CGameHandler.cpp 227 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 "ServerNetPackVisitors.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 "../lib/TerrainHandler.h"
  41. #include "CGameHandler.h"
  42. #include "CVCMIServer.h"
  43. #include "../lib/CCreatureSet.h"
  44. #include "../lib/CThreadHelper.h"
  45. #include "../lib/GameConstants.h"
  46. #include "../lib/registerTypes/RegisterTypes.h"
  47. #include "../lib/serializer/CTypeList.h"
  48. #include "../lib/serializer/Connection.h"
  49. #include "../lib/serializer/Cast.h"
  50. #include "../lib/serializer/JsonSerializer.h"
  51. #include "../lib/ScriptHandler.h"
  52. #include <vcmi/events/EventBus.h>
  53. #include <vcmi/events/GenericEvents.h>
  54. #include <vcmi/events/AdventureEvents.h>
  55. #ifndef _MSC_VER
  56. #include <boost/thread/xtime.hpp>
  57. #endif
  58. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  59. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  60. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  61. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  62. class ServerSpellCastEnvironment : public SpellCastEnvironment
  63. {
  64. public:
  65. ServerSpellCastEnvironment(CGameHandler * gh);
  66. ~ServerSpellCastEnvironment() = default;
  67. void complain(const std::string & problem) override;
  68. bool describeChanges() const override;
  69. vstd::RNG * getRNG() override;
  70. void apply(CPackForClient * pack) override;
  71. void apply(BattleLogMessage * pack) override;
  72. void apply(BattleStackMoved * pack) override;
  73. void apply(BattleUnitsChanged * pack) override;
  74. void apply(SetStackEffect * pack) override;
  75. void apply(StacksInjured * pack) override;
  76. void apply(BattleObstaclesChanged * pack) override;
  77. void apply(CatapultAttack * pack) override;
  78. const CMap * getMap() const override;
  79. const CGameInfoCallback * getCb() const override;
  80. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  81. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  82. private:
  83. CGameHandler * gh;
  84. };
  85. VCMI_LIB_NAMESPACE_BEGIN
  86. namespace spells
  87. {
  88. class ObstacleCasterProxy : public Caster
  89. {
  90. public:
  91. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  92. : owner(owner_),
  93. hero(hero_),
  94. obs(obs_)
  95. {
  96. };
  97. ~ObstacleCasterProxy() = default;
  98. int32_t getCasterUnitId() const override
  99. {
  100. if(hero)
  101. return hero->getCasterUnitId();
  102. else
  103. return -1;
  104. }
  105. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  106. {
  107. return obs->spellLevel;
  108. }
  109. int32_t getEffectLevel(const Spell * spell) const override
  110. {
  111. return obs->spellLevel;
  112. }
  113. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  114. {
  115. if(hero)
  116. return hero->getSpellBonus(spell, base, affectedStack);
  117. else
  118. return base;
  119. }
  120. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  121. {
  122. if(hero)
  123. return hero->getSpecificSpellBonus(spell, base);
  124. else
  125. return base;
  126. }
  127. int32_t getEffectPower(const Spell * spell) const override
  128. {
  129. return obs->casterSpellPower;
  130. }
  131. int32_t getEnchantPower(const Spell * spell) const override
  132. {
  133. return obs->casterSpellPower;
  134. }
  135. int64_t getEffectValue(const Spell * spell) const override
  136. {
  137. if(hero)
  138. return hero->getEffectValue(spell);
  139. else
  140. return 0;
  141. }
  142. PlayerColor getCasterOwner() const override
  143. {
  144. return owner;
  145. }
  146. void getCasterName(MetaString & text) const override
  147. {
  148. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  149. }
  150. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  151. {
  152. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  153. }
  154. void spendMana(ServerCallback * server, const int spellCost) const override
  155. {
  156. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  157. }
  158. private:
  159. const CGHeroInstance * hero;
  160. const PlayerColor owner;
  161. const SpellCreatedObstacle * obs;
  162. };
  163. }//
  164. VCMI_LIB_NAMESPACE_END
  165. CondSh<bool> battleMadeAction(false);
  166. CondSh<BattleResult *> battleResult(nullptr);
  167. template <typename T> class CApplyOnGH;
  168. class CBaseForGHApply
  169. {
  170. public:
  171. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  172. virtual ~CBaseForGHApply(){}
  173. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  174. {
  175. return new CApplyOnGH<U>();
  176. }
  177. };
  178. template <typename T> class CApplyOnGH : public CBaseForGHApply
  179. {
  180. public:
  181. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  182. {
  183. T *ptr = static_cast<T*>(pack);
  184. try
  185. {
  186. ApplyGhNetPackVisitor applier(*gh, *gs);
  187. ptr->visit(applier);
  188. return applier.getResult();
  189. }
  190. catch(ExceptionNotAllowedAction & e)
  191. {
  192. (void)e;
  193. return false;
  194. }
  195. catch(...)
  196. {
  197. throw;
  198. }
  199. }
  200. };
  201. template <>
  202. class CApplyOnGH<CPack> : public CBaseForGHApply
  203. {
  204. public:
  205. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  206. {
  207. logGlobal->error("Cannot apply on GH plain CPack!");
  208. assert(0);
  209. return false;
  210. }
  211. };
  212. static inline double distance(int3 a, int3 b)
  213. {
  214. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  215. }
  216. static void giveExp(BattleResult &r)
  217. {
  218. if (r.winner > 1)
  219. {
  220. // draw
  221. return;
  222. }
  223. r.exp[0] = 0;
  224. r.exp[1] = 0;
  225. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  226. {
  227. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  228. }
  229. }
  230. 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
  231. {
  232. int x = targetPosition.getX();
  233. int y = targetPosition.getY();
  234. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  235. 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...
  236. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  237. else
  238. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  239. //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
  240. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  241. {
  242. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  243. {
  244. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  245. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  246. }
  247. else
  248. { //add back-side guardians for two-hex target, side guardians for one-hex
  249. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  250. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  251. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  252. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  253. else if (targetIsTwoHex)//front-side guardians for two-hex target
  254. {
  255. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  256. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  257. if (x > 3) //back guard for two-hex
  258. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  259. }
  260. }
  261. }
  262. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  263. {
  264. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  265. {
  266. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  267. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  268. }
  269. else
  270. {
  271. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  272. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  273. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  274. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  275. else if (targetIsTwoHex)
  276. {
  277. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  278. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  279. if (x < GameConstants::BFIELD_WIDTH - 4)
  280. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  281. }
  282. }
  283. }
  284. else if (!targetIsAttacker && y % 2 == 0)
  285. {
  286. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  287. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  288. }
  289. else if (targetIsAttacker && y % 2 == 1)
  290. {
  291. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  292. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  293. }
  294. }
  295. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  296. {
  297. boost::unique_lock<boost::mutex> l(mx);
  298. if (players.find(player) != players.end())
  299. {
  300. return players.at(player);
  301. }
  302. else
  303. {
  304. throw std::runtime_error("No such player!");
  305. }
  306. }
  307. void PlayerStatuses::addPlayer(PlayerColor player)
  308. {
  309. boost::unique_lock<boost::mutex> l(mx);
  310. players[player];
  311. }
  312. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  313. {
  314. boost::unique_lock<boost::mutex> l(mx);
  315. if (players.find(player) != players.end())
  316. {
  317. return players[player].*flag;
  318. }
  319. else
  320. {
  321. throw std::runtime_error("No such player!");
  322. }
  323. }
  324. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  325. {
  326. boost::unique_lock<boost::mutex> l(mx);
  327. if (players.find(player) != players.end())
  328. {
  329. players[player].*flag = val;
  330. }
  331. else
  332. {
  333. throw std::runtime_error("No such player!");
  334. }
  335. cv.notify_all();
  336. }
  337. template <typename T>
  338. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  339. {
  340. fun(args[which]);
  341. }
  342. const Services * CGameHandler::services() const
  343. {
  344. return VLC;
  345. }
  346. const CGameHandler::BattleCb * CGameHandler::battle() const
  347. {
  348. return this;
  349. }
  350. const CGameHandler::GameCb * CGameHandler::game() const
  351. {
  352. return this;
  353. }
  354. vstd::CLoggerBase * CGameHandler::logger() const
  355. {
  356. return logGlobal;
  357. }
  358. events::EventBus * CGameHandler::eventBus() const
  359. {
  360. return serverEventBus.get();
  361. }
  362. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  363. {
  364. changeSecSkill(hero, skill, 1, 0);
  365. expGiven(hero);
  366. }
  367. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  368. {
  369. // required exp for at least 1 lvl-up hasn't been reached
  370. if (!hero->gainsLevel())
  371. {
  372. return;
  373. }
  374. // give primary skill
  375. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  376. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  377. SetPrimSkill sps;
  378. sps.id = hero->id;
  379. sps.which = primarySkill;
  380. sps.abs = false;
  381. sps.val = 1;
  382. sendAndApply(&sps);
  383. PrepareHeroLevelUp pre;
  384. pre.heroId = hero->id;
  385. sendAndApply(&pre);
  386. HeroLevelUp hlu;
  387. hlu.player = hero->tempOwner;
  388. hlu.heroId = hero->id;
  389. hlu.primskill = primarySkill;
  390. hlu.skills = pre.skills;
  391. if (hlu.skills.size() == 0)
  392. {
  393. sendAndApply(&hlu);
  394. levelUpHero(hero);
  395. }
  396. else if (hlu.skills.size() == 1)
  397. {
  398. sendAndApply(&hlu);
  399. levelUpHero(hero, pre.skills.front());
  400. }
  401. else if (hlu.skills.size() > 1)
  402. {
  403. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  404. hlu.queryID = levelUpQuery->queryID;
  405. queries.addQuery(levelUpQuery);
  406. sendAndApply(&hlu);
  407. //level up will be called on query reply
  408. }
  409. }
  410. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  411. {
  412. SetCommanderProperty scp;
  413. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  414. if (hero)
  415. scp.heroid = hero->id;
  416. else
  417. {
  418. complain ("Commander is not led by hero!");
  419. return;
  420. }
  421. scp.accumulatedBonus.subtype = 0;
  422. scp.accumulatedBonus.additionalInfo = 0;
  423. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  424. scp.accumulatedBonus.turnsRemain = 0;
  425. scp.accumulatedBonus.source = Bonus::COMMANDER;
  426. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  427. if (skill <= ECommander::SPELL_POWER)
  428. {
  429. scp.which = SetCommanderProperty::BONUS;
  430. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  431. {
  432. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  433. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  434. };
  435. switch (skill)
  436. {
  437. case ECommander::ATTACK:
  438. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  439. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  440. break;
  441. case ECommander::DEFENSE:
  442. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  443. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  444. break;
  445. case ECommander::HEALTH:
  446. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  447. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  448. break;
  449. case ECommander::DAMAGE:
  450. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  451. scp.accumulatedBonus.subtype = 0;
  452. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  453. break;
  454. case ECommander::SPEED:
  455. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  456. break;
  457. case ECommander::SPELL_POWER:
  458. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  459. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  460. sendAndApply (&scp); //additional pack
  461. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  462. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  463. sendAndApply (&scp); //additional pack
  464. scp.accumulatedBonus.type = Bonus::CASTS;
  465. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  466. sendAndApply (&scp); //additional pack
  467. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  468. break;
  469. }
  470. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  471. sendAndApply (&scp);
  472. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  473. scp.additionalInfo = skill;
  474. scp.amount = c->secondarySkills.at(skill) + 1;
  475. sendAndApply (&scp);
  476. }
  477. else if (skill >= 100)
  478. {
  479. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  480. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  481. scp.additionalInfo = skill; //unnormalized
  482. sendAndApply (&scp);
  483. }
  484. expGiven(hero);
  485. }
  486. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  487. {
  488. if (!c->gainsLevel())
  489. {
  490. return;
  491. }
  492. CommanderLevelUp clu;
  493. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  494. if(hero)
  495. {
  496. clu.heroId = hero->id;
  497. clu.player = hero->tempOwner;
  498. }
  499. else
  500. {
  501. complain ("Commander is not led by hero!");
  502. return;
  503. }
  504. //picking sec. skills for choice
  505. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  506. {
  507. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  508. clu.skills.push_back(i);
  509. }
  510. int i = 100;
  511. for (auto specialSkill : VLC->creh->skillRequirements)
  512. {
  513. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  514. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  515. && !vstd::contains (c->specialSKills, i))
  516. clu.skills.push_back (i);
  517. ++i;
  518. }
  519. int skillAmount = static_cast<int>(clu.skills.size());
  520. if (!skillAmount)
  521. {
  522. sendAndApply(&clu);
  523. levelUpCommander(c);
  524. }
  525. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  526. {
  527. sendAndApply(&clu);
  528. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  529. }
  530. else if (skillAmount > 1) //apply and ask for secondary skill
  531. {
  532. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  533. clu.queryID = commanderLevelUp->queryID;
  534. queries.addQuery(commanderLevelUp);
  535. sendAndApply(&clu);
  536. }
  537. }
  538. void CGameHandler::expGiven(const CGHeroInstance *hero)
  539. {
  540. if (hero->gainsLevel())
  541. levelUpHero(hero);
  542. else if (hero->commander && hero->commander->gainsLevel())
  543. levelUpCommander(hero->commander);
  544. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  545. // levelUpCommander(hero->commander);
  546. // else
  547. // levelUpHero(hero);
  548. }
  549. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  550. {
  551. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  552. {
  553. if (gs->map->levelLimit != 0)
  554. {
  555. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  556. TExpType resultingExp = abs ? val : hero->exp + val;
  557. if (resultingExp > expLimit)
  558. {
  559. // set given experience to max possible, but don't decrease if hero already over top
  560. abs = true;
  561. val = std::max(expLimit, hero->exp);
  562. InfoWindow iw;
  563. iw.player = hero->tempOwner;
  564. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  565. iw.text.addReplacement(hero->getNameTranslated());
  566. sendAndApply(&iw);
  567. }
  568. }
  569. }
  570. SetPrimSkill sps;
  571. sps.id = hero->id;
  572. sps.which = which;
  573. sps.abs = abs;
  574. sps.val = val;
  575. sendAndApply(&sps);
  576. //only for exp - hero may level up
  577. if (which == PrimarySkill::EXPERIENCE)
  578. {
  579. if (hero->commander && hero->commander->alive)
  580. {
  581. //FIXME: trim experience according to map limit?
  582. SetCommanderProperty scp;
  583. scp.heroid = hero->id;
  584. scp.which = SetCommanderProperty::EXPERIENCE;
  585. scp.amount = val;
  586. sendAndApply (&scp);
  587. CBonusSystemNode::treeHasChanged();
  588. }
  589. expGiven(hero);
  590. }
  591. }
  592. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  593. {
  594. if(!hero)
  595. {
  596. logGlobal->error("changeSecSkill provided no hero");
  597. return;
  598. }
  599. SetSecSkill sss;
  600. sss.id = hero->id;
  601. sss.which = which;
  602. sss.val = val;
  603. sss.abs = abs;
  604. sendAndApply(&sss);
  605. if (which == SecondarySkill::WISDOM)
  606. {
  607. if (hero->visitedTown)
  608. giveSpells(hero->visitedTown, hero);
  609. }
  610. }
  611. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  612. {
  613. LOG_TRACE(logGlobal);
  614. //Fill BattleResult structure with exp info
  615. giveExp(*battleResult.data);
  616. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  617. {
  618. if(heroAttacker)
  619. battleResult.data->exp[1] += 500;
  620. if(heroDefender)
  621. battleResult.data->exp[0] += 500;
  622. }
  623. if(heroAttacker)
  624. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  625. if(heroDefender)
  626. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  627. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  628. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  629. const BattleResult::EResult result = battleResult.get()->result;
  630. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  631. {
  632. for (auto &q : queries.allQueries())
  633. {
  634. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  635. if (bq->bi == gs->curB)
  636. return bq;
  637. }
  638. return std::shared_ptr<CBattleQuery>();
  639. };
  640. auto battleQuery = findBattleQuery();
  641. if (!battleQuery)
  642. {
  643. logGlobal->error("Cannot find battle query!");
  644. }
  645. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  646. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  647. battleQuery->result = boost::make_optional(*battleResult.data);
  648. //Check how many battle queries were created (number of players blocked by battle)
  649. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  650. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  651. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  652. ChangeSpells cs; //for Eagle Eye
  653. if (finishingBattle->winnerHero)
  654. {
  655. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  656. {
  657. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  658. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  659. {
  660. auto spell = spellId.toSpell(VLC->spells());
  661. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  662. cs.spells.insert(spell->getId());
  663. }
  664. }
  665. }
  666. std::vector<const CArtifactInstance *> arts; //display them in window
  667. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  668. {
  669. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  670. {
  671. arts.push_back(art);
  672. auto slot = art->firstAvailableSlot(finishingBattle->winnerHero);
  673. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  674. if(ArtifactUtils::isSlotBackpack(slot))
  675. ma->askAssemble = false;
  676. sendAndApply(ma);
  677. };
  678. if (finishingBattle->loserHero)
  679. {
  680. //TODO: wrap it into a function, somehow (boost::variant -_-)
  681. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  682. for (auto artSlot : artifactsWorn)
  683. {
  684. MoveArtifact ma;
  685. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  686. const CArtifactInstance * art = ma.src.getArt();
  687. if (art && !art->artType->isBig() &&
  688. art->artType->getId() != ArtifactID::SPELLBOOK)
  689. // don't move war machines or locked arts (spellbook)
  690. {
  691. sendMoveArtifact(art, &ma);
  692. }
  693. }
  694. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  695. {
  696. //we assume that no big artifacts can be found
  697. MoveArtifact ma;
  698. ma.src = ArtifactLocation(finishingBattle->loserHero,
  699. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  700. const CArtifactInstance * art = ma.src.getArt();
  701. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  702. {
  703. sendMoveArtifact(art, &ma);
  704. }
  705. }
  706. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  707. {
  708. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  709. for (auto artSlot : artifactsWorn)
  710. {
  711. MoveArtifact ma;
  712. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  713. const CArtifactInstance * art = ma.src.getArt();
  714. if (art && !art->artType->isBig())
  715. {
  716. sendMoveArtifact(art, &ma);
  717. }
  718. }
  719. }
  720. }
  721. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  722. {
  723. auto artifactsWorn = armySlot.second->artifactsWorn;
  724. for (auto artSlot : artifactsWorn)
  725. {
  726. MoveArtifact ma;
  727. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  728. const CArtifactInstance * art = ma.src.getArt();
  729. if (art && !art->artType->isBig())
  730. {
  731. sendMoveArtifact(art, &ma);
  732. }
  733. }
  734. }
  735. }
  736. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  737. if (arts.size()) //display loot
  738. {
  739. InfoWindow iw;
  740. iw.player = finishingBattle->winnerHero->tempOwner;
  741. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  742. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  743. {
  744. iw.components.push_back(Component(
  745. Component::ARTIFACT, art->artType->getId(),
  746. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  747. if (iw.components.size() >= 14)
  748. {
  749. sendAndApply(&iw);
  750. iw.components.clear();
  751. }
  752. }
  753. if (iw.components.size())
  754. {
  755. sendAndApply(&iw);
  756. }
  757. }
  758. //Eagle Eye secondary skill handling
  759. if (!cs.spells.empty())
  760. {
  761. cs.learn = 1;
  762. cs.hid = finishingBattle->winnerHero->id;
  763. InfoWindow iw;
  764. iw.player = finishingBattle->winnerHero->tempOwner;
  765. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  766. iw.text.addReplacement(finishingBattle->winnerHero->getNameTranslated());
  767. std::ostringstream names;
  768. for (int i = 0; i < cs.spells.size(); i++)
  769. {
  770. names << "%s";
  771. if (i < cs.spells.size() - 2)
  772. names << ", ";
  773. else if (i < cs.spells.size() - 1)
  774. names << "%s";
  775. }
  776. names << ".";
  777. iw.text.addReplacement(names.str());
  778. auto it = cs.spells.begin();
  779. for (int i = 0; i < cs.spells.size(); i++, it++)
  780. {
  781. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  782. if (i == cs.spells.size() - 2) //we just added pre-last name
  783. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  784. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  785. }
  786. sendAndApply(&iw);
  787. sendAndApply(&cs);
  788. }
  789. cab1.updateArmy(this);
  790. cab2.updateArmy(this); //take casualties after battle is deleted
  791. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  792. {
  793. RemoveObject ro(heroAttacker->id);
  794. sendAndApply(&ro);
  795. }
  796. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  797. {
  798. RemoveObject ro(heroDefender->id);
  799. sendAndApply(&ro);
  800. }
  801. if(battleResult.data->winner == BattleSide::DEFENDER
  802. && heroDefender
  803. && heroDefender->visitedTown
  804. && !heroDefender->inTownGarrison
  805. && heroDefender->visitedTown->garrisonHero == heroDefender)
  806. {
  807. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  808. }
  809. //give exp
  810. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  811. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  812. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  813. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  814. queries.popIfTop(battleQuery);
  815. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  816. }
  817. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  818. {
  819. LOG_TRACE(logGlobal);
  820. finishingBattle->remainingBattleQueriesCount--;
  821. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  822. if (finishingBattle->remainingBattleQueriesCount > 0)
  823. //Battle results will be handled when all battle queries are closed
  824. return;
  825. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  826. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  827. // Still, it looks like a hole.
  828. // Necromancy if applicable.
  829. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  830. // Give raised units to winner and show dialog, if any were raised,
  831. // units will be given after casualties are taken
  832. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  833. if (necroSlot != SlotID())
  834. {
  835. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  836. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  837. }
  838. BattleResultsApplied resultsApplied;
  839. resultsApplied.player1 = finishingBattle->victor;
  840. resultsApplied.player2 = finishingBattle->loser;
  841. sendAndApply(&resultsApplied);
  842. setBattle(nullptr);
  843. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  844. {
  845. logGlobal->trace("post-victory visit");
  846. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  847. }
  848. visitObjectAfterVictory = false;
  849. //handle victory/loss of engaged players
  850. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  851. checkVictoryLossConditions(playerColors);
  852. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  853. {
  854. SetAvailableHeroes sah;
  855. sah.player = finishingBattle->loser;
  856. sah.hid[0] = finishingBattle->loserHero->subID;
  857. if (result.result == BattleResult::ESCAPE) //retreat
  858. {
  859. sah.army[0].clear();
  860. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  861. }
  862. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  863. sah.hid[1] = another->subID;
  864. else
  865. sah.hid[1] = -1;
  866. sendAndApply(&sah);
  867. }
  868. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  869. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  870. {
  871. RemoveObject ro(finishingBattle->winnerHero->id);
  872. sendAndApply(&ro);
  873. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  874. {
  875. SetAvailableHeroes sah;
  876. sah.player = finishingBattle->victor;
  877. sah.hid[0] = finishingBattle->winnerHero->subID;
  878. sah.army[0].clear();
  879. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  880. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  881. sah.hid[1] = another->subID;
  882. else
  883. sah.hid[1] = -1;
  884. sendAndApply(&sah);
  885. }
  886. }
  887. }
  888. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  889. {
  890. if(first && !counter)
  891. handleAttackBeforeCasting(ranged, attacker, defender);
  892. FireShieldInfo fireShield;
  893. BattleAttack bat;
  894. BattleLogMessage blm;
  895. bat.stackAttacking = attacker->unitId();
  896. bat.tile = targetHex;
  897. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  898. if(ranged)
  899. bat.flags |= BattleAttack::SHOT;
  900. if(counter)
  901. bat.flags |= BattleAttack::COUNTER;
  902. const int attackerLuck = attacker->LuckVal();
  903. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  904. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  905. {
  906. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  907. {
  908. bat.flags |= BattleAttack::LUCKY;
  909. }
  910. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  911. {
  912. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  913. {
  914. bat.flags |= BattleAttack::UNLUCKY;
  915. }
  916. }
  917. }
  918. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  919. {
  920. bat.flags |= BattleAttack::DEATH_BLOW;
  921. }
  922. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  923. {
  924. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  925. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  926. if (chance > getRandomGenerator().nextInt(99))
  927. {
  928. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  929. }
  930. }
  931. int64_t drainedLife = 0;
  932. // only primary target
  933. if(defender->alive())
  934. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  935. //multiple-hex normal attack
  936. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  937. for(const CStack * stack : attackedCreatures)
  938. {
  939. if(stack != defender && stack->alive()) //do not hit same stack twice
  940. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  941. }
  942. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  943. if(bonus && ranged) //TODO: make it work in melee?
