to check only one player?
  1909. checkVictoryLossConditionsForAll();
  1910. auto player = event.getPlayer();
  1911. const PlayerState * playerState = &gs->players[player];
  1912. if(playerState->status != EPlayerStatus::INGAME)
  1913. {
  1914. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1915. }
  1916. else
  1917. {
  1918. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1919. YourTurn yt;
  1920. yt.player = player;
  1921. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1922. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1923. applyAndSend(&yt);
  1924. }
  1925. };
  1926. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1927. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1928. {
  1929. //wait till turn is done
  1930. boost::unique_lock<boost::mutex> lock(states.mx);
  1931. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1932. {
  1933. static time_duration p = milliseconds(100);
  1934. states.cv.timed_wait(lock, p);
  1935. }
  1936. }
  1937. }
  1938. //additional check that game is not finished
  1939. bool activePlayer = false;
  1940. for (auto player : playerTurnOrder)
  1941. {
  1942. if (gs->players[player].status == EPlayerStatus::INGAME)
  1943. activePlayer = true;
  1944. }
  1945. if(!activePlayer)
  1946. lobby->state = EServerState::GAMEPLAY_ENDED;
  1947. }
  1948. }
  1949. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1950. {
  1951. // Generate player turn order
  1952. std::list<PlayerColor> playerTurnOrder;
  1953. for (const auto & player : gs->players) // add human players first
  1954. {
  1955. if (player.second.human)
  1956. playerTurnOrder.push_back(player.first);
  1957. }
  1958. for (const auto & player : gs->players) // then add non-human players
  1959. {
  1960. if (!player.second.human)
  1961. playerTurnOrder.push_back(player.first);
  1962. }
  1963. return playerTurnOrder;
  1964. }
  1965. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1966. {
  1967. battleResult.set(nullptr);
  1968. const auto & t = *getTile(tile);
  1969. TerrainId terrain = t.terType->id;
  1970. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1971. terrain = Terrain::SAND;
  1972. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1973. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1974. terType = BattleField::fromString("ship_to_ship");
  1975. //send info about battles
  1976. BattleStart bs;
  1977. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1978. sendAndApply(&bs);
  1979. }
  1980. void CGameHandler::checkBattleStateChanges()
  1981. {
  1982. //check if drawbridge state need to be changes
  1983. if (battleGetSiegeLevel() > 0)
  1984. updateGateState();
  1985. //check if battle ended
  1986. if (auto result = battleIsFinished())
  1987. {
  1988. setBattleResult(BattleResult::NORMAL, *result);
  1989. }
  1990. }
  1991. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1992. {
  1993. if (!h->hasSpellbook())
  1994. return; //hero hasn't spellbook
  1995. ChangeSpells cs;
  1996. cs.hid = h->id;
  1997. cs.learn = true;
  1998. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1999. {
  2000. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  2001. for (int i = 0; i < h->maxSpellLevel(); i++)
  2002. {
  2003. std::vector<SpellID> spells;
  2004. getAllowedSpells(spells, i+1);
  2005. for (auto & spell : spells)
  2006. cs.spells.insert(spell);
  2007. }
  2008. }
  2009. else
  2010. {
  2011. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  2012. {
  2013. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  2014. {
  2015. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  2016. cs.spells.insert(t->spells.at(i).at(j));
  2017. }
  2018. }
  2019. }
  2020. if (!cs.spells.empty())
  2021. sendAndApply(&cs);
  2022. }
  2023. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  2024. {
  2025. if (!obj || !getObj(obj->id))
  2026. {
  2027. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  2028. return false;
  2029. }
  2030. RemoveObject ro;
  2031. ro.id = obj->id;
  2032. sendAndApply(&ro);
  2033. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  2034. return true;
  2035. }
  2036. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  2037. {
  2038. const CGHeroInstance *h = getHero(hid);
  2039. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2040. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2041. {
  2042. logGlobal->error("Illegal call to move hero!");
  2043. return false;
  2044. }
  2045. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2046. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  2047. if (!gs->map->isInTheMap(hmpos))
  2048. {
  2049. logGlobal->error("Destination tile is outside the map!");
  2050. return false;
  2051. }
  2052. const TerrainTile t = *getTile(hmpos);
  2053. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2054. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2055. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  2056. //result structure for start - movement failed, no move points used
  2057. TryMoveHero tmh;
  2058. tmh.id = hid;
  2059. tmh.start = h->pos;
  2060. tmh.end = dst;
  2061. tmh.result = TryMoveHero::FAILED;
  2062. tmh.movePoints = h->movement;
  2063. //check if destination tile is available
  2064. auto pathfinderHelper = make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2065. pathfinderHelper->updateTurnInfo(0);
  2066. auto ti = pathfinderHelper->getTurnInfo();
  2067. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2068. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2069. const int cost = pathfinderHelper->getMovementCost(h->getPosition(), hmpos, nullptr, nullptr, h->movement);
  2070. //it's a rock or blocked and not visitable tile
  2071. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2072. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2073. && complain("Cannot move hero, destination tile is blocked!"))
  2074. || ((!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)
  2075. && complain("Cannot move hero, destination tile is on water!"))
  2076. || ((h->boat && t.terType->isLand() && t.blocked)
  2077. && complain("Cannot disembark hero, tile is blocked!"))
  2078. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2079. && complain("Tiles are not neighboring!"))
  2080. || ((h->inTownGarrison)
  2081. && complain("Can not move garrisoned hero!"))
  2082. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2083. && complain("Hero doesn't have any movement points left!"))
  2084. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2085. && complain("Hero cannot transit over this tile!"))
  2086. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2087. && complain("Cannot move hero during the battle"))*/)
  2088. {
  2089. //send info about movement failure
  2090. sendAndApply(&tmh);
  2091. return false;
  2092. }
  2093. //several generic blocks of code
  2094. // should be called if hero changes tile but before applying TryMoveHero package
  2095. auto leaveTile = [&]()
  2096. {
  2097. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2098. {
  2099. obj->onHeroLeave(h);
  2100. }
  2101. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2102. };
  2103. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2104. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2105. {
  2106. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  2107. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2108. queries.addQuery(moveQuery);
  2109. if (leavingTile == LEAVING_TILE)
  2110. leaveTile();
  2111. tmh.result = result;
  2112. sendAndApply(&tmh);
  2113. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2114. { // Hero should be always able to visit any object he staying on even if there guards around
  2115. visitObjectOnTile(t, h);
  2116. }
  2117. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2118. {
  2119. tmh.attackedFrom = boost::make_optional(guardPos);
  2120. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2121. objectVisited(guardTile.visitableObjects.back(), h);
  2122. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2123. }
  2124. else if (visitDest == VISIT_DEST)
  2125. {
  2126. visitObjectOnTile(t, h);
  2127. }
  2128. queries.popIfTop(moveQuery);
  2129. logGlobal->trace("Hero %s ends movement", h->name);
  2130. return result != TryMoveHero::FAILED;
  2131. };
  2132. //interaction with blocking object (like resources)
  2133. auto blockingVisit = [&]() -> bool
  2134. {
  2135. for (CGObjectInstance *obj : t.visitableObjects)
  2136. {
  2137. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2138. {
  2139. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2140. //this-> is needed for MVS2010 to recognize scope (?)
  2141. }
  2142. }
  2143. return false;
  2144. };
  2145. if (!transit && embarking)
  2146. {
  2147. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2148. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2149. // In H3 embark ignore guards
  2150. }
  2151. if (disembarking)
  2152. {
  2153. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2154. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2155. }
  2156. if (teleporting)
  2157. {
  2158. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2159. return true;
  2160. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2161. // visit town for town portal \ castle gates
  2162. // do not use generic visitObjectOnTile to avoid double-teleporting
  2163. // if this moveHero call was triggered by teleporter
  2164. if (!t.visitableObjects.empty())
  2165. {
  2166. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2167. town->onHeroVisit(h);
  2168. }
  2169. return true;
  2170. }
  2171. //still here? it is standard movement!
  2172. {
  2173. tmh.movePoints = (int)h->movement >= cost
  2174. ? h->movement - cost
  2175. : 0;
  2176. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2177. EVisitDest visitDest = VISIT_DEST;
  2178. if (transit)
  2179. {
  2180. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2181. visitDest = DONT_VISIT_DEST;
  2182. if (canFly)
  2183. {
  2184. lookForGuards = IGNORE_GUARDS;
  2185. visitDest = DONT_VISIT_DEST;
  2186. }
  2187. }
  2188. else if (blockingVisit())
  2189. return true;
  2190. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2191. return true;
  2192. }
  2193. }
  2194. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2195. {
  2196. const CGHeroInstance *h = getHero(hid);
  2197. const CGTownInstance *t = getTown(dstid);
  2198. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2199. COMPLAIN_RET("Invalid call to teleportHero!");
  2200. const CGTownInstance *from = h->visitedTown;
  2201. if (((h->getOwner() != t->getOwner())
  2202. && complain("Cannot teleport hero to another player"))
  2203. || (from->town->faction->index != t->town->faction->index
  2204. && complain("Source town and destination town should belong to the same faction"))
  2205. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2206. && complain("Hero must be in town with Castle gate for teleporting"))
  2207. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2208. && complain("Cannot teleport hero to town without Castle gate in it")))
  2209. return false;
  2210. int3 pos = t->visitablePos();
  2211. pos += h->getVisitableOffset();
  2212. moveHero(hid,pos,1);
  2213. return true;
  2214. }
  2215. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2216. {
  2217. PlayerColor oldOwner = getOwner(obj->id);
  2218. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2219. sendAndApply(&sop);
  2220. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2221. checkVictoryLossConditions(playerColors);
  2222. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2223. if (town) //town captured
  2224. {
  2225. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2226. {
  2227. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2228. setPortalDwelling(town, true, false);
  2229. }
  2230. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2231. {
  2232. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2233. {
  2234. InfoWindow iw;
  2235. iw.player = oldOwner;
  2236. 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.
  2237. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2238. sendAndApply(&iw);
  2239. }
  2240. }
  2241. }
  2242. const PlayerState * p = getPlayerState(owner);
  2243. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2244. {
  2245. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2246. {
  2247. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2248. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2249. }
  2250. }
  2251. }
  2252. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2253. {
  2254. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2255. queries.addQuery(dialogQuery);
  2256. iw->queryID = dialogQuery->queryID;
  2257. sendToAllClients(iw);
  2258. }
  2259. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2260. {
  2261. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2262. queries.addQuery(dialogQuery);
  2263. iw->queryID = dialogQuery->queryID;
  2264. sendToAllClients(iw);
  2265. }
  2266. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2267. {
  2268. if (!val) return; //don't waste time on empty call
  2269. TResources resources;
  2270. resources.at(which) = val;
  2271. giveResources(player, resources);
  2272. }
  2273. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2274. {
  2275. SetResources sr;
  2276. sr.abs = false;
  2277. sr.player = player;
  2278. sr.res = resources;
  2279. sendAndApply(&sr);
  2280. }
  2281. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2282. {
  2283. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2284. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2285. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2286. //first we move creatures to give to make them army of object-source
  2287. for (auto & elem : creatures.Slots())
  2288. {
  2289. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2290. }
  2291. tryJoiningArmy(obj, h, remove, true);
  2292. }
  2293. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2294. {
  2295. std::vector<CStackBasicDescriptor> cres = creatures;
  2296. if (cres.size() <= 0)
  2297. return;
  2298. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2299. for (CStackBasicDescriptor &sbd : cres)
  2300. {
  2301. TQuantity collected = 0;
  2302. while(collected < sbd.count)
  2303. {
  2304. bool foundSth = false;
  2305. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2306. {
  2307. if (i->second->type == sbd.type)
  2308. {
  2309. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2310. changeStackCount(StackLocation(obj, i->first), -take, false);
  2311. collected += take;
  2312. foundSth = true;
  2313. break;
  2314. }
  2315. }
  2316. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2317. {
  2318. complain("Unexpected failure during taking creatures!");
  2319. return;
  2320. }
  2321. }
  2322. }
  2323. }
  2324. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2325. {
  2326. sendToAllClients(comp);
  2327. }
  2328. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2329. {
  2330. HeroVisitCastle vc;
  2331. vc.hid = hero->id;
  2332. vc.tid = obj->id;
  2333. vc.flags |= 1;
  2334. sendAndApply(&vc);
  2335. visitCastleObjects(obj, hero);
  2336. giveSpells (obj, hero);
  2337. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2338. }
  2339. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2340. {
  2341. for (auto building : t->bonusingBuildings)
  2342. building->onHeroVisit(h);
  2343. }
  2344. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2345. {
  2346. HeroVisitCastle vc;
  2347. vc.hid = hero->id;
  2348. vc.tid = obj->id;
  2349. sendAndApply(&vc);
  2350. }
  2351. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2352. {
  2353. EraseArtifact ea;
  2354. ea.al = al;
  2355. sendAndApply(&ea);
  2356. }
  2357. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2358. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2359. const CGTownInstance *town) //use hero=nullptr for no hero
  2360. {
  2361. if(gs->curB)
  2362. gs->curB.dellNull();
  2363. engageIntoBattle(army1->tempOwner);
  2364. engageIntoBattle(army2->tempOwner);
  2365. static const CArmedInstance *armies[2];
  2366. armies[0] = army1;
  2367. armies[1] = army2;
  2368. static const CGHeroInstance*heroes[2];
  2369. heroes[0] = hero1;
  2370. heroes[1] = hero2;
  2371. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2372. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2373. queries.addQuery(battleQuery);
  2374. boost::thread(&CGameHandler::runBattle, this);
  2375. }
  2376. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2377. {
  2378. startBattlePrimary(army1, army2, tile,
  2379. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2380. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2381. creatureBank);
  2382. }
  2383. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2384. {
  2385. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2386. }
  2387. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2388. {
  2389. ChangeSpells cs;
  2390. cs.hid = hero->id;
  2391. cs.spells = spells;
  2392. cs.learn = give;
  2393. sendAndApply(&cs);
  2394. }
  2395. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2396. {
  2397. SystemMessage sm;
  2398. sm.text = message;
  2399. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2400. *(c.get()) << &sm;
  2401. }
  2402. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2403. {
  2404. sendAndApply(bonus);
  2405. }
  2406. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2407. {
  2408. sendAndApply(smp);
  2409. }
  2410. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2411. {
  2412. SetMana sm;
  2413. sm.hid = hid;
  2414. sm.val = val;
  2415. sm.absolute = true;
  2416. sendAndApply(&sm);
  2417. }
  2418. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2419. {
  2420. GiveHero gh;
  2421. gh.id = id;
  2422. gh.player = player;
  2423. sendAndApply(&gh);
  2424. }
  2425. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2426. {
  2427. ChangeObjPos cop;
  2428. cop.objid = objid;
  2429. cop.nPos = newPos;
  2430. cop.flags = flags;
  2431. sendAndApply(&cop);
  2432. }
  2433. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2434. {
  2435. const CGHeroInstance * h1 = getHero(fromHero);
  2436. const CGHeroInstance * h2 = getHero(toHero);
  2437. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2438. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2439. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2440. {
  2441. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2442. std::swap(fromHero, toHero);
  2443. }
  2444. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2445. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2446. return;//no scholar skill or no spellbook
  2447. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2448. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2449. ChangeSpells cs1;
  2450. cs1.learn = true;
  2451. cs1.hid = toHero;//giving spells to first hero
  2452. for (auto it : h1->getSpellsInSpellbook())
  2453. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2454. cs1.spells.insert(it);//spell to learn
  2455. ChangeSpells cs2;
  2456. cs2.learn = true;
  2457. cs2.hid = fromHero;
  2458. for (auto it : h2->getSpellsInSpellbook())
  2459. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2460. cs2.spells.insert(it);
  2461. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2462. {
  2463. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2464. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2465. InfoWindow iw;
  2466. iw.player = h1->tempOwner;
  2467. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarSkillLevel, 0));
  2468. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2469. iw.text.addReplacement(h1->name);
  2470. if (!cs2.spells.empty())//if found new spell - apply
  2471. {
  2472. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2473. int size = static_cast<int>(cs2.spells.size());
  2474. for (auto it : cs2.spells)
  2475. {
  2476. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2477. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2478. switch (size--)
  2479. {
  2480. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2481. case 1: break;
  2482. default: iw.text << ", ";
  2483. }
  2484. }
  2485. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2486. iw.text.addReplacement(h2->name);
  2487. sendAndApply(&cs2);
  2488. }
  2489. if (!cs1.spells.empty() && !cs2.spells.empty())
  2490. {
  2491. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2492. }
  2493. if (!cs1.spells.empty())
  2494. {
  2495. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2496. int size = static_cast<int>(cs1.spells.size());
  2497. for (auto it : cs1.spells)
  2498. {
  2499. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2500. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2501. switch (size--)
  2502. {
  2503. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2504. case 1: break;
  2505. default: iw.text << ", ";
  2506. } }
  2507. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2508. iw.text.addReplacement(h2->name);
  2509. sendAndApply(&cs1);
  2510. }
  2511. sendAndApply(&iw);
  2512. }
  2513. }
  2514. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2515. {
  2516. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2517. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2518. {
  2519. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2520. ExchangeDialog hex;
  2521. hex.queryID = exchange->queryID;
  2522. hex.player = h1->getOwner();
  2523. hex.hero1 = hero1;
  2524. hex.hero2 = hero2;
  2525. sendAndApply(&hex);
  2526. useScholarSkill(hero1,hero2);
  2527. queries.addQuery(exchange);
  2528. }
  2529. }
  2530. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2531. {
  2532. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2533. for (auto c : lobby->connections)
  2534. {
  2535. if(!c->isOpen())
  2536. continue;
  2537. c->sendPack(pack);
  2538. }
  2539. }
  2540. void CGameHandler::sendAndApply(CPackForClient * pack)
  2541. {
  2542. sendToAllClients(pack);
  2543. gs->apply(pack);
  2544. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2545. }
  2546. void CGameHandler::applyAndSend(CPackForClient * pack)
  2547. {
  2548. gs->apply(pack);
  2549. sendToAllClients(pack);
  2550. }
  2551. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2552. {
  2553. sendAndApply(static_cast<CPackForClient *>(pack));
  2554. checkVictoryLossConditionsForAll();
  2555. }
  2556. void CGameHandler::sendAndApply(SetResources * pack)
  2557. {
  2558. sendAndApply(static_cast<CPackForClient *>(pack));
  2559. checkVictoryLossConditionsForPlayer(pack->player);
  2560. }
  2561. void CGameHandler::sendAndApply(NewStructures * pack)
  2562. {
  2563. sendAndApply(static_cast<CPackForClient *>(pack));
  2564. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2565. }
  2566. void CGameHandler::save(const std::string & filename)
  2567. {
  2568. logGlobal->info("Saving to %s", filename);
  2569. const auto stem = FileInfo::GetPathStem(filename);
  2570. const auto savefname = stem.to_string() + ".vsgm1";
  2571. CResourceHandler::get("local")->createResource(savefname);
  2572. {
  2573. logGlobal->info("Ordering clients to serialize...");
  2574. SaveGameClient sg(savefname);
  2575. sendToAllClients(&sg);
  2576. }
  2577. try
  2578. {
  2579. {
  2580. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2581. saveCommonState(save);
  2582. logGlobal->info("Saving server state");
  2583. save << *this;
  2584. }
  2585. logGlobal->info("Game has been successfully saved!");
  2586. }
  2587. catch(std::exception &e)
  2588. {
  2589. logGlobal->error("Failed to save game: %s", e.what());
  2590. }
  2591. }
  2592. bool CGameHandler::load(const std::string & filename)
  2593. {
  2594. logGlobal->info("Loading from %s", filename);
  2595. const auto stem = FileInfo::GetPathStem(filename);
  2596. reinitScripting();
  2597. try
  2598. {
  2599. {
  2600. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2601. loadCommonState(lf);
  2602. logGlobal->info("Loading server state");
  2603. lf >> *this;
  2604. }
  2605. logGlobal->info("Game has been successfully loaded!");
  2606. }
  2607. catch(const CModHandler::Incompatibility & e)
  2608. {
  2609. logGlobal->error("Failed to load game: %s", e.what());
  2610. auto errorMsg = VLC->generaltexth->localizedTexts["server"]["errors"]["modsIncompatibility"].String() + '\n';
  2611. errorMsg += e.what();
  2612. lobby->announceMessage(errorMsg);
  2613. return false;
  2614. }
  2615. catch(const std::exception & e)
  2616. {
  2617. logGlobal->error("Failed to load game: %s", e.what());
  2618. return false;
  2619. }
  2620. gs->preInit(VLC);
  2621. gs->updateOnLoad(lobby->si.get());
  2622. return true;
  2623. }
  2624. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2625. {
  2626. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2627. return false;
  2628. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2629. const CCreatureSet & creatureSet = *army;
  2630. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2631. || (howMany < 1 && complain("Invalid split parameter!")))
