CGameHandler.cpp 208 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "CGameHandler.h"
  41. #include "CVCMIServer.h"
  42. #include "../lib/CCreatureSet.h"
  43. #include "../lib/CThreadHelper.h"
  44. #include "../lib/GameConstants.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/Connection.h"
  48. #include "../lib/serializer/Cast.h"
  49. #include "../lib/serializer/JsonSerializer.h"
  50. #include "../lib/ScriptHandler.h"
  51. #include <vcmi/events/EventBus.h>
  52. #include <vcmi/events/GenericEvents.h>
  53. #include <vcmi/events/AdventureEvents.h>
  54. #ifndef _MSC_VER
  55. #include <boost/thread/xtime.hpp>
  56. #endif
  57. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  58. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  59. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  60. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  61. class ServerSpellCastEnvironment : public SpellCastEnvironment
  62. {
  63. public:
  64. ServerSpellCastEnvironment(CGameHandler * gh);
  65. ~ServerSpellCastEnvironment() = default;
  66. void complain(const std::string & problem) override;
  67. bool describeChanges() const override;
  68. vstd::RNG * getRNG() override;
  69. void apply(CPackForClient * pack) override;
  70. void apply(BattleLogMessage * pack) override;
  71. void apply(BattleStackMoved * pack) override;
  72. void apply(BattleUnitsChanged * pack) override;
  73. void apply(SetStackEffect * pack) override;
  74. void apply(StacksInjured * pack) override;
  75. void apply(BattleObstaclesChanged * pack) override;
  76. void apply(CatapultAttack * pack) override;
  77. const CMap * getMap() const override;
  78. const CGameInfoCallback * getCb() const override;
  79. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  80. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  81. private:
  82. CGameHandler * gh;
  83. };
  84. namespace spells
  85. {
  86. class ObstacleCasterProxy : public Caster
  87. {
  88. public:
  89. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  90. : owner(owner_),
  91. hero(hero_),
  92. obs(obs_)
  93. {
  94. };
  95. ~ObstacleCasterProxy() = default;
  96. int32_t getCasterUnitId() const override
  97. {
  98. if(hero)
  99. return hero->getCasterUnitId();
  100. else
  101. return -1;
  102. }
  103. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  104. {
  105. return obs->spellLevel;
  106. }
  107. int32_t getEffectLevel(const Spell * spell) const override
  108. {
  109. return obs->spellLevel;
  110. }
  111. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  112. {
  113. if(hero)
  114. return hero->getSpellBonus(spell, base, affectedStack);
  115. else
  116. return base;
  117. }
  118. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  119. {
  120. if(hero)
  121. return hero->getSpecificSpellBonus(spell, base);
  122. else
  123. return base;
  124. }
  125. int32_t getEffectPower(const Spell * spell) const override
  126. {
  127. return obs->casterSpellPower;
  128. }
  129. int32_t getEnchantPower(const Spell * spell) const override
  130. {
  131. return obs->casterSpellPower;
  132. }
  133. int64_t getEffectValue(const Spell * spell) const override
  134. {
  135. if(hero)
  136. return hero->getEffectValue(spell);
  137. else
  138. return 0;
  139. }
  140. PlayerColor getCasterOwner() const override
  141. {
  142. return owner;
  143. }
  144. void getCasterName(MetaString & text) const override
  145. {
  146. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  147. }
  148. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  149. {
  150. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  151. }
  152. void spendMana(ServerCallback * server, const int spellCost) const override
  153. {
  154. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  155. }
  156. private:
  157. const CGHeroInstance * hero;
  158. const PlayerColor owner;
  159. const SpellCreatedObstacle * obs;
  160. };
  161. }//
  162. CondSh<bool> battleMadeAction(false);
  163. CondSh<BattleResult *> battleResult(nullptr);
  164. template <typename T> class CApplyOnGH;
  165. class CBaseForGHApply
  166. {
  167. public:
  168. virtual bool applyOnGH(CGameHandler * gh, void * pack) const =0;
  169. virtual ~CBaseForGHApply(){}
  170. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  171. {
  172. return new CApplyOnGH<U>();
  173. }
  174. };
  175. template <typename T> class CApplyOnGH : public CBaseForGHApply
  176. {
  177. public:
  178. bool applyOnGH(CGameHandler * gh, void * pack) const override
  179. {
  180. T *ptr = static_cast<T*>(pack);
  181. try
  182. {
  183. return ptr->applyGh(gh);
  184. }
  185. catch(ExceptionNotAllowedAction & e)
  186. {
  187. (void)e;
  188. return false;
  189. }
  190. catch(...)
  191. {
  192. throw;
  193. }
  194. }
  195. };
  196. template <>
  197. class CApplyOnGH<CPack> : public CBaseForGHApply
  198. {
  199. public:
  200. bool applyOnGH(CGameHandler * gh, void * pack) const override
  201. {
  202. logGlobal->error("Cannot apply on GH plain CPack!");
  203. assert(0);
  204. return false;
  205. }
  206. };
  207. static inline double distance(int3 a, int3 b)
  208. {
  209. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  210. }
  211. static void giveExp(BattleResult &r)
  212. {
  213. if (r.winner > 1)
  214. {
  215. // draw
  216. return;
  217. }
  218. r.exp[0] = 0;
  219. r.exp[1] = 0;
  220. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  221. {
  222. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  223. }
  224. }
  225. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  226. {
  227. int x = targetPosition.getX();
  228. int y = targetPosition.getY();
  229. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  230. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  231. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  232. else
  233. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  234. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  235. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  236. {
  237. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  238. {
  239. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  240. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  241. }
  242. else
  243. { //add back-side guardians for two-hex target, side guardians for one-hex
  244. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  245. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  246. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  247. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  248. else if (targetIsTwoHex)//front-side guardians for two-hex target
  249. {
  250. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  251. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  252. if (x > 3) //back guard for two-hex
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  254. }
  255. }
  256. }
  257. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  258. {
  259. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  260. {
  261. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  262. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  263. }
  264. else
  265. {
  266. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  267. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  268. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  269. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  270. else if (targetIsTwoHex)
  271. {
  272. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  273. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  274. if (x < GameConstants::BFIELD_WIDTH - 4)
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  276. }
  277. }
  278. }
  279. else if (!targetIsAttacker && y % 2 == 0)
  280. {
  281. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  282. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  283. }
  284. else if (targetIsAttacker && y % 2 == 1)
  285. {
  286. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  287. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  288. }
  289. }
  290. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  291. {
  292. boost::unique_lock<boost::mutex> l(mx);
  293. if (players.find(player) != players.end())
  294. {
  295. return players.at(player);
  296. }
  297. else
  298. {
  299. throw std::runtime_error("No such player!");
  300. }
  301. }
  302. void PlayerStatuses::addPlayer(PlayerColor player)
  303. {
  304. boost::unique_lock<boost::mutex> l(mx);
  305. players[player];
  306. }
  307. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  308. {
  309. boost::unique_lock<boost::mutex> l(mx);
  310. if (players.find(player) != players.end())
  311. {
  312. return players[player].*flag;
  313. }
  314. else
  315. {
  316. throw std::runtime_error("No such player!");
  317. }
  318. }
  319. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  320. {
  321. boost::unique_lock<boost::mutex> l(mx);
  322. if (players.find(player) != players.end())
  323. {
  324. players[player].*flag = val;
  325. }
  326. else
  327. {
  328. throw std::runtime_error("No such player!");
  329. }
  330. cv.notify_all();
  331. }
  332. template <typename T>
  333. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  334. {
  335. fun(args[which]);
  336. }
  337. const Services * CGameHandler::services() const
  338. {
  339. return VLC;
  340. }
  341. const CGameHandler::BattleCb * CGameHandler::battle() const
  342. {
  343. return this;
  344. }
  345. const CGameHandler::GameCb * CGameHandler::game() const
  346. {
  347. return this;
  348. }
  349. vstd::CLoggerBase * CGameHandler::logger() const
  350. {
  351. return logGlobal;
  352. }
  353. events::EventBus * CGameHandler::eventBus() const
  354. {
  355. return serverEventBus.get();
  356. }
  357. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  358. {
  359. changeSecSkill(hero, skill, 1, 0);
  360. expGiven(hero);
  361. }
  362. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  363. {
  364. // required exp for at least 1 lvl-up hasn't been reached
  365. if (!hero->gainsLevel())
  366. {
  367. return;
  368. }
  369. // give primary skill
  370. logGlobal->trace("%s got level %d", hero->name, hero->level);
  371. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  372. SetPrimSkill sps;
  373. sps.id = hero->id;
  374. sps.which = primarySkill;
  375. sps.abs = false;
  376. sps.val = 1;
  377. sendAndApply(&sps);
  378. PrepareHeroLevelUp pre;
  379. pre.heroId = hero->id;
  380. sendAndApply(&pre);
  381. HeroLevelUp hlu;
  382. hlu.player = hero->tempOwner;
  383. hlu.heroId = hero->id;
  384. hlu.primskill = primarySkill;
  385. hlu.skills = pre.skills;
  386. if (hlu.skills.size() == 0)
  387. {
  388. sendAndApply(&hlu);
  389. levelUpHero(hero);
  390. }
  391. else if (hlu.skills.size() == 1)
  392. {
  393. sendAndApply(&hlu);
  394. levelUpHero(hero, pre.skills.front());
  395. }
  396. else if (hlu.skills.size() > 1)
  397. {
  398. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  399. hlu.queryID = levelUpQuery->queryID;
  400. queries.addQuery(levelUpQuery);
  401. sendAndApply(&hlu);
  402. //level up will be called on query reply
  403. }
  404. }
  405. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  406. {
  407. SetCommanderProperty scp;
  408. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  409. if (hero)
  410. scp.heroid = hero->id;
  411. else
  412. {
  413. complain ("Commander is not led by hero!");
  414. return;
  415. }
  416. scp.accumulatedBonus.subtype = 0;
  417. scp.accumulatedBonus.additionalInfo = 0;
  418. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  419. scp.accumulatedBonus.turnsRemain = 0;
  420. scp.accumulatedBonus.source = Bonus::COMMANDER;
  421. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  422. if (skill <= ECommander::SPELL_POWER)
  423. {
  424. scp.which = SetCommanderProperty::BONUS;
  425. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  426. {
  427. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  428. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  429. };
  430. switch (skill)
  431. {
  432. case ECommander::ATTACK:
  433. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  434. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  435. break;
  436. case ECommander::DEFENSE:
  437. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  438. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  439. break;
  440. case ECommander::HEALTH:
  441. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  442. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  443. break;
  444. case ECommander::DAMAGE:
  445. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  446. scp.accumulatedBonus.subtype = 0;
  447. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  448. break;
  449. case ECommander::SPEED:
  450. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  451. break;
  452. case ECommander::SPELL_POWER:
  453. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  454. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  455. sendAndApply (&scp); //additional pack
  456. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  457. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  458. sendAndApply (&scp); //additional pack
  459. scp.accumulatedBonus.type = Bonus::CASTS;
  460. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  461. sendAndApply (&scp); //additional pack
  462. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  463. break;
  464. }
  465. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  466. sendAndApply (&scp);
  467. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  468. scp.additionalInfo = skill;
  469. scp.amount = c->secondarySkills.at(skill) + 1;
  470. sendAndApply (&scp);
  471. }
  472. else if (skill >= 100)
  473. {
  474. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  475. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  476. scp.additionalInfo = skill; //unnormalized
  477. sendAndApply (&scp);
  478. }
  479. expGiven(hero);
  480. }
  481. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  482. {
  483. if (!c->gainsLevel())
  484. {
  485. return;
  486. }
  487. CommanderLevelUp clu;
  488. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  489. if(hero)
  490. {
  491. clu.heroId = hero->id;
  492. clu.player = hero->tempOwner;
  493. }
  494. else
  495. {
  496. complain ("Commander is not led by hero!");
  497. return;
  498. }
  499. //picking sec. skills for choice
  500. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  501. {
  502. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  503. clu.skills.push_back(i);
  504. }
  505. int i = 100;
  506. for (auto specialSkill : VLC->creh->skillRequirements)
  507. {
  508. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  509. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  510. && !vstd::contains (c->specialSKills, i))
  511. clu.skills.push_back (i);
  512. ++i;
  513. }
  514. int skillAmount = static_cast<int>(clu.skills.size());
  515. if (!skillAmount)
  516. {
  517. sendAndApply(&clu);
  518. levelUpCommander(c);
  519. }
  520. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  521. {
  522. sendAndApply(&clu);
  523. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  524. }
  525. else if (skillAmount > 1) //apply and ask for secondary skill
  526. {
  527. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  528. clu.queryID = commanderLevelUp->queryID;
  529. queries.addQuery(commanderLevelUp);
  530. sendAndApply(&clu);
  531. }
  532. }
  533. void CGameHandler::expGiven(const CGHeroInstance *hero)
  534. {
  535. if (hero->gainsLevel())
  536. levelUpHero(hero);
  537. else if (hero->commander && hero->commander->gainsLevel())
  538. levelUpCommander(hero->commander);
  539. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  540. // levelUpCommander(hero->commander);
  541. // else
  542. // levelUpHero(hero);
  543. }
  544. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  545. {
  546. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  547. {
  548. if (gs->map->levelLimit != 0)
  549. {
  550. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  551. TExpType resultingExp = abs ? val : hero->exp + val;
  552. if (resultingExp > expLimit)
  553. {
  554. // set given experience to max possible, but don't decrease if hero already over top
  555. abs = true;
  556. val = std::max(expLimit, hero->exp);
  557. InfoWindow iw;
  558. iw.player = hero->tempOwner;
  559. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  560. iw.text.addReplacement(hero->name);
  561. sendAndApply(&iw);
  562. }
  563. }
  564. }
  565. SetPrimSkill sps;
  566. sps.id = hero->id;
  567. sps.which = which;
  568. sps.abs = abs;
  569. sps.val = val;
  570. sendAndApply(&sps);
  571. //only for exp - hero may level up
  572. if (which == PrimarySkill::EXPERIENCE)
  573. {
  574. if (hero->commander && hero->commander->alive)
  575. {
  576. //FIXME: trim experience according to map limit?
  577. SetCommanderProperty scp;
  578. scp.heroid = hero->id;
  579. scp.which = SetCommanderProperty::EXPERIENCE;
  580. scp.amount = val;
  581. sendAndApply (&scp);
  582. CBonusSystemNode::treeHasChanged();
  583. }
  584. expGiven(hero);
  585. }
  586. }
  587. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  588. {
  589. if(!hero)
  590. {
  591. logGlobal->error("changeSecSkill provided no hero");
  592. return;
  593. }
  594. SetSecSkill sss;
  595. sss.id = hero->id;
  596. sss.which = which;
  597. sss.val = val;
  598. sss.abs = abs;
  599. sendAndApply(&sss);
  600. if (which == SecondarySkill::WISDOM)
  601. {
  602. if (hero->visitedTown)
  603. giveSpells(hero->visitedTown, hero);
  604. }
  605. }
  606. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  607. {
  608. LOG_TRACE(logGlobal);
  609. //Fill BattleResult structure with exp info
  610. giveExp(*battleResult.data);
  611. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  612. {
  613. if (hero1)
  614. battleResult.data->exp[1] += 500;
  615. if (hero2)
  616. battleResult.data->exp[0] += 500;
  617. }
  618. if (hero1)
  619. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  620. if (hero2)
  621. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  622. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  623. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  624. const BattleResult::EResult result = battleResult.get()->result;
  625. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  626. {
  627. for (auto &q : queries.allQueries())
  628. {
  629. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  630. if (bq->bi == gs->curB)
  631. return bq;
  632. }
  633. return std::shared_ptr<CBattleQuery>();
  634. };
  635. auto battleQuery = findBattleQuery();
  636. if (!battleQuery)
  637. {
  638. logGlobal->error("Cannot find battle query!");
  639. }
  640. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  641. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  642. battleQuery->result = boost::make_optional(*battleResult.data);
  643. //Check how many battle queries were created (number of players blocked by battle)
  644. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  645. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  646. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  647. ChangeSpells cs; //for Eagle Eye
  648. if (finishingBattle->winnerHero)
  649. {
  650. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  651. {
  652. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  653. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  654. {
  655. auto spell = spellId.toSpell(VLC->spells());
  656. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  657. cs.spells.insert(spell->getId());
  658. }
  659. }
  660. }
  661. std::vector<const CArtifactInstance *> arts; //display them in window
  662. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  663. {
  664. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  665. {
  666. arts.push_back(art);
  667. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  668. sendAndApply(ma);
  669. };
  670. if (finishingBattle->loserHero)
  671. {
  672. //TODO: wrap it into a function, somehow (boost::variant -_-)
  673. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  674. for (auto artSlot : artifactsWorn)
  675. {
  676. MoveArtifact ma;
  677. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  678. const CArtifactInstance * art = ma.src.getArt();
  679. if (art && !art->artType->isBig() &&
  680. art->artType->id != ArtifactID::SPELLBOOK)
  681. // don't move war machines or locked arts (spellbook)
  682. {
  683. sendMoveArtifact(art, &ma);
  684. }
  685. }
  686. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  687. {
  688. //we assume that no big artifacts can be found
  689. MoveArtifact ma;
  690. ma.src = ArtifactLocation(finishingBattle->loserHero,
  691. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  692. const CArtifactInstance * art = ma.src.getArt();
  693. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  694. {
  695. sendMoveArtifact(art, &ma);
  696. }
  697. }
  698. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  699. {
  700. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  701. for (auto artSlot : artifactsWorn)
  702. {
  703. MoveArtifact ma;
  704. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  705. const CArtifactInstance * art = ma.src.getArt();
  706. if (art && !art->artType->isBig())
  707. {
  708. sendMoveArtifact(art, &ma);
  709. }
  710. }
  711. }
  712. }
  713. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  714. {
  715. auto artifactsWorn = armySlot.second->artifactsWorn;
  716. for (auto artSlot : artifactsWorn)
  717. {
  718. MoveArtifact ma;
  719. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  720. const CArtifactInstance * art = ma.src.getArt();
  721. if (art && !art->artType->isBig())
  722. {
  723. sendMoveArtifact(art, &ma);
  724. }
  725. }
  726. }
  727. }
  728. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  729. if (arts.size()) //display loot
  730. {
  731. InfoWindow iw;
  732. iw.player = finishingBattle->winnerHero->tempOwner;
  733. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  734. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  735. {
  736. iw.components.push_back(Component(
  737. Component::ARTIFACT, art->artType->id,
  738. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  739. if (iw.components.size() >= 14)
  740. {
  741. sendAndApply(&iw);
  742. iw.components.clear();
  743. }
  744. }
  745. if (iw.components.size())
  746. {
  747. sendAndApply(&iw);
  748. }
  749. }
  750. //Eagle Eye secondary skill handling
  751. if (!cs.spells.empty())
  752. {
  753. cs.learn = 1;
  754. cs.hid = finishingBattle->winnerHero->id;
  755. InfoWindow iw;
  756. iw.player = finishingBattle->winnerHero->tempOwner;
  757. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  758. iw.text.addReplacement(finishingBattle->winnerHero->name);
  759. std::ostringstream names;
  760. for (int i = 0; i < cs.spells.size(); i++)
  761. {
  762. names << "%s";
  763. if (i < cs.spells.size() - 2)
  764. names << ", ";
  765. else if (i < cs.spells.size() - 1)
  766. names << "%s";
  767. }
  768. names << ".";
  769. iw.text.addReplacement(names.str());
  770. auto it = cs.spells.begin();
  771. for (int i = 0; i < cs.spells.size(); i++, it++)
  772. {
  773. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  774. if (i == cs.spells.size() - 2) //we just added pre-last name
  775. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  776. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  777. }
  778. sendAndApply(&iw);
  779. sendAndApply(&cs);
  780. }
  781. cab1.updateArmy(this);
  782. cab2.updateArmy(this); //take casualties after battle is deleted
  783. //if one hero has lost we will erase him
  784. if (battleResult.data->winner!=0 && hero1)
  785. {
  786. RemoveObject ro(hero1->id);
  787. sendAndApply(&ro);
  788. }
  789. if (battleResult.data->winner!=1 && hero2)
  790. {
  791. auto town = hero2->visitedTown;
  792. RemoveObject ro(hero2->id);
  793. sendAndApply(&ro);
  794. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  795. town->battleFinished(hero1, *battleResult.get());
  796. }
  797. //give exp
  798. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  799. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  800. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  801. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  802. queries.popIfTop(battleQuery);
  803. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  804. }
  805. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  806. {
  807. LOG_TRACE(logGlobal);
  808. finishingBattle->remainingBattleQueriesCount--;
  809. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  810. if (finishingBattle->remainingBattleQueriesCount > 0)
  811. //Battle results will be handled when all battle queries are closed
  812. return;
  813. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  814. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  815. // Still, it looks like a hole.
  816. // Necromancy if applicable.