  944. {
  945. //this is need for displaying hit animation
  946. bat.flags |= BattleAttack::SPELL_LIKE;
  947. bat.spellID = SpellID(bonus->subtype);
  948. //TODO: should spell override creature`s projectile?
  949. auto spell = bat.spellID.toSpell();
  950. battle::Target target;
  951. target.emplace_back(defender);
  952. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  953. event.setSpellLevel(bonus->val);
  954. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  955. //TODO: get exact attacked hex for defender
  956. for(const CStack * stack : attackedCreatures)
  957. {
  958. if(stack != defender && stack->alive()) //do not hit same stack twice
  959. {
  960. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  961. }
  962. }
  963. //now add effect info for all attacked stacks
  964. for (BattleStackAttacked & bsa : bat.bsa)
  965. {
  966. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  967. {
  968. //this is need for displaying affect animation
  969. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  970. bsa.spellID = SpellID(bonus->subtype);
  971. }
  972. }
  973. }
  974. attackerState->afterAttack(ranged, counter);
  975. {
  976. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  977. attackerState->save(info.data);
  978. bat.attackerChanges.changedStacks.push_back(info);
  979. }
  980. if (drainedLife > 0)
  981. bat.flags |= BattleAttack::LIFE_DRAIN;
  982. sendAndApply(&bat);
  983. {
  984. const bool multipleTargets = bat.bsa.size() > 1;
  985. int64_t totalDamage = 0;
  986. int32_t totalKills = 0;
  987. for(const BattleStackAttacked & bsa : bat.bsa)
  988. {
  989. totalDamage += bsa.damageAmount;
  990. totalKills += bsa.killedAmount;
  991. }
  992. {
  993. MetaString text;
  994. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  995. attacker->addNameReplacement(text);
  996. text.addReplacement(totalDamage);
  997. blm.lines.push_back(text);
  998. }
  999. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  1000. }
  1001. // drain life effect (as well as log entry) must be applied after the attack
  1002. if(drainedLife > 0)
  1003. {
  1004. MetaString text;
  1005. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1006. attackerState->addNameReplacement(text, false);
  1007. text.addReplacement(drainedLife);
  1008. defender->addNameReplacement(text, true);
  1009. blm.lines.push_back(std::move(text));
  1010. }
  1011. if(!fireShield.empty())
  1012. {
  1013. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1014. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1015. int64_t totalDamage = 0;
  1016. for(const auto & item : fireShield)
  1017. {
  1018. const CStack * actor = item.first;
  1019. int64_t rawDamage = item.second;
  1020. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1021. if(actorOwner)
  1022. {
  1023. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1024. }
  1025. else
  1026. {
  1027. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1028. }
  1029. totalDamage+=rawDamage;
  1030. //FIXME: add custom effect on actor
  1031. }
  1032. if (totalDamage > 0)
  1033. {
  1034. BattleStackAttacked bsa;
  1035. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  1036. bsa.stackAttacked = attacker->ID; //invert
  1037. bsa.attackerID = defender->ID;
  1038. bsa.damageAmount = totalDamage;
  1039. attacker->prepareAttacked(bsa, getRandomGenerator());
  1040. StacksInjured pack;
  1041. pack.stacks.push_back(bsa);
  1042. sendAndApply(&pack);
  1043. // TODO: this is already implemented in Damage::describeEffect()
  1044. {
  1045. MetaString text;
  1046. text.addTxt(MetaString::GENERAL_TXT, 376);
  1047. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1048. text.addReplacement(totalDamage);
  1049. blm.lines.push_back(std::move(text));
  1050. }
  1051. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1052. }
  1053. }
  1054. sendAndApply(&blm);
  1055. handleAfterAttackCasting(ranged, attacker, defender);
  1056. }
  1057. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1058. {
  1059. BattleStackAttacked bsa;
  1060. if(secondary)
  1061. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1062. bsa.attackerID = attackerState->unitId();
  1063. bsa.stackAttacked = def->unitId();
  1064. {
  1065. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  1066. bai.deathBlow = bat.deathBlow();
  1067. bai.doubleDamage = bat.ballistaDoubleDmg();
  1068. bai.luckyStrike = bat.lucky();
  1069. bai.unluckyStrike = bat.unlucky();
  1070. auto range = gs->curB->calculateDmgRange(bai);
  1071. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  1072. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1073. }
  1074. int64_t drainedLife = 0;
  1075. //life drain handling
  1076. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1077. {
  1078. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1079. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1080. drainedLife += toHeal;
  1081. }
  1082. //soul steal handling
  1083. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1084. {
  1085. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1086. //try to use permanent first, use only one of two
  1087. for(si32 subtype = 1; subtype >= 0; subtype--)
  1088. {
  1089. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1090. {
  1091. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1092. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1093. drainedLife += toHeal;
  1094. break;
  1095. }
  1096. }
  1097. }
  1098. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1099. //fire shield handling
  1100. if(!bat.shot() &&
  1101. !def->isClone() &&
  1102. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1103. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1104. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1105. )
  1106. {
  1107. //TODO: use damage with bonus but without penalties
  1108. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1109. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1110. }
  1111. return drainedLife;
  1112. }
  1113. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1114. {
  1115. if(killed > 0)
  1116. {
  1117. BattleLogMessage blm;
  1118. addGenericKilledLog(blm, defender, killed, multiple);
  1119. sendAndApply(&blm);
  1120. }
  1121. }
  1122. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1123. {
  1124. if(killed > 0)
  1125. {
  1126. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1127. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1128. // 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)
  1129. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1130. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1131. boost::algorithm::trim(formatString);
  1132. boost::format txt(formatString);
  1133. if(killed > 1)
  1134. {
  1135. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->getNamePluralTranslated()); // creatures perish
  1136. }
  1137. else //killed == 1
  1138. {
  1139. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->getNameSingularTranslated()); // creature perishes
  1140. }
  1141. MetaString line;
  1142. line << txt.str();
  1143. blm.lines.push_back(std::move(line));
  1144. }
  1145. }
  1146. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1147. {
  1148. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1149. return;
  1150. for(auto & playerConnections : connections)
  1151. {
  1152. PlayerColor playerId = playerConnections.first;
  1153. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1154. if(!playerSettings)
  1155. continue;
  1156. auto playerConnection = vstd::find(playerConnections.second, c);
  1157. if(playerConnection != playerConnections.second.end())
  1158. {
  1159. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1160. playerMessage(playerId, messageText, ObjectInstanceID{});
  1161. }
  1162. }
  1163. }
  1164. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1165. {
  1166. //prepare struct informing that action was applied
  1167. auto sendPackageResponse = [&](bool succesfullyApplied)
  1168. {
  1169. PackageApplied applied;
  1170. applied.player = pack->player;
  1171. applied.result = succesfullyApplied;
  1172. applied.packType = typeList.getTypeID(pack);
  1173. applied.requestID = pack->requestID;
  1174. pack->c->sendPack(&applied);
  1175. };
  1176. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1177. if(isBlockedByQueries(pack, pack->player))
  1178. {
  1179. sendPackageResponse(false);
  1180. }
  1181. else if(apply)
  1182. {
  1183. const bool result = apply->applyOnGH(this, this->gs, pack);
  1184. if(result)
  1185. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1186. else
  1187. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1188. % typeid(*pack).name()).str());
  1189. sendPackageResponse(true);
  1190. }
  1191. else
  1192. {
  1193. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1194. sendPackageResponse(false);
  1195. }
  1196. vstd::clear_pointer(pack);
  1197. }
  1198. int CGameHandler::moveStack(int stack, BattleHex dest)
  1199. {
  1200. int ret = 0;
  1201. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1202. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1203. assert(curStack);
  1204. assert(dest < GameConstants::BFIELD_SIZE);
  1205. if (gs->curB->tacticDistance)
  1206. {
  1207. assert(gs->curB->isInTacticRange(dest));
  1208. }
  1209. auto start = curStack->getPosition();
  1210. if (start == dest)
  1211. return 0;
  1212. //initing necessary tables
  1213. auto accessibility = getAccesibility(curStack);
  1214. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1215. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1216. {
  1217. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1218. if(accessibility.accessible(shifted, curStack))
  1219. dest = shifted;
  1220. }
  1221. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1222. {
  1223. complain("Given destination is not accessible!");
  1224. return 0;
  1225. }
  1226. bool canUseGate = false;
  1227. auto dbState = gs->curB->si.gateState;
  1228. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1229. dbState != EGateState::DESTROYED &&
  1230. dbState != EGateState::BLOCKED)
  1231. {
  1232. canUseGate = true;
  1233. }
  1234. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1235. ret = path.second;
  1236. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1237. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1238. {
  1239. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1240. return true;
  1241. if (hex == ESiegeHex::GATE_OUTER)
  1242. return true;
  1243. if (hex == ESiegeHex::GATE_INNER)
  1244. return true;
  1245. return false;
  1246. };
  1247. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1248. {
  1249. if (isGateDrawbridgeHex(hex))
  1250. return true;
  1251. if (curStack->doubleWide())
  1252. {
  1253. BattleHex otherHex = curStack->occupiedHex(hex);
  1254. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1255. return true;
  1256. }
  1257. return false;
  1258. };
  1259. if (curStack->hasBonusOfType(Bonus::FLYING))
  1260. {
  1261. if (path.second <= creSpeed && path.first.size() > 0)
  1262. {
  1263. if (canUseGate && dbState != EGateState::OPENED &&
  1264. occupyGateDrawbridgeHex(dest))
  1265. {
  1266. BattleUpdateGateState db;
  1267. db.state = EGateState::OPENED;
  1268. sendAndApply(&db);
  1269. }
  1270. //inform clients about move
  1271. BattleStackMoved sm;
  1272. sm.stack = curStack->ID;
  1273. std::vector<BattleHex> tiles;
  1274. tiles.push_back(path.first[0]);
  1275. sm.tilesToMove = tiles;
  1276. sm.distance = path.second;
  1277. sm.teleporting = false;
  1278. sendAndApply(&sm);
  1279. }
  1280. }
  1281. else //for non-flying creatures
  1282. {
  1283. std::vector<BattleHex> tiles;
  1284. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1285. int v = (int)path.first.size()-1;
  1286. path.first.push_back(start);
  1287. // check if gate need to be open or closed at some point
  1288. BattleHex openGateAtHex, gateMayCloseAtHex;
  1289. if (canUseGate)
  1290. {
  1291. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1292. {
  1293. auto needOpenGates = [&](BattleHex hex) -> bool
  1294. {
  1295. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1296. return true;
  1297. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1298. return true;
  1299. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1300. return true;
  1301. return false;
  1302. };
  1303. auto hex = path.first[i];
  1304. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1305. {
  1306. if (needOpenGates(hex))
  1307. openGateAtHex = path.first[i+1];
  1308. //TODO we need find batter way to handle double-wide stacks
  1309. //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.
  1310. if (curStack->doubleWide())
  1311. {
  1312. BattleHex otherHex = curStack->occupiedHex(hex);
  1313. if (otherHex.isValid() && needOpenGates(otherHex))
  1314. openGateAtHex = path.first[i+2];
  1315. }
  1316. //gate may be opened and then closed during stack movement, but not other way around
  1317. if (openGateAtHex.isValid())
  1318. dbState = EGateState::OPENED;
  1319. }
  1320. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1321. {
  1322. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1323. {
  1324. gateMayCloseAtHex = path.first[i-1];
  1325. }
  1326. if (gs->curB->town->subID == ETownType::FORTRESS)
  1327. {
  1328. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1329. {
  1330. gateMayCloseAtHex = path.first[i-1];
  1331. }
  1332. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1333. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1334. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1335. {
  1336. gateMayCloseAtHex = path.first[i-1];
  1337. }
  1338. }
  1339. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1340. {
  1341. gateMayCloseAtHex = path.first[i-1];
  1342. }
  1343. }
  1344. }
  1345. }
  1346. bool stackIsMoving = true;
  1347. while(stackIsMoving)
  1348. {
  1349. if (v<tilesToMove)
  1350. {
  1351. logGlobal->error("Movement terminated abnormally");
  1352. break;
  1353. }
  1354. bool gateStateChanging = false;
  1355. //special handling for opening gate on from starting hex
  1356. if (openGateAtHex.isValid() && openGateAtHex == start)
  1357. gateStateChanging = true;
  1358. else
  1359. {
  1360. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1361. {
  1362. BattleHex hex = path.first[v];
  1363. tiles.push_back(hex);
  1364. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1365. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1366. {
  1367. gateStateChanging = true;
  1368. }
  1369. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1370. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1371. obstacleHit = true;
  1372. if (curStack->doubleWide())
  1373. {
  1374. BattleHex otherHex = curStack->occupiedHex(hex);
  1375. //two hex creature hit obstacle by backside
  1376. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1377. if(otherHex.isValid() && !obstacle2.empty())
  1378. obstacleHit = true;
  1379. }
  1380. }
  1381. }
  1382. if (tiles.size() > 0)
  1383. {
  1384. //commit movement
  1385. BattleStackMoved sm;
  1386. sm.stack = curStack->ID;
  1387. sm.distance = path.second;
  1388. sm.teleporting = false;
  1389. sm.tilesToMove = tiles;
  1390. sendAndApply(&sm);
  1391. tiles.clear();
  1392. }
  1393. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1394. if (curStack->getPosition() != dest)
  1395. {
  1396. if(stackIsMoving && start != curStack->getPosition())
  1397. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1398. if (gateStateChanging)
  1399. {
  1400. if (curStack->getPosition() == openGateAtHex)
  1401. {
  1402. openGateAtHex = BattleHex();
  1403. //only open gate if stack is still alive
  1404. if (curStack->alive())
  1405. {
  1406. BattleUpdateGateState db;
  1407. db.state = EGateState::OPENED;
  1408. sendAndApply(&db);
  1409. }
  1410. }
  1411. else if (curStack->getPosition() == gateMayCloseAtHex)
  1412. {
  1413. gateMayCloseAtHex = BattleHex();
  1414. updateGateState();
  1415. }
  1416. }
  1417. }
  1418. else
  1419. //movement finished normally: we reached destination
  1420. stackIsMoving = false;
  1421. }
  1422. }
  1423. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1424. handleDamageFromObstacle(curStack);
  1425. return ret;
  1426. }
  1427. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1428. : lobby(lobby)
  1429. , complainNoCreatures("No creatures to split")
  1430. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1431. , complainInvalidSlot("Invalid slot accessed!")
  1432. {
  1433. QID = 1;
  1434. IObjectInterface::cb = this;
  1435. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1436. registerTypesServerPacks(*applier);
  1437. visitObjectAfterVictory = false;
  1438. spellEnv = new ServerSpellCastEnvironment(this);
  1439. }
  1440. CGameHandler::~CGameHandler()
  1441. {
  1442. delete spellEnv;
  1443. delete gs;
  1444. }
  1445. void CGameHandler::reinitScripting()
  1446. {
  1447. serverEventBus = std::make_unique<events::EventBus>();
  1448. #if SCRIPTING_ENABLED
  1449. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1450. #endif
  1451. }
  1452. void CGameHandler::init(StartInfo *si)
  1453. {
  1454. if (si->seedToBeUsed == 0)
  1455. {
  1456. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1457. }
  1458. CMapService mapService;
  1459. gs = new CGameState();
  1460. gs->preInit(VLC);
  1461. logGlobal->info("Gamestate created!");
  1462. gs->init(&mapService, si);
  1463. logGlobal->info("Gamestate initialized!");
  1464. // reset seed, so that clients can't predict any following random values
  1465. getRandomGenerator().resetSeed();
  1466. for (auto & elem : gs->players)
  1467. {
  1468. states.addPlayer(elem.first);
  1469. }
  1470. reinitScripting();
  1471. }
  1472. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1473. {
  1474. return a.earlierThan(b);
  1475. }
  1476. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1477. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1478. const PlayerState * p = getPlayerState(town->tempOwner);
  1479. if (!p)
  1480. {
  1481. logGlobal->warn("There is no player owner of town %s at %s", town->getNameTranslated(), town->pos.toString());
  1482. return;
  1483. }
  1484. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1485. {
  1486. SetAvailableCreatures ssi;
  1487. ssi.tid = town->id;
  1488. ssi.creatures = town->creatures;
  1489. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1490. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1491. if (dwellings.empty())//no dwellings - just remove
  1492. {
  1493. sendAndApply(&ssi);
  1494. return;
  1495. }
  1496. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1497. // for multi-creature dwellings like Golem Factory
  1498. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1499. if (clear)
  1500. {
  1501. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1502. }
  1503. else
  1504. {
  1505. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1506. }
  1507. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1508. sendAndApply(&ssi);
  1509. }
  1510. }
  1511. void CGameHandler::newTurn()
  1512. {
  1513. logGlobal->trace("Turn %d", gs->day+1);
  1514. NewTurn n;
  1515. n.specialWeek = NewTurn::NO_ACTION;
  1516. n.creatureid = CreatureID::NONE;
  1517. n.day = gs->day + 1;
  1518. bool firstTurn = !getDate(Date::DAY);
  1519. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1520. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1521. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1522. if (firstTurn)
  1523. {
  1524. for (auto obj : gs->map->objects)
  1525. {
  1526. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1527. {
  1528. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1529. }
  1530. }
  1531. }
  1532. if (newWeek && !firstTurn)
  1533. {
  1534. n.specialWeek = NewTurn::NORMAL;
  1535. bool deityOfFireBuilt = false;
  1536. for (const CGTownInstance *t : gs->map->towns)
  1537. {
  1538. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1539. {
  1540. deityOfFireBuilt = true;
  1541. break;
  1542. }
  1543. }
  1544. if (deityOfFireBuilt)
  1545. {
  1546. n.specialWeek = NewTurn::DEITYOFFIRE;
  1547. n.creatureid = CreatureID::IMP;
  1548. }
  1549. else if(!VLC->modh->settings.NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS)
  1550. {
  1551. int monthType = getRandomGenerator().nextInt(99);
  1552. if (newMonth) //new month
  1553. {
  1554. if (monthType < 40) //double growth
  1555. {
  1556. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1557. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1558. {
  1559. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1560. n.creatureid = newMonster.second;
  1561. }
  1562. else if (VLC->creh->doubledCreatures.size())
  1563. {
  1564. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1565. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1566. }
  1567. else
  1568. {
  1569. complain("Cannot find creature that can be spawned!");
  1570. n.specialWeek = NewTurn::NORMAL;
  1571. }
  1572. }
  1573. else if (monthType < 50)
  1574. n.specialWeek = NewTurn::PLAGUE;
  1575. }
  1576. else //it's a week, but not full month
  1577. {
  1578. if (monthType < 25)
  1579. {
  1580. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1581. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1582. do
  1583. {
  1584. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1585. } while (VLC->creh->objects[newMonster.second] &&
  1586. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1587. n.creatureid = newMonster.second;
  1588. }
  1589. }
  1590. }
  1591. }
  1592. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1593. for (auto& hp : pool)
  1594. {
  1595. auto hero = hp.second;
  1596. if (hero->isInitialized() && hero->stacks.size())
  1597. {
  1598. // reset retreated or surrendered heroes
  1599. auto maxmove = hero->maxMovePoints(true);
  1600. // if movement is greater than maxmove, we should decrease it
  1601. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1602. {
  1603. NewTurn::Hero hth;
  1604. hth.id = hero->id;
  1605. hth.move = maxmove;
  1606. hth.mana = hero->getManaNewTurn();
  1607. n.heroes.insert(hth);
  1608. }
  1609. }
  1610. }
  1611. for (auto & elem : gs->players)
  1612. {
  1613. if (elem.first == PlayerColor::NEUTRAL)
  1614. continue;
  1615. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1616. assert(0); //illegal player number!