  2632. {
  2633. return false;
  2634. }
  2635. auto actualAmount = army->getStackCount(slotSrc);
  2636. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2637. return false;
  2638. auto freeSlots = creatureSet.getFreeSlots();
  2639. if(freeSlots.empty() && complain("No empty stacks"))
  2640. return false;
  2641. BulkRebalanceStacks bulkRS;
  2642. for(auto slot : freeSlots)
  2643. {
  2644. RebalanceStacks rs;
  2645. rs.srcArmy = army->id;
  2646. rs.dstArmy = army->id;
  2647. rs.srcSlot = slotSrc;
  2648. rs.dstSlot = slot;
  2649. rs.count = howMany;
  2650. bulkRS.moves.push_back(rs);
  2651. actualAmount -= howMany;
  2652. if(actualAmount <= howMany)
  2653. break;
  2654. }
  2655. sendAndApply(&bulkRS);
  2656. return true;
  2657. }
  2658. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2659. {
  2660. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2661. return false;
  2662. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2663. const CCreatureSet & creatureSet = *army;
  2664. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2665. return false;
  2666. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2667. if(actualAmount < 1 && complain(complainNoCreatures))
  2668. return false;
  2669. auto currentCreature = creatureSet.getCreature(slotSrc);
  2670. if(!currentCreature && complain(complainNoCreatures))
  2671. return false;
  2672. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2673. if(!creatureSlots.size())
  2674. return false;
  2675. BulkRebalanceStacks bulkRS;
  2676. for(auto slot : creatureSlots)
  2677. {
  2678. RebalanceStacks rs;
  2679. rs.srcArmy = army->id;
  2680. rs.dstArmy = army->id;
  2681. rs.srcSlot = slot;
  2682. rs.dstSlot = slotSrc;
  2683. rs.count = creatureSet.getStackCount(slot);
  2684. bulkRS.moves.push_back(rs);
  2685. }
  2686. sendAndApply(&bulkRS);
  2687. return true;
  2688. }
  2689. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2690. {
  2691. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2692. return false;
  2693. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2694. const CCreatureSet & setSrc = *armySrc;
  2695. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2696. return false;
  2697. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2698. const CCreatureSet & setDest = *armyDest;
  2699. auto freeSlots = setDest.getFreeSlotsQueue();
  2700. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2701. TRebalanceMap moves;
  2702. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2703. auto slotsLeft = setSrc.stacksCount();
  2704. auto destMap = setDest.getCreatureMap();
  2705. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2706. while(!srcQueue.empty())
  2707. {
  2708. auto pair = srcQueue.top();
  2709. srcQueue.pop();
  2710. auto currCreature = pair.first;
  2711. auto currSlot = pair.second;
  2712. const auto quantity = setSrc.getStackCount(currSlot);
  2713. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2714. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2715. if(!alreadyExists)
  2716. {
  2717. if(freeSlots.empty())
  2718. continue;
  2719. auto currFreeSlot = freeSlots.front();
  2720. freeSlots.pop();
  2721. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2722. }
  2723. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2724. slotsLeft--;
  2725. }
  2726. if(slotsLeft == 1)
  2727. {
  2728. auto lastCreature = setSrc.getCreature(srcSlot);
  2729. auto slotToMove = SlotID();
  2730. // Try to find a slot for last creature
  2731. if(destMap.find(lastCreature) == destMap.end())
  2732. {
  2733. if(!freeSlots.empty())
  2734. slotToMove = freeSlots.front();
  2735. }
  2736. else
  2737. {
  2738. slotToMove = destMap[lastCreature];
  2739. }
  2740. if(slotToMove != SlotID())
  2741. {
  2742. const bool needsLastStack = armySrc->needsLastStack();
  2743. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2744. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2745. }
  2746. }
  2747. BulkRebalanceStacks bulkRS;
  2748. for(auto & move : moves)
  2749. {
  2750. RebalanceStacks rs;
  2751. rs.srcArmy = armySrc->id;
  2752. rs.dstArmy = armyDest->id;
  2753. rs.srcSlot = move.first;
  2754. rs.dstSlot = move.second.first;
  2755. rs.count = move.second.second;
  2756. bulkRS.moves.push_back(rs);
  2757. }
  2758. sendAndApply(&bulkRS);
  2759. return true;
  2760. }
  2761. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2762. {
  2763. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2764. return false;
  2765. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2766. const CCreatureSet & creatureSet = *army;
  2767. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2768. return false;
  2769. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2770. if(actualAmount <= 1 && complain(complainNoCreatures))
  2771. return false;
  2772. auto freeSlot = creatureSet.getFreeSlot();
  2773. auto currentCreature = creatureSet.getCreature(slotSrc);
  2774. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2775. return true;
  2776. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2777. TQuantity totalCreatures = 0;
  2778. for(auto slot : creatureSlots)
  2779. totalCreatures += creatureSet.getStackCount(slot);
  2780. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2781. return false;
  2782. if(freeSlot != SlotID())
  2783. creatureSlots.push_back(freeSlot);
  2784. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2785. return false;
  2786. const auto totalCreatureSlots = creatureSlots.size();
  2787. const auto rem = totalCreatures % totalCreatureSlots;
  2788. const auto quotient = totalCreatures / totalCreatureSlots;
  2789. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2790. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2791. BulkSmartRebalanceStacks bulkSRS;
  2792. if(freeSlot != SlotID())
  2793. {
  2794. RebalanceStacks rs;
  2795. rs.srcArmy = rs.dstArmy = army->id;
  2796. rs.srcSlot = slotSrc;
  2797. rs.dstSlot = freeSlot;
  2798. rs.count = 1;
  2799. bulkSRS.moves.push_back(rs);
  2800. }
  2801. auto currSlot = 0;
  2802. auto check = 0;
  2803. for(auto slot : creatureSlots)
  2804. {
  2805. ChangeStackCount csc;
  2806. csc.army = army->id;
  2807. csc.slot = slot;
  2808. csc.count = (currSlot < rem)
  2809. ? quotient + 1
  2810. : quotient;
  2811. csc.absoluteValue = true;
  2812. bulkSRS.changes.push_back(csc);
  2813. currSlot++;
  2814. check += csc.count;
  2815. }
  2816. if(check != totalCreatures)
  2817. {
  2818. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2819. return false;
  2820. }
  2821. sendAndApply(&bulkSRS);
  2822. return true;
  2823. }
  2824. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2825. {
  2826. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2827. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2828. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2829. StackLocation sl1(s1, p1), sl2(s2, p2);
  2830. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2831. {
  2832. complain(complainInvalidSlot);
  2833. return false;
  2834. }
  2835. if (!isAllowedExchange(id1,id2))
  2836. {
  2837. complain("Cannot exchange stacks between these two objects!\n");
  2838. return false;
  2839. }
  2840. // We can always put stacks into locked garrison, but not take them out of it
  2841. auto notRemovable = [&](const CArmedInstance * army)
  2842. {
  2843. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2844. {
  2845. auto g = dynamic_cast<const CGGarrison *>(army);
  2846. if (g && !g->removableUnits)
  2847. {
  2848. complain("Stacks in this garrison are not removable!\n");
  2849. return true;
  2850. }
  2851. }
  2852. return false;
  2853. };
  2854. if (what==1) //swap
  2855. {
  2856. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2857. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2858. {
  2859. complain("Can't take troops from another player!");
  2860. return false;
  2861. }
  2862. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2863. {
  2864. complain("Cannot swap stacks - slots are the same!");
  2865. return false;
  2866. }
  2867. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2868. {
  2869. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2870. return false;
  2871. }
  2872. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2873. return false;
  2874. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2875. return false;
  2876. swapStacks(sl1, sl2);
  2877. }
  2878. else if (what==2)//merge
  2879. {
  2880. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2881. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2882. return false;
  2883. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2884. {
  2885. complain("Cannot merge empty stack!");
  2886. return false;
  2887. }
  2888. else if (notRemovable(sl1.army))
  2889. return false;
  2890. moveStack(sl1, sl2);
  2891. }
  2892. else if (what==3) //split
  2893. {
  2894. const int countToMove = val - s2->getStackCount(p2);
  2895. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2896. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2897. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2898. {
  2899. complain("Can't move troops of another player!");
  2900. return false;
  2901. }
  2902. //general conditions checking
  2903. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2904. || (val<1 && complain(complainNoCreatures)) )
  2905. {
  2906. return false;
  2907. }
  2908. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2909. {
  2910. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2911. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2912. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2913. )
  2914. {
  2915. return false;
  2916. }
  2917. if (notRemovable(sl1.army))
  2918. {
  2919. if (s1->getStackCount(p1) > countLeftOnSrc)
  2920. return false;
  2921. }
  2922. else if (notRemovable(sl2.army))
  2923. {
  2924. if (s2->getStackCount(p1) < countLeftOnSrc)
  2925. return false;
  2926. }
  2927. moveStack(sl1, sl2, countToMove);
  2928. //S2.slots[p2]->count = val;
  2929. //S1.slots[p1]->count = total - val;
  2930. }
  2931. else //split one stack to the two
  2932. {
  2933. if (s1->getStackCount(p1) < val)//not enough creatures
  2934. {
  2935. complain(complainNotEnoughCreatures);
  2936. return false;
  2937. }
  2938. if (notRemovable(sl1.army))
  2939. return false;
  2940. moveStack(sl1, sl2, val);
  2941. }
  2942. }
  2943. return true;
  2944. }
  2945. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2946. {
  2947. return connections.at(player).count(c);
  2948. }
  2949. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2950. {
  2951. std::set<PlayerColor> all;
  2952. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2953. if(vstd::contains(i->second, c))
  2954. all.insert(i->first);
  2955. switch(all.size())
  2956. {
  2957. case 0:
  2958. return PlayerColor::NEUTRAL;
  2959. case 1:
  2960. return *all.begin();
  2961. default:
  2962. {
  2963. //if we have more than one player at this connection, try to pick active one
  2964. if (vstd::contains(all, gs->currentPlayer))
  2965. return gs->currentPlayer;
  2966. else
  2967. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2968. }
  2969. }
  2970. }
  2971. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2972. {
  2973. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2974. if (!vstd::contains(s1->stacks,pos))
  2975. {
  2976. complain("Illegal call to disbandCreature - no such stack in army!");
  2977. return false;
  2978. }
  2979. eraseStack(StackLocation(s1, pos));
  2980. return true;
  2981. }
  2982. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2983. {
  2984. const CGTownInstance * t = getTown(tid);
  2985. if(!t)
  2986. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2987. if(!t->town->buildings.count(requestedID))
  2988. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % requestedID);
  2989. if(t->hasBuilt(requestedID))
  2990. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2991. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2992. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2993. std::vector<const CBuilding*> remainingAutoBuildings;
  2994. std::set<BuildingID> buildingsThatWillBe;
  2995. //Check validity of request
  2996. if(!force)
  2997. {
  2998. switch(requestedBuilding->mode)
  2999. {
  3000. case CBuilding::BUILD_NORMAL :
  3001. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3002. COMPLAIN_RET("Cannot build that building!");
  3003. break;
  3004. case CBuilding::BUILD_AUTO :
  3005. case CBuilding::BUILD_SPECIAL:
  3006. COMPLAIN_RET("This building can not be constructed normally!");
  3007. case CBuilding::BUILD_GRAIL :
  3008. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3009. {
  3010. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3011. COMPLAIN_RET("Cannot build this without grail!")
  3012. else
  3013. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3014. }
  3015. break;
  3016. }
  3017. }
  3018. //Performs stuff that has to be done before new building is built
  3019. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3020. {
  3021. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3022. {
  3023. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3024. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3025. if(upgradeNumber >= t->town->creatures.at(level).size())
  3026. {
  3027. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3028. "no creature found (upgrade number %d, level %d!")
  3029. % buildingID % upgradeNumber % level));
  3030. return;
  3031. }
  3032. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3033. SetAvailableCreatures ssi;
  3034. ssi.tid = t->id;
  3035. ssi.creatures = t->creatures;
  3036. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3037. ssi.creatures[level].first = crea->growth;
  3038. ssi.creatures[level].second.push_back(crea->idNumber);
  3039. sendAndApply(&ssi);
  3040. }
  3041. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3042. {
  3043. setPortalDwelling(t);
  3044. }
  3045. };
  3046. //Performs stuff that has to be done after new building is built
  3047. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3048. {
  3049. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3050. auto isLibrary = isMageGuild ? false
  3051. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3052. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3053. {
  3054. if(t->visitingHero)
  3055. giveSpells(t,t->visitingHero);
  3056. if(t->garrisonHero)
  3057. giveSpells(t,t->garrisonHero);
  3058. }
  3059. };
  3060. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3061. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3062. {
  3063. return buildingsThatWillBe.count(buildID);
  3064. };
  3065. //Init the vectors
  3066. for(auto & build : t->town->buildings)
  3067. {
  3068. if(t->hasBuilt(build.first))
  3069. {
  3070. buildingsThatWillBe.insert(build.first);
  3071. }
  3072. else
  3073. {
  3074. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3075. remainingAutoBuildings.push_back(build.second);
  3076. }
  3077. }
  3078. //Prepare structure (list of building ids will be filled later)
  3079. NewStructures ns;
  3080. ns.tid = tid;
  3081. ns.builded = force ? t->builded : (t->builded+1);
  3082. std::queue<const CBuilding*> buildingsToAdd;
  3083. buildingsToAdd.push(requestedBuilding);
  3084. while(!buildingsToAdd.empty())
  3085. {
  3086. auto b = buildingsToAdd.front();
  3087. buildingsToAdd.pop();
  3088. ns.bid.insert(b->bid);
  3089. buildingsThatWillBe.insert(b->bid);
  3090. remainingAutoBuildings -= b;
  3091. for(auto autoBuilding : remainingAutoBuildings)
  3092. {
  3093. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3094. if(actualRequirements.test(areRequirementsFullfilled))
  3095. buildingsToAdd.push(autoBuilding);
  3096. }
  3097. }
  3098. // 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.