  817. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  818. // Give raised units to winner and show dialog, if any were raised,
  819. // units will be given after casualties are taken
  820. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  821. if (necroSlot != SlotID())
  822. {
  823. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  824. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  825. }
  826. BattleResultsApplied resultsApplied;
  827. resultsApplied.player1 = finishingBattle->victor;
  828. resultsApplied.player2 = finishingBattle->loser;
  829. sendAndApply(&resultsApplied);
  830. setBattle(nullptr);
  831. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  832. {
  833. logGlobal->trace("post-victory visit");
  834. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  835. }
  836. visitObjectAfterVictory = false;
  837. //handle victory/loss of engaged players
  838. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  839. checkVictoryLossConditions(playerColors);
  840. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  841. {
  842. SetAvailableHeroes sah;
  843. sah.player = finishingBattle->loser;
  844. sah.hid[0] = finishingBattle->loserHero->subID;
  845. if (result.result == BattleResult::ESCAPE) //retreat
  846. {
  847. sah.army[0].clear();
  848. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  849. }
  850. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  851. sah.hid[1] = another->subID;
  852. else
  853. sah.hid[1] = -1;
  854. sendAndApply(&sah);
  855. }
  856. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  857. {
  858. RemoveObject ro(finishingBattle->winnerHero->id);
  859. sendAndApply(&ro);
  860. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  861. {
  862. SetAvailableHeroes sah;
  863. sah.player = finishingBattle->victor;
  864. sah.hid[0] = finishingBattle->winnerHero->subID;
  865. sah.army[0].clear();
  866. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  867. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  868. sah.hid[1] = another->subID;
  869. else
  870. sah.hid[1] = -1;
  871. sendAndApply(&sah);
  872. }
  873. }
  874. }
  875. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  876. {
  877. if(first && !counter)
  878. handleAttackBeforeCasting(ranged, attacker, defender);
  879. FireShieldInfo fireShield;
  880. BattleAttack bat;
  881. BattleLogMessage blm;
  882. bat.stackAttacking = attacker->unitId();
  883. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  884. if(ranged)
  885. bat.flags |= BattleAttack::SHOT;
  886. if(counter)
  887. bat.flags |= BattleAttack::COUNTER;
  888. const int attackerLuck = attacker->LuckVal();
  889. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  890. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  891. {
  892. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  893. {
  894. bat.flags |= BattleAttack::LUCKY;
  895. }
  896. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  897. {
  898. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  899. {
  900. bat.flags |= BattleAttack::UNLUCKY;
  901. }
  902. }
  903. }
  904. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  905. {
  906. bat.flags |= BattleAttack::DEATH_BLOW;
  907. }
  908. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  909. {
  910. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  911. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  912. if (chance > getRandomGenerator().nextInt(99))
  913. {
  914. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  915. }
  916. }
  917. // only primary target
  918. if(defender->alive())
  919. applyBattleEffects(bat, blm, attackerState, fireShield, defender, distance, false);
  920. //multiple-hex normal attack
  921. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  922. for(const CStack * stack : attackedCreatures)
  923. {
  924. if(stack != defender && stack->alive()) //do not hit same stack twice
  925. applyBattleEffects(bat, blm, attackerState, fireShield, stack, distance, true);
  926. }
  927. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  928. if(bonus && ranged) //TODO: make it work in melee?
  929. {
  930. //this is need for displaying hit animation
  931. bat.flags |= BattleAttack::SPELL_LIKE;
  932. bat.spellID = SpellID(bonus->subtype);
  933. //TODO: should spell override creature`s projectile?
  934. auto spell = bat.spellID.toSpell();
  935. battle::Target target;
  936. target.emplace_back(defender);
  937. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  938. event.setSpellLevel(bonus->val);
  939. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  940. //TODO: get exact attacked hex for defender
  941. for(const CStack * stack : attackedCreatures)
  942. {
  943. if(stack != defender && stack->alive()) //do not hit same stack twice
  944. {
  945. applyBattleEffects(bat, blm, attackerState, fireShield, stack, distance, true);
  946. }
  947. }
  948. //now add effect info for all attacked stacks
  949. for (BattleStackAttacked & bsa : bat.bsa)
  950. {
  951. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  952. {
  953. //this is need for displaying affect animation
  954. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  955. bsa.spellID = SpellID(bonus->subtype);
  956. }
  957. }
  958. }
  959. attackerState->afterAttack(ranged, counter);
  960. {
  961. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  962. attackerState->save(info.data);
  963. bat.attackerChanges.changedStacks.push_back(info);
  964. }
  965. sendAndApply(&bat);
  966. {
  967. const bool multipleTargets = bat.bsa.size() > 1;
  968. int64_t totalDamage = 0;
  969. int32_t totalKills = 0;
  970. for(const BattleStackAttacked & bsa : bat.bsa)
  971. {
  972. totalDamage += bsa.damageAmount;
  973. totalKills += bsa.killedAmount;
  974. }
  975. {
  976. MetaString text;
  977. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  978. attacker->addNameReplacement(text);
  979. text.addReplacement(totalDamage);
  980. blm.lines.push_back(text);
  981. }
  982. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  983. }
  984. sendAndApply(&blm);
  985. if(!fireShield.empty())
  986. {
  987. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  988. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  989. int64_t totalDamage = 0;
  990. for(const auto & item : fireShield)
  991. {
  992. const CStack * actor = item.first;
  993. int64_t rawDamage = item.second;
  994. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  995. if(actorOwner)
  996. {
  997. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  998. }
  999. else
  1000. {
  1001. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1002. }
  1003. totalDamage+=rawDamage;
  1004. //FIXME: add custom effect on actor
  1005. }
  1006. BattleStackAttacked bsa;
  1007. bsa.stackAttacked = attacker->ID; //invert
  1008. bsa.attackerID = uint32_t(-1);
  1009. bsa.flags |= BattleStackAttacked::EFFECT;
  1010. bsa.effect = 11;
  1011. bsa.damageAmount = totalDamage;
  1012. attacker->prepareAttacked(bsa, getRandomGenerator());
  1013. StacksInjured pack;
  1014. pack.stacks.push_back(bsa);
  1015. sendAndApply(&pack);
  1016. sendGenericKilledLog(attacker, bsa.killedAmount, false);
  1017. }
  1018. handleAfterAttackCasting(ranged, attacker, defender);
  1019. }
  1020. void CGameHandler::applyBattleEffects(BattleAttack & bat, BattleLogMessage & blm, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1021. {
  1022. BattleStackAttacked bsa;
  1023. if(secondary)
  1024. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1025. bsa.attackerID = attackerState->unitId();
  1026. bsa.stackAttacked = def->unitId();
  1027. {
  1028. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  1029. bai.chargedFields = distance;
  1030. if(bat.deathBlow())
  1031. bai.additiveBonus += 1.0;
  1032. if(bat.ballistaDoubleDmg())
  1033. bai.additiveBonus += 1.0;
  1034. if(bat.lucky())
  1035. bai.additiveBonus += 1.0;
  1036. //unlucky hit, used only if negative luck is enabled
  1037. if(bat.unlucky())
  1038. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  1039. auto range = gs->curB->calculateDmgRange(bai);
  1040. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  1041. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1042. }
  1043. auto addLifeDrain = [&](int64_t & toHeal, EHealLevel level, EHealPower power)
  1044. {
  1045. attackerState->heal(toHeal, level, power);
  1046. if(toHeal > 0)
  1047. {
  1048. CustomEffectInfo customEffect;
  1049. customEffect.sound = soundBase::DRAINLIF;
  1050. customEffect.effect = 52;
  1051. customEffect.stack = attackerState->unitId();
  1052. bat.customEffects.push_back(customEffect);
  1053. MetaString text;
  1054. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1055. attackerState->addNameReplacement(text, false);
  1056. text.addReplacement((int)toHeal);
  1057. def->addNameReplacement(text, true);
  1058. blm.lines.push_back(text);
  1059. }
  1060. };
  1061. //life drain handling
  1062. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1063. {
  1064. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1065. if(toHeal > 0)
  1066. addLifeDrain(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1067. }
  1068. //soul steal handling
  1069. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1070. {
  1071. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1072. //try to use permanent first, use only one of two
  1073. for(si32 subtype = 1; subtype >= 0; subtype--)
  1074. {
  1075. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1076. {
  1077. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1078. addLifeDrain(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1079. break;
  1080. }
  1081. }
  1082. }
  1083. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1084. //fire shield handling
  1085. if(!bat.shot() && !def->isClone() &&
  1086. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  1087. {
  1088. //TODO: use damage with bonus but without penalties
  1089. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1090. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1091. }
  1092. }
  1093. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1094. {
  1095. if(killed > 0)
  1096. {
  1097. BattleLogMessage blm;
  1098. addGenericKilledLog(blm, defender, killed, multiple);
  1099. sendAndApply(&blm);
  1100. }
  1101. }
  1102. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1103. {
  1104. if(killed > 0)
  1105. {
  1106. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1107. std::string formatString = VLC->generaltexth->allTexts.at(txtIndex);
  1108. // 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)
  1109. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1110. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1111. boost::algorithm::trim(formatString);
  1112. boost::format txt(formatString);
  1113. if(killed > 1)
  1114. {
  1115. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1116. }
  1117. else //killed == 1
  1118. {
  1119. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1120. }
  1121. MetaString line;
  1122. line.addReplacement(txt.str());
  1123. blm.lines.push_back(line);
  1124. }
  1125. }
  1126. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1127. {
  1128. for(auto playerConns : connections)
  1129. {
  1130. for(auto i = playerConns.second.begin(); i != playerConns.second.end(); )
  1131. {
  1132. if(lobby->state != EServerState::SHUTDOWN && *i == c)
  1133. {
  1134. i = playerConns.second.erase(i);
  1135. if(playerConns.second.size())
  1136. continue;
  1137. PlayerCheated pc;
  1138. pc.player = playerConns.first;
  1139. pc.losingCheatCode = true;
  1140. sendAndApply(&pc);
  1141. checkVictoryLossConditionsForPlayer(playerConns.first);
  1142. }
  1143. else
  1144. ++i;
  1145. }
  1146. }
  1147. }
  1148. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1149. {
  1150. //prepare struct informing that action was applied
  1151. auto sendPackageResponse = [&](bool succesfullyApplied)
  1152. {
  1153. PackageApplied applied;
  1154. applied.player = pack->player;
  1155. applied.result = succesfullyApplied;
  1156. applied.packType = typeList.getTypeID(pack);
  1157. applied.requestID = pack->requestID;
  1158. pack->c->sendPack(&applied);
  1159. };
  1160. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1161. if(isBlockedByQueries(pack, pack->player))
  1162. {
  1163. sendPackageResponse(false);
  1164. }
  1165. else if(apply)
  1166. {
  1167. const bool result = apply->applyOnGH(this, pack);
  1168. if(result)
  1169. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1170. else
  1171. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1172. % typeid(*pack).name()).str());
  1173. sendPackageResponse(true);
  1174. }
  1175. else
  1176. {
  1177. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1178. sendPackageResponse(false);
  1179. }
  1180. vstd::clear_pointer(pack);
  1181. }
  1182. int CGameHandler::moveStack(int stack, BattleHex dest)
  1183. {
  1184. int ret = 0;
  1185. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1186. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1187. assert(curStack);
  1188. assert(dest < GameConstants::BFIELD_SIZE);
  1189. if (gs->curB->tacticDistance)
  1190. {
  1191. assert(gs->curB->isInTacticRange(dest));
  1192. }
  1193. auto start = curStack->getPosition();
  1194. if (start == dest)
  1195. return 0;
  1196. //initing necessary tables
  1197. auto accessibility = getAccesibility(curStack);
  1198. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1199. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1200. {
  1201. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1202. if(accessibility.accessible(shifted, curStack))
  1203. dest = shifted;
  1204. }
  1205. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1206. {
  1207. complain("Given destination is not accessible!");
  1208. return 0;
  1209. }
  1210. bool canUseGate = false;
  1211. auto dbState = gs->curB->si.gateState;
  1212. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1213. dbState != EGateState::DESTROYED &&
  1214. dbState != EGateState::BLOCKED)
  1215. {
  1216. canUseGate = true;
  1217. }
  1218. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1219. ret = path.second;
  1220. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1221. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1222. {
  1223. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1224. return true;
  1225. if (hex == ESiegeHex::GATE_OUTER)
  1226. return true;
  1227. if (hex == ESiegeHex::GATE_INNER)
  1228. return true;
  1229. return false;
  1230. };
  1231. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1232. {
  1233. if (isGateDrawbridgeHex(hex))
  1234. return true;
  1235. if (curStack->doubleWide())
  1236. {
  1237. BattleHex otherHex = curStack->occupiedHex(hex);
  1238. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1239. return true;
  1240. }
  1241. return false;
  1242. };
  1243. if (curStack->hasBonusOfType(Bonus::FLYING))
  1244. {
  1245. if (path.second <= creSpeed && path.first.size() > 0)
  1246. {
  1247. if (canUseGate && dbState != EGateState::OPENED &&
  1248. occupyGateDrawbridgeHex(dest))
  1249. {
  1250. BattleUpdateGateState db;
  1251. db.state = EGateState::OPENED;
  1252. sendAndApply(&db);
  1253. }
  1254. //inform clients about move
  1255. BattleStackMoved sm;
  1256. sm.stack = curStack->ID;
  1257. std::vector<BattleHex> tiles;
  1258. tiles.push_back(path.first[0]);
  1259. sm.tilesToMove = tiles;
  1260. sm.distance = path.second;
  1261. sm.teleporting = false;
  1262. sendAndApply(&sm);
  1263. }
  1264. }
  1265. else //for non-flying creatures
  1266. {
  1267. std::vector<BattleHex> tiles;
  1268. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1269. int v = (int)path.first.size()-1;
  1270. path.first.push_back(start);
  1271. // check if gate need to be open or closed at some point
  1272. BattleHex openGateAtHex, gateMayCloseAtHex;
  1273. if (canUseGate)
  1274. {
  1275. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1276. {
  1277. auto needOpenGates = [&](BattleHex hex) -> bool
  1278. {
  1279. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1280. return true;
  1281. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1282. return true;
  1283. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1284. return true;
  1285. return false;
  1286. };
  1287. auto hex = path.first[i];
  1288. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1289. {
  1290. if (needOpenGates(hex))
  1291. openGateAtHex = path.first[i+1];
  1292. //TODO we need find batter way to handle double-wide stacks
  1293. //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.
  1294. if (curStack->doubleWide())
  1295. {
  1296. BattleHex otherHex = curStack->occupiedHex(hex);
  1297. if (otherHex.isValid() && needOpenGates(otherHex))
  1298. openGateAtHex = path.first[i+2];
  1299. }
  1300. //gate may be opened and then closed during stack movement, but not other way around
  1301. if (openGateAtHex.isValid())
  1302. dbState = EGateState::OPENED;
  1303. }
  1304. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1305. {
  1306. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1307. {
  1308. gateMayCloseAtHex = path.first[i-1];
  1309. }
  1310. if (gs->curB->town->subID == ETownType::FORTRESS)
  1311. {
  1312. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1313. {
  1314. gateMayCloseAtHex = path.first[i-1];
  1315. }
  1316. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1317. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1318. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1319. {
  1320. gateMayCloseAtHex = path.first[i-1];
  1321. }
  1322. }
  1323. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1324. {
  1325. gateMayCloseAtHex = path.first[i-1];
  1326. }
  1327. }
  1328. }
  1329. }
  1330. bool stackIsMoving = true;
  1331. while(stackIsMoving)
  1332. {
  1333. if (v<tilesToMove)
  1334. {
  1335. logGlobal->error("Movement terminated abnormally");
  1336. break;
  1337. }
  1338. bool gateStateChanging = false;
  1339. //special handling for opening gate on from starting hex
  1340. if (openGateAtHex.isValid() && openGateAtHex == start)
  1341. gateStateChanging = true;
  1342. else
  1343. {
  1344. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1345. {
  1346. BattleHex hex = path.first[v];
  1347. tiles.push_back(hex);
  1348. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1349. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1350. {
  1351. gateStateChanging = true;
  1352. }
  1353. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1354. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1355. obstacleHit = true;
  1356. if (curStack->doubleWide())
  1357. {
  1358. BattleHex otherHex = curStack->occupiedHex(hex);
  1359. //two hex creature hit obstacle by backside
  1360. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1361. if(otherHex.isValid() && !obstacle2.empty())
  1362. obstacleHit = true;
  1363. }
  1364. }
  1365. }
  1366. if (tiles.size() > 0)
  1367. {
  1368. //commit movement
  1369. BattleStackMoved sm;
  1370. sm.stack = curStack->ID;
  1371. sm.distance = path.second;
  1372. sm.teleporting = false;
  1373. sm.tilesToMove = tiles;
  1374. sendAndApply(&sm);
  1375. tiles.clear();
  1376. }
  1377. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1378. if (curStack->getPosition() != dest)
  1379. {
  1380. if(stackIsMoving && start != curStack->getPosition())
  1381. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1382. if (gateStateChanging)
  1383. {
  1384. if (curStack->getPosition() == openGateAtHex)
  1385. {
  1386. openGateAtHex = BattleHex();
  1387. //only open gate if stack is still alive
  1388. if (curStack->alive())
  1389. {
  1390. BattleUpdateGateState db;
  1391. db.state = EGateState::OPENED;
  1392. sendAndApply(&db);
  1393. }
  1394. }
  1395. else if (curStack->getPosition() == gateMayCloseAtHex)
  1396. {
  1397. gateMayCloseAtHex = BattleHex();
  1398. updateGateState();
  1399. }
  1400. }
  1401. }
  1402. else
  1403. //movement finished normally: we reached destination
  1404. stackIsMoving = false;
  1405. }
  1406. }
  1407. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1408. handleDamageFromObstacle(curStack);
  1409. return ret;
  1410. }
  1411. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1412. : lobby(lobby)
  1413. {
  1414. QID = 1;
  1415. IObjectInterface::cb = this;
  1416. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1417. registerTypesServerPacks(*applier);
  1418. visitObjectAfterVictory = false;
  1419. spellEnv = new ServerSpellCastEnvironment(this);
  1420. }
  1421. CGameHandler::~CGameHandler()
  1422. {
  1423. delete spellEnv;
  1424. delete gs;
  1425. }
  1426. void CGameHandler::reinitScripting()
  1427. {
  1428. serverEventBus = make_unique<events::EventBus>();
  1429. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1430. }
  1431. void CGameHandler::init(StartInfo *si)
  1432. {
  1433. if (si->seedToBeUsed == 0)
  1434. {
  1435. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1436. }
  1437. CMapService mapService;
  1438. gs = new CGameState();
  1439. gs->preInit(VLC);
  1440. logGlobal->info("Gamestate created!");
  1441. gs->init(&mapService, si);
  1442. logGlobal->info("Gamestate initialized!");
  1443. // reset seed, so that clients can't predict any following random values
  1444. getRandomGenerator().resetSeed();
  1445. for (auto & elem : gs->players)
  1446. {
  1447. states.addPlayer(elem.first);
  1448. }
  1449. reinitScripting();
  1450. }
  1451. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1452. {
  1453. return a.earlierThan(b);
  1454. }
  1455. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1456. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1457. const PlayerState * p = getPlayerState(town->tempOwner);
  1458. if (!p)
  1459. {
  1460. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1461. return;
  1462. }
  1463. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1464. {
  1465. SetAvailableCreatures ssi;
  1466. ssi.tid = town->id;
  1467. ssi.creatures = town->creatures;
  1468. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1469. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1470. if (dwellings.empty())//no dwellings - just remove
  1471. {
  1472. sendAndApply(&ssi);
  1473. return;
  1474. }
  1475. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1476. // for multi-creature dwellings like Golem Factory
  1477. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1478. if (clear)
  1479. {
  1480. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1481. }
  1482. else
  1483. {
  1484. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1485. }
  1486. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1487. sendAndApply(&ssi);
  1488. }
  1489. }
  1490. void CGameHandler::newTurn()
  1491. {
  1492. logGlobal->trace("Turn %d", gs->day+1);
  1493. NewTurn n;
  1494. n.specialWeek = NewTurn::NO_ACTION;
  1495. n.creatureid = CreatureID::NONE;
  1496. n.day = gs->day + 1;
  1497. bool firstTurn = !getDate(Date::DAY);
  1498. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1499. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1500. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1501. if (firstTurn)
  1502. {
  1503. for (auto obj : gs->map->objects)
  1504. {
  1505. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1506. {
  1507. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1508. }
  1509. }
  1510. }
  1511. if (newWeek && !firstTurn)
  1512. {
  1513. n.specialWeek = NewTurn::NORMAL;
  1514. bool deityOfFireBuilt = false;
  1515. for (const CGTownInstance *t : gs->map->towns)
  1516. {
  1517. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1518. {
  1519. deityOfFireBuilt = true;
  1520. break;
  1521. }
  1522. }
  1523. if (deityOfFireBuilt)
  1524. {
  1525. n.specialWeek = NewTurn::DEITYOFFIRE;
  1526. n.creatureid = CreatureID::IMP;
  1527. }
  1528. else if(!VLC->modh->settings.NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS)
  1529. {
  1530. int monthType = getRandomGenerator().nextInt(99);
  1531. if (newMonth) //new month
  1532. {
  1533. if (monthType < 40) //double growth
  1534. {
  1535. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1536. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1537. {
  1538. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1539. n.creatureid = newMonster.second;
  1540. }
  1541. else if (VLC->creh->doubledCreatures.size())
  1542. {
  1543. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1544. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1545. }
  1546. else
  1547. {
  1548. complain("Cannot find creature that can be spawned!");
  1549. n.specialWeek = NewTurn::NORMAL;
  1550. }
  1551. }
  1552. else if (monthType < 50)
  1553. n.specialWeek = NewTurn::PLAGUE;
  1554. }
  1555. else //it's a week, but not full month
  1556. {
  1557. if (monthType < 25)
  1558. {
  1559. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1560. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1561. do
  1562. {
  1563. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1564. } while (VLC->creh->objects[newMonster.second] &&
  1565. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1566. n.creatureid = newMonster.second;
  1567. }
  1568. }
  1569. }
  1570. }
  1571. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1572. for (auto& hp : pool)
  1573. {
  1574. auto hero = hp.second;
  1575. if (hero->isInitialized() && hero->stacks.size())
  1576. {
  1577. // reset retreated or surrendered heroes
  1578. auto maxmove = hero->maxMovePoints(true);
  1579. // if movement is greater than maxmove, we should decrease it
  1580. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1581. {
  1582. NewTurn::Hero hth;
  1583. hth.id = hero->id;
  1584. hth.move = maxmove;
  1585. hth.mana = hero->getManaNewTurn();
  1586. n.heroes.insert(hth);
  1587. }
  1588. }
  1589. }
  1590. for (auto & elem : gs->players)
  1591. {
  1592. if (elem.first == PlayerColor::NEUTRAL)
  1593. continue;
  1594. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1595. assert(0); //illegal player number!