  1617. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1618. hadGold.insert(playerGold);
  1619. if (newWeek) //new heroes in tavern
  1620. {
  1621. SetAvailableHeroes sah;
  1622. sah.player = elem.first;
  1623. //pick heroes and their armies
  1624. CHeroClass *banned = nullptr;
  1625. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1626. {
  1627. //first hero - native if possible, second hero -> any other class
  1628. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1629. {
  1630. sah.hid[j] = h->subID;
  1631. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1632. banned = h->type->heroClass;
  1633. }
  1634. else
  1635. {
  1636. sah.hid[j] = -1;
  1637. }
  1638. }
  1639. sendAndApply(&sah);
  1640. }
  1641. n.res[elem.first] = elem.second.resources;
  1642. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1643. {
  1644. bool hasCrystalGenCreature = false;
  1645. for(CGHeroInstance * hero : elem.second.heroes)
  1646. {
  1647. for(auto stack : hero->stacks)
  1648. {
  1649. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1650. {
  1651. hasCrystalGenCreature = true;
  1652. break;
  1653. }
  1654. }
  1655. }
  1656. if(!hasCrystalGenCreature) //not found in armies, check towns
  1657. {
  1658. for(CGTownInstance * town : elem.second.towns)
  1659. {
  1660. for(auto stack : town->stacks)
  1661. {
  1662. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1663. {
  1664. hasCrystalGenCreature = true;
  1665. break;
  1666. }
  1667. }
  1668. }
  1669. }
  1670. if(hasCrystalGenCreature)
  1671. n.res[elem.first][Res::CRYSTAL] += 3;
  1672. }
  1673. for (CGHeroInstance *h : (elem).second.heroes)
  1674. {
  1675. if (h->visitedTown)
  1676. giveSpells(h->visitedTown, h);
  1677. NewTurn::Hero hth;
  1678. hth.id = h->id;
  1679. auto ti = std::make_unique<TurnInfo>(h, 1);
  1680. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1681. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1682. hth.mana = h->getManaNewTurn();
  1683. n.heroes.insert(hth);
  1684. if (!firstTurn) //not first day
  1685. {
  1686. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1687. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1688. {
  1689. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1690. }
  1691. }
  1692. }
  1693. }
  1694. for (CGTownInstance *t : gs->map->towns)
  1695. {
  1696. PlayerColor player = t->tempOwner;
  1697. handleTownEvents(t, n);
  1698. if (newWeek) //first day of week
  1699. {
  1700. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1701. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1702. if (!firstTurn)
  1703. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1704. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1705. if (!vstd::contains(n.cres, t->id))
  1706. {
  1707. n.cres[t->id].tid = t->id;
  1708. n.cres[t->id].creatures = t->creatures;
  1709. }
  1710. auto & sac = n.cres.at(t->id);
  1711. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1712. {
  1713. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1714. {
  1715. ui32 &availableCount = sac.creatures.at(k).first;
  1716. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1717. if (n.specialWeek == NewTurn::PLAGUE)
  1718. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1719. else
  1720. {
  1721. if (firstTurn) //first day of game: use only basic growths
  1722. availableCount = cre->growth;
  1723. else
  1724. availableCount += t->creatureGrowth(k);
  1725. //Deity of fire week - upgrade both imps and upgrades
  1726. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1727. availableCount += 15;
  1728. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1729. {
  1730. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1731. availableCount *= 2;
  1732. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1733. availableCount += 5;
  1734. }
  1735. }
  1736. }
  1737. }
  1738. }
  1739. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1740. {
  1741. n.res[player] = n.res[player] + t->dailyIncome();
  1742. }
  1743. if(t->hasBuilt(BuildingID::GRAIL)
  1744. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1745. {
  1746. // Skyship, probably easier to handle same as Veil of darkness
  1747. //do it every new day after veils apply
  1748. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1749. {
  1750. FoWChange fw;
  1751. fw.mode = 1;
  1752. fw.player = player;
  1753. // find all hidden tiles
  1754. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1755. auto shape = fow->shape();
  1756. for(size_t z = 0; z < shape[0]; z++)
  1757. for(size_t x = 0; x < shape[1]; x++)
  1758. for(size_t y = 0; y < shape[2]; y++)
  1759. if (!(*fow)[z][x][y])
  1760. fw.tiles.insert(int3(x, y, z));
  1761. sendAndApply (&fw);
  1762. }
  1763. }
  1764. if (t->hasBonusOfType (Bonus::DARKNESS))
  1765. {
  1766. for (auto & player : gs->players)
  1767. {
  1768. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1769. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1770. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1771. }
  1772. }
  1773. }
  1774. if (newMonth)
  1775. {
  1776. SetAvailableArtifacts saa;
  1777. saa.id = -1;
  1778. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1779. sendAndApply(&saa);
  1780. }
  1781. sendAndApply(&n);
  1782. if (newWeek)
  1783. {
  1784. //spawn wandering monsters
  1785. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1786. {
  1787. spawnWanderingMonsters(n.creatureid);
  1788. }
  1789. //new week info popup
  1790. if (!firstTurn)
  1791. {
  1792. InfoWindow iw;
  1793. switch (n.specialWeek)
  1794. {
  1795. case NewTurn::DOUBLE_GROWTH:
  1796. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1797. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1798. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1799. break;
  1800. case NewTurn::PLAGUE:
  1801. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1802. break;
  1803. case NewTurn::BONUS_GROWTH:
  1804. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1805. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1806. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1807. break;
  1808. case NewTurn::DEITYOFFIRE:
  1809. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1810. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1811. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1812. iw.text.addReplacement2(15); //%+d 15
  1813. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1814. iw.text.addReplacement2(15); //%+d 15
  1815. break;
  1816. default:
  1817. if (newMonth)
  1818. {
  1819. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1820. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1821. }
  1822. else
  1823. {
  1824. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1825. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1826. }
  1827. }
  1828. for (auto & elem : gs->players)
  1829. {
  1830. iw.player = elem.first;
  1831. sendAndApply(&iw);
  1832. }
  1833. }
  1834. }
  1835. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1836. handleTimeEvents();
  1837. //call objects
  1838. for (auto & elem : gs->map->objects)
  1839. {
  1840. if (elem)
  1841. elem->newTurn(getRandomGenerator());
  1842. }
  1843. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1844. }
  1845. void CGameHandler::run(bool resume)
  1846. {
  1847. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1848. using namespace boost::posix_time;
  1849. for (auto cc : lobby->connections)
  1850. {
  1851. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1852. std::stringstream sbuffer;
  1853. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1854. for (PlayerColor color : players)
  1855. {
  1856. sbuffer << color << " ";
  1857. {
  1858. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1859. connections[color].insert(cc);
  1860. }
  1861. }
  1862. logGlobal->info(sbuffer.str());
  1863. }
  1864. #if SCRIPTING_ENABLED
  1865. services()->scripts()->run(serverScripts);
  1866. #endif
  1867. if(resume)
  1868. events::GameResumed::defaultExecute(serverEventBus.get());
  1869. auto playerTurnOrder = generatePlayerTurnOrder();
  1870. while(lobby->state == EServerState::GAMEPLAY)
  1871. {
  1872. if(!resume)
  1873. {
  1874. newTurn();
  1875. events::TurnStarted::defaultExecute(serverEventBus.get());
  1876. }
  1877. std::list<PlayerColor>::iterator it;
  1878. if (resume)
  1879. {
  1880. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1881. }
  1882. else
  1883. {
  1884. it = playerTurnOrder.begin();
  1885. }
  1886. resume = false;
  1887. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1888. {
  1889. auto playerColor = *it;
  1890. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1891. {
  1892. //if player runs out of time, he shouldn't get the turn (especially AI)
  1893. //pre-trigger may change anything, should check before each player
  1894. //TODO: is it enough to check only one player?
  1895. checkVictoryLossConditionsForAll();
  1896. auto player = event.getPlayer();
  1897. const PlayerState * playerState = &gs->players[player];
  1898. if(playerState->status != EPlayerStatus::INGAME)
  1899. {
  1900. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1901. }
  1902. else
  1903. {
  1904. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1905. YourTurn yt;
  1906. yt.player = player;
  1907. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1908. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1909. applyAndSend(&yt);
  1910. }
  1911. };
  1912. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1913. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1914. {
  1915. //wait till turn is done
  1916. boost::unique_lock<boost::mutex> lock(states.mx);
  1917. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1918. {
  1919. static time_duration p = milliseconds(100);
  1920. states.cv.timed_wait(lock, p);
  1921. }
  1922. }
  1923. }
  1924. //additional check that game is not finished
  1925. bool activePlayer = false;
  1926. for (auto player : playerTurnOrder)
  1927. {
  1928. if (gs->players[player].status == EPlayerStatus::INGAME)
  1929. activePlayer = true;
  1930. }
  1931. if(!activePlayer)
  1932. lobby->state = EServerState::GAMEPLAY_ENDED;
  1933. }
  1934. }
  1935. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1936. {
  1937. // Generate player turn order
  1938. std::list<PlayerColor> playerTurnOrder;
  1939. for (const auto & player : gs->players) // add human players first
  1940. {
  1941. if (player.second.human)
  1942. playerTurnOrder.push_back(player.first);
  1943. }
  1944. for (const auto & player : gs->players) // then add non-human players
  1945. {
  1946. if (!player.second.human)
  1947. playerTurnOrder.push_back(player.first);
  1948. }
  1949. return playerTurnOrder;
  1950. }
  1951. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1952. {
  1953. battleResult.set(nullptr);
  1954. const auto & t = *getTile(tile);
  1955. TerrainId terrain = t.terType->getId();
  1956. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1957. terrain = ETerrainId::SAND;
  1958. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1959. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1960. terType = BattleField::fromString("ship_to_ship");
  1961. //send info about battles
  1962. BattleStart bs;
  1963. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1964. sendAndApply(&bs);
  1965. }
  1966. void CGameHandler::checkBattleStateChanges()
  1967. {
  1968. //check if drawbridge state need to be changes
  1969. if (battleGetSiegeLevel() > 0)
  1970. updateGateState();
  1971. //check if battle ended
  1972. if (auto result = battleIsFinished())
  1973. {
  1974. setBattleResult(BattleResult::NORMAL, *result);
  1975. }
  1976. }
  1977. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1978. {
  1979. if (!h->hasSpellbook())
  1980. return; //hero hasn't spellbook
  1981. ChangeSpells cs;
  1982. cs.hid = h->id;
  1983. cs.learn = true;
  1984. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1985. {
  1986. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1987. for (int i = 0; i < h->maxSpellLevel(); i++)
  1988. {
  1989. std::vector<SpellID> spells;
  1990. getAllowedSpells(spells, i+1);
  1991. for (auto & spell : spells)
  1992. cs.spells.insert(spell);
  1993. }
  1994. }
  1995. else
  1996. {
  1997. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1998. {
  1999. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  2000. {
  2001. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  2002. cs.spells.insert(t->spells.at(i).at(j));
  2003. }
  2004. }
  2005. }
  2006. if (!cs.spells.empty())
  2007. sendAndApply(&cs);
  2008. }
  2009. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  2010. {
  2011. if (!obj || !getObj(obj->id))
  2012. {
  2013. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  2014. return false;
  2015. }
  2016. RemoveObject ro;
  2017. ro.id = obj->id;
  2018. sendAndApply(&ro);
  2019. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  2020. return true;
  2021. }
  2022. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  2023. {
  2024. const CGHeroInstance *h = getHero(hid);
  2025. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2026. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2027. {
  2028. logGlobal->error("Illegal call to move hero!");
  2029. return false;
  2030. }
  2031. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2032. const int3 hmpos = h->convertToVisitablePos(dst);
  2033. if (!gs->map->isInTheMap(hmpos))
  2034. {
  2035. logGlobal->error("Destination tile is outside the map!");
  2036. return false;
  2037. }
  2038. const TerrainTile t = *getTile(hmpos);
  2039. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2040. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2041. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  2042. //result structure for start - movement failed, no move points used
  2043. TryMoveHero tmh;
  2044. tmh.id = hid;
  2045. tmh.start = h->pos;
  2046. tmh.end = dst;
  2047. tmh.result = TryMoveHero::FAILED;
  2048. tmh.movePoints = h->movement;
  2049. //check if destination tile is available
  2050. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2051. pathfinderHelper->updateTurnInfo(0);
  2052. auto ti = pathfinderHelper->getTurnInfo();
  2053. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2054. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2055. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2056. //it's a rock or blocked and not visitable tile
  2057. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2058. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2059. && complain("Cannot move hero, destination tile is blocked!"))
  2060. || ((!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)
  2061. && complain("Cannot move hero, destination tile is on water!"))
  2062. || ((h->boat && t.terType->isLand() && t.blocked)
  2063. && complain("Cannot disembark hero, tile is blocked!"))
  2064. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2065. && complain("Tiles are not neighboring!"))
  2066. || ((h->inTownGarrison)
  2067. && complain("Can not move garrisoned hero!"))
  2068. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2069. && complain("Hero doesn't have any movement points left!"))
  2070. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2071. && complain("Hero cannot transit over this tile!"))
  2072. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2073. && complain("Cannot move hero during the battle"))*/)
  2074. {
  2075. //send info about movement failure
  2076. sendAndApply(&tmh);
  2077. return false;
  2078. }
  2079. //several generic blocks of code
  2080. // should be called if hero changes tile but before applying TryMoveHero package
  2081. auto leaveTile = [&]()
  2082. {
  2083. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2084. {
  2085. obj->onHeroLeave(h);
  2086. }
  2087. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2088. };
  2089. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2090. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2091. {
  2092. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2093. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2094. queries.addQuery(moveQuery);
  2095. if (leavingTile == LEAVING_TILE)
  2096. leaveTile();
  2097. tmh.result = result;
  2098. sendAndApply(&tmh);
  2099. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2100. { // Hero should be always able to visit any object he staying on even if there guards around
  2101. visitObjectOnTile(t, h);
  2102. }
  2103. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2104. {
  2105. tmh.attackedFrom = boost::make_optional(guardPos);
  2106. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2107. objectVisited(guardTile.visitableObjects.back(), h);
  2108. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2109. }
  2110. else if (visitDest == VISIT_DEST)
  2111. {
  2112. visitObjectOnTile(t, h);
  2113. }
  2114. queries.popIfTop(moveQuery);
  2115. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2116. return result != TryMoveHero::FAILED;
  2117. };
  2118. //interaction with blocking object (like resources)
  2119. auto blockingVisit = [&]() -> bool
  2120. {
  2121. for (CGObjectInstance *obj : t.visitableObjects)
  2122. {
  2123. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2124. {
  2125. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2126. //this-> is needed for MVS2010 to recognize scope (?)
  2127. }
  2128. }
  2129. return false;
  2130. };
  2131. if (!transit && embarking)
  2132. {
  2133. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2134. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2135. // In H3 embark ignore guards
  2136. }
  2137. if (disembarking)
  2138. {
  2139. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2140. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2141. }
  2142. if (teleporting)
  2143. {
  2144. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2145. return true;
  2146. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2147. // visit town for town portal \ castle gates
  2148. // do not use generic visitObjectOnTile to avoid double-teleporting
  2149. // if this moveHero call was triggered by teleporter
  2150. if (!t.visitableObjects.empty())
  2151. {
  2152. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2153. town->onHeroVisit(h);
  2154. }
  2155. return true;
  2156. }
  2157. //still here? it is standard movement!
  2158. {
  2159. tmh.movePoints = (int)h->movement >= cost
  2160. ? h->movement - cost
  2161. : 0;
  2162. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2163. EVisitDest visitDest = VISIT_DEST;
  2164. if (transit)
  2165. {
  2166. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2167. visitDest = DONT_VISIT_DEST;
  2168. if (canFly)
  2169. {
  2170. lookForGuards = IGNORE_GUARDS;
  2171. visitDest = DONT_VISIT_DEST;
  2172. }
  2173. }
  2174. else if (blockingVisit())
  2175. return true;
  2176. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2177. return true;
  2178. }
  2179. }
  2180. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2181. {
  2182. const CGHeroInstance *h = getHero(hid);
  2183. const CGTownInstance *t = getTown(dstid);
  2184. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2185. COMPLAIN_RET("Invalid call to teleportHero!");
  2186. const CGTownInstance *from = h->visitedTown;
  2187. if (((h->getOwner() != t->getOwner())
  2188. && complain("Cannot teleport hero to another player"))
  2189. || (from->town->faction->getId() != t->town->faction->getId()
  2190. && complain("Source town and destination town should belong to the same faction"))
  2191. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2192. && complain("Hero must be in town with Castle gate for teleporting"))
  2193. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2194. && complain("Cannot teleport hero to town without Castle gate in it")))
  2195. return false;
  2196. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2197. moveHero(hid,pos,1);
  2198. return true;
  2199. }
  2200. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2201. {
  2202. PlayerColor oldOwner = getOwner(obj->id);
  2203. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2204. sendAndApply(&sop);
  2205. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2206. checkVictoryLossConditions(playerColors);
  2207. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2208. if (town) //town captured
  2209. {
  2210. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2211. {
  2212. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2213. setPortalDwelling(town, true, false);
  2214. }
  2215. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2216. {
  2217. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2218. {
  2219. InfoWindow iw;
  2220. iw.player = oldOwner;
  2221. 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.
  2222. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2223. sendAndApply(&iw);
  2224. }
  2225. }
  2226. }
  2227. const PlayerState * p = getPlayerState(owner);
  2228. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2229. {
  2230. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2231. {
  2232. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2233. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2234. }
  2235. }
  2236. }
  2237. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2238. {
  2239. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2240. queries.addQuery(dialogQuery);
  2241. iw->queryID = dialogQuery->queryID;
  2242. sendToAllClients(iw);
  2243. }
  2244. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2245. {
  2246. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2247. queries.addQuery(dialogQuery);
  2248. iw->queryID = dialogQuery->queryID;
  2249. sendToAllClients(iw);
  2250. }
  2251. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2252. {
  2253. if (!val) return; //don't waste time on empty call
  2254. TResources resources;
  2255. resources.at(which) = val;
  2256. giveResources(player, resources);
  2257. }
  2258. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2259. {
  2260. SetResources sr;
  2261. sr.abs = false;
  2262. sr.player = player;
  2263. sr.res = resources;
  2264. sendAndApply(&sr);
  2265. }
  2266. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2267. {
  2268. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2269. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2270. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2271. //first we move creatures to give to make them army of object-source
  2272. for (auto & elem : creatures.Slots())
  2273. {
  2274. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2275. }
  2276. tryJoiningArmy(obj, h, remove, true);
  2277. }
  2278. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2279. {
  2280. std::vector<CStackBasicDescriptor> cres = creatures;
  2281. if (cres.size() <= 0)
  2282. return;
  2283. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2284. for (CStackBasicDescriptor &sbd : cres)
  2285. {
  2286. TQuantity collected = 0;
  2287. while(collected < sbd.count)
  2288. {
  2289. bool foundSth = false;
  2290. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2291. {
  2292. if (i->second->type == sbd.type)
  2293. {
  2294. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2295. changeStackCount(StackLocation(obj, i->first), -take, false);
  2296. collected += take;
  2297. foundSth = true;
  2298. break;
  2299. }
  2300. }
  2301. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2302. {
  2303. complain("Unexpected failure during taking creatures!");
  2304. return;
  2305. }
  2306. }
  2307. }
  2308. }
  2309. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2310. {
  2311. sendToAllClients(comp);
  2312. }
  2313. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2314. {
  2315. HeroVisitCastle vc;
  2316. vc.hid = hero->id;
  2317. vc.tid = obj->id;
  2318. vc.flags |= 1;
  2319. sendAndApply(&vc);
  2320. visitCastleObjects(obj, hero);
  2321. giveSpells (obj, hero);
  2322. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2323. }
  2324. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2325. {
  2326. for (auto building : t->bonusingBuildings)
  2327. building->onHeroVisit(h);
  2328. }
  2329. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2330. {
  2331. HeroVisitCastle vc;
  2332. vc.hid = hero->id;
  2333. vc.tid = obj->id;
  2334. sendAndApply(&vc);
  2335. }
  2336. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2337. {
  2338. EraseArtifact ea;
  2339. ea.al = al;
  2340. sendAndApply(&ea);
  2341. }
  2342. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2343. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2344. const CGTownInstance *town) //use hero=nullptr for no hero
  2345. {
  2346. engageIntoBattle(army1->tempOwner);
  2347. engageIntoBattle(army2->tempOwner);
  2348. static const CArmedInstance *armies[2];
  2349. armies[0] = army1;
  2350. armies[1] = army2;
  2351. static const CGHeroInstance*heroes[2];
  2352. heroes[0] = hero1;
  2353. heroes[1] = hero2;
  2354. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2355. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2356. queries.addQuery(battleQuery);
  2357. boost::thread(&CGameHandler::runBattle, this);
  2358. }
  2359. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2360. {
  2361. startBattlePrimary(army1, army2, tile,
  2362. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2363. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2364. creatureBank);
  2365. }
  2366. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2367. {
  2368. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2369. }
  2370. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2371. {
  2372. ChangeSpells cs;
  2373. cs.hid = hero->id;
  2374. cs.spells = spells;
  2375. cs.learn = give;
  2376. sendAndApply(&cs);
  2377. }
  2378. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2379. {
  2380. SystemMessage sm;
  2381. sm.text = message;
  2382. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2383. *(c.get()) << &sm;
  2384. }
  2385. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2386. {
  2387. sendAndApply(bonus);
  2388. }
  2389. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2390. {
  2391. sendAndApply(smp);
  2392. }
  2393. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2394. {
  2395. SetMana sm;
  2396. sm.hid = hid;
  2397. sm.val = val;
  2398. sm.absolute = true;
  2399. sendAndApply(&sm);
  2400. }
  2401. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2402. {
  2403. GiveHero gh;
  2404. gh.id = id;
  2405. gh.player = player;
  2406. sendAndApply(&gh);
  2407. }
  2408. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2409. {
  2410. ChangeObjPos cop;
  2411. cop.objid = objid;
  2412. cop.nPos = newPos;
  2413. sendAndApply(&cop);
  2414. }
  2415. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2416. {
  2417. const CGHeroInstance * h1 = getHero(fromHero);
  2418. const CGHeroInstance * h2 = getHero(toHero);
  2419. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2420. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2421. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2422. {
  2423. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2424. std::swap(fromHero, toHero);
  2425. }
  2426. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2427. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2428. return;//no scholar skill or no spellbook
  2429. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2430. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2431. ChangeSpells cs1;
  2432. cs1.learn = true;
  2433. cs1.hid = toHero;//giving spells to first hero
  2434. for (auto it : h1->getSpellsInSpellbook())
  2435. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2436. cs1.spells.insert(it);//spell to learn
  2437. ChangeSpells cs2;
  2438. cs2.learn = true;
  2439. cs2.hid = fromHero;
  2440. for (auto it : h2->getSpellsInSpellbook())
  2441. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2442. cs2.spells.insert(it);
  2443. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2444. {
  2445. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2446. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2447. InfoWindow iw;
  2448. iw.player = h1->tempOwner;
  2449. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarSkillLevel, 0));
  2450. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2451. iw.text.addReplacement(h1->getNameTranslated());
  2452. if (!cs2.spells.empty())//if found new spell - apply
  2453. {
  2454. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2455. int size = static_cast<int>(cs2.spells.size());
  2456. for (auto it : cs2.spells)
  2457. {
  2458. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2459. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2460. switch (size--)
  2461. {
  2462. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2463. case 1: break;
  2464. default: iw.text << ", ";
  2465. }
  2466. }
  2467. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2468. iw.text.addReplacement(h2->getNameTranslated());
  2469. sendAndApply(&cs2);
  2470. }
  2471. if (!cs1.spells.empty() && !cs2.spells.empty())
  2472. {
  2473. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2474. }
  2475. if (!cs1.spells.empty())
  2476. {
  2477. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2478. int size = static_cast<int>(cs1.spells.size());
  2479. for (auto it : cs1.spells)
  2480. {
  2481. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2482. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2483. switch (size--)
  2484. {
  2485. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2486. case 1: break;
  2487. default: iw.text << ", ";
  2488. }
  2489. }
  2490. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2491. iw.text.addReplacement(h2->getNameTranslated());
  2492. sendAndApply(&cs1);
  2493. }
  2494. sendAndApply(&iw);
  2495. }
  2496. }
  2497. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2498. {
  2499. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2500. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2501. {
  2502. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2503. ExchangeDialog hex;
  2504. hex.queryID = exchange->queryID;
  2505. hex.player = h1->getOwner();
  2506. hex.hero1 = hero1;
  2507. hex.hero2 = hero2;
  2508. sendAndApply(&hex);
  2509. useScholarSkill(hero1,hero2);
  2510. queries.addQuery(exchange);
  2511. }
  2512. }
  2513. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2514. {
  2515. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2516. for (auto c : lobby->connections)
  2517. {
  2518. if(!c->isOpen())
  2519. continue;
  2520. c->sendPack(pack);
  2521. }
  2522. }
  2523. void CGameHandler::sendAndApply(CPackForClient * pack)
  2524. {
  2525. sendToAllClients(pack);
  2526. gs->apply(pack);
  2527. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2528. }
  2529. void CGameHandler::applyAndSend(CPackForClient * pack)
  2530. {
  2531. gs->apply(pack);
  2532. sendToAllClients(pack);
  2533. }
  2534. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2535. {
  2536. sendAndApply(static_cast<CPackForClient *>(pack));
  2537. checkVictoryLossConditionsForAll();
  2538. }
  2539. void CGameHandler::sendAndApply(SetResources * pack)
  2540. {
  2541. sendAndApply(static_cast<CPackForClient *>(pack));
  2542. checkVictoryLossConditionsForPlayer(pack->player);
  2543. }
  2544. void CGameHandler::sendAndApply(NewStructures * pack)
  2545. {
  2546. sendAndApply(static_cast<CPackForClient *>(pack));
  2547. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2548. }
  2549. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2550. {
  2551. return getPlayerAt(pack->c) == getOwner(id);
  2552. }
  2553. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2554. {
  2555. if(pack->c)
  2556. {
  2557. SystemMessage temp_message("You are not allowed to perform this action!");
  2558. pack->c->sendPack(&temp_message);
  2559. }
  2560. logNetwork->error("Player is not allowed to perform this action!");
  2561. throw ExceptionNotAllowedAction();
  2562. }
  2563. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2564. {
  2565. std::ostringstream oss;
  2566. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2567. logNetwork->error(oss.str());
  2568. if(pack->c)
  2569. {
  2570. SystemMessage temp_message(oss.str());
  2571. pack->c->sendPack(&temp_message);
  2572. }
  2573. }
  2574. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2575. {
  2576. if(!isPlayerOwns(pack, id))
  2577. {
  2578. wrongPlayerMessage(pack, getOwner(id));
  2579. throwNotAllowedAction(pack);
  2580. }
  2581. }
  2582. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2583. {
  2584. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2585. {
  2586. wrongPlayerMessage(pack, player);
  2587. throwNotAllowedAction(pack);
  2588. }
  2589. }
  2590. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2591. {
  2592. complain(txt);
  2593. throwNotAllowedAction(pack);
  2594. }
  2595. void CGameHandler::save(const std::string & filename)
  2596. {
  2597. logGlobal->info("Saving to %s", filename);
  2598. const auto stem = FileInfo::GetPathStem(filename);
  2599. const auto savefname = stem.to_string() + ".vsgm1";
  2600. CResourceHandler::get("local")->createResource(savefname);
  2601. {
  2602. logGlobal->info("Ordering clients to serialize...");
  2603. SaveGameClient sg(savefname);
  2604. sendToAllClients(&sg);
  2605. }
  2606. try
  2607. {
  2608. {
  2609. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2610. saveCommonState(save);
  2611. logGlobal->info("Saving server state");
  2612. save << *this;
  2613. }
  2614. logGlobal->info("Game has been successfully saved!");
  2615. }
  2616. catch(std::exception &e)
  2617. {
  2618. logGlobal->error("Failed to save game: %s", e.what());
  2619. }
  2620. }
  2621. bool CGameHandler::load(const std::string & filename)
  2622. {
  2623. logGlobal->info("Loading from %s", filename);
  2624. const auto stem = FileInfo::GetPathStem(filename);
  2625. reinitScripting();
  2626. try
  2627. {
  2628. {
  2629. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2630. loadCommonState(lf);
  2631. logGlobal->info("Loading server state");
  2632. lf >> *this;
  2633. }
  2634. logGlobal->info("Game has been successfully loaded!");
  2635. }
  2636. catch(const CModHandler::Incompatibility & e)
  2637. {
  2638. logGlobal->error("Failed to load game: %s", e.what());
  2639. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2640. errorMsg += e.what();
  2641. lobby->announceMessage(errorMsg);
  2642. return false;
  2643. }
  2644. catch(const std::exception & e)
  2645. {
  2646. logGlobal->error("Failed to load game: %s", e.what());
  2647. return false;
  2648. }
  2649. gs->preInit(VLC);
  2650. gs->updateOnLoad(lobby->si.get());
  2651. return true;
  2652. }
  2653. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2654. {
  2655. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2656. return false;
  2657. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2658. const CCreatureSet & creatureSet = *army;
  2659. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2660. || (howMany < 1 && complain("Invalid split parameter!")))