  3099. for(auto builtID : ns.bid)
  3100. processBeforeBuiltStructure(builtID);
  3101. //Take cost
  3102. if(!force)
  3103. giveResources(t->tempOwner, -requestedBuilding->resources);
  3104. //We know what has been built, apply changes. Do this as final step to properly update town window
  3105. sendAndApply(&ns);
  3106. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3107. for(auto builtID : ns.bid)
  3108. processAfterBuiltStructure(builtID);
  3109. // now when everything is built - reveal tiles for lookout tower
  3110. FoWChange fw;
  3111. fw.player = t->tempOwner;
  3112. fw.mode = 1;
  3113. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3114. sendAndApply(&fw);
  3115. if(t->visitingHero)
  3116. visitCastleObjects(t, t->visitingHero);
  3117. if(t->garrisonHero)
  3118. visitCastleObjects(t, t->garrisonHero);
  3119. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3120. return true;
  3121. }
  3122. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3123. {
  3124. ///incomplete, simply erases target building
  3125. const CGTownInstance * t = getTown(tid);
  3126. if (!vstd::contains(t->builtBuildings, bid))
  3127. return false;
  3128. RazeStructures rs;
  3129. rs.tid = tid;
  3130. rs.bid.insert(bid);
  3131. rs.destroyed = t->destroyed + 1;
  3132. sendAndApply(&rs);
  3133. //TODO: Remove dwellers
  3134. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3135. // {
  3136. // RemoveBonus rb(RemoveBonus::TOWN);
  3137. // rb.whoID = t->id;
  3138. // rb.source = Bonus::TOWN_STRUCTURE;
  3139. // rb.id = 17;
  3140. // sendAndApply(&rb);
  3141. // }
  3142. return true;
  3143. }
  3144. void CGameHandler::sendMessageToAll(const std::string &message)
  3145. {
  3146. SystemMessage sm;
  3147. sm.text = message;
  3148. sendToAllClients(&sm);
  3149. }
  3150. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3151. {
  3152. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3153. const CArmedInstance *dst = nullptr;
  3154. const CCreature *c = VLC->creh->objects.at(crid);
  3155. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3156. //TODO: test for owning
  3157. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3158. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3159. assert(dw && dst);
  3160. //verify
  3161. bool found = false;
  3162. int level = 0;
  3163. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3164. {
  3165. if ((fromLvl != -1) && (level !=fromLvl))
  3166. continue;
  3167. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3168. int i = 0;
  3169. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3170. if (cur.second.at(i) == crid)
  3171. break;
  3172. if (i < cur.second.size())
  3173. {
  3174. found = true;
  3175. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3176. break;
  3177. }
  3178. }
  3179. SlotID slot = dst->getSlotFor(crid);
  3180. if ((!found && complain("Cannot recruit: no such creatures!"))
  3181. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3182. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3183. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3184. {
  3185. return false;
  3186. }
  3187. //recruit
  3188. giveResources(dst->tempOwner, -(c->cost * cram));
  3189. SetAvailableCreatures sac;
  3190. sac.tid = objid;
  3191. sac.creatures = dw->creatures;
  3192. sac.creatures[level].first -= cram;
  3193. sendAndApply(&sac);
  3194. if (warMachine)
  3195. {
  3196. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3197. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3198. ArtifactID artId = c->warMachine;
  3199. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3200. const CArtifact * art = artId.toArtifact();
  3201. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3202. return giveHeroNewArtifact(h, art);
  3203. }
  3204. else
  3205. {
  3206. addToSlot(StackLocation(dst, slot), c, cram);
  3207. }
  3208. return true;
  3209. }
  3210. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3211. {
  3212. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3213. if (!obj->hasStackAtSlot(pos))
  3214. {
  3215. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3216. }
  3217. UpgradeInfo ui;
  3218. getUpgradeInfo(obj, pos, ui);
  3219. PlayerColor player = obj->tempOwner;
  3220. const PlayerState *p = getPlayerState(player);
  3221. int crQuantity = obj->stacks.at(pos)->count;
  3222. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3223. //check if upgrade is possible
  3224. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3225. {
  3226. return false;
  3227. }
  3228. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3229. //check if player has enough resources
  3230. if (!p->resources.canAfford(totalCost))
  3231. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3232. //take resources
  3233. giveResources(player, -totalCost);
  3234. //upgrade creature
  3235. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3236. return true;
  3237. }
  3238. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3239. {
  3240. if (!sl.army->hasStackAtSlot(sl.slot))
  3241. COMPLAIN_RET("Cannot find a stack to change type");
  3242. SetStackType sst;
  3243. sst.army = sl.army->id;
  3244. sst.slot = sl.slot;
  3245. sst.type = c->idNumber;
  3246. sendAndApply(&sst);
  3247. return true;
  3248. }
  3249. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3250. {
  3251. assert(src->canBeMergedWith(*dst, allowMerging));
  3252. while(src->stacksCount())//while there are unmoved creatures
  3253. {
  3254. auto i = src->Slots().begin(); //iterator to stack to move
  3255. StackLocation sl(src, i->first); //location of stack to move
  3256. SlotID pos = dst->getSlotFor(i->second->type);
  3257. if (!pos.validSlot())
  3258. {
  3259. //try to merge two other stacks to make place
  3260. std::pair<SlotID, SlotID> toMerge;
  3261. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3262. {
  3263. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3264. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3265. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3266. }
  3267. else
  3268. {
  3269. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3270. return;
  3271. }
  3272. }
  3273. else
  3274. {
  3275. moveStack(sl, StackLocation(dst, pos));
  3276. }
  3277. }
  3278. }
  3279. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3280. {
  3281. const CGTownInstance * town = getTown(tid);
  3282. if(!town->garrisonHero == !town->visitingHero)
  3283. return false;
  3284. SetHeroesInTown intown;
  3285. intown.tid = tid;
  3286. if(town->garrisonHero) //garrison -> vising
  3287. {
  3288. intown.garrison = ObjectInstanceID();
  3289. intown.visiting = town->garrisonHero->id;
  3290. }
  3291. else //visiting -> garrison
  3292. {
  3293. if(town->armedGarrison())
  3294. town->mergeGarrisonOnSiege();
  3295. intown.visiting = ObjectInstanceID();
  3296. intown.garrison = town->visitingHero->id;
  3297. }
  3298. sendAndApply(&intown);
  3299. return true;
  3300. }
  3301. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3302. {
  3303. const CGTownInstance * town = getTown(tid);
  3304. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3305. {
  3306. if (!town->visitingHero->canBeMergedWith(*town))
  3307. {
  3308. complain("Cannot make garrison swap, not enough free slots!");
  3309. return false;
  3310. }
  3311. moveArmy(town, town->visitingHero, true);
  3312. SetHeroesInTown intown;
  3313. intown.tid = tid;
  3314. intown.visiting = ObjectInstanceID();
  3315. intown.garrison = town->visitingHero->id;
  3316. sendAndApply(&intown);
  3317. return true;
  3318. }
  3319. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3320. {
  3321. //check if moving hero out of town will break 8 wandering heroes limit
  3322. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3323. {
  3324. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3325. return false;
  3326. }
  3327. SetHeroesInTown intown;
  3328. intown.tid = tid;
  3329. intown.garrison = ObjectInstanceID();
  3330. intown.visiting = town->garrisonHero->id;
  3331. sendAndApply(&intown);
  3332. return true;
  3333. }
  3334. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3335. {
  3336. SetHeroesInTown intown;
  3337. intown.tid = tid;
  3338. intown.garrison = town->visitingHero->id;
  3339. intown.visiting = town->garrisonHero->id;
  3340. sendAndApply(&intown);
  3341. return true;
  3342. }
  3343. else
  3344. {
  3345. complain("Cannot swap garrison hero!");
  3346. return false;
  3347. }
  3348. }
  3349. // With the amount of changes done to the function, it's more like transferArtifacts.
  3350. // 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.
  3351. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3352. {
  3353. ArtifactLocation src = al1, dst = al2;
  3354. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3355. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3356. // Make sure exchange is even possible between the two heroes.
  3357. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3358. COMPLAIN_RET("That heroes cannot make any exchange!");
  3359. const CArtifactInstance *srcArtifact = src.getArt();
  3360. const CArtifactInstance *destArtifact = dst.getArt();
  3361. if (srcArtifact == nullptr)
  3362. COMPLAIN_RET("No artifact to move!");
  3363. if (destArtifact && srcPlayer != dstPlayer)
  3364. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3365. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3366. // Moving to the backpack is always allowed.
  3367. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  3368. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3369. COMPLAIN_RET("Cannot move artifact!");
  3370. auto srcSlot = src.getSlot();
  3371. auto dstSlot = dst.getSlot();
  3372. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3373. COMPLAIN_RET("Cannot move artifact locks.");
  3374. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3375. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3376. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3377. COMPLAIN_RET("Cannot move catapult!");
  3378. if (dst.slot >= GameConstants::BACKPACK_START)
  3379. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3380. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  3381. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3382. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  3383. {
  3384. //old artifact must be removed first
  3385. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  3386. (si32)dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  3387. }
  3388. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3389. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->id, dst.slot))
  3390. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3391. MoveArtifact ma(&src, &dst);
  3392. sendAndApply(&ma);
  3393. return true;
  3394. }
  3395. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3396. {
  3397. // Make sure exchange is even possible between the two heroes.
  3398. if(!isAllowedExchange(srcHero, dstHero))
  3399. COMPLAIN_RET("That heroes cannot make any exchange!");
  3400. auto psrcHero = getHero(srcHero);
  3401. auto pdstHero = getHero(dstHero);
  3402. if((!psrcHero) || (!pdstHero))
  3403. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3404. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3405. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3406. auto & slotsSrcDst = ma.artsPack0;
  3407. auto & slotsDstSrc = ma.artsPack1;
  3408. if(swap)
  3409. {
  3410. auto moveArtsWorn = [this](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3411. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3412. {
  3413. for(auto & artifact : srcHero->artifactsWorn)
  3414. {
  3415. if(artifact.second.locked)
  3416. continue;
  3417. if(!ArtifactUtils::isArtRemovable(artifact))
  3418. continue;
  3419. slots.push_back(BulkMoveArtifacts::LinkedSlots(artifact.first, artifact.first));
  3420. auto art = artifact.second.getArt();
  3421. assert(art);
  3422. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, art->artType->id, artifact.first))
  3423. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3424. }
  3425. };
  3426. auto moveArtsInBackpack = [](const CGHeroInstance * pHero,
  3427. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3428. {
  3429. for(auto & slotInfo : pHero->artifactsInBackpack)
  3430. {
  3431. auto slot = pHero->getArtPos(slotInfo.artifact);
  3432. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3433. }
  3434. };
  3435. // Move over artifacts that are worn srcHero -> dstHero
  3436. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3437. // Move over artifacts that are worn dstHero -> srcHero
  3438. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3439. // Move over artifacts that are in backpack srcHero -> dstHero
  3440. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3441. // Move over artifacts that are in backpack dstHero -> srcHero
  3442. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3443. }
  3444. else
  3445. {
  3446. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3447. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3448. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3449. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3450. auto moveArtifact = [this, &artFittingSet, &slotsSrcDst](const CArtifactInstance * artifact,
  3451. ArtifactPosition srcSlot, const CGHeroInstance * pdstHero) -> void
  3452. {
  3453. assert(artifact);
  3454. auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet, pdstHero->bearerType());
  3455. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3456. slotsSrcDst.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3457. if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
  3458. giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3459. };
  3460. // Move over artifacts that are worn
  3461. for(auto & artInfo : psrcHero->artifactsWorn)
  3462. {
  3463. if(ArtifactUtils::isArtRemovable(artInfo))
  3464. {
  3465. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero);
  3466. }
  3467. }
  3468. // Move over artifacts that are in backpack
  3469. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3470. {
  3471. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)), psrcHero->getArtPos(slotInfo.artifact), pdstHero);
  3472. }
  3473. }
  3474. sendAndApply(&ma);
  3475. return true;
  3476. }
  3477. /**
  3478. * Assembles or disassembles a combination artifact.
  3479. * @param heroID ID of hero holding the artifact(s).
  3480. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3481. * @param assemble True for assembly operation, false for disassembly.
  3482. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3483. * artifact to assemble to. Otherwise it's not used.
  3484. */
  3485. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3486. {
  3487. const CGHeroInstance * hero = getHero(heroID);
  3488. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3489. if (!destArtifact)
  3490. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3491. if (assemble)
  3492. {
  3493. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3494. if (!combinedArt->constituents)
  3495. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3496. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  3497. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3498. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3499. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3500. AssembledArtifact aa;
  3501. aa.al = ArtifactLocation(hero, artifactSlot);
  3502. aa.builtArt = combinedArt;
  3503. sendAndApply(&aa);
  3504. }
  3505. else
  3506. {
  3507. if (!destArtifact->artType->constituents)
  3508. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3509. DisassembledArtifact da;
  3510. da.al = ArtifactLocation(hero, artifactSlot);
  3511. sendAndApply(&da);
  3512. }
  3513. return true;
  3514. }
  3515. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3516. {
  3517. const CGHeroInstance * hero = getHero(hid);
  3518. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3519. const CGTownInstance * town = hero->visitedTown;
  3520. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3521. if (aid==ArtifactID::SPELLBOOK)
  3522. {
  3523. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3524. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3525. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3526. )
  3527. return false;
  3528. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3529. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3530. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3531. giveSpells(town,hero);
  3532. return true;
  3533. }
  3534. else
  3535. {
  3536. const CArtifact * art = aid.toArtifact();
  3537. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3538. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3539. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3540. const int price = art->price;
  3541. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3542. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3543. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3544. {
  3545. giveResource(hero->getOwner(),Res::GOLD,-price);
  3546. return giveHeroNewArtifact(hero, art);
  3547. }
  3548. else
  3549. COMPLAIN_RET("This machine is unavailable here!");
  3550. }
  3551. }
  3552. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3553. {
  3554. if(!h)
  3555. COMPLAIN_RET("Only hero can buy artifacts!");
  3556. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3557. COMPLAIN_RET("That artifact is unavailable!");
  3558. int b1, b2;
  3559. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3560. if (getResource(h->tempOwner, rid) < b1)
  3561. COMPLAIN_RET("You can't afford to buy this artifact!");
  3562. giveResource(h->tempOwner, rid, -b1);
  3563. SetAvailableArtifacts saa;
  3564. if (m->o->ID == Obj::TOWN)
  3565. {
  3566. saa.id = -1;
  3567. saa.arts = CGTownInstance::merchantArtifacts;
  3568. }
  3569. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3570. {
  3571. saa.id = bm->id.getNum();
  3572. saa.arts = bm->artifacts;
  3573. }
  3574. else
  3575. COMPLAIN_RET("Wrong marktet...");
  3576. bool found = false;
  3577. for (const CArtifact *&art : saa.arts)
  3578. {
  3579. if (art && art->id == aid)
  3580. {
  3581. art = nullptr;
  3582. found = true;
  3583. break;
  3584. }
  3585. }
  3586. if (!found)
  3587. COMPLAIN_RET("Cannot find selected artifact on the list");
  3588. sendAndApply(&saa);
  3589. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3590. return true;
  3591. }
  3592. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3593. {
  3594. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3595. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3596. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3597. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3598. int resVal = 0, dump = 1;
  3599. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3600. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3601. giveResource(h->tempOwner, rid, resVal);
  3602. return true;
  3603. }
  3604. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3605. {
  3606. if (!h)
  3607. COMPLAIN_RET("You need hero to buy a skill!");
  3608. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3609. COMPLAIN_RET("Hero already know this skill");
  3610. if (!h->canLearnSkill())
  3611. COMPLAIN_RET("Hero can't learn any more skills");
  3612. if (!h->canLearnSkill(skill))
  3613. COMPLAIN_RET("The hero can't learn this skill!");
  3614. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3615. COMPLAIN_RET("That skill is unavailable!");
  3616. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3617. COMPLAIN_RET("You can't afford to buy this skill");
  3618. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3619. changeSecSkill(h, skill, 1, true);
  3620. return true;
  3621. }
  3622. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3623. {
  3624. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3625. vstd::amin(val, r1); //can't trade more resources than have
  3626. int b1, b2; //base quantities for trade
  3627. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3628. int units = val / b1; //how many base quantities we trade
  3629. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3630. {
  3631. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3632. }
  3633. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3634. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3635. return true;
  3636. }
  3637. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3638. {
  3639. if(!hero)
  3640. COMPLAIN_RET("Only hero can sell creatures!");
  3641. if (!vstd::contains(hero->Slots(), slot))
  3642. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3643. const CStackInstance &s = hero->getStack(slot);
  3644. if (s.count < (TQuantity)count //can't sell more creatures than have
  3645. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3646. {
  3647. COMPLAIN_RET("Not enough creatures in army!");
  3648. }
  3649. int b1, b2; //base quantities for trade
  3650. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3651. int units = count / b1; //how many base quantities we trade
  3652. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3653. {
  3654. //TODO: complain?