  1596. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1597. hadGold.insert(playerGold);
  1598. if (newWeek) //new heroes in tavern
  1599. {
  1600. SetAvailableHeroes sah;
  1601. sah.player = elem.first;
  1602. //pick heroes and their armies
  1603. CHeroClass *banned = nullptr;
  1604. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1605. {
  1606. //first hero - native if possible, second hero -> any other class
  1607. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1608. {
  1609. sah.hid[j] = h->subID;
  1610. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1611. banned = h->type->heroClass;
  1612. }
  1613. else
  1614. {
  1615. sah.hid[j] = -1;
  1616. }
  1617. }
  1618. sendAndApply(&sah);
  1619. }
  1620. n.res[elem.first] = elem.second.resources;
  1621. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1622. {
  1623. bool hasCrystalGenCreature = false;
  1624. for(CGHeroInstance * hero : elem.second.heroes)
  1625. {
  1626. for(auto stack : hero->stacks)
  1627. {
  1628. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1629. {
  1630. hasCrystalGenCreature = true;
  1631. break;
  1632. }
  1633. }
  1634. }
  1635. if(!hasCrystalGenCreature) //not found in armies, check towns
  1636. {
  1637. for(CGTownInstance * town : elem.second.towns)
  1638. {
  1639. for(auto stack : town->stacks)
  1640. {
  1641. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1642. {
  1643. hasCrystalGenCreature = true;
  1644. break;
  1645. }
  1646. }
  1647. }
  1648. }
  1649. if(hasCrystalGenCreature)
  1650. n.res[elem.first][Res::CRYSTAL] += 3;
  1651. }
  1652. for (CGHeroInstance *h : (elem).second.heroes)
  1653. {
  1654. if (h->visitedTown)
  1655. giveSpells(h->visitedTown, h);
  1656. NewTurn::Hero hth;
  1657. hth.id = h->id;
  1658. auto ti = make_unique<TurnInfo>(h, 1);
  1659. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1660. hth.move = h->maxMovePointsCached(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1661. hth.mana = h->getManaNewTurn();
  1662. n.heroes.insert(hth);
  1663. if (!firstTurn) //not first day
  1664. {
  1665. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1666. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1667. {
  1668. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1669. }
  1670. }
  1671. }
  1672. }
  1673. for (CGTownInstance *t : gs->map->towns)
  1674. {
  1675. PlayerColor player = t->tempOwner;
  1676. handleTownEvents(t, n);
  1677. if (newWeek) //first day of week
  1678. {
  1679. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1680. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1681. if (!firstTurn)
  1682. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1683. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1684. if (!vstd::contains(n.cres, t->id))
  1685. {
  1686. n.cres[t->id].tid = t->id;
  1687. n.cres[t->id].creatures = t->creatures;
  1688. }
  1689. auto & sac = n.cres.at(t->id);
  1690. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1691. {
  1692. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1693. {
  1694. ui32 &availableCount = sac.creatures.at(k).first;
  1695. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1696. if (n.specialWeek == NewTurn::PLAGUE)
  1697. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1698. else
  1699. {
  1700. if (firstTurn) //first day of game: use only basic growths
  1701. availableCount = cre->growth;
  1702. else
  1703. availableCount += t->creatureGrowth(k);
  1704. //Deity of fire week - upgrade both imps and upgrades
  1705. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1706. availableCount += 15;
  1707. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1708. {
  1709. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1710. availableCount *= 2;
  1711. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1712. availableCount += 5;
  1713. }
  1714. }
  1715. }
  1716. }
  1717. }
  1718. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1719. {
  1720. n.res[player] = n.res[player] + t->dailyIncome();
  1721. }
  1722. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1723. {
  1724. // Skyship, probably easier to handle same as Veil of darkness
  1725. //do it every new day after veils apply
  1726. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1727. {
  1728. FoWChange fw;
  1729. fw.mode = 1;
  1730. fw.player = player;
  1731. // find all hidden tiles
  1732. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1733. for (size_t i=0; i<fow.size(); i++)
  1734. for (size_t j=0; j<fow.at(i).size(); j++)
  1735. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1736. if (!fow.at(i).at(j).at(k))
  1737. fw.tiles.insert(int3((si32)i,(si32)j,(si32)k));
  1738. sendAndApply (&fw);
  1739. }
  1740. }
  1741. if (t->hasBonusOfType (Bonus::DARKNESS))
  1742. {
  1743. for (auto & player : gs->players)
  1744. {
  1745. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1746. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1747. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1748. }
  1749. }
  1750. }
  1751. if (newMonth)
  1752. {
  1753. SetAvailableArtifacts saa;
  1754. saa.id = -1;
  1755. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1756. sendAndApply(&saa);
  1757. }
  1758. sendAndApply(&n);
  1759. if (newWeek)
  1760. {
  1761. //spawn wandering monsters
  1762. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1763. {
  1764. spawnWanderingMonsters(n.creatureid);
  1765. }
  1766. //new week info popup
  1767. if (!firstTurn)
  1768. {
  1769. InfoWindow iw;
  1770. switch (n.specialWeek)
  1771. {
  1772. case NewTurn::DOUBLE_GROWTH:
  1773. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1774. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1775. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1776. break;
  1777. case NewTurn::PLAGUE:
  1778. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1779. break;
  1780. case NewTurn::BONUS_GROWTH:
  1781. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1782. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1783. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1784. break;
  1785. case NewTurn::DEITYOFFIRE:
  1786. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1787. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1788. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1789. iw.text.addReplacement2(15); //%+d 15
  1790. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1791. iw.text.addReplacement2(15); //%+d 15
  1792. break;
  1793. default:
  1794. if (newMonth)
  1795. {
  1796. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1797. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1798. }
  1799. else
  1800. {
  1801. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1802. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1803. }
  1804. }
  1805. for (auto & elem : gs->players)
  1806. {
  1807. iw.player = elem.first;
  1808. sendAndApply(&iw);
  1809. }
  1810. }
  1811. }
  1812. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1813. handleTimeEvents();
  1814. //call objects
  1815. for (auto & elem : gs->map->objects)
  1816. {
  1817. if (elem)
  1818. elem->newTurn(getRandomGenerator());
  1819. }
  1820. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1821. }
  1822. void CGameHandler::run(bool resume)
  1823. {
  1824. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1825. using namespace boost::posix_time;
  1826. for (auto cc : lobby->connections)
  1827. {
  1828. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1829. std::stringstream sbuffer;
  1830. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1831. for (PlayerColor color : players)
  1832. {
  1833. sbuffer << color << " ";
  1834. {
  1835. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1836. connections[color].insert(cc);
  1837. }
  1838. }
  1839. logGlobal->info(sbuffer.str());
  1840. }
  1841. services()->scripts()->run(serverScripts);
  1842. if(resume)
  1843. events::GameResumed::defaultExecute(serverEventBus.get());
  1844. auto playerTurnOrder = generatePlayerTurnOrder();
  1845. while(lobby->state == EServerState::GAMEPLAY)
  1846. {
  1847. if(!resume)
  1848. {
  1849. newTurn();
  1850. events::TurnStarted::defaultExecute(serverEventBus.get());
  1851. }
  1852. std::list<PlayerColor>::iterator it;
  1853. if (resume)
  1854. {
  1855. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1856. }
  1857. else
  1858. {
  1859. it = playerTurnOrder.begin();
  1860. }
  1861. resume = false;
  1862. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1863. {
  1864. auto playerColor = *it;
  1865. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1866. {
  1867. //if player runs out of time, he shouldn't get the turn (especially AI)
  1868. //pre-trigger may change anything, should check before each player
  1869. //TODO: is it enough to check only one player?
  1870. checkVictoryLossConditionsForAll();
  1871. auto player = event.getPlayer();
  1872. const PlayerState * playerState = &gs->players[player];
  1873. if(playerState->status != EPlayerStatus::INGAME)
  1874. {
  1875. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1876. }
  1877. else
  1878. {
  1879. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1880. YourTurn yt;
  1881. yt.player = player;
  1882. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1883. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1884. applyAndSend(&yt);
  1885. }
  1886. };
  1887. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1888. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1889. {
  1890. //wait till turn is done
  1891. boost::unique_lock<boost::mutex> lock(states.mx);
  1892. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1893. {
  1894. static time_duration p = milliseconds(100);
  1895. states.cv.timed_wait(lock, p);
  1896. }
  1897. }
  1898. }
  1899. //additional check that game is not finished
  1900. bool activePlayer = false;
  1901. for (auto player : playerTurnOrder)
  1902. {
  1903. if (gs->players[player].status == EPlayerStatus::INGAME)
  1904. activePlayer = true;
  1905. }
  1906. if(!activePlayer)
  1907. lobby->state = EServerState::GAMEPLAY_ENDED;
  1908. }
  1909. }
  1910. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1911. {
  1912. // Generate player turn order
  1913. std::list<PlayerColor> playerTurnOrder;
  1914. for (const auto & player : gs->players) // add human players first
  1915. {
  1916. if (player.second.human)
  1917. playerTurnOrder.push_back(player.first);
  1918. }
  1919. for (const auto & player : gs->players) // then add non-human players
  1920. {
  1921. if (!player.second.human)
  1922. playerTurnOrder.push_back(player.first);
  1923. }
  1924. return playerTurnOrder;
  1925. }
  1926. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1927. {
  1928. battleResult.set(nullptr);
  1929. const auto t = getTile(tile);
  1930. ETerrainType terrain = t->terType;
  1931. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1932. terrain = ETerrainType::SAND;
  1933. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1934. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1935. terType = BFieldType::SHIP_TO_SHIP;
  1936. //send info about battles
  1937. BattleStart bs;
  1938. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1939. sendAndApply(&bs);
  1940. }
  1941. void CGameHandler::checkBattleStateChanges()
  1942. {
  1943. //check if drawbridge state need to be changes
  1944. if (battleGetSiegeLevel() > 0)
  1945. updateGateState();
  1946. //check if battle ended
  1947. if (auto result = battleIsFinished())
  1948. {
  1949. setBattleResult(BattleResult::NORMAL, *result);
  1950. }
  1951. }
  1952. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1953. {
  1954. if (!h->hasSpellbook())
  1955. return; //hero hasn't spellbook
  1956. ChangeSpells cs;
  1957. cs.hid = h->id;
  1958. cs.learn = true;
  1959. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1960. {
  1961. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1962. for (int i = 0; i < h->maxSpellLevel(); i++)
  1963. {
  1964. std::vector<SpellID> spells;
  1965. getAllowedSpells(spells, i+1);
  1966. for (auto & spell : spells)
  1967. cs.spells.insert(spell);
  1968. }
  1969. }
  1970. else
  1971. {
  1972. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1973. {
  1974. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1975. {
  1976. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1977. cs.spells.insert(t->spells.at(i).at(j));
  1978. }
  1979. }
  1980. }
  1981. if (!cs.spells.empty())
  1982. sendAndApply(&cs);
  1983. }
  1984. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1985. {
  1986. if (!obj || !getObj(obj->id))
  1987. {
  1988. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1989. return false;
  1990. }
  1991. RemoveObject ro;
  1992. ro.id = obj->id;
  1993. sendAndApply(&ro);
  1994. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1995. return true;
  1996. }
  1997. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1998. {
  1999. const CGHeroInstance *h = getHero(hid);
  2000. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2001. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2002. {
  2003. logGlobal->error("Illegal call to move hero!");
  2004. return false;
  2005. }
  2006. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2007. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  2008. if (!gs->map->isInTheMap(hmpos))
  2009. {
  2010. logGlobal->error("Destination tile is outside the map!");
  2011. return false;
  2012. }
  2013. const TerrainTile t = *getTile(hmpos);
  2014. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2015. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2016. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  2017. //result structure for start - movement failed, no move points used
  2018. TryMoveHero tmh;
  2019. tmh.id = hid;
  2020. tmh.start = h->pos;
  2021. tmh.end = dst;
  2022. tmh.result = TryMoveHero::FAILED;
  2023. tmh.movePoints = h->movement;
  2024. //check if destination tile is available
  2025. auto pathfinderHelper = make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2026. pathfinderHelper->updateTurnInfo(0);
  2027. auto ti = pathfinderHelper->getTurnInfo();
  2028. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2029. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2030. const int cost = pathfinderHelper->getMovementCost(h->getPosition(), hmpos, nullptr, nullptr, h->movement);
  2031. //it's a rock or blocked and not visitable tile
  2032. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2033. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  2034. && complain("Cannot move hero, destination tile is blocked!"))
  2035. || ((!h->boat && !canWalkOnSea && !canFly && t.terType == ETerrainType::WATER && (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)
  2036. && complain("Cannot move hero, destination tile is on water!"))
  2037. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  2038. && complain("Cannot disembark hero, tile is blocked!"))
  2039. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2040. && complain("Tiles are not neighboring!"))
  2041. || ((h->inTownGarrison)
  2042. && complain("Can not move garrisoned hero!"))
  2043. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2044. && complain("Hero doesn't have any movement points left!"))
  2045. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2046. && complain("Hero cannot transit over this tile!"))
  2047. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2048. && complain("Cannot move hero during the battle"))*/)
  2049. {
  2050. //send info about movement failure
  2051. sendAndApply(&tmh);
  2052. return false;
  2053. }
  2054. //several generic blocks of code
  2055. // should be called if hero changes tile but before applying TryMoveHero package
  2056. auto leaveTile = [&]()
  2057. {
  2058. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2059. {
  2060. obj->onHeroLeave(h);
  2061. }
  2062. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2063. };
  2064. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2065. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2066. {
  2067. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  2068. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2069. queries.addQuery(moveQuery);
  2070. if (leavingTile == LEAVING_TILE)
  2071. leaveTile();
  2072. tmh.result = result;
  2073. sendAndApply(&tmh);
  2074. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2075. { // Hero should be always able to visit any object he staying on even if there guards around
  2076. visitObjectOnTile(t, h);
  2077. }
  2078. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2079. {
  2080. tmh.attackedFrom = boost::make_optional(guardPos);
  2081. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2082. objectVisited(guardTile.visitableObjects.back(), h);
  2083. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2084. }
  2085. else if (visitDest == VISIT_DEST)
  2086. {
  2087. visitObjectOnTile(t, h);
  2088. }
  2089. queries.popIfTop(moveQuery);
  2090. logGlobal->trace("Hero %s ends movement", h->name);
  2091. return result != TryMoveHero::FAILED;
  2092. };
  2093. //interaction with blocking object (like resources)
  2094. auto blockingVisit = [&]() -> bool
  2095. {
  2096. for (CGObjectInstance *obj : t.visitableObjects)
  2097. {
  2098. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2099. {
  2100. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2101. //this-> is needed for MVS2010 to recognize scope (?)
  2102. }
  2103. }
  2104. return false;
  2105. };
  2106. if (!transit && embarking)
  2107. {
  2108. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2109. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2110. // In H3 embark ignore guards
  2111. }
  2112. if (disembarking)
  2113. {
  2114. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2115. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2116. }
  2117. if (teleporting)
  2118. {
  2119. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2120. return true;
  2121. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2122. // visit town for town portal \ castle gates
  2123. // do not use generic visitObjectOnTile to avoid double-teleporting
  2124. // if this moveHero call was triggered by teleporter
  2125. if (!t.visitableObjects.empty())
  2126. {
  2127. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2128. town->onHeroVisit(h);
  2129. }
  2130. return true;
  2131. }
  2132. //still here? it is standard movement!
  2133. {
  2134. tmh.movePoints = (int)h->movement >= cost
  2135. ? h->movement - cost
  2136. : 0;
  2137. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2138. EVisitDest visitDest = VISIT_DEST;
  2139. if (transit)
  2140. {
  2141. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2142. visitDest = DONT_VISIT_DEST;
  2143. if (canFly)
  2144. {
  2145. lookForGuards = IGNORE_GUARDS;
  2146. visitDest = DONT_VISIT_DEST;
  2147. }
  2148. }
  2149. else if (blockingVisit())
  2150. return true;
  2151. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2152. return true;
  2153. }
  2154. }
  2155. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2156. {
  2157. const CGHeroInstance *h = getHero(hid);
  2158. const CGTownInstance *t = getTown(dstid);
  2159. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2160. COMPLAIN_RET("Invalid call to teleportHero!");
  2161. const CGTownInstance *from = h->visitedTown;
  2162. if (((h->getOwner() != t->getOwner())
  2163. && complain("Cannot teleport hero to another player"))
  2164. || (from->town->faction->index != t->town->faction->index
  2165. && complain("Source town and destination town should belong to the same faction"))
  2166. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2167. && complain("Hero must be in town with Castle gate for teleporting"))
  2168. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2169. && complain("Cannot teleport hero to town without Castle gate in it")))
  2170. return false;
  2171. int3 pos = t->visitablePos();
  2172. pos += h->getVisitableOffset();
  2173. moveHero(hid,pos,1);
  2174. return true;
  2175. }
  2176. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  2177. {
  2178. PlayerColor oldOwner = getOwner(obj->id);
  2179. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2180. sendAndApply(&sop);
  2181. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2182. checkVictoryLossConditions(playerColors);
  2183. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2184. if (town) //town captured
  2185. {
  2186. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2187. {
  2188. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2189. setPortalDwelling(town, true, false);
  2190. }
  2191. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2192. {
  2193. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2194. {
  2195. InfoWindow iw;
  2196. iw.player = oldOwner;
  2197. 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.
