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