  3655. assert(0);
  3656. }
  3657. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3658. giveResource(hero->tempOwner, resourceID, b2 * units);
  3659. return true;
  3660. }
  3661. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3662. {
  3663. const CArmedInstance *army = nullptr;
  3664. if (hero)
  3665. army = hero;
  3666. else
  3667. army = dynamic_cast<const CGTownInstance *>(market->o);
  3668. if (!army)
  3669. COMPLAIN_RET("Incorrect call to transform in undead!");
  3670. if (!army->hasStackAtSlot(slot))
  3671. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3672. const CStackInstance &s = army->getStack(slot);
  3673. //resulting creature - bone dragons or skeletons
  3674. CreatureID resCreature = CreatureID::SKELETON;
  3675. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3676. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3677. || (s.getCreatureID() == CreatureID::HYDRA)
  3678. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3679. resCreature = CreatureID::BONE_DRAGON;
  3680. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3681. return true;
  3682. }
  3683. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3684. {
  3685. const PlayerState *p2 = getPlayerState(r2, false);
  3686. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3687. {
  3688. complain("Dest player must be in game!");
  3689. return false;
  3690. }
  3691. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3692. vstd::amin(val, curRes1);
  3693. giveResource(player, r1, -(int)val);
  3694. giveResource(r2, r1, val);
  3695. return true;
  3696. }
  3697. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3698. {
  3699. const CGHeroInstance *h = getHero(hid);
  3700. if (!h)
  3701. {
  3702. logGlobal->error("Hero doesn't exist!");
  3703. return false;
  3704. }
  3705. ChangeFormation cf;
  3706. cf.hid = hid;
  3707. cf.formation = formation;
  3708. sendAndApply(&cf);
  3709. return true;
  3710. }
  3711. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3712. {
  3713. const PlayerState * p = getPlayerState(player);
  3714. const CGTownInstance * t = getTown(obj->id);
  3715. //common preconditions
  3716. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3717. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3718. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3719. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3720. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3721. {
  3722. return false;
  3723. }
  3724. if (t) //tavern in town
  3725. {
  3726. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3727. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3728. {
  3729. return false;
  3730. }
  3731. }
  3732. else if (obj->ID == Obj::TAVERN)
  3733. {
  3734. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3735. {
  3736. return false;
  3737. }
  3738. }
  3739. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3740. if (!nh)
  3741. {
  3742. complain ("Hero is not available for hiring!");
  3743. return false;
  3744. }
  3745. HeroRecruited hr;
  3746. hr.tid = obj->id;
  3747. hr.hid = nh->subID;
  3748. hr.player = player;
  3749. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3750. sendAndApply(&hr);
  3751. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3752. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3753. const CGHeroInstance *newHero = nullptr;
  3754. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3755. {
  3756. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3757. }
  3758. SetAvailableHeroes sah;
  3759. sah.player = player;
  3760. if (newHero)
  3761. {
  3762. sah.hid[hid] = newHero->subID;
  3763. sah.army[hid].clear();
  3764. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3765. }
  3766. else
  3767. {
  3768. sah.hid[hid] = -1;
  3769. }
  3770. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3771. sendAndApply(&sah);
  3772. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3773. if (t)
  3774. {
  3775. visitCastleObjects(t, nh);
  3776. giveSpells (t,nh);
  3777. }
  3778. return true;
  3779. }
  3780. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3781. {
  3782. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3783. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3784. logGlobal->trace(answer.toJson());
  3785. auto topQuery = queries.topQuery(player);
  3786. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3787. if(topQuery->queryID != qid)
  3788. {
  3789. auto currentQuery = queries.getQuery(qid);
  3790. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3791. currentQuery->setReply(answer);
  3792. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3793. }
  3794. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3795. topQuery->setReply(answer);
  3796. queries.popQuery(topQuery);
  3797. return true;
  3798. }
  3799. static EndAction end_action;
  3800. void CGameHandler::updateGateState()
  3801. {
  3802. BattleUpdateGateState db;
  3803. db.state = gs->curB->si.gateState;
  3804. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3805. {
  3806. db.state = EGateState::DESTROYED;
  3807. }
  3808. else if (db.state == EGateState::OPENED)
  3809. {
  3810. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3811. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3812. {
  3813. if (gs->curB->town->subID == ETownType::FORTRESS)
  3814. {
  3815. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3816. db.state = EGateState::CLOSED;
  3817. }
  3818. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3819. db.state = EGateState::BLOCKED;
  3820. else
  3821. db.state = EGateState::CLOSED;
  3822. }
  3823. }
  3824. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3825. db.state = EGateState::BLOCKED;
  3826. else
  3827. db.state = EGateState::CLOSED;
  3828. if (db.state != gs->curB->si.gateState)
  3829. sendAndApply(&db);
  3830. }
  3831. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3832. {
  3833. bool ok = true;
  3834. battle::Target target = ba.getTarget(gs->curB);
  3835. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3836. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3837. logGlobal->trace("Making action: %s", ba.toString());
  3838. switch(ba.actionType)
  3839. {
  3840. case EActionType::WALK: //walk
  3841. case EActionType::DEFEND: //defend
  3842. case EActionType::WAIT: //wait
  3843. case EActionType::WALK_AND_ATTACK: //walk or attack
  3844. case EActionType::SHOOT: //shoot
  3845. case EActionType::CATAPULT: //catapult
  3846. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3847. case EActionType::DAEMON_SUMMONING:
  3848. case EActionType::MONSTER_SPELL:
  3849. if (!stack)
  3850. {
  3851. complain("No such stack!");
  3852. return false;
  3853. }
  3854. if (!stack->alive())
  3855. {
  3856. complain("This stack is dead: " + stack->nodeName());
  3857. return false;
  3858. }
  3859. if (battleTacticDist())
  3860. {
  3861. if (stack && stack->side != battleGetTacticsSide())
  3862. {
  3863. complain("This is not a stack of side that has tactics!");
  3864. return false;
  3865. }
  3866. }
  3867. else if (!isAboutActiveStack)
  3868. {
  3869. complain("Action has to be about active stack!");
  3870. return false;
  3871. }
  3872. }
  3873. auto wrapAction = [this](BattleAction &ba)
  3874. {
  3875. StartAction startAction(ba);
  3876. sendAndApply(&startAction);
  3877. return vstd::makeScopeGuard([&]()
  3878. {
  3879. sendAndApply(&end_action);
  3880. });
  3881. };
  3882. switch(ba.actionType)
  3883. {
  3884. case EActionType::END_TACTIC_PHASE: //wait
  3885. case EActionType::BAD_MORALE:
  3886. case EActionType::NO_ACTION:
  3887. {
  3888. auto wrapper = wrapAction(ba);
  3889. break;
  3890. }
  3891. case EActionType::WALK:
  3892. {
  3893. auto wrapper = wrapAction(ba);
  3894. if(target.size() < 1)
  3895. {
  3896. complain("Destination required for move action.");
  3897. ok = false;
  3898. break;
  3899. }
  3900. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3901. if (!walkedTiles)
  3902. complain("Stack failed movement!");
  3903. break;
  3904. }
  3905. case EActionType::DEFEND:
  3906. {
  3907. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3908. SetStackEffect sse;
  3909. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3910. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3911. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3912. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3913. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3914. int oldDefenceValue = defence.totalValue();
  3915. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3916. defence.push_back(std::make_shared<Bonus>(bonus2));
  3917. int difference = defence.totalValue() - oldDefenceValue;
  3918. std::vector<Bonus> buffer;
  3919. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3920. {
  3921. difference = 1;
  3922. buffer.push_back(alternativeWeakCreatureBonus);
  3923. }
  3924. else
  3925. {
  3926. buffer.push_back(defenseBonusToAdd);
  3927. }
  3928. buffer.push_back(bonus2);
  3929. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3930. sendAndApply(&sse);
  3931. BattleLogMessage message;
  3932. MetaString text;
  3933. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3934. stack->addNameReplacement(text);
  3935. text.addReplacement(difference);
  3936. message.lines.push_back(text);
  3937. sendAndApply(&message);
  3938. //don't break - we share code with next case
  3939. }
  3940. FALLTHROUGH
  3941. case EActionType::WAIT:
  3942. {
  3943. auto wrapper = wrapAction(ba);
  3944. break;
  3945. }
  3946. case EActionType::RETREAT: //retreat/flee
  3947. {
  3948. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3949. complain("Cannot retreat!");
  3950. else
  3951. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3952. break;
  3953. }
  3954. case EActionType::SURRENDER:
  3955. {
  3956. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3957. int cost = gs->curB->battleGetSurrenderCost(player);
  3958. if (cost < 0)
  3959. complain("Cannot surrender!");
  3960. else if (getResource(player, Res::GOLD) < cost)
  3961. complain("Not enough gold to surrender!");
  3962. else
  3963. {
  3964. giveResource(player, Res::GOLD, -cost);
  3965. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3966. }
  3967. break;
  3968. }
  3969. case EActionType::WALK_AND_ATTACK: //walk or attack
  3970. {
  3971. auto wrapper = wrapAction(ba);
  3972. if(!stack)
  3973. {
  3974. complain("No attacker");
  3975. ok = false;
  3976. break;
  3977. }
  3978. if(target.size() < 2)
  3979. {
  3980. complain("Two destinations required for attack action.");
  3981. ok = false;
  3982. break;
  3983. }
  3984. BattleHex attackPos = target.at(0).hexValue;
  3985. BattleHex destinationTile = target.at(1).hexValue;
  3986. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3987. if(!destinationStack)
  3988. {
  3989. complain("Invalid target to attack");
  3990. ok = false;
  3991. break;
  3992. }
  3993. BattleHex startingPos = stack->getPosition();
  3994. int distance = moveStack(ba.stackNumber, attackPos);
  3995. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3996. if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
  3997. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3998. )
  3999. {
  4000. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  4001. ok = false;
  4002. break;
  4003. }
  4004. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4005. {
  4006. destinationStack = nullptr;
  4007. }
  4008. if(!destinationStack)
  4009. {
  4010. complain("Unit can not attack itself");
  4011. ok = false;
  4012. break;
  4013. }
  4014. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4015. {
  4016. complain("Attack cannot be performed!");
  4017. ok = false;
  4018. break;
  4019. }
  4020. //attack
  4021. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4022. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4023. const bool retaliation = destinationStack->ableToRetaliate();
  4024. for (int i = 0; i < totalAttacks; ++i)
  4025. {
  4026. //first strike
  4027. if(i == 0 && firstStrike && retaliation)
  4028. {
  4029. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4030. }
  4031. //move can cause death, eg. by walking into the moat, first strike can cause death as well
  4032. if(stack->alive() && destinationStack->alive())
  4033. {
  4034. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4035. }
  4036. //counterattack
  4037. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4038. if(stack->alive()
  4039. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4040. && (i == 0 && !firstStrike)
  4041. && retaliation && destinationStack->ableToRetaliate())
  4042. {
  4043. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4044. }
  4045. }
  4046. //return
  4047. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4048. && target.size() == 3
  4049. && startingPos != stack->getPosition()
  4050. && startingPos == target.at(2).hexValue
  4051. && stack->alive())
  4052. {
  4053. moveStack(ba.stackNumber, startingPos);
  4054. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4055. }
  4056. break;
  4057. }
  4058. case EActionType::SHOOT:
  4059. {
  4060. if(target.size() < 1)
  4061. {
  4062. complain("Destination required for shot action.");
  4063. ok = false;
  4064. break;
  4065. }
  4066. auto destination = target.at(0).hexValue;
  4067. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4068. if (!gs->curB->battleCanShoot(stack, destination))
  4069. {
  4070. complain("Cannot shoot!");
  4071. break;
  4072. }
  4073. if (!destinationStack)
  4074. {
  4075. complain("No target to shoot!");
  4076. break;
  4077. }
  4078. auto wrapper = wrapAction(ba);
  4079. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4080. //ranged counterattack
  4081. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4082. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4083. && destinationStack->ableToRetaliate()
  4084. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4085. && stack->alive()) //attacker may have died (fire shield)
  4086. {
  4087. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4088. }
  4089. //TODO: move to CUnitState
  4090. //extra shot(s) for ballista, based on artillery skill
  4091. if(stack->creatureIndex() == CreatureID::BALLISTA)
  4092. {
  4093. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4094. if(attackingHero)
  4095. {
  4096. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  4097. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  4098. {
  4099. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4100. }
  4101. }
  4102. }
  4103. //allow more than one additional attack
  4104. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4105. for(int i = 1; i < totalRangedAttacks; ++i)
  4106. {
  4107. if(
  4108. stack->alive()
  4109. && destinationStack->alive()
  4110. && stack->shots.canUse()
  4111. )
  4112. {
  4113. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4114. }
  4115. }
  4116. break;
  4117. }
  4118. case EActionType::CATAPULT:
  4119. {
  4120. //TODO: unify with spells::effects:Catapult
  4121. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  4122. {
  4123. switch(part)
  4124. {
  4125. case EWallPart::GATE:
  4126. return sbi.gate;
  4127. case EWallPart::KEEP:
  4128. return sbi.keep;
  4129. case EWallPart::BOTTOM_TOWER:
  4130. case EWallPart::UPPER_TOWER:
  4131. return sbi.tower;
  4132. case EWallPart::BOTTOM_WALL:
  4133. case EWallPart::BELOW_GATE:
  4134. case EWallPart::OVER_GATE:
  4135. case EWallPart::UPPER_WALL:
  4136. return sbi.wall;
  4137. default:
  4138. return 0;
  4139. }
  4140. };
  4141. auto wrapper = wrapAction(ba);
  4142. if(target.size() < 1)
  4143. {
  4144. complain("Destination required for catapult action.");
  4145. ok = false;
  4146. break;
  4147. }
  4148. auto destination = target.at(0).hexValue;
  4149. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4150. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
  4151. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  4152. stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  4153. else
  4154. {
  4155. 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
  4156. {
  4157. stackBallisticsParameters = VLC->heroh->ballistics.at(2);
  4158. stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
  4159. }
  4160. else
  4161. stackBallisticsParameters = VLC->heroh->ballistics.at(1);
  4162. stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
  4163. }
  4164. auto wallPart = gs->curB->battleHexToWallPart(destination);
  4165. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  4166. {
  4167. complain("catapult tried to attack non-catapultable hex!");
  4168. break;
  4169. }
  4170. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  4171. auto &currentHP = gs->curB->si.wallState;
  4172. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  4173. {
  4174. complain("catapult tried to attack already destroyed wall part!");
  4175. break;
  4176. }
  4177. for (int g=0; g<stackBallisticsParameters.shots; ++g)
  4178. {
  4179. bool hitSuccessfull = false;
  4180. auto attackedPart = wallPart;
  4181. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  4182. {
  4183. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  4184. currentHP.at(attackedPart) != EWallState::NONE &&
  4185. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
  4186. {
  4187. hitSuccessfull = true;
  4188. }
  4189. else // select new target
  4190. {
  4191. std::vector<EWallPart::EWallPart> allowedTargets;
  4192. for (size_t i=0; i< currentHP.size(); i++)
  4193. {
  4194. if(currentHP.at(i) != EWallState::DESTROYED &&
  4195. currentHP.at(i) != EWallState::NONE)
  4196. allowedTargets.push_back(EWallPart::EWallPart(i));
  4197. }
  4198. if (allowedTargets.empty())
  4199. break;
  4200. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  4201. }
  4202. }
  4203. while (!hitSuccessfull);
  4204. if (!hitSuccessfull) // break triggered - no target to shoot at
  4205. break;
  4206. CatapultAttack ca; //package for clients
  4207. CatapultAttack::AttackInfo attack;
  4208. attack.attackedPart = attackedPart;
  4209. attack.destinationTile = destination;
  4210. attack.damageDealt = 0;
  4211. BattleUnitsChanged removeUnits;
  4212. int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  4213. int dmgRand = getRandomGenerator().nextInt(99);
  4214. //accumulating dmgChance
  4215. dmgChance[1] += dmgChance[0];
  4216. dmgChance[2] += dmgChance[1];
  4217. //calculating dealt damage
  4218. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  4219. {
  4220. if (dmgRand <= dmgChance[damage])
  4221. {
  4222. attack.damageDealt = damage;
  4223. break;
  4224. }
  4225. }
  4226. // attacked tile may have changed - update destination
  4227. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  4228. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  4229. //removing creatures in turrets / keep if one is destroyed
  4230. if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  4231. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  4232. {
  4233. int posRemove = -1;
  4234. switch(attackedPart)
  4235. {
  4236. case EWallPart::KEEP:
  4237. posRemove = -2;
  4238. break;
  4239. case EWallPart::BOTTOM_TOWER:
  4240. posRemove = -3;
  4241. break;
  4242. case EWallPart::UPPER_TOWER:
  4243. posRemove = -4;
  4244. break;
  4245. }
  4246. for(auto & elem : gs->curB->stacks)
  4247. {
  4248. if(elem->initialPosition == posRemove)
  4249. {
  4250. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  4251. break;
  4252. }
  4253. }
  4254. }
  4255. ca.attacker = ba.stackNumber;
  4256. ca.attackedParts.push_back(attack);
  4257. sendAndApply(&ca);
  4258. if(!removeUnits.changedStacks.empty())
  4259. sendAndApply(&removeUnits);
  4260. }
  4261. //finish by scope guard
  4262. break;
  4263. }
  4264. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4265. {
  4266. auto wrapper = wrapAction(ba);
  4267. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4268. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4269. if(target.size() < 1)
  4270. {
  4271. complain("Destination required for heal action.");
  4272. ok = false;
  4273. break;
  4274. }
  4275. const battle::Unit * destStack = nullptr;
  4276. if(target.at(0).unitValue)
  4277. destStack = target.at(0).unitValue;
  4278. else
  4279. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4280. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  4281. {
  4282. complain("There is either no healer, no destination, or healer cannot heal :P");
  4283. }
  4284. else
  4285. {
  4286. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  4287. //TODO: allow resurrection for mods
  4288. auto state = destStack->acquireState();
  4289. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  4290. if(toHeal == 0)
  4291. {
  4292. logGlobal->warn("Nothing to heal");
  4293. }
  4294. else
  4295. {
  4296. BattleUnitsChanged pack;
  4297. BattleLogMessage message;
  4298. MetaString text;
  4299. text.addTxt(MetaString::GENERAL_TXT, 414);
  4300. healer->addNameReplacement(text, false);
  4301. destStack->addNameReplacement(text, false);
  4302. text.addReplacement((int)toHeal);
  4303. message.lines.push_back(text);
  4304. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  4305. info.healthDelta = toHeal;
  4306. state->save(info.data);
  4307. pack.changedStacks.push_back(info);
  4308. sendAndApply(&pack);
  4309. sendAndApply(&message);
  4310. }
  4311. }
  4312. break;
  4313. }
  4314. case EActionType::DAEMON_SUMMONING:
  4315. //TODO: From Strategija:
  4316. //Summon Demon is a level 2 spell.
