CGameHandler.cpp 221 KB

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