  2661. {
  2662. return false;
  2663. }
  2664. auto actualAmount = army->getStackCount(slotSrc);
  2665. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2666. return false;
  2667. auto freeSlots = creatureSet.getFreeSlots();
  2668. if(freeSlots.empty() && complain("No empty stacks"))
  2669. return false;
  2670. BulkRebalanceStacks bulkRS;
  2671. for(auto slot : freeSlots)
  2672. {
  2673. RebalanceStacks rs;
  2674. rs.srcArmy = army->id;
  2675. rs.dstArmy = army->id;
  2676. rs.srcSlot = slotSrc;
  2677. rs.dstSlot = slot;
  2678. rs.count = howMany;
  2679. bulkRS.moves.push_back(rs);
  2680. actualAmount -= howMany;
  2681. if(actualAmount <= howMany)
  2682. break;
  2683. }
  2684. sendAndApply(&bulkRS);
  2685. return true;
  2686. }
  2687. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2688. {
  2689. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2690. return false;
  2691. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2692. const CCreatureSet & creatureSet = *army;
  2693. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2694. return false;
  2695. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2696. if(actualAmount < 1 && complain(complainNoCreatures))
  2697. return false;
  2698. auto currentCreature = creatureSet.getCreature(slotSrc);
  2699. if(!currentCreature && complain(complainNoCreatures))
  2700. return false;
  2701. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2702. if(!creatureSlots.size())
  2703. return false;
  2704. BulkRebalanceStacks bulkRS;
  2705. for(auto slot : creatureSlots)
  2706. {
  2707. RebalanceStacks rs;
  2708. rs.srcArmy = army->id;
  2709. rs.dstArmy = army->id;
  2710. rs.srcSlot = slot;
  2711. rs.dstSlot = slotSrc;
  2712. rs.count = creatureSet.getStackCount(slot);
  2713. bulkRS.moves.push_back(rs);
  2714. }
  2715. sendAndApply(&bulkRS);
  2716. return true;
  2717. }
  2718. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2719. {
  2720. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2721. return false;
  2722. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2723. const CCreatureSet & setSrc = *armySrc;
  2724. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2725. return false;
  2726. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2727. const CCreatureSet & setDest = *armyDest;
  2728. auto freeSlots = setDest.getFreeSlotsQueue();
  2729. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2730. TRebalanceMap moves;
  2731. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2732. auto slotsLeft = setSrc.stacksCount();
  2733. auto destMap = setDest.getCreatureMap();
  2734. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2735. while(!srcQueue.empty())
  2736. {
  2737. auto pair = srcQueue.top();
  2738. srcQueue.pop();
  2739. auto currCreature = pair.first;
  2740. auto currSlot = pair.second;
  2741. const auto quantity = setSrc.getStackCount(currSlot);
  2742. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2743. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2744. if(!alreadyExists)
  2745. {
  2746. if(freeSlots.empty())
  2747. continue;
  2748. auto currFreeSlot = freeSlots.front();
  2749. freeSlots.pop();
  2750. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2751. }
  2752. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2753. slotsLeft--;
  2754. }
  2755. if(slotsLeft == 1)
  2756. {
  2757. auto lastCreature = setSrc.getCreature(srcSlot);
  2758. auto slotToMove = SlotID();
  2759. // Try to find a slot for last creature
  2760. if(destMap.find(lastCreature) == destMap.end())
  2761. {
  2762. if(!freeSlots.empty())
  2763. slotToMove = freeSlots.front();
  2764. }
  2765. else
  2766. {
  2767. slotToMove = destMap[lastCreature];
  2768. }
  2769. if(slotToMove != SlotID())
  2770. {
  2771. const bool needsLastStack = armySrc->needsLastStack();
  2772. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2773. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2774. }
  2775. }
  2776. BulkRebalanceStacks bulkRS;
  2777. for(auto & move : moves)
  2778. {
  2779. RebalanceStacks rs;
  2780. rs.srcArmy = armySrc->id;
  2781. rs.dstArmy = armyDest->id;
  2782. rs.srcSlot = move.first;
  2783. rs.dstSlot = move.second.first;
  2784. rs.count = move.second.second;
  2785. bulkRS.moves.push_back(rs);
  2786. }
  2787. sendAndApply(&bulkRS);
  2788. return true;
  2789. }
  2790. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2791. {
  2792. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2793. return false;
  2794. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2795. const CCreatureSet & creatureSet = *army;
  2796. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2797. return false;
  2798. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2799. if(actualAmount <= 1 && complain(complainNoCreatures))
  2800. return false;
  2801. auto freeSlot = creatureSet.getFreeSlot();
  2802. auto currentCreature = creatureSet.getCreature(slotSrc);
  2803. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2804. return true;
  2805. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2806. TQuantity totalCreatures = 0;
  2807. for(auto slot : creatureSlots)
  2808. totalCreatures += creatureSet.getStackCount(slot);
  2809. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2810. return false;
  2811. if(freeSlot != SlotID())
  2812. creatureSlots.push_back(freeSlot);
  2813. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2814. return false;
  2815. const auto totalCreatureSlots = creatureSlots.size();
  2816. const auto rem = totalCreatures % totalCreatureSlots;
  2817. const auto quotient = totalCreatures / totalCreatureSlots;
  2818. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2819. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2820. BulkSmartRebalanceStacks bulkSRS;
  2821. if(freeSlot != SlotID())
  2822. {
  2823. RebalanceStacks rs;
  2824. rs.srcArmy = rs.dstArmy = army->id;
  2825. rs.srcSlot = slotSrc;
  2826. rs.dstSlot = freeSlot;
  2827. rs.count = 1;
  2828. bulkSRS.moves.push_back(rs);
  2829. }
  2830. auto currSlot = 0;
  2831. auto check = 0;
  2832. for(auto slot : creatureSlots)
  2833. {
  2834. ChangeStackCount csc;
  2835. csc.army = army->id;
  2836. csc.slot = slot;
  2837. csc.count = (currSlot < rem)
  2838. ? quotient + 1
  2839. : quotient;
  2840. csc.absoluteValue = true;
  2841. bulkSRS.changes.push_back(csc);
  2842. currSlot++;
  2843. check += csc.count;
  2844. }
  2845. if(check != totalCreatures)
  2846. {
  2847. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2848. return false;
  2849. }
  2850. sendAndApply(&bulkSRS);
  2851. return true;
  2852. }
  2853. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2854. {
  2855. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2856. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2857. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2858. StackLocation sl1(s1, p1), sl2(s2, p2);
  2859. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2860. {
  2861. complain(complainInvalidSlot);
  2862. return false;
  2863. }
  2864. if (!isAllowedExchange(id1,id2))
  2865. {
  2866. complain("Cannot exchange stacks between these two objects!\n");
  2867. return false;
  2868. }
  2869. // We can always put stacks into locked garrison, but not take them out of it
  2870. auto notRemovable = [&](const CArmedInstance * army)
  2871. {
  2872. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2873. {
  2874. auto g = dynamic_cast<const CGGarrison *>(army);
  2875. if (g && !g->removableUnits)
  2876. {
  2877. complain("Stacks in this garrison are not removable!\n");
  2878. return true;
  2879. }
  2880. }
  2881. return false;
  2882. };
  2883. if (what==1) //swap
  2884. {
  2885. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2886. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2887. {
  2888. complain("Can't take troops from another player!");
  2889. return false;
  2890. }
  2891. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2892. {
  2893. complain("Cannot swap stacks - slots are the same!");
  2894. return false;
  2895. }
  2896. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2897. {
  2898. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2899. return false;
  2900. }
  2901. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2902. return false;
  2903. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2904. return false;
  2905. swapStacks(sl1, sl2);
  2906. }
  2907. else if (what==2)//merge
  2908. {
  2909. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2910. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2911. return false;
  2912. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2913. {
  2914. complain("Cannot merge empty stack!");
  2915. return false;
  2916. }
  2917. else if (notRemovable(sl1.army))
  2918. return false;
  2919. moveStack(sl1, sl2);
  2920. }
  2921. else if (what==3) //split
  2922. {
  2923. const int countToMove = val - s2->getStackCount(p2);
  2924. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2925. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2926. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2927. {
  2928. complain("Can't move troops of another player!");
  2929. return false;
  2930. }
  2931. //general conditions checking
  2932. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2933. || (val<1 && complain(complainNoCreatures)) )
  2934. {
  2935. return false;
  2936. }
  2937. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2938. {
  2939. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2940. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2941. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2942. )
  2943. {
  2944. return false;
  2945. }
  2946. if (notRemovable(sl1.army))
  2947. {
  2948. if (s1->getStackCount(p1) > countLeftOnSrc)
  2949. return false;
  2950. }
  2951. else if (notRemovable(sl2.army))
  2952. {
  2953. if (s2->getStackCount(p1) < countLeftOnSrc)
  2954. return false;
  2955. }
  2956. moveStack(sl1, sl2, countToMove);
  2957. //S2.slots[p2]->count = val;
  2958. //S1.slots[p1]->count = total - val;
  2959. }
  2960. else //split one stack to the two
  2961. {
  2962. if (s1->getStackCount(p1) < val)//not enough creatures
  2963. {
  2964. complain(complainNotEnoughCreatures);
  2965. return false;
  2966. }
  2967. if (notRemovable(sl1.army))
  2968. return false;
  2969. moveStack(sl1, sl2, val);
  2970. }
  2971. }
  2972. return true;
  2973. }
  2974. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2975. {
  2976. return connections.at(player).count(c);
  2977. }
  2978. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2979. {
  2980. std::set<PlayerColor> all;
  2981. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2982. if(vstd::contains(i->second, c))
  2983. all.insert(i->first);
  2984. switch(all.size())
  2985. {
  2986. case 0:
  2987. return PlayerColor::NEUTRAL;
  2988. case 1:
  2989. return *all.begin();
  2990. default:
  2991. {
  2992. //if we have more than one player at this connection, try to pick active one
  2993. if (vstd::contains(all, gs->currentPlayer))
  2994. return gs->currentPlayer;
  2995. else
  2996. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2997. }
  2998. }
  2999. }
  3000. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  3001. {
  3002. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  3003. if (!vstd::contains(s1->stacks,pos))
  3004. {
  3005. complain("Illegal call to disbandCreature - no such stack in army!");
  3006. return false;
  3007. }
  3008. eraseStack(StackLocation(s1, pos));
  3009. return true;
  3010. }
  3011. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  3012. {
  3013. const CGTownInstance * t = getTown(tid);
  3014. if(!t)
  3015. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  3016. if(!t->town->buildings.count(requestedID))
  3017. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  3018. if(t->hasBuilt(requestedID))
  3019. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  3020. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  3021. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  3022. std::vector<const CBuilding*> remainingAutoBuildings;
  3023. std::set<BuildingID> buildingsThatWillBe;
  3024. //Check validity of request
  3025. if(!force)
  3026. {
  3027. switch(requestedBuilding->mode)
  3028. {
  3029. case CBuilding::BUILD_NORMAL :
  3030. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3031. COMPLAIN_RET("Cannot build that building!");
  3032. break;
  3033. case CBuilding::BUILD_AUTO :
  3034. case CBuilding::BUILD_SPECIAL:
  3035. COMPLAIN_RET("This building can not be constructed normally!");
  3036. case CBuilding::BUILD_GRAIL :
  3037. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3038. {
  3039. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3040. COMPLAIN_RET("Cannot build this without grail!")
  3041. else
  3042. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3043. }
  3044. break;
  3045. }
  3046. }
  3047. //Performs stuff that has to be done before new building is built
  3048. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3049. {
  3050. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3051. {
  3052. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3053. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3054. if(upgradeNumber >= t->town->creatures.at(level).size())
  3055. {
  3056. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3057. "no creature found (upgrade number %d, level %d!")
  3058. % buildingID % upgradeNumber % level));
  3059. return;
  3060. }
  3061. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3062. SetAvailableCreatures ssi;
  3063. ssi.tid = t->id;
  3064. ssi.creatures = t->creatures;
  3065. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3066. ssi.creatures[level].first = crea->growth;
  3067. ssi.creatures[level].second.push_back(crea->idNumber);
  3068. sendAndApply(&ssi);
  3069. }
  3070. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3071. {
  3072. setPortalDwelling(t);
  3073. }
  3074. };
  3075. //Performs stuff that has to be done after new building is built
  3076. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3077. {
  3078. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3079. auto isLibrary = isMageGuild ? false
  3080. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3081. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3082. {
  3083. if(t->visitingHero)
  3084. giveSpells(t,t->visitingHero);
  3085. if(t->garrisonHero)
  3086. giveSpells(t,t->garrisonHero);
  3087. }
  3088. };
  3089. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3090. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3091. {
  3092. return buildingsThatWillBe.count(buildID);
  3093. };
  3094. //Init the vectors
  3095. for(auto & build : t->town->buildings)
  3096. {
  3097. if(t->hasBuilt(build.first))
  3098. {
  3099. buildingsThatWillBe.insert(build.first);
  3100. }
  3101. else
  3102. {
  3103. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3104. remainingAutoBuildings.push_back(build.second);
  3105. }
  3106. }
  3107. //Prepare structure (list of building ids will be filled later)
  3108. NewStructures ns;
  3109. ns.tid = tid;
  3110. ns.builded = force ? t->builded : (t->builded+1);
  3111. std::queue<const CBuilding*> buildingsToAdd;
  3112. buildingsToAdd.push(requestedBuilding);
  3113. while(!buildingsToAdd.empty())
  3114. {
  3115. auto b = buildingsToAdd.front();
  3116. buildingsToAdd.pop();
  3117. ns.bid.insert(b->bid);
  3118. buildingsThatWillBe.insert(b->bid);
  3119. remainingAutoBuildings -= b;
  3120. for(auto autoBuilding : remainingAutoBuildings)
  3121. {
  3122. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3123. if(actualRequirements.test(areRequirementsFullfilled))
  3124. buildingsToAdd.push(autoBuilding);
  3125. }
  3126. }
  3127. // 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.
  3128. for(auto builtID : ns.bid)
  3129. processBeforeBuiltStructure(builtID);
  3130. //Take cost
  3131. if(!force)
  3132. giveResources(t->tempOwner, -requestedBuilding->resources);
  3133. //We know what has been built, apply changes. Do this as final step to properly update town window
  3134. sendAndApply(&ns);
  3135. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3136. for(auto builtID : ns.bid)
  3137. processAfterBuiltStructure(builtID);
  3138. // now when everything is built - reveal tiles for lookout tower
  3139. FoWChange fw;
  3140. fw.player = t->tempOwner;
  3141. fw.mode = 1;
  3142. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3143. sendAndApply(&fw);
  3144. if(t->visitingHero)
  3145. visitCastleObjects(t, t->visitingHero);
  3146. if(t->garrisonHero)
  3147. visitCastleObjects(t, t->garrisonHero);
  3148. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3149. return true;
  3150. }
  3151. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3152. {
  3153. ///incomplete, simply erases target building
  3154. const CGTownInstance * t = getTown(tid);
  3155. if (!vstd::contains(t->builtBuildings, bid))
  3156. return false;
  3157. RazeStructures rs;
  3158. rs.tid = tid;
  3159. rs.bid.insert(bid);
  3160. rs.destroyed = t->destroyed + 1;
  3161. sendAndApply(&rs);
  3162. //TODO: Remove dwellers
  3163. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3164. // {
  3165. // RemoveBonus rb(RemoveBonus::TOWN);
  3166. // rb.whoID = t->id;
  3167. // rb.source = Bonus::TOWN_STRUCTURE;
  3168. // rb.id = 17;
  3169. // sendAndApply(&rb);
  3170. // }
  3171. return true;
  3172. }
  3173. void CGameHandler::sendMessageToAll(const std::string &message)
  3174. {
  3175. SystemMessage sm;
  3176. sm.text = message;
  3177. sendToAllClients(&sm);
  3178. }
  3179. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3180. {
  3181. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3182. const CArmedInstance *dst = nullptr;
  3183. const CCreature *c = VLC->creh->objects.at(crid);
  3184. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3185. //TODO: test for owning
  3186. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3187. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3188. assert(dw && dst);
  3189. //verify
  3190. bool found = false;
  3191. int level = 0;
  3192. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3193. {
  3194. if ((fromLvl != -1) && (level !=fromLvl))
  3195. continue;
  3196. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3197. int i = 0;
  3198. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3199. if (cur.second.at(i) == crid)
  3200. break;
  3201. if (i < cur.second.size())
  3202. {
  3203. found = true;
  3204. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3205. break;
  3206. }
  3207. }
  3208. SlotID slot = dst->getSlotFor(crid);
  3209. if ((!found && complain("Cannot recruit: no such creatures!"))
  3210. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3211. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3212. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3213. {
  3214. return false;
  3215. }
  3216. //recruit
  3217. giveResources(dst->tempOwner, -(c->cost * cram));
  3218. SetAvailableCreatures sac;
  3219. sac.tid = objid;
  3220. sac.creatures = dw->creatures;
  3221. sac.creatures[level].first -= cram;
  3222. sendAndApply(&sac);
  3223. if (warMachine)
  3224. {
  3225. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3226. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3227. ArtifactID artId = c->warMachine;
  3228. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3229. const CArtifact * art = artId.toArtifact();
  3230. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3231. return giveHeroNewArtifact(h, art);
  3232. }
  3233. else
  3234. {
  3235. addToSlot(StackLocation(dst, slot), c, cram);
  3236. }
  3237. return true;
  3238. }
  3239. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3240. {
  3241. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3242. if (!obj->hasStackAtSlot(pos))
  3243. {
  3244. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3245. }
  3246. UpgradeInfo ui;
  3247. fillUpgradeInfo(obj, pos, ui);
  3248. PlayerColor player = obj->tempOwner;
  3249. const PlayerState *p = getPlayerState(player);
  3250. int crQuantity = obj->stacks.at(pos)->count;
  3251. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3252. //check if upgrade is possible
  3253. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3254. {
  3255. return false;
  3256. }
  3257. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3258. //check if player has enough resources
  3259. if (!p->resources.canAfford(totalCost))
  3260. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3261. //take resources
  3262. giveResources(player, -totalCost);
  3263. //upgrade creature
  3264. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3265. return true;
  3266. }
  3267. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3268. {
  3269. if (!sl.army->hasStackAtSlot(sl.slot))
  3270. COMPLAIN_RET("Cannot find a stack to change type");
  3271. SetStackType sst;
  3272. sst.army = sl.army->id;
  3273. sst.slot = sl.slot;
  3274. sst.type = c->idNumber;
  3275. sendAndApply(&sst);
  3276. return true;
  3277. }
  3278. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3279. {
  3280. assert(src->canBeMergedWith(*dst, allowMerging));
  3281. while(src->stacksCount())//while there are unmoved creatures
  3282. {
  3283. auto i = src->Slots().begin(); //iterator to stack to move
  3284. StackLocation sl(src, i->first); //location of stack to move
  3285. SlotID pos = dst->getSlotFor(i->second->type);
  3286. if (!pos.validSlot())
  3287. {
  3288. //try to merge two other stacks to make place
  3289. std::pair<SlotID, SlotID> toMerge;
  3290. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3291. {
  3292. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3293. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3294. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3295. }
  3296. else
  3297. {
  3298. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3299. return;
  3300. }
  3301. }
  3302. else
  3303. {
  3304. moveStack(sl, StackLocation(dst, pos));
  3305. }
  3306. }
  3307. }
  3308. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3309. {
  3310. const CGTownInstance * town = getTown(tid);
  3311. if(!town->garrisonHero == !town->visitingHero)
  3312. return false;
  3313. SetHeroesInTown intown;
  3314. intown.tid = tid;
  3315. if(town->garrisonHero) //garrison -> vising
  3316. {
  3317. intown.garrison = ObjectInstanceID();
  3318. intown.visiting = town->garrisonHero->id;
  3319. }
  3320. else //visiting -> garrison
  3321. {
  3322. if(town->armedGarrison())
  3323. town->mergeGarrisonOnSiege();
  3324. intown.visiting = ObjectInstanceID();
  3325. intown.garrison = town->visitingHero->id;
  3326. }
  3327. sendAndApply(&intown);
  3328. return true;
  3329. }
  3330. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3331. {
  3332. const CGTownInstance * town = getTown(tid);
  3333. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3334. {
  3335. if (!town->visitingHero->canBeMergedWith(*town))
  3336. {
  3337. complain("Cannot make garrison swap, not enough free slots!");
  3338. return false;
  3339. }
  3340. moveArmy(town, town->visitingHero, true);
  3341. SetHeroesInTown intown;
  3342. intown.tid = tid;
  3343. intown.visiting = ObjectInstanceID();
  3344. intown.garrison = town->visitingHero->id;
  3345. sendAndApply(&intown);
  3346. return true;
  3347. }
  3348. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3349. {
  3350. //check if moving hero out of town will break 8 wandering heroes limit
  3351. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3352. {
  3353. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3354. return false;
  3355. }
  3356. SetHeroesInTown intown;
  3357. intown.tid = tid;
  3358. intown.garrison = ObjectInstanceID();
  3359. intown.visiting = town->garrisonHero->id;
  3360. sendAndApply(&intown);
  3361. return true;
  3362. }
  3363. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3364. {
  3365. SetHeroesInTown intown;
  3366. intown.tid = tid;
  3367. intown.garrison = town->visitingHero->id;
  3368. intown.visiting = town->garrisonHero->id;
  3369. sendAndApply(&intown);
  3370. return true;
  3371. }
  3372. else
  3373. {
  3374. complain("Cannot swap garrison hero!");
  3375. return false;
  3376. }
  3377. }
  3378. // With the amount of changes done to the function, it's more like transferArtifacts.