  4317. {
  4318. if(target.size() < 1)
  4319. {
  4320. complain("Destination required for summon action.");
  4321. ok = false;
  4322. break;
  4323. }
  4324. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
  4325. const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
  4326. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type()(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  4327. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
  4328. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  4329. ui64 canRiseHp = std::min(targetHealth, risedHp);
  4330. ui32 canRiseAmount = static_cast<ui32>(canRiseHp / summonedType.toCreature()->MaxHealth());
  4331. battle::UnitInfo info;
  4332. info.id = gs->curB->battleNextUnitId();
  4333. info.count = std::min(canRiseAmount, destStack->baseAmount);
  4334. info.type = summonedType;
  4335. info.side = summoner->side;
  4336. info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
  4337. info.summoned = false;
  4338. BattleUnitsChanged addUnits;
  4339. addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  4340. info.save(addUnits.changedStacks.back().data);
  4341. if(info.count > 0) //there's rare possibility single creature cannot rise desired type
  4342. {
  4343. auto wrapper = wrapAction(ba);
  4344. BattleUnitsChanged removeUnits;
  4345. removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
  4346. sendAndApply(&removeUnits);
  4347. sendAndApply(&addUnits);
  4348. BattleSetStackProperty ssp;
  4349. ssp.stackID = ba.stackNumber;
  4350. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  4351. ssp.val = -1;
  4352. ssp.absolute = false;
  4353. sendAndApply(&ssp);
  4354. }
  4355. break;
  4356. }
  4357. case EActionType::MONSTER_SPELL:
  4358. {
  4359. auto wrapper = wrapAction(ba);
  4360. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4361. SpellID spellID = SpellID(ba.actionSubtype);
  4362. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4363. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4364. //TODO special bonus for genies ability
  4365. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4366. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4367. if (spellID < 0)
  4368. complain("That stack can't cast spells!");
  4369. else
  4370. {
  4371. const CSpell * spell = SpellID(spellID).toSpell();
  4372. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4373. int32_t spellLvl = 0;
  4374. if(spellcaster)
  4375. vstd::amax(spellLvl, spellcaster->val);
  4376. if(randSpellcaster)
  4377. vstd::amax(spellLvl, randSpellcaster->val);
  4378. parameters.setSpellLevel(spellLvl);
  4379. parameters.cast(spellEnv, target);
  4380. }
  4381. break;
  4382. }
  4383. }
  4384. if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4385. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4386. handleDamageFromObstacle(stack);
  4387. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4388. battleMadeAction.setn(true);
  4389. return ok;
  4390. }
  4391. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4392. {
  4393. bool cheated = false;
  4394. PlayerMessageClient temp_message(player, message);
  4395. sendAndApply(&temp_message);
  4396. std::vector<std::string> words;
  4397. boost::split(words, message, boost::is_any_of(" "));
  4398. bool isHost = false;
  4399. for(auto & c : connections[player])
  4400. if(lobby->isClientHost(c->connectionID))
  4401. isHost = true;
  4402. if(isHost && words.size() >= 2 && words[0] == "game")
  4403. {
  4404. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4405. {
  4406. SystemMessage temp_message("game was terminated");
  4407. sendAndApply(&temp_message);
  4408. lobby->state = EServerState::SHUTDOWN;
  4409. return;
  4410. }
  4411. if(words.size() == 3 && words[1] == "save")
  4412. {
  4413. save("Saves/" + words[2]);
  4414. SystemMessage temp_message("game saved as " + words[2]);
  4415. sendAndApply(&temp_message);
  4416. return;
  4417. }
  4418. if(words.size() == 3 && words[1] == "kick")
  4419. {
  4420. auto playername = words[2];
  4421. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4422. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4423. playerToKick = PlayerColor(std::stoi(playername));
  4424. else
  4425. {
  4426. for(auto & c : connections)
  4427. {
  4428. if(c.first.getStr(false) == playername)
  4429. playerToKick = c.first;
  4430. }
  4431. }
  4432. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4433. {
  4434. PlayerCheated pc;
  4435. pc.player = playerToKick;
  4436. pc.losingCheatCode = true;
  4437. sendAndApply(&pc);
  4438. checkVictoryLossConditionsForPlayer(playerToKick);
  4439. }
  4440. return;
  4441. }
  4442. }
  4443. int obj = 0;
  4444. if (words.size() == 2)
  4445. {
  4446. obj = std::atoi(words[1].c_str());
  4447. if (obj)
  4448. currObj = ObjectInstanceID(obj);
  4449. }
  4450. const CGHeroInstance * hero = getHero(currObj);
  4451. const CGTownInstance * town = getTown(currObj);
  4452. if (!town && hero)
  4453. town = hero->visitedTown;
  4454. if (words.size() == 1 || obj)
  4455. handleCheatCode(words[0], player, hero, town, cheated);
  4456. else
  4457. {
  4458. for (const auto & i : gs->players)
  4459. {
  4460. if (i.first == PlayerColor::NEUTRAL)
  4461. continue;
  4462. if (words[1] == "ai")
  4463. {
  4464. if (i.second.human)
  4465. continue;
  4466. }
  4467. else if (words[1] != "all" && words[1] != i.first.getStr())
  4468. continue;
  4469. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant")
  4470. {
  4471. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4472. }
  4473. else if (words[0] == "vcmiarmenelos")
  4474. {
  4475. for (const auto & t : i.second.towns)
  4476. {
  4477. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4478. }
  4479. }
  4480. else
  4481. {
  4482. for (const auto & h : i.second.heroes)
  4483. {
  4484. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4485. }
  4486. }
  4487. }
  4488. }
  4489. if (cheated)
  4490. {
  4491. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  4492. sendAndApply(&temp_message);
  4493. if(!player.isSpectator())
  4494. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4495. }
  4496. }
  4497. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4498. {
  4499. switch(ba.actionType)
  4500. {
  4501. case EActionType::HERO_SPELL:
  4502. {
  4503. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4504. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4505. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4506. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4507. if (!s)
  4508. {
  4509. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4510. return false;
  4511. }
  4512. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4513. spells::detail::ProblemImpl problem;
  4514. auto m = s->battleMechanics(&parameters);
  4515. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4516. {
  4517. logGlobal->warn("Spell cannot be cast!");
  4518. std::vector<std::string> texts;
  4519. problem.getAll(texts);
  4520. for(auto s : texts)
  4521. logGlobal->warn(s);
  4522. return false;
  4523. }
  4524. StartAction start_action(ba);
  4525. sendAndApply(&start_action); //start spell casting
  4526. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4527. sendAndApply(&end_action);
  4528. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4529. {
  4530. battleMadeAction.setn(true);
  4531. }
  4532. checkBattleStateChanges();
  4533. if (battleResult.get())
  4534. {
  4535. battleMadeAction.setn(true);
  4536. //battle will be ended by startBattle function
  4537. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4538. }
  4539. return true;
  4540. }
  4541. }
  4542. return false;
  4543. }
  4544. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4545. {
  4546. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4547. for(auto b : bl)
  4548. {
  4549. const CSpell * sp = SpellID(b->subtype).toSpell();
  4550. if(!sp)
  4551. continue;
  4552. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4553. const int32_t level = ((val > 3) ? (val - 3) : val);
  4554. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4555. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4556. battleCast.setEffectDuration(50);
  4557. battleCast.setSpellLevel(level);
  4558. spells::Target target;
  4559. if(val > 3)
  4560. {
  4561. for(auto s : gs->curB->battleGetAllStacks())
  4562. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4563. target.emplace_back(s);
  4564. }
  4565. else
  4566. {
  4567. target.emplace_back(st);
  4568. }
  4569. battleCast.applyEffects(spellEnv, target, false, true);
  4570. }
  4571. }
  4572. void CGameHandler::stackTurnTrigger(const CStack *st)
  4573. {
  4574. BattleTriggerEffect bte;
  4575. bte.stackID = st->ID;
  4576. bte.effect = -1;
  4577. bte.val = 0;
  4578. bte.additionalInfo = 0;
  4579. if (st->alive())
  4580. {
  4581. //unbind
  4582. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4583. {
  4584. bool unbind = true;
  4585. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4586. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4587. for (auto b : bl)
  4588. {
  4589. if(b->additionalInfo != CAddInfo::NONE)
  4590. {
  4591. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4592. if(stack)
  4593. {
  4594. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4595. unbind = false;
  4596. }
  4597. }
  4598. else
  4599. {
  4600. unbind = false;
  4601. }
  4602. }
  4603. if (unbind)
  4604. {
  4605. BattleSetStackProperty ssp;
  4606. ssp.which = BattleSetStackProperty::UNBIND;
  4607. ssp.stackID = st->ID;
  4608. sendAndApply(&ssp);
  4609. }
  4610. }
  4611. if (st->hasBonusOfType(Bonus::POISON))
  4612. {
  4613. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4614. if (b) //TODO: what if not?...
  4615. {
  4616. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4617. if (bte.val < b->val) //(negative) poison effect increases - update it
  4618. {
  4619. bte.effect = Bonus::POISON;
  4620. sendAndApply(&bte);
  4621. }
  4622. }
  4623. }
  4624. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4625. {
  4626. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4627. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4628. if(opponentHero)
  4629. {
  4630. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4631. vstd::amin(manaDrained, opponentHero->mana);
  4632. if(manaDrained)
  4633. {
  4634. bte.effect = Bonus::MANA_DRAIN;
  4635. bte.val = manaDrained;
  4636. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4637. sendAndApply(&bte);
  4638. }
  4639. }
  4640. }
  4641. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4642. {
  4643. bool fearsomeCreature = false;
  4644. for (CStack * stack : gs->curB->stacks)
  4645. {
  4646. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4647. {
  4648. fearsomeCreature = true;
  4649. break;
  4650. }
  4651. }
  4652. if (fearsomeCreature)
  4653. {
  4654. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4655. {
  4656. bte.effect = Bonus::FEAR;
  4657. sendAndApply(&bte);
  4658. }
  4659. }
  4660. }
  4661. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4662. int side = gs->curB->whatSide(st->owner);
  4663. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4664. {
  4665. bool cast = false;
  4666. while(!bl.empty() && !cast)
  4667. {
  4668. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4669. auto spellID = SpellID(bonus->subtype);
  4670. const CSpell * spell = SpellID(spellID).toSpell();
  4671. bl.remove_if([&bonus](const Bonus * b)
  4672. {
  4673. return b == bonus.get();
  4674. });
  4675. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4676. parameters.setSpellLevel(bonus->val);
  4677. parameters.massive = true;
  4678. parameters.smart = true;
  4679. //todo: recheck effect level
  4680. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4681. {
  4682. cast = true;
  4683. int cooldown = bonus->additionalInfo[0];
  4684. BattleSetStackProperty ssp;
  4685. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4686. ssp.absolute = false;
  4687. ssp.val = cooldown;
  4688. ssp.stackID = st->unitId();
  4689. sendAndApply(&ssp);
  4690. }
  4691. }
  4692. }
  4693. }
  4694. }
  4695. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4696. {
  4697. if(!curStack->alive())
  4698. return false;
  4699. bool containDamageFromMoat = false;
  4700. bool movementStoped = false;
  4701. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4702. {
  4703. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4704. {
  4705. //helper info
  4706. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4707. const ui8 side = curStack->side;
  4708. if(!spellObstacle)
  4709. COMPLAIN_RET("Invalid obstacle instance");
  4710. if(spellObstacle->trigger)
  4711. {
  4712. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4713. //hidden obstacle triggers effects until revealed
  4714. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4715. {
  4716. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4717. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4718. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4719. if(!sp)
  4720. COMPLAIN_RET("Invalid obstacle instance");
  4721. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4722. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4723. if(oneTimeObstacle)
  4724. {
  4725. removeObstacle(*obstacle);
  4726. }
  4727. else
  4728. {
  4729. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4730. ObstacleChanges changeInfo;
  4731. changeInfo.id = spellObstacle->uniqueID;
  4732. changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
  4733. SpellCreatedObstacle changedObstacle;
  4734. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4735. changedObstacle.revealed = true;
  4736. changeInfo.data.clear();
  4737. JsonSerializer ser(nullptr, changeInfo.data);
  4738. ser.serializeStruct("obstacle", changedObstacle);
  4739. BattleObstaclesChanged bocp;
  4740. bocp.changes.emplace_back(changeInfo);
  4741. sendAndApply(&bocp);
  4742. }
  4743. }
  4744. }
  4745. }
  4746. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4747. {
  4748. auto town = gs->curB->town;
  4749. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4750. if(!containDamageFromMoat)
  4751. {
  4752. containDamageFromMoat = true;
  4753. BattleStackAttacked bsa;
  4754. bsa.damageAmount = damage;
  4755. bsa.stackAttacked = curStack->ID;
  4756. bsa.attackerID = -1;
  4757. curStack->prepareAttacked(bsa, getRandomGenerator());
  4758. StacksInjured si;
  4759. si.stacks.push_back(bsa);
  4760. sendAndApply(&si);
  4761. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4762. }
  4763. }
  4764. if(!curStack->alive())
  4765. return false;
  4766. if((obstacle->stopsMovement() && stackIsMoving))
  4767. movementStoped = true;
  4768. }
  4769. if(stackIsMoving)
  4770. return curStack->alive() && !movementStoped;
  4771. else
  4772. return curStack->alive();
  4773. }
  4774. void CGameHandler::handleTimeEvents()
  4775. {
  4776. gs->map->events.sort(evntCmp);
  4777. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4778. {
  4779. CMapEvent ev = gs->map->events.front();
  4780. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4781. {
  4782. auto color = PlayerColor(player);
  4783. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4784. if (pinfo //player exists
  4785. && (ev.players & 1<<player) //event is enabled to this player
  4786. && ((ev.computerAffected && !pinfo->human)
  4787. || (ev.humanAffected && pinfo->human)
  4788. )
  4789. )
  4790. {
  4791. //give resources
  4792. giveResources(color, ev.resources);
  4793. //prepare dialog
  4794. InfoWindow iw;
  4795. iw.player = color;
  4796. iw.text << ev.message;
  4797. for (int i=0; i<ev.resources.size(); i++)
  4798. {
  4799. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4800. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4801. }
  4802. sendAndApply(&iw); //show dialog
  4803. }
  4804. } //PLAYERS LOOP
  4805. if (ev.nextOccurence)
  4806. {
  4807. gs->map->events.pop_front();