  2198. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2199. sendAndApply(&iw);
  2200. }
  2201. }
  2202. }
  2203. const PlayerState * p = getPlayerState(owner);
  2204. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2205. {
  2206. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2207. {
  2208. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2209. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2210. }
  2211. }
  2212. }
  2213. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2214. {
  2215. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2216. queries.addQuery(dialogQuery);
  2217. iw->queryID = dialogQuery->queryID;
  2218. sendToAllClients(iw);
  2219. }
  2220. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2221. {
  2222. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2223. queries.addQuery(dialogQuery);
  2224. iw->queryID = dialogQuery->queryID;
  2225. sendToAllClients(iw);
  2226. }
  2227. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2228. {
  2229. if (!val) return; //don't waste time on empty call
  2230. TResources resources;
  2231. resources.at(which) = val;
  2232. giveResources(player, resources);
  2233. }
  2234. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2235. {
  2236. SetResources sr;
  2237. sr.abs = false;
  2238. sr.player = player;
  2239. sr.res = resources;
  2240. sendAndApply(&sr);
  2241. }
  2242. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2243. {
  2244. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2245. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2246. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2247. //first we move creatures to give to make them army of object-source
  2248. for (auto & elem : creatures.Slots())
  2249. {
  2250. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2251. }
  2252. tryJoiningArmy(obj, h, remove, true);
  2253. }
  2254. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2255. {
  2256. std::vector<CStackBasicDescriptor> cres = creatures;
  2257. if (cres.size() <= 0)
  2258. return;
  2259. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2260. for (CStackBasicDescriptor &sbd : cres)
  2261. {
  2262. TQuantity collected = 0;
  2263. while(collected < sbd.count)
  2264. {
  2265. bool foundSth = false;
  2266. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2267. {
  2268. if (i->second->type == sbd.type)
  2269. {
  2270. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2271. changeStackCount(StackLocation(obj, i->first), -take, false);
  2272. collected += take;
  2273. foundSth = true;
  2274. break;
  2275. }
  2276. }
  2277. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2278. {
  2279. complain("Unexpected failure during taking creatures!");
  2280. return;
  2281. }
  2282. }
  2283. }
  2284. }
  2285. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2286. {
  2287. sendToAllClients(comp);
  2288. }
  2289. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2290. {
  2291. HeroVisitCastle vc;
  2292. vc.hid = hero->id;
  2293. vc.tid = obj->id;
  2294. vc.flags |= 1;
  2295. sendAndApply(&vc);
  2296. visitCastleObjects(obj, hero);
  2297. giveSpells (obj, hero);
  2298. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2299. }
  2300. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2301. {
  2302. for (auto building : t->bonusingBuildings)
  2303. building->onHeroVisit(h);
  2304. }
  2305. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2306. {
  2307. HeroVisitCastle vc;
  2308. vc.hid = hero->id;
  2309. vc.tid = obj->id;
  2310. sendAndApply(&vc);
  2311. }
  2312. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2313. {
  2314. EraseArtifact ea;
  2315. ea.al = al;
  2316. sendAndApply(&ea);
  2317. }
  2318. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2319. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2320. const CGTownInstance *town) //use hero=nullptr for no hero
  2321. {
  2322. engageIntoBattle(army1->tempOwner);
  2323. engageIntoBattle(army2->tempOwner);
  2324. static const CArmedInstance *armies[2];
  2325. armies[0] = army1;
  2326. armies[1] = army2;
  2327. static const CGHeroInstance*heroes[2];
  2328. heroes[0] = hero1;
  2329. heroes[1] = hero2;
  2330. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2331. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2332. queries.addQuery(battleQuery);
  2333. boost::thread(&CGameHandler::runBattle, this);
  2334. }
  2335. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2336. {
  2337. startBattlePrimary(army1, army2, tile,
  2338. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2339. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2340. creatureBank);
  2341. }
  2342. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2343. {
  2344. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2345. }
  2346. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2347. {
  2348. ChangeSpells cs;
  2349. cs.hid = hero->id;
  2350. cs.spells = spells;
  2351. cs.learn = give;
  2352. sendAndApply(&cs);
  2353. }
  2354. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2355. {
  2356. SystemMessage sm;
  2357. sm.text = message;
  2358. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2359. *(c.get()) << &sm;
  2360. }
  2361. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2362. {
  2363. sendAndApply(bonus);
  2364. }
  2365. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2366. {
  2367. sendAndApply(smp);
  2368. }
  2369. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2370. {
  2371. SetMana sm;
  2372. sm.hid = hid;
  2373. sm.val = val;
  2374. sm.absolute = true;
  2375. sendAndApply(&sm);
  2376. }
  2377. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2378. {
  2379. GiveHero gh;
  2380. gh.id = id;
  2381. gh.player = player;
  2382. sendAndApply(&gh);
  2383. }
  2384. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2385. {
  2386. ChangeObjPos cop;
  2387. cop.objid = objid;
  2388. cop.nPos = newPos;
  2389. cop.flags = flags;
  2390. sendAndApply(&cop);
  2391. }
  2392. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2393. {
  2394. const CGHeroInstance * h1 = getHero(fromHero);
  2395. const CGHeroInstance * h2 = getHero(toHero);
  2396. int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2397. int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2398. if (h1_scholarLevel < h2_scholarLevel)
  2399. {
  2400. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2401. std::swap(fromHero, toHero);
  2402. }
  2403. int ScholarLevel = std::max(h1_scholarLevel, h2_scholarLevel);//heroes can trade up to this level
  2404. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2405. return;//no scholar skill or no spellbook
  2406. int h1Lvl = std::min(ScholarLevel, h1->maxSpellLevel()),
  2407. h2Lvl = std::min(ScholarLevel, h2->maxSpellLevel());//heroes can receive this levels
  2408. ChangeSpells cs1;
  2409. cs1.learn = true;
  2410. cs1.hid = toHero;//giving spells to first hero
  2411. for (auto it : h1->getSpellsInSpellbook())
  2412. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2413. cs1.spells.insert(it);//spell to learn
  2414. ChangeSpells cs2;
  2415. cs2.learn = true;
  2416. cs2.hid = fromHero;
  2417. for (auto it : h2->getSpellsInSpellbook())
  2418. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2419. cs2.spells.insert(it);
  2420. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2421. {
  2422. InfoWindow iw;
  2423. iw.player = h1->tempOwner;
  2424. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2425. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2426. iw.text.addReplacement(h1->name);
  2427. if (!cs2.spells.empty())//if found new spell - apply
  2428. {
  2429. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2430. int size = static_cast<int>(cs2.spells.size());
  2431. for (auto it : cs2.spells)
  2432. {
  2433. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2434. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2435. switch (size--)
  2436. {
  2437. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2438. case 1: break;
  2439. default: iw.text << ", ";
  2440. }
  2441. }
  2442. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2443. iw.text.addReplacement(h2->name);
  2444. sendAndApply(&cs2);
  2445. }
  2446. if (!cs1.spells.empty() && !cs2.spells.empty())
  2447. {
  2448. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2449. }
  2450. if (!cs1.spells.empty())
  2451. {
  2452. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2453. int size = static_cast<int>(cs1.spells.size());
  2454. for (auto it : cs1.spells)
  2455. {
  2456. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2457. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2458. switch (size--)
  2459. {
  2460. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2461. case 1: break;
  2462. default: iw.text << ", ";
  2463. } }
  2464. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2465. iw.text.addReplacement(h2->name);
  2466. sendAndApply(&cs1);
  2467. }
  2468. sendAndApply(&iw);
  2469. }
  2470. }
  2471. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2472. {
  2473. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2474. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2475. {
  2476. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2477. ExchangeDialog hex;
  2478. hex.queryID = exchange->queryID;
  2479. hex.player = h1->getOwner();
  2480. hex.hero1 = hero1;
  2481. hex.hero2 = hero2;
  2482. sendAndApply(&hex);
  2483. useScholarSkill(hero1,hero2);
  2484. queries.addQuery(exchange);
  2485. }
  2486. }
  2487. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2488. {
  2489. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2490. for (auto c : lobby->connections)
  2491. {
  2492. if(!c->isOpen())
  2493. continue;
  2494. c->sendPack(pack);
  2495. }
  2496. }
  2497. void CGameHandler::sendAndApply(CPackForClient * pack)
  2498. {
  2499. sendToAllClients(pack);
  2500. gs->apply(pack);
  2501. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2502. }
  2503. void CGameHandler::applyAndSend(CPackForClient * pack)
  2504. {
  2505. gs->apply(pack);
  2506. sendToAllClients(pack);
  2507. }
  2508. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2509. {
  2510. sendAndApply(static_cast<CPackForClient *>(pack));
  2511. checkVictoryLossConditionsForAll();
  2512. }
  2513. void CGameHandler::sendAndApply(SetResources * pack)
  2514. {
  2515. sendAndApply(static_cast<CPackForClient *>(pack));
  2516. checkVictoryLossConditionsForPlayer(pack->player);
  2517. }
  2518. void CGameHandler::sendAndApply(NewStructures * pack)
  2519. {
  2520. sendAndApply(static_cast<CPackForClient *>(pack));
  2521. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2522. }
  2523. void CGameHandler::save(const std::string & filename)
  2524. {
  2525. logGlobal->info("Saving to %s", filename);
  2526. const auto stem = FileInfo::GetPathStem(filename);
  2527. const auto savefname = stem.to_string() + ".vsgm1";
  2528. CResourceHandler::get("local")->createResource(savefname);
  2529. {
  2530. logGlobal->info("Ordering clients to serialize...");
  2531. SaveGameClient sg(savefname);
  2532. sendToAllClients(&sg);
  2533. }
  2534. try
  2535. {
  2536. {
  2537. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2538. saveCommonState(save);
  2539. logGlobal->info("Saving server state");
  2540. save << *this;
  2541. }
  2542. logGlobal->info("Game has been successfully saved!");
  2543. }
  2544. catch(std::exception &e)
  2545. {
  2546. logGlobal->error("Failed to save game: %s", e.what());
  2547. }
  2548. }
  2549. void CGameHandler::load(const std::string & filename)
  2550. {
  2551. logGlobal->info("Loading from %s", filename);
  2552. const auto stem = FileInfo::GetPathStem(filename);
  2553. reinitScripting();
  2554. try
  2555. {
  2556. {
  2557. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2558. loadCommonState(lf);
  2559. logGlobal->info("Loading server state");
  2560. lf >> *this;
  2561. }
  2562. logGlobal->info("Game has been successfully loaded!");
  2563. }
  2564. catch(std::exception &e)
  2565. {
  2566. logGlobal->error("Failed to load game: %s", e.what());
  2567. }
  2568. gs->preInit(VLC);
  2569. gs->updateOnLoad(lobby->si.get());
  2570. }
  2571. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2572. {
  2573. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2574. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2575. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2576. StackLocation sl1(s1, p1), sl2(s2, p2);
  2577. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2578. {
  2579. complain("Invalid slot accessed!");
  2580. return false;
  2581. }
  2582. if (!isAllowedExchange(id1,id2))
  2583. {
  2584. complain("Cannot exchange stacks between these two objects!\n");
  2585. return false;
  2586. }
  2587. // We can always put stacks into locked garrison, but not take them out of it
  2588. auto notRemovable = [&](const CArmedInstance * army)
  2589. {
  2590. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2591. {
  2592. auto g = dynamic_cast<const CGGarrison *>(army);
  2593. if (g && !g->removableUnits)
  2594. {
  2595. complain("Stacks in this garrison are not removable!\n");
  2596. return true;
  2597. }
  2598. }
  2599. return false;
  2600. };
  2601. if (what==1) //swap
  2602. {
  2603. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2604. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2605. {
  2606. complain("Can't take troops from another player!");
  2607. return false;
  2608. }
  2609. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2610. {
  2611. complain("Cannot swap stacks - slots are the same!");
  2612. return false;
  2613. }
  2614. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2615. {
  2616. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2617. return false;
  2618. }
  2619. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2620. return false;
  2621. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2622. return false;
  2623. swapStacks(sl1, sl2);
  2624. }
  2625. else if (what==2)//merge
  2626. {
  2627. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2628. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2629. return false;
  2630. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2631. {
  2632. complain("Cannot merge empty stack!");
  2633. return false;
  2634. }
  2635. else if (notRemovable(sl1.army))
  2636. return false;
  2637. moveStack(sl1, sl2);
  2638. }
  2639. else if (what==3) //split
  2640. {
  2641. const int countToMove = val - s2->getStackCount(p2);
  2642. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2643. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2644. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2645. {
  2646. complain("Can't move troops of another player!");
  2647. return false;
  2648. }
  2649. //general conditions checking
  2650. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2651. || (val<1 && complain("no creatures to split")) )
  2652. {
  2653. return false;
  2654. }
  2655. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2656. {
  2657. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2658. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2659. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2660. )
  2661. {
  2662. return false;
  2663. }
  2664. if (notRemovable(sl1.army))
  2665. {
  2666. if (s1->getStackCount(p1) > countLeftOnSrc)
  2667. return false;
  2668. }
  2669. else if (notRemovable(sl2.army))
  2670. {
  2671. if (s2->getStackCount(p1) < countLeftOnSrc)
  2672. return false;
  2673. }
  2674. moveStack(sl1, sl2, countToMove);
  2675. //S2.slots[p2]->count = val;
  2676. //S1.slots[p1]->count = total - val;
  2677. }
  2678. else //split one stack to the two
  2679. {
  2680. if (s1->getStackCount(p1) < val)//not enough creatures
  2681. {
  2682. complain("Cannot split that stack, not enough creatures!");
  2683. return false;
  2684. }
  2685. if (notRemovable(sl1.army))
  2686. return false;
  2687. moveStack(sl1, sl2, val);
  2688. }
  2689. }
  2690. return true;
  2691. }
  2692. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2693. {
  2694. std::set<PlayerColor> all;
  2695. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2696. if(vstd::contains(i->second, c))
  2697. all.insert(i->first);
  2698. switch(all.size())
  2699. {
  2700. case 0:
  2701. return PlayerColor::NEUTRAL;
  2702. case 1:
  2703. return *all.begin();
  2704. default:
  2705. {
  2706. //if we have more than one player at this connection, try to pick active one
  2707. if (vstd::contains(all, gs->currentPlayer))
  2708. return gs->currentPlayer;
  2709. else
  2710. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2711. }
  2712. }
  2713. }
  2714. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2715. {
  2716. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2717. if (!vstd::contains(s1->stacks,pos))
  2718. {
  2719. complain("Illegal call to disbandCreature - no such stack in army!");
  2720. return false;
  2721. }
  2722. eraseStack(StackLocation(s1, pos));
  2723. return true;
  2724. }
  2725. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2726. {
  2727. const CGTownInstance * t = getTown(tid);
  2728. if(!t)
  2729. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2730. if(!t->town->buildings.count(requestedID))
  2731. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % requestedID);
  2732. if(t->hasBuilt(requestedID))
  2733. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2734. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2735. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2736. std::vector<const CBuilding*> remainingAutoBuildings;
  2737. std::set<BuildingID> buildingsThatWillBe;
  2738. //Check validity of request
  2739. if(!force)
  2740. {
  2741. switch(requestedBuilding->mode)
  2742. {
  2743. case CBuilding::BUILD_NORMAL :
  2744. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2745. COMPLAIN_RET("Cannot build that building!");
  2746. break;
  2747. case CBuilding::BUILD_AUTO :
  2748. case CBuilding::BUILD_SPECIAL:
  2749. COMPLAIN_RET("This building can not be constructed normally!");
  2750. case CBuilding::BUILD_GRAIL :
  2751. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2752. {
  2753. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2754. COMPLAIN_RET("Cannot build this without grail!")
  2755. else
  2756. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2757. }
  2758. break;
  2759. }
  2760. }
  2761. //Performs stuff that has to be done before new building is built
  2762. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2763. {
  2764. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2765. {
  2766. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2767. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2768. if(upgradeNumber >= t->town->creatures.at(level).size())
  2769. {
  2770. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2771. "no creature found (upgrade number %d, level %d!")
  2772. % buildingID % upgradeNumber % level));
  2773. return;
  2774. }
  2775. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  2776. SetAvailableCreatures ssi;
  2777. ssi.tid = t->id;
  2778. ssi.creatures = t->creatures;
  2779. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2780. ssi.creatures[level].first = crea->growth;
  2781. ssi.creatures[level].second.push_back(crea->idNumber);
  2782. sendAndApply(&ssi);
  2783. }
  2784. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2785. {
  2786. setPortalDwelling(t);
  2787. }
  2788. };
  2789. //Performs stuff that has to be done after new building is built
  2790. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2791. {
  2792. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2793. auto isLibrary = isMageGuild ? false
  2794. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2795. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2796. {
  2797. if(t->visitingHero)
  2798. giveSpells(t,t->visitingHero);
  2799. if(t->garrisonHero)
  2800. giveSpells(t,t->garrisonHero);
  2801. }
  2802. };
  2803. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2804. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2805. {
  2806. return buildingsThatWillBe.count(buildID);
  2807. };
  2808. //Init the vectors
  2809. for(auto & build : t->town->buildings)
  2810. {
  2811. if(t->hasBuilt(build.first))
  2812. {
  2813. buildingsThatWillBe.insert(build.first);
  2814. }
  2815. else
  2816. {
  2817. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2818. remainingAutoBuildings.push_back(build.second);
  2819. }
  2820. }
  2821. //Prepare structure (list of building ids will be filled later)
  2822. NewStructures ns;
  2823. ns.tid = tid;
  2824. ns.builded = force ? t->builded : (t->builded+1);
  2825. std::queue<const CBuilding*> buildingsToAdd;
  2826. buildingsToAdd.push(requestedBuilding);
  2827. while(!buildingsToAdd.empty())
  2828. {
  2829. auto b = buildingsToAdd.front();
  2830. buildingsToAdd.pop();
  2831. ns.bid.insert(b->bid);
  2832. buildingsThatWillBe.insert(b->bid);
  2833. remainingAutoBuildings -= b;
  2834. for(auto autoBuilding : remainingAutoBuildings)
  2835. {
  2836. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2837. if(actualRequirements.test(areRequirementsFullfilled))
  2838. buildingsToAdd.push(autoBuilding);
  2839. }
  2840. }
  2841. // 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.
  2842. for(auto builtID : ns.bid)
  2843. processBeforeBuiltStructure(builtID);
  2844. //Take cost
  2845. if(!force)
  2846. giveResources(t->tempOwner, -requestedBuilding->resources);
  2847. //We know what has been built, apply changes. Do this as final step to properly update town window
  2848. sendAndApply(&ns);
  2849. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2850. for(auto builtID : ns.bid)
  2851. processAfterBuiltStructure(builtID);
  2852. // now when everything is built - reveal tiles for lookout tower
  2853. FoWChange fw;
  2854. fw.player = t->tempOwner;
  2855. fw.mode = 1;
  2856. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2857. sendAndApply(&fw);
  2858. if(t->visitingHero)
  2859. visitCastleObjects(t, t->visitingHero);
  2860. if(t->garrisonHero)
  2861. visitCastleObjects(t, t->garrisonHero);
  2862. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2863. return true;
  2864. }
  2865. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2866. {
  2867. ///incomplete, simply erases target building
  2868. const CGTownInstance * t = getTown(tid);
  2869. if (!vstd::contains(t->builtBuildings, bid))
  2870. return false;
  2871. RazeStructures rs;
  2872. rs.tid = tid;
  2873. rs.bid.insert(bid);
  2874. rs.destroyed = t->destroyed + 1;
  2875. sendAndApply(&rs);
  2876. //TODO: Remove dwellers
  2877. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2878. // {
  2879. // RemoveBonus rb(RemoveBonus::TOWN);
  2880. // rb.whoID = t->id;
  2881. // rb.source = Bonus::TOWN_STRUCTURE;
  2882. // rb.id = 17;
  2883. // sendAndApply(&rb);
  2884. // }
  2885. return true;
  2886. }
  2887. void CGameHandler::sendMessageToAll(const std::string &message)
  2888. {
  2889. SystemMessage sm;
  2890. sm.text = message;
  2891. sendToAllClients(&sm);
  2892. }
  2893. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2894. {
  2895. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2896. const CArmedInstance *dst = nullptr;
  2897. const CCreature *c = VLC->creh->objects.at(crid);
  2898. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2899. //TODO: test for owning
  2900. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2901. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2902. assert(dw && dst);
  2903. //verify
  2904. bool found = false;
  2905. int level = 0;
  2906. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2907. {
  2908. if ((fromLvl != -1) && (level !=fromLvl))
  2909. continue;
  2910. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2911. int i = 0;
  2912. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2913. if (cur.second.at(i) == crid)
  2914. break;
  2915. if (i < cur.second.size())
  2916. {
  2917. found = true;
  2918. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2919. break;
  2920. }
  2921. }
  2922. SlotID slot = dst->getSlotFor(crid);
  2923. if ((!found && complain("Cannot recruit: no such creatures!"))
  2924. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2925. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2926. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2927. {
  2928. return false;
  2929. }
  2930. //recruit
  2931. giveResources(dst->tempOwner, -(c->cost * cram));
  2932. SetAvailableCreatures sac;
  2933. sac.tid = objid;
  2934. sac.creatures = dw->creatures;
  2935. sac.creatures[level].first -= cram;
  2936. sendAndApply(&sac);
  2937. if (warMachine)
  2938. {
  2939. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2940. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2941. ArtifactID artId = c->warMachine;
  2942. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2943. const CArtifact * art = artId.toArtifact();
  2944. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2945. return giveHeroNewArtifact(h, art);
  2946. }
  2947. else
  2948. {
  2949. addToSlot(StackLocation(dst, slot), c, cram);
  2950. }
  2951. return true;
  2952. }
  2953. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2954. {
  2955. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2956. if (!obj->hasStackAtSlot(pos))
  2957. {
  2958. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2959. }
  2960. UpgradeInfo ui;
  2961. getUpgradeInfo(obj, pos, ui);
  2962. PlayerColor player = obj->tempOwner;
  2963. const PlayerState *p = getPlayerState(player);
  2964. int crQuantity = obj->stacks.at(pos)->count;
  2965. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2966. //check if upgrade is possible
  2967. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2968. {
  2969. return false;
  2970. }
  2971. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2972. //check if player has enough resources
  2973. if (!p->resources.canAfford(totalCost))
  2974. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2975. //take resources
  2976. giveResources(player, -totalCost);
  2977. //upgrade creature
  2978. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  2979. return true;
  2980. }
  2981. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2982. {
  2983. if (!sl.army->hasStackAtSlot(sl.slot))
  2984. COMPLAIN_RET("Cannot find a stack to change type");
  2985. SetStackType sst;
  2986. sst.army = sl.army->id;
  2987. sst.slot = sl.slot;
  2988. sst.type = c->idNumber;
  2989. sendAndApply(&sst);
  2990. return true;
  2991. }
  2992. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2993. {
  2994. assert(src->canBeMergedWith(*dst, allowMerging));
  2995. while(src->stacksCount())//while there are unmoved creatures
  2996. {
  2997. auto i = src->Slots().begin(); //iterator to stack to move
  2998. StackLocation sl(src, i->first); //location of stack to move
  2999. SlotID pos = dst->getSlotFor(i->second->type);
  3000. if (!pos.validSlot())
  3001. {
  3002. //try to merge two other stacks to make place
  3003. std::pair<SlotID, SlotID> toMerge;
  3004. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3005. {
  3006. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3007. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3008. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3009. }
  3010. else
  3011. {
  3012. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3013. return;
  3014. }
  3015. }
  3016. else
  3017. {
  3018. moveStack(sl, StackLocation(dst, pos));
  3019. }
  3020. }
  3021. }
  3022. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3023. {
  3024. const CGTownInstance * town = getTown(tid);
  3025. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3026. {
  3027. if (!town->visitingHero->canBeMergedWith(*town))
  3028. {
  3029. complain("Cannot make garrison swap, not enough free slots!");
  3030. return false;
  3031. }
  3032. moveArmy(town, town->visitingHero, true);
  3033. SetHeroesInTown intown;
  3034. intown.tid = tid;
  3035. intown.visiting = ObjectInstanceID();
  3036. intown.garrison = town->visitingHero->id;
  3037. sendAndApply(&intown);
  3038. return true;
  3039. }
  3040. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3041. {
  3042. //check if moving hero out of town will break 8 wandering heroes limit
  3043. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3044. {
  3045. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3046. return false;
  3047. }
  3048. SetHeroesInTown intown;
  3049. intown.tid = tid;
  3050. intown.garrison = ObjectInstanceID();
  3051. intown.visiting = town->garrisonHero->id;
  3052. sendAndApply(&intown);
  3053. return true;
  3054. }
  3055. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3056. {
  3057. SetHeroesInTown intown;
  3058. intown.tid = tid;
  3059. intown.garrison = town->visitingHero->id;
  3060. intown.visiting = town->garrisonHero->id;
  3061. sendAndApply(&intown);
  3062. return true;
  3063. }
  3064. else
  3065. {
  3066. complain("Cannot swap garrison hero!");
  3067. return false;
  3068. }
  3069. }
  3070. // With the amount of changes done to the function, it's more like transferArtifacts.
  3071. // 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.
  3072. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3073. {
  3074. ArtifactLocation src = al1, dst = al2;
  3075. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3076. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3077. // Make sure exchange is even possible between the two heroes.
  3078. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3079. COMPLAIN_RET("That heroes cannot make any exchange!");
  3080. const CArtifactInstance *srcArtifact = src.getArt();
  3081. const CArtifactInstance *destArtifact = dst.getArt();
  3082. if (srcArtifact == nullptr)
  3083. COMPLAIN_RET("No artifact to move!");
  3084. if (destArtifact && srcPlayer != dstPlayer)
  3085. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3086. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3087. // Moving to the backpack is always allowed.