  3379. // 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.
  3380. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3381. {
  3382. ArtifactLocation src = al1, dst = al2;
  3383. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3384. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3385. // Make sure exchange is even possible between the two heroes.
  3386. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3387. COMPLAIN_RET("That heroes cannot make any exchange!");
  3388. const CArtifactInstance *srcArtifact = src.getArt();
  3389. const CArtifactInstance *destArtifact = dst.getArt();
  3390. if (srcArtifact == nullptr)
  3391. COMPLAIN_RET("No artifact to move!");
  3392. if (destArtifact && srcPlayer != dstPlayer)
  3393. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3394. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3395. // Moving to the backpack is always allowed.
  3396. if ((!srcArtifact || !ArtifactUtils::isSlotBackpack(dst.slot))
  3397. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3398. COMPLAIN_RET("Cannot move artifact!");
  3399. auto srcSlot = src.getSlot();
  3400. auto dstSlot = dst.getSlot();
  3401. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3402. COMPLAIN_RET("Cannot move artifact locks.");
  3403. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3404. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3405. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3406. COMPLAIN_RET("Cannot move catapult!");
  3407. if(ArtifactUtils::isSlotBackpack(dst.slot))
  3408. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3409. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3410. {
  3411. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3412. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3413. // Check if dst slot is occupied
  3414. if(!ArtifactUtils::isSlotBackpack(dst.slot) && destArtifact)
  3415. {
  3416. // Previous artifact must be removed first
  3417. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3418. }
  3419. try
  3420. {
  3421. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3422. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3423. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3424. }
  3425. catch (boost::bad_get const &)
  3426. {
  3427. // object other than hero received an art - ignore
  3428. }
  3429. MoveArtifact ma(&src, &dst);
  3430. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3431. ma.askAssemble = false;
  3432. sendAndApply(&ma);
  3433. }
  3434. return true;
  3435. }
  3436. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3437. {
  3438. // Make sure exchange is even possible between the two heroes.
  3439. if(!isAllowedExchange(srcHero, dstHero))
  3440. COMPLAIN_RET("That heroes cannot make any exchange!");
  3441. auto psrcHero = getHero(srcHero);
  3442. auto pdstHero = getHero(dstHero);
  3443. if((!psrcHero) || (!pdstHero))
  3444. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3445. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3446. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3447. auto & slotsSrcDst = ma.artsPack0;
  3448. auto & slotsDstSrc = ma.artsPack1;
  3449. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3450. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3451. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3452. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3453. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3454. {
  3455. assert(artifact);
  3456. auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet);
  3457. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3458. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3459. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->artType->getId(), dstSlot))
  3460. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3461. };
  3462. if(swap)
  3463. {
  3464. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3465. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3466. {
  3467. for(auto & artifact : srcHero->artifactsWorn)
  3468. {
  3469. if(ArtifactUtils::isArtRemovable(artifact))
  3470. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3471. }
  3472. };
  3473. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3474. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3475. {
  3476. for(auto & slotInfo : artSet->artifactsInBackpack)
  3477. {
  3478. auto slot = artSet->getArtPos(slotInfo.artifact);
  3479. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3480. }
  3481. };
  3482. // Move over artifacts that are worn srcHero -> dstHero
  3483. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3484. artFittingSet.artifactsWorn.clear();
  3485. // Move over artifacts that are worn dstHero -> srcHero
  3486. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3487. // Move over artifacts that are in backpack srcHero -> dstHero
  3488. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3489. // Move over artifacts that are in backpack dstHero -> srcHero
  3490. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3491. }
  3492. else
  3493. {
  3494. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3495. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3496. // Move over artifacts that are worn
  3497. for(auto & artInfo : psrcHero->artifactsWorn)
  3498. {
  3499. if(ArtifactUtils::isArtRemovable(artInfo))
  3500. {
  3501. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3502. }
  3503. }
  3504. // Move over artifacts that are in backpack
  3505. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3506. {
  3507. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3508. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3509. }
  3510. }
  3511. sendAndApply(&ma);
  3512. return true;
  3513. }
  3514. /**
  3515. * Assembles or disassembles a combination artifact.
  3516. * @param heroID ID of hero holding the artifact(s).
  3517. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3518. * @param assemble True for assembly operation, false for disassembly.
  3519. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3520. * artifact to assemble to. Otherwise it's not used.
  3521. */
  3522. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3523. {
  3524. const CGHeroInstance * hero = getHero(heroID);
  3525. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3526. if (!destArtifact)
  3527. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3528. if(assemble)
  3529. {
  3530. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3531. if(!combinedArt->constituents)
  3532. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3533. bool combineEquipped = !ArtifactUtils::isSlotBackpack(artifactSlot);
  3534. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, combineEquipped), combinedArt))
  3535. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3536. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3537. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3538. AssembledArtifact aa;
  3539. aa.al = ArtifactLocation(hero, artifactSlot);
  3540. aa.builtArt = combinedArt;
  3541. sendAndApply(&aa);
  3542. }
  3543. else
  3544. {
  3545. if (!destArtifact->artType->constituents)
  3546. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3547. DisassembledArtifact da;
  3548. da.al = ArtifactLocation(hero, artifactSlot);
  3549. sendAndApply(&da);
  3550. }
  3551. return true;
  3552. }
  3553. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3554. {
  3555. const CGHeroInstance * hero = getHero(hid);
  3556. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3557. const CGTownInstance * town = hero->visitedTown;
  3558. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3559. if (aid==ArtifactID::SPELLBOOK)
  3560. {
  3561. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3562. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3563. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3564. )
  3565. return false;
  3566. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3567. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3568. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3569. giveSpells(town,hero);
  3570. return true;
  3571. }
  3572. else
  3573. {
  3574. const CArtifact * art = aid.toArtifact();
  3575. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3576. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3577. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3578. const int price = art->price;
  3579. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3580. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3581. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3582. {
  3583. giveResource(hero->getOwner(),Res::GOLD,-price);
  3584. return giveHeroNewArtifact(hero, art);
  3585. }
  3586. else
  3587. COMPLAIN_RET("This machine is unavailable here!");
  3588. }
  3589. }
  3590. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3591. {
  3592. if(!h)
  3593. COMPLAIN_RET("Only hero can buy artifacts!");
  3594. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3595. COMPLAIN_RET("That artifact is unavailable!");
  3596. int b1, b2;
  3597. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3598. if (getResource(h->tempOwner, rid) < b1)
  3599. COMPLAIN_RET("You can't afford to buy this artifact!");
  3600. giveResource(h->tempOwner, rid, -b1);
  3601. SetAvailableArtifacts saa;
  3602. if (m->o->ID == Obj::TOWN)
  3603. {
  3604. saa.id = -1;
  3605. saa.arts = CGTownInstance::merchantArtifacts;
  3606. }
  3607. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3608. {
  3609. saa.id = bm->id.getNum();
  3610. saa.arts = bm->artifacts;
  3611. }
  3612. else
  3613. COMPLAIN_RET("Wrong marktet...");
  3614. bool found = false;
  3615. for (const CArtifact *&art : saa.arts)
  3616. {
  3617. if (art && art->getId() == aid)
  3618. {
  3619. art = nullptr;
  3620. found = true;
  3621. break;
  3622. }
  3623. }
  3624. if (!found)
  3625. COMPLAIN_RET("Cannot find selected artifact on the list");
  3626. sendAndApply(&saa);
  3627. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3628. return true;
  3629. }
  3630. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3631. {
  3632. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3633. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3634. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3635. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3636. int resVal = 0, dump = 1;
  3637. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3638. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3639. giveResource(h->tempOwner, rid, resVal);
  3640. return true;
  3641. }
  3642. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3643. {
  3644. if (!h)
  3645. COMPLAIN_RET("You need hero to buy a skill!");
  3646. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3647. COMPLAIN_RET("Hero already know this skill");
  3648. if (!h->canLearnSkill())
  3649. COMPLAIN_RET("Hero can't learn any more skills");
  3650. if (!h->canLearnSkill(skill))
  3651. COMPLAIN_RET("The hero can't learn this skill!");
  3652. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3653. COMPLAIN_RET("That skill is unavailable!");
  3654. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3655. COMPLAIN_RET("You can't afford to buy this skill");
  3656. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3657. changeSecSkill(h, skill, 1, true);
  3658. return true;
  3659. }
  3660. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3661. {
  3662. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3663. vstd::amin(val, r1); //can't trade more resources than have
  3664. int b1, b2; //base quantities for trade
  3665. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3666. int units = val / b1; //how many base quantities we trade
  3667. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3668. {
  3669. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3670. }
  3671. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3672. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3673. return true;
  3674. }
  3675. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3676. {
  3677. if(!hero)
  3678. COMPLAIN_RET("Only hero can sell creatures!");
  3679. if (!vstd::contains(hero->Slots(), slot))
  3680. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3681. const CStackInstance &s = hero->getStack(slot);
  3682. if (s.count < (TQuantity)count //can't sell more creatures than have
  3683. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3684. {
  3685. COMPLAIN_RET("Not enough creatures in army!");
  3686. }
  3687. int b1, b2; //base quantities for trade
  3688. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3689. int units = count / b1; //how many base quantities we trade
  3690. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3691. {
  3692. //TODO: complain?
  3693. assert(0);
  3694. }
  3695. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3696. giveResource(hero->tempOwner, resourceID, b2 * units);
  3697. return true;
  3698. }
  3699. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3700. {
  3701. const CArmedInstance *army = nullptr;
  3702. if (hero)
  3703. army = hero;
  3704. else
  3705. army = dynamic_cast<const CGTownInstance *>(market->o);
  3706. if (!army)
  3707. COMPLAIN_RET("Incorrect call to transform in undead!");
  3708. if (!army->hasStackAtSlot(slot))
  3709. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3710. const CStackInstance &s = army->getStack(slot);
  3711. //resulting creature - bone dragons or skeletons
  3712. CreatureID resCreature = CreatureID::SKELETON;
  3713. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3714. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3715. || (s.getCreatureID() == CreatureID::HYDRA)
  3716. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3717. resCreature = CreatureID::BONE_DRAGON;
  3718. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3719. return true;
  3720. }
  3721. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3722. {
  3723. const PlayerState *p2 = getPlayerState(r2, false);
  3724. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3725. {
  3726. complain("Dest player must be in game!");
  3727. return false;
  3728. }
  3729. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3730. vstd::amin(val, curRes1);
  3731. giveResource(player, r1, -(int)val);
  3732. giveResource(r2, r1, val);
  3733. return true;
  3734. }
  3735. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3736. {
  3737. const CGHeroInstance *h = getHero(hid);
  3738. if (!h)
  3739. {
  3740. logGlobal->error("Hero doesn't exist!");
  3741. return false;
  3742. }
  3743. ChangeFormation cf;
  3744. cf.hid = hid;
  3745. cf.formation = formation;
  3746. sendAndApply(&cf);
  3747. return true;
  3748. }
  3749. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3750. {
  3751. const PlayerState * p = getPlayerState(player);
  3752. const CGTownInstance * t = getTown(obj->id);
  3753. //common preconditions
  3754. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3755. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3756. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3757. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3758. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3759. {
  3760. return false;
  3761. }
  3762. if (t) //tavern in town
  3763. {
  3764. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3765. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3766. {
  3767. return false;
  3768. }
  3769. }
  3770. else if (obj->ID == Obj::TAVERN)
  3771. {
  3772. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3773. {
  3774. return false;
  3775. }
  3776. }
  3777. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3778. if (!nh)
  3779. {
  3780. complain ("Hero is not available for hiring!");
  3781. return false;
  3782. }
  3783. HeroRecruited hr;
  3784. hr.tid = obj->id;
  3785. hr.hid = nh->subID;
  3786. hr.player = player;
  3787. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3788. sendAndApply(&hr);
  3789. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3790. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3791. const CGHeroInstance *newHero = nullptr;
  3792. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3793. {
  3794. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3795. }
  3796. SetAvailableHeroes sah;
  3797. sah.player = player;
  3798. if (newHero)
  3799. {
  3800. sah.hid[hid] = newHero->subID;
  3801. sah.army[hid].clear();
  3802. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3803. }
  3804. else
  3805. {
  3806. sah.hid[hid] = -1;
  3807. }
  3808. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3809. sendAndApply(&sah);
  3810. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3811. if (t)
  3812. {
  3813. visitCastleObjects(t, nh);
  3814. giveSpells (t,nh);
  3815. }
  3816. return true;
  3817. }
  3818. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3819. {
  3820. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3821. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3822. logGlobal->trace(answer.toJson());
  3823. auto topQuery = queries.topQuery(player);
  3824. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3825. if(topQuery->queryID != qid)
  3826. {
  3827. auto currentQuery = queries.getQuery(qid);
  3828. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3829. currentQuery->setReply(answer);
  3830. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3831. }
  3832. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3833. topQuery->setReply(answer);
  3834. queries.popQuery(topQuery);
  3835. return true;
  3836. }
  3837. static EndAction end_action;
  3838. void CGameHandler::updateGateState()
  3839. {
  3840. // GATE_BRIDGE - leftmost tile, located over moat
  3841. // GATE_OUTER - central tile, mostly covered by gate image
  3842. // GATE_INNER - rightmost tile, inside the walls
  3843. // GATE_OUTER or GATE_INNER:
  3844. // - if defender moves unit on these tiles, bridge will open
  3845. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3846. // - blocked to attacker if bridge is closed
  3847. // GATE_BRIDGE
  3848. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3849. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3850. // - deals moat damage to attacker if bridge is closed (fortress only)
  3851. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3852. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3853. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3854. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3855. bool hasLongBridge = gs->curB->town->subID == ETownType::FORTRESS;
  3856. BattleUpdateGateState db;
  3857. db.state = gs->curB->si.gateState;
  3858. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3859. {
  3860. db.state = EGateState::DESTROYED;
  3861. }
  3862. else if (db.state == EGateState::OPENED)
  3863. {
  3864. bool hasStackOnLongBridge = hasStackAtGateBridge && hasLongBridge;
  3865. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3866. if (gateCanClose)
  3867. db.state = EGateState::CLOSED;
  3868. else
  3869. db.state = EGateState::OPENED;
  3870. }
  3871. else // CLOSED or BLOCKED
  3872. {
  3873. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3874. if (gateBlocked)
  3875. db.state = EGateState::BLOCKED;
  3876. else
  3877. db.state = EGateState::CLOSED;
  3878. }
  3879. if (db.state != gs->curB->si.gateState)
  3880. sendAndApply(&db);
  3881. }
  3882. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3883. {
  3884. bool ok = true;
  3885. battle::Target target = ba.getTarget(gs->curB);
  3886. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3887. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3888. logGlobal->trace("Making action: %s", ba.toString());
  3889. switch(ba.actionType)
  3890. {
  3891. case EActionType::WALK: //walk
  3892. case EActionType::DEFEND: //defend
  3893. case EActionType::WAIT: //wait
  3894. case EActionType::WALK_AND_ATTACK: //walk or attack
  3895. case EActionType::SHOOT: //shoot
  3896. case EActionType::CATAPULT: //catapult
  3897. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3898. case EActionType::MONSTER_SPELL:
  3899. if (!stack)
  3900. {
  3901. complain("No such stack!");
  3902. return false;
  3903. }
  3904. if (!stack->alive())
  3905. {
  3906. complain("This stack is dead: " + stack->nodeName());
  3907. return false;
  3908. }
  3909. if (battleTacticDist())
  3910. {
  3911. if (stack && stack->side != battleGetTacticsSide())
  3912. {
  3913. complain("This is not a stack of side that has tactics!");
  3914. return false;
  3915. }
  3916. }
  3917. else if (!isAboutActiveStack)
  3918. {
  3919. complain("Action has to be about active stack!");
  3920. return false;
  3921. }
  3922. }
  3923. auto wrapAction = [this](BattleAction &ba)
  3924. {
  3925. StartAction startAction(ba);
  3926. sendAndApply(&startAction);
  3927. return vstd::makeScopeGuard([&]()
  3928. {
  3929. sendAndApply(&end_action);
  3930. });
  3931. };
  3932. switch(ba.actionType)
  3933. {
  3934. case EActionType::END_TACTIC_PHASE: //wait
  3935. case EActionType::BAD_MORALE:
  3936. case EActionType::NO_ACTION:
  3937. {
  3938. auto wrapper = wrapAction(ba);
  3939. break;
  3940. }
  3941. case EActionType::WALK:
  3942. {
  3943. auto wrapper = wrapAction(ba);
  3944. if(target.size() < 1)
  3945. {
  3946. complain("Destination required for move action.");
  3947. ok = false;
  3948. break;
  3949. }
  3950. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3951. if (!walkedTiles)
  3952. complain("Stack failed movement!");
  3953. break;
  3954. }
  3955. case EActionType::DEFEND:
  3956. {
  3957. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3958. SetStackEffect sse;
  3959. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3960. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3961. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3962. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3963. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3964. int oldDefenceValue = defence.totalValue();
  3965. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3966. defence.push_back(std::make_shared<Bonus>(bonus2));
  3967. int difference = defence.totalValue() - oldDefenceValue;
  3968. std::vector<Bonus> buffer;
  3969. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3970. {
  3971. difference = 1;
  3972. buffer.push_back(alternativeWeakCreatureBonus);
  3973. }
  3974. else
  3975. {
  3976. buffer.push_back(defenseBonusToAdd);
  3977. }
  3978. buffer.push_back(bonus2);
  3979. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3980. sendAndApply(&sse);
  3981. BattleLogMessage message;
  3982. MetaString text;
  3983. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3984. stack->addNameReplacement(text);
  3985. text.addReplacement(difference);
  3986. message.lines.push_back(text);
  3987. sendAndApply(&message);
  3988. //don't break - we share code with next case
  3989. }
  3990. FALLTHROUGH
  3991. case EActionType::WAIT:
  3992. {
  3993. auto wrapper = wrapAction(ba);
  3994. break;
  3995. }
  3996. case EActionType::RETREAT: //retreat/flee
  3997. {
  3998. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3999. complain("Cannot retreat!");
  4000. else
  4001. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  4002. break;
  4003. }
  4004. case EActionType::SURRENDER:
  4005. {
  4006. PlayerColor player = gs->curB->sides.at(ba.side).color;
  4007. int cost = gs->curB->battleGetSurrenderCost(player);
  4008. if (cost < 0)
  4009. complain("Cannot surrender!");
  4010. else if (getResource(player, Res::GOLD) < cost)
  4011. complain("Not enough gold to surrender!");
  4012. else
  4013. {
  4014. giveResource(player, Res::GOLD, -cost);
  4015. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4016. }
  4017. break;
  4018. }
  4019. case EActionType::WALK_AND_ATTACK: //walk or attack
  4020. {
  4021. auto wrapper = wrapAction(ba);
  4022. if(!stack)
  4023. {
  4024. complain("No attacker");
  4025. ok = false;
  4026. break;
  4027. }
  4028. if(target.size() < 2)
  4029. {
  4030. complain("Two destinations required for attack action.");
  4031. ok = false;
  4032. break;
  4033. }
  4034. BattleHex attackPos = target.at(0).hexValue;
  4035. BattleHex destinationTile = target.at(1).hexValue;
  4036. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4037. if(!destinationStack)
  4038. {
  4039. complain("Invalid target to attack");
  4040. ok = false;
  4041. break;
  4042. }
  4043. BattleHex startingPos = stack->getPosition();
  4044. int distance = moveStack(ba.stackNumber, attackPos);
  4045. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4046. if(stack->getPosition() != attackPos
  4047. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4048. )
  4049. {
  4050. // we were not able to reach destination tile, nor occupy specified hex
  4051. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4052. break;
  4053. }
  4054. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4055. {
  4056. destinationStack = nullptr;
  4057. }
  4058. if(!destinationStack)
  4059. {
  4060. complain("Unit can not attack itself");
  4061. ok = false;
  4062. break;
  4063. }
  4064. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4065. {
  4066. complain("Attack cannot be performed!");
  4067. ok = false;
  4068. break;
  4069. }
  4070. //attack
  4071. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4072. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4073. const bool retaliation = destinationStack->ableToRetaliate();
  4074. for (int i = 0; i < totalAttacks; ++i)
  4075. {
  4076. //first strike
  4077. if(i == 0 && firstStrike && retaliation)
  4078. {
  4079. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4080. }
  4081. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4082. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4083. {
  4084. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4085. }
  4086. //counterattack
  4087. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4088. if(stack->alive()
  4089. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4090. && (i == 0 && !firstStrike)
  4091. && retaliation && destinationStack->ableToRetaliate())
  4092. {
  4093. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4094. }
  4095. }
  4096. //return
  4097. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4098. && target.size() == 3
  4099. && startingPos != stack->getPosition()
  4100. && startingPos == target.at(2).hexValue
  4101. && stack->alive())
  4102. {
  4103. moveStack(ba.stackNumber, startingPos);
  4104. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4105. }
  4106. break;
  4107. }
  4108. case EActionType::SHOOT:
  4109. {
  4110. if(target.size() < 1)
  4111. {
  4112. complain("Destination required for shot action.");