  4808. ev.firstOccurence += ev.nextOccurence;
  4809. auto it = gs->map->events.begin();
  4810. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4811. it++;
  4812. gs->map->events.insert(it, ev);
  4813. }
  4814. else
  4815. {
  4816. gs->map->events.pop_front();
  4817. }
  4818. }
  4819. //TODO send only if changed
  4820. UpdateMapEvents ume;
  4821. ume.events = gs->map->events;
  4822. sendAndApply(&ume);
  4823. }
  4824. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4825. {
  4826. town->events.sort(evntCmp);
  4827. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4828. {
  4829. PlayerColor player = town->tempOwner;
  4830. CCastleEvent ev = town->events.front();
  4831. const PlayerState * pinfo = getPlayerState(player, false);
  4832. if (pinfo //player exists
  4833. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4834. && ((ev.computerAffected && !pinfo->human)
  4835. || (ev.humanAffected && pinfo->human)))
  4836. {
  4837. // dialog
  4838. InfoWindow iw;
  4839. iw.player = player;
  4840. iw.text << ev.message;
  4841. if (ev.resources.nonZero())
  4842. {
  4843. TResources was = n.res[player];
  4844. n.res[player] += ev.resources;
  4845. n.res[player].amax(0);
  4846. for (int i=0; i<ev.resources.size(); i++)
  4847. 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
  4848. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4849. }
  4850. for (auto & i : ev.buildings)
  4851. {
  4852. if (!town->hasBuilt(i))
  4853. {
  4854. buildStructure(town->id, i, true);
  4855. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4856. }
  4857. }
  4858. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4859. {
  4860. n.cres[town->id].tid = town->id;
  4861. n.cres[town->id].creatures = town->creatures;
  4862. }
  4863. auto & sac = n.cres[town->id];
  4864. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4865. {
  4866. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4867. {
  4868. sac.creatures[i].first += ev.creatures.at(i);
  4869. iw.components.push_back(Component(Component::CREATURE,
  4870. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4871. }
  4872. }
  4873. sendAndApply(&iw); //show dialog
  4874. }
  4875. if (ev.nextOccurence)
  4876. {
  4877. town->events.pop_front();
  4878. ev.firstOccurence += ev.nextOccurence;
  4879. auto it = town->events.begin();
  4880. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4881. it++;
  4882. town->events.insert(it, ev);
  4883. }
  4884. else
  4885. {
  4886. town->events.pop_front();
  4887. }
  4888. }
  4889. //TODO send only if changed
  4890. UpdateCastleEvents uce;
  4891. uce.town = town->id;
  4892. uce.events = town->events;
  4893. sendAndApply(&uce);
  4894. }
  4895. bool CGameHandler::complain(const std::string &problem)
  4896. {
  4897. sendMessageToAll("Server encountered a problem: " + problem);
  4898. logGlobal->error(problem);
  4899. return true;
  4900. }
  4901. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4902. {
  4903. //PlayerColor player = getOwner(hid);
  4904. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4905. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4906. assert(lowerArmy);
  4907. assert(upperArmy);
  4908. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4909. queries.addQuery(garrisonQuery);
  4910. GarrisonDialog gd;
  4911. gd.hid = hid;
  4912. gd.objid = upobj;
  4913. gd.removableUnits = removableUnits;
  4914. gd.queryID = garrisonQuery->queryID;
  4915. sendAndApply(&gd);
  4916. }
  4917. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4918. {
  4919. OpenWindow ow;
  4920. ow.window = OpenWindow::THIEVES_GUILD;
  4921. ow.id1 = player.getNum();
  4922. ow.id2 = requestingObjId.getNum();
  4923. sendAndApply(&ow);
  4924. }
  4925. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4926. {
  4927. if (id1 == id2)
  4928. return true;
  4929. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4930. if (!o1 || !o2)
  4931. return true; //arranging stacks within an object should be always allowed
  4932. if (o1 && o2)
  4933. {
  4934. if (o1->ID == Obj::TOWN)
  4935. {
  4936. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4937. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4938. return true;
  4939. }
  4940. if (o2->ID == Obj::TOWN)
  4941. {
  4942. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4943. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4944. return true;
  4945. }
  4946. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4947. {
  4948. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4949. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4950. // two heroes in same town (garrisoned and visiting)
  4951. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4952. return true;
  4953. }
  4954. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4955. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4956. if (!dialog)
  4957. {
  4958. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4959. }
  4960. if (dialog)
  4961. {
  4962. auto topArmy = dialog->exchangingArmies.at(0);
  4963. auto bottomArmy = dialog->exchangingArmies.at(1);
  4964. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4965. return true;
  4966. }
  4967. }
  4968. return false;
  4969. }
  4970. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4971. {
  4972. using events::ObjectVisitStarted;
  4973. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4974. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4975. auto startVisit = [&](ObjectVisitStarted & event)
  4976. {
  4977. auto visitedObject = obj;
  4978. if(obj->ID == Obj::HERO)
  4979. {
  4980. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4981. const auto visitedTown = visitedHero->visitedTown;
  4982. if(visitedTown)
  4983. {
  4984. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4985. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4986. visitedObject = visitedTown;
  4987. }
  4988. }
  4989. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4990. queries.addQuery(visitQuery); //TODO real visit pos
  4991. HeroVisit hv;
  4992. hv.objId = obj->id;
  4993. hv.heroId = h->id;
  4994. hv.player = h->tempOwner;
  4995. hv.starting = true;
  4996. sendAndApply(&hv);
  4997. obj->onHeroVisit(h);
  4998. };
  4999. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  5000. if(visitQuery)
  5001. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  5002. }
  5003. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  5004. {
  5005. using events::ObjectVisitEnded;
  5006. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  5007. auto endVisit = [&](ObjectVisitEnded & event)
  5008. {
  5009. HeroVisit hv;
  5010. hv.player = event.getPlayer();
  5011. hv.heroId = event.getHero();
  5012. hv.starting = false;
  5013. sendAndApply(&hv);
  5014. };
  5015. //TODO: ObjectVisitEnded should also have id of visited object,
  5016. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  5017. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  5018. }
  5019. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  5020. {
  5021. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  5022. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  5023. {
  5024. complain("Cannot build boat in this shipyard!");
  5025. return false;
  5026. }
  5027. else if (obj->o->ID == Obj::TOWN
  5028. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  5029. {
  5030. complain("Cannot build boat in the town - no shipyard!");
  5031. return false;
  5032. }
  5033. const PlayerColor playerID = obj->o->tempOwner;
  5034. TResources boatCost;
  5035. obj->getBoatCost(boatCost);
  5036. TResources aviable = getPlayerState(playerID)->resources;
  5037. if (!aviable.canAfford(boatCost))
  5038. {
  5039. complain("Not enough resources to build a boat!");
  5040. return false;
  5041. }
  5042. int3 tile = obj->bestLocation();
  5043. if (!gs->map->isInTheMap(tile))
  5044. {
  5045. complain("Cannot find appropriate tile for a boat!");
  5046. return false;
  5047. }
  5048. //take boat cost
  5049. giveResources(playerID, -boatCost);
  5050. //create boat
  5051. NewObject no;
  5052. no.ID = Obj::BOAT;
  5053. no.subID = obj->getBoatType();
  5054. no.pos = tile + int3(1,0,0);
  5055. sendAndApply(&no);
  5056. return true;
  5057. }
  5058. void CGameHandler::engageIntoBattle(PlayerColor player)
  5059. {
  5060. //notify interfaces
  5061. PlayerBlocked pb;
  5062. pb.player = player;
  5063. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  5064. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  5065. sendAndApply(&pb);
  5066. }
  5067. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  5068. {
  5069. for (auto playerColor : playerColors)
  5070. {
  5071. if (getPlayerState(playerColor, false))
  5072. checkVictoryLossConditionsForPlayer(playerColor);
  5073. }
  5074. }
  5075. void CGameHandler::checkVictoryLossConditionsForAll()
  5076. {
  5077. std::set<PlayerColor> playerColors;
  5078. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  5079. {
  5080. playerColors.insert(PlayerColor(i));
  5081. }
  5082. checkVictoryLossConditions(playerColors);
  5083. }
  5084. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  5085. {
  5086. const PlayerState * p = getPlayerState(player);
  5087. if(!p || p->status != EPlayerStatus::INGAME) return;
  5088. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  5089. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  5090. {
  5091. InfoWindow iw;
  5092. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  5093. sendAndApply(&iw);
  5094. PlayerEndsGame peg;
  5095. peg.player = player;
  5096. peg.victoryLossCheckResult = victoryLossCheckResult;
  5097. sendAndApply(&peg);
  5098. if (victoryLossCheckResult.victory())
  5099. {
  5100. //one player won -> all enemies lost
  5101. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  5102. {
  5103. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  5104. {
  5105. peg.player = i->first;
  5106. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  5107. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  5108. InfoWindow iw;
  5109. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  5110. iw.player = i->first;
  5111. sendAndApply(&iw);
  5112. sendAndApply(&peg);
  5113. }
  5114. }
  5115. if(p->human)
  5116. {
  5117. lobby->state = EServerState::GAMEPLAY_ENDED;
  5118. }
  5119. }
  5120. else
  5121. {
  5122. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  5123. auto hlp = p->heroes;
  5124. for (auto h : hlp) //eliminate heroes
  5125. {
  5126. if (h.get())
  5127. removeObject(h);
  5128. }
  5129. //player lost -> all his objects become unflagged (neutral)
  5130. for (auto obj : gs->map->objects) //unflag objs
  5131. {
  5132. if (obj.get() && obj->tempOwner == player)
  5133. setOwner(obj, PlayerColor::NEUTRAL);
  5134. }
  5135. //eliminating one player may cause victory of another:
  5136. std::set<PlayerColor> playerColors;
  5137. //do not copy player state (CBonusSystemNode) by value
  5138. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  5139. {
  5140. if (p.first != player)
  5141. playerColors.insert(p.first);
  5142. }
  5143. //notify all players
  5144. for (auto pc : playerColors)
  5145. {
  5146. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5147. {
  5148. InfoWindow iw;
  5149. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5150. iw.player = pc;
  5151. sendAndApply(&iw);
  5152. }
  5153. }
  5154. checkVictoryLossConditions(playerColors);
  5155. }
  5156. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5157. // If we are called before the actual game start, there might be no current player
  5158. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5159. {
  5160. // If player making turn has lost his turn must be over as well
  5161. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5162. }
  5163. }
  5164. }
  5165. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5166. {
  5167. out.player = player;
  5168. out.text.clear();
  5169. out.text << victoryLossCheckResult.messageToSelf;
  5170. // hackish, insert one player-specific string, if applicable
  5171. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5172. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5173. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  5174. }
  5175. bool CGameHandler::dig(const CGHeroInstance *h)
  5176. {
  5177. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  5178. {
  5179. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  5180. {
  5181. complain("Cannot dig - there is already a hole under the hero!");
  5182. return false;
  5183. }
  5184. }
  5185. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5186. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5187. //create a hole
  5188. NewObject no;
  5189. no.ID = Obj::HOLE;
  5190. no.pos = h->getPosition();
  5191. no.subID = 0;
  5192. sendAndApply(&no);
  5193. //take MPs
  5194. SetMovePoints smp;
  5195. smp.hid = h->id;
  5196. smp.val = 0;
  5197. sendAndApply(&smp);
  5198. InfoWindow iw;
  5199. iw.player = h->tempOwner;
  5200. if (gs->map->grailPos == h->getPosition())
  5201. {
  5202. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5203. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5204. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5205. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5206. sendAndApply(&iw);
  5207. iw.soundID = soundBase::invalid;
  5208. iw.text.clear();
  5209. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5210. sendAndApply(&iw);
  5211. }
  5212. else
  5213. {
  5214. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5215. iw.soundID = soundBase::Dig;
  5216. sendAndApply(&iw);
  5217. }
  5218. return true;
  5219. }
  5220. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5221. {
  5222. if(attacker->hasBonusOfType(attackMode))
  5223. {
  5224. std::set<SpellID> spellsToCast;
  5225. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5226. for(const auto & sf : *spells)
  5227. {
  5228. spellsToCast.insert(SpellID(sf->subtype));
  5229. }
  5230. for(SpellID spellID : spellsToCast)
  5231. {
  5232. bool castMe = false;
  5233. if(!defender->alive())
  5234. {
  5235. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5236. return;
  5237. }
  5238. int32_t spellLevel = 0;
  5239. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5240. for(const auto & sf : *spellsByType)
  5241. {
  5242. int meleeRanged;
  5243. if(sf->additionalInfo.size() < 2)
  5244. {
  5245. // legacy format
  5246. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5247. meleeRanged = sf->additionalInfo[0] / 1000;
  5248. }
  5249. else
  5250. {
  5251. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5252. meleeRanged = sf->additionalInfo[1];
  5253. }
  5254. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5255. castMe = true;
  5256. }
  5257. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5258. vstd::amin(chance, 100);
  5259. const CSpell * spell = SpellID(spellID).toSpell();
  5260. spells::AbilityCaster caster(attacker, spellLevel);
  5261. spells::Target target;
  5262. target.emplace_back(defender);
  5263. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5264. auto m = spell->battleMechanics(&parameters);
  5265. spells::detail::ProblemImpl ignored;
  5266. if(!m->canBeCastAt(target, ignored))
  5267. continue;
  5268. //check if spell should be cast (probability handling)
  5269. if(getRandomGenerator().nextInt(99) >= chance)
  5270. continue;
  5271. //casting
  5272. if(castMe)
  5273. {
  5274. parameters.cast(spellEnv, target);
  5275. }
  5276. }
  5277. }
  5278. }
  5279. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5280. {
  5281. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5282. }
  5283. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5284. {
  5285. if(!attacker->alive() || !defender->alive()) // can be already dead
  5286. return;
  5287. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5288. if(!defender->alive())
  5289. {
  5290. //don't try death stare or acid breath on dead stack (crash!)
