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