  3088. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  3089. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3090. COMPLAIN_RET("Cannot move artifact!");
  3091. auto srcSlot = src.getSlot();
  3092. auto dstSlot = dst.getSlot();
  3093. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3094. COMPLAIN_RET("Cannot move artifact locks.");
  3095. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3096. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3097. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3098. COMPLAIN_RET("Cannot move catapult!");
  3099. if (dst.slot >= GameConstants::BACKPACK_START)
  3100. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3101. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  3102. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3103. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  3104. {
  3105. //old artifact must be removed first
  3106. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  3107. (si32)dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  3108. }
  3109. MoveArtifact ma;
  3110. ma.src = src;
  3111. ma.dst = dst;
  3112. sendAndApply(&ma);
  3113. return true;
  3114. }
  3115. /**
  3116. * Assembles or disassembles a combination artifact.
  3117. * @param heroID ID of hero holding the artifact(s).
  3118. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3119. * @param assemble True for assembly operation, false for disassembly.
  3120. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3121. * artifact to assemble to. Otherwise it's not used.
  3122. */
  3123. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3124. {
  3125. const CGHeroInstance * hero = getHero(heroID);
  3126. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3127. if (!destArtifact)
  3128. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3129. if (assemble)
  3130. {
  3131. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3132. if (!combinedArt->constituents)
  3133. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3134. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  3135. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3136. AssembledArtifact aa;
  3137. aa.al = ArtifactLocation(hero, artifactSlot);
  3138. aa.builtArt = combinedArt;
  3139. sendAndApply(&aa);
  3140. }
  3141. else
  3142. {
  3143. if (!destArtifact->artType->constituents)
  3144. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3145. DisassembledArtifact da;
  3146. da.al = ArtifactLocation(hero, artifactSlot);
  3147. sendAndApply(&da);
  3148. }
  3149. return true;
  3150. }
  3151. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3152. {
  3153. const CGHeroInstance * hero = getHero(hid);
  3154. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3155. const CGTownInstance * town = hero->visitedTown;
  3156. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3157. if (aid==ArtifactID::SPELLBOOK)
  3158. {
  3159. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3160. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3161. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3162. )
  3163. return false;
  3164. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3165. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3166. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3167. giveSpells(town,hero);
  3168. return true;
  3169. }
  3170. else
  3171. {
  3172. const CArtifact * art = aid.toArtifact();
  3173. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3174. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3175. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3176. const int price = art->price;
  3177. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3178. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3179. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3180. {
  3181. giveResource(hero->getOwner(),Res::GOLD,-price);
  3182. return giveHeroNewArtifact(hero, art);
  3183. }
  3184. else
  3185. COMPLAIN_RET("This machine is unavailable here!");
  3186. }
  3187. }
  3188. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3189. {
  3190. if(!h)
  3191. COMPLAIN_RET("Only hero can buy artifacts!");
  3192. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3193. COMPLAIN_RET("That artifact is unavailable!");
  3194. int b1, b2;
  3195. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3196. if (getResource(h->tempOwner, rid) < b1)
  3197. COMPLAIN_RET("You can't afford to buy this artifact!");
  3198. giveResource(h->tempOwner, rid, -b1);
  3199. SetAvailableArtifacts saa;
  3200. if (m->o->ID == Obj::TOWN)
  3201. {
  3202. saa.id = -1;
  3203. saa.arts = CGTownInstance::merchantArtifacts;
  3204. }
  3205. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3206. {
  3207. saa.id = bm->id.getNum();
  3208. saa.arts = bm->artifacts;
  3209. }
  3210. else
  3211. COMPLAIN_RET("Wrong marktet...");
  3212. bool found = false;
  3213. for (const CArtifact *&art : saa.arts)
  3214. {
  3215. if (art && art->id == aid)
  3216. {
  3217. art = nullptr;
  3218. found = true;
  3219. break;
  3220. }
  3221. }
  3222. if (!found)
  3223. COMPLAIN_RET("Cannot find selected artifact on the list");
  3224. sendAndApply(&saa);
  3225. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3226. return true;
  3227. }
  3228. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3229. {
  3230. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3231. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3232. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3233. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3234. int resVal = 0, dump = 1;
  3235. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3236. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3237. giveResource(h->tempOwner, rid, resVal);
  3238. return true;
  3239. }
  3240. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3241. {
  3242. if (!h)
  3243. COMPLAIN_RET("You need hero to buy a skill!");
  3244. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3245. COMPLAIN_RET("Hero already know this skill");
  3246. if (!h->canLearnSkill())
  3247. COMPLAIN_RET("Hero can't learn any more skills");
  3248. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3249. COMPLAIN_RET("The hero can't learn this skill!");
  3250. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3251. COMPLAIN_RET("That skill is unavailable!");
  3252. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3253. COMPLAIN_RET("You can't afford to buy this skill");
  3254. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3255. changeSecSkill(h, skill, 1, true);
  3256. return true;
  3257. }
  3258. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3259. {
  3260. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3261. vstd::amin(val, r1); //can't trade more resources than have
  3262. int b1, b2; //base quantities for trade
  3263. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3264. int units = val / b1; //how many base quantities we trade
  3265. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3266. {
  3267. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3268. }
  3269. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3270. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3271. return true;
  3272. }
  3273. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3274. {
  3275. if(!hero)
  3276. COMPLAIN_RET("Only hero can sell creatures!");
  3277. if (!vstd::contains(hero->Slots(), slot))
  3278. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3279. const CStackInstance &s = hero->getStack(slot);
  3280. if (s.count < (TQuantity)count //can't sell more creatures than have
  3281. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3282. {
  3283. COMPLAIN_RET("Not enough creatures in army!");
  3284. }
  3285. int b1, b2; //base quantities for trade
  3286. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3287. int units = count / b1; //how many base quantities we trade
  3288. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3289. {
  3290. //TODO: complain?
  3291. assert(0);
  3292. }
  3293. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3294. giveResource(hero->tempOwner, resourceID, b2 * units);
  3295. return true;
  3296. }
  3297. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3298. {
  3299. const CArmedInstance *army = nullptr;
  3300. if (hero)
  3301. army = hero;
  3302. else
  3303. army = dynamic_cast<const CGTownInstance *>(market->o);
  3304. if (!army)
  3305. COMPLAIN_RET("Incorrect call to transform in undead!");
  3306. if (!army->hasStackAtSlot(slot))
  3307. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3308. const CStackInstance &s = army->getStack(slot);
  3309. //resulting creature - bone dragons or skeletons
  3310. CreatureID resCreature = CreatureID::SKELETON;
  3311. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3312. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3313. || (s.getCreatureID() == CreatureID::HYDRA)
  3314. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3315. resCreature = CreatureID::BONE_DRAGON;
  3316. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3317. return true;
  3318. }
  3319. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3320. {
  3321. const PlayerState *p2 = getPlayerState(r2, false);
  3322. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3323. {
  3324. complain("Dest player must be in game!");
  3325. return false;
  3326. }
  3327. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3328. vstd::amin(val, curRes1);
  3329. giveResource(player, r1, -(int)val);
  3330. giveResource(r2, r1, val);
  3331. return true;
  3332. }
  3333. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3334. {
  3335. const CGHeroInstance *h = getHero(hid);
  3336. if (!h)
  3337. {
  3338. logGlobal->error("Hero doesn't exist!");
  3339. return false;
  3340. }
  3341. ChangeFormation cf;
  3342. cf.hid = hid;
  3343. cf.formation = formation;
  3344. sendAndApply(&cf);
  3345. return true;
  3346. }
  3347. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3348. {
  3349. const PlayerState * p = getPlayerState(player);
  3350. const CGTownInstance * t = getTown(obj->id);
  3351. //common preconditions
  3352. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3353. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3354. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3355. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3356. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3357. {
  3358. return false;
  3359. }
  3360. if (t) //tavern in town
  3361. {
  3362. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3363. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3364. {
  3365. return false;
  3366. }
  3367. }
  3368. else if (obj->ID == Obj::TAVERN)
  3369. {
  3370. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3371. {
  3372. return false;
  3373. }
  3374. }
  3375. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3376. if (!nh)
  3377. {
  3378. complain ("Hero is not available for hiring!");
  3379. return false;
  3380. }
  3381. HeroRecruited hr;
  3382. hr.tid = obj->id;
  3383. hr.hid = nh->subID;
  3384. hr.player = player;
  3385. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3386. sendAndApply(&hr);
  3387. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3388. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3389. const CGHeroInstance *newHero = nullptr;
  3390. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3391. {
  3392. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3393. }
  3394. SetAvailableHeroes sah;
  3395. sah.player = player;
  3396. if (newHero)
  3397. {
  3398. sah.hid[hid] = newHero->subID;
  3399. sah.army[hid].clear();
  3400. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3401. }
  3402. else
  3403. {
  3404. sah.hid[hid] = -1;
  3405. }
  3406. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3407. sendAndApply(&sah);
  3408. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3409. if (t)
  3410. {
  3411. visitCastleObjects(t, nh);
  3412. giveSpells (t,nh);
  3413. }
  3414. return true;
  3415. }
  3416. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3417. {
  3418. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3419. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3420. logGlobal->trace(answer.toJson());
  3421. auto topQuery = queries.topQuery(player);
  3422. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3423. if(topQuery->queryID != qid)
  3424. {
  3425. auto currentQuery = queries.getQuery(qid);
  3426. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3427. currentQuery->setReply(answer);
  3428. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3429. }
  3430. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3431. topQuery->setReply(answer);
  3432. queries.popQuery(topQuery);
  3433. return true;
  3434. }
  3435. static EndAction end_action;
  3436. void CGameHandler::updateGateState()
  3437. {
  3438. BattleUpdateGateState db;
  3439. db.state = gs->curB->si.gateState;
  3440. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3441. {
  3442. db.state = EGateState::DESTROYED;
  3443. }
  3444. else if (db.state == EGateState::OPENED)
  3445. {
  3446. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3447. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3448. {
  3449. if (gs->curB->town->subID == ETownType::FORTRESS)
  3450. {
  3451. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3452. db.state = EGateState::CLOSED;
  3453. }
  3454. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3455. db.state = EGateState::BLOCKED;
  3456. else
  3457. db.state = EGateState::CLOSED;
  3458. }
  3459. }
  3460. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3461. db.state = EGateState::BLOCKED;
  3462. else
  3463. db.state = EGateState::CLOSED;
  3464. if (db.state != gs->curB->si.gateState)
  3465. sendAndApply(&db);
  3466. }
  3467. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3468. {
  3469. bool ok = true;
  3470. battle::Target target = ba.getTarget(gs->curB);
  3471. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3472. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3473. logGlobal->trace("Making action: %s", ba.toString());
  3474. switch(ba.actionType)
  3475. {
  3476. case EActionType::WALK: //walk
  3477. case EActionType::DEFEND: //defend
  3478. case EActionType::WAIT: //wait
  3479. case EActionType::WALK_AND_ATTACK: //walk or attack
  3480. case EActionType::SHOOT: //shoot
  3481. case EActionType::CATAPULT: //catapult
  3482. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3483. case EActionType::DAEMON_SUMMONING:
  3484. case EActionType::MONSTER_SPELL:
  3485. if (!stack)
  3486. {
  3487. complain("No such stack!");
  3488. return false;
  3489. }
  3490. if (!stack->alive())
  3491. {
  3492. complain("This stack is dead: " + stack->nodeName());
  3493. return false;
  3494. }
  3495. if (battleTacticDist())
  3496. {
  3497. if (stack && stack->side != battleGetTacticsSide())
  3498. {
  3499. complain("This is not a stack of side that has tactics!");
  3500. return false;
  3501. }
  3502. }
  3503. else if (!isAboutActiveStack)
  3504. {
  3505. complain("Action has to be about active stack!");
  3506. return false;
  3507. }
  3508. }
  3509. auto wrapAction = [this](BattleAction &ba)
  3510. {
  3511. StartAction startAction(ba);
  3512. sendAndApply(&startAction);
  3513. return vstd::makeScopeGuard([&]()
  3514. {
  3515. sendAndApply(&end_action);
  3516. });
  3517. };
  3518. switch(ba.actionType)
  3519. {
  3520. case EActionType::END_TACTIC_PHASE: //wait
  3521. case EActionType::BAD_MORALE:
  3522. case EActionType::NO_ACTION:
  3523. {
  3524. auto wrapper = wrapAction(ba);
  3525. break;
  3526. }
  3527. case EActionType::WALK:
  3528. {
  3529. auto wrapper = wrapAction(ba);
  3530. if(target.size() < 1)
  3531. {
  3532. complain("Destination required for move action.");
  3533. ok = false;
  3534. break;
  3535. }
  3536. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3537. if (!walkedTiles)
  3538. complain("Stack failed movement!");
  3539. break;
  3540. }
  3541. case EActionType::DEFEND:
  3542. {
  3543. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3544. SetStackEffect sse;
  3545. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3546. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3547. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3548. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3549. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3550. int oldDefenceValue = defence.totalValue();
  3551. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3552. defence.push_back(std::make_shared<Bonus>(bonus2));
  3553. int difference = defence.totalValue() - oldDefenceValue;
  3554. std::vector<Bonus> buffer;
  3555. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3556. {
  3557. difference = 1;
  3558. buffer.push_back(alternativeWeakCreatureBonus);
  3559. }
  3560. else
  3561. {
  3562. buffer.push_back(defenseBonusToAdd);
  3563. }
  3564. buffer.push_back(bonus2);
  3565. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3566. sendAndApply(&sse);
  3567. BattleLogMessage message;
  3568. MetaString text;
  3569. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3570. stack->addNameReplacement(text);
  3571. text.addReplacement(difference);
  3572. message.lines.push_back(text);
  3573. sendAndApply(&message);
  3574. //don't break - we share code with next case
  3575. }
  3576. FALLTHROUGH
  3577. case EActionType::WAIT:
  3578. {
  3579. auto wrapper = wrapAction(ba);
  3580. break;
  3581. }
  3582. case EActionType::RETREAT: //retreat/flee
  3583. {
  3584. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3585. complain("Cannot retreat!");
  3586. else
  3587. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3588. break;
  3589. }
  3590. case EActionType::SURRENDER:
  3591. {
  3592. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3593. int cost = gs->curB->battleGetSurrenderCost(player);
  3594. if (cost < 0)
  3595. complain("Cannot surrender!");
  3596. else if (getResource(player, Res::GOLD) < cost)
  3597. complain("Not enough gold to surrender!");
  3598. else
  3599. {
  3600. giveResource(player, Res::GOLD, -cost);
  3601. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3602. }
  3603. break;
  3604. }
  3605. case EActionType::WALK_AND_ATTACK: //walk or attack
  3606. {
  3607. auto wrapper = wrapAction(ba);
  3608. if(!stack)
  3609. {
  3610. complain("No attacker");
  3611. ok = false;
  3612. break;
  3613. }
  3614. if(target.size() < 2)
  3615. {
  3616. complain("Two destinations required for attack action.");
  3617. ok = false;
  3618. break;
  3619. }
  3620. BattleHex attackPos = target.at(0).hexValue;
  3621. BattleHex destinationTile = target.at(1).hexValue;
  3622. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3623. if(!destinationStack)
  3624. {
  3625. complain("Invalid target to attack");
  3626. ok = false;
  3627. break;
  3628. }
  3629. BattleHex startingPos = stack->getPosition();
  3630. int distance = moveStack(ba.stackNumber, attackPos);
  3631. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3632. if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
  3633. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3634. )
  3635. {
  3636. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3637. ok = false;
  3638. break;
  3639. }
  3640. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3641. {
  3642. destinationStack = nullptr;
  3643. }
  3644. if(!destinationStack)
  3645. {
  3646. complain("Unit can not attack itself");
  3647. ok = false;
  3648. break;
  3649. }
  3650. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3651. {
  3652. complain("Attack cannot be performed!");
  3653. ok = false;
  3654. break;
  3655. }
  3656. //attack
  3657. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3658. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  3659. const bool retaliation = destinationStack->ableToRetaliate();
  3660. for (int i = 0; i < totalAttacks; ++i)
  3661. {
  3662. //first strike
  3663. if(i == 0 && firstStrike && retaliation)
  3664. {
  3665. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3666. }
  3667. //move can cause death, eg. by walking into the moat, first strike can cause death as well
  3668. if(stack->alive() && destinationStack->alive())
  3669. {
  3670. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3671. }
  3672. //counterattack
  3673. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3674. if(stack->alive()
  3675. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3676. && (i == 0 && !firstStrike)
  3677. && retaliation && destinationStack->ableToRetaliate())
  3678. {
  3679. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3680. }
  3681. }
  3682. //return
  3683. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  3684. && target.size() == 3
  3685. && startingPos != stack->getPosition()
  3686. && startingPos == target.at(2).hexValue
  3687. && stack->alive())
  3688. {
  3689. moveStack(ba.stackNumber, startingPos);
  3690. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3691. }
  3692. break;
  3693. }
  3694. case EActionType::SHOOT:
  3695. {
  3696. if(target.size() < 1)
  3697. {
  3698. complain("Destination required for shot action.");
  3699. ok = false;
  3700. break;
  3701. }
  3702. auto destination = target.at(0).hexValue;
  3703. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  3704. if (!gs->curB->battleCanShoot(stack, destination))
  3705. {
  3706. complain("Cannot shoot!");
  3707. break;
  3708. }
  3709. if (!destinationStack)
  3710. {
  3711. complain("No target to shoot!");
  3712. break;
  3713. }
  3714. auto wrapper = wrapAction(ba);
  3715. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  3716. //ranged counterattack
  3717. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3718. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3719. && destinationStack->ableToRetaliate()
  3720. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  3721. && stack->alive()) //attacker may have died (fire shield)
  3722. {
  3723. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  3724. }
  3725. //TODO: move to CUnitState
  3726. //extra shot(s) for ballista, based on artillery skill
  3727. if(stack->creatureIndex() == CreatureID::BALLISTA)
  3728. {
  3729. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3730. if(attackingHero)
  3731. {
  3732. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3733. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3734. {
  3735. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3736. }
  3737. }
  3738. }
  3739. //allow more than one additional attack
  3740. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  3741. for(int i = 1; i < totalRangedAttacks; ++i)
  3742. {
  3743. if(
  3744. stack->alive()
  3745. && destinationStack->alive()
  3746. && stack->shots.canUse()
  3747. )
  3748. {
  3749. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3750. }
  3751. }
  3752. break;
  3753. }
  3754. case EActionType::CATAPULT:
  3755. {
  3756. //TODO: unify with spells::effects:Catapult
  3757. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3758. {
  3759. switch(part)
  3760. {
  3761. case EWallPart::GATE:
  3762. return sbi.gate;
  3763. case EWallPart::KEEP:
  3764. return sbi.keep;
  3765. case EWallPart::BOTTOM_TOWER:
  3766. case EWallPart::UPPER_TOWER:
  3767. return sbi.tower;
  3768. case EWallPart::BOTTOM_WALL:
  3769. case EWallPart::BELOW_GATE:
  3770. case EWallPart::OVER_GATE:
  3771. case EWallPart::UPPER_WALL:
  3772. return sbi.wall;
  3773. default:
  3774. return 0;
  3775. }
  3776. };
  3777. auto wrapper = wrapAction(ba);
  3778. if(target.size() < 1)
  3779. {
  3780. complain("Destination required for catapult action.");
  3781. ok = false;
  3782. break;
  3783. }
  3784. auto destination = target.at(0).hexValue;
  3785. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3786. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
  3787. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3788. stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  3789. else
  3790. {
  3791. if(stack->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS)) //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  3792. {
  3793. stackBallisticsParameters = VLC->heroh->ballistics.at(2);
  3794. stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
  3795. }
  3796. else
  3797. stackBallisticsParameters = VLC->heroh->ballistics.at(1);
  3798. stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
  3799. }
  3800. auto wallPart = gs->curB->battleHexToWallPart(destination);
  3801. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3802. {
  3803. complain("catapult tried to attack non-catapultable hex!");
  3804. break;
  3805. }
  3806. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3807. auto &currentHP = gs->curB->si.wallState;
  3808. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3809. {
  3810. complain("catapult tried to attack already destroyed wall part!");
  3811. break;
  3812. }
  3813. for (int g=0; g<stackBallisticsParameters.shots; ++g)
  3814. {
  3815. bool hitSuccessfull = false;
  3816. auto attackedPart = wallPart;
  3817. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  3818. {
  3819. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3820. currentHP.at(attackedPart) != EWallState::NONE &&
  3821. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
  3822. {
  3823. hitSuccessfull = true;
  3824. }
  3825. else // select new target
  3826. {
  3827. std::vector<EWallPart::EWallPart> allowedTargets;
  3828. for (size_t i=0; i< currentHP.size(); i++)
  3829. {
  3830. if(currentHP.at(i) != EWallState::DESTROYED &&
  3831. currentHP.at(i) != EWallState::NONE)
  3832. allowedTargets.push_back(EWallPart::EWallPart(i));
  3833. }
  3834. if (allowedTargets.empty())
  3835. break;
  3836. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3837. }
  3838. }
  3839. while (!hitSuccessfull);
  3840. if (!hitSuccessfull) // break triggered - no target to shoot at
  3841. break;
  3842. CatapultAttack ca; //package for clients
  3843. CatapultAttack::AttackInfo attack;
  3844. attack.attackedPart = attackedPart;
  3845. attack.destinationTile = destination;
  3846. attack.damageDealt = 0;
  3847. BattleUnitsChanged removeUnits;
  3848. int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3849. int dmgRand = getRandomGenerator().nextInt(99);
  3850. //accumulating dmgChance
  3851. dmgChance[1] += dmgChance[0];
  3852. dmgChance[2] += dmgChance[1];
  3853. //calculating dealt damage
  3854. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3855. {
  3856. if (dmgRand <= dmgChance[damage])
  3857. {
  3858. attack.damageDealt = damage;
  3859. break;
  3860. }
  3861. }
  3862. // attacked tile may have changed - update destination
  3863. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3864. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3865. //removing creatures in turrets / keep if one is destroyed
  3866. if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  3867. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3868. {
  3869. int posRemove = -1;
  3870. switch(attackedPart)
  3871. {
  3872. case EWallPart::KEEP:
  3873. posRemove = -2;
  3874. break;
  3875. case EWallPart::BOTTOM_TOWER:
  3876. posRemove = -3;
  3877. break;
  3878. case EWallPart::UPPER_TOWER:
  3879. posRemove = -4;
  3880. break;
  3881. }
  3882. for(auto & elem : gs->curB->stacks)
  3883. {
  3884. if(elem->initialPosition == posRemove)
  3885. {
  3886. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  3887. break;
  3888. }
  3889. }
  3890. }
  3891. ca.attacker = ba.stackNumber;
  3892. ca.attackedParts.push_back(attack);
  3893. sendAndApply(&ca);
  3894. if(!removeUnits.changedStacks.empty())
  3895. sendAndApply(&removeUnits);
  3896. }
  3897. //finish by scope guard
  3898. break;
  3899. }
  3900. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3901. {
  3902. auto wrapper = wrapAction(ba);
  3903. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3904. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  3905. if(target.size() < 1)
  3906. {
  3907. complain("Destination required for heal action.");
  3908. ok = false;
  3909. break;
  3910. }
  3911. const battle::Unit * destStack = nullptr;
  3912. if(target.at(0).unitValue)
  3913. destStack = target.at(0).unitValue;
  3914. else
  3915. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  3916. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3917. {
  3918. complain("There is either no healer, no destination, or healer cannot heal :P");
  3919. }
  3920. else
  3921. {
  3922. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3923. //TODO: allow resurrection for mods
  3924. auto state = destStack->acquireState();
  3925. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  3926. if(toHeal == 0)
  3927. {
  3928. logGlobal->warn("Nothing to heal");
  3929. }
  3930. else
  3931. {
  3932. BattleUnitsChanged pack;
  3933. BattleLogMessage message;
  3934. MetaString text;
  3935. text.addTxt(MetaString::GENERAL_TXT, 414);
  3936. healer->addNameReplacement(text, false);
  3937. destStack->addNameReplacement(text, false);
  3938. text.addReplacement((int)toHeal);
  3939. message.lines.push_back(text);
  3940. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  3941. info.healthDelta = toHeal;
  3942. state->save(info.data);
  3943. pack.changedStacks.push_back(info);
  3944. sendAndApply(&pack);
  3945. sendAndApply(&message);
  3946. }
  3947. }
  3948. break;
  3949. }
  3950. case EActionType::DAEMON_SUMMONING:
  3951. //TODO: From Strategija:
  3952. //Summon Demon is a level 2 spell.