  5291. return;
  5292. }
  5293. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5294. {
  5295. // mechanics of Death Stare as in H3:
  5296. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5297. //original formula x = min(x, (gorgons_count + 9)/10);
  5298. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5299. vstd::amin(chanceToKill, 1); //cap at 100%
  5300. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5301. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5302. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5303. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5304. vstd::amin(staredCreatures, maxToKill);
  5305. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5306. if(staredCreatures)
  5307. {
  5308. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5309. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5310. spells::AbilityCaster caster(attacker, 0);
  5311. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5312. spells::Target target;
  5313. target.emplace_back(defender);
  5314. parameters.setEffectValue(staredCreatures);
  5315. parameters.cast(spellEnv, target);
  5316. }
  5317. }
  5318. if(!defender->alive())
  5319. return;
  5320. int64_t acidDamage = 0;
  5321. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5322. for(const auto & b : *acidBreath)
  5323. {
  5324. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5325. acidDamage += b->val;
  5326. }
  5327. if(acidDamage > 0)
  5328. {
  5329. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5330. spells::AbilityCaster caster(attacker, 0);
  5331. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5332. spells::Target target;
  5333. target.emplace_back(defender);
  5334. parameters.setEffectValue(acidDamage * attacker->getCount());
  5335. parameters.cast(spellEnv, target);
  5336. }
  5337. if(!defender->alive())
  5338. return;
  5339. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5340. {
  5341. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5342. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5343. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5344. return;
  5345. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5346. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5347. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5348. return;
  5349. battle::UnitInfo resurrectInfo;
  5350. resurrectInfo.id = gs->curB->battleNextUnitId();
  5351. resurrectInfo.summoned = false;
  5352. resurrectInfo.position = defender->getPosition();
  5353. resurrectInfo.side = defender->unitSide();
  5354. if(bonusAdditionalInfo != CAddInfo::NONE)
  5355. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5356. else
  5357. resurrectInfo.type = attacker->creatureId();
  5358. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5359. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5360. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5361. resurrectInfo.count = defender->getCount();
  5362. else
  5363. return; //wrong subtype
  5364. BattleUnitsChanged addUnits;
  5365. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5366. resurrectInfo.save(addUnits.changedStacks.back().data);
  5367. BattleUnitsChanged removeUnits;
  5368. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5369. sendAndApply(&removeUnits);
  5370. sendAndApply(&addUnits);
  5371. }
  5372. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5373. {
  5374. double chanceToTrigger = 0;
  5375. int amountToDie = 0;
  5376. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5377. {
  5378. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5379. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5380. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5381. }
  5382. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5383. {
  5384. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5385. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5386. }
  5387. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5388. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5389. return;
  5390. BattleStackAttacked bsa;
  5391. bsa.attackerID = -1;
  5392. bsa.stackAttacked = defender->ID;
  5393. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5394. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5395. bsa.spellID = SpellID::SLAYER;
  5396. defender->prepareAttacked(bsa, getRandomGenerator());
  5397. StacksInjured si;
  5398. si.stacks.push_back(bsa);
  5399. sendAndApply(&si);
  5400. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5401. }
  5402. }
  5403. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5404. {
  5405. if (!t.visitableObjects.empty())
  5406. {
  5407. //to prevent self-visiting heroes on space press
  5408. if (t.visitableObjects.back() != h)
  5409. objectVisited(t.visitableObjects.back(), h);
  5410. else if (t.visitableObjects.size() > 1)
  5411. objectVisited(*(t.visitableObjects.end()-2),h);
  5412. }
  5413. }
  5414. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5415. {
  5416. if (!hero)
  5417. COMPLAIN_RET("You need hero to sacrifice creature!");
  5418. int expSum = 0;
  5419. auto finish = [this, &hero, &expSum]()
  5420. {
  5421. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5422. };
  5423. for(int i = 0; i < slot.size(); ++i)
  5424. {
  5425. int oldCount = hero->getStackCount(slot[i]);
  5426. if(oldCount < (int)count[i])
  5427. {
  5428. finish();
  5429. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5430. }
  5431. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5432. {
  5433. finish();
  5434. COMPLAIN_RET("Cannot sacrifice last creature!");
  5435. }
  5436. int crid = hero->getStack(slot[i]).type->idNumber;
  5437. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5438. int dump, exp;
  5439. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5440. exp *= count[i];
  5441. expSum += exp;
  5442. }
  5443. finish();
  5444. return true;
  5445. }
  5446. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5447. {
  5448. if (!hero)
  5449. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5450. int expSum = 0;
  5451. auto finish = [this, &hero, &expSum]()
  5452. {
  5453. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5454. };
  5455. for(int i = 0; i < slot.size(); ++i)
  5456. {
  5457. ArtifactLocation al(hero, slot[i]);
  5458. const CArtifactInstance * a = al.getArt();
  5459. if(!a)
  5460. {
  5461. finish();
  5462. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5463. }
  5464. const CArtifactInstance * art = hero->getArt(slot[i]);
  5465. if(!art)
  5466. {
  5467. finish();
  5468. COMPLAIN_RET("No artifact at position to sacrifice!");
  5469. }
  5470. si32 typId = art->artType->id;
  5471. int dmp, expToGive;
  5472. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5473. expSum += expToGive;
  5474. removeArtifact(al);
  5475. }
  5476. finish();
  5477. return true;
  5478. }
  5479. void CGameHandler::makeStackDoNothing(const CStack * next)
  5480. {
  5481. BattleAction doNothing;
  5482. doNothing.actionType = EActionType::NO_ACTION;
  5483. doNothing.side = next->side;
  5484. doNothing.stackNumber = next->ID;
  5485. makeAutomaticAction(next, doNothing);
  5486. }
  5487. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5488. {
  5489. if (sl.army->hasStackAtSlot(sl.slot))
  5490. COMPLAIN_RET("Slot is already taken!");
  5491. if (!sl.slot.validSlot())
  5492. COMPLAIN_RET("Cannot insert stack to that slot!");
  5493. InsertNewStack ins;
  5494. ins.army = sl.army->id;
  5495. ins.slot = sl.slot;
  5496. ins.type = c->idNumber;
  5497. ins.count = count;
  5498. sendAndApply(&ins);
  5499. return true;
  5500. }
  5501. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5502. {
  5503. if (!sl.army->hasStackAtSlot(sl.slot))
  5504. COMPLAIN_RET("Cannot find a stack to erase");
  5505. if (sl.army->stacksCount() == 1 //from the last stack
  5506. && sl.army->needsLastStack() //that must be left
  5507. && !forceRemoval) //ignore above conditions if we are forcing removal
  5508. {
  5509. COMPLAIN_RET("Cannot erase the last stack!");
  5510. }
  5511. EraseStack es;
  5512. es.army = sl.army->id;
  5513. es.slot = sl.slot;
  5514. sendAndApply(&es);
  5515. return true;
  5516. }
  5517. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5518. {
  5519. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5520. if ((absoluteValue && count < 0)
  5521. || (!absoluteValue && -count > currentCount))
  5522. {
  5523. COMPLAIN_RET("Cannot take more stacks than present!");
  5524. }
  5525. if ((currentCount == -count && !absoluteValue)
  5526. || (!count && absoluteValue))
  5527. {
  5528. eraseStack(sl);
  5529. }
  5530. else
  5531. {
  5532. ChangeStackCount csc;
  5533. csc.army = sl.army->id;
  5534. csc.slot = sl.slot;
  5535. csc.count = count;
  5536. csc.absoluteValue = absoluteValue;
  5537. sendAndApply(&csc);
  5538. }
  5539. return true;
  5540. }
  5541. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5542. {
  5543. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5544. if (!slotC) //slot is empty
  5545. insertNewStack(sl, c, count);
  5546. else if (c == slotC)
  5547. changeStackCount(sl, count);
  5548. else
  5549. {
  5550. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5551. }
  5552. return true;
  5553. }
  5554. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5555. {
  5556. if (removeObjWhenFinished)
  5557. removeAfterVisit(src);
  5558. if (!src->canBeMergedWith(*dst, allowMerging))
  5559. {
  5560. if (allowMerging) //do that, add all matching creatures.
  5561. {
  5562. bool cont = true;
  5563. while (cont)
  5564. {
  5565. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5566. {
  5567. SlotID pos = dst->getSlotFor(i->second->type);
  5568. if (pos.validSlot())
  5569. {
  5570. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5571. cont = true;
  5572. break; //or iterator crashes
  5573. }
  5574. cont = false;
  5575. }
  5576. }
  5577. }
  5578. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5579. }
  5580. else //merge
  5581. {
  5582. moveArmy(src, dst, allowMerging);
  5583. }
  5584. }
  5585. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5586. {
  5587. if (!src.army->hasStackAtSlot(src.slot))
  5588. COMPLAIN_RET("No stack to move!");
  5589. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5590. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5591. if (!dst.slot.validSlot())
  5592. COMPLAIN_RET("Cannot move stack to that slot!");
  5593. if (count == -1)
  5594. {
  5595. count = src.army->getStackCount(src.slot);
  5596. }
  5597. if (src.army != dst.army //moving away
  5598. && count == src.army->getStackCount(src.slot) //all creatures
  5599. && src.army->stacksCount() == 1 //from the last stack
  5600. && src.army->needsLastStack()) //that must be left
  5601. {
  5602. COMPLAIN_RET("Cannot move away the last creature!");
  5603. }
  5604. RebalanceStacks rs;
  5605. rs.srcArmy = src.army->id;
  5606. rs.dstArmy = dst.army->id;
  5607. rs.srcSlot = src.slot;
  5608. rs.dstSlot = dst.slot;
  5609. rs.count = count;
  5610. sendAndApply(&rs);
  5611. return true;
  5612. }
  5613. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5614. {
  5615. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5616. {
  5617. return moveStack(sl2, sl1);
  5618. }
  5619. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5620. {
  5621. return moveStack(sl1, sl2);
  5622. }
  5623. else
  5624. {
  5625. SwapStacks ss;
  5626. ss.srcArmy = sl1.army->id;
  5627. ss.dstArmy = sl2.army->id;
  5628. ss.srcSlot = sl1.slot;
  5629. ss.dstSlot = sl2.slot;
  5630. sendAndApply(&ss);
  5631. return true;
  5632. }
  5633. }
  5634. void CGameHandler::runBattle()
  5635. {
  5636. setBattle(gs->curB);
  5637. assert(gs->curB);
  5638. //TODO: pre-tactic stuff, call scripts etc.
  5639. //tactic round
  5640. {
  5641. while (gs->curB->tacticDistance && !battleResult.get())
  5642. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5643. }
  5644. //initial stacks appearance triggers, e.g. built-in bonus spells
  5645. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5646. for (CStack * stack : initialStacks)
  5647. {
  5648. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5649. {
  5650. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5651. auto accessibility = getAccesibility();
  5652. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5653. std::vector<BattleHex> targetHexes;
  5654. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5655. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5656. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5657. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5658. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5659. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5660. if (!guardianIsBig)
  5661. targetHexes = stack->getSurroundingHexes();
  5662. else
  5663. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5664. for(auto hex : targetHexes)
  5665. {
  5666. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5667. {
  5668. battle::UnitInfo info;
  5669. info.id = gs->curB->battleNextUnitId();
  5670. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5671. info.type = creatureData;
  5672. info.side = stack->side;
  5673. info.position = hex;
  5674. info.summoned = true;
  5675. BattleUnitsChanged pack;
  5676. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5677. info.save(pack.changedStacks.back().data);
  5678. sendAndApply(&pack);
  5679. }
  5680. }
  5681. }
  5682. stackEnchantedTrigger(stack);
  5683. }
  5684. //spells opening battle
  5685. for (int i = 0; i < 2; ++i)
  5686. {
  5687. auto h = gs->curB->battleGetFightingHero(i);
  5688. if (h)
  5689. {
  5690. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5691. for (auto b : *bl)
  5692. {
  5693. spells::BonusCaster caster(h, b);
  5694. const CSpell * spell = SpellID(b->subtype).toSpell();
  5695. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5696. parameters.setSpellLevel(3);
  5697. parameters.setEffectDuration(b->val);
  5698. parameters.massive = true;
  5699. parameters.castIfPossible(spellEnv, spells::Target());
  5700. }
  5701. }
  5702. }
  5703. bool firstRound = true;//FIXME: why first round is -1?
  5704. //main loop
  5705. while (!battleResult.get()) //till the end of the battle ;]
  5706. {
  5707. BattleNextRound bnr;
  5708. bnr.round = gs->curB->round + 1;
  5709. logGlobal->debug("Round %d", bnr.round);
  5710. sendAndApply(&bnr);
  5711. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5712. for (auto &obstPtr : obstacles)
  5713. {
  5714. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5715. if (sco->turnsRemaining == 0)
  5716. removeObstacle(*obstPtr);
  5717. }
  5718. const BattleInfo & curB = *gs->curB;
  5719. for(auto stack : curB.stacks)
  5720. {
  5721. if(stack->alive() && !firstRound)
  5722. stackEnchantedTrigger(stack);
  5723. }
  5724. //stack loop
  5725. auto getNextStack = [this]() -> const CStack *
  5726. {
  5727. if(battleResult.get())
  5728. return nullptr;
  5729. std::vector<battle::Units> q;
  5730. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5731. if(!q.empty())
  5732. {
  5733. if(!q.front().empty())
  5734. {
  5735. auto next = q.front().front();
  5736. const auto stack = dynamic_cast<const CStack *>(next);
  5737. // regeneration takes place before everything else but only during first turn attempt in each round
  5738. // also works under blind and similar effects
  5739. if(stack && stack->alive() && !stack->waiting)
  5740. {
  5741. BattleTriggerEffect bte;
  5742. bte.stackID = stack->ID;
  5743. bte.effect = Bonus::HP_REGENERATION;
  5744. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5745. if(stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  5746. bte.val = lostHealth;
  5747. else if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5748. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5749. if(bte.val) // anything to heal
  5750. sendAndApply(&bte);
  5751. }
  5752. if(next->willMove())
  5753. return stack;
  5754. }
  5755. }
  5756. return nullptr;
  5757. };
  5758. const CStack * next = nullptr;
  5759. while((next = getNextStack()))
  5760. {
  5761. BattleUnitsChanged removeGhosts;
  5762. for(auto stack : curB.stacks)
  5763. {
  5764. if(stack->ghostPending)
  5765. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5766. }
  5767. if(!removeGhosts.changedStacks.empty())
  5768. sendAndApply(&removeGhosts);
  5769. //check for bad morale => freeze
  5770. int nextStackMorale = next->MoraleVal();
  5771. if (nextStackMorale < 0 &&
  5772. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5773. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5774. )
  5775. {
  5776. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5777. {
  5778. //unit loses its turn - empty freeze action
  5779. BattleAction ba;
  5780. ba.actionType = EActionType::BAD_MORALE;
  5781. ba.side = next->side;
  5782. ba.stackNumber = next->ID;
  5783. makeAutomaticAction(next, ba);
  5784. continue;
  5785. }
  5786. }
  5787. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5788. {
  5789. logGlobal->trace("Handle Berserk effect");
  5790. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5791. if (attackInfo.first != nullptr)
  5792. {
  5793. BattleAction attack;
  5794. attack.actionType = EActionType::WALK_AND_ATTACK;
  5795. attack.side = next->side;
  5796. attack.stackNumber = next->ID;
  5797. attack.aimToHex(attackInfo.second);
  5798. attack.aimToUnit(attackInfo.first);
  5799. makeAutomaticAction(next, attack);
  5800. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5801. }
  5802. else
  5803. {
  5804. makeStackDoNothing(next);
  5805. logGlobal->trace("No target found");
  5806. }
  5807. continue;
  5808. }
  5809. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5810. const int stackCreatureId = next->getCreature()->idNumber;
  5811. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5812. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5813. {
  5814. BattleAction attack;
  5815. attack.actionType = EActionType::SHOOT;
  5816. attack.side = next->side;
  5817. attack.stackNumber = next->ID;
  5818. //TODO: select target by priority
  5819. const battle::Unit * target = nullptr;
  5820. for(auto & elem : gs->curB->stacks)
  5821. {
  5822. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5823. && elem->owner != next->owner
  5824. && elem->isValidTarget()
  5825. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5826. {
  5827. target = elem;
  5828. break;
  5829. }
  5830. }
  5831. if(target == nullptr)
  5832. {
  5833. makeStackDoNothing(next);
  5834. }
  5835. else
  5836. {
  5837. attack.aimToUnit(target);
  5838. makeAutomaticAction(next, attack);
  5839. }
  5840. continue;
  5841. }
  5842. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5843. {
  5844. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5845. if (attackableBattleHexes.empty())
  5846. {
  5847. makeStackDoNothing(next);
  5848. continue;
  5849. }
  5850. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5851. {
  5852. BattleAction attack;
  5853. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5854. attack.aimToHex(destination);
  5855. attack.actionType = EActionType::CATAPULT;
  5856. attack.side = next->side;
  5857. attack.stackNumber = next->ID;
  5858. makeAutomaticAction(next, attack);
  5859. continue;
  5860. }
  5861. }
  5862. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5863. {
  5864. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5865. {
  5866. return s->owner == next->owner && s->canBeHealed();
  5867. });
  5868. if (!possibleStacks.size())
  5869. {
  5870. makeStackDoNothing(next);
  5871. continue;
  5872. }
  5873. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5874. {
  5875. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5876. const CStack * toBeHealed = possibleStacks.front();
  5877. BattleAction heal;
  5878. heal.actionType = EActionType::STACK_HEAL;
  5879. heal.aimToUnit(toBeHealed);
  5880. heal.side = next->side;
  5881. heal.stackNumber = next->ID;
  5882. makeAutomaticAction(next, heal);
  5883. continue;
  5884. }
  5885. }
  5886. int numberOfAsks = 1;
  5887. bool breakOuter = false;
  5888. do
  5889. {//ask interface and wait for answer
  5890. if (!battleResult.get())
  5891. {
  5892. stackTurnTrigger(next); //various effects
  5893. if(next->fear)
  5894. {
  5895. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5896. }
  5897. else
  5898. {
  5899. logGlobal->trace("Activating %s", next->nodeName());
  5900. auto nextId = next->ID;
  5901. BattleSetActiveStack sas;
  5902. sas.stack = nextId;
  5903. sendAndApply(&sas);
  5904. auto actionWasMade = [&]() -> bool
  5905. {
  5906. if (battleMadeAction.data)//active stack has made its action
  5907. return true;
  5908. if (battleResult.get())// battle is finished
  5909. return true;
  5910. if (next == nullptr)//active stack was been removed
  5911. return true;
  5912. return !next->alive();//active stack is dead
  5913. };