  4113. ok = false;
  4114. break;
  4115. }
  4116. auto destination = target.at(0).hexValue;
  4117. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4118. if (!gs->curB->battleCanShoot(stack, destination))
  4119. {
  4120. complain("Cannot shoot!");
  4121. break;
  4122. }
  4123. if (!destinationStack)
  4124. {
  4125. complain("No target to shoot!");
  4126. break;
  4127. }
  4128. auto wrapper = wrapAction(ba);
  4129. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4130. //ranged counterattack
  4131. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4132. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4133. && destinationStack->ableToRetaliate()
  4134. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4135. && stack->alive()) //attacker may have died (fire shield)
  4136. {
  4137. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4138. }
  4139. //TODO: move to CUnitState
  4140. //extra shot(s) for ballista, based on artillery skill
  4141. if(stack->creatureIndex() == CreatureID::BALLISTA)
  4142. {
  4143. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4144. if(attackingHero)
  4145. {
  4146. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  4147. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  4148. {
  4149. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4150. }
  4151. }
  4152. }
  4153. //allow more than one additional attack
  4154. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4155. for(int i = 1; i < totalRangedAttacks; ++i)
  4156. {
  4157. if(
  4158. stack->alive()
  4159. && destinationStack->alive()
  4160. && stack->shots.canUse()
  4161. )
  4162. {
  4163. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4164. }
  4165. }
  4166. break;
  4167. }
  4168. case EActionType::CATAPULT:
  4169. {
  4170. //TODO: unify with spells::effects:Catapult
  4171. auto getCatapultHitChance = [](EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  4172. {
  4173. switch(part)
  4174. {
  4175. case EWallPart::GATE:
  4176. return sbi.gate;
  4177. case EWallPart::KEEP:
  4178. return sbi.keep;
  4179. case EWallPart::BOTTOM_TOWER:
  4180. case EWallPart::UPPER_TOWER:
  4181. return sbi.tower;
  4182. case EWallPart::BOTTOM_WALL:
  4183. case EWallPart::BELOW_GATE:
  4184. case EWallPart::OVER_GATE:
  4185. case EWallPart::UPPER_WALL:
  4186. return sbi.wall;
  4187. default:
  4188. return 0;
  4189. }
  4190. };
  4191. auto getBallisticsInfo = [this, &ba] (const CStack * actor)
  4192. {
  4193. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4194. if(actor->getCreature()->idNumber == CreatureID::CATAPULT)
  4195. return VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  4196. else
  4197. {
  4198. //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  4199. int ballisticsLevel = actor->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS) ? 2 : 1;
  4200. auto parameters = VLC->heroh->ballistics.at(ballisticsLevel);
  4201. parameters.shots = 1 + std::max(actor->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
  4202. return parameters;
  4203. }
  4204. };
  4205. auto isWallPartAttackable = [this] (EWallPart part)
  4206. {
  4207. return (gs->curB->si.wallState[part] == EWallState::REINFORCED || gs->curB->si.wallState[part] == EWallState::INTACT || gs->curB->si.wallState[part] == EWallState::DAMAGED);
  4208. };
  4209. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters = getBallisticsInfo(stack);
  4210. auto wrapper = wrapAction(ba);
  4211. auto destination = target.empty() ? BattleHex(BattleHex::INVALID) : target.at(0).hexValue;
  4212. auto desiredTarget = gs->curB->battleHexToWallPart(destination);
  4213. for (int shotNumber=0; shotNumber<stackBallisticsParameters.shots; ++shotNumber)
  4214. {
  4215. auto actualTarget = EWallPart::INVALID;
  4216. if ( isWallPartAttackable(desiredTarget) &&
  4217. getRandomGenerator().nextInt(99) < getCatapultHitChance(desiredTarget, stackBallisticsParameters))
  4218. {
  4219. actualTarget = desiredTarget;
  4220. }
  4221. else
  4222. {
  4223. static const std::array<EWallPart, 4> walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL };
  4224. static const std::array<EWallPart, 3> towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER };
  4225. static const EWallPart gates = EWallPart::GATE;
  4226. // in H3, catapult under automatic control will attack objects in following order:
  4227. // walls, gates, towers
  4228. std::vector<EWallPart> potentialTargets;
  4229. for (auto & part : walls )
  4230. if (isWallPartAttackable(part))
  4231. potentialTargets.push_back(part);
  4232. if (potentialTargets.empty() && isWallPartAttackable(gates))
  4233. potentialTargets.push_back(gates);
  4234. if (potentialTargets.empty())
  4235. for (auto & part : towers )
  4236. if (isWallPartAttackable(part))
  4237. potentialTargets.push_back(part);
  4238. if (potentialTargets.empty())
  4239. break; // everything is gone, can't attack anymore
  4240. actualTarget = *RandomGeneratorUtil::nextItem(potentialTargets, getRandomGenerator());
  4241. }
  4242. assert(actualTarget != EWallPart::INVALID);
  4243. std::array<int, 3> damageChances = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  4244. int totalChance = std::accumulate(damageChances.begin(), damageChances.end(), 0);
  4245. int damageRandom = getRandomGenerator().nextInt(totalChance - 1);
  4246. int dealtDamage = 0;
  4247. //calculating dealt damage
  4248. for (int damage = 0; damage < damageChances.size(); ++damage)
  4249. {
  4250. if (damageRandom <= damageChances[damage])
  4251. {
  4252. dealtDamage = damage;
  4253. break;
  4254. }
  4255. damageRandom -= damageChances[damage];
  4256. }
  4257. CatapultAttack::AttackInfo attack;
  4258. attack.attackedPart = actualTarget;
  4259. attack.destinationTile = gs->curB->wallPartToBattleHex(actualTarget);
  4260. attack.damageDealt = dealtDamage;
  4261. CatapultAttack ca; //package for clients
  4262. ca.attacker = ba.stackNumber;
  4263. ca.attackedParts.push_back(attack);
  4264. sendAndApply(&ca);
  4265. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  4266. //removing creatures in turrets / keep if one is destroyed
  4267. if (gs->curB->si.wallState[actualTarget] == EWallState::DESTROYED && (actualTarget == EWallPart::KEEP || actualTarget == EWallPart::BOTTOM_TOWER || actualTarget == EWallPart::UPPER_TOWER))
  4268. {
  4269. int posRemove = -1;
  4270. switch(actualTarget)
  4271. {
  4272. case EWallPart::KEEP:
  4273. posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
  4274. break;
  4275. case EWallPart::BOTTOM_TOWER:
  4276. posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
  4277. break;
  4278. case EWallPart::UPPER_TOWER:
  4279. posRemove = BattleHex::CASTLE_UPPER_TOWER;
  4280. break;
  4281. }
  4282. for(auto & elem : gs->curB->stacks)
  4283. {
  4284. if(elem->initialPosition == posRemove)
  4285. {
  4286. BattleUnitsChanged removeUnits;
  4287. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  4288. sendAndApply(&removeUnits);
  4289. break;
  4290. }
  4291. }
  4292. }
  4293. }
  4294. //finish by scope guard
  4295. break;
  4296. }
  4297. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4298. {
  4299. auto wrapper = wrapAction(ba);
  4300. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4301. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4302. if(target.size() < 1)
  4303. {
  4304. complain("Destination required for heal action.");
  4305. ok = false;
  4306. break;
  4307. }
  4308. const battle::Unit * destStack = nullptr;
  4309. if(target.at(0).unitValue)
  4310. destStack = target.at(0).unitValue;
  4311. else
  4312. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4313. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  4314. {
  4315. complain("There is either no healer, no destination, or healer cannot heal :P");
  4316. }
  4317. else
  4318. {
  4319. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  4320. //TODO: allow resurrection for mods
  4321. auto state = destStack->acquireState();
  4322. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  4323. if(toHeal == 0)
  4324. {
  4325. logGlobal->warn("Nothing to heal");
  4326. }
  4327. else
  4328. {
  4329. BattleUnitsChanged pack;
  4330. BattleLogMessage message;
  4331. MetaString text;
  4332. text.addTxt(MetaString::GENERAL_TXT, 414);
  4333. healer->addNameReplacement(text, false);
  4334. destStack->addNameReplacement(text, false);
  4335. text.addReplacement((int)toHeal);
  4336. message.lines.push_back(text);
  4337. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  4338. info.healthDelta = toHeal;
  4339. state->save(info.data);
  4340. pack.changedStacks.push_back(info);
  4341. sendAndApply(&pack);
  4342. sendAndApply(&message);
  4343. }
  4344. }
  4345. break;
  4346. }
  4347. case EActionType::MONSTER_SPELL:
  4348. {
  4349. auto wrapper = wrapAction(ba);
  4350. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4351. SpellID spellID = SpellID(ba.actionSubtype);
  4352. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4353. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4354. //TODO special bonus for genies ability
  4355. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4356. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4357. if (spellID < 0)
  4358. complain("That stack can't cast spells!");
  4359. else
  4360. {
  4361. const CSpell * spell = SpellID(spellID).toSpell();
  4362. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4363. int32_t spellLvl = 0;
  4364. if(spellcaster)
  4365. vstd::amax(spellLvl, spellcaster->val);
  4366. if(randSpellcaster)
  4367. vstd::amax(spellLvl, randSpellcaster->val);
  4368. parameters.setSpellLevel(spellLvl);
  4369. parameters.cast(spellEnv, target);
  4370. }
  4371. break;
  4372. }
  4373. }
  4374. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4375. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4376. handleDamageFromObstacle(stack);
  4377. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4378. battleMadeAction.setn(true);
  4379. return ok;
  4380. }
  4381. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4382. {
  4383. bool cheated = false;
  4384. PlayerMessageClient temp_message(player, message);
  4385. sendAndApply(&temp_message);
  4386. std::vector<std::string> words;
  4387. boost::split(words, message, boost::is_any_of(" "));
  4388. bool isHost = false;
  4389. for(auto & c : connections[player])
  4390. if(lobby->isClientHost(c->connectionID))
  4391. isHost = true;
  4392. if(isHost && words.size() >= 2 && words[0] == "game")
  4393. {
  4394. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4395. {
  4396. SystemMessage temp_message("game was terminated");
  4397. sendAndApply(&temp_message);
  4398. lobby->state = EServerState::SHUTDOWN;
  4399. return;
  4400. }
  4401. if(words.size() == 3 && words[1] == "save")
  4402. {
  4403. save("Saves/" + words[2]);
  4404. SystemMessage temp_message("game saved as " + words[2]);
  4405. sendAndApply(&temp_message);
  4406. return;
  4407. }
  4408. if(words.size() == 3 && words[1] == "kick")
  4409. {
  4410. auto playername = words[2];
  4411. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4412. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4413. playerToKick = PlayerColor(std::stoi(playername));
  4414. else
  4415. {
  4416. for(auto & c : connections)
  4417. {
  4418. if(c.first.getStr(false) == playername)
  4419. playerToKick = c.first;
  4420. }
  4421. }
  4422. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4423. {
  4424. PlayerCheated pc;
  4425. pc.player = playerToKick;
  4426. pc.losingCheatCode = true;
  4427. sendAndApply(&pc);
  4428. checkVictoryLossConditionsForPlayer(playerToKick);
  4429. }
  4430. return;
  4431. }
  4432. }
  4433. int obj = 0;
  4434. if (words.size() == 2 && words[0] != "vcmiexp")
  4435. {
  4436. obj = std::atoi(words[1].c_str());
  4437. if (obj)
  4438. currObj = ObjectInstanceID(obj);
  4439. }
  4440. const CGHeroInstance * hero = getHero(currObj);
  4441. const CGTownInstance * town = getTown(currObj);
  4442. if (!town && hero)
  4443. town = hero->visitedTown;
  4444. if((words[0] == "vcmiarmy" || words[0] == "vcmiexp") && words.size() > 1)
  4445. {
  4446. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4447. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4448. }
  4449. else if (words.size() == 1 || obj)
  4450. {
  4451. handleCheatCode(words[0], player, hero, town, cheated);
  4452. }
  4453. else
  4454. {
  4455. for (const auto & i : gs->players)
  4456. {
  4457. if (i.first == PlayerColor::NEUTRAL)
  4458. continue;
  4459. if (words[1] == "ai")
  4460. {
  4461. if (i.second.human)
  4462. continue;
  4463. }
  4464. else if (words[1] != "all" && words[1] != i.first.getStr())
  4465. continue;
  4466. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4467. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4468. {
  4469. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4470. }
  4471. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4472. {
  4473. for (const auto & t : i.second.towns)
  4474. {
  4475. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4476. }
  4477. }
  4478. else
  4479. {
  4480. for (const auto & h : i.second.heroes)
  4481. {
  4482. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4483. }
  4484. }
  4485. }
  4486. }
  4487. if (cheated)
  4488. {
  4489. if(!getPlayerSettings(player)->isControlledByAI())
  4490. {
  4491. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4492. sendAndApply(&temp_message);
  4493. }
  4494. if(!player.isSpectator())
  4495. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4496. }
  4497. }
  4498. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4499. {
  4500. switch(ba.actionType)
  4501. {
  4502. case EActionType::HERO_SPELL:
  4503. {
  4504. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4505. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4506. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4507. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4508. if (!s)
  4509. {
  4510. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4511. return false;
  4512. }
  4513. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4514. spells::detail::ProblemImpl problem;
  4515. auto m = s->battleMechanics(&parameters);
  4516. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4517. {
  4518. logGlobal->warn("Spell cannot be cast!");
  4519. std::vector<std::string> texts;
  4520. problem.getAll(texts);
  4521. for(auto s : texts)
  4522. logGlobal->warn(s);
  4523. return false;
  4524. }
  4525. StartAction start_action(ba);
  4526. sendAndApply(&start_action); //start spell casting
  4527. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4528. sendAndApply(&end_action);
  4529. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4530. {
  4531. battleMadeAction.setn(true);
  4532. }
  4533. checkBattleStateChanges();
  4534. if (battleResult.get())
  4535. {
  4536. battleMadeAction.setn(true);
  4537. //battle will be ended by startBattle function
  4538. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4539. }
  4540. return true;
  4541. }
  4542. }
  4543. return false;
  4544. }
  4545. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4546. {
  4547. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4548. for(auto b : bl)
  4549. {
  4550. const CSpell * sp = SpellID(b->subtype).toSpell();
  4551. if(!sp)
  4552. continue;
  4553. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4554. const int32_t level = ((val > 3) ? (val - 3) : val);
  4555. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4556. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4557. battleCast.setEffectDuration(50);
  4558. battleCast.setSpellLevel(level);
  4559. spells::Target target;
  4560. if(val > 3)
  4561. {
  4562. for(auto s : gs->curB->battleGetAllStacks())
  4563. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4564. target.emplace_back(s);
  4565. }
  4566. else
  4567. {
  4568. target.emplace_back(st);
  4569. }
  4570. battleCast.applyEffects(spellEnv, target, false, true);
  4571. }
  4572. }
  4573. void CGameHandler::stackTurnTrigger(const CStack *st)
  4574. {
  4575. BattleTriggerEffect bte;
  4576. bte.stackID = st->ID;
  4577. bte.effect = -1;
  4578. bte.val = 0;
  4579. bte.additionalInfo = 0;
  4580. if (st->alive())
  4581. {
  4582. //unbind
  4583. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4584. {
  4585. bool unbind = true;
  4586. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4587. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4588. for (auto b : bl)
  4589. {
  4590. if(b->additionalInfo != CAddInfo::NONE)
  4591. {
  4592. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4593. if(stack)
  4594. {
  4595. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4596. unbind = false;
  4597. }
  4598. }
  4599. else
  4600. {
  4601. unbind = false;
  4602. }
  4603. }
  4604. if (unbind)
  4605. {
  4606. BattleSetStackProperty ssp;
  4607. ssp.which = BattleSetStackProperty::UNBIND;
  4608. ssp.stackID = st->ID;
  4609. sendAndApply(&ssp);
  4610. }
  4611. }
  4612. if (st->hasBonusOfType(Bonus::POISON))
  4613. {
  4614. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4615. if (b) //TODO: what if not?...
  4616. {
  4617. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4618. if (bte.val < b->val) //(negative) poison effect increases - update it
  4619. {
  4620. bte.effect = Bonus::POISON;
  4621. sendAndApply(&bte);
  4622. }
  4623. }
  4624. }
  4625. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4626. {
  4627. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4628. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4629. if(opponentHero)
  4630. {
  4631. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4632. vstd::amin(manaDrained, opponentHero->mana);
  4633. if(manaDrained)
  4634. {
  4635. bte.effect = Bonus::MANA_DRAIN;
  4636. bte.val = manaDrained;
  4637. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4638. sendAndApply(&bte);
  4639. }
  4640. }
  4641. }
  4642. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4643. {
  4644. bool fearsomeCreature = false;
  4645. for (CStack * stack : gs->curB->stacks)
  4646. {
  4647. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4648. {
  4649. fearsomeCreature = true;
  4650. break;
  4651. }
  4652. }
  4653. if (fearsomeCreature)
  4654. {
  4655. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4656. {
  4657. bte.effect = Bonus::FEAR;
  4658. sendAndApply(&bte);
  4659. }
  4660. }
  4661. }
  4662. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4663. int side = gs->curB->whatSide(st->owner);
  4664. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4665. {
  4666. bool cast = false;
  4667. while(!bl.empty() && !cast)
  4668. {
  4669. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4670. auto spellID = SpellID(bonus->subtype);
  4671. const CSpell * spell = SpellID(spellID).toSpell();
  4672. bl.remove_if([&bonus](const Bonus * b)
  4673. {
  4674. return b == bonus.get();
  4675. });
  4676. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4677. parameters.setSpellLevel(bonus->val);
  4678. parameters.massive = true;
  4679. parameters.smart = true;
  4680. //todo: recheck effect level
  4681. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4682. {
  4683. cast = true;
  4684. int cooldown = bonus->additionalInfo[0];
  4685. BattleSetStackProperty ssp;
  4686. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4687. ssp.absolute = false;
  4688. ssp.val = cooldown;
  4689. ssp.stackID = st->unitId();
  4690. sendAndApply(&ssp);
  4691. }
  4692. }
  4693. }
  4694. }
  4695. }
  4696. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4697. {
  4698. if(!curStack->alive())
  4699. return false;
  4700. bool containDamageFromMoat = false;
  4701. bool movementStoped = false;
  4702. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4703. {
  4704. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4705. {
  4706. //helper info
  4707. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4708. const ui8 side = curStack->side;
  4709. if(!spellObstacle)
  4710. COMPLAIN_RET("Invalid obstacle instance");
  4711. if(spellObstacle->trigger)
  4712. {
  4713. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4714. //hidden obstacle triggers effects until revealed
  4715. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4716. {
  4717. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4718. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4719. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4720. if(!sp)
  4721. COMPLAIN_RET("Invalid obstacle instance");
  4722. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4723. ObstacleChanges changeInfo;
  4724. changeInfo.id = spellObstacle->uniqueID;
  4725. if (oneTimeObstacle)
  4726. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
  4727. else
  4728. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
  4729. SpellCreatedObstacle changedObstacle;
  4730. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4731. changedObstacle.revealed = true;
  4732. changeInfo.data.clear();
  4733. JsonSerializer ser(nullptr, changeInfo.data);
  4734. ser.serializeStruct("obstacle", changedObstacle);
  4735. BattleObstaclesChanged bocp;
  4736. bocp.changes.emplace_back(changeInfo);
  4737. sendAndApply(&bocp);
  4738. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4739. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4740. }
  4741. }
  4742. }
  4743. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4744. {
  4745. auto town = gs->curB->town;
  4746. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4747. if(!containDamageFromMoat)
  4748. {
  4749. containDamageFromMoat = true;
  4750. BattleStackAttacked bsa;
  4751. bsa.damageAmount = damage;
  4752. bsa.stackAttacked = curStack->ID;
  4753. bsa.attackerID = -1;
  4754. curStack->prepareAttacked(bsa, getRandomGenerator());
  4755. StacksInjured si;
  4756. si.stacks.push_back(bsa);
  4757. sendAndApply(&si);
  4758. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4759. }
  4760. }
  4761. if(!curStack->alive())
  4762. return false;
  4763. if((obstacle->stopsMovement() && stackIsMoving))
  4764. movementStoped = true;
  4765. }
  4766. if(stackIsMoving)
  4767. return curStack->alive() && !movementStoped;
  4768. else
  4769. return curStack->alive();
  4770. }
  4771. void CGameHandler::handleTimeEvents()
  4772. {
  4773. gs->map->events.sort(evntCmp);
  4774. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4775. {
  4776. CMapEvent ev = gs->map->events.front();
  4777. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4778. {
  4779. auto color = PlayerColor(player);
  4780. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4781. if (pinfo //player exists
  4782. && (ev.players & 1<<player) //event is enabled to this player
  4783. && ((ev.computerAffected && !pinfo->human)
  4784. || (ev.humanAffected && pinfo->human)
  4785. )
  4786. )
  4787. {
  4788. //give resources
  4789. giveResources(color, ev.resources);
  4790. //prepare dialog
  4791. InfoWindow iw;
  4792. iw.player = color;
  4793. iw.text << ev.message;
  4794. for (int i=0; i<ev.resources.size(); i++)
  4795. {
  4796. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4797. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4798. }
  4799. sendAndApply(&iw); //show dialog
  4800. }
  4801. } //PLAYERS LOOP
  4802. if (ev.nextOccurence)
  4803. {
  4804. gs->map->events.pop_front();
  4805. ev.firstOccurence += ev.nextOccurence;
  4806. auto it = gs->map->events.begin();
  4807. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4808. it++;
  4809. gs->map->events.insert(it, ev);
  4810. }
  4811. else
  4812. {
  4813. gs->map->events.pop_front();
  4814. }
  4815. }
  4816. //TODO send only if changed
  4817. UpdateMapEvents ume;
  4818. ume.events = gs->map->events;
  4819. sendAndApply(&ume);
  4820. }
  4821. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4822. {
  4823. town->events.sort(evntCmp);
  4824. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4825. {
  4826. PlayerColor player = town->tempOwner;
  4827. CCastleEvent ev = town->events.front();
  4828. const PlayerState * pinfo = getPlayerState(player, false);
  4829. if (pinfo //player exists
  4830. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4831. && ((ev.computerAffected && !pinfo->human)
  4832. || (ev.humanAffected && pinfo->human)))
  4833. {
  4834. // dialog
  4835. InfoWindow iw;
  4836. iw.player = player;
  4837. iw.text << ev.message;
  4838. if (ev.resources.nonZero())
  4839. {
  4840. TResources was = n.res[player];
  4841. n.res[player] += ev.resources;
  4842. n.res[player].amax(0);
  4843. for (int i=0; i<ev.resources.size(); i++)
  4844. 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
  4845. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4846. }
  4847. for (auto & i : ev.buildings)
  4848. {
  4849. if (!town->hasBuilt(i))
  4850. {
  4851. buildStructure(town->id, i, true);
  4852. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4853. }
  4854. }
  4855. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4856. {
  4857. n.cres[town->id].tid = town->id;
  4858. n.cres[town->id].creatures = town->creatures;
  4859. }
  4860. auto & sac = n.cres[town->id];
  4861. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4862. {
  4863. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4864. {
  4865. sac.creatures[i].first += ev.creatures.at(i);
  4866. iw.components.push_back(Component(Component::CREATURE,
  4867. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4868. }
  4869. }
  4870. sendAndApply(&iw); //show dialog
  4871. }
  4872. if (ev.nextOccurence)
  4873. {
  4874. town->events.pop_front();
  4875. ev.firstOccurence += ev.nextOccurence;
  4876. auto it = town->events.begin();
  4877. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4878. it++;
  4879. town->events.insert(it, ev);
  4880. }
  4881. else
  4882. {
  4883. town->events.pop_front();
  4884. }
  4885. }
  4886. //TODO send only if changed
  4887. UpdateCastleEvents uce;
  4888. uce.town = town->id;
  4889. uce.events = town->events;
  4890. sendAndApply(&uce);
  4891. }
  4892. bool CGameHandler::complain(const std::string &problem)
  4893. {
  4894. sendMessageToAll("Server encountered a problem: " + problem);
  4895. logGlobal->error(problem);
  4896. return true;
  4897. }
  4898. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4899. {
  4900. //PlayerColor player = getOwner(hid);
  4901. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4902. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4903. assert(lowerArmy);
  4904. assert(upperArmy);
  4905. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4906. queries.addQuery(garrisonQuery);