  3953. {
  3954. if(target.size() < 1)
  3955. {
  3956. complain("Destination required for summon action.");
  3957. ok = false;
  3958. break;
  3959. }
  3960. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
  3961. const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
  3962. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type()(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3963. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
  3964. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3965. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3966. ui32 canRiseAmount = static_cast<ui32>(canRiseHp / summonedType.toCreature()->MaxHealth());
  3967. battle::UnitInfo info;
  3968. info.id = gs->curB->battleNextUnitId();
  3969. info.count = std::min(canRiseAmount, destStack->baseAmount);
  3970. info.type = summonedType;
  3971. info.side = summoner->side;
  3972. info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
  3973. info.summoned = false;
  3974. BattleUnitsChanged addUnits;
  3975. addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  3976. info.save(addUnits.changedStacks.back().data);
  3977. if(info.count > 0) //there's rare possibility single creature cannot rise desired type
  3978. {
  3979. auto wrapper = wrapAction(ba);
  3980. BattleUnitsChanged removeUnits;
  3981. removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
  3982. sendAndApply(&removeUnits);
  3983. sendAndApply(&addUnits);
  3984. BattleSetStackProperty ssp;
  3985. ssp.stackID = ba.stackNumber;
  3986. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3987. ssp.val = -1;
  3988. ssp.absolute = false;
  3989. sendAndApply(&ssp);
  3990. }
  3991. break;
  3992. }
  3993. case EActionType::MONSTER_SPELL:
  3994. {
  3995. auto wrapper = wrapAction(ba);
  3996. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3997. SpellID spellID = SpellID(ba.actionSubtype);
  3998. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  3999. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4000. //TODO special bonus for genies ability
  4001. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4002. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4003. if (spellID < 0)
  4004. complain("That stack can't cast spells!");
  4005. else
  4006. {
  4007. const CSpell * spell = SpellID(spellID).toSpell();
  4008. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4009. int32_t spellLvl = 0;
  4010. if(spellcaster)
  4011. vstd::amax(spellLvl, spellcaster->val);
  4012. if(randSpellcaster)
  4013. vstd::amax(spellLvl, randSpellcaster->val);
  4014. parameters.setSpellLevel(spellLvl);
  4015. parameters.cast(spellEnv, target);
  4016. }
  4017. break;
  4018. }
  4019. }
  4020. if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4021. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4022. handleDamageFromObstacle(stack);
  4023. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4024. battleMadeAction.setn(true);
  4025. return ok;
  4026. }
  4027. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4028. {
  4029. bool cheated = true;
  4030. PlayerMessageClient temp_message(player, message);
  4031. sendAndApply(&temp_message);
  4032. std::vector<std::string> cheat;
  4033. boost::split(cheat, message, boost::is_any_of(" "));
  4034. int obj = 0;
  4035. if (cheat.size() == 2)
  4036. {
  4037. obj = std::atoi(cheat[1].c_str());
  4038. if (obj)
  4039. currObj = ObjectInstanceID(obj);
  4040. }
  4041. const CGHeroInstance * hero = getHero(currObj);
  4042. const CGTownInstance * town = getTown(currObj);
  4043. if (!town && hero)
  4044. town = hero->visitedTown;
  4045. if (cheat.size() == 1 || obj)
  4046. handleCheatCode(cheat[0], player, hero, town, cheated);
  4047. else
  4048. {
  4049. for (const auto & i : gs->players)
  4050. {
  4051. if (i.first == PlayerColor::NEUTRAL)
  4052. continue;
  4053. if (cheat[1] == "ai")
  4054. {
  4055. if (i.second.human)
  4056. continue;
  4057. }
  4058. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  4059. continue;
  4060. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  4061. {
  4062. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  4063. }
  4064. else if (cheat[0] == "vcmiarmenelos")
  4065. {
  4066. for (const auto & t : i.second.towns)
  4067. {
  4068. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  4069. }
  4070. }
  4071. else
  4072. {
  4073. for (const auto & h : i.second.heroes)
  4074. {
  4075. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  4076. }
  4077. }
  4078. }
  4079. }
  4080. if (cheated)
  4081. {
  4082. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  4083. sendAndApply(&temp_message);
  4084. if(!player.isSpectator())
  4085. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4086. }
  4087. }
  4088. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4089. {
  4090. switch(ba.actionType)
  4091. {
  4092. case EActionType::HERO_SPELL:
  4093. {
  4094. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4095. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4096. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4097. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4098. if (!s)
  4099. {
  4100. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4101. return false;
  4102. }
  4103. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4104. spells::detail::ProblemImpl problem;
  4105. auto m = s->battleMechanics(&parameters);
  4106. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4107. {
  4108. logGlobal->warn("Spell cannot be cast!");
  4109. std::vector<std::string> texts;
  4110. problem.getAll(texts);
  4111. for(auto s : texts)
  4112. logGlobal->warn(s);
  4113. return false;
  4114. }
  4115. StartAction start_action(ba);
  4116. sendAndApply(&start_action); //start spell casting
  4117. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4118. sendAndApply(&end_action);
  4119. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4120. {
  4121. battleMadeAction.setn(true);
  4122. }
  4123. checkBattleStateChanges();
  4124. if (battleResult.get())
  4125. {
  4126. battleMadeAction.setn(true);
  4127. //battle will be ended by startBattle function
  4128. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4129. }
  4130. return true;
  4131. }
  4132. }
  4133. return false;
  4134. }
  4135. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4136. {
  4137. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4138. for(auto b : bl)
  4139. {
  4140. const CSpell * sp = SpellID(b->subtype).toSpell();
  4141. if(!sp)
  4142. continue;
  4143. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4144. const int32_t level = ((val > 3) ? (val - 3) : val);
  4145. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4146. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4147. battleCast.setEffectDuration(50);
  4148. battleCast.setSpellLevel(level);
  4149. spells::Target target;
  4150. if(val > 3)
  4151. {
  4152. for(auto s : gs->curB->battleGetAllStacks())
  4153. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4154. target.emplace_back(s);
  4155. }
  4156. else
  4157. {
  4158. target.emplace_back(st);
  4159. }
  4160. battleCast.applyEffects(spellEnv, target, false, true);
  4161. }
  4162. }
  4163. void CGameHandler::stackTurnTrigger(const CStack *st)
  4164. {
  4165. BattleTriggerEffect bte;
  4166. bte.stackID = st->ID;
  4167. bte.effect = -1;
  4168. bte.val = 0;
  4169. bte.additionalInfo = 0;
  4170. if (st->alive())
  4171. {
  4172. //unbind
  4173. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4174. {
  4175. bool unbind = true;
  4176. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4177. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4178. for (auto b : bl)
  4179. {
  4180. if(b->additionalInfo != CAddInfo::NONE)
  4181. {
  4182. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4183. if(stack)
  4184. {
  4185. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4186. unbind = false;
  4187. }
  4188. }
  4189. else
  4190. {
  4191. unbind = false;
  4192. }
  4193. }
  4194. if (unbind)
  4195. {
  4196. BattleSetStackProperty ssp;
  4197. ssp.which = BattleSetStackProperty::UNBIND;
  4198. ssp.stackID = st->ID;
  4199. sendAndApply(&ssp);
  4200. }
  4201. }
  4202. //regeneration
  4203. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  4204. {
  4205. bte.effect = Bonus::HP_REGENERATION;
  4206. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  4207. }
  4208. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4209. {
  4210. bte.effect = Bonus::HP_REGENERATION;
  4211. bte.val = st->MaxHealth() - st->getFirstHPleft();
  4212. }
  4213. if (bte.val) //anything to heal
  4214. sendAndApply(&bte);
  4215. if (st->hasBonusOfType(Bonus::POISON))
  4216. {
  4217. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4218. if (b) //TODO: what if not?...
  4219. {
  4220. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4221. if (bte.val < b->val) //(negative) poison effect increases - update it
  4222. {
  4223. bte.effect = Bonus::POISON;
  4224. sendAndApply(&bte);
  4225. }
  4226. }
  4227. }
  4228. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4229. {
  4230. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4231. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4232. if(opponentHero)
  4233. {
  4234. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4235. vstd::amin(manaDrained, opponentHero->mana);
  4236. if(manaDrained)
  4237. {
  4238. bte.effect = Bonus::MANA_DRAIN;
  4239. bte.val = manaDrained;
  4240. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4241. sendAndApply(&bte);
  4242. }
  4243. }
  4244. }
  4245. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4246. {
  4247. bool fearsomeCreature = false;
  4248. for (CStack * stack : gs->curB->stacks)
  4249. {
  4250. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4251. {
  4252. fearsomeCreature = true;
  4253. break;
  4254. }
  4255. }
  4256. if (fearsomeCreature)
  4257. {
  4258. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4259. {
  4260. bte.effect = Bonus::FEAR;
  4261. sendAndApply(&bte);
  4262. }
  4263. }
  4264. }
  4265. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4266. int side = gs->curB->whatSide(st->owner);
  4267. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4268. {
  4269. bool cast = false;
  4270. while(!bl.empty() && !cast)
  4271. {
  4272. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4273. auto spellID = SpellID(bonus->subtype);
  4274. const CSpell * spell = SpellID(spellID).toSpell();
  4275. bl.remove_if([&bonus](const Bonus * b)
  4276. {
  4277. return b == bonus.get();
  4278. });
  4279. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4280. parameters.setSpellLevel(bonus->val);
  4281. parameters.massive = true;
  4282. parameters.smart = true;
  4283. //todo: recheck effect level
  4284. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4285. {
  4286. cast = true;
  4287. int cooldown = bonus->additionalInfo[0];
  4288. BattleSetStackProperty ssp;
  4289. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4290. ssp.absolute = false;
  4291. ssp.val = cooldown;
  4292. ssp.stackID = st->unitId();
  4293. sendAndApply(&ssp);
  4294. }
  4295. }
  4296. }
  4297. }
  4298. }
  4299. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4300. {
  4301. if(!curStack->alive())
  4302. return false;
  4303. bool containDamageFromMoat = false;
  4304. bool movementStoped = false;
  4305. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4306. {
  4307. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4308. {
  4309. //helper info
  4310. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4311. const ui8 side = curStack->side;
  4312. if(!spellObstacle)
  4313. COMPLAIN_RET("Invalid obstacle instance");
  4314. if(spellObstacle->trigger)
  4315. {
  4316. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4317. //hidden obstacle triggers effects until revealed
  4318. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4319. {
  4320. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4321. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4322. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4323. if(!sp)
  4324. COMPLAIN_RET("Invalid obstacle instance");
  4325. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4326. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4327. if(oneTimeObstacle)
  4328. {
  4329. removeObstacle(*obstacle);
  4330. }
  4331. else
  4332. {
  4333. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4334. ObstacleChanges changeInfo;
  4335. changeInfo.id = spellObstacle->uniqueID;
  4336. changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
  4337. SpellCreatedObstacle changedObstacle;
  4338. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4339. changedObstacle.revealed = true;
  4340. changeInfo.data.clear();
  4341. JsonSerializer ser(nullptr, changeInfo.data);
  4342. ser.serializeStruct("obstacle", changedObstacle);
  4343. BattleObstaclesChanged bocp;
  4344. bocp.changes.emplace_back(changeInfo);
  4345. sendAndApply(&bocp);
  4346. }
  4347. }
  4348. }
  4349. }
  4350. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4351. {
  4352. auto town = gs->curB->town;
  4353. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4354. if(!containDamageFromMoat)
  4355. {
  4356. containDamageFromMoat = true;
  4357. BattleStackAttacked bsa;
  4358. bsa.damageAmount = damage;
  4359. bsa.stackAttacked = curStack->ID;
  4360. bsa.attackerID = -1;
  4361. curStack->prepareAttacked(bsa, getRandomGenerator());
  4362. StacksInjured si;
  4363. si.stacks.push_back(bsa);
  4364. sendAndApply(&si);
  4365. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4366. }
  4367. }
  4368. if(!curStack->alive())
  4369. return false;
  4370. if((obstacle->stopsMovement() && stackIsMoving))
  4371. movementStoped = true;
  4372. }
  4373. if(stackIsMoving)
  4374. return curStack->alive() && !movementStoped;
  4375. else
  4376. return curStack->alive();
  4377. }
  4378. void CGameHandler::handleTimeEvents()
  4379. {
  4380. gs->map->events.sort(evntCmp);
  4381. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4382. {
  4383. CMapEvent ev = gs->map->events.front();
  4384. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4385. {
  4386. auto color = PlayerColor(player);
  4387. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4388. if (pinfo //player exists
  4389. && (ev.players & 1<<player) //event is enabled to this player
  4390. && ((ev.computerAffected && !pinfo->human)
  4391. || (ev.humanAffected && pinfo->human)
  4392. )
  4393. )
  4394. {
  4395. //give resources
  4396. giveResources(color, ev.resources);
  4397. //prepare dialog
  4398. InfoWindow iw;
  4399. iw.player = color;
  4400. iw.text << ev.message;
  4401. for (int i=0; i<ev.resources.size(); i++)
  4402. {
  4403. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4404. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4405. }
  4406. sendAndApply(&iw); //show dialog
  4407. }
  4408. } //PLAYERS LOOP
  4409. if (ev.nextOccurence)
  4410. {
  4411. gs->map->events.pop_front();
  4412. ev.firstOccurence += ev.nextOccurence;
  4413. auto it = gs->map->events.begin();
  4414. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4415. it++;
  4416. gs->map->events.insert(it, ev);
  4417. }
  4418. else
  4419. {
  4420. gs->map->events.pop_front();
  4421. }
  4422. }
  4423. //TODO send only if changed
  4424. UpdateMapEvents ume;
  4425. ume.events = gs->map->events;
  4426. sendAndApply(&ume);
  4427. }
  4428. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4429. {
  4430. town->events.sort(evntCmp);
  4431. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4432. {
  4433. PlayerColor player = town->tempOwner;
  4434. CCastleEvent ev = town->events.front();
  4435. const PlayerState * pinfo = getPlayerState(player, false);
  4436. if (pinfo //player exists
  4437. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4438. && ((ev.computerAffected && !pinfo->human)
  4439. || (ev.humanAffected && pinfo->human)))
  4440. {
  4441. // dialog
  4442. InfoWindow iw;
  4443. iw.player = player;
  4444. iw.text << ev.message;
  4445. if (ev.resources.nonZero())
  4446. {
  4447. TResources was = n.res[player];
  4448. n.res[player] += ev.resources;
  4449. n.res[player].amax(0);
  4450. for (int i=0; i<ev.resources.size(); i++)
  4451. 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
  4452. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4453. }
  4454. for (auto & i : ev.buildings)
  4455. {
  4456. if (!town->hasBuilt(i))
  4457. {
  4458. buildStructure(town->id, i, true);
  4459. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4460. }
  4461. }
  4462. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4463. {
  4464. n.cres[town->id].tid = town->id;
  4465. n.cres[town->id].creatures = town->creatures;
  4466. }
  4467. auto & sac = n.cres[town->id];
  4468. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4469. {
  4470. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4471. {
  4472. sac.creatures[i].first += ev.creatures.at(i);
  4473. iw.components.push_back(Component(Component::CREATURE,
  4474. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4475. }
  4476. }
  4477. sendAndApply(&iw); //show dialog
  4478. }
  4479. if (ev.nextOccurence)
  4480. {
  4481. town->events.pop_front();
  4482. ev.firstOccurence += ev.nextOccurence;
  4483. auto it = town->events.begin();
  4484. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4485. it++;
  4486. town->events.insert(it, ev);
  4487. }
  4488. else
  4489. {
  4490. town->events.pop_front();
  4491. }
  4492. }
  4493. //TODO send only if changed
  4494. UpdateCastleEvents uce;
  4495. uce.town = town->id;
  4496. uce.events = town->events;
  4497. sendAndApply(&uce);
  4498. }
  4499. bool CGameHandler::complain(const std::string &problem)
  4500. {
  4501. sendMessageToAll("Server encountered a problem: " + problem);
  4502. logGlobal->error(problem);
  4503. return true;
  4504. }
  4505. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4506. {
  4507. //PlayerColor player = getOwner(hid);
  4508. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4509. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4510. assert(lowerArmy);
  4511. assert(upperArmy);
  4512. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4513. queries.addQuery(garrisonQuery);
  4514. GarrisonDialog gd;
  4515. gd.hid = hid;
  4516. gd.objid = upobj;
  4517. gd.removableUnits = removableUnits;
  4518. gd.queryID = garrisonQuery->queryID;
  4519. sendAndApply(&gd);
  4520. }
  4521. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4522. {
  4523. OpenWindow ow;
  4524. ow.window = OpenWindow::THIEVES_GUILD;
  4525. ow.id1 = player.getNum();
  4526. ow.id2 = requestingObjId.getNum();
  4527. sendAndApply(&ow);
  4528. }
  4529. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4530. {
  4531. if (id1 == id2)
  4532. return true;
  4533. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4534. if (!o1 || !o2)
  4535. return true; //arranging stacks within an object should be always allowed
  4536. if (o1 && o2)
  4537. {
  4538. if (o1->ID == Obj::TOWN)
  4539. {
  4540. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4541. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4542. return true;
  4543. }
  4544. if (o2->ID == Obj::TOWN)
  4545. {
  4546. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4547. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4548. return true;
  4549. }
  4550. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4551. {
  4552. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4553. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4554. // two heroes in same town (garrisoned and visiting)
  4555. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4556. return true;
  4557. }
  4558. //Ongoing garrison exchange
  4559. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4560. {
  4561. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4562. return true;
  4563. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4564. return true;
  4565. }
  4566. }
  4567. return false;
  4568. }
  4569. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4570. {
  4571. using events::ObjectVisitStarted;
  4572. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4573. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4574. auto startVisit = [&](ObjectVisitStarted & event)
  4575. {
  4576. visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
  4577. queries.addQuery(visitQuery); //TODO real visit pos
  4578. HeroVisit hv;
  4579. hv.objId = obj->id;
  4580. hv.heroId = h->id;
  4581. hv.player = h->tempOwner;
  4582. hv.starting = true;
  4583. sendAndApply(&hv);
  4584. obj->onHeroVisit(h);
  4585. };
  4586. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4587. if(visitQuery)
  4588. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4589. }
  4590. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4591. {
  4592. using events::ObjectVisitEnded;
  4593. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4594. auto endVisit = [&](ObjectVisitEnded & event)
  4595. {
  4596. HeroVisit hv;
  4597. hv.player = event.getPlayer();
  4598. hv.heroId = event.getHero();
  4599. hv.starting = false;
  4600. sendAndApply(&hv);
  4601. };
  4602. //TODO: ObjectVisitEnded should also have id of visited object,
  4603. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4604. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4605. }
  4606. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4607. {
  4608. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4609. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4610. {
  4611. complain("Cannot build boat in this shipyard!");
  4612. return false;
  4613. }
  4614. else if (obj->o->ID == Obj::TOWN
  4615. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4616. {
  4617. complain("Cannot build boat in the town - no shipyard!");
  4618. return false;
  4619. }
  4620. const PlayerColor playerID = obj->o->tempOwner;
  4621. TResources boatCost;
  4622. obj->getBoatCost(boatCost);
  4623. TResources aviable = getPlayerState(playerID)->resources;
  4624. if (!aviable.canAfford(boatCost))
  4625. {
  4626. complain("Not enough resources to build a boat!");
  4627. return false;
  4628. }
  4629. int3 tile = obj->bestLocation();
  4630. if (!gs->map->isInTheMap(tile))