  5914. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5915. battleMadeAction.data = false;
  5916. while (!actionWasMade())
  5917. {
  5918. battleMadeAction.cond.wait(lock);
  5919. if (battleGetStackByID(nextId, false) != next)
  5920. next = nullptr; //it may be removed, while we wait
  5921. }
  5922. }
  5923. }
  5924. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5925. {
  5926. breakOuter = true;
  5927. break;
  5928. }
  5929. //we're after action, all results applied
  5930. checkBattleStateChanges(); //check if this action ended the battle
  5931. if(next != nullptr)
  5932. {
  5933. //check for good morale
  5934. nextStackMorale = next->MoraleVal();
  5935. if(!next->hadMorale //only one extra move per turn possible
  5936. && !next->defending
  5937. && !next->waited()
  5938. && !next->fear
  5939. && next->alive()
  5940. && nextStackMorale > 0
  5941. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5942. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5943. )
  5944. {
  5945. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5946. {
  5947. BattleTriggerEffect bte;
  5948. bte.stackID = next->ID;
  5949. bte.effect = Bonus::MORALE;
  5950. bte.val = 1;
  5951. bte.additionalInfo = 0;
  5952. sendAndApply(&bte); //play animation
  5953. ++numberOfAsks; //move this stack once more
  5954. }
  5955. }
  5956. }
  5957. --numberOfAsks;
  5958. } while (numberOfAsks > 0);
  5959. if (breakOuter)
  5960. {
  5961. break;
  5962. }
  5963. }
  5964. firstRound = false;
  5965. }
  5966. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5967. }
  5968. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5969. {
  5970. BattleSetActiveStack bsa;
  5971. bsa.stack = stack->ID;
  5972. bsa.askPlayerInterface = false;
  5973. sendAndApply(&bsa);
  5974. bool ret = makeBattleAction(ba);
  5975. checkBattleStateChanges();
  5976. return ret;
  5977. }
  5978. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5979. {
  5980. assert(a->artType);
  5981. ArtifactLocation al;
  5982. al.artHolder = const_cast<CGHeroInstance*>(h);
  5983. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5984. if (pos < 0)
  5985. {
  5986. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5987. slot = a->firstAvailableSlot(h);
  5988. else
  5989. slot = a->firstBackpackSlot(h);
  5990. }
  5991. else
  5992. {
  5993. slot = pos;
  5994. }
  5995. al.slot = slot;
  5996. if (slot < 0 || !a->canBePutAt(al))
  5997. {
  5998. complain("Cannot put artifact in that slot!");
  5999. return;
  6000. }
  6001. putArtifact(al, a);
  6002. }
  6003. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  6004. {
  6005. PutArtifact pa;
  6006. pa.art = a;
  6007. pa.al = al;
  6008. sendAndApply(&pa);
  6009. }
  6010. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  6011. {
  6012. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  6013. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  6014. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  6015. giveHeroNewArtifact(h, art, slot);
  6016. return true;
  6017. }
  6018. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  6019. {
  6020. CArtifactInstance *a = nullptr;
  6021. if (!artType->constituents)
  6022. {
  6023. a = new CArtifactInstance();
  6024. }
  6025. else
  6026. {
  6027. a = new CCombinedArtifactInstance();
  6028. }
  6029. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  6030. NewArtifact na;
  6031. na.art = a;
  6032. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  6033. giveHeroArtifact(h, a, pos);
  6034. }
  6035. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  6036. {
  6037. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  6038. if (battleResult.data)
  6039. {
  6040. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  6041. % battleResult.data->result % resultType).str());
  6042. return;
  6043. }
  6044. auto br = new BattleResult();
  6045. br->result = resultType;
  6046. br->winner = victoriusSide; //surrendering side loses
  6047. gs->curB->calculateCasualties(br->casualties);
  6048. battleResult.data = br;
  6049. }
  6050. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  6051. {
  6052. std::vector<int3>::iterator tile;
  6053. std::vector<int3> tiles;
  6054. getFreeTiles(tiles);
  6055. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  6056. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  6057. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  6058. const CCreature *cre = VLC->creh->objects.at(creatureID);
  6059. for (int i = 0; i < (int)amount; ++i)
  6060. {
  6061. tile = tiles.begin();
  6062. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  6063. {
  6064. auto count = cre->getRandomAmount(std::rand);
  6065. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  6066. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  6067. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  6068. }
  6069. tiles.erase(tile); //not use it again
  6070. }
  6071. }
  6072. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  6073. {
  6074. if (cheat == "vcmiistari")
  6075. {
  6076. cheated = true;
  6077. if (!hero) return;
  6078. ///Give hero spellbook
  6079. if (!hero->hasSpellbook())
  6080. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  6081. ///Give all spells with bonus (to allow banned spells)
  6082. GiveBonus giveBonus(GiveBonus::HERO);
  6083. giveBonus.id = hero->id.getNum();
  6084. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  6085. //start with level 0 to skip abilities
  6086. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  6087. {
  6088. giveBonus.bonus.subtype = level;
  6089. sendAndApply(&giveBonus);
  6090. }
  6091. ///Give mana
  6092. SetMana sm;
  6093. sm.hid = hero->id;
  6094. sm.val = 999;
  6095. sm.absolute = true;
  6096. sendAndApply(&sm);
  6097. }
  6098. else if (cheat == "vcmiarmenelos")
  6099. {
  6100. cheated = true;
  6101. if (!town) return;
  6102. ///Build all buildings in selected town
  6103. for (auto & build : town->town->buildings)
  6104. {
  6105. if (!town->hasBuilt(build.first)
  6106. && !build.second->Name().empty()
  6107. && build.first != BuildingID::SHIP)
  6108. {
  6109. buildStructure(town->id, build.first, true);
  6110. }
  6111. }
  6112. }
  6113. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  6114. {
  6115. cheated = true;
  6116. if (!hero) return;
  6117. ///Gives N creatures into each slot
  6118. std::map<std::string, std::pair<int, int>> creatures;
  6119. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  6120. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  6121. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  6122. const CCreature * creature = VLC->creh->objects.at(creatures[cheat].first);
  6123. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6124. if (!hero->hasStackAtSlot(SlotID(i)))
  6125. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  6126. }
  6127. else if (cheat == "vcminoldor")
  6128. {
  6129. cheated = true;
  6130. if (!hero) return;
  6131. ///Give all war machines to hero
  6132. if (!hero->getArt(ArtifactPosition::MACH1))
  6133. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6134. if (!hero->getArt(ArtifactPosition::MACH2))
  6135. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6136. if (!hero->getArt(ArtifactPosition::MACH3))
  6137. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6138. }
  6139. else if (cheat == "vcmiforgeofnoldorking")
  6140. {
  6141. cheated = true;
  6142. if (!hero) return;
  6143. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6144. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6145. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  6146. }
  6147. else if (cheat == "vcmiglorfindel")
  6148. {
  6149. cheated = true;
  6150. if (!hero) return;
  6151. ///selected hero gains a new level
  6152. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6153. }
  6154. else if (cheat == "vcminahar")
  6155. {
  6156. cheated = true;
  6157. if (!hero) return;
  6158. ///Give 1000000 movement points to hero
  6159. SetMovePoints smp;
  6160. smp.hid = hero->id;
  6161. smp.val = 1000000;
  6162. sendAndApply(&smp);
  6163. GiveBonus gb(GiveBonus::HERO);
  6164. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6165. gb.bonus.duration = Bonus::ONE_DAY;
  6166. gb.bonus.source = Bonus::OTHER;
  6167. gb.id = hero->id.getNum();
  6168. giveHeroBonus(&gb);
  6169. }
  6170. else if (cheat == "vcmiformenos")
  6171. {
  6172. cheated = true;
  6173. ///Give resources to player
  6174. TResources resources;
  6175. resources[Res::GOLD] = 100000;
  6176. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6177. resources[i] = 100;
  6178. giveResources(player, resources);
  6179. }
  6180. else if (cheat == "vcmisilmaril")
  6181. {
  6182. cheated = true;
  6183. ///Player wins
  6184. PlayerCheated pc;
  6185. pc.player = player;
  6186. pc.winningCheatCode = true;
  6187. sendAndApply(&pc);
  6188. }
  6189. else if (cheat == "vcmimelkor")
  6190. {
  6191. cheated = true;
  6192. ///Player looses
  6193. PlayerCheated pc;
  6194. pc.player = player;
  6195. pc.losingCheatCode = true;
  6196. sendAndApply(&pc);
  6197. }
  6198. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  6199. {
  6200. cheated = true;
  6201. ///Reveal or conceal FoW
  6202. FoWChange fc;
  6203. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  6204. fc.player = player;
  6205. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6206. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6207. int lastUnc = 0;
  6208. for(int z = 0; z < gs->map->levels(); z++)
  6209. for(int x = 0; x < gs->map->width; x++)
  6210. for(int y = 0; y < gs->map->height; y++)
  6211. if(!(*fowMap)[z][x][y] || !fc.mode)
  6212. hlp_tab[lastUnc++] = int3(x, y, z);
  6213. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6214. delete [] hlp_tab;
  6215. sendAndApply(&fc);
  6216. }
  6217. }
  6218. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6219. {
  6220. BattleObstaclesChanged obsRem;
  6221. obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
  6222. sendAndApply(&obsRem);
  6223. }
  6224. void CGameHandler::synchronizeArtifactHandlerLists()
  6225. {
  6226. UpdateArtHandlerLists uahl;
  6227. uahl.treasures = VLC->arth->treasures;
  6228. uahl.minors = VLC->arth->minors;
  6229. uahl.majors = VLC->arth->majors;
  6230. uahl.relics = VLC->arth->relics;
  6231. sendAndApply(&uahl);
  6232. }
  6233. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6234. {
  6235. return vstd::contains(gs->map->objects, obj);
  6236. }
  6237. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6238. {
  6239. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6240. return false;
  6241. auto query = queries.topQuery(player);
  6242. if (query && query->blocksPack(pack))
  6243. {
  6244. complain(boost::str(boost::format(
  6245. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6246. % boost::to_upper_copy<std::string>(player.getStr())
  6247. % query->toString()
  6248. ));
  6249. return true;
  6250. }
  6251. return false;
  6252. }
  6253. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6254. {
  6255. //If the object is being visited, there must be a matching query
  6256. for (const auto &query : queries.allQueries())
  6257. {
  6258. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6259. {
  6260. if (someVistQuery->visitedObject == object)
  6261. {
  6262. someVistQuery->removeObjectAfterVisit = true;
  6263. return;
  6264. }
  6265. }
  6266. }
  6267. //If we haven't returned so far, there is no query and no visit, call was wrong
  6268. assert("This function needs to be called during the object visit!");
  6269. }
  6270. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6271. {
  6272. std::unordered_set<int3, ShashInt3> tiles;
  6273. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6274. if (hide)
  6275. {
  6276. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6277. auto p = getPlayerState(player);
  6278. for (auto h : p->heroes)
  6279. {
  6280. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6281. }
  6282. for (auto t : p->towns)
  6283. {
  6284. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6285. }
  6286. for (auto tile : observedTiles)
  6287. vstd::erase_if_present (tiles, tile);
  6288. }
  6289. changeFogOfWar(tiles, player, hide);
  6290. }
  6291. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6292. {
  6293. FoWChange fow;
  6294. fow.tiles = tiles;
  6295. fow.player = player;
  6296. fow.mode = hide? 0 : 1;
  6297. sendAndApply(&fow);
  6298. }
  6299. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6300. {
  6301. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6302. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6303. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6304. return true;
  6305. }
  6306. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6307. {
  6308. SetObjectProperty sob;
  6309. sob.id = objid;
  6310. sob.what = prop;
  6311. sob.val = static_cast<ui32>(val);
  6312. sendAndApply(&sob);
  6313. }
  6314. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6315. {
  6316. sendAndApply(iw);
  6317. }
  6318. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6319. {
  6320. InfoWindow iw;
  6321. iw.player = player;
  6322. iw.text << msg;
  6323. showInfoDialog(&iw);
  6324. }
  6325. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):
  6326. army(_army)
  6327. {
  6328. heroWithDeadCommander = ObjectInstanceID();
  6329. PlayerColor color = army->tempOwner;
  6330. if(color == PlayerColor::UNFLAGGABLE)
  6331. color = PlayerColor::NEUTRAL;
  6332. for(CStack * st : bat->stacks)
  6333. {
  6334. if(st->summoned) //don't take into account temporary summoned stacks
  6335. continue;
  6336. if(st->owner != color) //remove only our stacks
  6337. continue;
  6338. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6339. st->health.takeResurrected();
  6340. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6341. {
  6342. logGlobal->debug("Ignored arrow towers stack.");
  6343. }
  6344. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6345. {
  6346. auto warMachine = st->type->warMachine;
  6347. if(warMachine == ArtifactID::NONE)
  6348. {
  6349. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6350. }
  6351. //catapult artifact remain even if "creature" killed in siege
  6352. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6353. {
  6354. logGlobal->debug("War machine has been destroyed");
  6355. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6356. if (hero)
  6357. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6358. else
  6359. logGlobal->error("War machine in army without hero");
  6360. }
  6361. }
  6362. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6363. {
  6364. if(st->alive() && st->getCount() > 0)
  6365. {
  6366. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6367. const CreatureID summonedType = st->type->idNumber;
  6368. summoned[summonedType] += st->getCount();
  6369. }
  6370. }
  6371. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6372. {
  6373. if (nullptr == st->base)
  6374. {
  6375. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6376. }
  6377. else
  6378. {
  6379. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6380. if(c)
  6381. {
  6382. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6383. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6384. {
  6385. logGlobal->debug("Commander is dead.");
  6386. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6387. }
  6388. }
  6389. else
  6390. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6391. }
  6392. }
  6393. else if(st->base && !army->slotEmpty(st->slot))
  6394. {
  6395. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6396. if(st->getCount() == 0 || !st->alive())
  6397. {
  6398. logGlobal->debug("Stack has been destroyed.");
  6399. StackLocation sl(army, st->slot);
  6400. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6401. }
  6402. else if(st->getCount() < army->getStackCount(st->slot))
  6403. {
  6404. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6405. StackLocation sl(army, st->slot);
  6406. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6407. }
  6408. else if(st->getCount() > army->getStackCount(st->slot))
  6409. {
  6410. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6411. StackLocation sl(army, st->slot);
  6412. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6413. }
  6414. }
  6415. else
  6416. {
  6417. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6418. }
  6419. }
  6420. }
  6421. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6422. {
  6423. for (TStackAndItsNewCount &ncount : newStackCounts)
  6424. {
  6425. if (ncount.second > 0)
  6426. gh->changeStackCount(ncount.first, ncount.second, true);
  6427. else
  6428. gh->eraseStack(ncount.first, true);
  6429. }
  6430. for (auto summoned_iter : summoned)
  6431. {
  6432. SlotID slot = army->getSlotFor(summoned_iter.first);
  6433. if (slot.validSlot())
  6434. {
  6435. StackLocation location(army, slot);
  6436. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6437. }
  6438. else
  6439. {
  6440. //even if it will be possible to summon anything permanently it should be checked for free slot
  6441. //necromancy is handled separately
  6442. gh->complain("No free slot to put summoned creature");
  6443. }
  6444. }
  6445. for (auto al : removedWarMachines)
  6446. {
  6447. gh->removeArtifact(al);
  6448. }
  6449. if (heroWithDeadCommander != ObjectInstanceID())
  6450. {
  6451. SetCommanderProperty scp;
  6452. scp.heroid = heroWithDeadCommander;
  6453. scp.which = SetCommanderProperty::ALIVE;
  6454. scp.amount = 0;
  6455. gh->sendAndApply(&scp);
  6456. }
  6457. }
  6458. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6459. {
  6460. assert(Query->result);
  6461. assert(Query->bi);
  6462. auto &result = *Query->result;
  6463. auto &info = *Query->bi;
  6464. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6465. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6466. victor = info.sides[result.winner].color;
  6467. loser = info.sides[!result.winner].color;
  6468. winnerSide = result.winner;
  6469. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6470. }
  6471. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6472. {
  6473. winnerHero = loserHero = nullptr;
  6474. winnerSide = 0;
  6475. remainingBattleQueriesCount = 0;
  6476. }
  6477. CRandomGenerator & CGameHandler::getRandomGenerator()
  6478. {
  6479. return CRandomGenerator::getDefault();
  6480. }
  6481. #if SCRIPTING_ENABLED
  6482. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6483. {
  6484. return serverScripts.get();
  6485. }
  6486. scripting::Pool * CGameHandler::getContextPool() const
  6487. {
  6488. return serverScripts.get();
  6489. }
  6490. #endif
  6491. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6492. {
  6493. NewObject no;
  6494. no.ID = ID; //creature
  6495. no.subID= subID;
  6496. no.pos = pos;
  6497. sendAndApply(&no);
  6498. return no.id; //id field will be filled during applying on gs
  6499. }
  6500. ///ServerSpellCastEnvironment
  6501. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6502. : gh(gh)
  6503. {
  6504. }
  6505. bool ServerSpellCastEnvironment::describeChanges() const
  6506. {
  6507. return true;
  6508. }
  6509. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6510. {
  6511. gh->complain(problem);
  6512. }
  6513. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6514. {
  6515. return &gh->getRandomGenerator();
  6516. }
  6517. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6518. {
  6519. gh->sendAndApply(pack);
  6520. }
  6521. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6522. {
  6523. gh->sendAndApply(pack);
  6524. }
  6525. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6526. {
  6527. gh->sendAndApply(pack);
  6528. }
  6529. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6530. {
  6531. gh->sendAndApply(pack);
  6532. }
  6533. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6534. {
  6535. gh->sendAndApply(pack);
  6536. }
  6537. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6538. {
  6539. gh->sendAndApply(pack);
  6540. }
  6541. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6542. {
  6543. gh->sendAndApply(pack);
  6544. }
  6545. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6546. {
  6547. gh->sendAndApply(pack);
  6548. }
  6549. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6550. {
  6551. return gh;
  6552. }
  6553. const CMap * ServerSpellCastEnvironment::getMap() const
  6554. {
  6555. return gh->gameState()->map;
  6556. }
  6557. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6558. {
  6559. return gh->moveHero(hid, dst, teleporting, false);
  6560. }
  6561. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6562. {
  6563. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6564. request->queryID = query->queryID;
  6565. gh->queries.addQuery(query);
  6566. gh->sendAndApply(request);
  6567. }