  4907. GarrisonDialog gd;
  4908. gd.hid = hid;
  4909. gd.objid = upobj;
  4910. gd.removableUnits = removableUnits;
  4911. gd.queryID = garrisonQuery->queryID;
  4912. sendAndApply(&gd);
  4913. }
  4914. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4915. {
  4916. OpenWindow ow;
  4917. ow.window = OpenWindow::THIEVES_GUILD;
  4918. ow.id1 = player.getNum();
  4919. ow.id2 = requestingObjId.getNum();
  4920. sendAndApply(&ow);
  4921. }
  4922. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4923. {
  4924. if (id1 == id2)
  4925. return true;
  4926. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4927. if (!o1 || !o2)
  4928. return true; //arranging stacks within an object should be always allowed
  4929. if (o1 && o2)
  4930. {
  4931. if (o1->ID == Obj::TOWN)
  4932. {
  4933. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4934. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4935. return true;
  4936. }
  4937. if (o2->ID == Obj::TOWN)
  4938. {
  4939. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4940. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4941. return true;
  4942. }
  4943. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4944. {
  4945. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4946. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4947. // two heroes in same town (garrisoned and visiting)
  4948. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4949. return true;
  4950. }
  4951. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4952. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4953. if (!dialog)
  4954. {
  4955. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4956. }
  4957. if (dialog)
  4958. {
  4959. auto topArmy = dialog->exchangingArmies.at(0);
  4960. auto bottomArmy = dialog->exchangingArmies.at(1);
  4961. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4962. return true;
  4963. }
  4964. }
  4965. return false;
  4966. }
  4967. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4968. {
  4969. using events::ObjectVisitStarted;
  4970. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4971. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4972. auto startVisit = [&](ObjectVisitStarted & event)
  4973. {
  4974. auto visitedObject = obj;
  4975. if(obj->ID == Obj::HERO)
  4976. {
  4977. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4978. const auto visitedTown = visitedHero->visitedTown;
  4979. if(visitedTown)
  4980. {
  4981. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4982. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4983. visitedObject = visitedTown;
  4984. }
  4985. }
  4986. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4987. queries.addQuery(visitQuery); //TODO real visit pos
  4988. HeroVisit hv;
  4989. hv.objId = obj->id;
  4990. hv.heroId = h->id;
  4991. hv.player = h->tempOwner;
  4992. hv.starting = true;
  4993. sendAndApply(&hv);
  4994. obj->onHeroVisit(h);
  4995. };
  4996. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4997. if(visitQuery)
  4998. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4999. }
  5000. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  5001. {
  5002. using events::ObjectVisitEnded;
  5003. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  5004. auto endVisit = [&](ObjectVisitEnded & event)
  5005. {
  5006. HeroVisit hv;
  5007. hv.player = event.getPlayer();
  5008. hv.heroId = event.getHero();
  5009. hv.starting = false;
  5010. sendAndApply(&hv);
  5011. };
  5012. //TODO: ObjectVisitEnded should also have id of visited object,
  5013. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  5014. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  5015. }
  5016. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  5017. {
  5018. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  5019. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  5020. {
  5021. complain("Cannot build boat in this shipyard!");
  5022. return false;
  5023. }
  5024. else if (obj->o->ID == Obj::TOWN
  5025. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  5026. {
  5027. complain("Cannot build boat in the town - no shipyard!");
  5028. return false;
  5029. }
  5030. const PlayerColor playerID = obj->o->tempOwner;
  5031. TResources boatCost;
  5032. obj->getBoatCost(boatCost);
  5033. TResources aviable = getPlayerState(playerID)->resources;
  5034. if (!aviable.canAfford(boatCost))
  5035. {
  5036. complain("Not enough resources to build a boat!");
  5037. return false;
  5038. }
  5039. int3 tile = obj->bestLocation();
  5040. if (!gs->map->isInTheMap(tile))
  5041. {
  5042. complain("Cannot find appropriate tile for a boat!");
  5043. return false;
  5044. }
  5045. //take boat cost
  5046. giveResources(playerID, -boatCost);
  5047. //create boat
  5048. NewObject no;
  5049. no.ID = Obj::BOAT;
  5050. no.subID = obj->getBoatType();
  5051. no.pos = tile + int3(1,0,0);
  5052. sendAndApply(&no);
  5053. return true;
  5054. }
  5055. void CGameHandler::engageIntoBattle(PlayerColor player)
  5056. {
  5057. //notify interfaces
  5058. PlayerBlocked pb;
  5059. pb.player = player;
  5060. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  5061. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  5062. sendAndApply(&pb);
  5063. }
  5064. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  5065. {
  5066. for (auto playerColor : playerColors)
  5067. {
  5068. if (getPlayerState(playerColor, false))
  5069. checkVictoryLossConditionsForPlayer(playerColor);
  5070. }
  5071. }
  5072. void CGameHandler::checkVictoryLossConditionsForAll()
  5073. {
  5074. std::set<PlayerColor> playerColors;
  5075. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  5076. {
  5077. playerColors.insert(PlayerColor(i));
  5078. }
  5079. checkVictoryLossConditions(playerColors);
  5080. }
  5081. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  5082. {
  5083. const PlayerState * p = getPlayerState(player);
  5084. if(!p || p->status != EPlayerStatus::INGAME) return;
  5085. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  5086. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  5087. {
  5088. InfoWindow iw;
  5089. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  5090. sendAndApply(&iw);
  5091. PlayerEndsGame peg;
  5092. peg.player = player;
  5093. peg.victoryLossCheckResult = victoryLossCheckResult;
  5094. sendAndApply(&peg);
  5095. if (victoryLossCheckResult.victory())
  5096. {
  5097. //one player won -> all enemies lost
  5098. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  5099. {
  5100. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  5101. {
  5102. peg.player = i->first;
  5103. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  5104. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  5105. InfoWindow iw;
  5106. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  5107. iw.player = i->first;
  5108. sendAndApply(&iw);
  5109. sendAndApply(&peg);
  5110. }
  5111. }
  5112. if(p->human)
  5113. {
  5114. lobby->state = EServerState::GAMEPLAY_ENDED;
  5115. }
  5116. }
  5117. else
  5118. {
  5119. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  5120. auto hlp = p->heroes;
  5121. for (auto h : hlp) //eliminate heroes
  5122. {
  5123. if (h.get())
  5124. removeObject(h);
  5125. }
  5126. //player lost -> all his objects become unflagged (neutral)
  5127. for (auto obj : gs->map->objects) //unflag objs
  5128. {
  5129. if (obj.get() && obj->tempOwner == player)
  5130. setOwner(obj, PlayerColor::NEUTRAL);
  5131. }
  5132. //eliminating one player may cause victory of another:
  5133. std::set<PlayerColor> playerColors;
  5134. //do not copy player state (CBonusSystemNode) by value
  5135. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  5136. {
  5137. if (p.first != player)
  5138. playerColors.insert(p.first);
  5139. }
  5140. //notify all players
  5141. for (auto pc : playerColors)
  5142. {
  5143. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5144. {
  5145. InfoWindow iw;
  5146. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5147. iw.player = pc;
  5148. sendAndApply(&iw);
  5149. }
  5150. }
  5151. checkVictoryLossConditions(playerColors);
  5152. }
  5153. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5154. // If we are called before the actual game start, there might be no current player
  5155. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5156. {
  5157. // If player making turn has lost his turn must be over as well
  5158. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5159. }
  5160. }
  5161. }
  5162. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5163. {
  5164. out.player = player;
  5165. out.text.clear();
  5166. out.text << victoryLossCheckResult.messageToSelf;
  5167. // hackish, insert one player-specific string, if applicable
  5168. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5169. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5170. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  5171. }
  5172. bool CGameHandler::dig(const CGHeroInstance *h)
  5173. {
  5174. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5175. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5176. //create a hole
  5177. NewObject no;
  5178. no.ID = Obj::HOLE;
  5179. no.pos = h->visitablePos();
  5180. no.subID = 0;
  5181. sendAndApply(&no);
  5182. //take MPs
  5183. SetMovePoints smp;
  5184. smp.hid = h->id;
  5185. smp.val = 0;
  5186. sendAndApply(&smp);
  5187. InfoWindow iw;
  5188. iw.player = h->tempOwner;
  5189. if (gs->map->grailPos == h->visitablePos())
  5190. {
  5191. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5192. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5193. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5194. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5195. sendAndApply(&iw);
  5196. iw.soundID = soundBase::invalid;
  5197. iw.text.clear();
  5198. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5199. sendAndApply(&iw);
  5200. }
  5201. else
  5202. {
  5203. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5204. iw.soundID = soundBase::Dig;
  5205. sendAndApply(&iw);
  5206. }
  5207. return true;
  5208. }
  5209. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5210. {
  5211. if(attacker->hasBonusOfType(attackMode))
  5212. {
  5213. std::set<SpellID> spellsToCast;
  5214. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5215. for(const auto & sf : *spells)
  5216. {
  5217. spellsToCast.insert(SpellID(sf->subtype));
  5218. }
  5219. for(SpellID spellID : spellsToCast)
  5220. {
  5221. bool castMe = false;
  5222. if(!defender->alive())
  5223. {
  5224. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5225. return;
  5226. }
  5227. int32_t spellLevel = 0;
  5228. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5229. for(const auto & sf : *spellsByType)
  5230. {
  5231. int meleeRanged;
  5232. if(sf->additionalInfo.size() < 2)
  5233. {
  5234. // legacy format
  5235. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5236. meleeRanged = sf->additionalInfo[0] / 1000;
  5237. }
  5238. else
  5239. {
  5240. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5241. meleeRanged = sf->additionalInfo[1];
  5242. }
  5243. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5244. castMe = true;
  5245. }
  5246. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5247. vstd::amin(chance, 100);
  5248. const CSpell * spell = SpellID(spellID).toSpell();
  5249. spells::AbilityCaster caster(attacker, spellLevel);
  5250. spells::Target target;
  5251. target.emplace_back(defender);
  5252. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5253. auto m = spell->battleMechanics(&parameters);
  5254. spells::detail::ProblemImpl ignored;
  5255. if(!m->canBeCastAt(target, ignored))
  5256. continue;
  5257. //check if spell should be cast (probability handling)
  5258. if(getRandomGenerator().nextInt(99) >= chance)
  5259. continue;
  5260. //casting
  5261. if(castMe)
  5262. {
  5263. parameters.cast(spellEnv, target);
  5264. }
  5265. }
  5266. }
  5267. }
  5268. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5269. {
  5270. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5271. }
  5272. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5273. {
  5274. if(!attacker->alive() || !defender->alive()) // can be already dead
  5275. return;
  5276. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5277. if(!defender->alive())
  5278. {
  5279. //don't try death stare or acid breath on dead stack (crash!)
  5280. return;
  5281. }
  5282. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5283. {
  5284. // mechanics of Death Stare as in H3:
  5285. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5286. //original formula x = min(x, (gorgons_count + 9)/10);
  5287. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5288. vstd::amin(chanceToKill, 1); //cap at 100%
  5289. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5290. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5291. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5292. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5293. vstd::amin(staredCreatures, maxToKill);
  5294. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5295. if(staredCreatures)
  5296. {
  5297. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5298. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5299. spells::AbilityCaster caster(attacker, 0);
  5300. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5301. spells::Target target;
  5302. target.emplace_back(defender);
  5303. parameters.setEffectValue(staredCreatures);
  5304. parameters.cast(spellEnv, target);
  5305. }
  5306. }
  5307. if(!defender->alive())
  5308. return;
  5309. int64_t acidDamage = 0;
  5310. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5311. for(const auto & b : *acidBreath)
  5312. {
  5313. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5314. acidDamage += b->val;
  5315. }
  5316. if(acidDamage > 0)
  5317. {
  5318. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5319. spells::AbilityCaster caster(attacker, 0);
  5320. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5321. spells::Target target;
  5322. target.emplace_back(defender);
  5323. parameters.setEffectValue(acidDamage * attacker->getCount());
  5324. parameters.cast(spellEnv, target);
  5325. }
  5326. if(!defender->alive())
  5327. return;
  5328. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5329. {
  5330. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5331. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5332. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5333. return;
  5334. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5335. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5336. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5337. return;
  5338. battle::UnitInfo resurrectInfo;
  5339. resurrectInfo.id = gs->curB->battleNextUnitId();
  5340. resurrectInfo.summoned = false;
  5341. resurrectInfo.position = defender->getPosition();
  5342. resurrectInfo.side = defender->unitSide();
  5343. if(bonusAdditionalInfo != CAddInfo::NONE)
  5344. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5345. else
  5346. resurrectInfo.type = attacker->creatureId();
  5347. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5348. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5349. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5350. resurrectInfo.count = defender->getCount();
  5351. else
  5352. return; //wrong subtype
  5353. BattleUnitsChanged addUnits;
  5354. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5355. resurrectInfo.save(addUnits.changedStacks.back().data);
  5356. BattleUnitsChanged removeUnits;
  5357. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5358. sendAndApply(&removeUnits);
  5359. sendAndApply(&addUnits);
  5360. }
  5361. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5362. {
  5363. double chanceToTrigger = 0;
  5364. int amountToDie = 0;
  5365. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5366. {
  5367. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5368. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5369. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5370. }
  5371. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5372. {
  5373. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5374. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5375. }
  5376. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5377. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5378. return;
  5379. BattleStackAttacked bsa;
  5380. bsa.attackerID = -1;
  5381. bsa.stackAttacked = defender->ID;
  5382. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5383. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5384. bsa.spellID = SpellID::SLAYER;
  5385. defender->prepareAttacked(bsa, getRandomGenerator());
  5386. StacksInjured si;
  5387. si.stacks.push_back(bsa);
  5388. sendAndApply(&si);
  5389. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5390. }
  5391. }
  5392. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5393. {
  5394. if (!t.visitableObjects.empty())
  5395. {
  5396. //to prevent self-visiting heroes on space press
  5397. if (t.visitableObjects.back() != h)
  5398. objectVisited(t.visitableObjects.back(), h);
  5399. else if (t.visitableObjects.size() > 1)
  5400. objectVisited(*(t.visitableObjects.end()-2),h);
  5401. }
  5402. }
  5403. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5404. {
  5405. if (!hero)
  5406. COMPLAIN_RET("You need hero to sacrifice creature!");
  5407. int expSum = 0;
  5408. auto finish = [this, &hero, &expSum]()
  5409. {
  5410. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5411. };
  5412. for(int i = 0; i < slot.size(); ++i)
  5413. {
  5414. int oldCount = hero->getStackCount(slot[i]);
  5415. if(oldCount < (int)count[i])
  5416. {
  5417. finish();
  5418. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5419. }
  5420. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5421. {
  5422. finish();
  5423. COMPLAIN_RET("Cannot sacrifice last creature!");
  5424. }
  5425. int crid = hero->getStack(slot[i]).type->idNumber;
  5426. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5427. int dump, exp;
  5428. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5429. exp *= count[i];
  5430. expSum += exp;
  5431. }
  5432. finish();
  5433. return true;
  5434. }
  5435. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5436. {
  5437. if (!hero)
  5438. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5439. int expSum = 0;
  5440. auto finish = [this, &hero, &expSum]()
  5441. {
  5442. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5443. };
  5444. for(int i = 0; i < slot.size(); ++i)
  5445. {
  5446. ArtifactLocation al(hero, slot[i]);
  5447. const CArtifactInstance * a = al.getArt();
  5448. if(!a)
  5449. {
  5450. finish();
  5451. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5452. }
  5453. const CArtifactInstance * art = hero->getArt(slot[i]);
  5454. if(!art)
  5455. {
  5456. finish();
  5457. COMPLAIN_RET("No artifact at position to sacrifice!");
  5458. }
  5459. si32 typId = art->artType->getId();
  5460. int dmp, expToGive;
  5461. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5462. expSum += expToGive;
  5463. removeArtifact(al);
  5464. }
  5465. finish();
  5466. return true;
  5467. }
  5468. void CGameHandler::makeStackDoNothing(const CStack * next)
  5469. {
  5470. BattleAction doNothing;
  5471. doNothing.actionType = EActionType::NO_ACTION;
  5472. doNothing.side = next->side;
  5473. doNothing.stackNumber = next->ID;
  5474. makeAutomaticAction(next, doNothing);
  5475. }
  5476. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5477. {
  5478. if (sl.army->hasStackAtSlot(sl.slot))
  5479. COMPLAIN_RET("Slot is already taken!");
  5480. if (!sl.slot.validSlot())
  5481. COMPLAIN_RET("Cannot insert stack to that slot!");
  5482. InsertNewStack ins;
  5483. ins.army = sl.army->id;
  5484. ins.slot = sl.slot;
  5485. ins.type = c->idNumber;
  5486. ins.count = count;
  5487. sendAndApply(&ins);
  5488. return true;
  5489. }
  5490. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5491. {
  5492. if (!sl.army->hasStackAtSlot(sl.slot))
  5493. COMPLAIN_RET("Cannot find a stack to erase");
  5494. if (sl.army->stacksCount() == 1 //from the last stack
  5495. && sl.army->needsLastStack() //that must be left
  5496. && !forceRemoval) //ignore above conditions if we are forcing removal
  5497. {
  5498. COMPLAIN_RET("Cannot erase the last stack!");
  5499. }
  5500. EraseStack es;
  5501. es.army = sl.army->id;
  5502. es.slot = sl.slot;
  5503. sendAndApply(&es);
  5504. return true;
  5505. }
  5506. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5507. {
  5508. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5509. if ((absoluteValue && count < 0)
  5510. || (!absoluteValue && -count > currentCount))
  5511. {
  5512. COMPLAIN_RET("Cannot take more stacks than present!");
  5513. }
  5514. if ((currentCount == -count && !absoluteValue)
  5515. || (!count && absoluteValue))
  5516. {
  5517. eraseStack(sl);
  5518. }
  5519. else
  5520. {
  5521. ChangeStackCount csc;
  5522. csc.army = sl.army->id;
  5523. csc.slot = sl.slot;
  5524. csc.count = count;
  5525. csc.absoluteValue = absoluteValue;
  5526. sendAndApply(&csc);
  5527. }
  5528. return true;
  5529. }
  5530. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5531. {
  5532. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5533. if (!slotC) //slot is empty
  5534. insertNewStack(sl, c, count);
  5535. else if (c == slotC)
  5536. changeStackCount(sl, count);
  5537. else
  5538. {
  5539. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5540. }
  5541. return true;
  5542. }
  5543. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5544. {
  5545. if (removeObjWhenFinished)
  5546. removeAfterVisit(src);
  5547. if (!src->canBeMergedWith(*dst, allowMerging))
  5548. {
  5549. if (allowMerging) //do that, add all matching creatures.
  5550. {
  5551. bool cont = true;
  5552. while (cont)
  5553. {
  5554. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5555. {
  5556. SlotID pos = dst->getSlotFor(i->second->type);
  5557. if (pos.validSlot())
  5558. {
  5559. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5560. cont = true;
  5561. break; //or iterator crashes
  5562. }
  5563. cont = false;
  5564. }
  5565. }
  5566. }
  5567. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5568. }
  5569. else //merge
  5570. {
  5571. moveArmy(src, dst, allowMerging);
  5572. }
  5573. }
  5574. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5575. {
  5576. if (!src.army->hasStackAtSlot(src.slot))
  5577. COMPLAIN_RET("No stack to move!");
  5578. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5579. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5580. if (!dst.slot.validSlot())
  5581. COMPLAIN_RET("Cannot move stack to that slot!");
  5582. if (count == -1)
  5583. {
  5584. count = src.army->getStackCount(src.slot);
  5585. }
  5586. if (src.army != dst.army //moving away
  5587. && count == src.army->getStackCount(src.slot) //all creatures
  5588. && src.army->stacksCount() == 1 //from the last stack
  5589. && src.army->needsLastStack()) //that must be left
  5590. {
  5591. COMPLAIN_RET("Cannot move away the last creature!");
  5592. }
  5593. RebalanceStacks rs;
  5594. rs.srcArmy = src.army->id;
  5595. rs.dstArmy = dst.army->id;
  5596. rs.srcSlot = src.slot;
  5597. rs.dstSlot = dst.slot;
  5598. rs.count = count;
  5599. sendAndApply(&rs);
  5600. return true;
  5601. }
  5602. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5603. {
  5604. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5605. {
  5606. return moveStack(sl2, sl1);
  5607. }
  5608. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5609. {
  5610. return moveStack(sl1, sl2);
  5611. }
  5612. else
  5613. {
  5614. SwapStacks ss;
  5615. ss.srcArmy = sl1.army->id;
  5616. ss.dstArmy = sl2.army->id;
  5617. ss.srcSlot = sl1.slot;
  5618. ss.dstSlot = sl2.slot;
  5619. sendAndApply(&ss);
  5620. return true;
  5621. }
  5622. }
  5623. void CGameHandler::runBattle()
  5624. {
  5625. setBattle(gs->curB);
  5626. assert(gs->curB);
  5627. //TODO: pre-tactic stuff, call scripts etc.
  5628. //tactic round
  5629. {
  5630. while (gs->curB->tacticDistance && !battleResult.get())
  5631. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5632. }
  5633. //initial stacks appearance triggers, e.g. built-in bonus spells
  5634. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5635. for (CStack * stack : initialStacks)
  5636. {
  5637. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5638. {
  5639. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5640. auto accessibility = getAccesibility();
  5641. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5642. std::vector<BattleHex> targetHexes;
  5643. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5644. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5645. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5646. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5647. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5648. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5649. if (!guardianIsBig)
  5650. targetHexes = stack->getSurroundingHexes();
  5651. else
  5652. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5653. for(auto hex : targetHexes)
  5654. {
  5655. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5656. {
  5657. battle::UnitInfo info;
  5658. info.id = gs->curB->battleNextUnitId();
  5659. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5660. info.type = creatureData;
  5661. info.side = stack->side;
  5662. info.position = hex;
  5663. info.summoned = true;
  5664. BattleUnitsChanged pack;
  5665. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5666. info.save(pack.changedStacks.back().data);
  5667. sendAndApply(&pack);
  5668. }
  5669. }
  5670. }
  5671. stackEnchantedTrigger(stack);
  5672. }
  5673. //spells opening battle
  5674. for (int i = 0; i < 2; ++i)
  5675. {
  5676. auto h = gs->curB->battleGetFightingHero(i);
  5677. if (h)
  5678. {
  5679. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5680. for (auto b : *bl)
  5681. {
  5682. spells::BonusCaster caster(h, b);
  5683. const CSpell * spell = SpellID(b->subtype).toSpell();
  5684. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5685. parameters.setSpellLevel(3);
  5686. parameters.setEffectDuration(b->val);
  5687. parameters.massive = true;
  5688. parameters.castIfPossible(spellEnv, spells::Target());
  5689. }
  5690. }
  5691. }
  5692. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5693. checkBattleStateChanges();
  5694. bool firstRound = true;//FIXME: why first round is -1?