  4631. {
  4632. complain("Cannot find appropriate tile for a boat!");
  4633. return false;
  4634. }
  4635. //take boat cost
  4636. giveResources(playerID, -boatCost);
  4637. //create boat
  4638. NewObject no;
  4639. no.ID = Obj::BOAT;
  4640. no.subID = obj->getBoatType();
  4641. no.pos = tile + int3(1,0,0);
  4642. sendAndApply(&no);
  4643. return true;
  4644. }
  4645. void CGameHandler::engageIntoBattle(PlayerColor player)
  4646. {
  4647. //notify interfaces
  4648. PlayerBlocked pb;
  4649. pb.player = player;
  4650. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4651. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4652. sendAndApply(&pb);
  4653. }
  4654. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4655. {
  4656. for (auto playerColor : playerColors)
  4657. {
  4658. if (getPlayerState(playerColor, false))
  4659. checkVictoryLossConditionsForPlayer(playerColor);
  4660. }
  4661. }
  4662. void CGameHandler::checkVictoryLossConditionsForAll()
  4663. {
  4664. std::set<PlayerColor> playerColors;
  4665. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4666. {
  4667. playerColors.insert(PlayerColor(i));
  4668. }
  4669. checkVictoryLossConditions(playerColors);
  4670. }
  4671. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4672. {
  4673. const PlayerState * p = getPlayerState(player);
  4674. if(!p || p->status != EPlayerStatus::INGAME) return;
  4675. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4676. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4677. {
  4678. InfoWindow iw;
  4679. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4680. sendAndApply(&iw);
  4681. PlayerEndsGame peg;
  4682. peg.player = player;
  4683. peg.victoryLossCheckResult = victoryLossCheckResult;
  4684. sendAndApply(&peg);
  4685. if (victoryLossCheckResult.victory())
  4686. {
  4687. //one player won -> all enemies lost
  4688. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4689. {
  4690. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4691. {
  4692. peg.player = i->first;
  4693. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4694. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4695. InfoWindow iw;
  4696. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4697. iw.player = i->first;
  4698. sendAndApply(&iw);
  4699. sendAndApply(&peg);
  4700. }
  4701. }
  4702. if(p->human)
  4703. {
  4704. lobby->state = EServerState::GAMEPLAY_ENDED;
  4705. }
  4706. }
  4707. else
  4708. {
  4709. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4710. auto hlp = p->heroes;
  4711. for (auto h : hlp) //eliminate heroes
  4712. {
  4713. if (h.get())
  4714. removeObject(h);
  4715. }
  4716. //player lost -> all his objects become unflagged (neutral)
  4717. for (auto obj : gs->map->objects) //unflag objs
  4718. {
  4719. if (obj.get() && obj->tempOwner == player)
  4720. setOwner(obj, PlayerColor::NEUTRAL);
  4721. }
  4722. //eliminating one player may cause victory of another:
  4723. std::set<PlayerColor> playerColors;
  4724. //do not copy player state (CBonusSystemNode) by value
  4725. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4726. {
  4727. if (p.first != player)
  4728. playerColors.insert(p.first);
  4729. }
  4730. //notify all players
  4731. for (auto pc : playerColors)
  4732. {
  4733. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4734. {
  4735. InfoWindow iw;
  4736. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4737. iw.player = pc;
  4738. sendAndApply(&iw);
  4739. }
  4740. }
  4741. checkVictoryLossConditions(playerColors);
  4742. }
  4743. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4744. // If we are called before the actual game start, there might be no current player
  4745. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4746. {
  4747. // If player making turn has lost his turn must be over as well
  4748. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4749. }
  4750. }
  4751. }
  4752. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4753. {
  4754. out.player = player;
  4755. out.text.clear();
  4756. out.text << victoryLossCheckResult.messageToSelf;
  4757. // hackish, insert one player-specific string, if applicable
  4758. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4759. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4760. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4761. }
  4762. bool CGameHandler::dig(const CGHeroInstance *h)
  4763. {
  4764. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4765. {
  4766. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4767. {
  4768. complain("Cannot dig - there is already a hole under the hero!");
  4769. return false;
  4770. }
  4771. }
  4772. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4773. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4774. //create a hole
  4775. NewObject no;
  4776. no.ID = Obj::HOLE;
  4777. no.pos = h->getPosition();
  4778. no.subID = 0;
  4779. sendAndApply(&no);
  4780. //take MPs
  4781. SetMovePoints smp;
  4782. smp.hid = h->id;
  4783. smp.val = 0;
  4784. sendAndApply(&smp);
  4785. InfoWindow iw;
  4786. iw.player = h->tempOwner;
  4787. if (gs->map->grailPos == h->getPosition())
  4788. {
  4789. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4790. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4791. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4792. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4793. sendAndApply(&iw);
  4794. iw.soundID = soundBase::invalid;
  4795. iw.text.clear();
  4796. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4797. sendAndApply(&iw);
  4798. }
  4799. else
  4800. {
  4801. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4802. iw.soundID = soundBase::Dig;
  4803. sendAndApply(&iw);
  4804. }
  4805. return true;
  4806. }
  4807. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  4808. {
  4809. if(attacker->hasBonusOfType(attackMode))
  4810. {
  4811. std::set<SpellID> spellsToCast;
  4812. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  4813. for(const auto & sf : *spells)
  4814. {
  4815. spellsToCast.insert(SpellID(sf->subtype));
  4816. }
  4817. for(SpellID spellID : spellsToCast)
  4818. {
  4819. bool castMe = false;
  4820. if(!defender->alive())
  4821. {
  4822. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4823. return;
  4824. }
  4825. int32_t spellLevel = 0;
  4826. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4827. for(const auto & sf : *spellsByType)
  4828. {
  4829. int meleeRanged;
  4830. if(sf->additionalInfo.size() < 2)
  4831. {
  4832. // legacy format
  4833. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  4834. meleeRanged = sf->additionalInfo[0] / 1000;
  4835. }
  4836. else
  4837. {
  4838. vstd::amax(spellLevel, sf->additionalInfo[0]);
  4839. meleeRanged = sf->additionalInfo[1];
  4840. }
  4841. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4842. castMe = true;
  4843. }
  4844. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4845. vstd::amin(chance, 100);
  4846. const CSpell * spell = SpellID(spellID).toSpell();
  4847. spells::AbilityCaster caster(attacker, spellLevel);
  4848. spells::Target target;
  4849. target.emplace_back(defender);
  4850. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4851. auto m = spell->battleMechanics(&parameters);
  4852. spells::detail::ProblemImpl ignored;
  4853. if(!m->canBeCastAt(target, ignored))
  4854. continue;
  4855. //check if spell should be cast (probability handling)
  4856. if(getRandomGenerator().nextInt(99) >= chance)
  4857. continue;
  4858. //casting
  4859. if(castMe)
  4860. {
  4861. parameters.cast(spellEnv, target);
  4862. }
  4863. }
  4864. }
  4865. }
  4866. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4867. {
  4868. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4869. }
  4870. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4871. {
  4872. if(!attacker->alive() || !defender->alive()) // can be already dead
  4873. return;
  4874. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  4875. if(!defender->alive())
  4876. {
  4877. //don't try death stare or acid breath on dead stack (crash!)
  4878. return;
  4879. }
  4880. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  4881. {
  4882. // mechanics of Death Stare as in H3:
  4883. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4884. //original formula x = min(x, (gorgons_count + 9)/10);
  4885. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4886. vstd::amin(chanceToKill, 1); //cap at 100%
  4887. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4888. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4889. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4890. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  4891. vstd::amin(staredCreatures, maxToKill);
  4892. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  4893. if(staredCreatures)
  4894. {
  4895. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4896. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4897. spells::AbilityCaster caster(attacker, 0);
  4898. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4899. spells::Target target;
  4900. target.emplace_back(defender);
  4901. parameters.setEffectValue(staredCreatures);
  4902. parameters.cast(spellEnv, target);
  4903. }
  4904. }
  4905. if(!defender->alive())
  4906. return;
  4907. int64_t acidDamage = 0;
  4908. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  4909. for(const auto & b : *acidBreath)
  4910. {
  4911. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  4912. acidDamage += b->val;
  4913. }
  4914. if(acidDamage > 0)
  4915. {
  4916. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4917. spells::AbilityCaster caster(attacker, 0);
  4918. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4919. spells::Target target;
  4920. target.emplace_back(defender);
  4921. parameters.setEffectValue(acidDamage * attacker->getCount());
  4922. parameters.cast(spellEnv, target);
  4923. }
  4924. if(!defender->alive())
  4925. return;
  4926. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4927. {
  4928. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4929. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4930. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4931. return;
  4932. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  4933. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4934. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4935. return;
  4936. battle::UnitInfo resurrectInfo;
  4937. resurrectInfo.id = gs->curB->battleNextUnitId();
  4938. resurrectInfo.summoned = false;
  4939. resurrectInfo.position = defender->getPosition();
  4940. resurrectInfo.side = defender->unitSide();
  4941. if(bonusAdditionalInfo != CAddInfo::NONE)
  4942. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  4943. else
  4944. resurrectInfo.type = attacker->creatureId();
  4945. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4946. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  4947. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4948. resurrectInfo.count = defender->getCount();
  4949. else
  4950. return; //wrong subtype
  4951. BattleUnitsChanged addUnits;
  4952. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  4953. resurrectInfo.save(addUnits.changedStacks.back().data);
  4954. BattleUnitsChanged removeUnits;
  4955. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  4956. sendAndApply(&removeUnits);
  4957. sendAndApply(&addUnits);
  4958. }
  4959. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  4960. {
  4961. double chanceToTrigger = 0;
  4962. int amountToDie = 0;
  4963. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  4964. {
  4965. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  4966. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  4967. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  4968. }
  4969. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  4970. {
  4971. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  4972. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  4973. }
  4974. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4975. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4976. return;
  4977. BattleStackAttacked bsa;
  4978. bsa.attackerID = -1;
  4979. bsa.stackAttacked = defender->ID;
  4980. bsa.damageAmount = amountToDie * defender->MaxHealth();
  4981. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4982. bsa.spellID = SpellID::SLAYER;
  4983. defender->prepareAttacked(bsa, getRandomGenerator());
  4984. StacksInjured si;
  4985. si.stacks.push_back(bsa);
  4986. sendAndApply(&si);
  4987. sendGenericKilledLog(defender, bsa.killedAmount, false);
  4988. }
  4989. }
  4990. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4991. {
  4992. if (!t.visitableObjects.empty())
  4993. {
  4994. //to prevent self-visiting heroes on space press
  4995. if (t.visitableObjects.back() != h)
  4996. objectVisited(t.visitableObjects.back(), h);
  4997. else if (t.visitableObjects.size() > 1)
  4998. objectVisited(*(t.visitableObjects.end()-2),h);
  4999. }
  5000. }
  5001. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5002. {
  5003. if (!hero)
  5004. COMPLAIN_RET("You need hero to sacrifice creature!");
  5005. int expSum = 0;
  5006. auto finish = [this, &hero, &expSum]()
  5007. {
  5008. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5009. };
  5010. for(int i = 0; i < slot.size(); ++i)
  5011. {
  5012. int oldCount = hero->getStackCount(slot[i]);
  5013. if(oldCount < (int)count[i])
  5014. {
  5015. finish();
  5016. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5017. }
  5018. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5019. {
  5020. finish();
  5021. COMPLAIN_RET("Cannot sacrifice last creature!");
  5022. }
  5023. int crid = hero->getStack(slot[i]).type->idNumber;
  5024. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5025. int dump, exp;
  5026. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5027. exp *= count[i];
  5028. expSum += exp;
  5029. }
  5030. finish();
  5031. return true;
  5032. }
  5033. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5034. {
  5035. if (!hero)
  5036. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5037. int expSum = 0;
  5038. auto finish = [this, &hero, &expSum]()
  5039. {
  5040. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5041. };
  5042. for(int i = 0; i < slot.size(); ++i)
  5043. {
  5044. ArtifactLocation al(hero, slot[i]);
  5045. const CArtifactInstance * a = al.getArt();
  5046. if(!a)
  5047. {
  5048. finish();
  5049. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5050. }
  5051. const CArtifactInstance * art = hero->getArt(slot[i]);
  5052. if(!art)
  5053. {
  5054. finish();
  5055. COMPLAIN_RET("No artifact at position to sacrifice!");
  5056. }
  5057. si32 typId = art->artType->id;
  5058. int dmp, expToGive;
  5059. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5060. expSum += expToGive;
  5061. removeArtifact(al);
  5062. }
  5063. finish();
  5064. return true;
  5065. }
  5066. void CGameHandler::makeStackDoNothing(const CStack * next)
  5067. {
  5068. BattleAction doNothing;
  5069. doNothing.actionType = EActionType::NO_ACTION;
  5070. doNothing.side = next->side;
  5071. doNothing.stackNumber = next->ID;
  5072. makeAutomaticAction(next, doNothing);
  5073. }
  5074. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5075. {
  5076. if (sl.army->hasStackAtSlot(sl.slot))
  5077. COMPLAIN_RET("Slot is already taken!");
  5078. if (!sl.slot.validSlot())
  5079. COMPLAIN_RET("Cannot insert stack to that slot!");
  5080. InsertNewStack ins;
  5081. ins.army = sl.army->id;
  5082. ins.slot = sl.slot;
  5083. ins.type = c->idNumber;
  5084. ins.count = count;
  5085. sendAndApply(&ins);
  5086. return true;
  5087. }
  5088. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5089. {
  5090. if (!sl.army->hasStackAtSlot(sl.slot))
  5091. COMPLAIN_RET("Cannot find a stack to erase");
  5092. if (sl.army->stacksCount() == 1 //from the last stack
  5093. && sl.army->needsLastStack() //that must be left
  5094. && !forceRemoval) //ignore above conditions if we are forcing removal
  5095. {
  5096. COMPLAIN_RET("Cannot erase the last stack!");
  5097. }
  5098. EraseStack es;
  5099. es.army = sl.army->id;
  5100. es.slot = sl.slot;
  5101. sendAndApply(&es);
  5102. return true;
  5103. }
  5104. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5105. {
  5106. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5107. if ((absoluteValue && count < 0)
  5108. || (!absoluteValue && -count > currentCount))
  5109. {
  5110. COMPLAIN_RET("Cannot take more stacks than present!");
  5111. }
  5112. if ((currentCount == -count && !absoluteValue)
  5113. || (!count && absoluteValue))
  5114. {
  5115. eraseStack(sl);
  5116. }
  5117. else
  5118. {
  5119. ChangeStackCount csc;
  5120. csc.army = sl.army->id;
  5121. csc.slot = sl.slot;
  5122. csc.count = count;
  5123. csc.absoluteValue = absoluteValue;
  5124. sendAndApply(&csc);
  5125. }
  5126. return true;
  5127. }
  5128. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5129. {
  5130. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5131. if (!slotC) //slot is empty
  5132. insertNewStack(sl, c, count);
  5133. else if (c == slotC)
  5134. changeStackCount(sl, count);
  5135. else
  5136. {
  5137. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5138. }
  5139. return true;
  5140. }
  5141. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5142. {
  5143. if (removeObjWhenFinished)
  5144. removeAfterVisit(src);
  5145. if (!src->canBeMergedWith(*dst, allowMerging))
  5146. {
  5147. if (allowMerging) //do that, add all matching creatures.
  5148. {
  5149. bool cont = true;
  5150. while (cont)
  5151. {
  5152. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5153. {
  5154. SlotID pos = dst->getSlotFor(i->second->type);
  5155. if (pos.validSlot())
  5156. {
  5157. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5158. cont = true;
  5159. break; //or iterator crashes
  5160. }
  5161. cont = false;
  5162. }
  5163. }
  5164. }
  5165. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5166. }
  5167. else //merge
  5168. {
  5169. moveArmy(src, dst, allowMerging);
  5170. }
  5171. }
  5172. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5173. {
  5174. if (!src.army->hasStackAtSlot(src.slot))
  5175. COMPLAIN_RET("No stack to move!");
  5176. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5177. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5178. if (!dst.slot.validSlot())
  5179. COMPLAIN_RET("Cannot move stack to that slot!");
  5180. if (count == -1)
  5181. {
  5182. count = src.army->getStackCount(src.slot);
  5183. }
  5184. if (src.army != dst.army //moving away
  5185. && count == src.army->getStackCount(src.slot) //all creatures
  5186. && src.army->stacksCount() == 1 //from the last stack
  5187. && src.army->needsLastStack()) //that must be left
  5188. {
  5189. COMPLAIN_RET("Cannot move away the last creature!");
  5190. }
  5191. RebalanceStacks rs;
  5192. rs.srcArmy = src.army->id;
  5193. rs.dstArmy = dst.army->id;
  5194. rs.srcSlot = src.slot;
  5195. rs.dstSlot = dst.slot;
  5196. rs.count = count;
  5197. sendAndApply(&rs);
  5198. return true;
  5199. }
  5200. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5201. {
  5202. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5203. {
  5204. return moveStack(sl2, sl1);
  5205. }
  5206. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5207. {
  5208. return moveStack(sl1, sl2);
  5209. }
  5210. else
  5211. {
  5212. SwapStacks ss;
  5213. ss.srcArmy = sl1.army->id;
  5214. ss.dstArmy = sl2.army->id;
  5215. ss.srcSlot = sl1.slot;
  5216. ss.dstSlot = sl2.slot;
  5217. sendAndApply(&ss);
  5218. return true;
  5219. }
  5220. }
  5221. void CGameHandler::runBattle()
  5222. {
  5223. setBattle(gs->curB);
  5224. assert(gs->curB);
  5225. //TODO: pre-tactic stuff, call scripts etc.
  5226. //tactic round
  5227. {
  5228. while (gs->curB->tacticDistance && !battleResult.get())
  5229. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5230. }
  5231. //initial stacks appearance triggers, e.g. built-in bonus spells
  5232. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5233. for (CStack * stack : initialStacks)
  5234. {
  5235. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5236. {
  5237. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5238. auto accessibility = getAccesibility();
  5239. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5240. std::vector<BattleHex> targetHexes;
  5241. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5242. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5243. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5244. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5245. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5246. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5247. if (!guardianIsBig)
  5248. targetHexes = stack->getSurroundingHexes();
  5249. else
  5250. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5251. for(auto hex : targetHexes)
  5252. {
  5253. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5254. {
  5255. battle::UnitInfo info;
  5256. info.id = gs->curB->battleNextUnitId();
  5257. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5258. info.type = creatureData;
  5259. info.side = stack->side;
  5260. info.position = hex;
  5261. info.summoned = true;
  5262. BattleUnitsChanged pack;
  5263. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5264. info.save(pack.changedStacks.back().data);
  5265. sendAndApply(&pack);
  5266. }
  5267. }
  5268. }
  5269. stackEnchantedTrigger(stack);
  5270. }
  5271. //spells opening battle
  5272. for (int i = 0; i < 2; ++i)
  5273. {
  5274. auto h = gs->curB->battleGetFightingHero(i);
  5275. if (h)
  5276. {
  5277. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5278. for (auto b : *bl)
  5279. {
  5280. spells::BonusCaster caster(h, b);
  5281. const CSpell * spell = SpellID(b->subtype).toSpell();
  5282. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5283. parameters.setSpellLevel(3);
  5284. parameters.setEffectDuration(b->val);
  5285. parameters.massive = true;
  5286. parameters.castIfPossible(spellEnv, spells::Target());
  5287. }
  5288. }
  5289. }
  5290. bool firstRound = true;//FIXME: why first round is -1?