  5695. //main loop
  5696. while (!battleResult.get()) //till the end of the battle ;]
  5697. {
  5698. BattleNextRound bnr;
  5699. bnr.round = gs->curB->round + 1;
  5700. logGlobal->debug("Round %d", bnr.round);
  5701. sendAndApply(&bnr);
  5702. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5703. for (auto &obstPtr : obstacles)
  5704. {
  5705. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5706. if (sco->turnsRemaining == 0)
  5707. removeObstacle(*obstPtr);
  5708. }
  5709. const BattleInfo & curB = *gs->curB;
  5710. for(auto stack : curB.stacks)
  5711. {
  5712. if(stack->alive() && !firstRound)
  5713. stackEnchantedTrigger(stack);
  5714. }
  5715. //stack loop
  5716. auto getNextStack = [this]() -> const CStack *
  5717. {
  5718. if(battleResult.get())
  5719. return nullptr;
  5720. std::vector<battle::Units> q;
  5721. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5722. if(!q.empty())
  5723. {
  5724. if(!q.front().empty())
  5725. {
  5726. auto next = q.front().front();
  5727. const auto stack = dynamic_cast<const CStack *>(next);
  5728. // regeneration takes place before everything else but only during first turn attempt in each round
  5729. // also works under blind and similar effects
  5730. if(stack && stack->alive() && !stack->waiting)
  5731. {
  5732. BattleTriggerEffect bte;
  5733. bte.stackID = stack->ID;
  5734. bte.effect = Bonus::HP_REGENERATION;
  5735. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5736. if(stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  5737. bte.val = lostHealth;
  5738. else if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5739. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5740. if(bte.val) // anything to heal
  5741. sendAndApply(&bte);
  5742. }
  5743. if(next->willMove())
  5744. return stack;
  5745. }
  5746. }
  5747. return nullptr;
  5748. };
  5749. const CStack * next = nullptr;
  5750. while((next = getNextStack()))
  5751. {
  5752. BattleUnitsChanged removeGhosts;
  5753. for(auto stack : curB.stacks)
  5754. {
  5755. if(stack->ghostPending)
  5756. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5757. }
  5758. if(!removeGhosts.changedStacks.empty())
  5759. sendAndApply(&removeGhosts);
  5760. //check for bad morale => freeze
  5761. int nextStackMorale = next->MoraleVal();
  5762. if (nextStackMorale < 0 &&
  5763. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5764. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5765. )
  5766. {
  5767. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5768. {
  5769. //unit loses its turn - empty freeze action
  5770. BattleAction ba;
  5771. ba.actionType = EActionType::BAD_MORALE;
  5772. ba.side = next->side;
  5773. ba.stackNumber = next->ID;
  5774. makeAutomaticAction(next, ba);
  5775. continue;
  5776. }
  5777. }
  5778. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5779. {
  5780. logGlobal->trace("Handle Berserk effect");
  5781. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5782. if (attackInfo.first != nullptr)
  5783. {
  5784. BattleAction attack;
  5785. attack.actionType = EActionType::WALK_AND_ATTACK;
  5786. attack.side = next->side;
  5787. attack.stackNumber = next->ID;
  5788. attack.aimToHex(attackInfo.second);
  5789. attack.aimToUnit(attackInfo.first);
  5790. makeAutomaticAction(next, attack);
  5791. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5792. }
  5793. else
  5794. {
  5795. makeStackDoNothing(next);
  5796. logGlobal->trace("No target found");
  5797. }
  5798. continue;
  5799. }
  5800. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5801. const int stackCreatureId = next->getCreature()->idNumber;
  5802. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5803. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5804. {
  5805. BattleAction attack;
  5806. attack.actionType = EActionType::SHOOT;
  5807. attack.side = next->side;
  5808. attack.stackNumber = next->ID;
  5809. //TODO: select target by priority
  5810. const battle::Unit * target = nullptr;
  5811. for(auto & elem : gs->curB->stacks)
  5812. {
  5813. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5814. && elem->owner != next->owner
  5815. && elem->isValidTarget()
  5816. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5817. {
  5818. target = elem;
  5819. break;
  5820. }
  5821. }
  5822. if(target == nullptr)
  5823. {
  5824. makeStackDoNothing(next);
  5825. }
  5826. else
  5827. {
  5828. attack.aimToUnit(target);
  5829. makeAutomaticAction(next, attack);
  5830. }
  5831. continue;
  5832. }
  5833. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5834. {
  5835. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5836. if (attackableBattleHexes.empty())
  5837. {
  5838. makeStackDoNothing(next);
  5839. continue;
  5840. }
  5841. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5842. {
  5843. BattleAction attack;
  5844. attack.actionType = EActionType::CATAPULT;
  5845. attack.side = next->side;
  5846. attack.stackNumber = next->ID;
  5847. makeAutomaticAction(next, attack);
  5848. continue;
  5849. }
  5850. }
  5851. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5852. {
  5853. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5854. {
  5855. return s->owner == next->owner && s->canBeHealed();
  5856. });
  5857. if (!possibleStacks.size())
  5858. {
  5859. makeStackDoNothing(next);
  5860. continue;
  5861. }
  5862. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5863. {
  5864. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5865. const CStack * toBeHealed = possibleStacks.front();
  5866. BattleAction heal;
  5867. heal.actionType = EActionType::STACK_HEAL;
  5868. heal.aimToUnit(toBeHealed);
  5869. heal.side = next->side;
  5870. heal.stackNumber = next->ID;
  5871. makeAutomaticAction(next, heal);
  5872. continue;
  5873. }
  5874. }
  5875. int numberOfAsks = 1;
  5876. bool breakOuter = false;
  5877. do
  5878. {//ask interface and wait for answer
  5879. if (!battleResult.get())
  5880. {
  5881. stackTurnTrigger(next); //various effects
  5882. if(next->fear)
  5883. {
  5884. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5885. }
  5886. else
  5887. {
  5888. logGlobal->trace("Activating %s", next->nodeName());
  5889. auto nextId = next->ID;
  5890. BattleSetActiveStack sas;
  5891. sas.stack = nextId;
  5892. sendAndApply(&sas);
  5893. auto actionWasMade = [&]() -> bool
  5894. {
  5895. if (battleMadeAction.data)//active stack has made its action
  5896. return true;
  5897. if (battleResult.get())// battle is finished
  5898. return true;
  5899. if (next == nullptr)//active stack was been removed
  5900. return true;
  5901. return !next->alive();//active stack is dead
  5902. };
  5903. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5904. battleMadeAction.data = false;
  5905. while (!actionWasMade())
  5906. {
  5907. battleMadeAction.cond.wait(lock);
  5908. if (battleGetStackByID(nextId, false) != next)
  5909. next = nullptr; //it may be removed, while we wait
  5910. }
  5911. }
  5912. }
  5913. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5914. {
  5915. breakOuter = true;
  5916. break;
  5917. }
  5918. //we're after action, all results applied
  5919. checkBattleStateChanges(); //check if this action ended the battle
  5920. if(next != nullptr)
  5921. {
  5922. //check for good morale
  5923. nextStackMorale = next->MoraleVal();
  5924. if(!next->hadMorale //only one extra move per turn possible
  5925. && !next->defending
  5926. && !next->waited()
  5927. && !next->fear
  5928. && next->alive()
  5929. && nextStackMorale > 0
  5930. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5931. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5932. )
  5933. {
  5934. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5935. {
  5936. BattleTriggerEffect bte;
  5937. bte.stackID = next->ID;
  5938. bte.effect = Bonus::MORALE;
  5939. bte.val = 1;
  5940. bte.additionalInfo = 0;
  5941. sendAndApply(&bte); //play animation
  5942. ++numberOfAsks; //move this stack once more
  5943. }
  5944. }
  5945. }
  5946. --numberOfAsks;
  5947. } while (numberOfAsks > 0);
  5948. if (breakOuter)
  5949. {
  5950. break;
  5951. }
  5952. }
  5953. firstRound = false;
  5954. }
  5955. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5956. }
  5957. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5958. {
  5959. BattleSetActiveStack bsa;
  5960. bsa.stack = stack->ID;
  5961. bsa.askPlayerInterface = false;
  5962. sendAndApply(&bsa);
  5963. bool ret = makeBattleAction(ba);
  5964. checkBattleStateChanges();
  5965. return ret;
  5966. }
  5967. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5968. {
  5969. assert(a->artType);
  5970. ArtifactLocation al;
  5971. al.artHolder = const_cast<CGHeroInstance*>(h);
  5972. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5973. if (pos < 0)
  5974. {
  5975. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5976. slot = a->firstAvailableSlot(h);
  5977. else
  5978. slot = a->firstBackpackSlot(h);
  5979. }
  5980. else
  5981. {
  5982. slot = pos;
  5983. }
  5984. al.slot = slot;
  5985. if (slot < 0 || !a->canBePutAt(al))
  5986. {
  5987. complain("Cannot put artifact in that slot!");
  5988. return;
  5989. }
  5990. putArtifact(al, a);
  5991. }
  5992. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5993. {
  5994. PutArtifact pa;
  5995. pa.art = a;
  5996. pa.al = al;
  5997. sendAndApply(&pa);
  5998. }
  5999. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  6000. {
  6001. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  6002. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  6003. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  6004. giveHeroNewArtifact(h, art, slot);
  6005. return true;
  6006. }
  6007. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  6008. {
  6009. CArtifactInstance *a = nullptr;
  6010. if (!artType->constituents)
  6011. {
  6012. a = new CArtifactInstance();
  6013. }
  6014. else
  6015. {
  6016. a = new CCombinedArtifactInstance();
  6017. }
  6018. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  6019. NewArtifact na;
  6020. na.art = a;
  6021. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  6022. giveHeroArtifact(h, a, pos);
  6023. }
  6024. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  6025. {
  6026. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  6027. if (battleResult.data)
  6028. {
  6029. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  6030. % battleResult.data->result % resultType).str());
  6031. return;
  6032. }
  6033. auto br = new BattleResult();
  6034. br->result = resultType;
  6035. br->winner = victoriusSide; //surrendering side loses
  6036. gs->curB->calculateCasualties(br->casualties);
  6037. battleResult.data = br;
  6038. }
  6039. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  6040. {
  6041. std::vector<int3>::iterator tile;
  6042. std::vector<int3> tiles;
  6043. getFreeTiles(tiles);
  6044. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  6045. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  6046. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  6047. const CCreature *cre = VLC->creh->objects.at(creatureID);
  6048. for (int i = 0; i < (int)amount; ++i)
  6049. {
  6050. tile = tiles.begin();
  6051. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  6052. {
  6053. auto count = cre->getRandomAmount(std::rand);
  6054. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  6055. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  6056. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  6057. }
  6058. tiles.erase(tile); //not use it again
  6059. }
  6060. }
  6061. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  6062. {
  6063. if (cheat == "vcmiistari" || cheat == "vcmispells")
  6064. {
  6065. cheated = true;
  6066. if (!hero) return;
  6067. ///Give hero spellbook
  6068. if (!hero->hasSpellbook())
  6069. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  6070. ///Give all spells with bonus (to allow banned spells)
  6071. GiveBonus giveBonus(GiveBonus::HERO);
  6072. giveBonus.id = hero->id.getNum();
  6073. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  6074. //start with level 0 to skip abilities
  6075. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  6076. {
  6077. giveBonus.bonus.subtype = level;
  6078. sendAndApply(&giveBonus);
  6079. }
  6080. ///Give mana
  6081. SetMana sm;
  6082. sm.hid = hero->id;
  6083. sm.val = 999;
  6084. sm.absolute = true;
  6085. sendAndApply(&sm);
  6086. }
  6087. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  6088. {
  6089. cheated = true;
  6090. if (!town) return;
  6091. ///Build all buildings in selected town
  6092. for (auto & build : town->town->buildings)
  6093. {
  6094. if (!town->hasBuilt(build.first)
  6095. && !build.second->getNameTranslated().empty()
  6096. && build.first != BuildingID::SHIP)
  6097. {
  6098. buildStructure(town->id, build.first, true);
  6099. }
  6100. }
  6101. }
  6102. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  6103. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  6104. {
  6105. cheated = true;
  6106. if (!hero) return;
  6107. ///Gives N creatures into each slot
  6108. std::map<std::string, std::pair<std::string, int>> creatures;
  6109. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  6110. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  6111. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  6112. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  6113. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  6114. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  6115. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  6116. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  6117. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  6118. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  6119. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6120. if (!hero->hasStackAtSlot(SlotID(i)))
  6121. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  6122. }
  6123. else if (boost::starts_with(cheat, "vcmiarmy"))
  6124. {
  6125. cheated = true;
  6126. if (!hero) return;
  6127. std::vector<std::string> words;
  6128. boost::split(words, cheat, boost::is_any_of(" "));
  6129. if(words.size() < 2)
  6130. return;
  6131. std::string creatureIdentifier = words[1];
  6132. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  6133. if(creatureId.is_initialized())
  6134. {
  6135. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  6136. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6137. if (!hero->hasStackAtSlot(SlotID(i)))
  6138. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  6139. }
  6140. }
  6141. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  6142. {
  6143. cheated = true;
  6144. if (!hero) return;
  6145. ///Give all war machines to hero
  6146. if (!hero->getArt(ArtifactPosition::MACH1))
  6147. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6148. if (!hero->getArt(ArtifactPosition::MACH2))
  6149. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6150. if (!hero->getArt(ArtifactPosition::MACH3))
  6151. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6152. }
  6153. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  6154. {
  6155. cheated = true;
  6156. if (!hero) return;
  6157. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6158. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6159. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  6160. }
  6161. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  6162. {
  6163. cheated = true;
  6164. if (!hero) return;
  6165. ///selected hero gains a new level
  6166. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6167. }
  6168. else if (boost::starts_with(cheat, "vcmiexp"))
  6169. {
  6170. cheated = true;
  6171. if (!hero) return;
  6172. std::vector<std::string> words;
  6173. boost::split(words, cheat, boost::is_any_of(" "));
  6174. if(words.size() < 2)
  6175. return;
  6176. std::string expAmount = words[1];
  6177. long expAmountProcessed = 0;
  6178. try
  6179. {
  6180. expAmountProcessed = std::stol(expAmount);
  6181. }
  6182. catch(std::exception&)
  6183. {
  6184. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6185. }
  6186. if(expAmountProcessed > 1)
  6187. {
  6188. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6189. }
  6190. }
  6191. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6192. {
  6193. cheated = true;
  6194. if (!hero) return;
  6195. ///Give 1000000 movement points to hero
  6196. SetMovePoints smp;
  6197. smp.hid = hero->id;
  6198. smp.val = 1000000;
  6199. sendAndApply(&smp);
  6200. GiveBonus gb(GiveBonus::HERO);
  6201. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6202. gb.bonus.duration = Bonus::ONE_DAY;
  6203. gb.bonus.source = Bonus::OTHER;
  6204. gb.id = hero->id.getNum();
  6205. giveHeroBonus(&gb);
  6206. }
  6207. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6208. {
  6209. cheated = true;
  6210. ///Give resources to player
  6211. TResources resources;
  6212. resources[Res::GOLD] = 100000;
  6213. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6214. resources[i] = 100;
  6215. giveResources(player, resources);
  6216. }
  6217. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6218. {
  6219. cheated = true;
  6220. ///Player wins
  6221. PlayerCheated pc;
  6222. pc.player = player;
  6223. pc.winningCheatCode = true;
  6224. sendAndApply(&pc);
  6225. }
  6226. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6227. {
  6228. cheated = true;
  6229. ///Player looses
  6230. PlayerCheated pc;
  6231. pc.player = player;
  6232. pc.losingCheatCode = true;
  6233. sendAndApply(&pc);
  6234. }
  6235. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6236. {
  6237. cheated = true;
  6238. ///Reveal or conceal FoW
  6239. FoWChange fc;
  6240. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6241. fc.player = player;
  6242. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6243. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6244. int lastUnc = 0;
  6245. for(int z = 0; z < gs->map->levels(); z++)
  6246. for(int x = 0; x < gs->map->width; x++)
  6247. for(int y = 0; y < gs->map->height; y++)
  6248. if(!(*fowMap)[z][x][y] || !fc.mode)
  6249. hlp_tab[lastUnc++] = int3(x, y, z);
  6250. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6251. delete [] hlp_tab;
  6252. sendAndApply(&fc);
  6253. }
  6254. }
  6255. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6256. {
  6257. BattleObstaclesChanged obsRem;
  6258. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6259. sendAndApply(&obsRem);
  6260. }
  6261. void CGameHandler::synchronizeArtifactHandlerLists()
  6262. {
  6263. UpdateArtHandlerLists uahl;
  6264. uahl.treasures = VLC->arth->treasures;
  6265. uahl.minors = VLC->arth->minors;
  6266. uahl.majors = VLC->arth->majors;
  6267. uahl.relics = VLC->arth->relics;
  6268. sendAndApply(&uahl);
  6269. }
  6270. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6271. {
  6272. return vstd::contains(gs->map->objects, obj);
  6273. }
  6274. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6275. {
  6276. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6277. return false;
  6278. auto query = queries.topQuery(player);
  6279. if (query && query->blocksPack(pack))
  6280. {
  6281. complain(boost::str(boost::format(
  6282. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6283. % boost::to_upper_copy<std::string>(player.getStr())
  6284. % query->toString()
  6285. ));
  6286. return true;
  6287. }
  6288. return false;
  6289. }
  6290. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6291. {
  6292. //If the object is being visited, there must be a matching query
  6293. for (const auto &query : queries.allQueries())
  6294. {
  6295. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6296. {
  6297. if (someVistQuery->visitedObject == object)
  6298. {
  6299. someVistQuery->removeObjectAfterVisit = true;
  6300. return;
  6301. }
  6302. }
  6303. }
  6304. //If we haven't returned so far, there is no query and no visit, call was wrong
  6305. assert("This function needs to be called during the object visit!");
  6306. }
  6307. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6308. {
  6309. std::unordered_set<int3, ShashInt3> tiles;
  6310. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6311. if (hide)
  6312. {
  6313. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6314. auto p = getPlayerState(player);
  6315. for (auto h : p->heroes)
  6316. {
  6317. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6318. }
  6319. for (auto t : p->towns)
  6320. {
  6321. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6322. }
  6323. for (auto tile : observedTiles)
  6324. vstd::erase_if_present (tiles, tile);
  6325. }
  6326. changeFogOfWar(tiles, player, hide);
  6327. }
  6328. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6329. {
  6330. FoWChange fow;
  6331. fow.tiles = tiles;
  6332. fow.player = player;
  6333. fow.mode = hide? 0 : 1;
  6334. sendAndApply(&fow);
  6335. }
  6336. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6337. {
  6338. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6339. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6340. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6341. return true;
  6342. }
  6343. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6344. {
  6345. SetObjectProperty sob;
  6346. sob.id = objid;
  6347. sob.what = prop;
  6348. sob.val = static_cast<ui32>(val);
  6349. sendAndApply(&sob);
  6350. }
  6351. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6352. {
  6353. sendAndApply(iw);
  6354. }
  6355. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6356. {
  6357. InfoWindow iw;
  6358. iw.player = player;
  6359. iw.text << msg;
  6360. showInfoDialog(&iw);
  6361. }
  6362. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6363. army(_army)
  6364. {
  6365. heroWithDeadCommander = ObjectInstanceID();
  6366. PlayerColor color = army->tempOwner;
  6367. if(color == PlayerColor::UNFLAGGABLE)
  6368. color = PlayerColor::NEUTRAL;
  6369. for(CStack * st : bat->stacks)
  6370. {
  6371. if(st->summoned) //don't take into account temporary summoned stacks
  6372. continue;
  6373. if(st->owner != color) //remove only our stacks
  6374. continue;
  6375. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6376. st->health.takeResurrected();
  6377. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6378. {
  6379. logGlobal->debug("Ignored arrow towers stack.");
  6380. }
  6381. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6382. {
  6383. auto warMachine = st->type->warMachine;
  6384. if(warMachine == ArtifactID::NONE)
  6385. {
  6386. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6387. }
  6388. //catapult artifact remain even if "creature" killed in siege
  6389. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6390. {
  6391. logGlobal->debug("War machine has been destroyed");
  6392. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6393. if (hero)
  6394. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6395. else
  6396. logGlobal->error("War machine in army without hero");
  6397. }
  6398. }
  6399. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6400. {
  6401. if(st->alive() && st->getCount() > 0)
  6402. {
  6403. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6404. const CreatureID summonedType = st->type->idNumber;
  6405. summoned[summonedType] += st->getCount();
  6406. }
  6407. }
  6408. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6409. {
  6410. if (nullptr == st->base)
  6411. {
  6412. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6413. }
  6414. else
  6415. {
  6416. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6417. if(c)
  6418. {
  6419. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6420. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6421. {
  6422. logGlobal->debug("Commander is dead.");
  6423. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6424. }
  6425. }
  6426. else
  6427. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6428. }
  6429. }
  6430. else if(st->base && !army->slotEmpty(st->slot))
  6431. {
  6432. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6433. if(st->getCount() == 0 || !st->alive())
  6434. {
  6435. logGlobal->debug("Stack has been destroyed.");
  6436. StackLocation sl(army, st->slot);
  6437. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6438. }
  6439. else if(st->getCount() < army->getStackCount(st->slot))
  6440. {
  6441. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6442. StackLocation sl(army, st->slot);
  6443. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6444. }
  6445. else if(st->getCount() > army->getStackCount(st->slot))
  6446. {
  6447. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6448. StackLocation sl(army, st->slot);
  6449. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6450. }
  6451. }
  6452. else
  6453. {
  6454. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6455. }
  6456. }
  6457. }
  6458. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6459. {
  6460. for (TStackAndItsNewCount &ncount : newStackCounts)
  6461. {
  6462. if (ncount.second > 0)
  6463. gh->changeStackCount(ncount.first, ncount.second, true);
  6464. else
  6465. gh->eraseStack(ncount.first, true);
  6466. }
  6467. for (auto summoned_iter : summoned)
  6468. {
  6469. SlotID slot = army->getSlotFor(summoned_iter.first);
  6470. if (slot.validSlot())
  6471. {
  6472. StackLocation location(army, slot);
  6473. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6474. }
  6475. else
  6476. {
  6477. //even if it will be possible to summon anything permanently it should be checked for free slot
  6478. //necromancy is handled separately
  6479. gh->complain("No free slot to put summoned creature");
  6480. }
  6481. }
  6482. for (auto al : removedWarMachines)
  6483. {
  6484. gh->removeArtifact(al);
  6485. }
  6486. if (heroWithDeadCommander != ObjectInstanceID())
  6487. {
  6488. SetCommanderProperty scp;
  6489. scp.heroid = heroWithDeadCommander;
  6490. scp.which = SetCommanderProperty::ALIVE;
  6491. scp.amount = 0;
  6492. gh->sendAndApply(&scp);
  6493. }
  6494. }
  6495. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6496. {
  6497. assert(Query->result);
  6498. assert(Query->bi);
  6499. auto &result = *Query->result;
  6500. auto &info = *Query->bi;
  6501. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6502. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6503. victor = info.sides[result.winner].color;
  6504. loser = info.sides[!result.winner].color;
  6505. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6506. }
  6507. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6508. {
  6509. winnerHero = loserHero = nullptr;
  6510. remainingBattleQueriesCount = 0;
  6511. }
  6512. CRandomGenerator & CGameHandler::getRandomGenerator()
  6513. {
  6514. return CRandomGenerator::getDefault();
  6515. }
  6516. #if SCRIPTING_ENABLED
  6517. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6518. {
  6519. return serverScripts.get();
  6520. }
  6521. scripting::Pool * CGameHandler::getContextPool() const
  6522. {
  6523. return serverScripts.get();
  6524. }
  6525. #endif
  6526. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6527. {
  6528. NewObject no;
  6529. no.ID = ID; //creature
  6530. no.subID= subID;
  6531. no.pos = pos;
  6532. sendAndApply(&no);
  6533. return no.id; //id field will be filled during applying on gs
  6534. }
  6535. ///ServerSpellCastEnvironment
  6536. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6537. : gh(gh)
  6538. {
  6539. }
  6540. bool ServerSpellCastEnvironment::describeChanges() const
  6541. {
  6542. return true;
  6543. }
  6544. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6545. {
  6546. gh->complain(problem);
  6547. }
  6548. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6549. {
  6550. return &gh->getRandomGenerator();
  6551. }
  6552. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6553. {
  6554. gh->sendAndApply(pack);
  6555. }
  6556. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6557. {
  6558. gh->sendAndApply(pack);
  6559. }
  6560. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6561. {
  6562. gh->sendAndApply(pack);
  6563. }
  6564. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6565. {
  6566. gh->sendAndApply(pack);
  6567. }
  6568. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6569. {
  6570. gh->sendAndApply(pack);
  6571. }
  6572. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6573. {
  6574. gh->sendAndApply(pack);
  6575. }
  6576. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6577. {
  6578. gh->sendAndApply(pack);
  6579. }
  6580. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6581. {
  6582. gh->sendAndApply(pack);
  6583. }
  6584. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6585. {
  6586. return gh;
  6587. }
  6588. const CMap * ServerSpellCastEnvironment::getMap() const
  6589. {
  6590. return gh->gameState()->map;
  6591. }
  6592. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6593. {
  6594. return gh->moveHero(hid, dst, teleporting, false);
  6595. }
  6596. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6597. {
  6598. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6599. request->queryID = query->queryID;
  6600. gh->queries.addQuery(query);
  6601. gh->sendAndApply(request);
  6602. }