  5291. //main loop
  5292. while (!battleResult.get()) //till the end of the battle ;]
  5293. {
  5294. BattleNextRound bnr;
  5295. bnr.round = gs->curB->round + 1;
  5296. logGlobal->debug("Round %d", bnr.round);
  5297. sendAndApply(&bnr);
  5298. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5299. for (auto &obstPtr : obstacles)
  5300. {
  5301. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5302. if (sco->turnsRemaining == 0)
  5303. removeObstacle(*obstPtr);
  5304. }
  5305. const BattleInfo & curB = *gs->curB;
  5306. for(auto stack : curB.stacks)
  5307. {
  5308. if(stack->alive() && !firstRound)
  5309. stackEnchantedTrigger(stack);
  5310. }
  5311. //stack loop
  5312. auto getNextStack = [this]() -> const CStack *
  5313. {
  5314. if(battleResult.get())
  5315. return nullptr;
  5316. std::vector<battle::Units> q;
  5317. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5318. if(!q.empty())
  5319. {
  5320. if(!q.front().empty())
  5321. {
  5322. auto next = q.front().front();
  5323. if(next->willMove())
  5324. return dynamic_cast<const CStack *>(next);
  5325. }
  5326. }
  5327. return nullptr;
  5328. };
  5329. const CStack * next = nullptr;
  5330. while((next = getNextStack()))
  5331. {
  5332. BattleUnitsChanged removeGhosts;
  5333. for(auto stack : curB.stacks)
  5334. {
  5335. if(stack->ghostPending)
  5336. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5337. }
  5338. if(!removeGhosts.changedStacks.empty())
  5339. sendAndApply(&removeGhosts);
  5340. //check for bad morale => freeze
  5341. int nextStackMorale = next->MoraleVal();
  5342. if (nextStackMorale < 0 &&
  5343. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5344. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5345. )
  5346. {
  5347. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5348. {
  5349. //unit loses its turn - empty freeze action
  5350. BattleAction ba;
  5351. ba.actionType = EActionType::BAD_MORALE;
  5352. ba.side = next->side;
  5353. ba.stackNumber = next->ID;
  5354. makeAutomaticAction(next, ba);
  5355. continue;
  5356. }
  5357. }
  5358. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5359. {
  5360. logGlobal->trace("Handle Berserk effect");
  5361. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5362. if (attackInfo.first != nullptr)
  5363. {
  5364. BattleAction attack;
  5365. attack.actionType = EActionType::WALK_AND_ATTACK;
  5366. attack.side = next->side;
  5367. attack.stackNumber = next->ID;
  5368. attack.aimToHex(attackInfo.second);
  5369. attack.aimToUnit(attackInfo.first);
  5370. makeAutomaticAction(next, attack);
  5371. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5372. }
  5373. else
  5374. {
  5375. makeStackDoNothing(next);
  5376. logGlobal->trace("No target found");
  5377. }
  5378. continue;
  5379. }
  5380. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5381. const int stackCreatureId = next->getCreature()->idNumber;
  5382. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5383. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5384. {
  5385. BattleAction attack;
  5386. attack.actionType = EActionType::SHOOT;
  5387. attack.side = next->side;
  5388. attack.stackNumber = next->ID;
  5389. //TODO: select target by priority
  5390. const battle::Unit * target = nullptr;
  5391. for(auto & elem : gs->curB->stacks)
  5392. {
  5393. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5394. && elem->owner != next->owner
  5395. && elem->isValidTarget()
  5396. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5397. {
  5398. target = elem;
  5399. break;
  5400. }
  5401. }
  5402. if(target == nullptr)
  5403. {
  5404. makeStackDoNothing(next);
  5405. }
  5406. else
  5407. {
  5408. attack.aimToUnit(target);
  5409. makeAutomaticAction(next, attack);
  5410. }
  5411. continue;
  5412. }
  5413. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5414. {
  5415. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5416. if (attackableBattleHexes.empty())
  5417. {
  5418. makeStackDoNothing(next);
  5419. continue;
  5420. }
  5421. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5422. {
  5423. BattleAction attack;
  5424. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5425. attack.aimToHex(destination);
  5426. attack.actionType = EActionType::CATAPULT;
  5427. attack.side = next->side;
  5428. attack.stackNumber = next->ID;
  5429. makeAutomaticAction(next, attack);
  5430. continue;
  5431. }
  5432. }
  5433. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5434. {
  5435. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5436. {
  5437. return s->owner == next->owner && s->canBeHealed();
  5438. });
  5439. if (!possibleStacks.size())
  5440. {
  5441. makeStackDoNothing(next);
  5442. continue;
  5443. }
  5444. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5445. {
  5446. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5447. const CStack * toBeHealed = possibleStacks.front();
  5448. BattleAction heal;
  5449. heal.actionType = EActionType::STACK_HEAL;
  5450. heal.aimToUnit(toBeHealed);
  5451. heal.side = next->side;
  5452. heal.stackNumber = next->ID;
  5453. makeAutomaticAction(next, heal);
  5454. continue;
  5455. }
  5456. }
  5457. int numberOfAsks = 1;
  5458. bool breakOuter = false;
  5459. do
  5460. {//ask interface and wait for answer
  5461. if (!battleResult.get())
  5462. {
  5463. stackTurnTrigger(next); //various effects
  5464. if(next->fear)
  5465. {
  5466. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5467. }
  5468. else
  5469. {
  5470. logGlobal->trace("Activating %s", next->nodeName());
  5471. auto nextId = next->ID;
  5472. BattleSetActiveStack sas;
  5473. sas.stack = nextId;
  5474. sendAndApply(&sas);
  5475. auto actionWasMade = [&]() -> bool
  5476. {
  5477. if (battleMadeAction.data)//active stack has made its action
  5478. return true;
  5479. if (battleResult.get())// battle is finished
  5480. return true;
  5481. if (next == nullptr)//active stack was been removed
  5482. return true;
  5483. return !next->alive();//active stack is dead
  5484. };
  5485. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5486. battleMadeAction.data = false;
  5487. while (!actionWasMade())
  5488. {
  5489. battleMadeAction.cond.wait(lock);
  5490. if (battleGetStackByID(nextId, false) != next)
  5491. next = nullptr; //it may be removed, while we wait
  5492. }
  5493. }
  5494. }
  5495. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5496. {
  5497. breakOuter = true;
  5498. break;
  5499. }
  5500. //we're after action, all results applied
  5501. checkBattleStateChanges(); //check if this action ended the battle
  5502. if(next != nullptr)
  5503. {
  5504. //check for good morale
  5505. nextStackMorale = next->MoraleVal();
  5506. if(!next->hadMorale //only one extra move per turn possible
  5507. && !next->defending
  5508. && !next->waited()
  5509. && !next->fear
  5510. && next->alive()
  5511. && nextStackMorale > 0
  5512. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5513. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5514. )
  5515. {
  5516. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5517. {
  5518. BattleTriggerEffect bte;
  5519. bte.stackID = next->ID;
  5520. bte.effect = Bonus::MORALE;
  5521. bte.val = 1;
  5522. bte.additionalInfo = 0;
  5523. sendAndApply(&bte); //play animation
  5524. ++numberOfAsks; //move this stack once more
  5525. }
  5526. }
  5527. }
  5528. --numberOfAsks;
  5529. } while (numberOfAsks > 0);
  5530. if (breakOuter)
  5531. {
  5532. break;
  5533. }
  5534. }
  5535. firstRound = false;
  5536. }
  5537. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5538. }
  5539. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5540. {
  5541. BattleSetActiveStack bsa;
  5542. bsa.stack = stack->ID;
  5543. bsa.askPlayerInterface = false;
  5544. sendAndApply(&bsa);
  5545. bool ret = makeBattleAction(ba);
  5546. checkBattleStateChanges();
  5547. return ret;
  5548. }
  5549. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5550. {
  5551. assert(a->artType);
  5552. ArtifactLocation al;
  5553. al.artHolder = const_cast<CGHeroInstance*>(h);
  5554. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5555. if (pos < 0)
  5556. {
  5557. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5558. slot = a->firstAvailableSlot(h);
  5559. else
  5560. slot = a->firstBackpackSlot(h);
  5561. }
  5562. else
  5563. {
  5564. slot = pos;
  5565. }
  5566. al.slot = slot;
  5567. if (slot < 0 || !a->canBePutAt(al))
  5568. {
  5569. complain("Cannot put artifact in that slot!");
  5570. return;
  5571. }
  5572. putArtifact(al, a);
  5573. }
  5574. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5575. {
  5576. PutArtifact pa;
  5577. pa.art = a;
  5578. pa.al = al;
  5579. sendAndApply(&pa);
  5580. }
  5581. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5582. {
  5583. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5584. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5585. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5586. giveHeroNewArtifact(h, art, slot);
  5587. return true;
  5588. }
  5589. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5590. {
  5591. CArtifactInstance *a = nullptr;
  5592. if (!artType->constituents)
  5593. {
  5594. a = new CArtifactInstance();
  5595. }
  5596. else
  5597. {
  5598. a = new CCombinedArtifactInstance();
  5599. }
  5600. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5601. NewArtifact na;
  5602. na.art = a;
  5603. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5604. giveHeroArtifact(h, a, pos);
  5605. }
  5606. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5607. {
  5608. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5609. if (battleResult.data)
  5610. {
  5611. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5612. % battleResult.data->result % resultType).str());
  5613. return;
  5614. }
  5615. auto br = new BattleResult();
  5616. br->result = resultType;
  5617. br->winner = victoriusSide; //surrendering side loses
  5618. gs->curB->calculateCasualties(br->casualties);
  5619. battleResult.data = br;
  5620. }
  5621. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5622. {
  5623. std::vector<int3>::iterator tile;
  5624. std::vector<int3> tiles;
  5625. getFreeTiles(tiles);
  5626. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5627. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5628. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5629. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5630. for (int i = 0; i < (int)amount; ++i)
  5631. {
  5632. tile = tiles.begin();
  5633. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5634. {
  5635. auto count = cre->getRandomAmount(std::rand);
  5636. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5637. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5638. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5639. }
  5640. tiles.erase(tile); //not use it again
  5641. }
  5642. }
  5643. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5644. {
  5645. if (cheat == "vcmiistari")
  5646. {
  5647. if (!hero) return;
  5648. ///Give hero spellbook
  5649. if (!hero->hasSpellbook())
  5650. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5651. ///Give all spells with bonus (to allow banned spells)
  5652. GiveBonus giveBonus(GiveBonus::HERO);
  5653. giveBonus.id = hero->id.getNum();
  5654. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5655. //start with level 0 to skip abilities
  5656. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5657. {
  5658. giveBonus.bonus.subtype = level;
  5659. sendAndApply(&giveBonus);
  5660. }
  5661. ///Give mana
  5662. SetMana sm;
  5663. sm.hid = hero->id;
  5664. sm.val = 999;
  5665. sm.absolute = true;
  5666. sendAndApply(&sm);
  5667. }
  5668. else if (cheat == "vcmiarmenelos")
  5669. {
  5670. if (!town) return;
  5671. ///Build all buildings in selected town
  5672. for (auto & build : town->town->buildings)
  5673. {
  5674. if (!town->hasBuilt(build.first)
  5675. && !build.second->Name().empty()
  5676. && build.first != BuildingID::SHIP)
  5677. {
  5678. buildStructure(town->id, build.first, true);
  5679. }
  5680. }
  5681. }
  5682. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5683. {
  5684. if (!hero) return;
  5685. ///Gives N creatures into each slot
  5686. std::map<std::string, std::pair<int, int>> creatures;
  5687. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5688. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5689. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5690. const CCreature * creature = VLC->creh->objects.at(creatures[cheat].first);
  5691. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5692. if (!hero->hasStackAtSlot(SlotID(i)))
  5693. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5694. }
  5695. else if (cheat == "vcminoldor")
  5696. {
  5697. if (!hero) return;
  5698. ///Give all war machines to hero
  5699. if (!hero->getArt(ArtifactPosition::MACH1))
  5700. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5701. if (!hero->getArt(ArtifactPosition::MACH2))
  5702. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5703. if (!hero->getArt(ArtifactPosition::MACH3))
  5704. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5705. }
  5706. else if (cheat == "vcmiforgeofnoldorking")
  5707. {
  5708. if (!hero) return;
  5709. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5710. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  5711. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  5712. }
  5713. else if (cheat == "vcmiglorfindel")
  5714. {
  5715. if (!hero) return;
  5716. ///selected hero gains a new level
  5717. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5718. }
  5719. else if (cheat == "vcminahar")
  5720. {
  5721. if (!hero) return;
  5722. ///Give 1000000 movement points to hero
  5723. SetMovePoints smp;
  5724. smp.hid = hero->id;
  5725. smp.val = 1000000;
  5726. sendAndApply(&smp);
  5727. GiveBonus gb(GiveBonus::HERO);
  5728. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5729. gb.bonus.duration = Bonus::ONE_DAY;
  5730. gb.bonus.source = Bonus::OTHER;
  5731. gb.id = hero->id.getNum();
  5732. giveHeroBonus(&gb);
  5733. }
  5734. else if (cheat == "vcmiformenos")
  5735. {
  5736. ///Give resources to player
  5737. TResources resources;
  5738. resources[Res::GOLD] = 100000;
  5739. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5740. resources[i] = 100;
  5741. giveResources(player, resources);
  5742. }
  5743. else if (cheat == "vcmisilmaril")
  5744. {
  5745. ///Player wins
  5746. PlayerCheated pc;
  5747. pc.player = player;
  5748. pc.winningCheatCode = true;
  5749. sendAndApply(&pc);
  5750. }
  5751. else if (cheat == "vcmimelkor")
  5752. {
  5753. ///Player looses
  5754. PlayerCheated pc;
  5755. pc.player = player;
  5756. pc.losingCheatCode = true;
  5757. sendAndApply(&pc);
  5758. }
  5759. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5760. {
  5761. ///Reveal or conceal FoW
  5762. FoWChange fc;
  5763. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5764. fc.player = player;
  5765. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5766. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5767. int lastUnc = 0;
  5768. for (int i = 0; i < gs->map->width; i++)
  5769. for (int j = 0; j < gs->map->height; j++)
  5770. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5771. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5772. hlp_tab[lastUnc++] = int3(i, j, k);
  5773. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5774. delete [] hlp_tab;
  5775. sendAndApply(&fc);
  5776. }
  5777. else
  5778. cheated = false;
  5779. }
  5780. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5781. {
  5782. BattleObstaclesChanged obsRem;
  5783. obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
  5784. sendAndApply(&obsRem);
  5785. }
  5786. void CGameHandler::synchronizeArtifactHandlerLists()
  5787. {
  5788. UpdateArtHandlerLists uahl;
  5789. uahl.treasures = VLC->arth->treasures;
  5790. uahl.minors = VLC->arth->minors;
  5791. uahl.majors = VLC->arth->majors;
  5792. uahl.relics = VLC->arth->relics;
  5793. sendAndApply(&uahl);
  5794. }
  5795. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5796. {
  5797. return vstd::contains(gs->map->objects, obj);
  5798. }
  5799. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5800. {
  5801. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5802. return false;
  5803. auto query = queries.topQuery(player);
  5804. if (query && query->blocksPack(pack))
  5805. {
  5806. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5807. return true;
  5808. }
  5809. return false;
  5810. }
  5811. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5812. {
  5813. //If the object is being visited, there must be a matching query
  5814. for (const auto &query : queries.allQueries())
  5815. {
  5816. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5817. {
  5818. if (someVistQuery->visitedObject == object)
  5819. {
  5820. someVistQuery->removeObjectAfterVisit = true;
  5821. return;
  5822. }
  5823. }
  5824. }
  5825. //If we haven't returned so far, there is no query and no visit, call was wrong
  5826. assert("This function needs to be called during the object visit!");
  5827. }
  5828. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5829. {
  5830. std::unordered_set<int3, ShashInt3> tiles;
  5831. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5832. if (hide)
  5833. {
  5834. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5835. auto p = getPlayerState(player);
  5836. for (auto h : p->heroes)
  5837. {
  5838. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5839. }
  5840. for (auto t : p->towns)
  5841. {
  5842. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5843. }
  5844. for (auto tile : observedTiles)
  5845. vstd::erase_if_present (tiles, tile);
  5846. }
  5847. changeFogOfWar(tiles, player, hide);
  5848. }
  5849. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5850. {
  5851. FoWChange fow;
  5852. fow.tiles = tiles;
  5853. fow.player = player;
  5854. fow.mode = hide? 0 : 1;
  5855. sendAndApply(&fow);
  5856. }
  5857. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5858. {
  5859. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5860. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5861. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5862. return true;
  5863. }
  5864. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  5865. {
  5866. SetObjectProperty sob;
  5867. sob.id = objid;
  5868. sob.what = prop;
  5869. sob.val = static_cast<ui32>(val);
  5870. sendAndApply(&sob);
  5871. }
  5872. void CGameHandler::showInfoDialog(InfoWindow * iw)
  5873. {
  5874. sendAndApply(iw);
  5875. }
  5876. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  5877. {
  5878. InfoWindow iw;
  5879. iw.player = player;
  5880. iw.text << msg;
  5881. showInfoDialog(&iw);
  5882. }
  5883. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5884. army(_army)
  5885. {
  5886. heroWithDeadCommander = ObjectInstanceID();
  5887. PlayerColor color = army->tempOwner;
  5888. if(color == PlayerColor::UNFLAGGABLE)
  5889. color = PlayerColor::NEUTRAL;
  5890. for(CStack * st : bat->stacks)
  5891. {
  5892. if(st->summoned) //don't take into account temporary summoned stacks
  5893. continue;
  5894. if(st->owner != color) //remove only our stacks
  5895. continue;
  5896. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5897. st->health.takeResurrected();
  5898. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5899. {
  5900. logGlobal->debug("Ignored arrow towers stack.");
  5901. }
  5902. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5903. {
  5904. auto warMachine = st->type->warMachine;
  5905. if(warMachine == ArtifactID::NONE)
  5906. {
  5907. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5908. }
  5909. //catapult artifact remain even if "creature" killed in siege
  5910. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5911. {
  5912. logGlobal->debug("War machine has been destroyed");
  5913. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5914. if (hero)
  5915. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5916. else
  5917. logGlobal->error("War machine in army without hero");
  5918. }
  5919. }
  5920. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5921. {
  5922. if(st->alive() && st->getCount() > 0)
  5923. {
  5924. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5925. const CreatureID summonedType = st->type->idNumber;
  5926. summoned[summonedType] += st->getCount();
  5927. }
  5928. }
  5929. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5930. {
  5931. if (nullptr == st->base)
  5932. {
  5933. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5934. }
  5935. else
  5936. {
  5937. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5938. if(c)
  5939. {
  5940. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5941. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5942. {
  5943. logGlobal->debug("Commander is dead.");
  5944. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5945. }
  5946. }
  5947. else
  5948. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5949. }
  5950. }
  5951. else if(st->base && !army->slotEmpty(st->slot))
  5952. {
  5953. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  5954. if(st->getCount() == 0 || !st->alive())
  5955. {
  5956. logGlobal->debug("Stack has been destroyed.");
  5957. StackLocation sl(army, st->slot);
  5958. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5959. }
  5960. else if(st->getCount() < army->getStackCount(st->slot))
  5961. {
  5962. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  5963. StackLocation sl(army, st->slot);
  5964. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5965. }
  5966. else if(st->getCount() > army->getStackCount(st->slot))
  5967. {
  5968. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  5969. StackLocation sl(army, st->slot);
  5970. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5971. }
  5972. }
  5973. else
  5974. {
  5975. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5976. }
  5977. }
  5978. }
  5979. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5980. {
  5981. for (TStackAndItsNewCount &ncount : newStackCounts)
  5982. {
  5983. if (ncount.second > 0)
  5984. gh->changeStackCount(ncount.first, ncount.second, true);
  5985. else
  5986. gh->eraseStack(ncount.first, true);
  5987. }
  5988. for (auto summoned_iter : summoned)
  5989. {
  5990. SlotID slot = army->getSlotFor(summoned_iter.first);
  5991. if (slot.validSlot())
  5992. {
  5993. StackLocation location(army, slot);
  5994. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5995. }
  5996. else
  5997. {
  5998. //even if it will be possible to summon anything permanently it should be checked for free slot
  5999. //necromancy is handled separately
  6000. gh->complain("No free slot to put summoned creature");
  6001. }
  6002. }
  6003. for (auto al : removedWarMachines)
  6004. {
  6005. gh->removeArtifact(al);
  6006. }
  6007. if (heroWithDeadCommander != ObjectInstanceID())
  6008. {
  6009. SetCommanderProperty scp;
  6010. scp.heroid = heroWithDeadCommander;
  6011. scp.which = SetCommanderProperty::ALIVE;
  6012. scp.amount = 0;
  6013. gh->sendAndApply(&scp);
  6014. }
  6015. }
  6016. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6017. {
  6018. assert(Query->result);
  6019. assert(Query->bi);
  6020. auto &result = *Query->result;
  6021. auto &info = *Query->bi;
  6022. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6023. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6024. victor = info.sides[result.winner].color;
  6025. loser = info.sides[!result.winner].color;
  6026. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6027. }
  6028. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6029. {
  6030. winnerHero = loserHero = nullptr;
  6031. remainingBattleQueriesCount = 0;
  6032. }
  6033. CRandomGenerator & CGameHandler::getRandomGenerator()
  6034. {
  6035. return CRandomGenerator::getDefault();
  6036. }
  6037. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6038. {
  6039. return serverScripts.get();
  6040. }
  6041. scripting::Pool * CGameHandler::getContextPool() const
  6042. {
  6043. return serverScripts.get();
  6044. }
  6045. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6046. {
  6047. NewObject no;
  6048. no.ID = ID; //creature
  6049. no.subID= subID;
  6050. no.pos = pos;
  6051. sendAndApply(&no);
  6052. return no.id; //id field will be filled during applying on gs
  6053. }
  6054. ///ServerSpellCastEnvironment
  6055. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6056. : gh(gh)
  6057. {
  6058. }
  6059. bool ServerSpellCastEnvironment::describeChanges() const
  6060. {
  6061. return true;
  6062. }
  6063. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6064. {
  6065. gh->complain(problem);
  6066. }
  6067. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6068. {
  6069. return &gh->getRandomGenerator();
  6070. }
  6071. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6072. {
  6073. gh->sendAndApply(pack);
  6074. }
  6075. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6076. {
  6077. gh->sendAndApply(pack);
  6078. }
  6079. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6080. {
  6081. gh->sendAndApply(pack);
  6082. }
  6083. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6084. {
  6085. gh->sendAndApply(pack);
  6086. }
  6087. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6088. {
  6089. gh->sendAndApply(pack);
  6090. }
  6091. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6092. {
  6093. gh->sendAndApply(pack);
  6094. }
  6095. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6096. {
  6097. gh->sendAndApply(pack);
  6098. }
  6099. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6100. {
  6101. gh->sendAndApply(pack);
  6102. }
  6103. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6104. {
  6105. return gh;
  6106. }
  6107. const CMap * ServerSpellCastEnvironment::getMap() const
  6108. {
  6109. return gh->gameState()->map;
  6110. }
  6111. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6112. {
  6113. return gh->moveHero(hid, dst, teleporting, false);
  6114. }
  6115. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6116. {
  6117. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6118. request->queryID = query->queryID;
  6119. gh->queries.addQuery(query);
  6120. gh->sendAndApply(request);
  6121. }